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@@ -1,25 +1,25 @@
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/*
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-Package vendor:raylib implements bindings for version 5.0 of the raylib library (https://www.raylib.com/)
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+Package vendor:raylib implements bindings for version 5.5 of the raylib library (https://www.raylib.com/)
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*********************************************************************************************
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*
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- * raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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+ * raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - NO external dependencies, all required libraries included with raylib
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* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
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* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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- * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
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+ * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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- * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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+ * - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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- * - Animated 3D models supported (skeletal bones animation) (IQM)
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+ * - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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- * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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+ * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
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* - VR stereo rendering with configurable HMD device parameters
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* - Bindings to multiple programming languages available!
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*
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@@ -30,29 +30,35 @@ Package vendor:raylib implements bindings for version 5.0 of the raylib library
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* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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*
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* DEPENDENCIES (included):
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- * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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- * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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+ * [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
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+ * [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
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+ * [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
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* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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*
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* OPTIONAL DEPENDENCIES (included):
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* [rcore] msf_gif (Miles Fogle) for GIF recording
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* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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+ * [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
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+ * [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
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* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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- * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
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+ * [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
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+ * [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
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* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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- * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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+ * [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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+ * [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
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* [raudio] dr_wav (David Reid) for WAV audio file loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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+ * [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
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*
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*
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* LICENSE: zlib/libpng
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@@ -60,7 +66,7 @@ Package vendor:raylib implements bindings for version 5.0 of the raylib library
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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- * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
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+ * Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@@ -110,27 +116,25 @@ when ODIN_OS == .Windows {
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// multiple copies of raylib.so, but since these bindings are for
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// particular version of the library, I better specify it. Ideally,
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// though, it's best specified in terms of major (.so.4)
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- "linux/libraylib.so.500" when RAYLIB_SHARED else "linux/libraylib.a",
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+ "linux/libraylib.so.550" when RAYLIB_SHARED else "linux/libraylib.a",
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"system:dl",
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"system:pthread",
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}
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} else when ODIN_OS == .Darwin {
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foreign import lib {
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- "macos" +
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- ("-arm64" when ODIN_ARCH == .arm64 else "") +
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- "/libraylib" + (".500.dylib" when RAYLIB_SHARED else ".a"),
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+ "macos/libraylib.550.dylib" when RAYLIB_SHARED else "libraylib.a",
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"system:Cocoa.framework",
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"system:OpenGL.framework",
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"system:IOKit.framework",
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- }
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+ }
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} else {
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foreign import lib "system:raylib"
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}
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VERSION_MAJOR :: 5
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-VERSION_MINOR :: 0
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+VERSION_MINOR :: 5
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VERSION_PATCH :: 0
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-VERSION :: "5.0"
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+VERSION :: "5.5"
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PI :: 3.14159265358979323846
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DEG2RAD :: PI/180.0
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@@ -298,6 +302,8 @@ Mesh :: struct {
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animNormals: [^]f32, // Animated normals (after bones transformations)
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boneIds: [^]u8, // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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boneWeights: [^]f32, // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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+ boneMatrices: [^]Matrix, // Bones animated transformation matrices
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+ boneCount: c.int, // Number of bones
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// OpenGL identifiers
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vaoId: u32, // OpenGL Vertex Array Object id
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@@ -365,7 +371,7 @@ ModelAnimation :: struct {
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// Ray type (useful for raycast)
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Ray :: struct {
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position: Vector3, // Ray position (origin)
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- direction: Vector3, // Ray direction
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+ direction: Vector3, // Ray direction (normalized)
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}
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// RayCollision, ray hit information
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@@ -619,7 +625,7 @@ KeyboardKey :: enum c.int {
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KP_EQUAL = 336, // Key: Keypad =
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// Android key buttons
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BACK = 4, // Key: Android back button
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- MENU = 82, // Key: Android menu button
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+ MENU = 5, // Key: Android menu button
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VOLUME_UP = 24, // Key: Android volume up button
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VOLUME_DOWN = 25, // Key: Android volume down button
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}
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@@ -658,12 +664,12 @@ GamepadButton :: enum c.int {
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LEFT_FACE_DOWN, // Gamepad left DPAD down button
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LEFT_FACE_LEFT, // Gamepad left DPAD left button
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RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
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- RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
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+ RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
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RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
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- RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
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+ RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
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LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
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LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
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- RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
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+ RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
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RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
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MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
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MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
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@@ -726,6 +732,9 @@ ShaderLocationIndex :: enum c.int {
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MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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MAP_BRDF, // Shader location: sampler2d texture: brdf
