feat(fixLib): fix release raylib

This commit is contained in:
Arthur Bichara 2025-01-17 17:30:47 +01:00
commit 2f5406bbd9

102
CHANGELOG
View file

@ -38,7 +38,7 @@ Detailed changes:
[rcore] REVIEWED: BeginScissorMode(), identify rendering to texture (#3510) by @gulrak
[rcore] REVIEWED: Window flags order (#3114) by @lesleyrs
[rcore] REVIEWED: Full movement for right analog stick (#3095) by @PixelPhobicGames
[rcore] REVIEWED: Fix Android app freeze after calling CloseWindow() (#3067) by @Bigfoot71
[rcore] REVIEWED: Fix Android app freeze after calling rayCloseWindow() (#3067) by @Bigfoot71
[rcore] REVIEWED: Lazy loading of default font used on image drawing (no InitWindow) by @raysan5
[rcore] REVIEWED: Minor tweaks to raylib events automation system @raysan5
[rcore] REVIEWED: GetCurrentMonitor() bugfix (#3058) by @hamyyy
@ -79,18 +79,18 @@ Detailed changes:
[rtextures] REMOVED: GenImageGradientH() and GenImageGradientV() by @danemadsen
[rtextures] REVIEWED: LoadImageSvg() by @raysan5
[rtextures] REVIEWED: Uninitialized thread-locals in stbi (#3282) (#3283) by @jbarthelmes
[rtextures] REVIEWED: ImageDrawRectangleRec(), validate drawing inside bounds by @JeffM2501
[rtextures] REVIEWED: ImageDrawrayRectangleRec(), validate drawing inside bounds by @JeffM2501
[rtextures] REVIEWED: LoadTextureCubemap() for manual layouts (#3204) by @Not-Nik
[rtextures] REVIEWED: Optimization of ImageDrawRectangleRec() (#3185) by @smalltimewizard
[rtextures] REVIEWED: Optimization of ImageDrawrayRectangleRec() (#3185) by @smalltimewizard
[rtextures] REVIEWED: ImageRotate() formatting by @raysan5
[rtextures] REVIEWED: GenImagePerlinNoise(), clamp values (#3071) by @raysan5
[rtextures] REVIEWED: Packing logic error in GenImageFontAtlas() (#2979) by @hanaxar
[rtextures] REVIEWED: Calculate exact image size in GenImageFontAtlas() (#2963) by @hanaxar
[rtextures] REVIEWED: ImageDrawRectangleRec() (#3027) by @raysan5
[rtextures] REVIEWED: ImageDrawrayRectangleRec() (#3027) by @raysan5
[rtextures] REVIEWED: ImageDraw() source clipping when drawing beyond top left (#3306) by @RobLoach
[rtextures] REVIEWED: UnloadRenderTexture(), additional checks
[rtextures] REVIEWED: Fixed compressed DDS texture loading issues (#3483) by @JaanDev
[rtext] ADDED: Font altas white rectangle and flag SUPPORT_FONT_ATLAS_WHITE_REC by @raysan5
[rtext] ADDED: Font altas white rayRectangle and flag SUPPORT_FONT_ATLAS_WHITE_REC by @raysan5
[rtext] ADDED: SetTextLineSpacing() to define line breaks text drawing spacing by @raysan5
[rtext] RENAMED: LoadFont*() parameter names for consistency and coherence by @raysan5
[rtext] REVIEWED: GetCodepointCount(), ignore unused return value of GetCodepointNext by @ashn-dot-dev
@ -375,7 +375,7 @@ Detailed changes:
[examples] REVIEWED: core_input_gamepad.c (#2903) by @planetis-m
[examples] REVIEWED: core_custom_frame_control
[examples] REVIEWED: core_drop_files (#2943)
[examples] REVIEWED: text_rectangle_bounds (#2746) by @SzieberthAdam
[examples] REVIEWED: text_rayRectangle_bounds (#2746) by @SzieberthAdam
[examples] REVIEWED: textures_image_processing, added gaussian blurring (#2775) by @nobytesgiven
[examples] REVIEWED: models_billboard, highlighting rotation and draw order (#2779) by @nobytesgiven
[examples] REVIEWED: core_loading_thread, join thread on completion (#2845) by @planetis-m
@ -509,9 +509,9 @@ Detailed changes:
[raymath] REVIEWED: QuaternionFromMatrix(), QuaternionEquals() (#2591) by @kirigirihitomi
[raymath] REVIEWED: MatrixRotate*() (#2595, #2599) by @GoodNike
[shapes] REVIEWED: CheckCollision*() consistency
[shapes] REVIEWED: DrawRectanglePro(), support TRIANGLES drawing
[shapes] REVIEWED: DrawrayRectanglePro(), support TRIANGLES drawing
[textures] ADDED: Support for QOI image format
[textures] REVIEWED: ImageColorTint(), GetImageColor(), ImageDrawRectangleRec(), optimized functions (#2429) by @AnilBK
[textures] REVIEWED: ImageColorTint(), GetImageColor(), ImageDrawrayRectangleRec(), optimized functions (#2429) by @AnilBK
[textures] REVIEWED: LoadTextureFromImage(), allow texture loading with no data transfer
[textures] REVIEWED: ImageDraw(), comment to note that f32bit is not supported (#2222)
[textures] REVIEWED: DrawTextureNPatch(), avoid batch overflow (#2401) by @JeffM2501
@ -567,7 +567,7 @@ Detailed changes:
[examples] ADDED: audio_stream_effects
[examples] REMOVED: core_quat_conversion, not working properly
[examples] REMOVED: raudio_standalone, moved to raudio repo
[examples] RENAMED: textures_rectangle -> textures_sprite_anim
[examples] RENAMED: textures_rayRectangle -> textures_sprite_anim
[examples] REVIEWED: core_input_gamepad, improve joystick visualisation (#2390) by @kristianlm
[examples] REVIEWED: textures_draw_tiled
[examples] REVIEWED: shaders_mesh_instancing, free allocated matrices (#2425) by @AnilBK
@ -694,11 +694,11 @@ Detailed changes:
[textures] REVIEWED: LoadImageAnim() #2005
[text] ADDED: Security check in case of not valid font
[text] ADDED: `GetGlyphInfo()` to get glyph info for a specific codepoint
[text] ADDED: `GetGlyphAtlasRec()` to get glyph rectangle within the generated font atlas
[text] ADDED: `GetGlyphAtlasRec()` to get glyph rayRectangle within the generated font atlas
[text] ADDED: DrawTextPro() with text rotation support, WARNING: DrawTextPro() requires including `rlgl.h`, before it was only dependant on `textures` module.
[text] ADDED: UnloadCodepoints() to safely free loaded codepoints
[text] REMOVED: DrawTextRec() and DrawTextRecEx(), moved to example, those functions could be very specific depending on user needs so it's better to give the user the full source in case of special requirements instead of allowing a function with +10 input parameters.
[text] RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name.
[text] RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rayRectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name.
[text] RENAMED: `CodepointToUtf8()` to `CodepointToUTF8()`, capitalization of UTF-8 is the correct form, it would also require de hyphen but it can be omitted in this case.
[text] RENAMED: `TextToUtf8()` to `TextCodepointsToUTF8` for consistency and more detail on the functionality.
[text] RENAMED: GetCodepoints() to LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
@ -746,7 +746,7 @@ Detailed changes:
[examples] REVIEWED: shapes_basic_shapes
[examples] REVIEWED: shapes_logo_raylib_anim
[examples] REVIEWED: textures_to_image
[examples] REVIEWED: text_rectangle_bounds
[examples] REVIEWED: text_rayRectangle_bounds
[examples] REVIEWED: text_unicode
[examples] REVIEWED: text_draw_3d
[examples] REVIEWED: models_loading
@ -835,8 +835,8 @@ Detailed changes:
[textures] ADDED: DrawTexturePoly() and example (#1677) by @chriscamacho
[textures] ADDED: UnloadImageColors() for allocs consistency
[textures] RENAMED: GetImageData() to LoadImageColors()
[textures] REVIEWED: ImageClearBackground() and ImageDrawRectangleRec() (#1487) by @JeffM2501
[textures] REVIEWED: DrawTexturePro() and DrawRectanglePro() transformations (#1632) by @ChrisDill
[textures] REVIEWED: ImageClearBackground() and ImageDrawrayRectangleRec() (#1487) by @JeffM2501
[textures] REVIEWED: DrawTexturePro() and DrawrayRectanglePro() transformations (#1632) by @ChrisDill
[text] REDESIGNED: DrawFPS()
[models] ADDED: UploadMesh() (#1529)
[models] ADDED: UpdateMeshBuffer()
@ -1136,7 +1136,7 @@ Detailed changes:
[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides
[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC
[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file
[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle
[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rayRectangle
[textures] ADDED: ImageFromImage() - Create an image from another image piece
[textures] ADDED: ImageClearBackground(), by @iamsouravgupta
[textures] ADDED: ImageDrawPixel(), by @iamsouravgupta
@ -1145,17 +1145,17 @@ Detailed changes:
[textures] ADDED: ImageDrawPixelV(), by @RobLoach
[textures] ADDED: ImageDrawCircleV(), by @RobLoach
[textures] ADDED: ImageDrawLineV(), by @RobLoach
[textures] ADDED: ImageDrawRectangleV(), by @RobLoach
[textures] ADDED: ImageDrawRectangleRec(), by @RobLoach
[textures] ADDED: ImageDrawrayRectangleV(), by @RobLoach
[textures] ADDED: ImageDrawrayRectangleRec(), by @RobLoach
[textures] REVIEWED: ImageDrawPixel(), by @RobLoach
[textures] REVIEWED: ImageDrawLine(), by @RobLoach
[textures] REVIEWED: ImageDrawCircle(), by @RobLoach
[textures] REVIEWED: ImageDrawRectangle(), by @RobLoach
[textures] REVIEWED: ImageDrawrayRectangle(), by @RobLoach
[textures] REVIEWED: ImageDraw(), now it supports color tint parameter
[textures] REVIEWED: ImageResizeCanvas()
[textures] REVIEWED: ImageCrop() with security checks
[textures] REVIEWED: ImageAlphaMask()
[textures] REVIEWED: ImageDrawRectangleLines()
[textures] REVIEWED: ImageDrawrayRectangleLines()
[textures] REVIEWED: GetImageData()
[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied
[text] ADDED: GetCodepoints() - Get all codepoints in a string
@ -1169,7 +1169,7 @@ Detailed changes:
[text] REVIEWED: TextToInteger()
[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity
[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing
[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font
[text] REDESIGNED: struct Font, character rayRectangles have been moved out from CharInfo to Font
[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph
[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added
[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU
@ -1229,7 +1229,7 @@ KEY CHANGES:
- [core] HighDPI monitors support with automatic content scaling
- [rlgl] Complete module redesign to use one single internal buffer
- [rlgl] VR system redesign to allow custom device parameters and distortion shader
- [shapes] New drawing shapes available: CircleSector, Ring and RectangleRounded
- [shapes] New drawing shapes available: CircleSector, Ring and rayRectangleRounded
- [text] New text management API (multiple functions)
- [text] Full Unicode support (utf8 text)
- [textures] Cubemap textures support
@ -1271,15 +1271,15 @@ Detailed changes:
[shapes] ADDED: DrawCircleSectorLines() - Draw circle sector outline
[shapes] ADDED: DrawRing() - Draw ring
[shapes] ADDED: DrawRingLines() - Draw ring outline
[shapes] ADDED: DrawRectangleRounded() - Draw rectangle with rounded edges
[shapes] ADDED: DrawRectangleRoundedLines() - Draw rectangle with rounded edges outline
[shapes] ADDED: DrawrayRectangleRounded() - Draw rayRectangle with rounded edges
[shapes] ADDED: DrawrayRectangleRoundedLines() - Draw rayRectangle with rounded edges outline
[shapes] ADDED: SetShapesTexture() - Define default texture used to draw shapes
[textures] REVIEWED: ExportImage() - Reorder function parameters
[textures] REVIEWED: ImageDrawRectangle() - Remove unneeded parameter
[textures] REVIEWED: ImageDrawrayRectangle() - Remove unneeded parameter
[textures] ADDED: ExportImageAsCode() - Export image as code file defining an array of bytes
[textures] ADDED: LoadTextureCubemap() - Load cubemap from image, multiple image cubemap layouts supported
[textures] ADDED: ImageExtractPalette() - Extract color palette from image to maximum size (memory should be freed)
[textures] ADDED: ImageDrawRectangleLines() - Draw rectangle lines within an image
[textures] ADDED: ImageDrawrayRectangleLines() - Draw rayRectangle lines within an image
[textures] ADDED: DrawTextureQuad() - Draw texture quad with tiling and offset parameters
[textures] ADDED: DrawTextureNPatch() - Draws a texture (or part of it) that stretches or shrinks nicely
[models] REVIEWED: LoadMesh() -> LoadMeshes() - Support multiple meshes loading
@ -1309,8 +1309,8 @@ Detailed changes:
[text] RENAMED: FormatText() -> TextFormat()
[text] RENAMED: SubText() -> TextSubtext()
[text] ADDED: LoadFontFromImage() - Load font from Image (XNA style)
[text] ADDED: DrawTextRec() - Draw text using font inside rectangle limits
[text] ADDED: DrawTextRecEx() - Draw text using font inside rectangle limits with support for text selection
[text] ADDED: DrawTextRec() - Draw text using font inside rayRectangle limits
[text] ADDED: DrawTextRecEx() - Draw text using font inside rayRectangle limits with support for text selection
[text] ADDED: TextIsEqual() - Check if two text string are equal
[text] ADDED: TextLength() - Get text length, checks for '\0' ending
[text] ADDED: TextReplace() - Replace text string (memory should be freed!)
@ -1336,25 +1336,25 @@ Detailed changes:
[examples] REVIEWED: core_input_gamepad - Adapted to new gamepad system
[examples] REVIEWED: core_vr_simulator - HMD device parameters and distortion shader should be provided
[examples] ADDED: core_window_scale_letterbox - Windows resizing and letterbox content
[examples] ADDED: shapes_rectangle_scaling_mouse - Scale a rectangle with mouse
[examples] ADDED: shapes_rayRectangle_scaling_mouse - Scale a rayRectangle with mouse
[examples] ADDED: shapes_draw_circle_sector - Circle sector drawing
[examples] ADDED: shapes_draw_ring - Ring drawing
[examples] ADDED: shapes_draw_rectangle_rounded - Rounded rectangle drawing
[examples] ADDED: shapes_draw_rayRectangle_rounded - Rounded rayRectangle drawing
[examples] ADDED: shapes_bouncing_ball - Ball bouncing in the screen
[examples] ADDED: shapes_collision_area - Collision detection and drawing
[examples] ADDED: shapes_following_eyes - Some maths on eyes and mouse
[examples] ADDED: shapes_easings_ball_anim - Ball animation
[examples] ADDED: shapes_easings_box_anim - Box animation
[examples] ADDED: shapes_easings_rectangle_array - Rectangles animation
[examples] ADDED: shapes_easings_rayRectangle_array - rayRectangles animation
[examples] REVIEWED: shapes_colors_palette - Reviewed color selection and text displaying
[examples] ADDED: textures_background_scrolling - Scrolling and parallaz background effect
[examples] ADDED: textures_image_npatch - Drawing N-Patch based boxes
[examples] ADDED: textures_sprite_button - Sprite button with sound
[examples] ADDED: textures_sprite_explosion - Sprite explosion with sound
[examples] ADDED: textures_bunnymark - Benchmarking test
[examples] ADDED: text_draw_inside_rectangle - Drawing text inside a delimited rectangle box
[examples] ADDED: text_draw_inside_rayRectangle - Drawing text inside a delimited rayRectangle box
[examples] ADDED: text_unicode - Multiple languages text drawing
[examples] ADDED: text_rectangle_bound - Fit text inside a rectangle
[examples] ADDED: text_rayRectangle_bound - Fit text inside a rayRectangle
[examples] REVIEWED: text_bmfont_ttf - Simplified example
[examples] ADDED: models_animation - Animated models loading and animation playing
[examples] ADDED: models_obj_viewer - Draw and drop models viewer
@ -1410,7 +1410,7 @@ Detailed changes:
[core] RENAMED: struct Camera to Camera3D
[core] RENAMED: struct SpriteFont to Font -> plus all required functions!
[core] RENAMED: enum TextureFormat to PixelFormat
[core] REVIEWED: Rectangle params int to float
[core] REVIEWED: rayRectangle params int to float
[core] REVIEWED: timing system for macOS
[core] REMOVED: ColorToFloat()
[core] ADDED: GetCurrentTime() on macOS
@ -1427,15 +1427,15 @@ Detailed changes:
[core] REVIEWED: Fade()
[core] REVIEWED: InitWindow() to avoid void pointer (safety)
[core] Support camera 3d orthographic projection mode
[shapes] ADDED: DrawRectangleLinesEx()
[shapes] ADDED: DrawrayRectangleLinesEx()
[textures] Improved pixel formats support (32bit channels)
[textures] Improved textures support for OpenGL 2.1
[textures] REMOVED: DrawRectangleT() --> Added support to DrawRectangle()
[textures] REMOVED: DrawrayRectangleT() --> Added support to DrawrayRectangle()
[textures] ADDED: GetPixelDataSize(); pixel data size in bytes (image or texture)
[textures] ADDED: ImageAlphaClear() --> Clear alpha channel to desired color
[textures] ADDED: ImageAlphaCrop() --> Crop image depending on alpha value
[textures] ADDED: ImageAlphaPremultiply() --> Premultiply alpha channel
[textures] ADDED: ImageDrawRectangle()
[textures] ADDED: ImageDrawrayRectangle()
[textures] ADDED: ImageMipmaps()
[textures] ADDED: GenImageColor()
[textures] ADDED: GetPixelDataSize()
@ -1531,11 +1531,11 @@ detailed changes:
[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input
[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
[core] ADDED: GetExtension(), Get file extension
[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
[shapes] REMOVED: DrawrayRectangleGradient(), replaced by DrawrayRectangleGradientV() and DrawrayRectangleGradientH()
[shapes] ADDED: DrawrayRectangleGradientV(), Draw a vertical-gradient-filled rayRectangle
[shapes] ADDED: DrawrayRectangleGradientH(), Draw a horizontal-gradient-filled rayRectangle
[shapes] ADDED: DrawrayRectangleGradientEx(), Draw a gradient-filled rayRectangle with custom vertex colors
[shapes] ADDED: DrawrayRectangleT(), Draw rayRectangle using text character
[textures] ADDED: SaveImageAs(), Save image as PNG file
[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
@ -1628,7 +1628,7 @@ other changes:
[rlgl] Removed VR device support and replaced by VR simulator
[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick
[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out
[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters
[shapes] Added function: DrawrayRectanglePro(), draw a color-filled rayRectangle with pro parameters
[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat
[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat
[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx()
@ -1800,7 +1800,7 @@ other changes:
[models] Removed function: DrawQuad()
[models] Removed function: SetModelTexture()
[models] Redesigned DrawPlane() to use RL_TRIANGLES
[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
[models] Redesigned DrawrayRectangleV() to use RL_TRIANGLES
[models] Redesign to accomodate new materials system: LoadMaterial()
[models] Added material functions: LoadDefaultMaterial(), LoadStandardMaterial()
[models] Added MTL material loading support: LoadMTL()
@ -1884,7 +1884,7 @@ other changes:
[rlgl] Added check for OpenGL supported extensions
[rlgl] Added function SetBlenMode() to select some predefined blending modes
[core] Added support for drop&drag of external files into running program
[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden()
[core] Added functions rayShowCursor(), HideCursor(), IsCursorHidden()
[core] Renamed function SetFlags() to SetConfigFlags()
[shapes] Simplified some functions to improve performance
[textures] Review of Image struct to support multiple data formats
@ -1898,7 +1898,7 @@ other changes:
[textures] Added function ImageConvertFormat()
[textures] Added function GenTextureMipmaps()
[text] Added support for Latin-1 Extended characters for default font
[text] Redesigned SpriteFont struct, replaced Character struct by Rectangle
[text] Redesigned SpriteFont struct, replaced Character struct by rayRectangle
[text] Removed function GetFontBaseSize(), use directly spriteFont.size
[models] Review of struct: Model (added shaders support)
[models] Added 3d collision functions (sphere vs sphere vs box vs box)
@ -1964,7 +1964,7 @@ NOTE:
[rlgl] Fallback to VBOs only usage if VAOs not supported on ES2
[rlgl] rlglLoadModel() stores vbo ids on new Model struct
[textures] Added support for PKM files (ETC1, ETC2 compression support)
[shapes] DrawRectangleV() - Modified, depending on OGL version uses TRIANGLES or QUADS
[shapes] DrawrayRectangleV() - Modified, depending on OGL version uses TRIANGLES or QUADS
[text] LoadSpriteFont() - Modified to use LoadImage()
[models] Minor changes on models loading to accomodate to new Model struct
[audio] PauseMusicStream(), ResumeMusicStream() - Added
@ -1984,7 +1984,7 @@ Release: raylib 1.1.1 (22 July 2014)
[rlgl] Removed double buffer system (no performance improvement)
[rlgl] rlglDraw() - Reorganized buffers drawing order
[rlgl] Corrected bug on screen resizing
[shapes] DrawRectangle() - Use QUADS instead of TRIANGLES
[shapes] DrawrayRectangle() - Use QUADS instead of TRIANGLES
[models] DrawSphereWires() - Corrected some issues
[models] LoadOBJ() - Redesigned to support multiple meshes
[models] LoadCubesMap() - Loading a map as cubes (by pixel color)
@ -2082,7 +2082,7 @@ Release: raylib 1.0.3 (19 December 2013)
[core] GetRandomValue() - Added, returns a random value within a range (int)
[core] SetExitKey() - Added, sets a key to exit program (default is ESC)
[core] Custom cursor not drawn when mouse out of screen
[shapes] CheckCollisionPointRec() - Added, check collision between point and rectangle
[shapes] CheckCollisionPointRec() - Added, check collision between point and rayRectangle
[shapes] CheckCollisionPointCircle() - Added, check collision between point and circle
[shapes] CheckCollisionPointTriangle() - Added, check collision between point and triangle
[shapes] DrawPoly() - Added, draw regular polygons of n sides, rotation can be defined!
@ -2091,10 +2091,10 @@ Release: raylib 1.0.3 (19 December 2013)
Release: raylib 1.0.2 (1 December 2013)
-----------------------------------------------
[text] GetDefaultFont() - Added, get default SpriteFont to be used on DrawTextEx()
[shapes] CheckCollisionRecs() - Added, check collision between rectangles
[shapes] CheckCollisionRecs() - Added, check collision between rayRectangles
[shapes] CheckCollisionCircles() - Added, check collision between circles
[shapes] CheckCollisionCircleRec() - Added, check collision circle-rectangle
[shapes] GetCollisionRec() - Added, get collision rectangle
[shapes] CheckCollisionCircleRec() - Added, check collision circle-rayRectangle
[shapes] GetCollisionRec() - Added, get collision rayRectangle
[textures] CreateTexture2D() - Added, create Texture2D from Image data
[audio] Fixed WAV loading function, now audio works!

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@ -216,7 +216,7 @@ After almost one years since latest raylib installment, here it is **raylib 2.5*
- Brand **new text management API**, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower... Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.
- Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rectangles (`DrawRectangleRounded()`, `DrawRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
- Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rayRectangles (`DrawrayRectangleRounded()`, `DrawrayRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
- Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures.

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@ -71,7 +71,7 @@ int main(void)
EndDrawing();
}
CloseWindow();
rayCloseWindow();
return 0;
}

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@ -468,16 +468,16 @@ SHAPES = \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_draw_rayRectangle_rounded \
shapes/shapes_draw_ring \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_easings_rayRectangle_array \
shapes/shapes_following_eyes \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_rayRectangle_scaling \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
@ -518,7 +518,7 @@ TEXT = \
text/text_format_text \
text/text_input_box \
text/text_raylib_fonts \
text/text_rectangle_bounds \
text/text_rayRectangle_bounds \
text/text_unicode \
text/text_writing_anim

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@ -374,16 +374,16 @@ SHAPES = \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_draw_rayRectangle_rounded \
shapes/shapes_draw_ring \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_easings_rayRectangle_array \
shapes/shapes_following_eyes \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_rayRectangle_scaling \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
@ -424,7 +424,7 @@ TEXT = \
text/text_format_text \
text/text_input_box \
text/text_raylib_fonts \
text/text_rectangle_bounds \
text/text_rayRectangle_bounds \
text/text_unicode \
text/text_writing_anim
@ -630,7 +630,7 @@ shapes/shapes_colors_palette: shapes/shapes_colors_palette.c
shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_draw_rectangle_rounded: shapes/shapes_draw_rectangle_rounded.c
shapes/shapes_draw_rayRectangle_rounded: shapes/shapes_draw_rayRectangle_rounded.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_draw_ring: shapes/shapes_draw_ring.c
@ -642,7 +642,7 @@ shapes/shapes_easings_ball_anim: shapes/shapes_easings_ball_anim.c
shapes/shapes_easings_box_anim: shapes/shapes_easings_box_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_easings_rectangle_array: shapes/shapes_easings_rectangle_array.c
shapes/shapes_easings_rayRectangle_array: shapes/shapes_easings_rayRectangle_array.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
@ -657,7 +657,7 @@ shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
shapes/shapes_rayRectangle_scaling: shapes/shapes_rayRectangle_scaling.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c
@ -821,7 +821,7 @@ text/text_raylib_fonts: text/text_raylib_fonts.c
--preload-file text/resources/fonts/alpha_beta.png@resources/fonts/alpha_beta.png \
--preload-file text/resources/fonts/jupiter_crash.png@resources/fonts/jupiter_crash.png
text/text_rectangle_bounds: text/text_rectangle_bounds.c
text/text_rayRectangle_bounds: text/text_rayRectangle_bounds.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
text/text_unicode: text/text_unicode.c

View file

@ -67,16 +67,16 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| 33 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐️⭐️☆☆ | 1.0 | 2.5 | [Ray](https://github.com/raysan5) |
| 34 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
| 35 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
| 36 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 36 | [shapes_rayRectangle_scaling](shapes/shapes_rayRectangle_scaling.c) | <img src="shapes/shapes_rayRectangle_scaling.png" alt="shapes_rayRectangle_scaling" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 37 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="80"> | ⭐️☆☆☆ | 1.7 | 1.7 | [Ray](https://github.com/raysan5) |
| 38 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 39 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 40 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 41 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 42 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 42 | [shapes_easings_rayRectangle_array](shapes/shapes_easings_rayRectangle_array.c) | <img src="shapes/shapes_easings_rayRectangle_array.png" alt="shapes_easings_rayRectangle_array" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 43 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 44 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 45 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 45 | [shapes_draw_rayRectangle_rounded](shapes/shapes_draw_rayRectangle_rounded.c) | <img src="shapes/shapes_draw_rayRectangle_rounded.png" alt="shapes_draw_rayRectangle_rounded" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 46 | [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐️⭐️⭐️⭐️ | **4.2** | **4.2** | [Jeffery Myers](https://github.com/JeffM2501) |
### category: textures
@ -122,7 +122,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
| 74 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="80"> | ⭐️☆☆☆ | 1.1 | 3.0 | [Ray](https://github.com/raysan5) |
| 75 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) |
| 76 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) |
| 77 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
| 77 | [text_rayRectangle_bounds](text/text_rayRectangle_bounds.c) | <img src="text/text_rayRectangle_bounds.png" alt="text_rayRectangle_bounds" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
| 78 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
| 79 | [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="80"> | ⭐️⭐️⭐️⭐️ | 3.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
| 80 | [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |

View file

@ -94,12 +94,12 @@ int main(void)
DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY);
DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
DrawrayRectangle(199, 199, 402, 34, LIGHTGRAY);
for (int i = 0; i < 400; i++)
{
DrawLine(201 + i, 232 - averageVolume[i] * 32, 201 + i, 232, MAROON);
}
DrawRectangleLines(199, 199, 402, 34, GRAY);
DrawrayRectangleLines(199, 199, 402, 34, GRAY);
DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY);
DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, LIGHTGRAY);
@ -116,7 +116,7 @@ int main(void)
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -131,13 +131,13 @@ int main(void)
}
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
DrawrayRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawrayRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawrayRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
// Draw help instructions
DrawRectangle(20, 20, 425, 145, WHITE);
DrawRectangleLines(20, 20, 425, 145, GRAY);
DrawrayRectangle(20, 20, 425, 145, WHITE);
DrawrayRectangleLines(20, 20, 425, 145, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 40, 40, 20, BLACK);
DrawText("PRESS P TO PAUSE/RESUME", 40, 70, 20, BLACK);
DrawText("PRESS UP/DOWN TO CHANGE SPEED", 40, 100, 20, BLACK);
@ -153,7 +153,7 @@ int main(void)
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -74,9 +74,9 @@ int main(void)
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawrayRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawrayRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
DrawrayRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
@ -91,7 +91,7 @@ int main(void)
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -208,7 +208,7 @@ int main(void)
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -62,7 +62,7 @@ int main(void)
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -80,7 +80,7 @@ int main(void)
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -111,9 +111,9 @@ int main(void)
DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
DrawRectangleLines(200, 180, 400, 12, GRAY);
DrawrayRectangle(200, 180, 400, 12, LIGHTGRAY);
DrawrayRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
DrawrayRectangleLines(200, 180, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
@ -133,7 +133,7 @@ int main(void)
RL_FREE(delayBuffer); // Free delay buffer
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -27,8 +27,8 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS] = { 0 };
rayRectangle player = { 400, 280, 40, 40 };
rayRectangle buildings[MAX_BUILDINGS] = { 0 };
Color buildColors[MAX_BUILDINGS] = { 0 };
int spacing = 0;
@ -96,11 +96,11 @@ int main(void)
BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
DrawrayRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawrayRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawrayRectangleRec(player, RED);
DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
@ -109,13 +109,13 @@ int main(void)
DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawrayRectangle(0, 0, screenWidth, 5, RED);
DrawrayRectangle(0, 5, 5, screenHeight - 10, RED);
DrawrayRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawrayRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawrayRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
@ -129,7 +129,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -99,7 +99,7 @@ int main ()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View file

