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New raylib release, including html5 binaries

raysan5 10 years ago
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commit
7ec6ebb9fa

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release/html5/libraylib.bc


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release/html5/raylib.h

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+/**********************************************************************************************
+*
+*   raylib 1.2 (www.raylib.com)
+*
+*   A simple and easy-to-use library to learn videogames programming
+*
+*   Features:
+*     Library written in plain C code (C99)
+*     Uses C# PascalCase/camelCase notation
+*     Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
+*     Unique OpenGL abstraction layer [rlgl]
+*     Powerful fonts module with SpriteFonts support
+*     Multiple textures support, including DDS and mipmaps generation
+*     Basic 3d support for Shapes, Models, Heightmaps and Billboards
+*     Powerful math module for Vector and Matrix operations [raymath]
+*     Audio loading and playing with streaming support (WAV and OGG)
+*     Multiplatform support, including Android devices, Raspberry Pi and HTML5
+*
+*   Used external libs:
+*     GLFW3 (www.glfw.org) for window/context management and input
+*     GLEW for OpenGL extensions loading (3.3+ and ES2)
+*     stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
+*     stb_image_write (Sean Barret) for image writting (PNG)
+*     stb_vorbis (Sean Barret) for ogg audio loading
+*     OpenAL Soft for audio device/context management
+*     tinfl for data decompression (DEFLATE algorithm)
+*
+*   Some design decisions:
+*     32bit Colors - All defined color are always RGBA
+*     32bit Textures - All loaded images are converted automatically to RGBA textures
+*     SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
+*     One custom default font is loaded automatically when InitWindow()
+*     If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
+*
+*   -- LICENSE (raylib v1.2, September 2014) --
+*
+*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+*   BSD-like license that allows static linking with closed source software:
+*
+*   Copyright (c) 2013 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
+//#define PLATFORM_DESKTOP      // Windows, Linux or OSX
+//#define PLATFORM_ANDROID      // Android device
+//#define PLATFORM_RPI          // Raspberry Pi
+//#define PLATFORM_WEB          // HTML5 (emscripten, asm.js)
+
+// Security check in case no PLATFORM_* defined
+#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
+    #define PLATFORM_DESKTOP
+#endif
+
+#if defined(PLATFORM_ANDROID)
+    #include <android_native_app_glue.h>    // Defines android_app struct
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+#define PI 3.14159265358979323846
+#endif
+
+#define DEG2RAD (PI / 180.0f)
+#define RAD2DEG (180.0f / PI)
+
+// raylib Config Flags
+#define FLAG_FULLSCREEN_MODE    1
+#define FLAG_SHOW_LOGO          2
+#define FLAG_SHOW_MOUSE_CURSOR  4
+#define FLAG_CENTERED_MODE      8
+#define FLAG_MSAA_4X_HINT      16
+
+// Keyboard Function Keys 
+#define KEY_SPACE            32
+#define KEY_ESCAPE          256
+#define KEY_ENTER           257
+#define KEY_BACKSPACE       259
+#define KEY_RIGHT           262
+#define KEY_LEFT            263
+#define KEY_DOWN            264
+#define KEY_UP              265
+#define KEY_F1              290
+#define KEY_F2              291
+#define KEY_F3              292
+#define KEY_F4              293
+#define KEY_F5              294
+#define KEY_F6              295
+#define KEY_F7              296
+#define KEY_F8              297
+#define KEY_F9              298
+#define KEY_F10             299
+#define KEY_LEFT_SHIFT      340
+#define KEY_LEFT_CONTROL    341
+#define KEY_LEFT_ALT        342
+#define KEY_RIGHT_SHIFT     344
+#define KEY_RIGHT_CONTROL   345
+#define KEY_RIGHT_ALT       346
+
+// Mouse Buttons
+#define MOUSE_LEFT_BUTTON     0
+#define MOUSE_RIGHT_BUTTON    1
+#define MOUSE_MIDDLE_BUTTON   2
+
+// Gamepad Number
+#define GAMEPAD_PLAYER1       0
+#define GAMEPAD_PLAYER2       1
+#define GAMEPAD_PLAYER3       2
+#define GAMEPAD_PLAYER4       3
+
+// Gamepad Buttons
+// NOTE: Adjusted for a PS3 USB Controller
+#define GAMEPAD_BUTTON_A        2
+#define GAMEPAD_BUTTON_B        1
+#define GAMEPAD_BUTTON_X        3
+#define GAMEPAD_BUTTON_Y        4
+#define GAMEPAD_BUTTON_R1       7
+#define GAMEPAD_BUTTON_R2       5
+#define GAMEPAD_BUTTON_L1       6
+#define GAMEPAD_BUTTON_L2       8
+#define GAMEPAD_BUTTON_SELECT   9
+#define GAMEPAD_BUTTON_START   10
+
+// TODO: Review Xbox360 USB Controller Buttons
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY  (Color){ 200, 200, 200, 255 }   // Light Gray
+#define GRAY       (Color){ 130, 130, 130, 255 }   // Gray
+#define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray
+#define YELLOW     (Color){ 253, 249, 0, 255 }     // Yellow
+#define GOLD       (Color){ 255, 203, 0, 255 }     // Gold
+#define ORANGE     (Color){ 255, 161, 0, 255 }     // Orange
+#define PINK       (Color){ 255, 109, 194, 255 }   // Pink
+#define RED        (Color){ 230, 41, 55, 255 }     // Red
+#define MAROON     (Color){ 190, 33, 55, 255 }     // Maroon
+#define GREEN      (Color){ 0, 228, 48, 255 }      // Green
+#define LIME       (Color){ 0, 158, 47, 255 }      // Lime
+#define DARKGREEN  (Color){ 0, 117, 44, 255 }      // Dark Green
+#define SKYBLUE    (Color){ 102, 191, 255, 255 }   // Sky Blue
+#define BLUE       (Color){ 0, 121, 241, 255 }     // Blue
+#define DARKBLUE   (Color){ 0, 82, 172, 255 }      // Dark Blue
+#define PURPLE     (Color){ 200, 122, 255, 255 }   // Purple
+#define VIOLET     (Color){ 135, 60, 190, 255 }    // Violet
+#define DARKPURPLE (Color){ 112, 31, 126, 255 }    // Dark Purple
+#define BEIGE      (Color){ 211, 176, 131, 255 }   // Beige
+#define BROWN      (Color){ 127, 106, 79, 255 }    // Brown
+#define DARKBROWN  (Color){ 76, 63, 47, 255 }      // Dark Brown
+
+#define WHITE      (Color){ 255, 255, 255, 255 }   // White
+#define BLACK      (Color){ 0, 0, 0, 255 }         // Black
+#define BLANK      (Color){ 0, 0, 0, 0 }           // Blank (Transparent)
+#define MAGENTA    (Color){ 255, 0, 255, 255 }     // Magenta
+#define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Boolean type
+typedef enum { false, true } bool;
+
+// byte type
+typedef unsigned char byte;
+
+// Vector2 type
+typedef struct Vector2 {
+    float x;
+    float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+    float x;
+    float y;
+    float z;
+} Vector3;
+
+// Color type, RGBA (32bit)
+typedef struct Color {
+    unsigned char r;
+    unsigned char g;
+    unsigned char b;
+    unsigned char a;
+} Color;
+
+// Rectangle type
+typedef struct Rectangle {
+    int x;
+    int y;
+    int width;
+    int height;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+typedef struct Image {
+    Color *pixels;
+    int width;
+    int height;
+} Image;
+
+// Texture2D type, bpp always RGBA (32bit)
+// NOTE: Data stored in GPU memory
