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@@ -186,6 +186,12 @@
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// TODO: Review Xbox360 USB Controller Buttons
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+// Android Physic Buttons
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+#define ANDROID_BACK 4
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+#define ANDROID_MENU 82
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+#define ANDROID_VOLUME_UP 24
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+#define ANDROID_VOLUME_DOWN 25
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+
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
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@@ -540,6 +546,9 @@ bool IsFileDropped(void); // Check if a file h
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char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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void ClearDroppedFiles(void); // Clear dropped files paths buffer
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+void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
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+int StorageLoadValue(int position); // Storage load integer value (from defined position)
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+
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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//------------------------------------------------------------------------------------
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@@ -578,6 +587,9 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b
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int GetTouchX(void); // Returns touch position X (relative to screen size)
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int GetTouchY(void); // Returns touch position Y (relative to screen size)
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Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
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+bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
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+bool IsButtonDown(int button); // Detect if an android physic button is being pressed
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+bool IsButtonReleased(int button); // Detect if an android physic button has been released
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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@@ -793,21 +805,23 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n
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//----------------------------------------------------------------------------------
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// Physics System Functions (engine-module: physics)
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//----------------------------------------------------------------------------------
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-void InitPhysics(); // Initialize all internal physics values
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-void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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+void InitPhysics(); // Initialize all internal physics values
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+void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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-void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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-void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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+void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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+void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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-void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
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-void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
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-void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
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-void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
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+void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
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+void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
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+void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
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+void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
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+void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
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+void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
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-void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
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+void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
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-Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
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-Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
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+Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
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+Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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