@ -27,7 +27,7 @@ typedef struct Player {
} Player;
typedef struct EnvItem {
Rectangle rect;
rayRectangle rect;
int blocking;
Color color;
} EnvItem;
@ -131,10 +131,10 @@ int main(void)
BeginMode2D(camera);
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
for (int i = 0; i < envItemsLength; i++) DrawrayRectangleRec(envItems[i].rect, envItems[i].color);
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
DrawRectangleRec(playerRect, RED);
rayRectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
DrawrayRectangleRec(playerRect, RED);
EndMode2D();
@ -152,7 +152,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -32,8 +32,8 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera split screen");
Rectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
Rectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
rayRectangle player1 = { 200, 200, PLAYER_SIZE, PLAYER_SIZE };
rayRectangle player2 = { 250, 200, PLAYER_SIZE, PLAYER_SIZE };
Camera2D camera1 = { 0 };
camera1.target = (Vector2){ player1.x, player1.y };
@ -50,8 +50,8 @@ int main(void)
RenderTexture screenCamera1 = LoadRenderTexture(screenWidth/2, screenHeight);
RenderTexture screenCamera2 = LoadRenderTexture(screenWidth/2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
// Build a flipped rayRectangle the size of the split view to use for drawing later
rayRectangle splitScreenRect = { 0.0f, 0.0f, (float)screenCamera1.texture.width, (float)-screenCamera1.texture.height };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -101,11 +101,11 @@ int main(void)
}
}
DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE);
DrawrayRectangleRec(player1, RED);
DrawrayRectangleRec(player2, BLUE);
EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawrayRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
EndTextureMode();
@ -134,12 +134,12 @@ int main(void)
}
}
DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE);
DrawrayRectangleRec(player1, RED);
DrawrayRectangleRec(player2, BLUE);
EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawrayRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
EndTextureMode();
@ -151,7 +151,7 @@ int main(void)
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
DrawrayRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing();
}
@ -160,7 +160,7 @@ int main(void)
UnloadRenderTexture(screenCamera1); // Unload render texture
UnloadRenderTexture(screenCamera2); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -169,8 +169,8 @@ int main(void)
EndMode3D();
// Draw info boxes
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 100, BLUE);
DrawrayRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines(5, 5, 330, 100, BLUE);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
@ -179,8 +179,8 @@ int main(void)
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(600, 5, 195, 100, BLUE);
DrawrayRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines(600, 5, 195, 100, BLUE);
DrawText("Camera status:", 610, 15, 10, BLACK);
DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" :
@ -199,7 +199,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -65,8 +65,8 @@ int main(void)
EndMode3D();
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 93, BLUE);
DrawrayRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines( 10, 10, 320, 93, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
@ -79,7 +79,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -71,7 +71,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -47,8 +47,8 @@ int main(void)
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
// Build a flipped rayRectangle the size of the split view to use for drawing later
rayRectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
// Grid data
int count = 5;
@ -117,7 +117,7 @@ int main(void)
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawrayRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
EndTextureMode();
@ -146,7 +146,7 @@ int main(void)
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawrayRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
EndTextureMode();
@ -158,7 +158,7 @@ int main(void)
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
DrawrayRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing();
}
@ -167,7 +167,7 @@ int main(void)
UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -111,7 +111,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -29,7 +29,7 @@ typedef struct Player {
} Player;
typedef struct EnvElement {
Rectangle rect;
rayRectangle rect;
int blocking;
Color color;
} EnvElement;
@ -282,17 +282,17 @@ int main(void)
// Draw environment elements
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
DrawRectangleRec(envElements[i].rect, envElements[i].color);
DrawrayRectangleRec(envElements[i].rect, envElements[i].color);
}
// Draw player rectangle
DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
// Draw player rayRectangle
DrawrayRectangleRec((rayRectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
EndMode2D();
// Draw game controls
DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
DrawrayRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY);
@ -305,16 +305,16 @@ int main(void)
// Draw automation events recording indicator
if (eventRecording)
{
DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f));
DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f));
DrawrayRectangle(10, 160, 290, 30, Fade(RED, 0.3f));
DrawrayRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f));
DrawCircle(30, 175, 10, MAROON);
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON);
}
else if (eventPlaying)
{
DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f));
DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f));
DrawrayRectangle(10, 160, 290, 30, Fade(LIME, 0.3f));
DrawrayRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f));
DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN);
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
@ -327,7 +327,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -112,7 +112,7 @@ int main(void)
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawrayRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
@ -120,7 +120,7 @@ int main(void)
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawrayRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
@ -128,7 +128,7 @@ int main(void)
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawrayRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
@ -145,7 +145,7 @@ int main(void)
// TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -60,7 +60,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -58,7 +58,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -82,7 +82,7 @@ int main(void)
ClearBackground(RAYWHITE);
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
for (int i = 0; i < GetScreenWidth()/200; i++) DrawrayRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
@ -123,7 +123,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -81,7 +81,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -79,8 +79,8 @@ int main(void)
for (int i = 0; i < filePathCounter; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
if (i%2 == 0) DrawrayRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawrayRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(filePaths[i], 120, 100 + 40*i, 10, GRAY);
}
@ -99,7 +99,7 @@ int main(void)
RL_FREE(filePaths[i]); // Free allocated memory for all filepaths
}
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -83,12 +83,12 @@ int main(void)
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, BLACK);
DrawRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
DrawrayRectangle(317, 202, 19, 71, BLACK);
DrawrayRectangle(293, 228, 69, 19, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawrayRectangle(317, 202, 19, 26, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawrayRectangle(317, 202 + 45, 19, 26, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawrayRectangle(292, 228, 25, 19, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawrayRectangle(292 + 44, 228, 26, 19, RED);
// Draw buttons: left-right back
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
@ -112,10 +112,10 @@ int main(void)
237 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y)*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
DrawRectangle(604, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
DrawrayRectangle(170, 30, 15, 70, GRAY);
DrawrayRectangle(604, 30, 15, 70, GRAY);
DrawrayRectangle(170, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
DrawrayRectangle(604, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
@ -128,7 +128,7 @@ int main(void)
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
// Draw buttons: basic
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawrayRectangle(328, 170, 32, 13, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
@ -136,12 +136,12 @@ int main(void)
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, BLACK);
DrawRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
DrawrayRectangle(225, 132, 24, 84, BLACK);
DrawrayRectangle(195, 161, 84, 25, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawrayRectangle(225, 132, 24, 29, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawrayRectangle(225, 132 + 54, 24, 30, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawrayRectangle(195, 161, 30, 25, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawrayRectangle(195 + 54, 161, 30, 25, RED);
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
@ -164,10 +164,10 @@ int main(void)
255 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y) * 20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
DrawRectangle(611, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
DrawrayRectangle(169, 48, 15, 70, GRAY);
DrawrayRectangle(611, 48, 15, 70, GRAY);
DrawrayRectangle(169, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
DrawrayRectangle(611, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
}
else
{
@ -202,7 +202,7 @@ int main(void)
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -78,6 +78,6 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

View file

@ -28,7 +28,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
rayRectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
@ -89,21 +89,21 @@ int main(void)
ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawrayRectangleRec(touchArea, GRAY);
DrawrayRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++)
{
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i%2 == 0) DrawrayRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawrayRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
}
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawrayRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
@ -114,6 +114,6 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

View file

@ -82,8 +82,8 @@ Color GetGestureColor(int i)
int logMode = 1; // Log mode values: 0 shows repeated events; 1 hides repeated events; 2 shows repeated events but hide hold events; 3 hides repeated events and hide hold events
Color gestureColor = { 0, 0, 0, 255 };
Rectangle logButton1 = { 53, 7, 48, 26 };
Rectangle logButton2 = { 108, 7, 36, 26 };
rayRectangle logButton1 = { 53, 7, 48, 26 };
rayRectangle logButton2 = { 108, 7, 36, 26 };
Vector2 gestureLogPosition = { 10, 10 };
// Protractor variables definitions
@ -218,10 +218,10 @@ void Update(void)
//--------------------------------------------------------------------------------------
DrawText("Last gesture", lastGesturePosition.x + 33, lastGesturePosition.y - 47, 20, BLACK);
DrawText("Swipe Tap Pinch Touch", lastGesturePosition.x + 17, lastGesturePosition.y - 18, 10, BLACK);
DrawRectangle(lastGesturePosition.x + 20, lastGesturePosition.y, 20, 20, lastGesture == GESTURE_SWIPE_UP ? RED : LIGHTGRAY);
DrawRectangle(lastGesturePosition.x, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_LEFT ? RED : LIGHTGRAY);
DrawRectangle(lastGesturePosition.x + 40, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_RIGHT ? RED : LIGHTGRAY);
DrawRectangle(lastGesturePosition.x + 20, lastGesturePosition.y + 40, 20, 20, lastGesture == GESTURE_SWIPE_DOWN ? RED : LIGHTGRAY);
DrawrayRectangle(lastGesturePosition.x + 20, lastGesturePosition.y, 20, 20, lastGesture == GESTURE_SWIPE_UP ? RED : LIGHTGRAY);
DrawrayRectangle(lastGesturePosition.x, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_LEFT ? RED : LIGHTGRAY);
DrawrayRectangle(lastGesturePosition.x + 40, lastGesturePosition.y + 20, 20, 20, lastGesture == GESTURE_SWIPE_RIGHT ? RED : LIGHTGRAY);
DrawrayRectangle(lastGesturePosition.x + 20, lastGesturePosition.y + 40, 20, 20, lastGesture == GESTURE_SWIPE_DOWN ? RED : LIGHTGRAY);
DrawCircle(lastGesturePosition.x + 80, lastGesturePosition.y + 16, 10, lastGesture == GESTURE_TAP ? BLUE : LIGHTGRAY);
DrawRing( (Vector2){lastGesturePosition.x + 103, lastGesturePosition.y + 16}, 6.0f, 11.0f, 0.0f, 360.0f, 0, lastGesture == GESTURE_DRAG ? LIME : LIGHTGRAY);
DrawCircle(lastGesturePosition.x + 80, lastGesturePosition.y + 43, 10, lastGesture == GESTURE_DOUBLETAP ? SKYBLUE : LIGHTGRAY);
@ -246,10 +246,10 @@ void Update(void)
case 1: logButton1Color=MAROON; logButton2Color=GRAY; break;
default: logButton1Color=GRAY; logButton2Color=GRAY; break;
}
DrawRectangleRec(logButton1, logButton1Color);
DrawrayRectangleRec(logButton1, logButton1Color);
DrawText("Hide", logButton1.x + 7, logButton1.y + 3, 10, WHITE);
DrawText("Repeat", logButton1.x + 7, logButton1.y + 13, 10, WHITE);
DrawRectangleRec(logButton2, logButton2Color);
DrawrayRectangleRec(logButton2, logButton2Color);
DrawText("Hide", logButton1.x + 62, logButton1.y + 3, 10, WHITE);
DrawText("Hold", logButton1.x + 62, logButton1.y + 13, 10, WHITE);
@ -323,7 +323,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -57,7 +57,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -63,7 +63,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -45,7 +45,7 @@ int main(void)
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawrayRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText(TextFormat("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
@ -56,7 +56,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -72,7 +72,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -105,20 +105,20 @@ int main(void)
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
case STATE_LOADING:
{
DrawRectangle(150, 200, atomic_load_explicit(&dataProgress, memory_order_relaxed), 60, SKYBLUE);
DrawrayRectangle(150, 200, atomic_load_explicit(&dataProgress, memory_order_relaxed), 60, SKYBLUE);
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
} break;
case STATE_FINISHED:
{
DrawRectangle(150, 200, 500, 60, LIME);
DrawrayRectangle(150, 200, 500, 60, LIME);
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
} break;
default: break;
}
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
DrawrayRectangleLines(150, 200, 500, 60, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@ -126,7 +126,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -65,7 +65,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -27,7 +27,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
Rectangle scissorArea = { 0, 0, 300, 300 };
rayRectangle scissorArea = { 0, 0, 300, 300 };
bool scissorMode = true;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -53,14 +53,14 @@ int main(void)
if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height);
// Draw full screen rectangle and some text
// Draw full screen rayRectangle and some text
// NOTE: Only part defined by scissor area will be rendered
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RED);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RED);
DrawText("Move the mouse around to reveal this text!", 190, 200, 20, LIGHTGRAY);
if (scissorMode) EndScissorMode();
DrawRectangleLinesEx(scissorArea, 1, BLACK);
DrawrayRectangleLinesEx(scissorArea, 1, BLACK);
DrawText("Press S to toggle scissor test", 10, 10, 20, BLACK);
EndDrawing();
@ -69,7 +69,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -43,13 +43,13 @@ int main(void)
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
rayRectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
rayRectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
rayRectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
// The target's height is flipped (in the source rayRectangle), due to OpenGL reasons
rayRectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
rayRectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
Vector2 origin = { 0.0f, 0.0f };
@ -66,7 +66,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
rotation += 60.0f*GetFrameTime(); // Rotate the rayRectangles, 60 degrees per second
// Make the camera move to demonstrate the effect
cameraX = (sinf(GetTime())*50.0f) - 10.0f;
@ -91,9 +91,9 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode2D(worldSpaceCamera);
DrawRectanglePro(rec01, origin, rotation, BLACK);
DrawRectanglePro(rec02, origin, -rotation, RED);
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
DrawrayRectanglePro(rec01, origin, rotation, BLACK);
DrawrayRectanglePro(rec02, origin, -rotation, RED);
DrawrayRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
EndMode2D();
EndTextureMode();
@ -115,7 +115,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -93,7 +93,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -85,9 +85,9 @@ int main(void)
// NOTE: Screen size should match HMD aspect ratio
RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution);
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
Rectangle destRec = { 0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight() };
// The target's height is flipped (in the source rayRectangle), due to OpenGL reasons
rayRectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
rayRectangle destRec = { 0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight() };
// Define the camera to look into our 3d world
Camera camera = { 0 };
@ -144,7 +144,7 @@ int main(void)
UnloadRenderTexture(target); // Unload stereo render fbo
UnloadShader(distortion); // Unload distortion shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -144,7 +144,7 @@ int main(void)
else ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, ballRadius, MAROON);
DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
DrawrayRectangleLinesEx((rayRectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
@ -189,7 +189,7 @@ int main(void)
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;

View file

@ -78,7 +78,7 @@ int main(void)
BeginTextureMode(target);
ClearBackground(RAYWHITE); // Clear render texture background color
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
for (int i = 0; i < 10; i++) DrawrayRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
@ -89,8 +89,8 @@ int main(void)
ClearBackground(BLACK); // Clear screen background
// Draw render texture to screen, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
DrawTexturePro(target.texture, (rayRectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
(rayRectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
EndDrawing();
//--------------------------------------------------------------------------------------
@ -100,7 +100,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -59,7 +59,7 @@ int main()
if (exitWindowRequested)
{
DrawRectangle(0, 100, screenWidth, 200, BLACK);
DrawrayRectangle(0, 100, screenWidth, 200, BLACK);
DrawText("Are you sure you want to exit program? [Y/N]", 40, 180, 30, WHITE);
}
else DrawText("Try to close the window to get confirmation message!", 120, 200, 20, LIGHTGRAY);
@ -70,7 +70,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -78,7 +78,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -115,7 +115,7 @@ int main(void)
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -104,7 +104,7 @@ int main(void)
UnloadModelAnimations(anims, animsCount); // Unload model animations data
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -39,7 +39,7 @@ int main(void)
Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
// Entire billboard texture, source is used to take a segment from a larger texture.
Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
rayRectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
// NOTE: Billboard locked on axis-Y
Vector3 billUp = { 0.0f, 1.0f, 0.0f };
@ -104,7 +104,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(bill); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -119,7 +119,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -71,7 +71,7 @@ int main(void)
EndMode3D();
DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawrayRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
DrawText("generate map 3d model", 658, 104, 10, GRAY);
@ -88,7 +88,7 @@ int main(void)
UnloadTexture(texture); // Unload map texture
UnloadModel(model); // Unload map model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -19,7 +19,7 @@
// Custom Functions Declaration
//------------------------------------------------------------------------------------
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
void DrawCubeTextureRec(Texture2D texture, rayRectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
//------------------------------------------------------------------------------------
// Program main entry point
@ -66,8 +66,8 @@ int main(void)
// Draw cube with an applied texture
DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
DrawCubeTextureRec(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 },
// Draw cube with an applied texture, but only a defined rayRectangle piece of the texture
DrawCubeTextureRec(texture, (rayRectangle){ 0, texture.height/2, texture.width/2, texture.height/2 },
(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
@ -84,7 +84,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
@ -157,7 +157,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
}
// Draw cube with texture piece applied to all faces
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
void DrawCubeTextureRec(Texture2D texture, rayRectangle source, Vector3 position, float width, float height, float length, Color color)
{
float x = position.x;
float y = position.y;
@ -168,7 +168,7 @@ void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, f
// Set desired texture to be enabled while drawing following vertex data
rlSetTexture(texture.id);
// We calculate the normalized texture coordinates for the desired texture-source-rectangle
// We calculate the normalized texture coordinates for the desired texture-source-rayRectangle
// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);

View file

@ -87,7 +87,7 @@ int main(void)
{
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
(CheckCollisionCircleRec(playerPos, playerRadius,
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
(rayRectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
{
// Collision detected, reset camera position
camera.position = oldCamPos;
@ -107,10 +107,10 @@ int main(void)
EndMode3D();
DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawrayRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
// Draw player position radar
DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
DrawrayRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
DrawFPS(10, 10);
@ -126,7 +126,7 @@ int main(void)
UnloadTexture(texture); // Unload map texture
UnloadModel(model); // Unload map model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -81,7 +81,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -70,7 +70,7 @@ int main(void)
EndMode3D();
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
DrawrayRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
DrawFPS(10, 10);
@ -83,7 +83,7 @@ int main(void)
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -146,7 +146,7 @@ int main(void)
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -96,7 +96,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model and meshes/material
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -167,7 +167,7 @@ int main(void)
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -110,8 +110,8 @@ int main(void)
EndMode3D();
// Display info
DrawRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawrayRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
@ -124,7 +124,7 @@ int main(void)
// Unload models data (GPU VRAM)
for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -108,8 +108,8 @@ int main(void)
EndMode3D();
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawrayRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
switch(currentModel)
@ -137,7 +137,7 @@ int main(void)
// Unload models data (GPU VRAM)
for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -239,7 +239,7 @@ int main(void)
UnloadModel(tower); // Unload model
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -95,7 +95,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -119,7 +119,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -176,7 +176,7 @@ int main(void)
UnloadModel(skybox); // Unload skybox model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -110,7 +110,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -99,8 +99,8 @@ int main(void)
EndMode3D();
// Draw controls info
DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
DrawrayRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
DrawrayRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY);
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY);
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY);
@ -115,7 +115,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model data
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -212,7 +212,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
rayCloseWindow();
//--------------------------------------------------------------------------------------
return 0;

View file

@ -101,7 +101,7 @@ int main(void)
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -2713,7 +2713,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, G
* @sa @ref window_creation
* @sa @ref glfwCreateWindow
*
* @since Added in version 3.0. Replaces `glfwCloseWindow`.
* @since Added in version 3.0. Replaces `glfwrayCloseWindow`.
*
* @ingroup window
*/

View file

@ -850,10 +850,10 @@ typedef GLintptr GLvdpauSurfaceNV;
#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
#define GL_TEXTURE_RECTANGLE 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
#define GL_TEXTURE_rayRectangle 0x84F5
#define GL_TEXTURE_BINDING_rayRectangle 0x84F6
#define GL_PROXY_TEXTURE_rayRectangle 0x84F7
#define GL_MAX_rayRectangle_TEXTURE_SIZE 0x84F8
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96

View file

@ -19,7 +19,7 @@
* - ON_DEMAND = False
*
* Commandline:
* --api='gles2=2.0' --extensions='GL_EXT_EGL_image_array,GL_EXT_EGL_image_storage,GL_EXT_EGL_image_storage_compression,GL_EXT_YUV_target,GL_EXT_base_instance,GL_EXT_blend_func_extended,GL_EXT_blend_minmax,GL_EXT_buffer_storage,GL_EXT_clear_texture,GL_EXT_clip_control,GL_EXT_clip_cull_distance,GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float,GL_EXT_conservative_depth,GL_EXT_copy_image,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_clamp,GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query,GL_EXT_draw_buffers,GL_EXT_draw_buffers_indexed,GL_EXT_draw_elements_base_vertex,GL_EXT_draw_instanced,GL_EXT_draw_transform_feedback,GL_EXT_external_buffer,GL_EXT_float_blend,GL_EXT_fragment_shading_rate,GL_EXT_geometry_point_size,GL_EXT_geometry_shader,GL_EXT_gpu_shader5,GL_EXT_instanced_arrays,GL_EXT_map_buffer_range,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_multi_draw_arrays,GL_EXT_multi_draw_indirect,GL_EXT_multisampled_compatibility,GL_EXT_multisampled_render_to_texture,GL_EXT_multisampled_render_to_texture2,GL_EXT_multiview_draw_buffers,GL_EXT_multiview_tessellation_geometry_shader,GL_EXT_multiview_texture_multisample,GL_EXT_multiview_timer_query,GL_EXT_occlusion_query_boolean,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_primitive_bounding_box,GL_EXT_protected_textures,GL_EXT_pvrtc_sRGB,GL_EXT_raster_multisample,GL_EXT_read_format_bgra,GL_EXT_render_snorm,GL_EXT_robustness,GL_EXT_sRGB,GL_EXT_sRGB_write_control,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_depth_stencil,GL_EXT_separate_shader_objects,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_group_vote,GL_EXT_shader_implicit_conversions,GL_EXT_shader_integer_mix,GL_EXT_shader_io_blocks,GL_EXT_shader_non_constant_global_initializers,GL_EXT_shader_pixel_local_storage,GL_EXT_shader_pixel_local_storage2,GL_EXT_shader_samples_identical,GL_EXT_shader_texture_lod,GL_EXT_shadow_samplers,GL_EXT_sparse_texture,GL_EXT_sparse_texture2,GL_EXT_tessellation_point_size,GL_EXT_tessellation_shader,GL_EXT_texture_border_clamp,GL_EXT_texture_buffer,GL_EXT_texture_compression_astc_decode_mode,GL_EXT_texture_compression_bptc,GL_EXT_texture_compression_dxt1,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_compression_s3tc_srgb,GL_EXT_texture_cube_map_array,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_format_BGRA8888,GL_EXT_texture_format_sRGB_override,GL_EXT_texture_mirror_clamp_to_edge,GL_EXT_texture_norm16,GL_EXT_texture_query_lod,GL_EXT_texture_rg,GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_RG8,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shadow_lod,GL_EXT_texture_storage,GL_EXT_texture_storage_compression,GL_EXT_texture_type_2_10_10_10_REV,GL_EXT_texture_view,GL_EXT_unpack_subimage,GL_EXT_win32_keyed_mutex,GL_EXT_window_rectangles,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_shader_subgroup,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_OES_EGL_image,GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3,GL_OES_compressed_ETC1_RGB8_sub_texture,GL_OES_compressed_ETC1_RGB8_texture,GL_OES_compressed_paletted_texture,GL_OES_copy_image,GL_OES_depth24,GL_OES_depth32,GL_OES_depth_texture,GL_OES_draw_buffers_indexed,GL_OES_draw_elements_base_vertex,GL_OES_element_index_uint,GL_OES_fbo_render_mipmap,GL_OES_fragment_precision_high,GL_OES_geometry_point_size,GL_OES_geometry_shader,GL_OES_get_program_binary,GL_OES_gpu_shader5,GL_OES_mapbuffer,GL_OES_packed_depth_stencil,GL_OES_primitive_bounding_box,GL_OES_required_internalformat,GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables,GL_OES_shader_image_atomic,GL_OES_shader_io_blocks,GL_OES_shader_multisample_interpolation,GL_OES_standard_derivatives,GL_OES_stencil1,GL_OES_stencil4,GL_OES_surfaceless_context,GL_OES_tessellation_point_size,GL_OES_tessellation_shader,GL_OES_texture_3D,GL_OES_texture_border_clamp,GL_OES_texture_buffer,GL_OES_texture_compression_astc,GL_OES_texture_cube_map_array,GL_OES_texture_float,GL_OES_texture_float_linear,GL_OES_texture_half_float,GL_OES_texture_half_float_linear,GL_OES_texture_npot,GL_OES_texture_stencil8,GL_OES_texture_storage_multisample_2d_array,GL_OES_texture_view,GL_OES_vertex_array_object,GL_OES_vertex_half_float,GL_OES_vertex_type_10_10_10_2,GL_OES_viewport_array' c --header-only
* --api='gles2=2.0' --extensions='GL_EXT_EGL_image_array,GL_EXT_EGL_image_storage,GL_EXT_EGL_image_storage_compression,GL_EXT_YUV_target,GL_EXT_base_instance,GL_EXT_blend_func_extended,GL_EXT_blend_minmax,GL_EXT_buffer_storage,GL_EXT_clear_texture,GL_EXT_clip_control,GL_EXT_clip_cull_distance,GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float,GL_EXT_conservative_depth,GL_EXT_copy_image,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_clamp,GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query,GL_EXT_draw_buffers,GL_EXT_draw_buffers_indexed,GL_EXT_draw_elements_base_vertex,GL_EXT_draw_instanced,GL_EXT_draw_transform_feedback,GL_EXT_external_buffer,GL_EXT_float_blend,GL_EXT_fragment_shading_rate,GL_EXT_geometry_point_size,GL_EXT_geometry_shader,GL_EXT_gpu_shader5,GL_EXT_instanced_arrays,GL_EXT_map_buffer_range,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_multi_draw_arrays,GL_EXT_multi_draw_indirect,GL_EXT_multisampled_compatibility,GL_EXT_multisampled_render_to_texture,GL_EXT_multisampled_render_to_texture2,GL_EXT_multiview_draw_buffers,GL_EXT_multiview_tessellation_geometry_shader,GL_EXT_multiview_texture_multisample,GL_EXT_multiview_timer_query,GL_EXT_occlusion_query_boolean,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_primitive_bounding_box,GL_EXT_protected_textures,GL_EXT_pvrtc_sRGB,GL_EXT_raster_multisample,GL_EXT_read_format_bgra,GL_EXT_render_snorm,GL_EXT_robustness,GL_EXT_sRGB,GL_EXT_sRGB_write_control,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_depth_stencil,GL_EXT_separate_shader_objects,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_group_vote,GL_EXT_shader_implicit_conversions,GL_EXT_shader_integer_mix,GL_EXT_shader_io_blocks,GL_EXT_shader_non_constant_global_initializers,GL_EXT_shader_pixel_local_storage,GL_EXT_shader_pixel_local_storage2,GL_EXT_shader_samples_identical,GL_EXT_shader_texture_lod,GL_EXT_shadow_samplers,GL_EXT_sparse_texture,GL_EXT_sparse_texture2,GL_EXT_tessellation_point_size,GL_EXT_tessellation_shader,GL_EXT_texture_border_clamp,GL_EXT_texture_buffer,GL_EXT_texture_compression_astc_decode_mode,GL_EXT_texture_compression_bptc,GL_EXT_texture_compression_dxt1,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_compression_s3tc_srgb,GL_EXT_texture_cube_map_array,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_format_BGRA8888,GL_EXT_texture_format_sRGB_override,GL_EXT_texture_mirror_clamp_to_edge,GL_EXT_texture_norm16,GL_EXT_texture_query_lod,GL_EXT_texture_rg,GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_RG8,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shadow_lod,GL_EXT_texture_storage,GL_EXT_texture_storage_compression,GL_EXT_texture_type_2_10_10_10_REV,GL_EXT_texture_view,GL_EXT_unpack_subimage,GL_EXT_win32_keyed_mutex,GL_EXT_window_rayRectangles,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_shader_subgroup,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_OES_EGL_image,GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3,GL_OES_compressed_ETC1_RGB8_sub_texture,GL_OES_compressed_ETC1_RGB8_texture,GL_OES_compressed_paletted_texture,GL_OES_copy_image,GL_OES_depth24,GL_OES_depth32,GL_OES_depth_texture,GL_OES_draw_buffers_indexed,GL_OES_draw_elements_base_vertex,GL_OES_element_index_uint,GL_OES_fbo_render_mipmap,GL_OES_fragment_precision_high,GL_OES_geometry_point_size,GL_OES_geometry_shader,GL_OES_get_program_binary,GL_OES_gpu_shader5,GL_OES_mapbuffer,GL_OES_packed_depth_stencil,GL_OES_primitive_bounding_box,GL_OES_required_internalformat,GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables,GL_OES_shader_image_atomic,GL_OES_shader_io_blocks,GL_OES_shader_multisample_interpolation,GL_OES_standard_derivatives,GL_OES_stencil1,GL_OES_stencil4,GL_OES_surfaceless_context,GL_OES_tessellation_point_size,GL_OES_tessellation_shader,GL_OES_texture_3D,GL_OES_texture_border_clamp,GL_OES_texture_buffer,GL_OES_texture_compression_astc,GL_OES_texture_cube_map_array,GL_OES_texture_float,GL_OES_texture_float_linear,GL_OES_texture_half_float,GL_OES_texture_half_float_linear,GL_OES_texture_npot,GL_OES_texture_stencil8,GL_OES_texture_storage_multisample_2d_array,GL_OES_texture_view,GL_OES_vertex_array_object,GL_OES_vertex_half_float,GL_OES_vertex_type_10_10_10_2,GL_OES_viewport_array' c --header-only
*
* Online:
* http://glad.sh/#api=gles2%3D2.0&generator=c&options=HEADER_ONLY
@ -766,7 +766,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VIEWPORTS_OES 0x825B
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14
#define GL_MAX_WINDOW_rayRectangleS_EXT 0x8F14
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_MEDIUM_INT 0x8DF4
#define GL_MIN 0x8007
@ -801,7 +801,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT 0x8F6E
#define GL_NUM_TILING_TYPES_EXT 0x9582
#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8
#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15
#define GL_NUM_WINDOW_rayRectangleS_EXT 0x8F15
#define GL_ONE 1
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
@ -1233,8 +1233,8 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197
#define GL_WEIGHTED_AVERAGE_ARB 0x9367
#define GL_WEIGHTED_AVERAGE_EXT 0x9367
#define GL_WINDOW_RECTANGLE_EXT 0x8F12
#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13
#define GL_WINDOW_rayRectangle_EXT 0x8F12
#define GL_WINDOW_rayRectangle_MODE_EXT 0x8F13
#define GL_WRITE_ONLY_OES 0x88B9
#define GL_ZERO 0
#define GL_ZERO_TO_ONE 0x935F
@ -1828,8 +1828,8 @@ GLAD_API_CALL int GLAD_GL_EXT_texture_view;
GLAD_API_CALL int GLAD_GL_EXT_unpack_subimage;
#define GL_EXT_win32_keyed_mutex 1
GLAD_API_CALL int GLAD_GL_EXT_win32_keyed_mutex;
#define GL_EXT_window_rectangles 1
GLAD_API_CALL int GLAD_GL_EXT_window_rectangles;
#define GL_EXT_window_rayRectangles 1
GLAD_API_CALL int GLAD_GL_EXT_window_rayRectangles;
#define GL_KHR_blend_equation_advanced 1
GLAD_API_CALL int GLAD_GL_KHR_blend_equation_advanced;
#define GL_KHR_blend_equation_advanced_coherent 1
@ -2350,7 +2350,7 @@ typedef void (GLAD_API_PTR *PFNGLVIEWPORTARRAYVOESPROC)(GLuint first, GLsizei co
typedef void (GLAD_API_PTR *PFNGLVIEWPORTINDEXEDFOESPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
typedef void (GLAD_API_PTR *PFNGLVIEWPORTINDEXEDFVOESPROC)(GLuint index, const GLfloat * v);
typedef void (GLAD_API_PTR *PFNGLWAITSEMAPHOREEXTPROC)(GLuint semaphore, GLuint numBufferBarriers, const GLuint * buffers, GLuint numTextureBarriers, const GLuint * textures, const GLenum * srcLayouts);
typedef void (GLAD_API_PTR *PFNGLWINDOWRECTANGLESEXTPROC)(GLenum mode, GLsizei count, const GLint * box);
typedef void (GLAD_API_PTR *PFNGLWINDOWrayRectangleSEXTPROC)(GLenum mode, GLsizei count, const GLint * box);
GLAD_API_CALL PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC glad_glAcquireKeyedMutexWin32EXT;
#define glAcquireKeyedMutexWin32EXT glad_glAcquireKeyedMutexWin32EXT
@ -3132,8 +3132,8 @@ GLAD_API_CALL PFNGLVIEWPORTINDEXEDFVOESPROC glad_glViewportIndexedfvOES;
#define glViewportIndexedfvOES glad_glViewportIndexedfvOES
GLAD_API_CALL PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT;
#define glWaitSemaphoreEXT glad_glWaitSemaphoreEXT
GLAD_API_CALL PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT;
#define glWindowRectanglesEXT glad_glWindowRectanglesEXT
GLAD_API_CALL PFNGLWINDOWrayRectangleSEXTPROC glad_glWindowrayRectanglesEXT;
#define glWindowrayRectanglesEXT glad_glWindowrayRectanglesEXT
@ -3281,7 +3281,7 @@ int GLAD_GL_EXT_texture_type_2_10_10_10_REV = 0;
int GLAD_GL_EXT_texture_view = 0;
int GLAD_GL_EXT_unpack_subimage = 0;
int GLAD_GL_EXT_win32_keyed_mutex = 0;
int GLAD_GL_EXT_window_rectangles = 0;
int GLAD_GL_EXT_window_rayRectangles = 0;
int GLAD_GL_KHR_blend_equation_advanced = 0;
int GLAD_GL_KHR_blend_equation_advanced_coherent = 0;
int GLAD_GL_KHR_context_flush_control = 0;
@ -3739,7 +3739,7 @@ PFNGLVIEWPORTARRAYVOESPROC glad_glViewportArrayvOES = NULL;
PFNGLVIEWPORTINDEXEDFOESPROC glad_glViewportIndexedfOES = NULL;
PFNGLVIEWPORTINDEXEDFVOESPROC glad_glViewportIndexedfvOES = NULL;
PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT = NULL;
PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT = NULL;
PFNGLWINDOWrayRectangleSEXTPROC glad_glWindowrayRectanglesEXT = NULL;
static void glad_gl_load_GL_ES_VERSION_2_0( GLADuserptrloadfunc load, void* userptr) {
@ -4215,9 +4215,9 @@ static void glad_gl_load_GL_EXT_win32_keyed_mutex( GLADuserptrloadfunc load, voi
glad_glAcquireKeyedMutexWin32EXT = (PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) load(userptr, "glAcquireKeyedMutexWin32EXT");
glad_glReleaseKeyedMutexWin32EXT = (PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) load(userptr, "glReleaseKeyedMutexWin32EXT");
}
static void glad_gl_load_GL_EXT_window_rectangles( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_EXT_window_rectangles) return;
glad_glWindowRectanglesEXT = (PFNGLWINDOWRECTANGLESEXTPROC) load(userptr, "glWindowRectanglesEXT");
static void glad_gl_load_GL_EXT_window_rayRectangles( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_EXT_window_rayRectangles) return;
glad_glWindowrayRectanglesEXT = (PFNGLWINDOWrayRectangleSEXTPROC) load(userptr, "glWindowrayRectanglesEXT");
}
static void glad_gl_load_GL_KHR_blend_equation_advanced( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_KHR_blend_equation_advanced) return;
@ -4570,7 +4570,7 @@ static int glad_gl_find_extensions_gles2( int version) {
GLAD_GL_EXT_texture_view = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_view");
GLAD_GL_EXT_unpack_subimage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_unpack_subimage");
GLAD_GL_EXT_win32_keyed_mutex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_win32_keyed_mutex");
GLAD_GL_EXT_window_rectangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_window_rectangles");
GLAD_GL_EXT_window_rayRectangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_window_rayRectangles");
GLAD_GL_KHR_blend_equation_advanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_blend_equation_advanced");
GLAD_GL_KHR_blend_equation_advanced_coherent = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_blend_equation_advanced_coherent");
GLAD_GL_KHR_context_flush_control = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_context_flush_control");
@ -4728,7 +4728,7 @@ int gladLoadGLES2UserPtr( GLADuserptrloadfunc load, void *userptr) {
glad_gl_load_GL_EXT_texture_storage_compression(load, userptr);
glad_gl_load_GL_EXT_texture_view(load, userptr);
glad_gl_load_GL_EXT_win32_keyed_mutex(load, userptr);
glad_gl_load_GL_EXT_window_rectangles(load, userptr);
glad_gl_load_GL_EXT_window_rayRectangles(load, userptr);
glad_gl_load_GL_KHR_blend_equation_advanced(load, userptr);
glad_gl_load_GL_KHR_debug(load, userptr);
glad_gl_load_GL_KHR_parallel_shader_compile(load, userptr);

