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author | Thomas <mail.thomasclement@gmail.com> | 2021-08-15 10:03:09 +0200 |
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committer | Thomas <mail.thomasclement@gmail.com> | 2021-08-15 10:03:09 +0200 |
commit | 3a1d97f556bc4c5384799ac121640984b590c05c (patch) | |
tree | 20aeab4c18d76c344e2ce1f16913b39c447659b1 /libs/raylib/src/raylib.h | |
parent | eebaddf29efad9bc7b82d8745d839931f08ef887 (diff) | |
download | gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.tar.gz gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.tar.bz2 gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.zip |
Updated to raylib 3.7
Diffstat (limited to 'libs/raylib/src/raylib.h')
-rw-r--r-- | libs/raylib/src/raylib.h | 851 |
1 files changed, 451 insertions, 400 deletions
diff --git a/libs/raylib/src/raylib.h b/libs/raylib/src/raylib.h index d2dc8a5..a9fbe6b 100644 --- a/libs/raylib/src/raylib.h +++ b/libs/raylib/src/raylib.h @@ -4,7 +4,8 @@ * * FEATURES: * - NO external dependencies, all required libraries included with raylib -* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5. +* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, +* MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] @@ -12,7 +13,7 @@ * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps -* - Skeletal Animation support (CPU bones-based animation) +* - Animated 3D models supported (skeletal bones animation) (IQM, glTF) * - Shaders support, including Model shaders and Postprocessing shaders * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) @@ -20,17 +21,20 @@ * - Bindings to multiple programming languages available! * * NOTES: -* 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 +* One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] +* One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2) +* One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) +* One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) * * DEPENDENCIES (included): -* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) -* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP) -* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management +* [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) +* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) +* [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): -* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording +* [core] msf_gif (Miles Fogle) for GIF recording +* [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm +* [core] sdefl (Micha Mettke) for DEFLATE compression algorythm * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) * [textures] stb_image_resize (Sean Barret) for image resizing algorithms @@ -40,9 +44,10 @@ * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [models] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [raudio] stb_vorbis (Sean Barret) for OGG audio loading +* [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading +* [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * @@ -52,7 +57,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2021 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. @@ -99,8 +104,6 @@ #define DEG2RAD (PI/180.0f) #define RAD2DEG (180.0f/PI) -#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported - // Allow custom memory allocators #ifndef RL_MALLOC #define RL_MALLOC(sz) malloc(sz) @@ -115,7 +118,7 @@ #define RL_FREE(ptr) free(ptr) #endif -// NOTE: MSC C++ compiler does not support compound literals (C99 feature) +// NOTE: MSVC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized from { } initializers. #if defined(__cplusplus) #define CLITERAL(type) type @@ -153,12 +156,16 @@ #define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta #define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) -// Temporal hack to avoid breaking old codebases using -// deprecated raylib implementation of these functions -#define FormatText TextFormat -#define SubText TextSubtext -#define ShowWindow UnhideWindow -#define LoadText LoadFileText +// Temporal hacks to avoid breaking old codebases using +// deprecated raylib implementation or definitions +#define FormatText TextFormat +#define LoadText LoadFileText +#define GetExtension GetFileExtension +#define GetImageData LoadImageColors +#define FILTER_POINT TEXTURE_FILTER_POINT +#define FILTER_BILINEAR TEXTURE_FILTER_BILINEAR +#define MAP_DIFFUSE MATERIAL_MAP_DIFFUSE +#define PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 //---------------------------------------------------------------------------------- // Structures Definition @@ -228,41 +235,40 @@ typedef struct Image { int format; // Data format (PixelFormat type) } Image; -// Texture2D type +// Texture type // NOTE: Data stored in GPU memory -typedef struct Texture2D { +typedef struct Texture { 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 (PixelFormat type) -} Texture2D; +} Texture; -// Texture type, same as Texture2D -typedef Texture2D Texture; +// Texture2D type, same as Texture +typedef Texture Texture2D; -// TextureCubemap type, actually, same as Texture2D -typedef Texture2D TextureCubemap; +// TextureCubemap type, actually, same as Texture +typedef Texture TextureCubemap; -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture - bool depthTexture; // Track if depth attachment is a texture or renderbuffer -} RenderTexture2D; +// RenderTexture type, for texture rendering +typedef struct RenderTexture { + unsigned int id; // OpenGL framebuffer object id + Texture texture; // Color buffer attachment texture + Texture depth; // Depth buffer attachment texture +} RenderTexture; -// RenderTexture type, same as RenderTexture2D -typedef RenderTexture2D RenderTexture; +// RenderTexture2D type, same as RenderTexture +typedef RenderTexture RenderTexture2D; // N-Patch layout info typedef struct NPatchInfo { - Rectangle sourceRec; // Region in the texture - int left; // left border offset - int top; // top border offset - int right; // right border offset - int bottom; // bottom border offset - int type; // layout of the n-patch: 3x3, 1x3 or 3x1 + Rectangle source; // Texture source rectangle + int left; // Left border offset + int top; // Top border offset + int right; // Right border offset + int bottom; // Bottom border offset + int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 } NPatchInfo; // Font character info @@ -278,6 +284,7 @@ typedef struct CharInfo { typedef struct Font { int baseSize; // Base size (default chars height) int charsCount; // Number of characters + int charsPadding; // Padding around the chars Texture2D texture; // Characters texture atlas Rectangle *recs; // Characters rectangles in texture CharInfo *chars; // Characters info data @@ -291,7 +298,7 @@ typedef struct Camera3D { Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic - int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC + int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D @@ -347,7 +354,7 @@ typedef struct MaterialMap { typedef struct Material { Shader shader; // Material shader MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) - float *params; // Material generic parameters (if required) + float params[4]; // Material generic parameters (if required) } Material; // Transformation properties @@ -368,9 +375,8 @@ typedef struct Model { Matrix transform; // Local transform matrix int meshCount; // Number of meshes - Mesh *meshes; // Meshes array - int materialCount; // Number of materials + Mesh *meshes; // Meshes array Material *materials; // Materials array int *meshMaterial; // Mesh material number @@ -383,9 +389,8 @@ typedef struct Model { // Model animation typedef struct ModelAnimation { int boneCount; // Number of bones - BoneInfo *bones; // Bones information (skeleton) - int frameCount; // Number of animation frames + BoneInfo *bones; // Bones information (skeleton) Transform **framePoses; // Poses array by frame } ModelAnimation; @@ -423,63 +428,80 @@ typedef struct rAudioBuffer rAudioBuffer; // Audio stream type // NOTE: Useful to create custom audio streams not bound to a specific file typedef struct AudioStream { + rAudioBuffer *buffer; // Pointer to internal data used by the audio system + unsigned int sampleRate; // Frequency (samples per second) unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) unsigned int channels; // Number of channels (1-mono, 2-stereo) - - rAudioBuffer *buffer; // Pointer to internal data used by the audio system } AudioStream; // Sound source type typedef struct Sound { - unsigned int sampleCount; // Total number of samples AudioStream stream; // Audio stream + unsigned int sampleCount; // Total number of samples } Sound; // Music stream type (audio file streaming from memory) // NOTE: Anything longer than ~10 seconds should be streamed typedef struct Music { - int ctxType; // Type of music context (audio filetype) - void *ctxData; // Audio context data, depends on type - + AudioStream stream; // Audio stream unsigned int sampleCount; // Total number of samples - unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop + bool looping; // Music looping enable - AudioStream stream; // Audio stream + int ctxType; // Type of music context (audio filetype) + void *ctxData; // Audio context data, depends on type } Music; // Head-Mounted-Display device parameters typedef struct VrDeviceInfo { - int hResolution; // HMD horizontal resolution in pixels - int vResolution; // HMD vertical resolution in pixels - float hScreenSize; // HMD horizontal size in meters - float vScreenSize; // HMD vertical size in meters - float vScreenCenter; // HMD screen center in meters - float eyeToScreenDistance; // HMD distance between eye and display in meters - float lensSeparationDistance; // HMD lens separation distance in meters - float interpupillaryDistance; // HMD IPD (distance between pupils) in meters - float lensDistortionValues[4]; // HMD lens distortion constant parameters - float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters + int hResolution; // Horizontal resolution in pixels + int vResolution; // Vertical resolution in pixels + float hScreenSize; // Horizontal size in meters + float vScreenSize; // Vertical size in meters + float vScreenCenter; // Screen center in meters + float eyeToScreenDistance; // Distance between eye and display in meters + float lensSeparationDistance; // Lens separation distance in meters + float interpupillaryDistance; // IPD (distance between pupils) in meters + float lensDistortionValues[4]; // Lens distortion constant parameters + float chromaAbCorrection[4]; // Chromatic aberration correction parameters } VrDeviceInfo; +// VR Stereo rendering configuration for simulator +typedef struct VrStereoConfig { + Matrix projection[2]; // VR projection matrices (per eye) + Matrix viewOffset[2]; // VR view offset matrices (per eye) + float leftLensCenter[2]; // VR left lens center + float rightLensCenter[2]; // VR right lens center + float leftScreenCenter[2]; // VR left screen center + float rightScreenCenter[2]; // VR right screen center + float scale[2]; // VR distortion scale + float scaleIn[2]; // VR distortion scale in +} VrStereoConfig; + //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- -// System config flags -// NOTE: Used for bit masks +// System/Window config flags +// NOTE: Every bit registers one state (use it with bit masks) +// By default all flags are set to 0 typedef enum { - FLAG_RESERVED = 1, // Reserved - FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen - FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window - FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons) - FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window - FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden - FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized - FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X - FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU -} ConfigFlag; - -// Trace log type + FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU + FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen + FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window + FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) + FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window + FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) + FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) + FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused + FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top + FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized + FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer + FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI + FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X + FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) +} ConfigFlags; + +// Trace log level typedef enum { LOG_ALL = 0, // Display all logs LOG_TRACE, @@ -489,10 +511,13 @@ typedef enum { LOG_ERROR, LOG_FATAL, LOG_NONE // Disable logging -} TraceLogType; +} TraceLogLevel; -// Keyboard keys +// Keyboard keys (US keyboard layout) +// NOTE: Use GetKeyPressed() to allow redefining +// required keys for alternative layouts typedef enum { + KEY_NULL = 0, // Alphanumeric keys KEY_APOSTROPHE = 39, KEY_COMMA = 44, @@ -602,16 +627,13 @@ typedef enum { KEY_KP_SUBTRACT = 333, KEY_KP_ADD = 334, KEY_KP_ENTER = 335, - KEY_KP_EQUAL = 336 -} KeyboardKey; - -// Android buttons -typedef enum { + KEY_KP_EQUAL = 336, + // Android key buttons KEY_BACK = 4, KEY_MENU = 82, KEY_VOLUME_UP = 24, KEY_VOLUME_DOWN = 25 -} AndroidButton; +} KeyboardKey; // Mouse buttons typedef enum { @@ -620,15 +642,22 @@ typedef enum { MOUSE_MIDDLE_BUTTON = 2 } MouseButton; -// Gamepad number +// Mouse cursor typedef enum { - GAMEPAD_PLAYER1 = 0, - GAMEPAD_PLAYER2 = 1, - GAMEPAD_PLAYER3 = 2, - GAMEPAD_PLAYER4 = 3 -} GamepadNumber; - -// Gamepad Buttons + MOUSE_CURSOR_DEFAULT = 0, + MOUSE_CURSOR_ARROW = 1, + MOUSE_CURSOR_IBEAM = 2, + MOUSE_CURSOR_CROSSHAIR = 3, + MOUSE_CURSOR_POINTING_HAND = 4, + MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape + MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape + MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape +} MouseCursor; + +// Gamepad buttons typedef enum { // This is here just for error checking GAMEPAD_BUTTON_UNKNOWN = 0, @@ -655,150 +684,149 @@ typedef enum { GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // These are buttons in the center of the gamepad - GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select - GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button - GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start + GAMEPAD_BUTTON_MIDDLE_LEFT, // PS3 Select + GAMEPAD_BUTTON_MIDDLE, // PS Button/XBOX Button + GAMEPAD_BUTTON_MIDDLE_RIGHT, // PS3 Start // These are the joystick press in buttons GAMEPAD_BUTTON_LEFT_THUMB, GAMEPAD_BUTTON_RIGHT_THUMB } GamepadButton; +// Gamepad axis typedef enum { - // This is here just for error checking - GAMEPAD_AXIS_UNKNOWN = 0, - // Left stick - GAMEPAD_AXIS_LEFT_X, - GAMEPAD_AXIS_LEFT_Y, + GAMEPAD_AXIS_LEFT_X = 0, + GAMEPAD_AXIS_LEFT_Y = 1, // Right stick - GAMEPAD_AXIS_RIGHT_X, - GAMEPAD_AXIS_RIGHT_Y, + GAMEPAD_AXIS_RIGHT_X = 2, + GAMEPAD_AXIS_RIGHT_Y = 3, // Pressure levels for the back triggers - GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level) - GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level) + GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level) + GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level) } GamepadAxis; -// Shader location point type +// Material map index typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF + MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE + MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR + MATERIAL_MAP_NORMAL = 2, + MATERIAL_MAP_ROUGHNESS = 3, + MATERIAL_MAP_OCCLUSION, + MATERIAL_MAP_EMISSION, + MATERIAL_MAP_HEIGHT, + MATERIAL_MAP_BRDG, + MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP +} MaterialMapIndex; + +#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO +#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS + +// Shader location index +typedef enum { + SHADER_LOC_VERTEX_POSITION = 0, + SHADER_LOC_VERTEX_TEXCOORD01, + SHADER_LOC_VERTEX_TEXCOORD02, + SHADER_LOC_VERTEX_NORMAL, + SHADER_LOC_VERTEX_TANGENT, + SHADER_LOC_VERTEX_COLOR, + SHADER_LOC_MATRIX_MVP, + SHADER_LOC_MATRIX_VIEW, + SHADER_LOC_MATRIX_PROJECTION, + SHADER_LOC_MATRIX_MODEL, + SHADER_LOC_MATRIX_NORMAL, + SHADER_LOC_VECTOR_VIEW, + SHADER_LOC_COLOR_DIFFUSE, + SHADER_LOC_COLOR_SPECULAR, + SHADER_LOC_COLOR_AMBIENT, + SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE + SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR + SHADER_LOC_MAP_NORMAL, + SHADER_LOC_MAP_ROUGHNESS, + SHADER_LOC_MAP_OCCLUSION, + SHADER_LOC_MAP_EMISSION, + SHADER_LOC_MAP_HEIGHT, + SHADER_LOC_MAP_CUBEMAP, + SHADER_LOC_MAP_IRRADIANCE, + SHADER_LOC_MAP_PREFILTER, + SHADER_LOC_MAP_BRDF } ShaderLocationIndex; -#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO -#define LOC_MAP_SPECULAR LOC_MAP_METALNESS +#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO +#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS -// Shader uniform data types +// Shader uniform data type typedef enum { - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D + SHADER_UNIFORM_FLOAT = 0, + SHADER_UNIFORM_VEC2, + SHADER_UNIFORM_VEC3, + SHADER_UNIFORM_VEC4, + SHADER_UNIFORM_INT, + SHADER_UNIFORM_IVEC2, + SHADER_UNIFORM_IVEC3, + SHADER_UNIFORM_IVEC4, + SHADER_UNIFORM_SAMPLER2D } ShaderUniformDataType; -// Material map type -typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF -} MaterialMapType; - -#define MAP_DIFFUSE MAP_ALBEDO -#define MAP_SPECULAR MAP_METALNESS - // Pixel formats // NOTE: Support depends on OpenGL version and platform typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification typedef enum { - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x -} TextureFilterMode; - -// Cubemap layout type -typedef enum { - CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type - CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces - CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces - CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map) -} CubemapLayoutType; + TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation + TEXTURE_FILTER_BILINEAR, // Linear filtering + TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} TextureFilter; // Texture parameters: wrap mode typedef enum { - WRAP_REPEAT = 0, // Repeats texture in tiled mode - WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode - WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode - WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode -} TextureWrapMode; + TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode + TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode +} TextureWrap; + +// Cubemap layouts +typedef enum { + CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type + CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces + CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces + CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) +} CubemapLayout; // Font type, defines generation method typedef enum { @@ -811,10 +839,13 @@ typedef enum { typedef enum { BLEND_ALPHA = 0, // Blend textures considering alpha (default) BLEND_ADDITIVE, // Blend textures adding colors - BLEND_MULTIPLIED // Blend textures multiplying colors + BLEND_MULTIPLIED, // Blend textures multiplying colors + BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode()) } BlendMode; -// Gestures type +// Gestures // NOTE: It could be used as flags to enable only some gestures typedef enum { GESTURE_NONE = 0, @@ -828,7 +859,7 @@ typedef enum { GESTURE_SWIPE_DOWN = 128, GESTURE_PINCH_IN = 256, GESTURE_PINCH_OUT = 512 -} GestureType; +} Gestures; // Camera system modes typedef enum { @@ -839,21 +870,27 @@ typedef enum { CAMERA_THIRD_PERSON } CameraMode; -// Camera projection modes +// Camera projection typedef enum { CAMERA_PERSPECTIVE = 0, CAMERA_ORTHOGRAPHIC -} CameraType; +} CameraProjection; -// Type of n-patch +// N-patch layout typedef enum { - NPT_9PATCH = 0, // Npatch defined by 3x3 tiles - NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles - NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles -} NPatchType; + NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles + NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles + NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles +} NPatchLayout; + +// Callbacks to hook some internal functions +// WARNING: This callbacks are intended for advance users +typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages +typedef unsigned char* (*LoadFileDataCallback)(const char* fileName, unsigned int* bytesRead); // FileIO: Load binary data +typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data +typedef char *(*LoadFileTextCallback)(const char* fileName); // FileIO: Load text data +typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data -// Callbacks to be implemented by users -typedef void (*TraceLogCallback)(int logType, const char *text, va_list args); #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions @@ -873,13 +910,19 @@ RLAPI void InitWindow(int width, int height, const char *title); // Initialize RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed RLAPI void CloseWindow(void); // Close window and unload OpenGL context RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI bool IsWindowResized(void); // Check if window has been resized -RLAPI bool IsWindowHidden(void); // Check if window is currently hidden RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void UnhideWindow(void); // Show the window -RLAPI void HideWindow(void); // Hide the window +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) +RLAPI bool IsWindowResized(void); // Check if window has been resized last frame +RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags +RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) @@ -890,14 +933,18 @@ RLAPI void *GetWindowHandle(void); // Get native RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetMonitorCount(void); // Get number of connected monitors -RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width -RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height -RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres -RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres +RLAPI int GetCurrentMonitor(void); // Get current connected monitor +RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position +RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor) +RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor) +RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres +RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres +RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor +RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor -RLAPI const char *GetClipboardText(void); // Get clipboard text content RLAPI void SetClipboardText(const char *text); // Set clipboard text content +RLAPI const char *GetClipboardText(void); // Get clipboard text content // Cursor-related functions RLAPI void ShowCursor(void); // Shows cursor @@ -905,6 +952,7 @@ RLAPI void HideCursor(void); // Hides curso 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) +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the current screen. // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) @@ -916,8 +964,30 @@ RLAPI void BeginMode3D(Camera3D camera); // Initializes RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI 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 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position @@ -931,36 +1001,39 @@ RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time) RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() -// Color-related functions -RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color -RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] -RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1] -RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color -RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values -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 - // Misc. functions -RLAPI void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS) -RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level -RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level -RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) -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 void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) +RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) + +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) +RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level +RLAPI void *MemAlloc(int size); // Internal memory allocator +RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator +RLAPI void MemFree(void *ptr); // Internal memory free + +// Set custom callbacks +// WARNING: Callbacks setup is intended for advance users +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver // Files management functions RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) -RLAPI void SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write) +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string -RLAPI void SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated +RLAPI void UnloadFileText(unsigned char *text); // Unload file text data allocated by LoadFileText() +RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success RLAPI bool FileExists(const char *fileName); // Check if file exists -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists -RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string +RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png") RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) @@ -968,17 +1041,17 @@ RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previou RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) -RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm) -RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm) +RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm) +RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm) // Persistent storage management -RLAPI void SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position) +RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position) RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) @@ -993,7 +1066,8 @@ RLAPI bool IsKeyDown(int key); // Detect if a key RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -RLAPI int GetKeyPressed(void); // Get key pressed, call it multiple times for chars queued +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued // Input-related functions: gamepads RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available @@ -1006,6 +1080,7 @@ RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gam RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once @@ -1018,7 +1093,8 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p RLAPI void SetMousePosition(int x, int y); // Set mouse position XY RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling -RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y +RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y +RLAPI void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) @@ -1028,30 +1104,34 @@ RLAPI Vector2 GetTouchPosition(int index); // Returns touch p //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ -RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected -RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI int GetTouchPointsCount(void); // Get touch points count -RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector -RLAPI float GetGestureDragAngle(void); // Get gesture drag angle -RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) -RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode -RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) -RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) -RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) -RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Basic shapes drawing functions RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel @@ -1060,17 +1140,18 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo 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 DrawLineStrip(Vector2 *points, int numPoints, Color color); // Draw lines sequence +RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point +RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle -RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline +RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle +RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline 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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline -RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring -RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle @@ -1084,7 +1165,7 @@ RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Co RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) -RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides @@ -1093,10 +1174,11 @@ RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) @@ -1105,14 +1187,12 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve // Image loading functions // NOTE: This functions do not require GPU access 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 Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png" RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file -RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) +RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success +RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success // Image generation functions RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color @@ -1129,16 +1209,16 @@ RLAPI Image ImageCopy(Image image); RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) -RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format -RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image -RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel -RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) -RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically @@ -1151,7 +1231,10 @@ RLAPI void ImageColorGrayscale(Image *image); RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color -RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed) +RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) +RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit) +RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() +RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle // Image drawing functions @@ -1165,40 +1248,54 @@ RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Col RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version) RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) -RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) -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, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) // Texture loading functions // NOTE: These functions require GPU access 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 TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot) // Texture 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 +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode // Texture drawing functions RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters -RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters -RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely - -// Image/Texture misc functions -RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) +RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon + +// Color/pixel