/********************************************************************************************** * * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib * - 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] * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) * - 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 * - 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) * - VR stereo rendering with configurable HMD device parameters * - Bindings to multiple programming languages available! * * NOTES: * 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 (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] 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 * [textures] stb_perlin (Sean Barret) for Perlin noise image generation * [text] stb_truetype (Sean Barret) for ttf fonts loading * [text] stb_rect_pack (Sean Barret) for rectangles packing * [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] 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 * * * LICENSE: zlib/libpng * * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2013-2021 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. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAYLIB_H #define RAYLIB_H #include // Required for: va_list - Only used by TraceLogCallback #if defined(_WIN32) // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll #if defined(BUILD_LIBTYPE_SHARED) #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) #elif defined(USE_LIBTYPE_SHARED) #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) #else #define RLAPI // We are building or using raylib as a static library #endif #else #define RLAPI // We are building or using raylib as a static library (or Linux shared library) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846f #endif #define DEG2RAD (PI/180.0f) #define RAD2DEG (180.0f/PI) // Allow custom memory allocators #ifndef RL_MALLOC #define RL_MALLOC(sz) malloc(sz) #endif #ifndef RL_CALLOC #define RL_CALLOC(n,sz) calloc(n,sz) #endif #ifndef RL_REALLOC #define RL_REALLOC(ptr,sz) realloc(ptr,sz) #endif #ifndef RL_FREE #define RL_FREE(ptr) free(ptr) #endif // 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 #else #define CLITERAL(type) (type) #endif // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background #define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray #define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray #define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray #define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow #define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold #define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange #define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink #define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red #define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon #define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green #define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime #define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green #define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue #define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue #define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue #define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple #define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet #define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple #define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige #define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown #define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown #define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White #define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black #define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) #define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta #define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) // 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 //---------------------------------------------------------------------------------- // Boolean type #if defined(__STDC__) && __STDC_VERSION__ >= 199901L #include #elif !defined(__cplusplus) && !defined(bool) typedef enum { false, true } bool; #endif // Vector2 type typedef struct Vector2 { float x; float y; } Vector2; // Vector3 type typedef struct Vector3 { float x; float y; float z; } Vector3; // Vector4 type typedef struct Vector4 { float x; float y; float z; float w; } Vector4; // Quaternion type, same as Vector4 typedef Vector4 Quaternion; // Matrix type (OpenGL style 4x4 - right handed, column major) typedef struct Matrix { float m0, m4, m8, m12; float m1, m5, m9, m13; float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; // Color type, RGBA (32bit) typedef struct Color { unsigned char r; unsigned char g; unsigned char b; unsigned char a; } Color; // Rectangle type typedef struct Rectangle { float x; float y; float width; float height; } Rectangle; // Image type, bpp always RGBA (32bit) // NOTE: Data stored in CPU memory (RAM) typedef struct Image { void *data; // Image raw data int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (PixelFormat type) } Image; // Texture type // NOTE: Data stored in GPU memory 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) } Texture; // Texture2D type, same as Texture typedef Texture Texture2D; // TextureCubemap type, actually, same as Texture typedef Texture TextureCubemap; // 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; // RenderTexture2D type, same as RenderTexture typedef RenderTexture RenderTexture2D; // N-Patch layout info typedef struct NPatchInfo { 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 typedef struct CharInfo { int value; // Character value (Unicode) int offsetX; // Character offset X when drawing int offsetY; // Character offset Y when drawing int advanceX; // Character advance position X Image image; // Character image data } CharInfo; // Font type, includes texture and charSet array data 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 } Font; #define SpriteFont Font // SpriteFont type fallback, defaults to Font // Camera type, defines a camera position/orientation in 3d space typedef struct Camera3D { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D // Camera2D type, defines a 2d camera typedef struct Camera2D { Vector2 offset; // Camera offset (displacement from target) Vector2 target; // Camera target (rotation and zoom origin) float rotation; // Camera rotation in degrees float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; // Vertex data definning a mesh // NOTE: Data stored in CPU memory (and GPU) typedef struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) // Default vertex data float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned short *indices;// Vertex indices (in case vertex data comes indexed) // Animation vertex data float *animVertices; // Animated vertex positions (after bones transformations) float *animNormals; // Animated normals (after bones transformations) int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) // OpenGL identifiers unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) } Mesh; // Shader type (generic) typedef struct Shader { unsigned int id; // Shader program id int *locs; // Shader locations array (MAX_SHADER_LOCATIONS) } Shader; // Material texture map typedef struct MaterialMap { Texture2D texture; // Material map texture