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+ VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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+ VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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+ BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
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}
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@@ -799,7 +808,6 @@ CubemapLayout :: enum c.int {
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LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
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CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
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CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
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- PANORAMA, // Layout is defined by a panorama image (equirectangular map)
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}
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// Font type, defines generation method
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@@ -839,11 +847,11 @@ Gestures :: distinct bit_set[Gesture; c.uint]
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// Camera system modes
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CameraMode :: enum c.int {
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- CUSTOM = 0, // Custom camera
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- FREE, // Free camera
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- ORBITAL, // Orbital camera
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- FIRST_PERSON, // First person camera
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- THIRD_PERSON, // Third person camera
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+ CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
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+ FREE, // Camera free mode
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+ ORBITAL, // Camera orbital, around target, zoom supported
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+ FIRST_PERSON, // Camera first person
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+ THIRD_PERSON // Camera third person
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}
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// Camera projection
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@@ -860,7 +868,7 @@ NPatchLayout :: enum c.int {
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}
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// Callbacks to hook some internal functions
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-// WARNING: This callbacks are intended for advance users
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+// WARNING: This callbacks are intended for advanced users
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TraceLogCallback :: #type proc "c" (logLevel: TraceLogLevel, text: cstring, args: ^c.va_list) // Logging: Redirect trace log messages
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LoadFileDataCallback :: #type proc "c"(fileName: cstring, dataSize: ^c.int) -> [^]u8 // FileIO: Load binary data
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SaveFileDataCallback :: #type proc "c" (fileName: cstring, data: rawptr, dataSize: c.int) -> bool // FileIO: Save binary data
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@@ -888,36 +896,36 @@ foreign lib {
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CloseWindow :: proc() --- // Close window and unload OpenGL context
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IsWindowReady :: proc() -> bool --- // Check if window has been initialized successfully
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IsWindowFullscreen :: proc() -> bool --- // Check if window is currently fullscreen
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- IsWindowHidden :: proc() -> bool --- // Check if window is currently hidden (only PLATFORM_DESKTOP)
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- IsWindowMinimized :: proc() -> bool --- // Check if window is currently minimized (only PLATFORM_DESKTOP)
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- IsWindowMaximized :: proc() -> bool --- // Check if window is currently maximized (only PLATFORM_DESKTOP)
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- IsWindowFocused :: proc() -> bool --- // Check if window is currently focused (only PLATFORM_DESKTOP)
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+ IsWindowHidden :: proc() -> bool --- // Check if window is currently hidden
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+ IsWindowMinimized :: proc() -> bool --- // Check if window is currently minimized
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+ IsWindowMaximized :: proc() -> bool --- // Check if window is currently maximized
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+ IsWindowFocused :: proc() -> bool --- // Check if window is currently focused
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IsWindowResized :: proc() -> bool --- // Check if window has been resized last frame
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IsWindowState :: proc(flags: ConfigFlags) -> bool --- // Check if one specific window flag is enabled
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- SetWindowState :: proc(flags: ConfigFlags) --- // Set window configuration state using flags (only PLATFORM_DESKTOP)
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+ SetWindowState :: proc(flags: ConfigFlags) --- // Set window configuration state using flags
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ClearWindowState :: proc(flags: ConfigFlags) --- // Clear window configuration state flags
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- ToggleFullscreen :: proc() --- // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
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- ToggleBorderlessWindowed :: proc() --- // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
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- MaximizeWindow :: proc() --- // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
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- MinimizeWindow :: proc() --- // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
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- RestoreWindow :: proc() --- // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
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- SetWindowIcon :: proc(image: Image) --- // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
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- SetWindowIcons :: proc(images: [^]Image, count: c.int) --- // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
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- SetWindowTitle :: proc(title: cstring) --- // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
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- SetWindowPosition :: proc(x, y: c.int) --- // Set window position on screen (only PLATFORM_DESKTOP)
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+ ToggleFullscreen :: proc() --- // Toggle window state: fullscreen/windowed
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+ ToggleBorderlessWindowed :: proc() --- // Toggle window state: borderless windowed
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+ MaximizeWindow :: proc() --- // Set window state: maximized, if resizable
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+ MinimizeWindow :: proc() --- // Set window state: minimized, if resizable
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+ RestoreWindow :: proc() --- // Set window state: not minimized/maximized
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+ SetWindowIcon :: proc(image: Image) --- // Set icon for window (single image, RGBA 32bit,)
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+ SetWindowIcons :: proc(images: [^]Image, count: c.int) --- // Set icon for window (multiple images, RGBA 32bit,)
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+ SetWindowTitle :: proc(title: cstring) --- // Set title for window
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+ SetWindowPosition :: proc(x, y: c.int) --- // Set window position on screen
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SetWindowMonitor :: proc(monitor: c.int) --- // Set monitor for the current window
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SetWindowMinSize :: proc(width, height: c.int) --- // Set window minimum dimensions (for WINDOW_RESIZABLE)
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SetWindowMaxSize :: proc(width, height: c.int) --- // Set window maximum dimensions (for WINDOW_RESIZABLE)
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SetWindowSize :: proc(width, height: c.int) --- // Set window dimensions
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- SetWindowOpacity :: proc(opacity: f32) --- // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
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- SetWindowFocused :: proc() --- // Set window focused (only PLATFORM_DESKTOP)
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+ SetWindowOpacity :: proc(opacity: f32) --- // Set window opacity [0.0f..1.0f]
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+ SetWindowFocused :: proc() --- // Set window focused
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GetWindowHandle :: proc() -> rawptr --- // Get native window handle
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GetScreenWidth :: proc() -> c.int --- // Get current screen width
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GetScreenHeight :: proc() -> c.int --- // Get current screen height
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GetRenderWidth :: proc() -> c.int --- // Get current render width (it considers HiDPI)
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GetRenderHeight :: proc() -> c.int --- // Get current render height (it considers HiDPI)
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GetMonitorCount :: proc() -> c.int --- // Get number of connected monitors
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- GetCurrentMonitor :: proc() -> c.int --- // Get current connected monitor
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+ GetCurrentMonitor :: proc() -> c.int --- // Get current monitor where window is placed
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GetMonitorPosition :: proc(monitor: c.int) -> Vector2 --- // Get specified monitor position
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GetMonitorWidth :: proc(monitor: c.int) -> c.int --- // Get specified monitor width (current video mode used by monitor)
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GetMonitorHeight :: proc(monitor: c.int) -> c.int --- // Get specified monitor height (current video mode used by monitor)
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@@ -929,6 +937,7 @@ foreign lib {
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GetMonitorName :: proc(monitor: c.int) -> cstring --- // Get the human-readable, UTF-8 encoded name of the specified monitor
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SetClipboardText :: proc(text: cstring) --- // Set clipboard text content
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GetClipboardText :: proc() -> cstring --- // Get clipboard text content
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+ GetClipboardImage :: proc() -> Image --- // Get clipboard image content
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EnableEventWaiting :: proc() --- // Enable waiting for events on EndDrawing(), no automatic event polling
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DisableEventWaiting :: proc() --- // Disable waiting for events on EndDrawing(), automatic events polling
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@@ -982,7 +991,7 @@ foreign lib {
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LoadShader :: proc(vsFileName, fsFileName: cstring) -> Shader --- // Load shader from files and bind default locations
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LoadShaderFromMemory :: proc(vsCode, fsCode: cstring) -> Shader --- // Load shader from code strings and bind default locations
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- IsShaderReady :: proc(shader: Shader) -> bool --- // Check if a shader is ready
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+ IsShaderValid :: proc(shader: Shader) -> bool --- // Check if a shader is valid (loaded on GPU)