related functions +RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint +RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value +RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format +RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) @@ -1209,18 +1306,20 @@ RLAPI Font GetFontDefault(void); RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) -RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use -RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf" +RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM) RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, - int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection -RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint) + int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection +RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) // Text misc. functions RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font @@ -1260,6 +1359,8 @@ RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires @@ -1273,52 +1374,55 @@ RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBott RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -//DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model loading/unloading functions -RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) -RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) +RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) +RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) +RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) // Mesh loading/unloading functions -RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file -RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file -RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success // Material loading/unloading functions -RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file -RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) -RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions -RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose -RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data -RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Mesh generation functions -RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh -RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) -RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh -RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) -RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) -RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh -RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh -RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh -RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data -RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Mesh manipulation functions -RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits -RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents -RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals +RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals // Model drawing functions RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) @@ -1327,70 +1431,21 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint 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 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source // Collision detection functions -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, 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, Matrix transform); // Get collision info between ray and mesh RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) //------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations -RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetShaderDefault(void); // Get default shader -RLAPI Texture2D GetTextureDefault(void); // Get default texture -RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes -RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes - -// Shader configuration functions -RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value -RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector -RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture -RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix -RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix - -// Texture maps generation (PBR) -// NOTE: Required shaders should be provided -RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture -RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data -RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture - -// Shading begin/end functions -RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing -RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -// VR control functions -RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -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) //------------------------------------------------------------------------------------ @@ -1402,13 +1457,14 @@ RLAPI void SetMasterVolume(float volume); // Set mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav" 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 -RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file -RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h) +RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success +RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success // Wave/Sound management functions RLAPI void PlaySound(Sound sound); // Play a sound @@ -1424,20 +1480,21 @@ RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pit RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range -RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array +RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array +RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void ResumeMusicStream(Music music); // Resume playing paused music -RLAPI bool IsMusicPlaying(Music music); // Check if music is playing RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) -RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) @@ -1455,12 +1512,6 @@ RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set vol RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams -//------------------------------------------------------------------------------------ -// Network (Module: network) -//------------------------------------------------------------------------------------ - -// IN PROGRESS: Check rnet.h for reference - #if defined(__cplusplus) } #endif |