+typedef struct Texture2D {
+    unsigned int id;        // OpenGL id
+    int width;
+    int height;
+} Texture2D;
+
+// Character type (one font glyph)
+typedef struct Character {
+    int value;        //char value = ' '; (int)value = 32;
+    int x;
+    int y;
+    int w;
+    int h;
+} Character;
+
+// SpriteFont type, includes texture and charSet array data
+typedef struct SpriteFont {
+    Texture2D texture;
+    int numChars;
+    Character *charSet;
+} SpriteFont;
+
+// Camera type, defines a camera position/orientation in 3d space
+typedef struct Camera {
+    Vector3 position;
+    Vector3 target;
+    Vector3 up;
+} Camera;
+
+// Vertex data definning a mesh
+typedef struct VertexData {
+    int vertexCount;
+    float *vertices;            // 3 components per vertex
+    float *texcoords;           // 2 components per vertex
+    float *normals;             // 3 components per vertex
+    unsigned char *colors;      // 4 components per vertex
+} VertexData;
+
+// 3d Model type
+// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
+typedef struct Model {
+    VertexData mesh;
+    unsigned int vaoId;
+    unsigned int vboId[4];
+    unsigned int textureId;
+    //Matrix transform;
+} Model;
+
+// Sound source type
+typedef struct Sound {
+    unsigned int source;
+    unsigned int buffer;
+} Sound;
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+    void *data;                 // Buffer data pointer
+    unsigned int dataSize;      // Data size in bytes
+    unsigned int sampleRate;
+    short bitsPerSample;
+    short channels;
+} Wave;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+void InitWindow(int width, int height, struct android_app *state);  // Init Android activity
+#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+void InitWindow(int width, int height, const char *title);  // Initialize Window and OpenGL Graphics
+#endif
+
+void CloseWindow(void);                                     // Close Window and Terminate Context
+bool WindowShouldClose(void);                               // Detect if KEY_ESCAPE pressed or Close icon pressed
+void ToggleFullscreen(void);                                // Fullscreen toggle (only PLATFORM_DESKTOP)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+void SetCustomCursor(const char *cursorImage);              // Set a custom cursor icon/image
+void SetExitKey(int key);                                   // Set a custom key to exit program (default is ESC)
+#endif
+int GetScreenWidth(void);                                   // Get current screen width
+int GetScreenHeight(void);                                  // Get current screen height
+int GetKeyPressed(void);                                    // Get latest key pressed
+
+void ClearBackground(Color color);                          // Sets Background Color
+void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
+void EndDrawing(void);                                      // End canvas drawing and Swap Buffers (Double Buffering)
+
+void Begin3dMode(Camera cam);                               // Initializes 3D mode for drawing (Camera setup)
+void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
+
+void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
+float GetFPS(void);                                         // Returns current FPS
+float GetFrameTime(void);                                   // Returns time in seconds for one frame
+
+Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
+int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
+
+int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
+Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+
+void SetupFlags(char flags);                                // Enable some window configurations
+void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
+bool IsKeyDown(int key);                                // Detect if a key is being pressed
+bool IsKeyReleased(int key);                            // Detect if a key has been released once
+bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
+
+bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
+bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
+bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
+bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
+int GetMouseX(void);                                    // Returns mouse position X
+int GetMouseY(void);                                    // Returns mouse position Y
+Vector2 GetMousePosition(void);                         // Returns mouse position XY
+void SetMousePosition(Vector2 position);                // Set mouse position XY
+int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
+Vector2 GetGamepadMovement(int gamepad);                // Return axis movement vector for a gamepad
+bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
+bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
+bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
+bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
+#endif
+
+#if defined(PLATFORM_ANDROID)
+bool IsScreenTouched(void);                             // Detect screen touch event
+int GetTouchX(void);                                    // Returns touch position X
+int GetTouchY(void);                                    // Returns touch position Y
+Vector2 GetTouchPosition(void);                         // Returns touch position XY
+#endif
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
+void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
+void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
+void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
+void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
+void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
+void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
+void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
+void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
+void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
+void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
+void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
+void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
+void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
+void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
+void DrawPolyEx(Vector2 *points, int numPoints, Color color);                                      // Draw a closed polygon defined by points
+void DrawPolyExLines(Vector2 *points, int numPoints, Color color);                                 // Draw polygon lines
+
+bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
+bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
+bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
+Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
+bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
+bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
+bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+Image LoadImage(const char *fileName);                                                             // Load an image into CPU memory (RAM)