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GetShaderLocation :: proc(shader: Shader, uniformName: cstring) -> c.int --- // Get shader uniform location
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GetShaderLocationAttrib :: proc(shader: Shader, attribName: cstring) -> c.int --- // Get shader attribute location
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@@ -995,14 +1004,15 @@ foreign lib {
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// Screen-space-related functions
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- GetMouseRay :: proc(mousePosition: Vector2, camera: Camera) -> Ray --- // Get a ray trace from mouse position
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- GetCameraMatrix :: proc(camera: Camera) -> Matrix --- // Get camera transform matrix (view matrix)
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- GetCameraMatrix2D :: proc(camera: Camera2D) -> Matrix --- // Get camera 2d transform matrix
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- GetWorldToScreen :: proc(position: Vector3, camera: Camera) -> Vector2 --- // Get the screen space position for a 3d world space position
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- GetScreenToWorld2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the world space position for a 2d camera screen space position
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- GetWorldToScreenEx :: proc(position: Vector3, camera: Camera, width, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
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- GetWorldToScreen2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the screen space position for a 2d camera world space position
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-
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+ GetScreenToWorldRay :: proc(position: Vector2, camera: Camera) -> Ray --- // Get a ray trace from screen position (i.e mouse)
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|
+ GetScreenToWorldRayEx :: proc(position: Vector2, camera: Camera, width: c.int, height: c.int) ->Ray --- // Get a ray trace from screen position (i.e mouse) in a viewport
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+ GetWorldToScreen :: proc(position: Vector3, camera: Camera) -> Vector2 --- // Get the screen space position for a 3d world space position
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+ GetWorldToScreenEx :: proc(position: Vector3, camera: Camera, width: c.int, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
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+ GetWorldToScreen2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the screen space position for a 2d camera world space position
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+ GetScreenToWorld2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the world space position for a 2d camera screen space position
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+ GetCameraMatrix :: proc(camera: Camera) -> Matrix --- // Get camera transform matrix (view matrix)
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+ GetCameraMatrix2D :: proc(camera: Camera2D) -> Matrix --- // Get camera 2d transform matrix
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+
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// Timing-related functions
|
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SetTargetFPS :: proc(fps: c.int) --- // Set target FPS (maximum)
|
|
@@ -1030,7 +1040,7 @@ foreign lib {
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MemRealloc :: proc(ptr: rawptr, size: c.uint) -> rawptr --- // Internal memory reallocator
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// Set custom callbacks
|
|
|
- // WARNING: Callbacks setup is intended for advance users
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+ // WARNING: Callbacks setup is intended for advanced users
|
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SetTraceLogCallback :: proc(callback: TraceLogCallback) --- // Set custom trace log
|
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|
SetLoadFileDataCallback :: proc(callback: LoadFileDataCallback) --- // Set custom file binary data loader
|
|
@@ -1061,10 +1071,12 @@ foreign lib {
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GetPrevDirectoryPath :: proc(dirPath: cstring) -> cstring --- // Get previous directory path for a given path (uses static string)
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GetWorkingDirectory :: proc() -> cstring --- // Get current working directory (uses static string)
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GetApplicationDirectory :: proc() -> cstring --- // Get the directory of the running application (uses static string)
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+ MakeDirectory :: proc(dirPath: cstring) -> c.int --- // Create directories (including full path requested), returns 0 on success
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ChangeDirectory :: proc(dir: cstring) -> bool --- // Change working directory, return true on success
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IsPathFile :: proc(path: cstring) -> bool --- // Check if a given path is a file or a directory
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+ IsFileNameValid :: proc (fileName: cstring) -> bool --- // Check if fileName is valid for the platform/OS
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LoadDirectoryFiles :: proc(dirPath: cstring) -> FilePathList --- // Load directory filepaths
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- LoadDirectoryFilesEx :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan
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+ LoadDirectoryFilesEx :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
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UnloadDirectoryFiles :: proc(files: FilePathList) --- // Unload filepaths
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IsFileDropped :: proc() -> bool --- // Check if a file has been dropped into window
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LoadDroppedFiles :: proc() -> FilePathList --- // Load dropped filepaths
|
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@@ -1077,11 +1089,15 @@ foreign lib {
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DecompressData :: proc(compData: rawptr, compDataSize: c.int, dataSize: ^c.int) -> [^]byte --- // Decompress data (DEFLATE algorithm), memory must be MemFree()
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EncodeDataBase64 :: proc(data: rawptr, dataSize: c.int, outputSize: ^c.int) -> [^]byte --- // Encode data to Base64 string, memory must be MemFree()
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DecodeDataBase64 :: proc(data: rawptr, outputSize: ^c.int) -> [^]byte --- // Decode Base64 string data, memory must be MemFree()
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+ ComputeCRC32 :: proc(data: rawptr, dataSize: c.int) -> c.uint --- // Compute CRC32 hash code
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+ ComputeMD5 :: proc (data: rawptr, dataSize: c.int) -> [^]c.uint --- // Compute MD5 hash code, returns static int[4] (16 bytes)
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+ ComputeSHA1 :: proc(data: rawptr, dataSize: c.int) -> [^]c.uint --- // Compute SHA1 hash code, returns static int[5] (20 bytes)
|
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+
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// Automation events functionality
|
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|
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|
LoadAutomationEventList :: proc(fileName: cstring) -> AutomationEventList --- // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
|
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- UnloadAutomationEventList :: proc(list: ^AutomationEventList) --- // Unload automation events list from file
|
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|
+ UnloadAutomationEventList :: proc(list: AutomationEventList) --- // Unload automation events list from file
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|
ExportAutomationEventList :: proc(list: AutomationEventList, fileName: cstring) -> bool --- // Export automation events list as text file
|
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|
SetAutomationEventList :: proc(list: ^AutomationEventList) --- // Set automation event list to record to
|
|
|
SetAutomationEventBaseFrame :: proc(frame: c.int) --- // Set automation event internal base frame to start recording
|
|
@@ -1096,7 +1112,7 @@ foreign lib {
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// Input-related functions: keyboard
|
|
|
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|
|
IsKeyPressed :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been pressed once
|
|
|
- IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
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|
+ IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again
|
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|
IsKeyDown :: proc(key: KeyboardKey) -> bool --- // Detect if a key is being pressed
|
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|
IsKeyReleased :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been released once
|
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|
IsKeyUp :: proc(key: KeyboardKey) -> bool --- // Detect if a key is NOT being pressed
|
|
@@ -1106,27 +1122,25 @@ foreign lib {
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|
|
// Input-related functions: gamepads
|
|
|
|
|
|
- IsGamepadAvailable :: proc(gamepad: c.int) -> bool --- // Check if a gamepad is available
|
|
|
- GetGamepadName :: proc(gamepad: c.int) -> cstring --- // Get gamepad internal name id
|
|
|
- IsGamepadButtonPressed :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been pressed once
|
|
|
- IsGamepadButtonDown :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is being pressed
|
|
|
- IsGamepadButtonReleased :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been released once
|
|
|
- IsGamepadButtonUp :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is NOT being pressed
|
|
|
- GetGamepadButtonPressed :: proc() -> GamepadButton --- // Get the last gamepad button pressed
|
|
|
- GetGamepadAxisCount :: proc(gamepad: c.int) -> c.int --- // Get gamepad axis count for a gamepad
|
|
|
- GetGamepadAxisMovement :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 --- // Get axis movement value for a gamepad axis
|
|
|
- SetGamepadMappings :: proc(mappings: cstring) -> c.int --- // Set internal gamepad mappings (SDL_GameControllerDB)
|
|
|
+ IsGamepadAvailable :: proc(gamepad: c.int) -> bool --- // Check if a gamepad is available
|
|
|
+ GetGamepadName :: proc(gamepad: c.int) -> cstring --- // Get gamepad internal name id
|
|
|
+ IsGamepadButtonPressed :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been pressed once
|
|
|
+ IsGamepadButtonDown :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is being pressed
|
|
|
+ IsGamepadButtonReleased :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been released once
|
|
|
+ IsGamepadButtonUp :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is NOT being pressed
|
|
|
+ GetGamepadButtonPressed :: proc() -> GamepadButton --- // Get the last gamepad button pressed
|
|
|
+ GetGamepadAxisCount :: proc(gamepad: c.int) -> c.int --- // Get gamepad axis count for a gamepad
|
|
|
+ GetGamepadAxisMovement :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 --- // Get axis movement value for a gamepad axis
|
|
|
+ SetGamepadMappings :: proc(mappings: cstring) -> c.int --- // Set internal gamepad mappings (SDL_GameControllerDB)
|
|
|
+ SetGamepadVibration :: proc(gamepad: c.int, leftMotor: f32, rightMotor: f32, duration: f32) --- // Set gamepad vibration for both motors (duration in seconds)
|
|
|
|
|
|
+
|
|
|
// Input-related functions: mouse
|
|
|
|
|
|
IsMouseButtonPressed :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been pressed once
|
|
|
IsMouseButtonDown :: proc(button: MouseButton) -> bool --- // Detect if a mouse button is being pressed
|
|
|
IsMouseButtonReleased :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been released once
|
|
|
-
|
|
|
- when VERSION != "5.0" {
|
|
|
- #panic("IsMouseButtonUp was broken in Raylib 5.0 but should be fixed in Raylib > 5.0. Remove this panic and the when block around it and also remove the workaround version of IsMouseButtonUp just after the end of the 'foreign lib {' block.")