View file

@ -120,7 +120,7 @@ int main(void)
BeginDrawing();
ClearBackground(WHITE);
DrawRectangle(10, 10, 210, 30, MAROON);
DrawrayRectangle(10, 10, 210, 30, MAROON);
DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
@ -159,7 +159,7 @@ int main(void)
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -115,7 +115,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -144,7 +144,7 @@ int main(void)
DrawTexture(whiteTex, 0, 0, WHITE);
EndShaderMode();
DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
DrawrayRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
DrawFPS(GetScreenWidth() - 100, 10);
@ -167,7 +167,7 @@ int main(void)
UnloadTexture(whiteTex); // Unload white texture
UnloadShader(golRenderShader); // Unload rendering fragment shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -102,7 +102,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
static void DrawrayRectangleV(Vector2 position, Vector2 size, Color color);
// NOTE: We use raymath to get this functionality but it could be implemented in this module
//static Matrix MatrixIdentity(void);
@ -233,7 +233,7 @@ int main(void)
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
#endif
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
DrawrayRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
// Draw internal render batch buffers (2D data)
rlDrawRenderBatchActive();
@ -274,8 +274,8 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
}
}
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
// Draw rayRectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawrayRectangleV(Vector2 position, Vector2 size, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);

View file

@ -31,7 +31,7 @@ vec2 VectorRotateTime(vec2 v, float speed)
return v;
}
float Rectangle(in vec2 st, in float size, in float fill)
float rayRectangle(in vec2 st, in float size, in float fill)
{
float roundSize = 0.5 - size/2.0;
float left = step(roundSize, st.x);
@ -53,7 +53,7 @@ void main()
fpos = VectorRotateTime(fpos, 0.2);
float alpha = Rectangle(fpos, 0.216, 1.0);
float alpha = rayRectangle(fpos, 0.216, 1.0);
vec3 color = vec3(0.3, 0.3, 0.3);
gl_FragColor = vec4(color, alpha);

View file

@ -32,7 +32,7 @@ vec2 VectorRotateTime(vec2 v, float speed)
return v;
}
float Rectangle(in vec2 st, in float size, in float fill)
float rayRectangle(in vec2 st, in float size, in float fill)
{
float roundSize = 0.5 - size/2.0;
float left = step(roundSize, st.x);
@ -54,7 +54,7 @@ void main()
fpos = VectorRotateTime(fpos, 0.2);
float alpha = Rectangle(fpos, 0.216, 1.0);
float alpha = rayRectangle(fpos, 0.216, 1.0);
vec3 color = vec3(0.3, 0.3, 0.3);
finalColor = vec4(color, alpha);

View file

@ -140,7 +140,7 @@ int main(void)
UnloadModel(cube); // Unload the model
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -105,7 +105,7 @@ int main(void)
// Enable shader using the custom uniform
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw some 2d text over drawn texture
@ -122,7 +122,7 @@ int main(void)
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -279,7 +279,7 @@ int main(void)
.id = gBuffer.positionTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
}, (rayRectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
@ -289,7 +289,7 @@ int main(void)
.id = gBuffer.normalTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
}, (rayRectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
@ -299,7 +299,7 @@ int main(void)
.id = gBuffer.albedoSpecTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
}, (rayRectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
}
@ -328,7 +328,7 @@ int main(void)
rlUnloadTexture(gBuffer.albedoSpecTexture);
rlUnloadTexture(gBuffer.depthRenderbuffer);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -67,11 +67,11 @@ int main(void)
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// Draw a rayRectangle in shader mode to be used as shader canvas
// NOTE: rayRectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
BeginDrawing();
@ -79,7 +79,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
DrawTextureRec(target.texture, (rayRectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
@ -90,7 +90,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -148,7 +148,7 @@ int main(void)
UnloadTexture(texture); // Unload the texture
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -109,9 +109,9 @@ int main(void)
ClearBackground(RAYWHITE);
// We only draw a white full-screen rectangle, frame is generated in shader
// We only draw a white full-screen rayRectangle, frame is generated in shader
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
DrawrayRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
@ -128,7 +128,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -113,7 +113,7 @@ int main(void)
// Raymarch Scene
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
BeginShaderMode(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
DrawrayRectangleRec((rayRectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Raserize Scene
@ -132,7 +132,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
@ -144,7 +144,7 @@ int main(void)
UnloadShader(shdrRaymarch);
UnloadShader(shdrRaster);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -159,11 +159,11 @@ int main(void)
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// Draw a rayRectangle in shader mode to be used as shader canvas
// NOTE: rayRectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
BeginDrawing();
@ -195,7 +195,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -98,24 +98,24 @@ int main(void)
BeginBlendMode(BLEND_ADDITIVE);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 0, 0, 20, 20 },
(rayRectangle){ 0, 0, light.width, light.height },
(rayRectangle){ 0, 0, 20, 20 },
(Vector2){ 10.0, 10.0 },
0.0,
RED
);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 8, 4, 20, 20 },
(rayRectangle){ 0, 0, light.width, light.height },
(rayRectangle){ 8, 4, 20, 20 },
(Vector2){ 10.0, 10.0 },
0.0,
BLUE
);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 8, 8, 10, 10 },
(rayRectangle){ 0, 0, light.width, light.height },
(rayRectangle){ 8, 8, 10, 10 },
(Vector2){ 5.0, 5.0 },
0.0,
GREEN
@ -147,8 +147,8 @@ int main(void)
DrawTexturePro(
lightmap.texture,
(Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
(Rectangle){ GetRenderWidth() - MAP_SIZE*8 - 10, 10, MAP_SIZE*8, MAP_SIZE*8 },
(rayRectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
(rayRectangle){ GetRenderWidth() - MAP_SIZE*8 - 10, 10, MAP_SIZE*8, MAP_SIZE*8 },
(Vector2){ 0.0, 0.0 },
0.0,
WHITE);
@ -165,7 +165,7 @@ int main(void)
UnloadMesh(mesh); // Unload the mesh
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -140,7 +140,7 @@ int main(void)
//--------------------------------------------------------------------------------------
RL_FREE(transforms); // Free transforms
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -100,7 +100,7 @@ int main(void)
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -103,7 +103,7 @@ int main(void)
UnloadTexture(texRed); // Unload texture
UnloadTexture(texBlue); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -124,9 +124,9 @@ int main(void)
for (int i = 0; i < COLORS_PER_PALETTE; i++)
{
// Draw horizontal screen-wide rectangles with increasing "palette index"
// Draw horizontal screen-wide rayRectangles with increasing "palette index"
// The used palette index is encoded in the RGB components of the pixel
DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
DrawrayRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
}
EndShaderMode();
@ -145,7 +145,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -146,11 +146,11 @@ int main(void)
// Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw 2d shapes and text over drawn texture
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawrayRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
@ -170,7 +170,7 @@ int main(void)
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -94,10 +94,10 @@ int main(void)
ClearBackground(RAYWHITE);
// We only draw a white full-screen rectangle,
// We only draw a white full-screen rayRectangle,
// frame is generated in shader using raymarching
BeginShaderMode(shader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
EndShaderMode();
DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
@ -110,7 +110,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -76,9 +76,9 @@ int main(void)
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
DrawrayRectangle(250 - 60, 90, 120, 60, RED);
DrawrayRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawrayRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
@ -114,7 +114,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -123,7 +123,7 @@ int main(void)
EndMode3D();
DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
DrawrayRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
DrawFPS(10, 10);
@ -143,7 +143,7 @@ int main(void)
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -186,7 +186,7 @@ int main(void)
for (int n = 0; n < MAX_STARS; n++)
{
// Single pixel is just too small these days!
DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
DrawrayRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
@ -198,11 +198,11 @@ int main(void)
// Draw spot lights
BeginShaderMode(shdrSpot);
// Instead of a blank rectangle you could render here
// Instead of a blank rayRectangle you could render here
// a render texture of the full screen used to do screen
// scaling (slight adjustment to shader would be required
// to actually pay attention to the colour!)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
DrawrayRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
DrawFPS(10, 10);
@ -220,7 +220,7 @@ int main(void)
UnloadTexture(texRay);
UnloadShader(shdrSpot);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -78,7 +78,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -95,7 +95,7 @@ int main(void)
UnloadTexture(texture);
UnloadShader(shdrOutline);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -98,7 +98,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -108,7 +108,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -92,7 +92,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
@ -103,7 +103,7 @@ int main(void)
UnloadRenderTextureDepthTex(target);
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

File diff suppressed because it is too large Load diff

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
* raylib [shapes] example - Draw basic shapes 2d (rayRectangle, circle, line...)
*
* Example originally created with raylib 1.0, last time updated with raylib 4.2
*
@ -51,10 +51,10 @@ int main(void)
DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
// Rectangle shapes and lines
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
// rayRectangle shapes and lines
DrawrayRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawrayRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawrayRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
// Triangle shapes and lines
DrawTriangle((Vector2){ screenWidth/4.0f *3.0f, 80.0f },
@ -79,7 +79,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -75,7 +75,7 @@ int main(void)
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;

View file

@ -28,13 +28,13 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
// Box A: Moving box
Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
rayRectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
int boxASpeedX = 4;
// Box B: Mouse moved box
Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
rayRectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
Rectangle boxCollision = { 0 }; // Collision rectangle
rayRectangle boxCollision = { 0 }; // Collision rayRectangle
int screenUpperLimit = 40; // Top menu limits
@ -69,7 +69,7 @@ int main(void)
// Check boxes collision
collision = CheckCollisionRecs(boxA, boxB);
// Get collision rectangle (only on collision)
// Get collision rayRectangle (only on collision)
if (collision) boxCollision = GetCollisionRec(boxA, boxB);
// Pause Box A movement
@ -82,15 +82,15 @@ int main(void)
ClearBackground(RAYWHITE);
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
DrawrayRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
DrawRectangleRec(boxA, GOLD);
DrawRectangleRec(boxB, BLUE);
DrawrayRectangleRec(boxA, GOLD);
DrawrayRectangleRec(boxB, BLUE);
if (collision)
{
// Draw collision area
DrawRectangleRec(boxCollision, LIME);
DrawrayRectangleRec(boxCollision, LIME);
// Draw collision message
DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
@ -110,7 +110,7 @@ int main(void)
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;

View file

@ -37,9 +37,9 @@ int main(void)
"DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", "VIOLET", "BROWN",
"LIGHTGRAY", "PINK", "YELLOW", "GREEN", "SKYBLUE", "PURPLE", "BEIGE" };
Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 }; // Rectangles array
rayRectangle colorsRecs[MAX_COLORS_COUNT] = { 0 }; // rayRectangles array
// Fills colorsRecs data (for every rectangle)
// Fills colorsRecs data (for every rayRectangle)
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
@ -78,14 +78,14 @@ int main(void)
DrawText("raylib colors palette", 28, 42, 20, BLACK);
DrawText("press SPACE to see all colors", GetScreenWidth() - 180, GetScreenHeight() - 40, 10, GRAY);
for (int i = 0; i < MAX_COLORS_COUNT; i++) // Draw all rectangles
for (int i = 0; i < MAX_COLORS_COUNT; i++) // Draw all rayRectangles
{
DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i]? 0.6f : 1.0f));
DrawrayRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i]? 0.6f : 1.0f));
if (IsKeyDown(KEY_SPACE) || colorState[i])
{
DrawRectangle((int)colorsRecs[i].x, (int)(colorsRecs[i].y + colorsRecs[i].height - 26), (int)colorsRecs[i].width, 20, BLACK);
DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
DrawrayRectangle((int)colorsRecs[i].x, (int)(colorsRecs[i].y + colorsRecs[i].height - 26), (int)colorsRecs[i].width, 20, BLACK);
DrawrayRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
DrawText(colorNames[i], (int)(colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12),
(int)(colorsRecs[i].y + colorsRecs[i].height - 20), 10, colors[i]);
}
@ -97,7 +97,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -56,18 +56,18 @@ int main(void)
ClearBackground(RAYWHITE);
DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
DrawrayRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
DrawCircleSector(center, outerRadius, startAngle, endAngle, (int)segments, Fade(MAROON, 0.3f));
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, (int)segments, Fade(MAROON, 0.6f));
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", NULL, &startAngle, 0, 720);
GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", NULL, &endAngle, 0, 720);
GuiSliderBar((rayRectangle){ 600, 40, 120, 20}, "StartAngle", NULL, &startAngle, 0, 720);
GuiSliderBar((rayRectangle){ 600, 70, 120, 20}, "EndAngle", NULL, &endAngle, 0, 720);
GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", NULL, &outerRadius, 0, 200);
GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, &segments, 0, 100);
GuiSliderBar((rayRectangle){ 600, 140, 120, 20}, "Radius", NULL, &outerRadius, 0, 200);
GuiSliderBar((rayRectangle){ 600, 170, 120, 20}, "Segments", NULL, &segments, 0, 100);
//------------------------------------------------------------------------------
minSegments = truncf(ceilf((endAngle - startAngle) / 90));
@ -81,7 +81,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - draw rectangle rounded (with gui options)
* raylib [shapes] example - draw rayRectangle rounded (with gui options)
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
@ -28,7 +28,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rayRectangle rounded");
float roundness = 0.2f;
float width = 200.0f;
@ -48,7 +48,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
Rectangle rec = { ((float)GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2.0f, (float)width, (float)height };
rayRectangle rec = { ((float)GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2.0f, (float)width, (float)height };
//----------------------------------------------------------------------------------
// Draw
@ -58,23 +58,23 @@ int main(void)
ClearBackground(RAYWHITE);
DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
DrawrayRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6f));
if (drawRoundedRect) DrawRectangleRounded(rec, roundness, (int)segments, Fade(MAROON, 0.2f));
if (drawRoundedLines) DrawRectangleRoundedLines(rec, roundness, (int)segments, lineThick, Fade(MAROON, 0.4f));
if (drawRect) DrawrayRectangleRec(rec, Fade(GOLD, 0.6f));
if (drawRoundedRect) DrawrayRectangleRounded(rec, roundness, (int)segments, Fade(MAROON, 0.2f));
if (drawRoundedLines) DrawrayRectangleRoundedLines(rec, roundness, (int)segments, lineThick, Fade(MAROON, 0.4f));
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, &width, 0, (float)GetScreenWidth() - 300);
GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, &height, 0, (float)GetScreenHeight() - 50);
GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", NULL, &roundness, 0.0f, 1.0f);
GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, &lineThick, 0, 20);
GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, &segments, 0, 60);
GuiSliderBar((rayRectangle){ 640, 40, 105, 20 }, "Width", NULL, &width, 0, (float)GetScreenWidth() - 300);
GuiSliderBar((rayRectangle){ 640, 70, 105, 20 }, "Height", NULL, &height, 0, (float)GetScreenHeight() - 50);
GuiSliderBar((rayRectangle){ 640, 140, 105, 20 }, "Roundness", NULL, &roundness, 0.0f, 1.0f);
GuiSliderBar((rayRectangle){ 640, 170, 105, 20 }, "Thickness", NULL, &lineThick, 0, 20);
GuiSliderBar((rayRectangle){ 640, 240, 105, 20}, "Segments", NULL, &segments, 0, 60);
GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", &drawRoundedRect);
GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", &drawRoundedLines);
GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", &drawRect);
GuiCheckBox((rayRectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", &drawRoundedRect);
GuiCheckBox((rayRectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", &drawRoundedLines);
GuiCheckBox((rayRectangle){ 640, 380, 20, 20}, "DrawRect", &drawRect);
//------------------------------------------------------------------------------
DrawText(TextFormat("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY);
@ -87,7 +87,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -61,7 +61,7 @@ int main(void)
ClearBackground(RAYWHITE);
DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
DrawrayRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(MAROON, 0.3f));
if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(BLACK, 0.4f));
@ -69,17 +69,17 @@ int main(void)
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", NULL, &startAngle, -450, 450);
GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", NULL, &endAngle, -450, 450);
GuiSliderBar((rayRectangle){ 600, 40, 120, 20 }, "StartAngle", NULL, &startAngle, -450, 450);
GuiSliderBar((rayRectangle){ 600, 70, 120, 20 }, "EndAngle", NULL, &endAngle, -450, 450);
GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, &innerRadius, 0, 100);
GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, &outerRadius, 0, 200);
GuiSliderBar((rayRectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, &innerRadius, 0, 100);
GuiSliderBar((rayRectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, &outerRadius, 0, 200);
GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, &segments, 0, 100);
GuiSliderBar((rayRectangle){ 600, 240, 120, 20 }, "Segments", NULL, &segments, 0, 100);
GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", &drawRing);
GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", &drawRingLines);
GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", &drawCircleLines);
GuiCheckBox((rayRectangle){ 600, 320, 20, 20 }, "Draw Ring", &drawRing);
GuiCheckBox((rayRectangle){ 600, 350, 20, 20 }, "Draw RingLines", &drawRingLines);
GuiCheckBox((rayRectangle){ 600, 380, 20, 20 }, "Draw CircleLines", &drawCircleLines);
//------------------------------------------------------------------------------
int minSegments = (int)ceilf((endAngle - startAngle)/90);
@ -93,7 +93,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -97,7 +97,7 @@ int main(void)
ClearBackground(RAYWHITE);
if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
if (state >= 2) DrawrayRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawCircle(ballPositionX, 200, (float)ballRadius, Fade(RED, 1.0f - ballAlpha));
if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
@ -108,7 +108,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -28,7 +28,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
// Box variables to be animated with easings
Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 };
rayRectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 };
float rotation = 0.0f;
float alpha = 1.0f;
@ -71,7 +71,7 @@ int main(void)
state = 2;
}
} break;
case 2: // Rotate horizontal bar rectangle
case 2: // Rotate horizontal bar rayRectangle
{
framesCounter++;
rotation = EaseQuadOut((float)framesCounter, 0.0f, 270.0f, 240);
@ -110,7 +110,7 @@ int main(void)
// Reset animation at any moment
if (IsKeyPressed(KEY_SPACE))
{
rec = (Rectangle){ GetScreenWidth()/2.0f, -100, 100, 100 };
rec = (rayRectangle){ GetScreenWidth()/2.0f, -100, 100, 100 };
rotation = 0.0f;
alpha = 1.0f;
state = 0;
@ -124,7 +124,7 @@ int main(void)
ClearBackground(RAYWHITE);
DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
DrawrayRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
@ -134,7 +134,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - easings rectangle array
* raylib [shapes] example - easings rayRectangle array
*
* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
* the library to same directory as example or make sure it's available on include path.
@ -36,9 +36,9 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rayRectangle array");
Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
rayRectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
for (int y = 0; y < MAX_RECS_Y; y++)
{
@ -53,7 +53,7 @@ int main(void)
float rotation = 0.0f;
int framesCounter = 0;
int state = 0; // Rectangles animation state: 0-Playing, 1-Finished
int state = 0; // rayRectangles animation state: 0-Playing, 1-Finished
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -105,7 +105,7 @@ int main(void)
{
for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
{
DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
DrawrayRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
}
}
else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY);
@ -116,7 +116,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -102,7 +102,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -78,7 +78,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -42,8 +42,8 @@ int main(void)
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
DrawrayRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
DrawrayRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK);
DrawText("this is NOT a texture!", 350, 370, 10, GRAY);
@ -54,7 +54,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -120,30 +120,30 @@ int main(void)
if (state == 0)
{
if ((framesCounter/15)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
if ((framesCounter/15)%2) DrawrayRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawrayRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawrayRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawrayRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawrayRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
DrawrayRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawrayRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
else if (state == 3)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawrayRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawrayRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawrayRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawrayRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawrayRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(TextSubtext("raylib", 0, lettersCount), GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
}
@ -158,7 +158,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shapes] example - rectangle scaling by mouse
* raylib [shapes] example - rayRectangle scaling by mouse
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
@ -27,9 +27,9 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rayRectangle scaling mouse");
Rectangle rec = { 100, 100, 200, 80 };
rayRectangle rec = { 100, 100, 200, 80 };
Vector2 mousePosition = { 0 };
@ -46,7 +46,7 @@ int main(void)
//----------------------------------------------------------------------------------
mousePosition = GetMousePosition();
if (CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
if (CheckCollisionPointRec(mousePosition, (rayRectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
{
mouseScaleReady = true;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) mouseScaleMode = true;
@ -78,13 +78,13 @@ int main(void)
ClearBackground(RAYWHITE);
DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, GRAY);
DrawText("Scale rayRectangle dragging from bottom-right corner!", 10, 10, 20, GRAY);
DrawRectangleRec(rec, Fade(GREEN, 0.5f));
DrawrayRectangleRec(rec, Fade(GREEN, 0.5f));
if (mouseScaleReady)
{
DrawRectangleLinesEx(rec, 1, RED);
DrawrayRectangleLinesEx(rec, 1, RED);
DrawTriangle((Vector2){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height },
(Vector2){ rec.x + rec.width, rec.y + rec.height },
(Vector2){ rec.x + rec.width, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE }, RED);
@ -96,7 +96,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -224,15 +224,15 @@ int main(void)
if (splineTypeEditMode) GuiLock();
// Draw spline config
GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
GuiSliderBar((Rectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f);
GuiLabel((rayRectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
GuiSliderBar((rayRectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f);
GuiCheckBox((Rectangle){ 12, 110, 20, 20 }, "Show point helpers", &splineHelpersActive);
GuiCheckBox((rayRectangle){ 12, 110, 20, 20 }, "Show point helpers", &splineHelpersActive);
GuiUnlock();
GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
GuiLabel((rayRectangle){ 12, 10, 140, 24 }, "Spline type:");
if (GuiDropdownBox((rayRectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
EndDrawing();
//----------------------------------------------------------------------------------
@ -240,7 +240,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -40,7 +40,7 @@ typedef struct LightInfo {
Vector2 position; // Light position
RenderTexture mask; // Alpha mask for the light
float outerRadius; // The distance the light touches
Rectangle bounds; // A cached rectangle of the light bounds to help with culling
rayRectangle bounds; // A cached rayRectangle of the light bounds to help with culling
ShadowGeometry shadows[MAX_SHADOWS];
int shadowCount;
@ -137,7 +137,7 @@ void SetupLight(int slot, float x, float y, float radius)
}
// See if a light needs to update it's mask
bool UpdateLight(int slot, Rectangle* boxes, int count)
bool UpdateLight(int slot, rayRectangle* boxes, int count)
{
if (!lights[slot].active || !lights[slot].dirty) return false;
@ -192,17 +192,17 @@ bool UpdateLight(int slot, Rectangle* boxes, int count)
}
// Set up some boxes
void SetupBoxes(Rectangle *boxes, int *count)
void SetupBoxes(rayRectangle *boxes, int *count)
{
boxes[0] = (Rectangle){ 150,80, 40, 40 };
boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
boxes[2] = (Rectangle){ 200, 600, 40, 40 };
boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
boxes[4] = (Rectangle){ 500, 350, 40, 40 };
boxes[0] = (rayRectangle){ 150,80, 40, 40 };
boxes[1] = (rayRectangle){ 1200, 700, 40, 40 };
boxes[2] = (rayRectangle){ 200, 600, 40, 40 };
boxes[3] = (rayRectangle){ 1000, 50, 40, 40 };
boxes[4] = (rayRectangle){ 500, 350, 40, 40 };
for (int i = 5; i < MAX_BOXES; i++)
{
boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
boxes[i] = (rayRectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
}
*count = MAX_BOXES;
@ -222,7 +222,7 @@ int main(void)
// Initialize our 'world' of boxes
int boxCount = 0;
Rectangle boxes[MAX_BOXES] = { 0 };
rayRectangle boxes[MAX_BOXES] = { 0 };
SetupBoxes(boxes, &boxCount);
// Create a checkerboard ground texture
@ -282,7 +282,7 @@ int main(void)
// Merge in all the light masks
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) DrawTextureRec(lights[i].mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
if (lights[i].active) DrawTextureRec(lights[i].mask.texture, (rayRectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
}
rlDrawRenderBatchActive();
@ -300,10 +300,10 @@ int main(void)
ClearBackground(BLACK);
// Draw the tile background
DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
DrawTextureRec(backgroundTexture, (rayRectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
// Overlay the shadows from all the lights
DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
DrawTextureRec(lightMask.texture, (rayRectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
// Draw the lights
for (int i = 0; i < MAX_LIGHTS; i++)
@ -320,9 +320,9 @@ int main(void)
for (int b = 0; b < boxCount; b++)
{
if (CheckCollisionRecs(boxes[b],lights[0].bounds)) DrawRectangleRec(boxes[b], PURPLE);
if (CheckCollisionRecs(boxes[b],lights[0].bounds)) DrawrayRectangleRec(boxes[b], PURPLE);
DrawRectangleLines((int)boxes[b].x, (int)boxes[b].y, (int)boxes[b].width, (int)boxes[b].height, DARKBLUE);
DrawrayRectangleLines((int)boxes[b].x, (int)boxes[b].y, (int)boxes[b].width, (int)boxes[b].height, DARKBLUE);
}
DrawText("(F1) Hide Shadow Volumes", 10, 50, 10, GREEN);
@ -349,7 +349,7 @@ int main(void)
if (lights[i].active) UnloadRenderTexture(lights[i].mask);
}
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -94,7 +94,7 @@ int main(void)
ClearBackground(RAYWHITE);
DrawRectangle(0, 0, GetScreenWidth(), 70, BLACK);
DrawrayRectangle(0, 0, GetScreenWidth(), 70, BLACK);
DrawText(TextFormat("Total codepoints contained in provided text: %i", codepointCount), 10, 10, 20, GREEN);
DrawText(TextFormat("Total codepoints required for font atlas (duplicates excluded): %i", codepointsNoDupsCount), 10, 40, 20, GREEN);
@ -102,7 +102,7 @@ int main(void)
{
// Draw generated font texture atlas containing provided codepoints
DrawTexture(font.texture, 150, 100, BLACK);
DrawRectangleLines(150, 100, font.texture.width, font.texture.height, BLACK);
DrawrayRectangleLines(150, 100, font.texture.width, font.texture.height, BLACK);
}
else
{
@ -120,7 +120,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadFont(font); // Unload font
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -441,7 +441,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(font);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
@ -458,14 +458,14 @@ static void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, floa
int index = GetGlyphIndex(font, codepoint);
float scale = fontSize/(float)font.baseSize;
// Character destination rectangle on screen
// Character destination rayRectangle on screen
// NOTE: We consider charsPadding on drawing
position.x += (float)(font.glyphs[index].offsetX - font.glyphPadding)/(float)font.baseSize*scale;
position.z += (float)(font.glyphs[index].offsetY - font.glyphPadding)/(float)font.baseSize*scale;
// Character source rectangle from font texture atlas
// Character source rayRectangle from font texture atlas
// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
Rectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
rayRectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
font.recs[index].width + 2.0f*font.glyphPadding, font.recs[index].height + 2.0f*font.glyphPadding };
float width = (float)(font.recs[index].width + 2.0f*font.glyphPadding)/(float)font.baseSize*scale;