+Image LoadImageFromRES(const char *rresName, int resId);                                           // Load an image from rRES file (raylib Resource)
+Texture2D LoadTexture(const char *fileName);                                                       // Load an image as texture into GPU memory
+Texture2D LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource)
+Texture2D LoadTextureFromImage(Image image, bool genMipmaps);                                      // Load a texture from image data (and generate mipmaps)
+Texture2D CreateTexture(Image image, bool genMipmaps);                                             // [DEPRECATED] Same as LoadTextureFromImage()
+void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
+void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory
+void ConvertToPOT(Image *image, Color fillColor);                                                  // Convert image to POT (power-of-two)
+
+void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
+void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
+void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
+void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
+void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin,     // Draw a part of a texture defined by a rectangle with 'pro' parameters
+                    float rotation, Color tint);
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+SpriteFont GetDefaultFont(void);                                                                   // Get the default SpriteFont
+SpriteFont LoadSpriteFont(const char *fileName);                                                   // Load a SpriteFont image into GPU memory
+void UnloadSpriteFont(SpriteFont spriteFont);                                                      // Unload SpriteFont from GPU memory
+
+void DrawText(const char *text, int posX, int posY, int fontSize, Color color);                    // Draw text (using default font)
+void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,                         // Draw text using SpriteFont and additional parameters
+                int fontSize, int spacing, Color tint);
+int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
+Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing);         // Measure string size for SpriteFont
+int GetFontBaseSize(SpriteFont spriteFont);                                                        // Returns the base size for a SpriteFont (chars height)
+void DrawFPS(int posX, int posY);                                                                  // Shows current FPS on top-left corner
+const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+void DrawCube(Vector3 position, float width, float height, float lenght, Color color);             // Draw cube
+void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
+void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color);        // Draw cube wires
+void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
+void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
+void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
+void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
+void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]);	   // Draw a quad
+void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color);                    // Draw a plane
+void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
+void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
+void DrawGizmo(Vector3 position);                                                                  // Draw simple gizmo
+void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale);                                 // Draw gizmo with extended parameters
+//DrawTorus(), DrawTeapot() are useless...
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+Model LoadModel(const char *fileName);                                                             // Load a 3d model (.OBJ)
+//Model LoadModelFromRES(const char *rresName, int resId);                                         // TODO: Load a 3d model from rRES file (raylib Resource)
+Model LoadHeightmap(Image heightmap, float maxHeight);                                             // Load a heightmap image as a 3d model
+Model LoadCubicmap(Image cubicmap);                                                                // Load a map image as a 3d model (cubes based)
+void UnloadModel(Model model);                                                                     // Unload 3d model from memory
+void SetModelTexture(Model *model, Texture2D texture);                                             // Link a texture to a model
+
+void DrawModel(Model model, Vector3 position, float scale, Color tint);                            // Draw a model (with texture if set)
+void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint);      // Draw a model with extended parameters
+void DrawModelWires(Model model, Vector3 position, float scale, Color color);                      // Draw a model wires (with texture if set)
+
+void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);                         // Draw a billboard texture
+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+void InitAudioDevice(void);                                     // Initialize audio device and context
+void CloseAudioDevice(void);                                    // Close the audio device and context (and music stream)
+
+Sound LoadSound(char *fileName);                                // Load sound to memory
+Sound LoadSoundFromWave(Wave wave);                             // Load sound to memory from wave data
+Sound LoadSoundFromRES(const char *rresName, int resId);        // Load sound to memory from rRES file (raylib Resource)
+void UnloadSound(Sound sound);                                  // Unload sound
+void PlaySound(Sound sound);                                    // Play a sound
+void PauseSound(Sound sound);                                   // Pause a sound
+void StopSound(Sound sound);                                    // Stop playing a sound
+bool SoundIsPlaying(Sound sound);                               // Check if a sound is currently playing
+void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
+void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
+
+void PlayMusicStream(char *fileName);                           // Start music playing (open stream)
+void StopMusicStream(void);                                     // Stop music playing (close stream)
+void PauseMusicStream(void);                                    // Pause music playing
+void ResumeMusicStream(void);                                   // Resume playing paused music
+bool MusicIsPlaying(void);                                      // Check if music is playing
+void SetMusicVolume(float volume);                              // Set volume for music (1.0 is max level)
+float GetMusicTimeLength(void);                                 // Get current music time length (in seconds)
+float GetMusicTimePlayed(void);                                 // Get current music time played (in seconds)
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RAYLIB_H