|
|
|
- IsMouseButtonUp :: proc(button: MouseButton) -> bool ---
|
|
|
- }
|
|
|
+ IsMouseButtonUp :: proc(button: MouseButton) -> bool ---
|
|
|
|
|
|
GetMouseX :: proc() -> c.int --- // Returns mouse position X
|
|
|
GetMouseY :: proc() -> c.int --- // Returns mouse position Y
|
|
@@ -1152,10 +1166,9 @@ foreign lib {
|
|
|
//------------------------------------------------------------------------------------
|
|
|
|
|
|
SetGesturesEnabled :: proc(flags: Gestures) --- // Enable a set of gestures using flags
|
|
|
- // IsGestureDetected :: proc(gesture: Gesture) -> bool --- // Check if a gesture have been detected
|
|
|
|
|
|
GetGestureDetected :: proc() -> Gestures --- // Get latest detected gesture
|
|
|
- GetGestureHoldDuration :: proc() -> f32 --- // Get gesture hold time in milliseconds
|
|
|
+ GetGestureHoldDuration :: proc() -> f32 --- // Get gesture hold time in seconds
|
|
|
GetGestureDragVector :: proc() -> Vector2 --- // Get gesture drag vector
|
|
|
GetGestureDragAngle :: proc() -> f32 --- // Get gesture drag angle
|
|
|
GetGesturePinchVector :: proc() -> Vector2 --- // Get gesture pinch delta
|
|
@@ -1175,46 +1188,50 @@ foreign lib {
|
|
|
// 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
|
|
|
|
|
|
- SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) ---
|
|
|
+ SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) --- // Set texture and rectangle to be used on shapes drawing
|
|
|
+ GetShapesTexture :: proc() -> Texture2D --- // Get texture that is used for shapes drawing
|
|
|
+ GetShapesTextureRectangle :: proc() -> Rectangle --- // Get texture source rectangle that is used for shapes drawing
|
|
|
|
|
|
+
|
|
|
// Basic shapes drawing functions
|
|
|
|
|
|
- DrawPixel :: proc(posX, posY: c.int, color: Color) --- // Draw a pixel
|
|
|
- DrawPixelV :: proc(position: Vector2, color: Color) --- // Draw a pixel (Vector version)
|
|
|
- DrawLine :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw a line
|
|
|
- DrawLineV :: proc(startPos, endPos: Vector2, color: Color) --- // Draw a line (using gl lines)
|
|
|
- DrawLineEx :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line (using triangles/quads)
|
|
|
- DrawLineStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw lines sequence (using gl lines)
|
|
|
- DrawLineBezier :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw line segment cubic-bezier in-out interpolation
|
|
|
- DrawCircle :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw a color-filled circle
|
|
|
- DrawCircleSector :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw a piece of a circle
|
|
|
- DrawCircleSectorLines :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw circle sector outline
|
|
|
- DrawCircleGradient :: proc(centerX, centerY: c.int, radius: f32, color1, color2: Color) --- // Draw a gradient-filled circle
|
|
|
- DrawCircleV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw a color-filled circle (Vector version)
|
|
|
- DrawCircleLines :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw circle outline
|
|
|
- DrawCircleLinesV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw circle outline (Vector version)
|
|
|
- DrawEllipse :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse
|
|
|
- DrawEllipseLines :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse outline
|
|
|
- DrawRing :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
|
|
|
- DrawRingLines :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
|
|
|
- DrawRectangle :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw a color-filled rectangle
|
|
|
- DrawRectangleV :: proc(position: Vector2, size: Vector2, color: Color) --- // Draw a color-filled rectangle (Vector version)
|
|
|
- DrawRectangleRec :: proc(rec: Rectangle, color: Color) --- // Draw a color-filled rectangle
|
|
|
- DrawRectanglePro :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) --- // Draw a color-filled rectangle with pro parameters
|
|
|
- DrawRectangleGradientV :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) --- // Draw a vertical-gradient-filled rectangle
|
|
|
- DrawRectangleGradientH :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) --- // Draw a horizontal-gradient-filled rectangle
|
|
|
- DrawRectangleGradientEx :: proc(rec: Rectangle, col1, col2, col3, col4: Color) --- // Draw a gradient-filled rectangle with custom vertex colors
|
|
|
- DrawRectangleLines :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle outline
|
|
|
- DrawRectangleLinesEx :: proc(rec: Rectangle, lineThick: f32, color: Color) --- // Draw rectangle outline with extended parameters
|
|
|
- DrawRectangleRounded :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) --- // Draw rectangle with rounded edges
|
|
|
- DrawRectangleRoundedLines :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle with rounded edges outline
|
|
|
- DrawTriangle :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
|
|
- DrawTriangleLines :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline (vertex in counter-clockwise order!)
|
|
|
- DrawTriangleFan :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points (first vertex is the center)
|
|
|
- DrawTriangleStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
|
|
|
- DrawPoly :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a regular polygon (Vector version)
|
|
|
- DrawPolyLines :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a polygon outline of n sides
|
|
|
- DrawPolyLinesEx :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) --- // Draw a polygon outline of n sides with extended parameters
|
|
|
+ DrawPixel :: proc(posX, posY: c.int, color: Color) --- // Draw a pixel using geometry [Can be slow, use with care]
|
|
|
+ DrawPixelV :: proc(position: Vector2, color: Color) --- // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
|
|
|
+ DrawLine :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw a line
|
|
|
+ DrawLineV :: proc(startPos, endPos: Vector2, color: Color) --- // Draw a line (using gl lines)
|
|
|
+ DrawLineEx :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line (using triangles/quads)
|
|
|
+ DrawLineStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw lines sequence (using gl lines)
|
|
|
+ DrawLineBezier :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw line segment cubic-bezier in-out interpolation
|
|
|
+ DrawCircle :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw a color-filled circle
|
|
|
+ DrawCircleSector :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw a piece of a circle
|
|
|
+ DrawCircleSectorLines :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw circle sector outline
|
|
|
+ DrawCircleGradient :: proc(centerX, centerY: c.int, radius: f32, inner, outer: Color) --- // Draw a gradient-filled circle
|
|
|
+ DrawCircleV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw a color-filled circle (Vector version)
|
|
|
+ DrawCircleLines :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw circle outline
|
|
|
+ DrawCircleLinesV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw circle outline (Vector version)
|
|
|
+ DrawEllipse :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse
|
|
|
+ DrawEllipseLines :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse outline
|
|
|
+ DrawRing :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
|
|
|
+ DrawRingLines :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
|
|
|
+ DrawRectangle :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw a color-filled rectangle
|
|
|
+ DrawRectangleV :: proc(position: Vector2, size: Vector2, color: Color) --- // Draw a color-filled rectangle (Vector version)
|
|
|
+ DrawRectangleRec :: proc(rec: Rectangle, color: Color) --- // Draw a color-filled rectangle
|
|
|
+ DrawRectanglePro :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) --- // Draw a color-filled rectangle with pro parameters
|
|
|
+ DrawRectangleGradientV :: proc(posX, posY: c.int, width, height: c.int, top, bottom: Color) --- // Draw a vertical-gradient-filled rectangle
|
|
|
+ DrawRectangleGradientH :: proc(posX, posY: c.int, width, height: c.int, left, right: Color) --- // Draw a horizontal-gradient-filled rectangle
|
|
|
+ DrawRectangleGradientEx :: proc(rec: Rectangle, topLeft, bottomLeft, topRight, bottomRight: Color) --- // Draw a gradient-filled rectangle with custom vertex colors
|
|
|
+ DrawRectangleLines :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle outline
|
|
|
+ DrawRectangleLinesEx :: proc(rec: Rectangle, lineThick: f32, color: Color) --- // Draw rectangle outline with extended parameters
|
|
|
+ DrawRectangleRounded :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) --- // Draw rectangle with rounded edges
|
|
|
+ DrawRectangleRoundedLines :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle lines with rounded edges
|
|
|
+ DrawRectangleRoundedLinesEx :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle with rounded edges outline
|
|
|
+ DrawTriangle :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
|
|
+ DrawTriangleLines :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline (vertex in counter-clockwise order!)