Color color; // Material map color float value; // Material map value } MaterialMap; // Material type (generic) typedef struct Material { Shader shader; // Material shader MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) float params[4]; // Material generic parameters (if required) } Material; // Transformation properties typedef struct Transform { Vector3 translation; // Translation Quaternion rotation; // Rotation Vector3 scale; // Scale } Transform; // Bone information typedef struct BoneInfo { char name[32]; // Bone name int parent; // Bone parent } BoneInfo; // Model type typedef struct Model { Matrix transform; // Local transform matrix int meshCount; // Number of meshes int materialCount; // Number of materials Mesh *meshes; // Meshes array Material *materials; // Materials array int *meshMaterial; // Mesh material number // Animation data int boneCount; // Number of bones BoneInfo *bones; // Bones information (skeleton) Transform *bindPose; // Bones base transformation (pose) } Model; // Model animation typedef struct ModelAnimation { int boneCount; // Number of bones int frameCount; // Number of animation frames BoneInfo *bones; // Bones information (skeleton) Transform **framePoses; // Poses array by frame } ModelAnimation; // Ray type (useful for raycast) typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; // Raycast hit information typedef struct RayHitInfo { bool hit; // Did the ray hit something? float distance; // Distance to nearest hit Vector3 position; // Position of nearest hit Vector3 normal; // Surface normal of hit } RayHitInfo; // Bounding box type typedef struct BoundingBox { Vector3 min; // Minimum vertex box-corner Vector3 max; // Maximum vertex box-corner } BoundingBox; // Wave type, defines audio wave data typedef struct Wave { unsigned int sampleCount; // Total number of samples 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) void *data; // Buffer data pointer } Wave; 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) } AudioStream; // Sound source type typedef struct Sound { 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 { AudioStream stream; // Audio stream unsigned int sampleCount; // Total number of samples bool looping; // Music looping enable 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; // 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/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_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, LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_FATAL, LOG_NONE // Disable logging } TraceLogLevel; // 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, KEY_MINUS = 45, KEY_PERIOD = 46, KEY_SLASH = 47, KEY_ZERO = 48, KEY_ONE = 49, KEY_TWO = 50, KEY_THREE = 51, KEY_FOUR = 52, KEY_FIVE = 53, KEY_SIX = 54, KEY_SEVEN = 55, KEY_EIGHT = 56, KEY_NINE = 57, KEY_SEMICOLON = 59, KEY_EQUAL = 61, KEY_A = 65, KEY_B = 66, KEY_C = 67, KEY_D = 68, KEY_E = 69, KEY_F = 70, KEY_G = 71, KEY_H = 72, KEY_I = 73, KEY_J = 74, KEY_K = 75, KEY_L = 76, KEY_M = 77, KEY_N = 78, KEY_O = 79, KEY_P = 80, KEY_Q = 81, KEY_R = 82, KEY_S = 83, KEY_T = 84, KEY_U = 85, KEY_V = 86, KEY_W = 87, KEY_X = 88, KEY_Y = 89, KEY_Z = 90, // Function keys KEY_SPACE = 32, KEY_ESCAPE = 256, KEY_ENTER = 257, KEY_TAB = 258, KEY_BACKSPACE = 259, KEY_INSERT = 260, KEY_DELETE = 261, KEY_RIGHT = 262, KEY_LEFT = 263, KEY_DOWN = 264, KEY_UP = 265, KEY_PAGE_UP = 266, KEY_PAGE_DOWN = 267, KEY_HOME = 268, KEY_END = 269, KEY_CAPS_LOCK = 280, KEY_SCROLL_LOCK = 281, KEY_NUM_LOCK = 282, KEY_PRINT_SCREEN = 283, KEY_PAUSE = 284, KEY_F1 = 290, KEY_F2 = 291, KEY_F3 = 292, KEY_F4 = 293, KEY_F5 = 294, KEY_F6 = 295, KEY_F7 = 296, KEY_F8 = 297, KEY_F9 = 298, KEY_F10 = 299, KEY_F11 = 300, KEY_F12 = 301, KEY_LEFT_SHIFT = 340, KEY_LEFT_CONTROL = 341, KEY_LEFT_ALT = 342, KEY_LEFT_SUPER = 343, KEY_RIGHT_SHIFT = 344, KEY_RIGHT_CONTROL = 345, KEY_RIGHT_ALT = 346, KEY_RIGHT_SUPER = 347, KEY_KB_MENU = 348, KEY_LEFT_BRACKET = 91, KEY_BACKSLASH = 92, KEY_RIGHT_BRACKET = 93, KEY_GRAVE = 96, // Keypad keys KEY_KP_0 = 320, KEY_KP_1 = 321, KEY_KP_2 = 322, KEY_KP_3 = 323, KEY_KP_4 = 324, KEY_KP_5 = 325, KEY_KP_6 = 326, KEY_KP_7 = 327, KEY_KP_8 = 328, KEY_KP_9 = 329, KEY_KP_DECIMAL = 330, KEY_KP_DIVIDE = 331, KEY_KP_MULTIPLY = 332, KEY_KP_SUBTRACT = 333, KEY_KP_ADD = 334, KEY_KP_ENTER = 335, KEY_KP_EQUAL = 336, // Android key buttons KEY_BACK = 4, KEY_MENU = 82, KEY_VOLUME_UP = 24, KEY_VOLUME_DOWN = 25 } KeyboardKey; // Mouse buttons typedef enum { MOUSE_LEFT_BUTTON = 0, MOUSE_RIGHT_BUTTON = 1, MOUSE_MIDDLE_BUTTON = 2 } MouseButton; // Mouse cursor typedef enum { 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, // This is normally a DPAD GAMEPAD_BUTTON_LEFT_FACE_UP, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, GAMEPAD_BUTTON_LEFT_FACE_DOWN, GAMEPAD_BUTTON_LEFT_FACE_LEFT, // This normally corresponds with PlayStation and Xbox controllers // XBOX: [Y,X,A,B] // PS3: [Triangle,Square,Cross,Circle] // No support for 6 button controllers though.. GAMEPAD_BUTTON_RIGHT_FACE_UP, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Triggers GAMEPAD_BUTTON_LEFT_TRIGGER_1, GAMEPAD_BUTTON_LEFT_TRIGGER_2, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, 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 // These are the joystick press in buttons GAMEPAD_BUTTON_LEFT_THUMB, GAMEPAD_BUTTON_RIGHT_THUMB } GamepadButton; // Gamepad axis typedef enum { // Left stick GAMEPAD_AXIS_LEFT_X = 0, GAMEPAD_AXIS_LEFT_Y = 1, // Right stick GAMEPAD_AXIS_RIGHT_X = 2, GAMEPAD_AXIS_RIGHT_Y = 3, // Pressure levels for the back triggers GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level) GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level) } GamepadAxis; // Material map index typedef enum { 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 SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO #define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS // Shader uniform data type typedef enum { 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; // Pixel formats // NOTE: Support depends on OpenGL version and platform typedef enum { 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 { 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 { 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 { FONT_DEFAULT = 0, // Default font generation, anti-aliased FONT_BITMAP, // Bitmap font generation, no anti-aliasing FONT_SDF // SDF font generation, requires external shader } FontType; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, // Blend textures considering alpha (default) BLEND_ADDITIVE, // Blend textures adding 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 // NOTE: It could be used as flags to enable only some gestures typedef enum { GESTURE_NONE = 0, GESTURE_TAP = 1, GESTURE_DOUBLETAP = 2, GESTURE_HOLD = 4, GESTURE_DRAG = 8, GESTURE_SWIPE_RIGHT = 16, GESTURE_SWIPE_LEFT = 32, GESTURE_SWIPE_UP = 64, GESTURE_SWIPE_DOWN = 128, GESTURE_PINCH_IN = 256, GESTURE_PINCH_OUT = 512 } Gestures; // Camera system modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; // Camera projection typedef enum { CAMERA_PERSPECTIVE = 0, CAMERA_ORTHOGRAPHIC } CameraProjection; // N-patch layout typedef enum { 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 #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ // Window-related functions RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context 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 