View file

@ -111,9 +111,9 @@ int main(void)
DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK);
// TODO: It seems texSize measurement is not accurate due to chars offsets...
//DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
//DrawrayRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
DrawrayRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
DrawText(TextFormat("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
DrawText(TextFormat("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
@ -130,7 +130,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadFont(font); // Font unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -91,7 +91,7 @@ int main(void)
UnloadFont(fontBm); // AngelCode Font unloading
UnloadFont(fontTtf); // TTF Font unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -139,7 +139,7 @@ int main(void)
UnloadShader(shader); // Unload SDF shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -5,9 +5,9 @@
* NOTE: Sprite fonts should be generated following this conventions:
*
* - Characters must be ordered starting with character 32 (Space)
* - Every character must be contained within the same Rectangle height
* - Every character must be contained within the same rayRectangle height
* - Every character and every line must be separated by the same distance (margin/padding)
* - Rectangles must be defined by a MAGENTA color background
* - rayRectangles must be defined by a MAGENTA color background
*
* Following those constraints, a font can be provided just by an image,
* this is quite handy to avoid additional font descriptor files (like BMFonts use).
@ -84,7 +84,7 @@ int main(void)
UnloadFont(font2); // Font unloading
UnloadFont(font3); // Font unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -60,7 +60,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -30,7 +30,7 @@ int main(void)
char name[MAX_INPUT_CHARS + 1] = "\0"; // NOTE: One extra space required for null terminator char '\0'
int letterCount = 0;
Rectangle textBox = { screenWidth/2.0f - 100, 180, 225, 50 };
rayRectangle textBox = { screenWidth/2.0f - 100, 180, 225, 50 };
bool mouseOnText = false;
int framesCounter = 0;
@ -89,9 +89,9 @@ int main(void)
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
DrawRectangleRec(textBox, LIGHTGRAY);
if (mouseOnText) DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, RED);
else DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, DARKGRAY);
DrawrayRectangleRec(textBox, LIGHTGRAY);
if (mouseOnText) DrawrayRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, RED);
else DrawrayRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, DARKGRAY);
DrawText(name, (int)textBox.x + 5, (int)textBox.y + 8, 40, MAROON);
@ -113,7 +113,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -103,7 +103,7 @@ int main(void)
// Fonts unloading
for (int i = 0; i < MAX_FONTS; i++) UnloadFont(fonts[i]);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [text] example - Rectangle bounds
* raylib [text] example - rayRectangle bounds
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
@ -15,8 +15,8 @@
#include "raylib.h"
static void DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
static void DrawTextBoxed(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rayRectangle limits
static void DrawTextBoxedSelectable(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rayRectangle limits with support for text selection
//------------------------------------------------------------------------------------
// Program main entry point
@ -28,7 +28,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rayRectangle");
const char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's \
a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod \
@ -37,10 +37,10 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
bool resizing = false;
bool wordWrap = true;
Rectangle container = { 25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f };
Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
rayRectangle container = { 25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f };
rayRectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
// Minimum width and heigh for the container rectangle
// Minimum width and heigh for the container rayRectangle
const float minWidth = 60;
const float minHeight = 60;
const float maxWidth = screenWidth - 50.0f;
@ -83,7 +83,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
}
// Move resizer rectangle properly
// Move resizer rayRectangle properly
resizer.x = container.x + container.width - 17;
resizer.y = container.y + container.height - 17;
@ -96,16 +96,16 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
ClearBackground(RAYWHITE);
DrawRectangleLinesEx(container, 3, borderColor); // Draw container border
DrawrayRectangleLinesEx(container, 3, borderColor); // Draw container border
// Draw text in container (add some padding)
DrawTextBoxed(font, text, (Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 }, 20.0f, 2.0f, wordWrap, GRAY);
DrawTextBoxed(font, text, (rayRectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 }, 20.0f, 2.0f, wordWrap, GRAY);
DrawRectangleRec(resizer, borderColor); // Draw the resize box
DrawrayRectangleRec(resizer, borderColor); // Draw the resize box
// Draw bottom info
DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
DrawRectangleRec((Rectangle){ 382.0f, screenHeight - 34.0f, 12.0f, 12.0f }, MAROON);
DrawrayRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
DrawrayRectangleRec((rayRectangle){ 382.0f, screenHeight - 34.0f, 12.0f, 12.0f }, MAROON);
DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK);
if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED);
@ -121,7 +121,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
@ -131,21 +131,21 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// Module functions definition
//--------------------------------------------------------------------------------------
// Draw text using font inside rectangle limits
static void DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
// Draw text using font inside rayRectangle limits
static void DrawTextBoxed(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
{
DrawTextBoxedSelectable(font, text, rec, fontSize, spacing, wordWrap, tint, 0, 0, WHITE, WHITE);
}
// Draw text using font inside rectangle limits with support for text selection
static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
// Draw text using font inside rayRectangle limits with support for text selection
static void DrawTextBoxedSelectable(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scaleFactor = fontSize/(float)font.baseSize; // Character rectangle scaling factor
float scaleFactor = fontSize/(float)font.baseSize; // Character rayRectangle scaling factor
// Word/character wrapping mechanism variables
enum { MEASURE_STATE = 0, DRAW_STATE = 1 };
@ -231,14 +231,14 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
textOffsetX = 0;
}
// When text overflows rectangle height limit, just stop drawing
// When text overflows rayRectangle height limit, just stop drawing
if ((textOffsetY + font.baseSize*scaleFactor) > rec.height) break;
// Draw selection background
bool isGlyphSelected = false;
if ((selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)))
{
DrawRectangleRec((Rectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor }, selectBackTint);
DrawrayRectangleRec((rayRectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor }, selectBackTint);
isGlyphSelected = true;
}

View file

@ -135,8 +135,8 @@ struct {
//--------------------------------------------------------------------------------------
static void RandomizeEmoji(void); // Fills the emoji array with random emojis
static void DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
static void DrawTextBoxed(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rayRectangle limits
static void DrawTextBoxedSelectable(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rayRectangle limits with support for text selection
//--------------------------------------------------------------------------------------
// Global variables
@ -210,7 +210,7 @@ int main(void)
for (int i = 0; i < SIZEOF(emoji); ++i)
{
const char *txt = &emojiCodepoints[emoji[i].index];
Rectangle emojiRect = { position.x, position.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize };
rayRectangle emojiRect = { position.x, position.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize };
if (!CheckCollisionPointRec(mouse, emojiRect))
{
@ -246,7 +246,7 @@ int main(void)
if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; }
else if (sz.x < 160) sz.x = 160;
Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y };
rayRectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y };
msgRect.y -= msgRect.height;
// Coordinates for the chat bubble triangle
@ -270,11 +270,11 @@ int main(void)
if (msgRect.x + msgRect.width > screenWidth) msgRect.x -= (msgRect.x + msgRect.width) - screenWidth + 10;
// Draw chat bubble
DrawRectangleRec(msgRect, emoji[selected].color);
DrawrayRectangleRec(msgRect, emoji[selected].color);
DrawTriangle(a, b, c, emoji[selected].color);
// Draw the main text message
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
rayRectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
DrawTextBoxed(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
// Draw the info text below the main message
@ -301,7 +301,7 @@ int main(void)
UnloadFont(fontAsian); // Unload font resource
UnloadFont(fontEmoji); // Unload font resource
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
@ -330,21 +330,21 @@ static void RandomizeEmoji(void)
// Module functions definition
//--------------------------------------------------------------------------------------
// Draw text using font inside rectangle limits
static void DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
// Draw text using font inside rayRectangle limits
static void DrawTextBoxed(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
{
DrawTextBoxedSelectable(font, text, rec, fontSize, spacing, wordWrap, tint, 0, 0, WHITE, WHITE);
}
// Draw text using font inside rectangle limits with support for text selection
static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
// Draw text using font inside rayRectangle limits with support for text selection
static void DrawTextBoxedSelectable(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scaleFactor = fontSize/(float)font.baseSize; // Character rectangle scaling factor
float scaleFactor = fontSize/(float)font.baseSize; // Character rayRectangle scaling factor
// Word/character wrapping mechanism variables
enum { MEASURE_STATE = 0, DRAW_STATE = 1 };
@ -430,14 +430,14 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
textOffsetX = 0;
}
// When text overflows rectangle height limit, just stop drawing
// When text overflows rayRectangle height limit, just stop drawing
if ((textOffsetY + font.baseSize*scaleFactor) > rec.height) break;
// Draw selection background
bool isGlyphSelected = false;
if ((selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)))
{
DrawRectangleRec((Rectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor }, selectBackTint);
DrawrayRectangleRec((rayRectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor }, selectBackTint);
isGlyphSelected = true;
}

View file

@ -60,7 +60,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -85,7 +85,7 @@ int main(void)
UnloadTexture(midground); // Unload midground texture
UnloadTexture(foreground); // Unload foreground texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -91,7 +91,7 @@ int main(void)
UnloadTexture(fgTexture); // Unload foreground texture
UnloadTexture(bgTexture); // Unload background texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -102,7 +102,7 @@ int main(void)
DrawTexture(texBunny, (int)bunnies[i].position.x, (int)bunnies[i].position.y, bunnies[i].color);
}
DrawRectangle(0, 0, screenWidth, 40, BLACK);
DrawrayRectangle(0, 0, screenWidth, 40, BLACK);
DrawText(TextFormat("bunnies: %i", bunniesCount), 120, 10, 20, GREEN);
DrawText(TextFormat("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
@ -118,7 +118,7 @@ int main(void)
UnloadTexture(texBunny); // Unload bunny texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -20,8 +20,8 @@
#define MARGIN_SIZE 8 // Size for the margins
#define COLOR_SIZE 16 // Size of the color select buttons
// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
// Draw part of a texture (defined by a rayRectangle) with rotation and scale tiled into dest.
void DrawTextureTiled(Texture2D texture, rayRectangle source, rayRectangle dest, Vector2 origin, float rotation, float scale, Color tint);
//------------------------------------------------------------------------------------
// Program main entry point
@ -41,21 +41,21 @@ int main(void)
SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled
// Coordinates for all patterns inside the texture
const Rectangle recPattern[] = {
(Rectangle){ 3, 3, 66, 66 },
(Rectangle){ 75, 3, 100, 100 },
(Rectangle){ 3, 75, 66, 66 },
(Rectangle){ 7, 156, 50, 50 },
(Rectangle){ 85, 106, 90, 45 },
(Rectangle){ 75, 154, 100, 60}
const rayRectangle recPattern[] = {
(rayRectangle){ 3, 3, 66, 66 },
(rayRectangle){ 75, 3, 100, 100 },
(rayRectangle){ 3, 75, 66, 66 },
(rayRectangle){ 7, 156, 50, 50 },
(rayRectangle){ 85, 106, 90, 45 },
(rayRectangle){ 75, 154, 100, 60}
};
// Setup colors
const Color colors[] = { BLACK, MAROON, ORANGE, BLUE, PURPLE, BEIGE, LIME, RED, DARKGRAY, SKYBLUE };
enum { MAX_COLORS = SIZEOF(colors) };
Rectangle colorRec[MAX_COLORS] = { 0 };
rayRectangle colorRec[MAX_COLORS] = { 0 };
// Calculate rectangle for each color
// Calculate rayRectangle for each color
for (int i = 0, x = 0, y = 0; i < MAX_COLORS; i++)
{
colorRec[i].x = 2.0f + MARGIN_SIZE + x;
@ -90,7 +90,7 @@ int main(void)
// Check which pattern was clicked and set it as the active pattern
for (int i = 0; i < SIZEOF(recPattern); i++)
{
if (CheckCollisionPointRec(mouse, (Rectangle){ 2 + MARGIN_SIZE + recPattern[i].x, 40 + MARGIN_SIZE + recPattern[i].y, recPattern[i].width, recPattern[i].height }))
if (CheckCollisionPointRec(mouse, (rayRectangle){ 2 + MARGIN_SIZE + recPattern[i].x, 40 + MARGIN_SIZE + recPattern[i].y, recPattern[i].width, recPattern[i].height }))
{
activePattern = i;
break;
@ -130,21 +130,21 @@ int main(void)
ClearBackground(RAYWHITE);
// Draw the tiled area
DrawTextureTiled(texPattern, recPattern[activePattern], (Rectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, GetScreenWidth() - OPT_WIDTH - 2.0f*MARGIN_SIZE, GetScreenHeight() - 2.0f*MARGIN_SIZE},
DrawTextureTiled(texPattern, recPattern[activePattern], (rayRectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, GetScreenWidth() - OPT_WIDTH - 2.0f*MARGIN_SIZE, GetScreenHeight() - 2.0f*MARGIN_SIZE},
(Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]);
// Draw options
DrawRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, GetScreenHeight() - 2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
DrawrayRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, GetScreenHeight() - 2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
DrawText("Select Pattern", 2 + MARGIN_SIZE, 30 + MARGIN_SIZE, 10, BLACK);
DrawTexture(texPattern, 2 + MARGIN_SIZE, 40 + MARGIN_SIZE, BLACK);
DrawRectangle(2 + MARGIN_SIZE + (int)recPattern[activePattern].x, 40 + MARGIN_SIZE + (int)recPattern[activePattern].y, (int)recPattern[activePattern].width, (int)recPattern[activePattern].height, ColorAlpha(DARKBLUE, 0.3f));
DrawrayRectangle(2 + MARGIN_SIZE + (int)recPattern[activePattern].x, 40 + MARGIN_SIZE + (int)recPattern[activePattern].y, (int)recPattern[activePattern].width, (int)recPattern[activePattern].height, ColorAlpha(DARKBLUE, 0.3f));
DrawText("Select Color", 2+MARGIN_SIZE, 10+256+MARGIN_SIZE, 10, BLACK);
for (int i = 0; i < MAX_COLORS; i++)
{
DrawRectangleRec(colorRec[i], colors[i]);
if (activeCol == i) DrawRectangleLinesEx(colorRec[i], 3, ColorAlpha(WHITE, 0.5f));
DrawrayRectangleRec(colorRec[i], colors[i]);
if (activeCol == i) DrawrayRectangleLinesEx(colorRec[i], 3, ColorAlpha(WHITE, 0.5f));
}
DrawText("Scale (UP/DOWN to change)", 2 + MARGIN_SIZE, 80 + 256 + MARGIN_SIZE, 10, BLACK);
@ -165,14 +165,14 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texPattern); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
// Draw part of a texture (defined by a rayRectangle) with rotation and scale tiled into dest.
void DrawTextureTiled(Texture2D texture, rayRectangle source, rayRectangle dest, Vector2 origin, float rotation, float scale, Color tint)
{
if ((texture.id <= 0) || (scale <= 0.0f)) return; // Wanna see a infinite loop?!...just delete this line!
if ((source.width == 0) || (source.height == 0)) return;
@ -181,8 +181,8 @@ void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vecto
if ((dest.width < tileWidth) && (dest.height < tileHeight))
{
// Can fit only one tile
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
(Rectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
(rayRectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint);
}
else if (dest.width <= tileWidth)
{
@ -190,14 +190,14 @@ void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vecto
int dy = 0;
for (;dy+tileHeight < dest.height; dy += tileHeight)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, source.height}, (Rectangle){dest.x, dest.y + dy, dest.width, (float)tileHeight}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, source.height}, (rayRectangle){dest.x, dest.y + dy, dest.width, (float)tileHeight}, origin, rotation, tint);
}
// Fit last tile
if (dy < dest.height)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(Rectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(rayRectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint);
}
}
else if (dest.height <= tileHeight)
@ -206,14 +206,14 @@ void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vecto
int dx = 0;
for (;dx+tileWidth < dest.width; dx += tileWidth)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)dest.height/tileHeight)*source.height}, (Rectangle){dest.x + dx, dest.y, (float)tileWidth, dest.height}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, source.width, ((float)dest.height/tileHeight)*source.height}, (rayRectangle){dest.x + dx, dest.y, (float)tileWidth, dest.height}, origin, rotation, tint);
}
// Fit last tile
if (dx < dest.width)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
(Rectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
(rayRectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint);
}
}
else
@ -225,13 +225,13 @@ void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vecto
int dy = 0;
for (;dy+tileHeight < dest.height; dy += tileHeight)
{
DrawTexturePro(texture, source, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
DrawTexturePro(texture, source, (rayRectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
}
if (dy < dest.height)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(rayRectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint);
}
}
@ -241,15 +241,15 @@ void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vecto
int dy = 0;
for (;dy+tileHeight < dest.height; dy += tileHeight)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height},
(Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height},
(rayRectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint);
}
// Draw final tile in the bottom right corner
if (dy < dest.height)
{
DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint);
DrawTexturePro(texture, (rayRectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
(rayRectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint);
}
}
}