|
|
|
+ DrawTriangleFan :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points (first vertex is the center)
|
|
|
+ DrawTriangleStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
|
|
|
+ DrawPoly :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a regular polygon (Vector version)
|
|
|
+ DrawPolyLines :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a polygon outline of n sides
|
|
|
+ DrawPolyLinesEx :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) --- // Draw a polygon outline of n sides with extended parameters
|
|
|
|
|
|
// Splines drawing functions
|
|
|
DrawSplineLinear :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Linear, minimum 2 points
|
|
@@ -1238,12 +1255,13 @@ foreign lib {
|
|
|
CheckCollisionRecs :: proc(rec1, rec2: Rectangle) -> bool --- // Check collision between two rectangles
|
|
|
CheckCollisionCircles :: proc(center1: Vector2, radius1: f32, center2: Vector2, radius2: f32) -> bool --- // Check collision between two circles
|
|
|
CheckCollisionCircleRec :: proc(center: Vector2, radius: f32, rec: Rectangle) -> bool --- // Check collision between circle and rectangle
|
|
|
+ CheckCollisionCircleLine :: proc(center: Vector2, radius: f32, p1, p2: Vector2) -> bool --- // Check if circle collides with a line created betweeen two points [p1] and [p2]
|
|
|
CheckCollisionPointRec :: proc(point: Vector2, rec: Rectangle) -> bool --- // Check if point is inside rectangle
|
|
|
CheckCollisionPointCircle :: proc(point, center: Vector2, radius: f32) -> bool --- // Check if point is inside circle
|
|
|
CheckCollisionPointTriangle :: proc(point: Vector2, p1, p2, p3: Vector2) -> bool --- // Check if point is inside a triangle
|
|
|
+ CheckCollisionPointLine :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool --- // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
|
|
|
CheckCollisionPointPoly :: proc(point: Vector2, points: [^]Vector2, pointCount: c.int) -> bool --- // Check if point is within a polygon described by array of vertices
|
|
|
CheckCollisionLines :: proc(startPos1, endPos1, startPos2, endPos2: Vector2, collisionPoint: [^]Vector2) -> bool --- // Check the collision between two lines defined by two points each, returns collision point by reference
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- CheckCollisionPointLine :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool --- // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
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GetCollisionRec :: proc(rec1, rec2: Rectangle) -> Rectangle --- // Get collision rectangle for two rectangles collision
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@@ -1251,18 +1269,18 @@ foreign lib {
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// Image loading functions
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// NOTE: These functions do not require GPU access
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- LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
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- LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
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- LoadImageSvg :: proc(fileNameOrString: cstring, width, height: c.int) -> Image --- // Load image from SVG file data or string with specified size
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- LoadImageAnim :: proc(fileName: cstring, frames: ^c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
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- LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. '.png'
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- LoadImageFromTexture :: proc(texture: Texture2D) -> Image --- // Load image from GPU texture data
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- LoadImageFromScreen :: proc() -> Image --- // Load image from screen buffer and (screenshot)
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- IsImageReady :: proc(image: Image) -> bool --- // Check if an image is ready
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- UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
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- ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
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- ExportImageToMemory :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr --- // Export image to memory buffer
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- ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
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+ LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
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+ LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
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+ LoadImageAnim :: proc(fileName: cstring, frames: ^c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
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+ LoadImageAnimFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, frames: ^c.int) -> Image --- // Load image sequence from memory buffer
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+ LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. '.png'
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+ LoadImageFromTexture :: proc(texture: Texture2D) -> Image --- // Load image from GPU texture data
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+ LoadImageFromScreen :: proc() -> Image --- // Load image from screen buffer and (screenshot)
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+ IsImageValid :: proc(image: Image) -> bool --- // Check if an image is ready
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+ UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
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+ ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
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+ ExportImageToMemory :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr --- // Export image to memory buffer
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+ ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
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// Image generation functions
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@@ -1278,40 +1296,42 @@ foreign lib {
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// Image manipulation functions
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- ImageCopy :: proc(image: Image) -> Image --- // Create an image duplicate (useful for transformations)
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- ImageFromImage :: proc(image: Image, rec: Rectangle) -> Image --- // Create an image from another image piece
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- ImageText :: proc(text: cstring, fontSize: c.int, color: Color) -> Image --- // Create an image from text (default font)
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- ImageTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image --- // Create an image from text (custom sprite font)
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- ImageFormat :: proc(image: ^Image, newFormat: PixelFormat) --- // Convert image data to desired format
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- ImageToPOT :: proc(image: ^Image, fill: Color) --- // Convert image to POT (power-of-two)
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- ImageCrop :: proc(image: ^Image, crop: Rectangle) --- // Crop an image to a defined rectangle
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- ImageAlphaCrop :: proc(image: ^Image, threshold: f32) --- // Crop image depending on alpha value
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- ImageAlphaClear :: proc(image: ^Image, color: Color, threshold: f32) --- // Clear alpha channel to desired color
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- ImageAlphaMask :: proc(image: ^Image, alphaMask: Image) --- // Apply alpha mask to image
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- ImageAlphaPremultiply :: proc(image: ^Image) --- // Premultiply alpha channel
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- ImageBlurGaussian :: proc(image: ^Image, blurSize: c.int) --- // Apply Gaussian blur using a box blur approximation
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- ImageResize :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Bicubic scaling algorithm)
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- ImageResizeNN :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Nearest-Neighbor scaling algorithm)
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- ImageResizeCanvas :: proc(image: ^Image, newWidth, newHeight: c.int, offsetX, offsetY: c.int, fill: Color) --- // Resize canvas and fill with color
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- ImageMipmaps :: proc(image: ^Image) --- // Compute all mipmap levels for a provided image
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- ImageDither :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) --- // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
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- ImageFlipVertical :: proc(image: ^Image) --- // Flip image vertically
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- ImageFlipHorizontal :: proc(image: ^Image) --- // Flip image horizontally
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- ImageRotate :: proc(image: ^Image, degrees: c.int) --- // Rotate image by input angle in degrees( -359 to 359)
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- ImageRotateCW :: proc(image: ^Image) --- // Rotate image clockwise 90deg
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- ImageRotateCCW :: proc(image: ^Image) --- // Rotate image counter-clockwise 90deg
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- ImageColorTint :: proc(image: ^Image, color: Color) --- // Modify image color: tint
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- ImageColorInvert :: proc(image: ^Image) --- // Modify image color: invert
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- ImageColorGrayscale :: proc(image: ^Image) --- // Modify image color: grayscale
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- ImageColorContrast :: proc(image: ^Image, contrast: f32) --- // Modify image color: contrast (-100 to 100)
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- ImageColorBrightness :: proc(image: ^Image, brightness: c.int) --- // Modify image color: brightness (-255 to 255)