+ 35 - 10
release/win32-mingw/include/raylib.h

@@ -14,7 +14,7 @@
 *     Basic 3d support for Shapes, Models, Heightmaps and Billboards
 *     Basic 3d support for Shapes, Models, Heightmaps and Billboards
 *     Powerful math module for Vector and Matrix operations [raymath]
 *     Powerful math module for Vector and Matrix operations [raymath]
 *     Audio loading and playing with streaming support (WAV and OGG)
 *     Audio loading and playing with streaming support (WAV and OGG)
-*     Multiplatform support, including Android devices and Raspberry Pi
+*     Multiplatform support, including Android devices, Raspberry Pi and HTML5
 *
 *
 *   Used external libs:
 *   Used external libs:
 *     GLFW3 (www.glfw.org) for window/context management and input
 *     GLFW3 (www.glfw.org) for window/context management and input
@@ -63,9 +63,10 @@
 //#define PLATFORM_DESKTOP      // Windows, Linux or OSX
 //#define PLATFORM_DESKTOP      // Windows, Linux or OSX
 //#define PLATFORM_ANDROID      // Android device
 //#define PLATFORM_ANDROID      // Android device
 //#define PLATFORM_RPI          // Raspberry Pi
 //#define PLATFORM_RPI          // Raspberry Pi
+//#define PLATFORM_WEB          // HTML5 (emscripten, asm.js)
 
