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@@ -1,51 +1,51 @@
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/**********************************************************************************************
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*
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-* raylib 1.6.0 (www.raylib.com)
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+* raylib v1.7.0
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*
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-* A simple and easy-to-use library to learn videogames programming
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+* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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*
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-* Features:
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-* Library written in plain C code (C99)
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-* Uses PascalCase/camelCase notation
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-* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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-* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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-* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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-* Multiple textures support, including compressed formats and mipmaps generation
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-* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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-* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
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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 and mixing channels [audio]
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-* VR stereo rendering support with configurable HMD device parameters
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-* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
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-* Custom color palette for fancy visuals on raywhite background
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-* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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-* Complete binding for LUA [rlua]
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+* FEATURES:
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+* - Library written in plain C code (C99)
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+* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
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+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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+* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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+* - Multiple textures support, including compressed formats and mipmaps generation
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+* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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+* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
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+* - Audio loading and playing with streaming support and mixing channels: [audio]
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+* - VR stereo rendering support with configurable HMD device parameters
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+* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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+* - Complete bindings for Lua, Go and Pascal
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*
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-* External libs:
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-* GLFW3 (www.glfw.org) for window/context management and input [core]
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-* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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-* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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-* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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-* stb_truetype (Sean Barret) for ttf fonts loading [text]
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-* stb_vorbis (Sean Barret) for ogg audio loading [audio]
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-* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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-* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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-* dr_flac (David Reid) for FLAC audio file loading [audio]
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-* OpenAL Soft for audio device/context management [audio]
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-* tinfl for data decompression (DEFLATE algorithm) [utils]
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+* NOTES:
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+* 32bit Colors - Any defined Color is always RGBA (4 byte)
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+* One custom font is loaded by default when InitWindow() [core]
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+* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
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+* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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*
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-* Some design decisions:
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-* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
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-* One custom default font could be loaded automatically when InitWindow() [core]
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-* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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-* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
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+* DEPENDENCIES:
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+* GLFW3 (www.glfw.org) for window/context management and input [core]
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+* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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+* OpenAL Soft for audio device/context management [audio]
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*
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-* -- LICENSE --
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+* OPTIONAL DEPENDENCIES:
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+* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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+* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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+* stb_truetype (Sean Barret) for ttf fonts loading [text]
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+* stb_vorbis (Sean Barret) for ogg audio loading [audio]
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+* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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+* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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+* dr_flac (David Reid) for FLAC audio file loading [audio]
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+* tinfl for data decompression (DEFLATE algorithm) [rres]
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+*
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+*
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+* LICENSE: zlib/libpng
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*
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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) 2013-2016 Ramon Santamaria (@raysan5)
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+* Copyright (c) 2013-2017 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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@@ -72,7 +72,6 @@
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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-//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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@@ -98,13 +97,13 @@
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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-#define FLAG_FULLSCREEN_MODE 1
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-#define FLAG_RESIZABLE_WINDOW 2
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-#define FLAG_SHOW_LOGO 4
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-#define FLAG_SHOW_MOUSE_CURSOR 8
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-#define FLAG_CENTERED_MODE 16
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-#define FLAG_MSAA_4X_HINT 32
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-#define FLAG_VSYNC_HINT 64
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+#define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
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+#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
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+#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
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+#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
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+#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
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+#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
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+#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
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// Keyboard Function Keys
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#define KEY_SPACE 32
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@@ -293,17 +292,13 @@
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
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-// Types and Structures Definition
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+// Structures Definition
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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- #ifndef __APPLE__
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- #if !defined(_STDBOOL_H)
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- typedef enum { false, true } bool;
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- #define _STDBOOL_H
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- #endif
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- #else
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- #include <stdbool.h>
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+ #if !defined(_STDBOOL_H)
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+ typedef enum { false, true } bool;
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+ #define _STDBOOL_H
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#endif
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#endif
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@@ -351,35 +346,41 @@ typedef struct Image {
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int width; // Image base width
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int height; // Image base height
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int mipmaps; // Mipmap levels, 1 by default
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- int format; // Data format (TextureFormat)
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+ int format; // Data format (TextureFormat type)
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} Image;
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-// Texture2D type, bpp always RGBA (32bit)
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+// Texture2D type
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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unsigned int id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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- int format; // Data format (TextureFormat)
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+ int format; // Data format (TextureFormat type)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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- unsigned int id; // Render texture (fbo) id
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+ unsigned int id; // OpenGL Framebuffer Object (FBO) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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+// SpriteFont character info
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+typedef struct CharInfo {
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+ int value; // Character value (Unicode)