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- ImageColorReplace :: proc(image: ^Image, color, replace: Color) --- // Modify image color: replace color
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- LoadImageColors :: proc(image: Image) -> [^]Color --- // Load color data from image as a Color array (RGBA - 32bit)
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- LoadImagePalette :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color --- // Load colors palette from image as a Color array (RGBA - 32bit)
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- UnloadImageColors :: proc(colors: [^]Color) --- // Unload color data loaded with LoadImageColors()
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- UnloadImagePalette :: proc(colors: [^]Color) --- // Unload colors palette loaded with LoadImagePalette()
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- GetImageAlphaBorder :: proc(image: Image, threshold: f32) -> Rectangle --- // Get image alpha border rectangle
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- GetImageColor :: proc(image: Image, x, y: c.int) -> Color --- // Get image pixel color at (x, y) position
|
|
|
+ ImageCopy :: proc(image: Image) -> Image --- // Create an image duplicate (useful for transformations)
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|
+ ImageFromImage :: proc(image: Image, rec: Rectangle) -> Image --- // Create an image from another image piece
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|
+ ImageFromChannel :: proc(image: Image, selectedChannel: c.int) -> Image --- // Create an image from a selected channel of another image (GRAYSCALE)
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|
+ ImageText :: proc(text: cstring, fontSize: c.int, color: Color) -> Image --- // Create an image from text (default font)
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+ ImageTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image --- // Create an image from text (custom sprite font)
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+ ImageFormat :: proc(image: ^Image, newFormat: PixelFormat) --- // Convert image data to desired format
|
|
|
+ ImageToPOT :: proc(image: ^Image, fill: Color) --- // Convert image to POT (power-of-two)
|
|
|
+ ImageCrop :: proc(image: ^Image, crop: Rectangle) --- // Crop an image to a defined rectangle
|
|
|
+ ImageAlphaCrop :: proc(image: ^Image, threshold: f32) --- // Crop image depending on alpha value
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+ ImageAlphaClear :: proc(image: ^Image, color: Color, threshold: f32) --- // Clear alpha channel to desired color
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|
+ ImageAlphaMask :: proc(image: ^Image, alphaMask: Image) --- // Apply alpha mask to image
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|
+ ImageAlphaPremultiply :: proc(image: ^Image) --- // Premultiply alpha channel
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|
|
+ ImageBlurGaussian :: proc(image: ^Image, blurSize: c.int) --- // Apply Gaussian blur using a box blur approximation
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|
+ ImageKernelConvolution :: proc(image: ^Image, kernel: [^]f32, kernelSize: c.int) --- // Apply custom square convolution kernel to image
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|
+ ImageResize :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Bicubic scaling algorithm)
|
|
|
+ ImageResizeNN :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Nearest-Neighbor scaling algorithm)
|
|
|
+ ImageResizeCanvas :: proc(image: ^Image, newWidth, newHeight: c.int, offsetX, offsetY: c.int, fill: Color) --- // Resize canvas and fill with color
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|
|
+ ImageMipmaps :: proc(image: ^Image) --- // Compute all mipmap levels for a provided image
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|
|
+ ImageDither :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) --- // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
|
|
+ ImageFlipVertical :: proc(image: ^Image) --- // Flip image vertically
|
|
|
+ ImageFlipHorizontal :: proc(image: ^Image) --- // Flip image horizontally
|
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|
+ ImageRotate :: proc(image: ^Image, degrees: c.int) --- // Rotate image by input angle in degrees( -359 to 359)
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|
+ ImageRotateCW :: proc(image: ^Image) --- // Rotate image clockwise 90deg
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|
+ ImageRotateCCW :: proc(image: ^Image) --- // Rotate image counter-clockwise 90deg
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|
+ ImageColorTint :: proc(image: ^Image, color: Color) --- // Modify image color: tint
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|
+ ImageColorInvert :: proc(image: ^Image) --- // Modify image color: invert
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|
|
+ ImageColorGrayscale :: proc(image: ^Image) --- // Modify image color: grayscale
|
|
|
+ ImageColorContrast :: proc(image: ^Image, contrast: f32) --- // Modify image color: contrast (-100 to 100)
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|
+ ImageColorBrightness :: proc(image: ^Image, brightness: c.int) --- // Modify image color: brightness (-255 to 255)
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|
|
+ ImageColorReplace :: proc(image: ^Image, color, replace: Color) --- // Modify image color: replace color
|
|
|
+ LoadImageColors :: proc(image: Image) -> [^]Color --- // Load color data from image as a Color array (RGBA - 32bit)
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|
|
+ LoadImagePalette :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color --- // Load colors palette from image as a Color array (RGBA - 32bit)
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|
+ UnloadImageColors :: proc(colors: [^]Color) --- // Unload color data loaded with LoadImageColors()
|
|
|
+ UnloadImagePalette :: proc(colors: [^]Color) --- // Unload colors palette loaded with LoadImagePalette()
|
|
|
+ GetImageAlphaBorder :: proc(image: Image, threshold: f32) -> Rectangle --- // Get image alpha border rectangle
|
|
|
+ GetImageColor :: proc(image: Image, x, y: c.int) -> Color --- // Get image pixel color at (x, y) position
|
|
|
|
|
|
// Image drawing functions
|
|
|
// NOTE: Image software-rendering functions (CPU)
|
|
@@ -1321,6 +1341,7 @@ foreign lib {
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ImageDrawPixelV :: proc(dst: ^Image, position: Vector2, color: Color) --- // Draw pixel within an image (Vector version)
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ImageDrawLine :: proc(dst: ^Image, startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw line within an image
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ImageDrawLineV :: proc(dst: ^Image, start, end: Vector2, color: Color) --- // Draw line within an image (Vector version)
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|
+ ImageDrawLineEx :: proc(dst: ^Image, start, end: Vector2, thick: c.int, color: Color) --- // Draw a line defining thickness within an image
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|
ImageDrawCircle :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw a filled circle within an image
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|
ImageDrawCircleV :: proc(dst: ^Image, center: Vector2, radius: c.int, color: Color) --- // Draw a filled circle within an image (Vector version)
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ImageDrawCircleLines :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw circle outline within an image
|
|
@@ -1329,6 +1350,11 @@ foreign lib {
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ImageDrawRectangleV :: proc(dst: ^Image, position, size: Vector2, color: Color) --- // Draw rectangle within an image (Vector version)
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|
ImageDrawRectangleRec :: proc(dst: ^Image, rec: Rectangle, color: Color) --- // Draw rectangle within an image
|
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|
ImageDrawRectangleLines :: proc(dst: ^Image, rec: Rectangle, thick: c.int, color: Color) --- // Draw rectangle lines within an image
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|
+ ImageDrawTriangle :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) --- // Draw triangle within an image
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|
+ ImageDrawTriangleEx :: proc(dst: ^Image, v1, v2, v3: Vector2, c1, c2, c3: Color) --- // Draw triangle with interpolated colors within an image
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|
+ ImageDrawTriangleLines :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline within an image
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|
|
+ ImageDrawTriangleFan :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points within an image (first vertex is the center)
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|
+ ImageDrawTriangleStrip :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points within an image
|
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|
ImageDraw :: proc(dst: ^Image, src: Image, srcRec, dstRec: Rectangle, tint: Color) --- // Draw a source image within a destination image (tint applied to source)
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|
ImageDrawText :: proc(dst: ^Image, text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) --- // Draw text (using default font) within an image (destination)
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|
ImageDrawTextEx :: proc(dst: ^Image, font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text (custom sprite font) within an image (destination)
|
|
@@ -1340,9 +1366,9 @@ foreign lib {
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LoadTextureFromImage :: proc(image: Image) -> Texture2D --- // Load texture from image data
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|
LoadTextureCubemap :: proc(image: Image, layout: CubemapLayout) -> TextureCubemap --- // Load cubemap from image, multiple image cubemap layouts supported
|
|
|
LoadRenderTexture :: proc(width, height: c.int) -> RenderTexture2D --- // Load texture for rendering (framebuffer)
|
|
|
- IsTextureReady :: proc(texture: Texture2D) -> bool --- // Check if a texture is ready
|
|
|