 
 // Security check in case no PLATFORM_* defined
 // Security check in case no PLATFORM_* defined
-#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI)
+#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
     #define PLATFORM_DESKTOP
     #define PLATFORM_DESKTOP
 #endif
 #endif
 
 
@@ -179,6 +180,9 @@
 // Boolean type
 // Boolean type
 typedef enum { false, true } bool;
 typedef enum { false, true } bool;
 
 
+// byte type
+typedef unsigned char byte;
+
 // Vector2 type
 // Vector2 type
 typedef struct Vector2 {
 typedef struct Vector2 {
     float x;
     float x;
@@ -225,8 +229,13 @@ typedef struct Texture2D {
 } Texture2D;
 } Texture2D;
 
 
 // Character type (one font glyph)
 // Character type (one font glyph)
-// NOTE: Defined in module: text
-typedef struct Character Character;
+typedef struct Character {
+    int value;        //char value = ' '; (int)value = 32;
+    int x;
+    int y;
+    int w;
+    int h;
+} Character;
 
 
 // SpriteFont type, includes texture and charSet array data
 // SpriteFont type, includes texture and charSet array data
 typedef struct SpriteFont {
 typedef struct SpriteFont {
@@ -267,6 +276,15 @@ typedef struct Sound {
     unsigned int buffer;
     unsigned int buffer;
 } Sound;
 } Sound;
 
 
+// Wave type, defines audio wave data
+typedef struct Wave {
+    void *data;                 // Buffer data pointer
+    unsigned int dataSize;      // Data size in bytes
+    unsigned int sampleRate;
+    short bitsPerSample;
+    short channels;
+} Wave;
+
 #ifdef __cplusplus
 #ifdef __cplusplus
 extern "C" {            // Prevents name mangling of functions
 extern "C" {            // Prevents name mangling of functions
 #endif
 #endif
@@ -281,7 +299,7 @@ extern "C" {            // Prevents name mangling of functions
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 #if defined(PLATFORM_ANDROID)
 #if defined(PLATFORM_ANDROID)
 void InitWindow(int width, int height, struct android_app *state);  // Init Android activity
 void InitWindow(int width, int height, struct android_app *state);  // Init Android activity
-#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 void InitWindow(int width, int height, const char *title);  // Initialize Window and OpenGL Graphics
 void InitWindow(int width, int height, const char *title);  // Initialize Window and OpenGL Graphics
 #endif
 #endif
 
 
@@ -294,6 +312,7 @@ void SetExitKey(int key);                                   // Set a custom key
 #endif
 #endif
 int GetScreenWidth(void);                                   // Get current screen width
 int GetScreenWidth(void);                                   // Get current screen width
 int GetScreenHeight(void);                                  // Get current screen height
 int GetScreenHeight(void);                                  // Get current screen height
+int GetKeyPressed(void);                                    // Get latest key pressed
 
 
 void ClearBackground(Color color);                          // Sets Background Color
 void ClearBackground(Color color);                          // Sets Background Color
 void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
 void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
@@ -313,13 +332,12 @@ int GetRandomValue(int min, int max);                       // Returns a random
 Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 
 
 void SetupFlags(char flags);                                // Enable some window configurations
 void SetupFlags(char flags);                                // Enable some window configurations
-
-void ShowLogo(void);                                        // Activates raylib logo at startup
+void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
 
 
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
 // Input Handling Functions (Module: core)
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
 bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
 bool IsKeyDown(int key);                                // Detect if a key is being pressed
 bool IsKeyDown(int key);                                // Detect if a key is being pressed
 bool IsKeyReleased(int key);                            // Detect if a key has been released once
 bool IsKeyReleased(int key);                            // Detect if a key has been released once
@@ -332,8 +350,11 @@ bool IsMouseButtonUp(int button);                       // Detect if a mouse but
 int GetMouseX(void);                                    // Returns mouse position X
 int GetMouseX(void);                                    // Returns mouse position X
 int GetMouseY(void);                                    // Returns mouse position Y
 int GetMouseY(void);                                    // Returns mouse position Y
 Vector2 GetMousePosition(void);                         // Returns mouse position XY
 Vector2 GetMousePosition(void);                         // Returns mouse position XY
+void SetMousePosition(Vector2 position);                // Set mouse position XY
 int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
+#endif
 