View file

@ -105,8 +105,8 @@ int main(void)
ClearBackground(BLANK);
for (unsigned int y = 0; y < map.tilesY; y++)
for (unsigned int x = 0; x < map.tilesX; x++)
if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK);
else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
if (map.tileFog[y*map.tilesX + x] == 0) DrawrayRectangle(x, y, 1, 1, BLACK);
else if (map.tileFog[y*map.tilesX + x] == 2) DrawrayRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
EndTextureMode();
BeginDrawing();
@ -118,19 +118,19 @@ int main(void)
for (unsigned int x = 0; x < map.tilesX; x++)
{
// Draw tiles from id (and tile borders)
DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
DrawrayRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
(map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f));
DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
DrawrayRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
}
}
// Draw player
DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
DrawrayRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
// Draw fog of war (scaled to full map, bilinear filtering)
DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, (float)fogOfWar.texture.width, (float)-fogOfWar.texture.height },
(Rectangle){ 0, 0, (float)map.tilesX*MAP_TILE_SIZE, (float)map.tilesY*MAP_TILE_SIZE },
DrawTexturePro(fogOfWar.texture, (rayRectangle){ 0, 0, (float)fogOfWar.texture.width, (float)-fogOfWar.texture.height },
(rayRectangle){ 0, 0, (float)map.tilesX*MAP_TILE_SIZE, (float)map.tilesY*MAP_TILE_SIZE },
(Vector2){ 0, 0 }, 0.0f, WHITE);
// Draw player current tile
@ -148,7 +148,7 @@ int main(void)
UnloadRenderTexture(fogOfWar); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -97,8 +97,8 @@ int main(void)
for (int i = 0; i < MAX_FRAME_DELAY; i++)
{
if (i < frameDelay) DrawRectangle(190 + 21*i, 300, 20, 20, RED);
DrawRectangleLines(190 + 21*i, 300, 20, 20, MAROON);
if (i < frameDelay) DrawrayRectangle(190 + 21*i, 300, 20, 20, RED);
DrawrayRectangleLines(190 + 21*i, 300, 20, 20, MAROON);
}
DrawTexture(texScarfyAnim, GetScreenWidth()/2 - texScarfyAnim.width/2, 140, WHITE);
@ -114,7 +114,7 @@ int main(void)
UnloadTexture(texScarfyAnim); // Unload texture
UnloadImage(imScarfyAnim); // Unload image (contains all frames)
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -30,20 +30,20 @@ int main(void)
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
ImageCrop(&cat, (rayRectangle){ 100, 10, 280, 380 }); // Crop an image piece
ImageFlipHorizontal(&cat); // Flip cropped image horizontally
ImageResize(&cat, 150, 200); // Resize flipped-cropped image
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
ImageDraw(&parrots, cat, (Rectangle){ 0, 0, (float)cat.width, (float)cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
ImageCrop(&parrots, (Rectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
ImageDraw(&parrots, cat, (rayRectangle){ 0, 0, (float)cat.width, (float)cat.height }, (rayRectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
ImageCrop(&parrots, (rayRectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
// Draw on the image with a few image draw methods
ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
ImageDrawCircleLines(&parrots, 10, 10, 5, RAYWHITE);
ImageDrawRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
ImageDrawrayRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
UnloadImage(cat); // Unload image from RAM
@ -76,7 +76,7 @@ int main(void)
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
DrawrayRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
@ -89,7 +89,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -84,8 +84,8 @@ int main(void)
DrawTexture(textures[currentTexture], 0, 0, WHITE);
DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
DrawrayRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
DrawrayRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
switch(currentTexture)
@ -112,7 +112,7 @@ int main(void)
// Unload textures data (GPU VRAM)
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -62,7 +62,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -66,10 +66,10 @@ int main(void)
int currentProcess = NONE;
bool textureReload = false;
Rectangle toggleRecs[NUM_PROCESSES] = { 0 };
rayRectangle toggleRecs[NUM_PROCESSES] = { 0 };
int mouseHoverRec = -1;
for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
for (int i = 0; i < NUM_PROCESSES; i++) toggleRecs[i] = (rayRectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
@ -149,16 +149,16 @@ int main(void)
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
// Draw rectangles
// Draw rayRectangles
for (int i = 0; i < NUM_PROCESSES; i++)
{
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
DrawrayRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
DrawrayRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
}
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
DrawrayRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
@ -170,7 +170,7 @@ int main(void)
UnloadImage(imOrigin); // Unload image-origin from RAM
UnloadImage(imCopy); // Unload image-copy from RAM
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -74,7 +74,7 @@ int main(void)
//--------------------------------------------------------------------------------------
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -81,7 +81,7 @@ int main(void)
UnloadFont(font); // Unload custom font
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -55,7 +55,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -35,8 +35,8 @@ int main(void)
SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
LIGHTGRAY, GRAY, DARKGRAY, BLACK };
// Define colorsRecs data (for every rectangle)
Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };
// Define colorsRecs data (for every rayRectangle)
rayRectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
@ -52,7 +52,7 @@ int main(void)
float brushSize = 20.0f;
bool mouseWasPressed = false;
Rectangle btnSaveRec = { 750, 10, 40, 30 };
rayRectangle btnSaveRec = { 750, 10, 40, 30 };
bool btnSaveMouseHover = false;
bool showSaveMessage = false;
int saveMessageCounter = 0;
@ -177,7 +177,7 @@ int main(void)
ClearBackground(RAYWHITE);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle) { 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
// Draw drawing circle for reference
if (mousePos.y > 50)
@ -187,27 +187,27 @@ int main(void)
}
// Draw top panel
DrawRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
DrawrayRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
DrawLine(0, 50, GetScreenWidth(), 50, LIGHTGRAY);
// Draw color selection rectangles
for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawRectangleRec(colorsRecs[i], colors[i]);
DrawRectangleLines(10, 10, 30, 30, LIGHTGRAY);
// Draw color selection rayRectangles
for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawrayRectangleRec(colorsRecs[i], colors[i]);
DrawrayRectangleLines(10, 10, 30, 30, LIGHTGRAY);
if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));
if (colorMouseHover >= 0) DrawrayRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));
DrawRectangleLinesEx((Rectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
DrawrayRectangleLinesEx((rayRectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
colorsRecs[colorSelected].width + 4, colorsRecs[colorSelected].height + 4 }, 2, BLACK);
// Draw save image button
DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover ? RED : BLACK);
DrawrayRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover ? RED : BLACK);
DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover ? RED : BLACK);
// Draw save image message
if (showSaveMessage)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
DrawRectangle(0, 150, GetScreenWidth(), 80, BLACK);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
DrawrayRectangle(0, 150, GetScreenWidth(), 80, BLACK);
DrawText("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE);
}
@ -219,7 +219,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -36,20 +36,20 @@ int main(void)
Vector2 origin = { 0.0f, 0.0f };
// Position and size of the n-patches
Rectangle dstRec1 = { 480.0f, 160.0f, 32.0f, 32.0f };
Rectangle dstRec2 = { 160.0f, 160.0f, 32.0f, 32.0f };
Rectangle dstRecH = { 160.0f, 93.0f, 32.0f, 32.0f };
Rectangle dstRecV = { 92.0f, 160.0f, 32.0f, 32.0f };
rayRectangle dstRec1 = { 480.0f, 160.0f, 32.0f, 32.0f };
rayRectangle dstRec2 = { 160.0f, 160.0f, 32.0f, 32.0f };
rayRectangle dstRecH = { 160.0f, 93.0f, 32.0f, 32.0f };
rayRectangle dstRecV = { 92.0f, 160.0f, 32.0f, 32.0f };
// A 9-patch (NPATCH_NINE_PATCH) changes its sizes in both axis
NPatchInfo ninePatchInfo1 = { (Rectangle){ 0.0f, 0.0f, 64.0f, 64.0f }, 12, 40, 12, 12, NPATCH_NINE_PATCH };
NPatchInfo ninePatchInfo2 = { (Rectangle){ 0.0f, 128.0f, 64.0f, 64.0f }, 16, 16, 16, 16, NPATCH_NINE_PATCH };
NPatchInfo ninePatchInfo1 = { (rayRectangle){ 0.0f, 0.0f, 64.0f, 64.0f }, 12, 40, 12, 12, NPATCH_NINE_PATCH };
NPatchInfo ninePatchInfo2 = { (rayRectangle){ 0.0f, 128.0f, 64.0f, 64.0f }, 16, 16, 16, 16, NPATCH_NINE_PATCH };
// A horizontal 3-patch (NPATCH_THREE_PATCH_HORIZONTAL) changes its sizes along the x axis only
NPatchInfo h3PatchInfo = { (Rectangle){ 0.0f, 64.0f, 64.0f, 64.0f }, 8, 8, 8, 8, NPATCH_THREE_PATCH_HORIZONTAL };
NPatchInfo h3PatchInfo = { (rayRectangle){ 0.0f, 64.0f, 64.0f, 64.0f }, 8, 8, 8, 8, NPATCH_THREE_PATCH_HORIZONTAL };
// A vertical 3-patch (NPATCH_THREE_PATCH_VERTICAL) changes its sizes along the y axis only
NPatchInfo v3PatchInfo = { (Rectangle){ 0.0f, 192.0f, 64.0f, 64.0f }, 6, 6, 6, 6, NPATCH_THREE_PATCH_VERTICAL };
NPatchInfo v3PatchInfo = { (rayRectangle){ 0.0f, 192.0f, 64.0f, 64.0f }, 6, 6, 6, 6, NPATCH_THREE_PATCH_VERTICAL };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
@ -93,7 +93,7 @@ int main(void)
DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE);
// Draw the source texture
DrawRectangleLines(5, 88, 74, 266, BLUE);
DrawrayRectangleLines(5, 88, 74, 266, BLUE);
DrawTexture(nPatchTexture, 10, 93, WHITE);
DrawText("TEXTURE", 15, 360, 10, DARKGRAY);
@ -107,7 +107,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(nPatchTexture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -112,8 +112,8 @@ int main(void)
// Draw active particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height },
(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
if (mouseTail[i].active) DrawTexturePro(smoke, (rayRectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height },
(rayRectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
(Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation,
Fade(mouseTail[i].color, mouseTail[i].alpha));
}
@ -133,7 +133,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(smoke);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -102,7 +102,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -97,7 +97,7 @@ int main(void)
UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checked); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -32,7 +32,7 @@ int main(void)
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
Vector2 position = { 350.0f, 280.0f };
Rectangle frameRec = { 0.0f, 0.0f, (float)scarfy.width/6, (float)scarfy.height };
rayRectangle frameRec = { 0.0f, 0.0f, (float)scarfy.width/6, (float)scarfy.height };
int currentFrame = 0;
int framesCounter = 0;
@ -73,8 +73,8 @@ int main(void)
ClearBackground(RAYWHITE);
DrawTexture(scarfy, 15, 40, WHITE);
DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
DrawRectangleLines(15 + (int)frameRec.x, 40 + (int)frameRec.y, (int)frameRec.width, (int)frameRec.height, RED);
DrawrayRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
DrawrayRectangleLines(15 + (int)frameRec.x, 40 + (int)frameRec.y, (int)frameRec.width, (int)frameRec.height, RED);
DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
DrawText(TextFormat("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
@ -82,8 +82,8 @@ int main(void)
for (int i = 0; i < MAX_FRAME_SPEED; i++)
{
if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
if (i < framesSpeed) DrawrayRectangle(250 + 21*i, 205, 20, 20, RED);
DrawrayRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
}
DrawTextureRec(scarfy, frameRec, position, WHITE); // Draw part of the texture
@ -98,7 +98,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -13,7 +13,7 @@
#include "raylib.h"
#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
#define NUM_FRAMES 3 // Number of frames (rayRectangles) for the button sprite texture
//------------------------------------------------------------------------------------
// Program main entry point
@ -32,12 +32,12 @@ int main(void)
Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
Texture2D button = LoadTexture("resources/button.png"); // Load button texture
// Define frame rectangle for drawing
// Define frame rayRectangle for drawing
float frameHeight = (float)button.height/NUM_FRAMES;
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
rayRectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
// Define button bounds on screen
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
rayRectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
bool btnAction = false; // Button action should be activated
@ -72,7 +72,7 @@ int main(void)
// TODO: Any desired action
}
// Calculate button frame rectangle to draw depending on button state
// Calculate button frame rayRectangle to draw depending on button state
sourceRec.y = btnState*frameHeight;
//----------------------------------------------------------------------------------
@ -95,7 +95,7 @@ int main(void)
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -37,12 +37,12 @@ int main(void)
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rayRectangle width
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rayRectangle height
int currentFrame = 0;
int currentLine = 0;
Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
rayRectangle frameRec = { 0, 0, frameWidth, frameHeight };
Vector2 position = { 0.0f, 0.0f };
bool active = false;
@ -104,7 +104,7 @@ int main(void)
ClearBackground(RAYWHITE);
// Draw explosion required frame rectangle
// Draw explosion required frame rayRectangle
if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
EndDrawing();
@ -118,7 +118,7 @@ int main(void)
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [textures] example - Texture source and destination rectangles
* raylib [textures] example - Texture source and destination rayRectangles
*
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
@ -23,7 +23,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rayRectangles");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
@ -32,13 +32,13 @@ int main(void)
int frameWidth = scarfy.width/6;
int frameHeight = scarfy.height;
// Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
// Source rayRectangle (part of the texture to use for drawing)
rayRectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
// Destination rectangle (screen rectangle where drawing part of texture)
Rectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
// Destination rayRectangle (screen rayRectangle where drawing part of texture)
rayRectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
// Origin of the texture (rotation/scale point), it's relative to destination rectangle size
// Origin of the texture (rotation/scale point), it's relative to destination rayRectangle size
Vector2 origin = { (float)frameWidth, (float)frameHeight };
int rotation = 0;
@ -62,7 +62,7 @@ int main(void)
// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
// sourceRec defines the part of the texture we use for drawing
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
// destRec defines the rayRectangle where our texture part will fit (scaling it to fit)
// origin defines the point of the texture used as reference for rotation and scaling
// rotation defines the texture rotation (using origin as rotation point)
DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE);
@ -80,7 +80,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -53,7 +53,7 @@ int main(void)
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
//Red border to illustrate how the SVG is centered within the specified dimensions
DrawRectangleLines((screenWidth / 2 - texture.width / 2) - 1, (screenHeight / 2 - texture.height / 2) - 1, texture.width + 2, texture.height + 2, RED);
DrawrayRectangleLines((screenWidth / 2 - texture.width / 2) - 1, (screenHeight / 2 - texture.height / 2) - 1, texture.width + 2, texture.height + 2, RED);
DrawText("this IS a texture loaded from an SVG file!", 300, 410, 10, GRAY);
@ -65,7 +65,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -144,7 +144,7 @@ int main()
//--------------------------------------------------------------------------------------
UnloadTexture(texRoad);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -66,7 +66,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -97,7 +97,7 @@
"description": ""
},
{
"name": "RL_RECTANGLE_TYPE",
"name": "RL_rayRectangle_TYPE",
"type": "GUARD",
"value": "",
"description": ""
@ -514,28 +514,28 @@
]
},
{
"name": "Rectangle",
"description": "Rectangle, 4 components",
"name": "rayRectangle",
"description": "rayRectangle, 4 components",
"fields": [
{
"type": "float",
"name": "x",
"description": "Rectangle top-left corner position x"
"description": "rayRectangle top-left corner position x"
},
{
"type": "float",
"name": "y",
"description": "Rectangle top-left corner position y"
"description": "rayRectangle top-left corner position y"
},
{
"type": "float",
"name": "width",
"description": "Rectangle width"
"description": "rayRectangle width"
},
{
"type": "float",
"name": "height",
"description": "Rectangle height"
"description": "rayRectangle height"
}
]
},
@ -627,9 +627,9 @@
"description": "NPatchInfo, n-patch layout info",
"fields": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "source",
"description": "Texture source rectangle"
"description": "Texture source rayRectangle"
},
{
"type": "int",
@ -714,9 +714,9 @@
"description": "Texture atlas containing the glyphs"
},
{
"type": "Rectangle *",
"type": "rayRectangle *",
"name": "recs",
"description": "Rectangles in texture for the glyphs"
"description": "rayRectangles in texture for the glyphs"
},
{
"type": "GlyphInfo *",
@ -3098,7 +3098,7 @@
"returnType": "bool"
},
{
"name": "CloseWindow",
"name": "rayCloseWindow",
"description": "Close window and unload OpenGL context",
"returnType": "void"
},
@ -3489,7 +3489,7 @@
]
},
{
"name": "ShowCursor",
"name": "rayShowCursor",
"description": "Shows cursor",
"returnType": "void"
},
@ -5007,7 +5007,7 @@
},
{
"name": "SetShapesTexture",
"description": "Set texture and rectangle to be used on shapes drawing",
"description": "Set texture and rayRectangle to be used on shapes drawing",
"returnType": "void",
"params": [
{
@ -5015,7 +5015,7 @@
"name": "texture"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "source"
}
]
@ -5548,8 +5548,8 @@
]
},
{
"name": "DrawRectangle",
"description": "Draw a color-filled rectangle",
"name": "DrawrayRectangle",
"description": "Draw a color-filled rayRectangle",
"returnType": "void",
"params": [
{
@ -5575,8 +5575,8 @@
]
},
{
"name": "DrawRectangleV",
"description": "Draw a color-filled rectangle (Vector version)",
"name": "DrawrayRectangleV",
"description": "Draw a color-filled rayRectangle (Vector version)",
"returnType": "void",
"params": [
{
@ -5594,12 +5594,12 @@
]
},
{
"name": "DrawRectangleRec",
"description": "Draw a color-filled rectangle",
"name": "DrawrayRectangleRec",
"description": "Draw a color-filled rayRectangle",
"returnType": "void",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -5609,12 +5609,12 @@
]
},
{
"name": "DrawRectanglePro",
"description": "Draw a color-filled rectangle with pro parameters",
"name": "DrawrayRectanglePro",
"description": "Draw a color-filled rayRectangle with pro parameters",
"returnType": "void",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -5632,8 +5632,8 @@
]
},
{
"name": "DrawRectangleGradientV",
"description": "Draw a vertical-gradient-filled rectangle",
"name": "DrawrayRectangleGradientV",
"description": "Draw a vertical-gradient-filled rayRectangle",
"returnType": "void",
"params": [
{
@ -5663,8 +5663,8 @@
]
},
{
"name": "DrawRectangleGradientH",
"description": "Draw a horizontal-gradient-filled rectangle",
"name": "DrawrayRectangleGradientH",
"description": "Draw a horizontal-gradient-filled rayRectangle",
"returnType": "void",
"params": [
{
@ -5694,12 +5694,12 @@
]
},
{
"name": "DrawRectangleGradientEx",
"description": "Draw a gradient-filled rectangle with custom vertex colors",
"name": "DrawrayRectangleGradientEx",
"description": "Draw a gradient-filled rayRectangle with custom vertex colors",
"returnType": "void",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -5721,8 +5721,8 @@
]
},
{
"name": "DrawRectangleLines",
"description": "Draw rectangle outline",
"name": "DrawrayRectangleLines",
"description": "Draw rayRectangle outline",
"returnType": "void",
"params": [
{
@ -5748,12 +5748,12 @@
]
},
{
"name": "DrawRectangleLinesEx",
"description": "Draw rectangle outline with extended parameters",
"name": "DrawrayRectangleLinesEx",
"description": "Draw rayRectangle outline with extended parameters",
"returnType": "void",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -5767,12 +5767,12 @@
]
},
{
"name": "DrawRectangleRounded",
"description": "Draw rectangle with rounded edges",
"name": "DrawrayRectangleRounded",
"description": "Draw rayRectangle with rounded edges",
"returnType": "void",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -5790,12 +5790,12 @@
]
},
{
"name": "DrawRectangleRoundedLines",
"description": "Draw rectangle with rounded edges outline",
"name": "DrawrayRectangleRoundedLines",
"description": "Draw rayRectangle with rounded edges outline",
"returnType": "void",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -5987,15 +5987,15 @@
},
{
"name": "CheckCollisionRecs",
"description": "Check collision between two rectangles",
"description": "Check collision between two rayRectangles",
"returnType": "bool",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec1"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec2"
}
]
@ -6025,7 +6025,7 @@
},
{
"name": "CheckCollisionCircleRec",
"description": "Check collision between circle and rectangle",
"description": "Check collision between circle and rayRectangle",
"returnType": "bool",
"params": [
{
@ -6037,14 +6037,14 @@
"name": "radius"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
}
]
},
{
"name": "CheckCollisionPointRec",
"description": "Check if point is inside rectangle",
"description": "Check if point is inside rayRectangle",
"returnType": "bool",
"params": [
{
@ -6052,7 +6052,7 @@
"name": "point"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
}
]
@ -6170,15 +6170,15 @@
},
{
"name": "GetCollisionRec",
"description": "Get collision rectangle for two rectangles collision",
"returnType": "Rectangle",
"description": "Get collision rayRectangle for two rayRectangles collision",
"returnType": "rayRectangle",
"params": [
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec1"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec2"
}
]
@ -6597,7 +6597,7 @@
"name": "image"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
}
]
@ -6680,7 +6680,7 @@
},
{
"name": "ImageCrop",
"description": "Crop an image to a defined rectangle",
"description": "Crop an image to a defined rayRectangle",
"returnType": "void",
"params": [
{
@ -6688,7 +6688,7 @@
"name": "image"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "crop"
}
]
@ -7074,8 +7074,8 @@
},
{
"name": "GetImageAlphaBorder",
"description": "Get image alpha border rectangle",
"returnType": "Rectangle",
"description": "Get image alpha border rayRectangle",
"returnType": "rayRectangle",
"params": [
{
"type": "Image",
@ -7318,8 +7318,8 @@
]
},
{
"name": "ImageDrawRectangle",
"description": "Draw rectangle within an image",
"name": "ImageDrawrayRectangle",
"description": "Draw rayRectangle within an image",
"returnType": "void",
"params": [
{
@ -7349,8 +7349,8 @@
]
},
{
"name": "ImageDrawRectangleV",
"description": "Draw rectangle within an image (Vector version)",
"name": "ImageDrawrayRectangleV",
"description": "Draw rayRectangle within an image (Vector version)",
"returnType": "void",
"params": [
{
@ -7372,8 +7372,8 @@
]
},
{
"name": "ImageDrawRectangleRec",
"description": "Draw rectangle within an image",
"name": "ImageDrawrayRectangleRec",
"description": "Draw rayRectangle within an image",
"returnType": "void",
"params": [
{
@ -7381,7 +7381,7 @@
"name": "dst"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -7391,8 +7391,8 @@
]
},
{
"name": "ImageDrawRectangleLines",
"description": "Draw rectangle lines within an image",
"name": "ImageDrawrayRectangleLines",
"description": "Draw rayRectangle lines within an image",
"returnType": "void",
"params": [
{
@ -7400,7 +7400,7 @@
"name": "dst"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -7427,11 +7427,11 @@
"name": "src"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "srcRec"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "dstRec"
},
{
@ -7619,7 +7619,7 @@
},
{
"name": "UpdateTextureRec",
"description": "Update GPU texture rectangle with new data",
"description": "Update GPU texture rayRectangle with new data",
"returnType": "void",
"params": [
{
@ -7627,7 +7627,7 @@
"name": "texture"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "rec"
},
{
@ -7748,7 +7748,7 @@
},
{
"name": "DrawTextureRec",
"description": "Draw a part of a texture defined by a rectangle",
"description": "Draw a part of a texture defined by a rayRectangle",
"returnType": "void",
"params": [
{
@ -7756,7 +7756,7 @@
"name": "texture"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "source"
},
{
@ -7771,7 +7771,7 @@
},
{
"name": "DrawTexturePro",
"description": "Draw a part of a texture defined by a rectangle with 'pro' parameters",
"description": "Draw a part of a texture defined by a rayRectangle with 'pro' parameters",
"returnType": "void",
"params": [
{
@ -7779,11 +7779,11 @@
"name": "texture"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "source"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "dest"
},
{
@ -7814,7 +7814,7 @@
"name": "nPatchInfo"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "dest"
},
{
@ -8193,7 +8193,7 @@
"name": "glyphs"
},
{
"type": "Rectangle **",
"type": "rayRectangle **",
"name": "glyphRecs"
},
{
@ -8510,8 +8510,8 @@
},
{
"name": "GetGlyphAtlasRec",
"description": "Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found",
"returnType": "Rectangle",
"description": "Get glyph rayRectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found",
"returnType": "rayRectangle",
"params": [
{
"type": "Font",
@ -9597,7 +9597,7 @@
"name": "texture"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "source"
},
{
@ -9628,7 +9628,7 @@
"name": "texture"
},
{
"type": "Rectangle",
"type": "rayRectangle",
"name": "source"
},
{

View file

@ -97,7 +97,7 @@ return {
description = ""
},
{
name = "RL_RECTANGLE_TYPE",
name = "RL_rayRectangle_TYPE",
type = "GUARD",
value = "",
description = ""
@ -514,28 +514,28 @@ return {
}
},
{
name = "Rectangle",
description = "Rectangle, 4 components",
name = "rayRectangle",
description = "rayRectangle, 4 components",
fields = {
{
type = "float",
name = "x",
description = "Rectangle top-left corner position x"
description = "rayRectangle top-left corner position x"
},
{
type = "float",
name = "y",
description = "Rectangle top-left corner position y"
description = "rayRectangle top-left corner position y"
},
{
type = "float",
name = "width",
description = "Rectangle width"
description = "rayRectangle width"
},
{
type = "float",
name = "height",
description = "Rectangle height"
description = "rayRectangle height"
}
}
},
@ -627,9 +627,9 @@ return {
description = "NPatchInfo, n-patch layout info",
fields = {
{
type = "Rectangle",
type = "rayRectangle",
name = "source",
description = "Texture source rectangle"
description = "Texture source rayRectangle"
},
{
type = "int",
@ -714,9 +714,9 @@ return {
description = "Texture atlas containing the glyphs"
},
{
type = "Rectangle *",
type = "rayRectangle *",
name = "recs",
description = "Rectangles in texture for the glyphs"
description = "rayRectangles in texture for the glyphs"
},
{
type = "GlyphInfo *",
@ -3050,7 +3050,7 @@ return {
returnType = "bool"
},
{
name = "CloseWindow",
name = "rayCloseWindow",
description = "Close window and unload OpenGL context",
returnType = "void"
},
@ -3363,7 +3363,7 @@ return {
}
},
{
name = "ShowCursor",
name = "rayShowCursor",
description = "Shows cursor",
returnType = "void"
},
@ -4413,11 +4413,11 @@ return {
},
{
name = "SetShapesTexture",
description = "Set texture and rectangle to be used on shapes drawing",
description = "Set texture and rayRectangle to be used on shapes drawing",
returnType = "void",
params = {
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"}
{type = "rayRectangle", name = "source"}
}
},
{
@ -4663,8 +4663,8 @@ return {
}
},
{
name = "DrawRectangle",
description = "Draw a color-filled rectangle",
name = "DrawrayRectangle",
description = "Draw a color-filled rayRectangle",
returnType = "void",
params = {
{type = "int", name = "posX"},
@ -4675,8 +4675,8 @@ return {
}
},
{
name = "DrawRectangleV",
description = "Draw a color-filled rectangle (Vector version)",
name = "DrawrayRectangleV",
description = "Draw a color-filled rayRectangle (Vector version)",
returnType = "void",
params = {
{type = "Vector2", name = "position"},
@ -4685,28 +4685,28 @@ return {
}
},
{
name = "DrawRectangleRec",
description = "Draw a color-filled rectangle",
name = "DrawrayRectangleRec",
description = "Draw a color-filled rayRectangle",
returnType = "void",
params = {
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "Color", name = "color"}
}
},
{
name = "DrawRectanglePro",
description = "Draw a color-filled rectangle with pro parameters",
name = "DrawrayRectanglePro",
description = "Draw a color-filled rayRectangle with pro parameters",
returnType = "void",
params = {
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "Vector2", name = "origin"},
{type = "float", name = "rotation"},
{type = "Color", name = "color"}
}
},
{
name = "DrawRectangleGradientV",
description = "Draw a vertical-gradient-filled rectangle",
name = "DrawrayRectangleGradientV",
description = "Draw a vertical-gradient-filled rayRectangle",
returnType = "void",
params = {
{type = "int", name = "posX"},
@ -4718,8 +4718,8 @@ return {
}
},
{
name = "DrawRectangleGradientH",
description = "Draw a horizontal-gradient-filled rectangle",
name = "DrawrayRectangleGradientH",
description = "Draw a horizontal-gradient-filled rayRectangle",
returnType = "void",
params = {
{type = "int", name = "posX"},
@ -4731,11 +4731,11 @@ return {
}
},
{
name = "DrawRectangleGradientEx",
description = "Draw a gradient-filled rectangle with custom vertex colors",
name = "DrawrayRectangleGradientEx",
description = "Draw a gradient-filled rayRectangle with custom vertex colors",
returnType = "void",
params = {
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "Color", name = "col1"},
{type = "Color", name = "col2"},
{type = "Color", name = "col3"},
@ -4743,8 +4743,8 @@ return {
}
},
{
name = "DrawRectangleLines",
description = "Draw rectangle outline",
name = "DrawrayRectangleLines",
description = "Draw rayRectangle outline",
returnType = "void",
params = {
{type = "int", name = "posX"},
@ -4755,32 +4755,32 @@ return {
}
},
{
name = "DrawRectangleLinesEx",
description = "Draw rectangle outline with extended parameters",
name = "DrawrayRectangleLinesEx",
description = "Draw rayRectangle outline with extended parameters",
returnType = "void",
params = {
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "float", name = "lineThick"},
{type = "Color", name = "color"}
}
},
{
name = "DrawRectangleRounded",
description = "Draw rectangle with rounded edges",
name = "DrawrayRectangleRounded",
description = "Draw rayRectangle with rounded edges",
returnType = "void",
params = {
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "float", name = "roundness"},
{type = "int", name = "segments"},
{type = "Color", name = "color"}
}
},
{
name = "DrawRectangleRoundedLines",
description = "Draw rectangle with rounded edges outline",
name = "DrawrayRectangleRoundedLines",
description = "Draw rayRectangle with rounded edges outline",
returnType = "void",
params = {
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "float", name = "roundness"},
{type = "int", name = "segments"},
{type = "float", name = "lineThick"},
@ -4868,11 +4868,11 @@ return {
},
{
name = "CheckCollisionRecs",
description = "Check collision between two rectangles",
description = "Check collision between two rayRectangles",
returnType = "bool",
params = {
{type = "Rectangle", name = "rec1"},
{type = "Rectangle", name = "rec2"}
{type = "rayRectangle", name = "rec1"},
{type = "rayRectangle", name = "rec2"}
}
},
{
@ -4888,21 +4888,21 @@ return {
},
{
name = "CheckCollisionCircleRec",
description = "Check collision between circle and rectangle",
description = "Check collision between circle and rayRectangle",
returnType = "bool",
params = {
{type = "Vector2", name = "center"},
{type = "float", name = "radius"},
{type = "Rectangle", name = "rec"}
{type = "rayRectangle", name = "rec"}
}
},
{
name = "CheckCollisionPointRec",
description = "Check if point is inside rectangle",
description = "Check if point is inside rayRectangle",
returnType = "bool",
params = {
{type = "Vector2", name = "point"},
{type = "Rectangle", name = "rec"}
{type = "rayRectangle", name = "rec"}
}
},
{
@ -4961,11 +4961,11 @@ return {
},
{
name = "GetCollisionRec",
description = "Get collision rectangle for two rectangles collision",
returnType = "Rectangle",
description = "Get collision rayRectangle for two rayRectangles collision",
returnType = "rayRectangle",
params = {
{type = "Rectangle", name = "rec1"},
{type = "Rectangle", name = "rec2"}
{type = "rayRectangle", name = "rec1"},
{type = "rayRectangle", name = "rec2"}
}
},
{
@ -5189,7 +5189,7 @@ return {
returnType = "Image",
params = {
{type = "Image", name = "image"},
{type = "Rectangle", name = "rec"}
{type = "rayRectangle", name = "rec"}
}
},
{
@ -5234,11 +5234,11 @@ return {
},
{
name = "ImageCrop",
description = "Crop an image to a defined rectangle",
description = "Crop an image to a defined rayRectangle",
returnType = "void",
params = {
{type = "Image *", name = "image"},
{type = "Rectangle", name = "crop"}
{type = "rayRectangle", name = "crop"}
}
},
{
@ -5469,8 +5469,8 @@ return {
},
{
name = "GetImageAlphaBorder",
description = "Get image alpha border rectangle",
returnType = "Rectangle",
description = "Get image alpha border rayRectangle",
returnType = "rayRectangle",
params = {
{type = "Image", name = "image"},
{type = "float", name = "threshold"}
@ -5587,8 +5587,8 @@ return {
}
},
{
name = "ImageDrawRectangle",
description = "Draw rectangle within an image",
name = "ImageDrawrayRectangle",
description = "Draw rayRectangle within an image",
returnType = "void",
params = {
{type = "Image *", name = "dst"},
@ -5600,8 +5600,8 @@ return {
}
},
{
name = "ImageDrawRectangleV",
description = "Draw rectangle within an image (Vector version)",
name = "ImageDrawrayRectangleV",
description = "Draw rayRectangle within an image (Vector version)",
returnType = "void",
params = {
{type = "Image *", name = "dst"},
@ -5611,22 +5611,22 @@ return {
}
},
{
name = "ImageDrawRectangleRec",
description = "Draw rectangle within an image",
name = "ImageDrawrayRectangleRec",
description = "Draw rayRectangle within an image",
returnType = "void",
params = {
{type = "Image *", name = "dst"},
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "Color", name = "color"}
}
},
{
name = "ImageDrawRectangleLines",
description = "Draw rectangle lines within an image",
name = "ImageDrawrayRectangleLines",
description = "Draw rayRectangle lines within an image",
returnType = "void",
params = {
{type = "Image *", name = "dst"},
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "int", name = "thick"},
{type = "Color", name = "color"}
}
@ -5638,8 +5638,8 @@ return {
params = {
{type = "Image *", name = "dst"},
{type = "Image", name = "src"},
{type = "Rectangle", name = "srcRec"},
{type = "Rectangle", name = "dstRec"},
{type = "rayRectangle", name = "srcRec"},
{type = "rayRectangle", name = "dstRec"},
{type = "Color", name = "tint"}
}
},
@ -5747,11 +5747,11 @@ return {
},
{
name = "UpdateTextureRec",
description = "Update GPU texture rectangle with new data",
description = "Update GPU texture rayRectangle with new data",
returnType = "void",
params = {
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "rec"},
{type = "rayRectangle", name = "rec"},
{type = "const void *", name = "pixels"}
}
},
@ -5816,23 +5816,23 @@ return {
},
{
name = "DrawTextureRec",
description = "Draw a part of a texture defined by a rectangle",
description = "Draw a part of a texture defined by a rayRectangle",
returnType = "void",
params = {
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "rayRectangle", name = "source"},
{type = "Vector2", name = "position"},
{type = "Color", name = "tint"}
}
},
{
name = "DrawTexturePro",
description = "Draw a part of a texture defined by a rectangle with 'pro' parameters",
description = "Draw a part of a texture defined by a rayRectangle with 'pro' parameters",
returnType = "void",
params = {
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "Rectangle", name = "dest"},
{type = "rayRectangle", name = "source"},
{type = "rayRectangle", name = "dest"},
{type = "Vector2", name = "origin"},
{type = "float", name = "rotation"},
{type = "Color", name = "tint"}
@ -5845,7 +5845,7 @@ return {
params = {
{type = "Texture2D", name = "texture"},
{type = "NPatchInfo", name = "nPatchInfo"},
{type = "Rectangle", name = "dest"},
{type = "rayRectangle", name = "dest"},
{type = "Vector2", name = "origin"},
{type = "float", name = "rotation"},
{type = "Color", name = "tint"}
@ -6059,7 +6059,7 @@ return {
returnType = "Image",
params = {
{type = "const GlyphInfo *", name = "glyphs"},
{type = "Rectangle **", name = "glyphRecs"},
{type = "rayRectangle **", name = "glyphRecs"},
{type = "int", name = "glyphCount"},
{type = "int", name = "fontSize"},
{type = "int", name = "padding"},
@ -6215,8 +6215,8 @@ return {
},
{
name = "GetGlyphAtlasRec",
description = "Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found",
returnType = "Rectangle",
description = "Get glyph rayRectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found",
returnType = "rayRectangle",
params = {
{type = "Font", name = "font"},
{type = "int", name = "codepoint"}
@ -6788,7 +6788,7 @@ return {
params = {
{type = "Camera", name = "camera"},
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "rayRectangle", name = "source"},
{type = "Vector3", name = "position"},
{type = "Vector2", name = "size"},
{type = "Color", name = "tint"}
@ -6801,7 +6801,7 @@ return {
params = {
{type = "Camera", name = "camera"},
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "rayRectangle", name = "source"},
{type = "Vector3", name = "position"},
{type = "Vector3", name = "up"},
{type = "Vector2", name = "size"},

