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authorThomas <mail.thomasclement@gmail.com>2021-08-15 10:03:09 +0200
committerThomas <mail.thomasclement@gmail.com>2021-08-15 10:03:09 +0200
commit3a1d97f556bc4c5384799ac121640984b590c05c (patch)
tree20aeab4c18d76c344e2ce1f16913b39c447659b1 /libs/raylib/src/raylib.h
parenteebaddf29efad9bc7b82d8745d839931f08ef887 (diff)
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Updated to raylib 3.7
Diffstat (limited to 'libs/raylib/src/raylib.h')
-rw-r--r--libs/raylib/src/raylib.h851
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