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+ Rectangle rec; // Character rectangle in sprite font
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+ int offsetX; // Character offset X when drawing
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+ int offsetY; // Character offset Y when drawing
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+ int advanceX; // Character advance position X
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+} CharInfo;
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+
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture; // Font texture
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- int size; // Base size (default chars height)
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- int numChars; // Number of characters
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- int *charValues; // Characters values array
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- Rectangle *charRecs; // Characters rectangles within the texture
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- Vector2 *charOffsets; // Characters offsets (on drawing)
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- int *charAdvanceX; // Characters x advance (on drawing)
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+ int baseSize; // Base size (default chars height)
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+ int charsCount; // Number of characters
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+ CharInfo *chars; // Characters info data
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} SpriteFont;
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// Camera type, defines a camera position/orientation in 3d space
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@@ -466,31 +467,20 @@ typedef struct Model {
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Material material; // Shader and textures data
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} Model;
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-// Light type
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-typedef struct LightData {
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- unsigned int id; // Light unique id
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- bool enabled; // Light enabled
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- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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-
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- Vector3 position; // Light position
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- Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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-
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- Color diffuse; // Light diffuse color
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- float intensity; // Light intensity level
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-
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- float coneAngle; // Light cone max angle: LIGHT_SPOT
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-} LightData, *Light;
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-
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-// Light types
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-typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
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-
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// Ray type (useful for raycast)
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typedef struct Ray {
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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} Ray;
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+// Information returned from a raycast
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+typedef struct RayHitInfo {
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+ bool hit; // Did the ray hit something?
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+ float distance; // Distance to nearest hit
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+ Vector3 position; // Position of nearest hit
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+ Vector3 normal; // Surface normal of hit
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+} RayHitInfo;
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+
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// Wave type, defines audio wave data
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typedef struct Wave {
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unsigned int sampleCount; // Number of samples
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@@ -523,6 +513,34 @@ typedef struct AudioStream {
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unsigned int buffers[2]; // OpenAL audio buffers (double buffering)
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} AudioStream;
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+// rRES data returned when reading a resource,
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+// it contains all required data for user (24 byte)
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+typedef struct RRESData {
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+ unsigned int type; // Resource type (4 byte)
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+
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+ unsigned int param1; // Resouce parameter 1 (4 byte)
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+ unsigned int param2; // Resouce parameter 2 (4 byte)
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+ unsigned int param3; // Resouce parameter 3 (4 byte)
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+ unsigned int param4; // Resouce parameter 4 (4 byte)
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+
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+ void *data; // Resource data pointer (4 byte)
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+} RRESData;
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+
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+// RRES type (pointer to RRESData array)
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+typedef struct RRESData *RRES;
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+
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+//----------------------------------------------------------------------------------
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+// Enumerators Definition
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+//----------------------------------------------------------------------------------
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+// Trace log type
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+typedef enum {
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+ INFO = 0,
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+ WARNING,
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+ ERROR,
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+ DEBUG,
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+ OTHER
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+} LogType;
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+
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@@ -533,6 +551,7 @@ typedef enum {
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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+ UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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@@ -549,7 +568,7 @@ typedef enum {
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// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
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// NOTE 2: Filter is accordingly set for minification and magnification
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-typedef enum {
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+typedef enum {
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FILTER_POINT = 0, // No filter, just pixel aproximation
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FILTER_BILINEAR, // Linear filtering
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FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
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@@ -559,10 +578,18 @@ typedef enum {
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} TextureFilterMode;
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// Texture parameters: wrap mode
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-typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
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+typedef enum {
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+ WRAP_REPEAT = 0,
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+ WRAP_CLAMP,
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+ WRAP_MIRROR
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+} TextureWrapMode;
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// Color blending modes (pre-defined)
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-typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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+typedef enum {
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+ BLEND_ALPHA = 0,
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+ BLEND_ADDITIVE,
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+ BLEND_MULTIPLIED
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+} BlendMode;
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// Gestures type
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// NOTE: It could be used as flags to enable only some gestures
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@@ -581,12 +608,12 @@ typedef enum {
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} Gestures;
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// Camera system modes
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-typedef enum {
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- CAMERA_CUSTOM = 0,
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- CAMERA_FREE,
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- CAMERA_ORBITAL,
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- CAMERA_FIRST_PERSON,
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- CAMERA_THIRD_PERSON
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+typedef enum {
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+ CAMERA_CUSTOM = 0,
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+ CAMERA_FREE,
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+ CAMERA_ORBITAL,
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+ CAMERA_FIRST_PERSON,
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+ CAMERA_THIRD_PERSON
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} CameraMode;
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// Head Mounted Display devices
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@@ -602,6 +629,18 @@ typedef enum {
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HMD_FOVE_VR,
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} VrDevice;
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+// RRESData type
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+typedef enum {
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+ RRES_TYPE_RAW = 0,
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+ RRES_TYPE_IMAGE,
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+ RRES_TYPE_WAVE,
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+ RRES_TYPE_VERTEX,
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+ RRES_TYPE_TEXT,
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+ RRES_TYPE_FONT_IMAGE,
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+ RRES_TYPE_FONT_CHARDATA, // CharInfo data array
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+ RRES_TYPE_DIRECTORY
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+} RRESDataType;
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+
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@@ -615,44 +654,48 @@ extern "C" { // Prevents name mangling of functions
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// Window and Graphics Device Functions (Module: core)
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//------------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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-RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app)
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+RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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-RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
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+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
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#endif
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-RLAPI void CloseWindow(void); // Close Window and Terminate Context