+ IsTextureValid :: proc(texture: Texture2D) -> bool --- // Check if a texture is valid
|
|
|
UnloadTexture :: proc(texture: Texture2D) --- // Unload texture from GPU memory (VRAM)
|
|
|
- IsRenderTextureReady :: proc(target: RenderTexture2D) -> bool --- // Check if a render texture is ready
|
|
|
+ IsRenderTextureValid :: proc(target: RenderTexture2D) -> bool --- // Check if a render texture is valid
|
|
|
UnloadRenderTexture :: proc(target: RenderTexture2D) --- // Unload render texture from GPU memory (VRAM)
|
|
|
UpdateTexture :: proc(texture: Texture2D, pixels: rawptr) --- // Update GPU texture with new data
|
|
|
UpdateTextureRec :: proc(texture: Texture2D, rec: Rectangle, pixels: rawptr) --- // Update GPU texture rectangle with new data
|
|
@@ -1362,9 +1388,11 @@ foreign lib {
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|
DrawTextureNPatch :: proc(texture: Texture2D, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) --- // Draws a texture (or part of it) that stretches or shrinks nicely
|
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|
|
|
|
// Color/pixel related functions
|
|
|
-
|
|
|
+
|
|
|
+ @(deprecated="Prefer col1 == col2")
|
|
|
+ ColorIsEqual :: proc(col1, col2: Color) --- // Check if two colors are equal
|
|
|
Fade :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
|
- ColorToInt :: proc(color: Color) -> c.uint --- // Get hexadecimal value for a Color
|
|
|
+ ColorToInt :: proc(color: Color) -> c.uint --- // Get hexadecimal value for a Color (0xRRGGBBAA)
|
|
|
ColorNormalize :: proc(color: Color) -> Vector4 --- // Get Color normalized as float [0..1]
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|
|
ColorFromNormalized :: proc(normalized: Vector4) -> Color --- // Get Color from normalized values [0..1]
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|
|
ColorToHSV :: proc(color: Color) -> Vector3 --- // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
|
|
@@ -1374,6 +1402,7 @@ foreign lib {
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|
ColorContrast :: proc(color: Color, contrast: f32) -> Color --- // Get color with contrast correction, contrast values between -1.0f and 1.0f
|
|
|
ColorAlpha :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
|
ColorAlphaBlend :: proc(dst, src, tint: Color) -> Color --- // Get src alpha-blended into dst color with tint
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|
|
+ ColorLerp :: proc(color1, color2: Color, factor: f32) -> Color --- // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
|
|
|
GetColor :: proc(hexValue: c.uint) -> Color --- // Get Color structure from hexadecimal value
|
|
|
GetPixelColor :: proc(srcPtr: rawptr, format: PixelFormat) -> Color --- // Get Color from a source pixel pointer of certain format
|
|
|
SetPixelColor :: proc(dstPtr: rawptr, color: Color, format: PixelFormat) --- // Set color formatted into destination pixel pointer
|
|
@@ -1390,12 +1419,12 @@ foreign lib {
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|
|
|
|
|
GetFontDefault :: proc() -> Font --- // Get the default Font
|
|
|
LoadFont :: proc(fileName: cstring) -> Font --- // Load font from file into GPU memory (VRAM)
|
|
|
- LoadFontEx :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
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|
|
+ LoadFontEx :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
|
|
|
LoadFontFromImage :: proc(image: Image, key: Color, firstChar: rune) -> Font --- // Load font from Image (XNA style)
|
|
|
- LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
|
|
- IsFontReady :: proc(font: Font) -> bool --- // Check if a font is ready
|
|
|
- LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- // Load font data for further use
|
|
|
- GenImageFontAtlas :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
|
|
|
+ LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
|
|
+ IsFontValid :: proc(font: Font) -> bool --- // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
|
|
|
+ LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- // Load font data for further use
|
|
|
+ GenImageFontAtlas :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
|
|
|
UnloadFontData :: proc(glyphs: [^]GlyphInfo, glyphCount: c.int) --- // Unload font chars info data (RAM)
|
|
|
UnloadFont :: proc(font: Font) --- // Unload font from GPU memory (VRAM)
|
|
|
ExportFontAsCode :: proc(font: Font, fileName: cstring) -> bool --- // Export font as code file, returns true on success
|
|
@@ -1449,7 +1478,11 @@ foreign lib {
|
|
|
TextToUpper :: proc(text: cstring) -> cstring --- // Get upper case version of provided string
|
|
|
TextToLower :: proc(text: cstring) -> cstring --- // Get lower case version of provided string
|
|
|
TextToPascal :: proc(text: cstring) -> cstring --- // Get Pascal case notation version of provided string
|
|
|
+ TextToSnake :: proc(text: cstring) -> cstring --- // Get Snake case notation version of provided string
|
|
|
+ TextToCamel :: proc(text: cstring) -> cstring --- // Get Camel case notation version of provided string
|
|
|
+
|
|
|
TextToInteger :: proc(text: cstring) -> c.int --- // Get integer value from text (negative values not supported)
|
|
|
+ TextToFloat :: proc(text: cstring) -> f32 --- // Get float value from text (negative values not supported)
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------
|
|
@@ -1488,20 +1521,22 @@ foreign lib {
|
|
|
|
|
|
LoadModel :: proc(fileName: cstring) -> Model --- // Load model from files (meshes and materials)
|
|
|
LoadModelFromMesh :: proc(mesh: Mesh) -> Model --- // Load model from generated mesh (default material)
|
|
|
- IsModelReady :: proc(model: Model) -> bool --- // Check if a model is ready
|
|
|
+ IsModelValid :: proc(model: Model) -> bool --- // Check if a model is valid (loaded in GPU, VAO/VBOs)
|
|
|
UnloadModel :: proc(model: Model) --- // Unload model (including meshes) from memory (RAM and/or VRAM)
|
|
|
GetModelBoundingBox :: proc(model: Model) -> BoundingBox --- // Compute model bounding box limits (considers all meshes)
|
|
|
|
|
|
// Model drawing functions
|
|
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- DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
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- DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
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- DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
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- DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
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- DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
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- DrawBillboard :: proc(camera: Camera, texture: Texture2D, position: Vector3, size: f32, tint: Color) --- // Draw a billboard texture
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- DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) --- // Draw a billboard texture defined by source
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- DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
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+ DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
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+ DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
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+ DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
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+ DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
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+ DrawModelPoints :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model as points
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+ DrawModelPointsEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model as points with extended parameters
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+ DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
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+ DrawBillboard :: proc(camera: Camera, texture: Texture2D, position: Vector3, scale: f32, tint: Color) --- // Draw a billboard texture
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+ DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) --- // Draw a billboard texture defined by source
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+ DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
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// Mesh management functions
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@@ -1510,9 +1545,10 @@ foreign lib {
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UnloadMesh :: proc(mesh: Mesh) --- // Unload mesh data from CPU and GPU
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DrawMesh :: proc(mesh: Mesh, material: Material, transform: Matrix) --- // Draw a 3d mesh with material and transform
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DrawMeshInstanced :: proc(mesh: Mesh, material: Material, transforms: [^]Matrix, instances: c.int) --- // Draw multiple mesh instances with material and different transforms
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- ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
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GetMeshBoundingBox :: proc(mesh: Mesh) -> BoundingBox --- // Compute mesh bounding box limits
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GenMeshTangents :: proc(mesh: ^Mesh) --- // Compute mesh tangents
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+ ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
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+ ExportMeshAsCode :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh as code file (.h) defining multiple arrays of vertex attributes
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// Mesh generation functions
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@@ -1532,18 +1568,19 @@ foreign lib {
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LoadMaterials :: proc(fileName: cstring, materialCount: ^c.int) -> [^]Material --- // Load materials from model file
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LoadMaterialDefault :: proc() -> Material --- // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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- IsMaterialReady :: proc(material: Material) -> bool --- // Check if a material is ready