View file

@ -81,8 +81,8 @@ Define 016: RL_COLOR_TYPE
Type: GUARD
Value:
Description:
Define 017: RL_RECTANGLE_TYPE
Name: RL_RECTANGLE_TYPE
Define 017: RL_rayRectangle_TYPE
Name: RL_rayRectangle_TYPE
Type: GUARD
Value:
Description:
@ -328,13 +328,13 @@ Struct 05: Color (4 fields)
Field[2]: unsigned char g // Color green value
Field[3]: unsigned char b // Color blue value
Field[4]: unsigned char a // Color alpha value
Struct 06: Rectangle (4 fields)
Name: Rectangle
Description: Rectangle, 4 components
Field[1]: float x // Rectangle top-left corner position x
Field[2]: float y // Rectangle top-left corner position y
Field[3]: float width // Rectangle width
Field[4]: float height // Rectangle height
Struct 06: rayRectangle (4 fields)
Name: rayRectangle
Description: rayRectangle, 4 components
Field[1]: float x // rayRectangle top-left corner position x
Field[2]: float y // rayRectangle top-left corner position y
Field[3]: float width // rayRectangle width
Field[4]: float height // rayRectangle height
Struct 07: Image (5 fields)
Name: Image
Description: Image, pixel data stored in CPU memory (RAM)
@ -360,7 +360,7 @@ Struct 09: RenderTexture (3 fields)
Struct 10: NPatchInfo (6 fields)
Name: NPatchInfo
Description: NPatchInfo, n-patch layout info
Field[1]: Rectangle source // Texture source rectangle
Field[1]: rayRectangle source // Texture source rayRectangle
Field[2]: int left // Left border offset
Field[3]: int top // Top border offset
Field[4]: int right // Right border offset
@ -381,7 +381,7 @@ Struct 12: Font (6 fields)
Field[2]: int glyphCount // Number of glyph characters
Field[3]: int glyphPadding // Padding around the glyph characters
Field[4]: Texture2D texture // Texture atlas containing the glyphs
Field[5]: Rectangle * recs // Rectangles in texture for the glyphs
Field[5]: rayRectangle * recs // rayRectangles in texture for the glyphs
Field[6]: GlyphInfo * glyphs // Glyphs info data
Struct 13: Camera3D (5 fields)
Name: Camera3D
@ -982,8 +982,8 @@ Function 002: WindowShouldClose() (0 input parameters)
Return type: bool
Description: Check if KEY_ESCAPE pressed or Close icon pressed
No input parameters
Function 003: CloseWindow() (0 input parameters)
Name: CloseWindow
Function 003: rayCloseWindow() (0 input parameters)
Name: rayCloseWindow
Return type: void
Description: Close window and unload OpenGL context
No input parameters
@ -1232,8 +1232,8 @@ Function 051: WaitTime() (1 input parameters)
Return type: void
Description: Wait for some time (halt program execution)
Param[1]: seconds (type: double)
Function 052: ShowCursor() (0 input parameters)
Name: ShowCursor
Function 052: rayShowCursor() (0 input parameters)
Name: rayShowCursor
Return type: void
Description: Shows cursor
No input parameters
@ -1987,9 +1987,9 @@ Function 190: UpdateCameraPro() (4 input parameters)
Function 191: SetShapesTexture() (2 input parameters)
Name: SetShapesTexture
Return type: void
Description: Set texture and rectangle to be used on shapes drawing
Description: Set texture and rayRectangle to be used on shapes drawing
Param[1]: texture (type: Texture2D)
Param[2]: source (type: Rectangle)
Param[2]: source (type: rayRectangle)
Function 192: DrawPixel() (3 input parameters)
Name: DrawPixel
Return type: void
@ -2169,94 +2169,94 @@ Function 212: DrawRingLines() (7 input parameters)
Param[5]: endAngle (type: float)
Param[6]: segments (type: int)
Param[7]: color (type: Color)
Function 213: DrawRectangle() (5 input parameters)
Name: DrawRectangle
Function 213: DrawrayRectangle() (5 input parameters)
Name: DrawrayRectangle
Return type: void
Description: Draw a color-filled rectangle
Description: Draw a color-filled rayRectangle
Param[1]: posX (type: int)
Param[2]: posY (type: int)
Param[3]: width (type: int)
Param[4]: height (type: int)
Param[5]: color (type: Color)
Function 214: DrawRectangleV() (3 input parameters)
Name: DrawRectangleV
Function 214: DrawrayRectangleV() (3 input parameters)
Name: DrawrayRectangleV
Return type: void
Description: Draw a color-filled rectangle (Vector version)
Description: Draw a color-filled rayRectangle (Vector version)
Param[1]: position (type: Vector2)
Param[2]: size (type: Vector2)
Param[3]: color (type: Color)
Function 215: DrawRectangleRec() (2 input parameters)
Name: DrawRectangleRec
Function 215: DrawrayRectangleRec() (2 input parameters)
Name: DrawrayRectangleRec
Return type: void
Description: Draw a color-filled rectangle
Param[1]: rec (type: Rectangle)
Description: Draw a color-filled rayRectangle
Param[1]: rec (type: rayRectangle)
Param[2]: color (type: Color)
Function 216: DrawRectanglePro() (4 input parameters)
Name: DrawRectanglePro
Function 216: DrawrayRectanglePro() (4 input parameters)
Name: DrawrayRectanglePro
Return type: void
Description: Draw a color-filled rectangle with pro parameters
Param[1]: rec (type: Rectangle)
Description: Draw a color-filled rayRectangle with pro parameters
Param[1]: rec (type: rayRectangle)
Param[2]: origin (type: Vector2)
Param[3]: rotation (type: float)
Param[4]: color (type: Color)
Function 217: DrawRectangleGradientV() (6 input parameters)
Name: DrawRectangleGradientV
Function 217: DrawrayRectangleGradientV() (6 input parameters)
Name: DrawrayRectangleGradientV
Return type: void
Description: Draw a vertical-gradient-filled rectangle
Description: Draw a vertical-gradient-filled rayRectangle
Param[1]: posX (type: int)
Param[2]: posY (type: int)
Param[3]: width (type: int)
Param[4]: height (type: int)
Param[5]: color1 (type: Color)
Param[6]: color2 (type: Color)
Function 218: DrawRectangleGradientH() (6 input parameters)
Name: DrawRectangleGradientH
Function 218: DrawrayRectangleGradientH() (6 input parameters)
Name: DrawrayRectangleGradientH
Return type: void
Description: Draw a horizontal-gradient-filled rectangle
Description: Draw a horizontal-gradient-filled rayRectangle
Param[1]: posX (type: int)
Param[2]: posY (type: int)
Param[3]: width (type: int)
Param[4]: height (type: int)
Param[5]: color1 (type: Color)
Param[6]: color2 (type: Color)
Function 219: DrawRectangleGradientEx() (5 input parameters)
Name: DrawRectangleGradientEx
Function 219: DrawrayRectangleGradientEx() (5 input parameters)
Name: DrawrayRectangleGradientEx
Return type: void
Description: Draw a gradient-filled rectangle with custom vertex colors
Param[1]: rec (type: Rectangle)
Description: Draw a gradient-filled rayRectangle with custom vertex colors
Param[1]: rec (type: rayRectangle)
Param[2]: col1 (type: Color)
Param[3]: col2 (type: Color)
Param[4]: col3 (type: Color)
Param[5]: col4 (type: Color)
Function 220: DrawRectangleLines() (5 input parameters)
Name: DrawRectangleLines
Function 220: DrawrayRectangleLines() (5 input parameters)
Name: DrawrayRectangleLines
Return type: void
Description: Draw rectangle outline
Description: Draw rayRectangle outline
Param[1]: posX (type: int)
Param[2]: posY (type: int)
Param[3]: width (type: int)
Param[4]: height (type: int)
Param[5]: color (type: Color)
Function 221: DrawRectangleLinesEx() (3 input parameters)
Name: DrawRectangleLinesEx
Function 221: DrawrayRectangleLinesEx() (3 input parameters)
Name: DrawrayRectangleLinesEx
Return type: void
Description: Draw rectangle outline with extended parameters
Param[1]: rec (type: Rectangle)
Description: Draw rayRectangle outline with extended parameters
Param[1]: rec (type: rayRectangle)
Param[2]: lineThick (type: float)
Param[3]: color (type: Color)
Function 222: DrawRectangleRounded() (4 input parameters)
Name: DrawRectangleRounded
Function 222: DrawrayRectangleRounded() (4 input parameters)
Name: DrawrayRectangleRounded
Return type: void
Description: Draw rectangle with rounded edges
Param[1]: rec (type: Rectangle)
Description: Draw rayRectangle with rounded edges
Param[1]: rec (type: rayRectangle)
Param[2]: roundness (type: float)
Param[3]: segments (type: int)
Param[4]: color (type: Color)
Function 223: DrawRectangleRoundedLines() (5 input parameters)
Name: DrawRectangleRoundedLines
Function 223: DrawrayRectangleRoundedLines() (5 input parameters)
Name: DrawrayRectangleRoundedLines
Return type: void
Description: Draw rectangle with rounded edges outline
Param[1]: rec (type: Rectangle)
Description: Draw rayRectangle with rounded edges outline
Param[1]: rec (type: rayRectangle)
Param[2]: roundness (type: float)
Param[3]: segments (type: int)
Param[4]: lineThick (type: float)
@ -2322,9 +2322,9 @@ Function 230: DrawPolyLinesEx() (6 input parameters)
Function 231: CheckCollisionRecs() (2 input parameters)
Name: CheckCollisionRecs
Return type: bool
Description: Check collision between two rectangles
Param[1]: rec1 (type: Rectangle)
Param[2]: rec2 (type: Rectangle)
Description: Check collision between two rayRectangles
Param[1]: rec1 (type: rayRectangle)
Param[2]: rec2 (type: rayRectangle)
Function 232: CheckCollisionCircles() (4 input parameters)
Name: CheckCollisionCircles
Return type: bool
@ -2336,16 +2336,16 @@ Function 232: CheckCollisionCircles() (4 input parameters)
Function 233: CheckCollisionCircleRec() (3 input parameters)
Name: CheckCollisionCircleRec
Return type: bool
Description: Check collision between circle and rectangle
Description: Check collision between circle and rayRectangle
Param[1]: center (type: Vector2)
Param[2]: radius (type: float)
Param[3]: rec (type: Rectangle)
Param[3]: rec (type: rayRectangle)
Function 234: CheckCollisionPointRec() (2 input parameters)
Name: CheckCollisionPointRec
Return type: bool
Description: Check if point is inside rectangle
Description: Check if point is inside rayRectangle
Param[1]: point (type: Vector2)
Param[2]: rec (type: Rectangle)
Param[2]: rec (type: rayRectangle)
Function 235: CheckCollisionPointCircle() (3 input parameters)
Name: CheckCollisionPointCircle
Return type: bool
@ -2387,10 +2387,10 @@ Function 239: CheckCollisionPointLine() (4 input parameters)
Param[4]: threshold (type: int)
Function 240: GetCollisionRec() (2 input parameters)
Name: GetCollisionRec
Return type: Rectangle
Description: Get collision rectangle for two rectangles collision
Param[1]: rec1 (type: Rectangle)
Param[2]: rec2 (type: Rectangle)
Return type: rayRectangle
Description: Get collision rayRectangle for two rayRectangles collision
Param[1]: rec1 (type: rayRectangle)
Param[2]: rec2 (type: rayRectangle)
Function 241: LoadImage() (1 input parameters)
Name: LoadImage
Return type: Image
@ -2548,7 +2548,7 @@ Function 263: ImageFromImage() (2 input parameters)
Return type: Image
Description: Create an image from another image piece
Param[1]: image (type: Image)
Param[2]: rec (type: Rectangle)
Param[2]: rec (type: rayRectangle)
Function 264: ImageText() (3 input parameters)
Name: ImageText
Return type: Image
@ -2580,9 +2580,9 @@ Function 267: ImageToPOT() (2 input parameters)
Function 268: ImageCrop() (2 input parameters)
Name: ImageCrop
Return type: void
Description: Crop an image to a defined rectangle
Description: Crop an image to a defined rayRectangle
Param[1]: image (type: Image *)
Param[2]: crop (type: Rectangle)
Param[2]: crop (type: rayRectangle)
Function 269: ImageAlphaCrop() (2 input parameters)
Name: ImageAlphaCrop
Return type: void
@ -2736,8 +2736,8 @@ Function 293: UnloadImagePalette() (1 input parameters)
Param[1]: colors (type: Color *)
Function 294: GetImageAlphaBorder() (2 input parameters)
Name: GetImageAlphaBorder
Return type: Rectangle
Description: Get image alpha border rectangle
Return type: rayRectangle
Description: Get image alpha border rayRectangle
Param[1]: image (type: Image)
Param[2]: threshold (type: float)
Function 295: GetImageColor() (3 input parameters)
@ -2820,37 +2820,37 @@ Function 304: ImageDrawCircleLinesV() (4 input parameters)
Param[2]: center (type: Vector2)
Param[3]: radius (type: int)
Param[4]: color (type: Color)
Function 305: ImageDrawRectangle() (6 input parameters)
Name: ImageDrawRectangle
Function 305: ImageDrawrayRectangle() (6 input parameters)
Name: ImageDrawrayRectangle
Return type: void
Description: Draw rectangle within an image
Description: Draw rayRectangle within an image
Param[1]: dst (type: Image *)
Param[2]: posX (type: int)
Param[3]: posY (type: int)
Param[4]: width (type: int)
Param[5]: height (type: int)
Param[6]: color (type: Color)
Function 306: ImageDrawRectangleV() (4 input parameters)
Name: ImageDrawRectangleV
Function 306: ImageDrawrayRectangleV() (4 input parameters)
Name: ImageDrawrayRectangleV
Return type: void
Description: Draw rectangle within an image (Vector version)
Description: Draw rayRectangle within an image (Vector version)
Param[1]: dst (type: Image *)
Param[2]: position (type: Vector2)
Param[3]: size (type: Vector2)
Param[4]: color (type: Color)
Function 307: ImageDrawRectangleRec() (3 input parameters)
Name: ImageDrawRectangleRec
Function 307: ImageDrawrayRectangleRec() (3 input parameters)
Name: ImageDrawrayRectangleRec
Return type: void
Description: Draw rectangle within an image
Description: Draw rayRectangle within an image
Param[1]: dst (type: Image *)
Param[2]: rec (type: Rectangle)
Param[2]: rec (type: rayRectangle)
Param[3]: color (type: Color)
Function 308: ImageDrawRectangleLines() (4 input parameters)
Name: ImageDrawRectangleLines
Function 308: ImageDrawrayRectangleLines() (4 input parameters)
Name: ImageDrawrayRectangleLines
Return type: void
Description: Draw rectangle lines within an image
Description: Draw rayRectangle lines within an image
Param[1]: dst (type: Image *)
Param[2]: rec (type: Rectangle)
Param[2]: rec (type: rayRectangle)
Param[3]: thick (type: int)
Param[4]: color (type: Color)
Function 309: ImageDraw() (5 input parameters)
@ -2859,8 +2859,8 @@ Function 309: ImageDraw() (5 input parameters)
Description: Draw a source image within a destination image (tint applied to source)
Param[1]: dst (type: Image *)
Param[2]: src (type: Image)
Param[3]: srcRec (type: Rectangle)
Param[4]: dstRec (type: Rectangle)
Param[3]: srcRec (type: rayRectangle)
Param[4]: dstRec (type: rayRectangle)
Param[5]: tint (type: Color)
Function 310: ImageDrawText() (6 input parameters)
Name: ImageDrawText
@ -2934,9 +2934,9 @@ Function 320: UpdateTexture() (2 input parameters)
Function 321: UpdateTextureRec() (3 input parameters)
Name: UpdateTextureRec
Return type: void
Description: Update GPU texture rectangle with new data
Description: Update GPU texture rayRectangle with new data
Param[1]: texture (type: Texture2D)
Param[2]: rec (type: Rectangle)
Param[2]: rec (type: rayRectangle)
Param[3]: pixels (type: const void *)
Function 322: GenTextureMipmaps() (1 input parameters)
Name: GenTextureMipmaps
@ -2982,18 +2982,18 @@ Function 327: DrawTextureEx() (5 input parameters)
Function 328: DrawTextureRec() (4 input parameters)
Name: DrawTextureRec
Return type: void
Description: Draw a part of a texture defined by a rectangle
Description: Draw a part of a texture defined by a rayRectangle
Param[1]: texture (type: Texture2D)
Param[2]: source (type: Rectangle)
Param[2]: source (type: rayRectangle)
Param[3]: position (type: Vector2)
Param[4]: tint (type: Color)
Function 329: DrawTexturePro() (6 input parameters)
Name: DrawTexturePro
Return type: void
Description: Draw a part of a texture defined by a rectangle with 'pro' parameters
Description: Draw a part of a texture defined by a rayRectangle with 'pro' parameters
Param[1]: texture (type: Texture2D)
Param[2]: source (type: Rectangle)
Param[3]: dest (type: Rectangle)
Param[2]: source (type: rayRectangle)
Param[3]: dest (type: rayRectangle)
Param[4]: origin (type: Vector2)
Param[5]: rotation (type: float)
Param[6]: tint (type: Color)
@ -3003,7 +3003,7 @@ Function 330: DrawTextureNPatch() (6 input parameters)
Description: Draws a texture (or part of it) that stretches or shrinks nicely
Param[1]: texture (type: Texture2D)
Param[2]: nPatchInfo (type: NPatchInfo)
Param[3]: dest (type: Rectangle)
Param[3]: dest (type: rayRectangle)
Param[4]: origin (type: Vector2)
Param[5]: rotation (type: float)
Param[6]: tint (type: Color)
@ -3151,7 +3151,7 @@ Function 353: GenImageFontAtlas() (6 input parameters)
Return type: Image
Description: Generate image font atlas using chars info
Param[1]: glyphs (type: const GlyphInfo *)
Param[2]: glyphRecs (type: Rectangle **)
Param[2]: glyphRecs (type: rayRectangle **)
Param[3]: glyphCount (type: int)
Param[4]: fontSize (type: int)
Param[5]: padding (type: int)
@ -3263,8 +3263,8 @@ Function 367: GetGlyphInfo() (2 input parameters)
Param[2]: codepoint (type: int)
Function 368: GetGlyphAtlasRec() (2 input parameters)
Name: GetGlyphAtlasRec
Return type: Rectangle
Description: Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
Return type: rayRectangle
Description: Get glyph rayRectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
Param[1]: font (type: Font)
Param[2]: codepoint (type: int)
Function 369: LoadUTF8() (2 input parameters)
@ -3664,7 +3664,7 @@ Function 425: DrawBillboardRec() (6 input parameters)
Description: Draw a billboard texture defined by source
Param[1]: camera (type: Camera)
Param[2]: texture (type: Texture2D)
Param[3]: source (type: Rectangle)
Param[3]: source (type: rayRectangle)
Param[4]: position (type: Vector3)
Param[5]: size (type: Vector2)
Param[6]: tint (type: Color)
@ -3674,7 +3674,7 @@ Function 426: DrawBillboardPro() (9 input parameters)
Description: Draw a billboard texture defined by source and rotation
Param[1]: camera (type: Camera)
Param[2]: texture (type: Texture2D)
Param[3]: source (type: Rectangle)
Param[3]: source (type: rayRectangle)
Param[4]: position (type: Vector3)
Param[5]: up (type: Vector3)
Param[6]: size (type: Vector2)

View file

@ -17,7 +17,7 @@
<Define name="RL_FREE(ptr)" type="MACRO" value="free(ptr)" desc="" />
<Define name="CLITERAL(type)" type="MACRO" value="type" desc="" />
<Define name="RL_COLOR_TYPE" type="GUARD" value="" desc="" />
<Define name="RL_RECTANGLE_TYPE" type="GUARD" value="" desc="" />
<Define name="RL_rayRectangle_TYPE" type="GUARD" value="" desc="" />
<Define name="RL_VECTOR2_TYPE" type="GUARD" value="" desc="" />
<Define name="RL_VECTOR3_TYPE" type="GUARD" value="" desc="" />
<Define name="RL_VECTOR4_TYPE" type="GUARD" value="" desc="" />
@ -98,11 +98,11 @@
<Field type="unsigned char" name="b" desc="Color blue value" />
<Field type="unsigned char" name="a" desc="Color alpha value" />
</Struct>
<Struct name="Rectangle" fieldCount="4" desc="Rectangle, 4 components">
<Field type="float" name="x" desc="Rectangle top-left corner position x" />
<Field type="float" name="y" desc="Rectangle top-left corner position y" />
<Field type="float" name="width" desc="Rectangle width" />
<Field type="float" name="height" desc="Rectangle height" />
<Struct name="rayRectangle" fieldCount="4" desc="rayRectangle, 4 components">
<Field type="float" name="x" desc="rayRectangle top-left corner position x" />
<Field type="float" name="y" desc="rayRectangle top-left corner position y" />
<Field type="float" name="width" desc="rayRectangle width" />
<Field type="float" name="height" desc="rayRectangle height" />
</Struct>
<Struct name="Image" fieldCount="5" desc="Image, pixel data stored in CPU memory (RAM)">
<Field type="void *" name="data" desc="Image raw data" />
@ -124,7 +124,7 @@
<Field type="Texture" name="depth" desc="Depth buffer attachment texture" />
</Struct>
<Struct name="NPatchInfo" fieldCount="6" desc="NPatchInfo, n-patch layout info">
<Field type="Rectangle" name="source" desc="Texture source rectangle" />
<Field type="rayRectangle" name="source" desc="Texture source rayRectangle" />
<Field type="int" name="left" desc="Left border offset" />
<Field type="int" name="top" desc="Top border offset" />
<Field type="int" name="right" desc="Right border offset" />
@ -143,7 +143,7 @@
<Field type="int" name="glyphCount" desc="Number of glyph characters" />
<Field type="int" name="glyphPadding" desc="Padding around the glyph characters" />
<Field type="Texture2D" name="texture" desc="Texture atlas containing the glyphs" />
<Field type="Rectangle *" name="recs" desc="Rectangles in texture for the glyphs" />
<Field type="rayRectangle *" name="recs" desc="rayRectangles in texture for the glyphs" />
<Field type="GlyphInfo *" name="glyphs" desc="Glyphs info data" />
</Struct>
<Struct name="Camera3D" fieldCount="5" desc="Camera, defines position/orientation in 3d space">
@ -668,7 +668,7 @@
</Function>
<Function name="WindowShouldClose" retType="bool" paramCount="0" desc="Check if KEY_ESCAPE pressed or Close icon pressed">
</Function>
<Function name="CloseWindow" retType="void" paramCount="0" desc="Close window and unload OpenGL context">
<Function name="rayCloseWindow" retType="void" paramCount="0" desc="Close window and unload OpenGL context">
</Function>
<Function name="IsWindowReady" retType="bool" paramCount="0" desc="Check if window has been initialized successfully">
</Function>
@ -792,7 +792,7 @@
<Function name="WaitTime" retType="void" paramCount="1" desc="Wait for some time (halt program execution)">
<Param type="double" name="seconds" desc="" />
</Function>
<Function name="ShowCursor" retType="void" paramCount="0" desc="Shows cursor">
<Function name="rayShowCursor" retType="void" paramCount="0" desc="Shows cursor">
</Function>
<Function name="HideCursor" retType="void" paramCount="0" desc="Hides cursor">
</Function>
@ -1226,9 +1226,9 @@
<Param type="Vector3" name="rotation" desc="" />
<Param type="float" name="zoom" desc="" />
</Function>
<Function name="SetShapesTexture" retType="void" paramCount="2" desc="Set texture and rectangle to be used on shapes drawing">
<Function name="SetShapesTexture" retType="void" paramCount="2" desc="Set texture and rayRectangle to be used on shapes drawing">
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="rayRectangle" name="source" desc="" />
</Function>
<Function name="DrawPixel" retType="void" paramCount="3" desc="Draw a pixel">
<Param type="int" name="posX" desc="" />
@ -1367,29 +1367,29 @@
<Param type="int" name="segments" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectangle" retType="void" paramCount="5" desc="Draw a color-filled rectangle">
<Function name="DrawrayRectangle" retType="void" paramCount="5" desc="Draw a color-filled rayRectangle">
<Param type="int" name="posX" desc="" />
<Param type="int" name="posY" desc="" />
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectangleV" retType="void" paramCount="3" desc="Draw a color-filled rectangle (Vector version)">
<Function name="DrawrayRectangleV" retType="void" paramCount="3" desc="Draw a color-filled rayRectangle (Vector version)">
<Param type="Vector2" name="position" desc="" />
<Param type="Vector2" name="size" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectangleRec" retType="void" paramCount="2" desc="Draw a color-filled rectangle">
<Param type="Rectangle" name="rec" desc="" />
<Function name="DrawrayRectangleRec" retType="void" paramCount="2" desc="Draw a color-filled rayRectangle">
<Param type="rayRectangle" name="rec" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectanglePro" retType="void" paramCount="4" desc="Draw a color-filled rectangle with pro parameters">
<Param type="Rectangle" name="rec" desc="" />
<Function name="DrawrayRectanglePro" retType="void" paramCount="4" desc="Draw a color-filled rayRectangle with pro parameters">
<Param type="rayRectangle" name="rec" desc="" />
<Param type="Vector2" name="origin" desc="" />
<Param type="float" name="rotation" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectangleGradientV" retType="void" paramCount="6" desc="Draw a vertical-gradient-filled rectangle">
<Function name="DrawrayRectangleGradientV" retType="void" paramCount="6" desc="Draw a vertical-gradient-filled rayRectangle">
<Param type="int" name="posX" desc="" />
<Param type="int" name="posY" desc="" />
<Param type="int" name="width" desc="" />
@ -1397,7 +1397,7 @@
<Param type="Color" name="color1" desc="" />
<Param type="Color" name="color2" desc="" />
</Function>
<Function name="DrawRectangleGradientH" retType="void" paramCount="6" desc="Draw a horizontal-gradient-filled rectangle">
<Function name="DrawrayRectangleGradientH" retType="void" paramCount="6" desc="Draw a horizontal-gradient-filled rayRectangle">
<Param type="int" name="posX" desc="" />
<Param type="int" name="posY" desc="" />
<Param type="int" name="width" desc="" />
@ -1405,33 +1405,33 @@
<Param type="Color" name="color1" desc="" />
<Param type="Color" name="color2" desc="" />
</Function>
<Function name="DrawRectangleGradientEx" retType="void" paramCount="5" desc="Draw a gradient-filled rectangle with custom vertex colors">
<Param type="Rectangle" name="rec" desc="" />
<Function name="DrawrayRectangleGradientEx" retType="void" paramCount="5" desc="Draw a gradient-filled rayRectangle with custom vertex colors">
<Param type="rayRectangle" name="rec" desc="" />
<Param type="Color" name="col1" desc="" />
<Param type="Color" name="col2" desc="" />
<Param type="Color" name="col3" desc="" />
<Param type="Color" name="col4" desc="" />
</Function>
<Function name="DrawRectangleLines" retType="void" paramCount="5" desc="Draw rectangle outline">
<Function name="DrawrayRectangleLines" retType="void" paramCount="5" desc="Draw rayRectangle outline">
<Param type="int" name="posX" desc="" />
<Param type="int" name="posY" desc="" />
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectangleLinesEx" retType="void" paramCount="3" desc="Draw rectangle outline with extended parameters">
<Param type="Rectangle" name="rec" desc="" />
<Function name="DrawrayRectangleLinesEx" retType="void" paramCount="3" desc="Draw rayRectangle outline with extended parameters">
<Param type="rayRectangle" name="rec" desc="" />
<Param type="float" name="lineThick" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectangleRounded" retType="void" paramCount="4" desc="Draw rectangle with rounded edges">
<Param type="Rectangle" name="rec" desc="" />
<Function name="DrawrayRectangleRounded" retType="void" paramCount="4" desc="Draw rayRectangle with rounded edges">
<Param type="rayRectangle" name="rec" desc="" />
<Param type="float" name="roundness" desc="" />
<Param type="int" name="segments" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawRectangleRoundedLines" retType="void" paramCount="5" desc="Draw rectangle with rounded edges outline">
<Param type="Rectangle" name="rec" desc="" />
<Function name="DrawrayRectangleRoundedLines" retType="void" paramCount="5" desc="Draw rayRectangle with rounded edges outline">
<Param type="rayRectangle" name="rec" desc="" />
<Param type="float" name="roundness" desc="" />
<Param type="int" name="segments" desc="" />
<Param type="float" name="lineThick" desc="" />
@ -1481,9 +1481,9 @@
<Param type="float" name="lineThick" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="CheckCollisionRecs" retType="bool" paramCount="2" desc="Check collision between two rectangles">
<Param type="Rectangle" name="rec1" desc="" />
<Param type="Rectangle" name="rec2" desc="" />
<Function name="CheckCollisionRecs" retType="bool" paramCount="2" desc="Check collision between two rayRectangles">
<Param type="rayRectangle" name="rec1" desc="" />
<Param type="rayRectangle" name="rec2" desc="" />
</Function>
<Function name="CheckCollisionCircles" retType="bool" paramCount="4" desc="Check collision between two circles">
<Param type="Vector2" name="center1" desc="" />
@ -1491,14 +1491,14 @@
<Param type="Vector2" name="center2" desc="" />
<Param type="float" name="radius2" desc="" />
</Function>
<Function name="CheckCollisionCircleRec" retType="bool" paramCount="3" desc="Check collision between circle and rectangle">
<Function name="CheckCollisionCircleRec" retType="bool" paramCount="3" desc="Check collision between circle and rayRectangle">
<Param type="Vector2" name="center" desc="" />
<Param type="float" name="radius" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="rayRectangle" name="rec" desc="" />
</Function>
<Function name="CheckCollisionPointRec" retType="bool" paramCount="2" desc="Check if point is inside rectangle">
<Function name="CheckCollisionPointRec" retType="bool" paramCount="2" desc="Check if point is inside rayRectangle">
<Param type="Vector2" name="point" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="rayRectangle" name="rec" desc="" />
</Function>
<Function name="CheckCollisionPointCircle" retType="bool" paramCount="3" desc="Check if point is inside circle">
<Param type="Vector2" name="point" desc="" />
@ -1529,9 +1529,9 @@
<Param type="Vector2" name="p2" desc="" />
<Param type="int" name="threshold" desc="" />
</Function>
<Function name="GetCollisionRec" retType="Rectangle" paramCount="2" desc="Get collision rectangle for two rectangles collision">
<Param type="Rectangle" name="rec1" desc="" />
<Param type="Rectangle" name="rec2" desc="" />
<Function name="GetCollisionRec" retType="rayRectangle" paramCount="2" desc="Get collision rayRectangle for two rayRectangles collision">
<Param type="rayRectangle" name="rec1" desc="" />
<Param type="rayRectangle" name="rec2" desc="" />
</Function>
<Function name="LoadImage" retType="Image" paramCount="1" desc="Load image from file into CPU memory (RAM)">
<Param type="const char *" name="fileName" desc="" />
@ -1642,7 +1642,7 @@
</Function>
<Function name="ImageFromImage" retType="Image" paramCount="2" desc="Create an image from another image piece">
<Param type="Image" name="image" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="rayRectangle" name="rec" desc="" />
</Function>
<Function name="ImageText" retType="Image" paramCount="3" desc="Create an image from text (default font)">
<Param type="const char *" name="text" desc="" />
@ -1664,9 +1664,9 @@
<Param type="Image *" name="image" desc="" />
<Param type="Color" name="fill" desc="" />
</Function>
<Function name="ImageCrop" retType="void" paramCount="2" desc="Crop an image to a defined rectangle">
<Function name="ImageCrop" retType="void" paramCount="2" desc="Crop an image to a defined rayRectangle">
<Param type="Image *" name="image" desc="" />
<Param type="Rectangle" name="crop" desc="" />
<Param type="rayRectangle" name="crop" desc="" />
</Function>
<Function name="ImageAlphaCrop" retType="void" paramCount="2" desc="Crop image depending on alpha value">
<Param type="Image *" name="image" desc="" />
@ -1769,7 +1769,7 @@
<Function name="UnloadImagePalette" retType="void" paramCount="1" desc="Unload colors palette loaded with LoadImagePalette()">
<Param type="Color *" name="colors" desc="" />
</Function>
<Function name="GetImageAlphaBorder" retType="Rectangle" paramCount="2" desc="Get image alpha border rectangle">
<Function name="GetImageAlphaBorder" retType="rayRectangle" paramCount="2" desc="Get image alpha border rayRectangle">
<Param type="Image" name="image" desc="" />
<Param type="float" name="threshold" desc="" />
</Function>
@ -1833,7 +1833,7 @@
<Param type="int" name="radius" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="ImageDrawRectangle" retType="void" paramCount="6" desc="Draw rectangle within an image">
<Function name="ImageDrawrayRectangle" retType="void" paramCount="6" desc="Draw rayRectangle within an image">
<Param type="Image *" name="dst" desc="" />
<Param type="int" name="posX" desc="" />
<Param type="int" name="posY" desc="" />
@ -1841,28 +1841,28 @@
<Param type="int" name="height" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="ImageDrawRectangleV" retType="void" paramCount="4" desc="Draw rectangle within an image (Vector version)">
<Function name="ImageDrawrayRectangleV" retType="void" paramCount="4" desc="Draw rayRectangle within an image (Vector version)">
<Param type="Image *" name="dst" desc="" />
<Param type="Vector2" name="position" desc="" />
<Param type="Vector2" name="size" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="ImageDrawRectangleRec" retType="void" paramCount="3" desc="Draw rectangle within an image">
<Function name="ImageDrawrayRectangleRec" retType="void" paramCount="3" desc="Draw rayRectangle within an image">
<Param type="Image *" name="dst" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="rayRectangle" name="rec" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="ImageDrawRectangleLines" retType="void" paramCount="4" desc="Draw rectangle lines within an image">
<Function name="ImageDrawrayRectangleLines" retType="void" paramCount="4" desc="Draw rayRectangle lines within an image">
<Param type="Image *" name="dst" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="rayRectangle" name="rec" desc="" />
<Param type="int" name="thick" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="ImageDraw" retType="void" paramCount="5" desc="Draw a source image within a destination image (tint applied to source)">
<Param type="Image *" name="dst" desc="" />
<Param type="Image" name="src" desc="" />
<Param type="Rectangle" name="srcRec" desc="" />
<Param type="Rectangle" name="dstRec" desc="" />
<Param type="rayRectangle" name="srcRec" desc="" />
<Param type="rayRectangle" name="dstRec" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="ImageDrawText" retType="void" paramCount="6" desc="Draw text (using default font) within an image (destination)">
@ -1912,9 +1912,9 @@
<Param type="Texture2D" name="texture" desc="" />
<Param type="const void *" name="pixels" desc="" />
</Function>
<Function name="UpdateTextureRec" retType="void" paramCount="3" desc="Update GPU texture rectangle with new data">
<Function name="UpdateTextureRec" retType="void" paramCount="3" desc="Update GPU texture rayRectangle with new data">
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="rayRectangle" name="rec" desc="" />
<Param type="const void *" name="pixels" desc="" />
</Function>
<Function name="GenTextureMipmaps" retType="void" paramCount="1" desc="Generate GPU mipmaps for a texture">
@ -1946,16 +1946,16 @@
<Param type="float" name="scale" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawTextureRec" retType="void" paramCount="4" desc="Draw a part of a texture defined by a rectangle">
<Function name="DrawTextureRec" retType="void" paramCount="4" desc="Draw a part of a texture defined by a rayRectangle">
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="rayRectangle" name="source" desc="" />
<Param type="Vector2" name="position" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawTexturePro" retType="void" paramCount="6" desc="Draw a part of a texture defined by a rectangle with 'pro' parameters">
<Function name="DrawTexturePro" retType="void" paramCount="6" desc="Draw a part of a texture defined by a rayRectangle with 'pro' parameters">
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="Rectangle" name="dest" desc="" />
<Param type="rayRectangle" name="source" desc="" />
<Param type="rayRectangle" name="dest" desc="" />
<Param type="Vector2" name="origin" desc="" />
<Param type="float" name="rotation" desc="" />
<Param type="Color" name="tint" desc="" />
@ -1963,7 +1963,7 @@
<Function name="DrawTextureNPatch" retType="void" paramCount="6" desc="Draws a texture (or part of it) that stretches or shrinks nicely">
<Param type="Texture2D" name="texture" desc="" />
<Param type="NPatchInfo" name="nPatchInfo" desc="" />
<Param type="Rectangle" name="dest" desc="" />
<Param type="rayRectangle" name="dest" desc="" />
<Param type="Vector2" name="origin" desc="" />
<Param type="float" name="rotation" desc="" />
<Param type="Color" name="tint" desc="" />
@ -2064,7 +2064,7 @@
</Function>
<Function name="GenImageFontAtlas" retType="Image" paramCount="6" desc="Generate image font atlas using chars info">
<Param type="const GlyphInfo *" name="glyphs" desc="" />
<Param type="Rectangle **" name="glyphRecs" desc="" />
<Param type="rayRectangle **" name="glyphRecs" desc="" />
<Param type="int" name="glyphCount" desc="" />
<Param type="int" name="fontSize" desc="" />
<Param type="int" name="padding" desc="" />
@ -2147,7 +2147,7 @@
<Param type="Font" name="font" desc="" />
<Param type="int" name="codepoint" desc="" />
</Function>
<Function name="GetGlyphAtlasRec" retType="Rectangle" paramCount="2" desc="Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found">
<Function name="GetGlyphAtlasRec" retType="rayRectangle" paramCount="2" desc="Get glyph rayRectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found">
<Param type="Font" name="font" desc="" />
<Param type="int" name="codepoint" desc="" />
</Function>
@ -2433,7 +2433,7 @@
<Function name="DrawBillboardRec" retType="void" paramCount="6" desc="Draw a billboard texture defined by source">
<Param type="Camera" name="camera" desc="" />
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="rayRectangle" name="source" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="Vector2" name="size" desc="" />
<Param type="Color" name="tint" desc="" />
@ -2441,7 +2441,7 @@
<Function name="DrawBillboardPro" retType="void" paramCount="9" desc="Draw a billboard texture defined by source and rotation">
<Param type="Camera" name="camera" desc="" />
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="rayRectangle" name="source" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="Vector3" name="up" desc="" />
<Param type="Vector2" name="size" desc="" />