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-RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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-RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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-RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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+RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
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+RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
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+RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
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+RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
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+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
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+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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RLAPI int GetScreenWidth(void); // Get current screen width
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RLAPI int GetScreenHeight(void); // Get current screen height
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#if !defined(PLATFORM_ANDROID)
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RLAPI void ShowCursor(void); // Shows cursor
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RLAPI void HideCursor(void); // Hides cursor
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-RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible
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-RLAPI void EnableCursor(void); // Enables cursor
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-RLAPI void DisableCursor(void); // Disables cursor
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+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
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+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
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+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
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#endif
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-RLAPI void ClearBackground(Color color); // Sets Background Color
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-RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing
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-RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
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+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
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+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
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-RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
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-RLAPI void End2dMode(void); // Ends 2D mode custom camera usage
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-RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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+RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
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+RLAPI void End2dMode(void); // Ends 2D mode with custom camera
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+RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
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RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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RLAPI void EndTextureMode(void); // Ends drawing to render texture
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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-RLAPI float GetFPS(void); // Returns current FPS
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-RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
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+RLAPI int GetFPS(void); // Returns current FPS
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+RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
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@@ -663,15 +706,21 @@ RLAPI float *MatrixToFloat(Matrix mat); // Converts Ma
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RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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-RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
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-RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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-
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-RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
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-RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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+RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
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+RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
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+RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
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+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
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+
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+RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
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+RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
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+RLAPI const char *GetWorkingDirectory(void); // Get current working directory
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+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
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+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
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+RLAPI char **GetDroppedFiles(int *count); // Get dropped files names
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RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
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-RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
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-RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position)
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+RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
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+RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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@@ -741,12 +790,15 @@ RLAPI void DrawPixel(int posX, int posY, Color color);
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
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RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
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RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
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RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
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RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
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RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
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@@ -767,21 +819,19 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
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//------------------------------------------------------------------------------------
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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-RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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-RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
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-RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
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-RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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-RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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-RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
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-RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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-RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
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-RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
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+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
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+RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
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+RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
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+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
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+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
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+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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-RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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-RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
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+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
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RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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-RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
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+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
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RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
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RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
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@@ -794,7 +844,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color);
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RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
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-RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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+RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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+ float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
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RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
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RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
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@@ -817,9 +868,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
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// Font Loading and Text Drawing Functions (Module: text)
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|
//------------------------------------------------------------------------------------
|
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
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-RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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-RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
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-RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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+RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
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+RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters
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+RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM)
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
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@@ -827,7 +878,7 @@ RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
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RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
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|
|
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-RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
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|
+RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
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RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
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@@ -849,50 +900,57 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
|
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|
-RLAPI void DrawLight(Light light); // Draw light in 3D world
|
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|
//DrawTorus(), DrawTeapot() could be useful?