 
+#if defined(PLATFORM_DESKTOP)
 bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 Vector2 GetGamepadMovement(int gamepad);                // Return axis movement vector for a gamepad
 Vector2 GetGamepadMovement(int gamepad);                // Return axis movement vector for a gamepad
 bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
 bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
@@ -386,9 +407,11 @@ Image LoadImage(const char *fileName);
 Image LoadImageFromRES(const char *rresName, int resId);                                           // Load an image from rRES file (raylib Resource)
 Image LoadImageFromRES(const char *rresName, int resId);                                           // Load an image from rRES file (raylib Resource)
 Texture2D LoadTexture(const char *fileName);                                                       // Load an image as texture into GPU memory
 Texture2D LoadTexture(const char *fileName);                                                       // Load an image as texture into GPU memory
 Texture2D LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource)
 Texture2D LoadTextureFromRES(const char *rresName, int resId);                                     // Load an image as texture from rRES file (raylib Resource)
-Texture2D CreateTexture(Image image, bool genMipmaps);                                             // Create a Texture2D from Image data (and generate mipmaps)
+Texture2D LoadTextureFromImage(Image image, bool genMipmaps);                                      // Load a texture from image data (and generate mipmaps)
+Texture2D CreateTexture(Image image, bool genMipmaps);                                             // [DEPRECATED] Same as LoadTextureFromImage()
 void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory
 void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory
+void ConvertToPOT(Image *image, Color fillColor);                                                  // Convert image to POT (power-of-two)
 
 
 void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
@@ -425,6 +448,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]);	   // Draw a quad
 void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color);                    // Draw a plane
 void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color);                    // Draw a plane
 void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
 void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
 void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
 void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
@@ -438,7 +462,7 @@ void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale);
 Model LoadModel(const char *fileName);                                                             // Load a 3d model (.OBJ)
 Model LoadModel(const char *fileName);                                                             // Load a 3d model (.OBJ)
 //Model LoadModelFromRES(const char *rresName, int resId);                                         // TODO: Load a 3d model from rRES file (raylib Resource)
 //Model LoadModelFromRES(const char *rresName, int resId);                                         // TODO: Load a 3d model from rRES file (raylib Resource)
 Model LoadHeightmap(Image heightmap, float maxHeight);                                             // Load a heightmap image as a 3d model
 Model LoadHeightmap(Image heightmap, float maxHeight);                                             // Load a heightmap image as a 3d model
-Model LoadCubesmap(Image cubesmap);                                                                // Load a map image as a 3d model (cubes based)
+Model LoadCubicmap(Image cubicmap);                                                                // Load a map image as a 3d model (cubes based)
 void UnloadModel(Model model);                                                                     // Unload 3d model from memory
 void UnloadModel(Model model);                                                                     // Unload 3d model from memory
 void SetModelTexture(Model *model, Texture2D texture);                                             // Link a texture to a model
 void SetModelTexture(Model *model, Texture2D texture);                                             // Link a texture to a model
 
 
@@ -456,6 +480,7 @@ void InitAudioDevice(void);                                     // Initialize au
 void CloseAudioDevice(void);                                    // Close the audio device and context (and music stream)
 void CloseAudioDevice(void);                                    // Close the audio device and context (and music stream)
 
 
 Sound LoadSound(char *fileName);                                // Load sound to memory
 Sound LoadSound(char *fileName);                                // Load sound to memory
+Sound LoadSoundFromWave(Wave wave);                             // Load sound to memory from wave data
 Sound LoadSoundFromRES(const char *rresName, int resId);        // Load sound to memory from rRES file (raylib Resource)
 Sound LoadSoundFromRES(const char *rresName, int resId);        // Load sound to memory from rRES file (raylib Resource)
 void UnloadSound(Sound sound);                                  // Unload sound
 void UnloadSound(Sound sound);                                  // Unload sound
 void PlaySound(Sound sound);                                    // Play a sound
 void PlaySound(Sound sound);                                    // Play a sound

BIN
release/win32-mingw/lib/libraylib.a