View file

@ -33,6 +33,6 @@ int main() {
EndDrawing();
}
CloseWindow();
rayCloseWindow();
return 0;
}

View file

@ -54,7 +54,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -51,7 +51,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -45,7 +45,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,7 +1,7 @@
# format=pipe
InitWindow|void|(int width, int height, const char *title);|
WindowShouldClose|bool|(void);|
CloseWindow|void|(void);|
rayCloseWindow|void|(void);|
IsWindowReady|bool|(void);|
IsWindowMinimized|bool|(void);|
IsWindowResized|bool|(void);|
@ -26,7 +26,7 @@ GetMonitorPhysicalHeight|int|(int monitor);|
GetMonitorName|const char *|(int monitor);|
GetClipboardText|const char *|(void);|
SetClipboardText|void|(const char *text);|
ShowCursor|void|(void);|
rayShowCursor|void|(void);|
HideCursor|void|(void);|
IsCursorHidden|bool|(void);|
EnableCursor|void|(void);|
@ -136,28 +136,28 @@ DrawCircleV|void|(Vector2 center, float radius, Color color);|
DrawCircleLines|void|(int centerX, int centerY, float radius, Color color);|
DrawRing|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);|
DrawRingLines|void|(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);|
DrawRectangle|void|(int posX, int posY, int width, int height, Color color);|
DrawRectangleV|void|(Vector2 position, Vector2 size, Color color);|
DrawRectangleRec|void|(Rectangle rec, Color color);|
DrawRectanglePro|void|(Rectangle rec, Vector2 origin, float rotation, Color color);|
DrawRectangleGradientV|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
DrawRectangleGradientH|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
DrawRectangleGradientEx|void|(Rectangle rec, Color col1, Color col2, Color col3, Color col4);|
DrawRectangleLines|void|(int posX, int posY, int width, int height, Color color);|
DrawRectangleLinesEx|void|(Rectangle rec, int lineThick, Color color);|
DrawRectangleRounded|void|(Rectangle rec, float roundness, int segments, Color color);|
DrawRectangleRoundedLines|void|(Rectangle rec, float roundness, int segments, int lineThick, Color color);|
DrawrayRectangle|void|(int posX, int posY, int width, int height, Color color);|
DrawrayRectangleV|void|(Vector2 position, Vector2 size, Color color);|
DrawrayRectangleRec|void|(rayRectangle rec, Color color);|
DrawrayRectanglePro|void|(rayRectangle rec, Vector2 origin, float rotation, Color color);|
DrawrayRectangleGradientV|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
DrawrayRectangleGradientH|void|(int posX, int posY, int width, int height, Color color1, Color color2);|
DrawrayRectangleGradientEx|void|(rayRectangle rec, Color col1, Color col2, Color col3, Color col4);|
DrawrayRectangleLines|void|(int posX, int posY, int width, int height, Color color);|
DrawrayRectangleLinesEx|void|(rayRectangle rec, int lineThick, Color color);|
DrawrayRectangleRounded|void|(rayRectangle rec, float roundness, int segments, Color color);|
DrawrayRectangleRoundedLines|void|(rayRectangle rec, float roundness, int segments, int lineThick, Color color);|
DrawTriangle|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);|
DrawTriangleLines|void|(Vector2 v1, Vector2 v2, Vector2 v3, Color color);|
DrawPoly|void|(Vector2 center, int sides, float radius, float rotation, Color color);|
DrawPolyEx|void|(Vector2 *points, int numPoints, Color color);|
DrawPolyExLines|void|(Vector2 *points, int numPoints, Color color);|
SetShapesTexture|void|(Texture2D texture, Rectangle source);|
CheckCollisionRecs|bool|(Rectangle rec1, Rectangle rec2);|
SetShapesTexture|void|(Texture2D texture, rayRectangle source);|
CheckCollisionRecs|bool|(rayRectangle rec1, rayRectangle rec2);|
CheckCollisionCircles|bool|(Vector2 center1, float radius1, Vector2 center2, float radius2);|
CheckCollisionCircleRec|bool|(Vector2 center, float radius, Rectangle rec);|
GetCollisionRec|Rectangle|(Rectangle rec1, Rectangle rec2);|
CheckCollisionPointRec|bool|(Vector2 point, Rectangle rec);|
CheckCollisionCircleRec|bool|(Vector2 center, float radius, rayRectangle rec);|
GetCollisionRec|rayRectangle|(rayRectangle rec1, rayRectangle rec2);|
CheckCollisionPointRec|bool|(Vector2 point, rayRectangle rec);|
CheckCollisionPointCircle|bool|(Vector2 point, Vector2 center, float radius);|
CheckCollisionPointTriangle|bool|(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);|
LoadImage|Image|(const char *fileName);|
@ -186,7 +186,7 @@ ImageAlphaMask|void|(Image *image, Image alphaMask);|
ImageAlphaClear|void|(Image *image, Color color, float threshold);
ImageAlphaCrop|void|(Image *image, float threshold);|
ImageAlphaPremultiply|void|(Image *image);|
ImageCrop|void|(Image *image, Rectangle crop);|
ImageCrop|void|(Image *image, rayRectangle crop);|
ImageResize|void|(Image *image, int newWidth, int newHeight);|
ImageResizeNN|void|(Image *image, int newWidth,int newHeight);|void|
ImageResizeCanvas|void|(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);|
@ -195,9 +195,9 @@ ImageDither|void|(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);|
ImageExtractPalette|Color *|(Image image, int maxPaletteSize, int *extractCount);|
ImageText|Image|(const char *text, int fontSize, Color color);|
ImageTextEx|Image|(Font font, const char *text, float fontSize, float spacing, Color tint);|
ImageDraw|void|(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec);|
ImageDrawRectangle|void|(Image *dst, Rectangle rec, Color color);|
ImageDrawRectangleLines|void|(Image *dst, Rectangle rec, int thick, Color color);|
ImageDraw|void|(Image *dst, Image src, rayRectangle srcRec, rayRectangle dstRec);|
ImageDrawrayRectangle|void|(Image *dst, rayRectangle rec, Color color);|
ImageDrawrayRectangleLines|void|(Image *dst, rayRectangle rec, int thick, Color color);|
ImageDrawText|void|(Image *dst, Vector2 position, const char *text, int fontSize, Color color);|
ImageDrawTextEx|void|(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color);|
ImageFlipVertical|void|(Image *image);|
@ -225,10 +225,10 @@ SetTextureWrap|void|(Texture2D texture, int wrapMode);|
DrawTexture|void|(Texture2D texture, int posX, int posY, Color tint);|
DrawTextureV|void|(Texture2D texture, Vector2 position, Color tint);|
DrawTextureEx|void|(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);|
DrawTextureRec|void|(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);|
DrawTextureQuad|void|(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);|
DrawTexturePro|void|(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);|
DrawTextureNPatch|void|(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);|
DrawTextureRec|void|(Texture2D texture, rayRectangle sourceRec, Vector2 position, Color tint);|
DrawTextureQuad|void|(Texture2D texture, Vector2 tiling, Vector2 offset, rayRectangle quad, Color tint);|
DrawTexturePro|void|(Texture2D texture, rayRectangle sourceRec, rayRectangle destRec, Vector2 origin, float rotation, Color tint);|
DrawTextureNPatch|void|(Texture2D texture, NPatchInfo nPatchInfo, rayRectangle destRec, Vector2 origin, float rotation, Color tint);|
GetFontDefault|Font|(void);|
LoadFont|Font|(const char *fileName);|
LoadFontEx|Font|(const char *fileName, int fontSize, int *fontChars, int charsCount);|
@ -239,8 +239,8 @@ UnloadFont|void|(Font font);|
DrawFPS|void|(int posX, int posY);|
DrawText|void|(const char *text, int posX, int posY, int fontSize, Color color);|
DrawTextEx|void|(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);|
DrawTextRec|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);|
DrawTextRecEx|void|(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack);|
DrawTextRec|void|(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);|
DrawTextRecEx|void|(Font font, const char *text, rayRectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack);|
MeasureText|int|(const char *text, int fontSize);|
MeasureTextEx|Vector2|(Font font, const char *text, float fontSize, float spacing);|
GetGlyphIndex|int|(Font font, int character);|
@ -308,7 +308,7 @@ DrawModelWires|void|(Model model, Vector3 position, float scale, Color tint);|
DrawModelWiresEx|void|(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);|
DrawBoundingBox|void|(BoundingBox box, Color color);|
DrawBillboard|void|(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);|
DrawBillboardRec|void|(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint);|
DrawBillboardRec|void|(Camera camera, Texture2D texture, rayRectangle sourceRec, Vector3 center, float size, Color tint);|
CheckCollisionSpheres|bool|(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);|
CheckCollisionBoxes|bool|(BoundingBox box1, BoundingBox box2);|
CheckCollisionBoxSphere|bool|(BoundingBox box, Vector3 centerSphere, float radiusSphere);|
@ -400,7 +400,7 @@ Vector4|struct||
Quaternion|struct||
Matrix|struct||
Color|struct||
Rectangle|struct||
rayRectangle|struct||
Image|struct||
Texture|struct||
RenderTexture|struct||

View file

@ -10,7 +10,7 @@
<Param name="const char *title" />
</Overload>
</KeyWord>
<KeyWord name="CloseWindow" func="yes">
<KeyWord name="rayCloseWindow" func="yes">
<Overload retVal="void" descr="Close window and unload OpenGL context"></Overload>
</KeyWord>
<KeyWord name="WindowShouldClose" func="yes">
@ -198,7 +198,7 @@
</KeyWord>
<!-- Cursor-related functions -->
<KeyWord name="ShowCursor" func="yes">
<KeyWord name="rayShowCursor" func="yes">
<Overload retVal="void" descr="Shows cursor"></Overload>
</KeyWord>
<KeyWord name="HideCursor" func="yes">
@ -975,13 +975,13 @@
<!-------------------------------------------------------------------------------------- -->
<!-- Basic Shapes Drawing Functions (Module: shapes) -->
<!-------------------------------------------------------------------------------------- -->
<!-- Set texture and rectangle to be used on shapes drawing -->
<!-- Set texture and rayRectangle to be used on shapes drawing -->
<!-- NOTE: It can be useful when using basic shapes and one single font, -->
<!-- defining a font char white rectangle would allow drawing everything in a single draw call -->
<!-- defining a font char white rayRectangle would allow drawing everything in a single draw call -->
<KeyWord name="SetShapesTexture" func="yes">
<Overload retVal="void" descr="Set texture and rectangle to be used on shapes drawing">
<Overload retVal="void" descr="Set texture and rayRectangle to be used on shapes drawing">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
<Param name="rayRectangle source" />
</Overload>
</KeyWord>
@ -1137,8 +1137,8 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangle" func="yes">
<Overload retVal="void" descr="Draw a color-filled rectangle">
<KeyWord name="DrawrayRectangle" func="yes">
<Overload retVal="void" descr="Draw a color-filled rayRectangle">
<Param name="int posX" />
<Param name="int posY" />
<Param name="int width" />
@ -1146,29 +1146,29 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleV" func="yes">
<Overload retVal="void" descr="Draw a color-filled rectangle (Vector version)">
<KeyWord name="DrawrayRectangleV" func="yes">
<Overload retVal="void" descr="Draw a color-filled rayRectangle (Vector version)">
<Param name="Vector2 position" />
<Param name="Vector2 size" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleRec" func="yes">
<Overload retVal="void" descr="Draw a color-filled rectangle">
<Param name="Rectangle rec" />
<KeyWord name="DrawrayRectangleRec" func="yes">
<Overload retVal="void" descr="Draw a color-filled rayRectangle">
<Param name="rayRectangle rec" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectanglePro" func="yes">
<Overload retVal="void" descr="Draw a color-filled rectangle with pro parameters">
<Param name="Rectangle rec" />
<KeyWord name="DrawrayRectanglePro" func="yes">
<Overload retVal="void" descr="Draw a color-filled rayRectangle with pro parameters">
<Param name="rayRectangle rec" />
<Param name="Vector2 origin" />
<Param name="float rotation" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleGradientV" func="yes">
<Overload retVal="void" descr="Draw a vertical-gradient-filled rectangle">
<KeyWord name="DrawrayRectangleGradientV" func="yes">
<Overload retVal="void" descr="Draw a vertical-gradient-filled rayRectangle">
<Param name="int posX" />
<Param name="int posY" />
<Param name="int width" />
@ -1177,8 +1177,8 @@
<Param name="Color color2" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleGradientH" func="yes">
<Overload retVal="void" descr="Draw a horizontal-gradient-filled rectangle">
<KeyWord name="DrawrayRectangleGradientH" func="yes">
<Overload retVal="void" descr="Draw a horizontal-gradient-filled rayRectangle">
<Param name="int posX" />
<Param name="int posY" />
<Param name="int width" />
@ -1187,17 +1187,17 @@
<Param name="Color color2" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleGradientEx" func="yes">
<Overload retVal="void" descr="Draw a gradient-filled rectangle with custom vertex colors">
<Param name="Rectangle rec" />
<KeyWord name="DrawrayRectangleGradientEx" func="yes">
<Overload retVal="void" descr="Draw a gradient-filled rayRectangle with custom vertex colors">
<Param name="rayRectangle rec" />
<Param name="Color col1" />
<Param name="Color col2" />
<Param name="Color col3" />
<Param name="Color col4" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleLines" func="yes">
<Overload retVal="void" descr="Draw rectangle outline">
<KeyWord name="DrawrayRectangleLines" func="yes">
<Overload retVal="void" descr="Draw rayRectangle outline">
<Param name="int posX" />
<Param name="int posY" />
<Param name="int width" />
@ -1205,24 +1205,24 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleLinesEx" func="yes">
<Overload retVal="void" descr="Draw rectangle outline with extended parameters">
<Param name="Rectangle rec" />
<KeyWord name="DrawrayRectangleLinesEx" func="yes">
<Overload retVal="void" descr="Draw rayRectangle outline with extended parameters">
<Param name="rayRectangle rec" />
<Param name="float lineThick" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleRounded" func="yes">
<Overload retVal="void" descr="Draw rectangle with rounded edges">
<Param name="Rectangle rec" />
<KeyWord name="DrawrayRectangleRounded" func="yes">
<Overload retVal="void" descr="Draw rayRectangle with rounded edges">
<Param name="rayRectangle rec" />
<Param name="float roundness" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleRoundedLines" func="yes">
<Overload retVal="void" descr="Draw rectangle with rounded edges outline">
<Param name="Rectangle rec" />
<KeyWord name="DrawrayRectangleRoundedLines" func="yes">
<Overload retVal="void" descr="Draw rayRectangle with rounded edges outline">
<Param name="rayRectangle rec" />
<Param name="float roundness" />
<Param name="int segments" />
<Param name="float lineThick" />
@ -1423,9 +1423,9 @@
<!-- Basic shapes collision detection functions -->
<KeyWord name="CheckCollisionRecs" func="yes">
<Overload retVal="bool" descr="Check collision between two rectangles">
<Param name="Rectangle rec1" />
<Param name="Rectangle rec2" />
<Overload retVal="bool" descr="Check collision between two rayRectangles">
<Param name="rayRectangle rec1" />
<Param name="rayRectangle rec2" />
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionCircles" func="yes">
@ -1437,16 +1437,16 @@
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionCircleRec" func="yes">
<Overload retVal="bool" descr="Check collision between circle and rectangle">
<Overload retVal="bool" descr="Check collision between circle and rayRectangle">
<Param name="Vector2 center" />
<Param name="float radius" />
<Param name="Rectangle rec" />
<Param name="rayRectangle rec" />
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionPointRec" func="yes">
<Overload retVal="bool" descr="Check if point is inside rectangle">
<Overload retVal="bool" descr="Check if point is inside rayRectangle">
<Param name="Vector2 point" />
<Param name="Rectangle rec" />
<Param name="rayRectangle rec" />
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionPointCircle" func="yes">
@ -1489,9 +1489,9 @@
</Overload>
</KeyWord>
<KeyWord name="GetCollisionRec" func="yes">
<Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision">
<Param name="Rectangle rec1" />
<Param name="Rectangle rec2" />
<Overload retVal="rayRectangle" descr="Get collision rayRectangle for two rayRectangles collision">
<Param name="rayRectangle rec1" />
<Param name="rayRectangle rec2" />
</Overload>
</KeyWord>
@ -1658,7 +1658,7 @@
<KeyWord name="ImageFromImage" func="yes">
<Overload retVal="Image" descr="Create an image from another image piece">
<Param name="Image image" />
<Param name="Rectangle rec" />
<Param name="rayRectangle rec" />
</Overload>
</KeyWord>
<KeyWord name="ImageText" func="yes">
@ -1690,9 +1690,9 @@
</Overload>
</KeyWord>
<KeyWord name="ImageCrop" func="yes">
<Overload retVal="void" descr="Crop an image to a defined rectangle">
<Overload retVal="void" descr="Crop an image to a defined rayRectangle">
<Param name="Image *image" />
<Param name="Rectangle crop" />
<Param name="rayRectangle crop" />
</Overload>
</KeyWord>
<KeyWord name="ImageAlphaCrop" func="yes">
@ -1847,7 +1847,7 @@
</Overload>
</KeyWord>
<KeyWord name="GetImageAlphaBorder" func="yes">
<Overload retVal="Rectangle" descr="Get image alpha border rectangle">
<Overload retVal="rayRectangle" descr="Get image alpha border rayRectangle">
<Param name="Image image" />
<Param name="float threshold" />
</Overload>
@ -1935,8 +1935,8 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawRectangle" func="yes">
<Overload retVal="void" descr="Draw rectangle within an image">
<KeyWord name="ImageDrawrayRectangle" func="yes">
<Overload retVal="void" descr="Draw rayRectangle within an image">
<Param name="Image *dst" />
<Param name="int posX" />
<Param name="int posY" />
@ -1945,25 +1945,25 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawRectangleV" func="yes">
<Overload retVal="void" descr="Draw rectangle within an image (Vector version)">
<KeyWord name="ImageDrawrayRectangleV" func="yes">
<Overload retVal="void" descr="Draw rayRectangle within an image (Vector version)">
<Param name="Image *dst" />
<Param name="Vector2 position" />
<Param name="Vector2 size" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawRectangleRec" func="yes">
<Overload retVal="void" descr="Draw rectangle within an image">
<KeyWord name="ImageDrawrayRectangleRec" func="yes">
<Overload retVal="void" descr="Draw rayRectangle within an image">
<Param name="Image *dst" />
<Param name="Rectangle rec" />
<Param name="rayRectangle rec" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawRectangleLines" func="yes">
<Overload retVal="void" descr="Draw rectangle lines within an image">
<KeyWord name="ImageDrawrayRectangleLines" func="yes">
<Overload retVal="void" descr="Draw rayRectangle lines within an image">
<Param name="Image *dst" />
<Param name="Rectangle rec" />
<Param name="rayRectangle rec" />
<Param name="int thick" />
<Param name="Color color" />
</Overload>
@ -1972,8 +1972,8 @@
<Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)">
<Param name="Image *dst" />
<Param name="Image src" />
<Param name="Rectangle srcRec" />
<Param name="Rectangle dstRec" />
<Param name="rayRectangle srcRec" />
<Param name="rayRectangle dstRec" />
<Param name="Color tint" />
</Overload>
</KeyWord>
@ -2050,9 +2050,9 @@
</Overload>
</KeyWord>
<KeyWord name="UpdateTextureRec" func="yes">
<Overload retVal="void" descr="Update GPU texture rectangle with new data">
<Overload retVal="void" descr="Update GPU texture rayRectangle with new data">
<Param name="Texture2D texture" />
<Param name="Rectangle rec" />
<Param name="rayRectangle rec" />
<Param name="const void *pixels" />
</Overload>
</KeyWord>
@ -2102,18 +2102,18 @@
</Overload>
</KeyWord>
<KeyWord name="DrawTextureRec" func="yes">
<Overload retVal="void" descr="Draw a part of a texture defined by a rectangle">
<Overload retVal="void" descr="Draw a part of a texture defined by a rayRectangle">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
<Param name="rayRectangle source" />
<Param name="Vector2 position" />
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawTexturePro" func="yes">
<Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters">
<Overload retVal="void" descr="Draw a part of a texture defined by a rayRectangle with 'pro' parameters">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
<Param name="Rectangle dest" />
<Param name="rayRectangle source" />
<Param name="rayRectangle dest" />
<Param name="Vector2 origin" />
<Param name="float rotation" />
<Param name="Color tint" />
@ -2123,7 +2123,7 @@
<Overload retVal="void" descr="Draws a texture (or part of it) that stretches or shrinks nicely">
<Param name="Texture2D texture" />
<Param name="NPatchInfo nPatchInfo" />
<Param name="Rectangle dest" />
<Param name="rayRectangle dest" />
<Param name="Vector2 origin" />
<Param name="float rotation" />
<Param name="Color tint" />
@ -2270,7 +2270,7 @@
<KeyWord name="GenImageFontAtlas" func="yes">
<Overload retVal="Image" descr="Generate image font atlas using chars info">
<Param name="const GlyphInfo *glyphs" />
<Param name="Rectangle **glyphRecs" />
<Param name="rayRectangle **glyphRecs" />
<Param name="int glyphCount" />
<Param name="int fontSize" />
<Param name="int padding" />
@ -2387,7 +2387,7 @@
</Overload>
</KeyWord>
<KeyWord name="GetGlyphAtlasRec" func="yes">
<Overload retVal="Rectangle" descr="Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found">
<Overload retVal="rayRectangle" descr="Get glyph rayRectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found">
<Param name="Font font" />
<Param name="int codepoint" />
</Overload>
@ -2806,7 +2806,7 @@
<Overload retVal="void" descr="Draw a billboard texture defined by source">
<Param name="Camera camera" />
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
<Param name="rayRectangle source" />
<Param name="Vector3 position" />
<Param name="Vector2 size" />
<Param name="Color tint" />
@ -2816,13 +2816,13 @@
<Overload retVal="void" descr="Draw a billboard texture defined by source and rotation">
<Param name="Camera camera" />
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
<Param name="rayRectangle source" />
<Param name="Vector3 position" />
<Param name="Vector3 up" />
<Param name="Vector2 size" />
<Param name="Vector2 origin" />
<Param name="float rotation" />
<Param name="0ó¿8± " />
<Param name="0<EFBFBD>8<EFBFBD> " />
</Overload>
</KeyWord>