|
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|
|
|
//------------------------------------------------------------------------------------
|
|
|
// Model 3d Loading and Drawing Functions (Module: models)
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|
|
//------------------------------------------------------------------------------------
|
|
|
-RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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-RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
|
|
|
-RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
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-RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
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|
-RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
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-RLAPI void UnloadModel(Model model); // Unload 3d model from memory
|
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|
-
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|
-RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL)
|
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|
-RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
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|
-RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
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|
-RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
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|
-
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|
|
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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|
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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|
+RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
|
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|
+RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
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|
+RLAPI Model LoadModel(const char *fileName); // Load model from file
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+RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
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|
+RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
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|
+RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
|
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|
+RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
|
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|
+RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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|
|
+
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|
+RLAPI Material LoadMaterial(const char *fileName); // Load material from file
|
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|
+RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
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|
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
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|
+
|
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|
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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|
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
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|
+ float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
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|
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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|
-RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
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|
-RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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-
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|
-RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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|
-RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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|
-
|
|
|
-RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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|
-RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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|
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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|
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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|
-RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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|
-RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
|
|
|
-RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
|
|
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
|
|
|
+ float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
|
|
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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|
+
|
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|
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
|
|
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
|
|
|
+ Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
|
|
+
|
|
|
+RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
|
|
|
+RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
|
|
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
|
|
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
|
|
+RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
|
|
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
|
|
|
+ Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
|
|
|
+RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
|
|
+RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
|
|
|
+RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
|
|
+RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
|
|
|
|
|
|
//------------------------------------------------------------------------------------
|
|
|
// Shaders System Functions (Module: rlgl)
|
|
|
// NOTE: This functions are useless when using OpenGL 1.1
|
|
|
//------------------------------------------------------------------------------------
|
|
|
-RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
|
|
-RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory
|
|
|
+RLAPI char *LoadText(const char *fileName); // Load chars array from text file
|
|
|
+RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
|
|
|
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
|
|
RLAPI Shader GetDefaultShader(void); // Get default shader
|
|
|
-RLAPI Shader GetStandardShader(void); // Get standard shader
|
|
|
RLAPI Texture2D GetDefaultTexture(void); // Get default texture
|
|
|
|
|
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
|
@@ -908,19 +966,17 @@ RLAPI void EndShaderMode(void); // End
|
|
|
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
|
|
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
|
|
|
|
|
-RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
|
|
-RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list
|
|
|
-
|
|
|
//------------------------------------------------------------------------------------
|
|
|
// VR experience Functions (Module: rlgl)
|
|
|
// NOTE: This functions are useless when using OpenGL 1.1
|
|
|
//------------------------------------------------------------------------------------
|
|
|
-RLAPI void InitVrDevice(int vdDevice); // Init VR device
|
|
|
-RLAPI void CloseVrDevice(void); // Close VR device
|
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-RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
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-RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
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-RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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-RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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+RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
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+RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
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+RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready
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+RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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+RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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+RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
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+RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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@@ -928,13 +984,13 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR experienc
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RLAPI void InitAudioDevice(void); // Initialize audio device and context
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RLAPI void CloseAudioDevice(void); // Close the audio device and context
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
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-RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
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-RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit)
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-RLAPI Sound LoadSound(const char *fileName); // Load sound to memory
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-RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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-RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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-RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
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+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
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+RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
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+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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+RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadSound(Sound sound); // Unload sound
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RLAPI void PlaySound(Sound sound); // Play a sound
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@@ -958,13 +1014,14 @@ RLAPI void ResumeMusicStream(Music music); // Resume
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
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RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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+RLAPI void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
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unsigned int sampleSize,
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unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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-RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
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+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
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