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+ IsMaterialValid :: proc(material: Material) -> bool --- // Check if a material is valid (shader assigned, map textures loaded in GPU)
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UnloadMaterial :: proc(material: Material) --- // Unload material from GPU memory (VRAM)
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SetMaterialTexture :: proc(material: ^Material, mapType: MaterialMapIndex, texture: Texture2D) --- // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
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SetModelMeshMaterial :: proc(model: ^Model, meshId: c.int, materialId: c.int) --- // Set material for a mesh
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// Model animations loading/unloading functions
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- LoadModelAnimations :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation --- // Load model animations from file
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- UpdateModelAnimation :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation pose
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- UnloadModelAnimation :: proc(anim: ModelAnimation) --- // Unload animation data
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- UnloadModelAnimations :: proc(animations: [^]ModelAnimation, animCount: c.int) --- // Unload animation array data
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- IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool --- // Check model animation skeleton match
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+ LoadModelAnimations :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation --- // Load model animations from file
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+ UpdateModelAnimation :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation pose (CPU)
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+ UpdateModelAnimationBones :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation mesh bone matrices (GPU skinning)
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+ UnloadModelAnimation :: proc(anim: ModelAnimation) --- // Unload animation data
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+ UnloadModelAnimations :: proc(animations: [^]ModelAnimation, animCount: c.int) --- // Unload animation array data
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+ IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool --- // Check model animation skeleton match
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// Collision detection functions
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@@ -1572,11 +1609,11 @@ foreign lib {
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LoadWave :: proc(fileName: cstring) -> Wave --- // Load wave data from file
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LoadWaveFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Wave --- // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
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- IsWaveReady :: proc(wave: Wave) -> bool --- // Checks if wave data is ready
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+ IsWaveValid :: proc(wave: Wave) -> bool --- // Checks if wave data is // Checks if wave data is valid (data loaded and parameters)
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LoadSound :: proc(fileName: cstring) -> Sound --- // Load sound from file
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LoadSoundFromWave :: proc(wave: Wave) -> Sound --- // Load sound from wave data
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LoadSoundAlias :: proc(source: Sound) -> Sound --- // Create a new sound that shares the same sample data as the source sound, does not own the sound data
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- IsSoundReady :: proc(sound: Sound) -> bool --- // Checks if a sound is ready
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+ IsSoundValid :: proc(sound: Sound) -> bool --- // Checks if a sound is valid (data loaded and buffers initialized)
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UpdateSound :: proc(sound: Sound, data: rawptr, frameCount: c.int) --- // Update sound buffer with new data
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UnloadWave :: proc(wave: Wave) --- // Unload wave data
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UnloadSound :: proc(sound: Sound) --- // Unload sound
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@@ -1595,7 +1632,7 @@ foreign lib {
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SetSoundPitch :: proc(sound: Sound, pitch: f32) --- // Set pitch for a sound (1.0 is base level)
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SetSoundPan :: proc(sound: Sound, pan: f32) --- // Set pan for a sound (0.5 is center)
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WaveCopy :: proc(wave: Wave) -> Wave --- // Copy a wave to a new wave
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- WaveCrop :: proc(wave: ^Wave, initSample, finalSample: c.int) --- // Crop a wave to defined samples range
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+ WaveCrop :: proc(wave: ^Wave, initFrame, finalFrame: c.int) --- // Crop a wave to defined samples range
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WaveFormat :: proc(wave: ^Wave, sampleRate, sampleSize: c.int, channels: c.int) --- // Convert wave data to desired format
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LoadWaveSamples :: proc(wave: Wave) -> [^]f32 --- // Load samples data from wave as a 32bit float data array
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UnloadWaveSamples :: proc(samples: [^]f32) --- // Unload samples data loaded with LoadWaveSamples()
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@@ -1605,7 +1642,7 @@ foreign lib {
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LoadMusicStream :: proc(fileName: cstring) -> Music --- // Load music stream from file
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LoadMusicStreamFromMemory :: proc(fileType: cstring, data: rawptr, dataSize: c.int) -> Music --- // Load music stream from data
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- IsMusicReady :: proc(music: Music) -> bool --- // Checks if a music stream is ready
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+ IsMusicValid :: proc(music: Music) -> bool --- // Checks if a music stream is valid (context and buffers initialized)
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UnloadMusicStream :: proc(music: Music) --- // Unload music stream
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PlayMusicStream :: proc(music: Music) --- // Start music playing
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IsMusicStreamPlaying :: proc(music: Music) -> bool --- // Check if music is playing
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@@ -1623,7 +1660,7 @@ foreign lib {
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// AudioStream management functions
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LoadAudioStream :: proc(sampleRate, sampleSize: c.uint, channels: c.uint) -> AudioStream --- // Load audio stream (to stream raw audio pcm data)
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- IsAudioStreamReady :: proc(stream: AudioStream) -> bool --- // Checks if an audio stream is ready
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+ IsAudioStreamValid :: proc(stream: AudioStream) -> bool --- // Checks if an audio stream is valid (buffers initialized)
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UnloadAudioStream :: proc(stream: AudioStream) --- // Unload audio stream and free memory
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UpdateAudioStream :: proc(stream: AudioStream, data: rawptr, frameCount: c.int) --- // Update audio stream buffers with data
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IsAudioStreamProcessed :: proc(stream: AudioStream) -> bool --- // Check if any audio stream buffers requires refill
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@@ -1638,22 +1675,13 @@ foreign lib {
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SetAudioStreamBufferSizeDefault :: proc(size: c.int) --- // Default size for new audio streams
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SetAudioStreamCallback :: proc(stream: AudioStream, callback: AudioCallback) --- // Audio thread callback to request new data
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- AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as <float>s
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+ AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as 'float'
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DetachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Detach audio stream processor from stream
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- AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
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+ AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
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DetachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Detach audio stream processor from the entire audio pipeline
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}
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-// Workaround for broken IsMouseButtonUp in Raylib 5.0.
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-when VERSION == "5.0" {
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- IsMouseButtonUp :: proc "c" (button: MouseButton) -> bool {
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- return !IsMouseButtonDown(button)
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- }
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-} else {
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- #panic("Remove this this when block and everything inside it for Raylib > 5.0. It's just here to fix a bug in Raylib 5.0. See IsMouseButtonUp inside 'foreign lib {' block.")
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-}
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-
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// Check if a gesture have been detected
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IsGestureDetected :: proc "c" (gesture: Gesture) -> bool {
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@(default_calling_convention="c")
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