IsWindowFullscreen(void); // Check if window is currently fullscreen 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) RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowSize(int width, int height); // Set window dimensions RLAPI void *GetWindowHandle(void); // Get native window handle 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 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 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 RLAPI void HideCursor(void); // Hides cursor RLAPI bool IsCursorHidden(void); // Check if cursor is not visible RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) RLAPI void DisableCursor(void); // Disables cursor (lock cursor) 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) RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) RLAPI void EndMode2D(void); // Ends 2D mode with custom camera RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) 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 RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position // 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 (delta time) RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() // Misc. functions 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 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 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 DirectoryExists(const char *dirPath); // Check if a directory path exists 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) RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) 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, 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 algorithm) RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm) // Persistent storage management 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) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) 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 RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis 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 RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed RLAPI int GetMouseX(void); // Returns mouse position X RLAPI int GetMouseY(void); // Returns mouse position Y RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY RLAPI void SetMousePosition(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 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) RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ 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 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 RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out RLAPI void 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, 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, 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 RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges 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 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 // Basic shapes collision detection functions RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle 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) //------------------------------------------------------------------------------------ // 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 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 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 RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) 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 ImageFormat(Image *image, int newFormat); // Convert image data to desired format 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 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 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 RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint RLAPI void ImageColorInvert(Image *image); // Modify image color: invert RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color 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 // NOTE: Image software-rendering functions (CPU) RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image 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 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, 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 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 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 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 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) //------------------------------------------------------------------------------------ // Font loading/unloading functions RLAPI Font GetFontDefault(void); // Get the default Font 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 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); // 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 fontSize, Color tint); // Draw one character (codepoint) // Text misc. functions RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font RLAPI int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font // Text strings management functions (no utf8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!) RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!) RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) RLAPI char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!) // UTF8 text strings management functions RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Basic geometric 3D shapes drawing functions RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space RLAPI void 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 RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires 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)) //------------------------------------------------------------------------------------ // 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 (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 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 (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 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 // 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 // Model drawing functions RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source // Collision detection functions 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) //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ // Audio device management functions RLAPI void InitAudioDevice(void); // Initialize audio device and context RLAPI void CloseAudioDevice(void); // Close the audio device and context RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully RLAPI void SetMasterVolume(float volume); // Set master volume (listener) // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave 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 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 RLAPI void StopSound(Sound sound); // Stop playing a sound RLAPI void PauseSound(Sound sound); // Pause a sound RLAPI void ResumeSound(Sound sound); // Resume a paused sound RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool) RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool) RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) 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 *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 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 float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) 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 #if defined(__cplusplus) } #endif #endif // RAYLIB_H