View file

@ -4,7 +4,7 @@
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI void rayCloseWindow(void); // Close window and unload OpenGL context
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
@ -53,7 +53,7 @@ RLAPI void EnableEventWaiting(void); // Enable wait
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void rayShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
@ -258,10 +258,10 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// Set texture and rayRectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// defining a font char white rayRectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, rayRectangle source); // Set texture and rayRectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
@ -282,17 +282,17 @@ RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, C
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void DrawrayRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rayRectangle
RLAPI void DrawrayRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rayRectangle (Vector version)
RLAPI void DrawrayRectangleRec(rayRectangle rec, Color color); // Draw a color-filled rayRectangle
RLAPI void DrawrayRectanglePro(rayRectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rayRectangle with pro parameters
RLAPI void DrawrayRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rayRectangle
RLAPI void DrawrayRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rayRectangle
RLAPI void DrawrayRectangleGradientEx(rayRectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rayRectangle with custom vertex colors
RLAPI void DrawrayRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rayRectangle outline
RLAPI void DrawrayRectangleLinesEx(rayRectangle rec, float lineThick, Color color); // Draw rayRectangle outline with extended parameters
RLAPI void DrawrayRectangleRounded(rayRectangle rec, float roundness, int segments, Color color); // Draw rayRectangle with rounded edges
RLAPI void DrawrayRectangleRoundedLines(rayRectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rayRectangle with rounded edges outline
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
@ -321,16 +321,16 @@ RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float
RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionRecs(rayRectangle rec1, rayRectangle rec2); // Check collision between two rayRectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, rayRectangle rec); // Check collision between circle and rayRectangle
RLAPI bool CheckCollisionPointRec(Vector2 point, rayRectangle rec); // Check if point is inside rayRectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
RLAPI rayRectangle GetCollisionRec(rayRectangle rec1, rayRectangle rec2); // Get collision rayRectangle for two rayRectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
@ -364,12 +364,12 @@ RLAPI Image GenImageText(int width, int height, const char *text);
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image ImageFromImage(Image image, rayRectangle rec); // Create an image from another image piece
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
RLAPI void ImageCrop(Image *image, rayRectangle crop); // Crop an image to a defined rayRectangle
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
@ -395,7 +395,7 @@ RLAPI Color *LoadImageColors(Image image);
RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
RLAPI rayRectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rayRectangle
RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
// Image drawing functions
@ -409,11 +409,11 @@ RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Col
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawrayRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rayRectangle within an image
RLAPI void ImageDrawrayRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rayRectangle within an image (Vector version)
RLAPI void ImageDrawrayRectangleRec(Image *dst, rayRectangle rec, Color color); // Draw rayRectangle within an image
RLAPI void ImageDrawrayRectangleLines(Image *dst, rayRectangle rec, int thick, Color color); // Draw rayRectangle lines within an image
RLAPI void ImageDraw(Image *dst, Image src, rayRectangle srcRec, rayRectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
@ -428,7 +428,7 @@ RLAPI void UnloadTexture(Texture2D texture);
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
RLAPI void UpdateTextureRec(Texture2D texture, rayRectangle rec, const void *pixels); // Update GPU texture rayRectangle with new data
// Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
@ -439,9 +439,9 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTextureRec(Texture2D texture, rayRectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rayRectangle
RLAPI void DrawTexturePro(Texture2D texture, rayRectangle source, rayRectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rayRectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, rayRectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
@ -472,7 +472,7 @@ RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, rayRectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
@ -491,7 +491,7 @@ RLAPI int MeasureText(const char *text, int fontSize);
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
RLAPI rayRectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rayRectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
@ -567,8 +567,8 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, rayRectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, rayRectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids

View file

@ -57,7 +57,7 @@ int main(void)
// TODO: Unload all loaded resources at this point
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -37,9 +37,9 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{48871156-181A-475A-BD8D-200086A09675}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shapes_draw_rectangle_rounded</RootNamespace>
<RootNamespace>shapes_draw_rayRectangle_rounded</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shapes_draw_rectangle_rounded</ProjectName>
<ProjectName>shapes_draw_rayRectangle_rounded</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -374,7 +374,7 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shapes\shapes_draw_rectangle_rounded.c" />
<ClCompile Include="..\..\..\examples\shapes\shapes_draw_rayRectangle_rounded.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">

View file

@ -37,9 +37,9 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{1EDD4BCF-345C-4065-8CBD-7285224293C3}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shapes_easings_rectangle_array</RootNamespace>
<RootNamespace>shapes_easings_rayRectangle_array</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shapes_easings_rectangle_array</ProjectName>
<ProjectName>shapes_easings_rayRectangle_array</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -374,7 +374,7 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shapes\shapes_easings_rectangle_array.c" />
<ClCompile Include="..\..\..\examples\shapes\shapes_easings_rayRectangle_array.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">

View file

@ -37,9 +37,9 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{F90FCDC5-EE14-4B89-96DB-4392E28F34AF}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shapes_rectangle_scaling</RootNamespace>
<RootNamespace>shapes_rayRectangle_scaling</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shapes_rectangle_scaling</ProjectName>
<ProjectName>shapes_rayRectangle_scaling</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -374,7 +374,7 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shapes\shapes_rectangle_scaling.c" />
<ClCompile Include="..\..\..\examples\shapes\shapes_rayRectangle_scaling.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">

View file

@ -37,9 +37,9 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{25BCB876-B60A-499B-9046-E9801CFD7780}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>text_rectangle_bounds</RootNamespace>
<RootNamespace>text_rayRectangle_bounds</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>text_rectangle_bounds</ProjectName>
<ProjectName>text_rayRectangle_bounds</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -374,7 +374,7 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\text\text_rectangle_bounds.c" />
<ClCompile Include="..\..\..\examples\text\text_rayRectangle_bounds.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">

View file

@ -149,7 +149,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_writing_anim", "exampl
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_unicode", "examples\text_unicode.vcxproj", "{1FE8758D-7E8A-41F3-9B6D-FD50E9A2A03D}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_rectangle_bounds", "examples\text_rectangle_bounds.vcxproj", "{25BCB876-B60A-499B-9046-E9801CFD7780}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_rayRectangle_bounds", "examples\text_rayRectangle_bounds.vcxproj", "{25BCB876-B60A-499B-9046-E9801CFD7780}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_raylib_fonts", "examples\text_raylib_fonts.vcxproj", "{56FB0A45-145F-4EAE-B2C8-E5833E682D8F}"
EndProject
@ -165,7 +165,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_font_loading", "exampl
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_font_filters", "examples\text_font_filters.vcxproj", "{8CF3F7BA-4C99-43EB-B4F1-7CA346817D0A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_scaling", "examples\shapes_rectangle_scaling.vcxproj", "{F90FCDC5-EE14-4B89-96DB-4392E28F34AF}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rayRectangle_scaling", "examples\shapes_rayRectangle_scaling.vcxproj", "{F90FCDC5-EE14-4B89-96DB-4392E28F34AF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_logo_raylib_anim", "examples\shapes_logo_raylib_anim.vcxproj", "{93A864C9-93B7-4E5C-ACE7-E8FC5F9EFF79}"
EndProject
@ -185,7 +185,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_colors_palette", "ex
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_circle_sector", "examples\shapes_draw_circle_sector.vcxproj", "{33459B4E-1839-4856-BF6B-22480D11FE31}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_rectangle_rounded", "examples\shapes_draw_rectangle_rounded.vcxproj", "{48871156-181A-475A-BD8D-200086A09675}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_rayRectangle_rounded", "examples\shapes_draw_rayRectangle_rounded.vcxproj", "{48871156-181A-475A-BD8D-200086A09675}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_draw_ring", "examples\shapes_draw_ring.vcxproj", "{C4416DA1-9E62-46BA-9CD3-F8963C79E1A1}"
EndProject
@ -193,7 +193,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_ball_anim",
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_box_anim", "examples\shapes_easings_box_anim.vcxproj", "{F91142E2-A999-47F0-9E74-38C1E2930EBE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rectangle_array", "examples\shapes_easings_rectangle_array.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rayRectangle_array", "examples\shapes_easings_rayRectangle_array.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_basic_lighting", "examples\shaders_basic_lighting.vcxproj", "{A6B2A11B-0669-4AF5-A025-8DD02DBBE5EA}"
EndProject

View file

@ -71,7 +71,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -54,7 +54,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -186,7 +186,7 @@
// If not defined, still some functions are supported: TextLength(), TextFormat()
#define SUPPORT_TEXT_MANIPULATION 1
// On font atlas image generation [GenImageFontAtlas()], add a 3x3 pixels white rectangle
// On font atlas image generation [GenImageFontAtlas()], add a 3x3 pixels white rayRectangle
// at the bottom-right corner of the atlas. It can be useful to for shapes drawing, to allow
// drawing text and shapes with a single draw call [SetShapesTexture()].
#define SUPPORT_FONT_ATLAS_WHITE_REC 1

8
src/external/glad.h vendored
View file

@ -1056,7 +1056,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
#define GL_MAX_rayRectangle_TEXTURE_SIZE 0x84F8
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
#define GL_MAX_SAMPLES 0x8D57
@ -1307,7 +1307,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
#define GL_PROXY_TEXTURE_rayRectangle 0x84F7
#define GL_QUADS 0x0007
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
#define GL_QUERY 0x82E3
@ -1718,7 +1718,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
#define GL_TEXTURE_BINDING_rayRectangle 0x84F6
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_BLUE_TYPE 0x8C12
#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12
@ -1785,7 +1785,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_RECTANGLE 0x84F5
#define GL_TEXTURE_rayRectangle 0x84F5
#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_RED_TYPE 0x8C10

View file

@ -19,7 +19,7 @@
* - ON_DEMAND = False
*
* Commandline:
* --api='gles2=2.0' --extensions='GL_EXT_EGL_image_array,GL_EXT_EGL_image_storage,GL_EXT_EGL_image_storage_compression,GL_EXT_YUV_target,GL_EXT_base_instance,GL_EXT_blend_func_extended,GL_EXT_blend_minmax,GL_EXT_buffer_storage,GL_EXT_clear_texture,GL_EXT_clip_control,GL_EXT_clip_cull_distance,GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float,GL_EXT_conservative_depth,GL_EXT_copy_image,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_clamp,GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query,GL_EXT_draw_buffers,GL_EXT_draw_buffers_indexed,GL_EXT_draw_elements_base_vertex,GL_EXT_draw_instanced,GL_EXT_draw_transform_feedback,GL_EXT_external_buffer,GL_EXT_float_blend,GL_EXT_fragment_shading_rate,GL_EXT_geometry_point_size,GL_EXT_geometry_shader,GL_EXT_gpu_shader5,GL_EXT_instanced_arrays,GL_EXT_map_buffer_range,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_multi_draw_arrays,GL_EXT_multi_draw_indirect,GL_EXT_multisampled_compatibility,GL_EXT_multisampled_render_to_texture,GL_EXT_multisampled_render_to_texture2,GL_EXT_multiview_draw_buffers,GL_EXT_multiview_tessellation_geometry_shader,GL_EXT_multiview_texture_multisample,GL_EXT_multiview_timer_query,GL_EXT_occlusion_query_boolean,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_primitive_bounding_box,GL_EXT_protected_textures,GL_EXT_pvrtc_sRGB,GL_EXT_raster_multisample,GL_EXT_read_format_bgra,GL_EXT_render_snorm,GL_EXT_robustness,GL_EXT_sRGB,GL_EXT_sRGB_write_control,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_depth_stencil,GL_EXT_separate_shader_objects,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_group_vote,GL_EXT_shader_implicit_conversions,GL_EXT_shader_integer_mix,GL_EXT_shader_io_blocks,GL_EXT_shader_non_constant_global_initializers,GL_EXT_shader_pixel_local_storage,GL_EXT_shader_pixel_local_storage2,GL_EXT_shader_samples_identical,GL_EXT_shader_texture_lod,GL_EXT_shadow_samplers,GL_EXT_sparse_texture,GL_EXT_sparse_texture2,GL_EXT_tessellation_point_size,GL_EXT_tessellation_shader,GL_EXT_texture_border_clamp,GL_EXT_texture_buffer,GL_EXT_texture_compression_astc_decode_mode,GL_EXT_texture_compression_bptc,GL_EXT_texture_compression_dxt1,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_compression_s3tc_srgb,GL_EXT_texture_cube_map_array,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_format_BGRA8888,GL_EXT_texture_format_sRGB_override,GL_EXT_texture_mirror_clamp_to_edge,GL_EXT_texture_norm16,GL_EXT_texture_query_lod,GL_EXT_texture_rg,GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_RG8,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shadow_lod,GL_EXT_texture_storage,GL_EXT_texture_storage_compression,GL_EXT_texture_type_2_10_10_10_REV,GL_EXT_texture_view,GL_EXT_unpack_subimage,GL_EXT_win32_keyed_mutex,GL_EXT_window_rectangles,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_shader_subgroup,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_OES_EGL_image,GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3,GL_OES_compressed_ETC1_RGB8_sub_texture,GL_OES_compressed_ETC1_RGB8_texture,GL_OES_compressed_paletted_texture,GL_OES_copy_image,GL_OES_depth24,GL_OES_depth32,GL_OES_depth_texture,GL_OES_draw_buffers_indexed,GL_OES_draw_elements_base_vertex,GL_OES_element_index_uint,GL_OES_fbo_render_mipmap,GL_OES_fragment_precision_high,GL_OES_geometry_point_size,GL_OES_geometry_shader,GL_OES_get_program_binary,GL_OES_gpu_shader5,GL_OES_mapbuffer,GL_OES_packed_depth_stencil,GL_OES_primitive_bounding_box,GL_OES_required_internalformat,GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables,GL_OES_shader_image_atomic,GL_OES_shader_io_blocks,GL_OES_shader_multisample_interpolation,GL_OES_standard_derivatives,GL_OES_stencil1,GL_OES_stencil4,GL_OES_surfaceless_context,GL_OES_tessellation_point_size,GL_OES_tessellation_shader,GL_OES_texture_3D,GL_OES_texture_border_clamp,GL_OES_texture_buffer,GL_OES_texture_compression_astc,GL_OES_texture_cube_map_array,GL_OES_texture_float,GL_OES_texture_float_linear,GL_OES_texture_half_float,GL_OES_texture_half_float_linear,GL_OES_texture_npot,GL_OES_texture_stencil8,GL_OES_texture_storage_multisample_2d_array,GL_OES_texture_view,GL_OES_vertex_array_object,GL_OES_vertex_half_float,GL_OES_vertex_type_10_10_10_2,GL_OES_viewport_array' c --header-only
* --api='gles2=2.0' --extensions='GL_EXT_EGL_image_array,GL_EXT_EGL_image_storage,GL_EXT_EGL_image_storage_compression,GL_EXT_YUV_target,GL_EXT_base_instance,GL_EXT_blend_func_extended,GL_EXT_blend_minmax,GL_EXT_buffer_storage,GL_EXT_clear_texture,GL_EXT_clip_control,GL_EXT_clip_cull_distance,GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float,GL_EXT_conservative_depth,GL_EXT_copy_image,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_clamp,GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query,GL_EXT_draw_buffers,GL_EXT_draw_buffers_indexed,GL_EXT_draw_elements_base_vertex,GL_EXT_draw_instanced,GL_EXT_draw_transform_feedback,GL_EXT_external_buffer,GL_EXT_float_blend,GL_EXT_fragment_shading_rate,GL_EXT_geometry_point_size,GL_EXT_geometry_shader,GL_EXT_gpu_shader5,GL_EXT_instanced_arrays,GL_EXT_map_buffer_range,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_multi_draw_arrays,GL_EXT_multi_draw_indirect,GL_EXT_multisampled_compatibility,GL_EXT_multisampled_render_to_texture,GL_EXT_multisampled_render_to_texture2,GL_EXT_multiview_draw_buffers,GL_EXT_multiview_tessellation_geometry_shader,GL_EXT_multiview_texture_multisample,GL_EXT_multiview_timer_query,GL_EXT_occlusion_query_boolean,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_primitive_bounding_box,GL_EXT_protected_textures,GL_EXT_pvrtc_sRGB,GL_EXT_raster_multisample,GL_EXT_read_format_bgra,GL_EXT_render_snorm,GL_EXT_robustness,GL_EXT_sRGB,GL_EXT_sRGB_write_control,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_depth_stencil,GL_EXT_separate_shader_objects,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_group_vote,GL_EXT_shader_implicit_conversions,GL_EXT_shader_integer_mix,GL_EXT_shader_io_blocks,GL_EXT_shader_non_constant_global_initializers,GL_EXT_shader_pixel_local_storage,GL_EXT_shader_pixel_local_storage2,GL_EXT_shader_samples_identical,GL_EXT_shader_texture_lod,GL_EXT_shadow_samplers,GL_EXT_sparse_texture,GL_EXT_sparse_texture2,GL_EXT_tessellation_point_size,GL_EXT_tessellation_shader,GL_EXT_texture_border_clamp,GL_EXT_texture_buffer,GL_EXT_texture_compression_astc_decode_mode,GL_EXT_texture_compression_bptc,GL_EXT_texture_compression_dxt1,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_compression_s3tc_srgb,GL_EXT_texture_cube_map_array,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_format_BGRA8888,GL_EXT_texture_format_sRGB_override,GL_EXT_texture_mirror_clamp_to_edge,GL_EXT_texture_norm16,GL_EXT_texture_query_lod,GL_EXT_texture_rg,GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_RG8,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shadow_lod,GL_EXT_texture_storage,GL_EXT_texture_storage_compression,GL_EXT_texture_type_2_10_10_10_REV,GL_EXT_texture_view,GL_EXT_unpack_subimage,GL_EXT_win32_keyed_mutex,GL_EXT_window_rayRectangles,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_shader_subgroup,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_OES_EGL_image,GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3,GL_OES_compressed_ETC1_RGB8_sub_texture,GL_OES_compressed_ETC1_RGB8_texture,GL_OES_compressed_paletted_texture,GL_OES_copy_image,GL_OES_depth24,GL_OES_depth32,GL_OES_depth_texture,GL_OES_draw_buffers_indexed,GL_OES_draw_elements_base_vertex,GL_OES_element_index_uint,GL_OES_fbo_render_mipmap,GL_OES_fragment_precision_high,GL_OES_geometry_point_size,GL_OES_geometry_shader,GL_OES_get_program_binary,GL_OES_gpu_shader5,GL_OES_mapbuffer,GL_OES_packed_depth_stencil,GL_OES_primitive_bounding_box,GL_OES_required_internalformat,GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables,GL_OES_shader_image_atomic,GL_OES_shader_io_blocks,GL_OES_shader_multisample_interpolation,GL_OES_standard_derivatives,GL_OES_stencil1,GL_OES_stencil4,GL_OES_surfaceless_context,GL_OES_tessellation_point_size,GL_OES_tessellation_shader,GL_OES_texture_3D,GL_OES_texture_border_clamp,GL_OES_texture_buffer,GL_OES_texture_compression_astc,GL_OES_texture_cube_map_array,GL_OES_texture_float,GL_OES_texture_float_linear,GL_OES_texture_half_float,GL_OES_texture_half_float_linear,GL_OES_texture_npot,GL_OES_texture_stencil8,GL_OES_texture_storage_multisample_2d_array,GL_OES_texture_view,GL_OES_vertex_array_object,GL_OES_vertex_half_float,GL_OES_vertex_type_10_10_10_2,GL_OES_viewport_array' c --header-only
*
* Online:
* http://glad.sh/#api=gles2%3D2.0&generator=c&options=HEADER_ONLY
@ -766,7 +766,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VIEWPORTS_OES 0x825B
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14
#define GL_MAX_WINDOW_rayRectangleS_EXT 0x8F14
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_MEDIUM_INT 0x8DF4
#define GL_MIN 0x8007
@ -801,7 +801,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT 0x8F6E
#define GL_NUM_TILING_TYPES_EXT 0x9582
#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8
#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15
#define GL_NUM_WINDOW_rayRectangleS_EXT 0x8F15
#define GL_ONE 1
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
@ -1233,8 +1233,8 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197
#define GL_WEIGHTED_AVERAGE_ARB 0x9367
#define GL_WEIGHTED_AVERAGE_EXT 0x9367
#define GL_WINDOW_RECTANGLE_EXT 0x8F12
#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13
#define GL_WINDOW_rayRectangle_EXT 0x8F12
#define GL_WINDOW_rayRectangle_MODE_EXT 0x8F13
#define GL_WRITE_ONLY_OES 0x88B9
#define GL_ZERO 0
#define GL_ZERO_TO_ONE 0x935F
@ -1828,8 +1828,8 @@ GLAD_API_CALL int GLAD_GL_EXT_texture_view;
GLAD_API_CALL int GLAD_GL_EXT_unpack_subimage;
#define GL_EXT_win32_keyed_mutex 1
GLAD_API_CALL int GLAD_GL_EXT_win32_keyed_mutex;
#define GL_EXT_window_rectangles 1
GLAD_API_CALL int GLAD_GL_EXT_window_rectangles;
#define GL_EXT_window_rayRectangles 1
GLAD_API_CALL int GLAD_GL_EXT_window_rayRectangles;
#define GL_KHR_blend_equation_advanced 1
GLAD_API_CALL int GLAD_GL_KHR_blend_equation_advanced;
#define GL_KHR_blend_equation_advanced_coherent 1
@ -2350,7 +2350,7 @@ typedef void (GLAD_API_PTR *PFNGLVIEWPORTARRAYVOESPROC)(GLuint first, GLsizei co
typedef void (GLAD_API_PTR *PFNGLVIEWPORTINDEXEDFOESPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
typedef void (GLAD_API_PTR *PFNGLVIEWPORTINDEXEDFVOESPROC)(GLuint index, const GLfloat * v);
typedef void (GLAD_API_PTR *PFNGLWAITSEMAPHOREEXTPROC)(GLuint semaphore, GLuint numBufferBarriers, const GLuint * buffers, GLuint numTextureBarriers, const GLuint * textures, const GLenum * srcLayouts);
typedef void (GLAD_API_PTR *PFNGLWINDOWRECTANGLESEXTPROC)(GLenum mode, GLsizei count, const GLint * box);
typedef void (GLAD_API_PTR *PFNGLWINDOWrayRectangleSEXTPROC)(GLenum mode, GLsizei count, const GLint * box);
GLAD_API_CALL PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC glad_glAcquireKeyedMutexWin32EXT;
#define glAcquireKeyedMutexWin32EXT glad_glAcquireKeyedMutexWin32EXT
@ -3132,8 +3132,8 @@ GLAD_API_CALL PFNGLVIEWPORTINDEXEDFVOESPROC glad_glViewportIndexedfvOES;
#define glViewportIndexedfvOES glad_glViewportIndexedfvOES
GLAD_API_CALL PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT;
#define glWaitSemaphoreEXT glad_glWaitSemaphoreEXT
GLAD_API_CALL PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT;
#define glWindowRectanglesEXT glad_glWindowRectanglesEXT
GLAD_API_CALL PFNGLWINDOWrayRectangleSEXTPROC glad_glWindowrayRectanglesEXT;
#define glWindowrayRectanglesEXT glad_glWindowrayRectanglesEXT
@ -3281,7 +3281,7 @@ int GLAD_GL_EXT_texture_type_2_10_10_10_REV = 0;
int GLAD_GL_EXT_texture_view = 0;
int GLAD_GL_EXT_unpack_subimage = 0;
int GLAD_GL_EXT_win32_keyed_mutex = 0;
int GLAD_GL_EXT_window_rectangles = 0;
int GLAD_GL_EXT_window_rayRectangles = 0;
int GLAD_GL_KHR_blend_equation_advanced = 0;
int GLAD_GL_KHR_blend_equation_advanced_coherent = 0;
int GLAD_GL_KHR_context_flush_control = 0;
@ -3739,7 +3739,7 @@ PFNGLVIEWPORTARRAYVOESPROC glad_glViewportArrayvOES = NULL;
PFNGLVIEWPORTINDEXEDFOESPROC glad_glViewportIndexedfOES = NULL;
PFNGLVIEWPORTINDEXEDFVOESPROC glad_glViewportIndexedfvOES = NULL;
PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT = NULL;
PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT = NULL;
PFNGLWINDOWrayRectangleSEXTPROC glad_glWindowrayRectanglesEXT = NULL;
static void glad_gl_load_GL_ES_VERSION_2_0( GLADuserptrloadfunc load, void* userptr) {
@ -4215,9 +4215,9 @@ static void glad_gl_load_GL_EXT_win32_keyed_mutex( GLADuserptrloadfunc load, voi
glad_glAcquireKeyedMutexWin32EXT = (PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) load(userptr, "glAcquireKeyedMutexWin32EXT");
glad_glReleaseKeyedMutexWin32EXT = (PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) load(userptr, "glReleaseKeyedMutexWin32EXT");
}
static void glad_gl_load_GL_EXT_window_rectangles( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_EXT_window_rectangles) return;
glad_glWindowRectanglesEXT = (PFNGLWINDOWRECTANGLESEXTPROC) load(userptr, "glWindowRectanglesEXT");
static void glad_gl_load_GL_EXT_window_rayRectangles( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_EXT_window_rayRectangles) return;
glad_glWindowrayRectanglesEXT = (PFNGLWINDOWrayRectangleSEXTPROC) load(userptr, "glWindowrayRectanglesEXT");
}
static void glad_gl_load_GL_KHR_blend_equation_advanced( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_KHR_blend_equation_advanced) return;
@ -4570,7 +4570,7 @@ static int glad_gl_find_extensions_gles2( int version) {
GLAD_GL_EXT_texture_view = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_view");
GLAD_GL_EXT_unpack_subimage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_unpack_subimage");
GLAD_GL_EXT_win32_keyed_mutex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_win32_keyed_mutex");
GLAD_GL_EXT_window_rectangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_window_rectangles");
GLAD_GL_EXT_window_rayRectangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_window_rayRectangles");
GLAD_GL_KHR_blend_equation_advanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_blend_equation_advanced");
GLAD_GL_KHR_blend_equation_advanced_coherent = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_blend_equation_advanced_coherent");
GLAD_GL_KHR_context_flush_control = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_context_flush_control");
@ -4728,7 +4728,7 @@ int gladLoadGLES2UserPtr( GLADuserptrloadfunc load, void *userptr) {
glad_gl_load_GL_EXT_texture_storage_compression(load, userptr);
glad_gl_load_GL_EXT_texture_view(load, userptr);
glad_gl_load_GL_EXT_win32_keyed_mutex(load, userptr);
glad_gl_load_GL_EXT_window_rectangles(load, userptr);
glad_gl_load_GL_EXT_window_rayRectangles(load, userptr);
glad_gl_load_GL_KHR_blend_equation_advanced(load, userptr);
glad_gl_load_GL_KHR_debug(load, userptr);
glad_gl_load_GL_KHR_parallel_shader_compile(load, userptr);

View file

@ -800,7 +800,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
#define GL_MAX_rayRectangle_TEXTURE_SIZE 0x84F8
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_MAX_SAMPLES 0x8D57
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
@ -968,7 +968,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
#define GL_PROXY_TEXTURE_3D 0x8070
#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
#define GL_PROXY_TEXTURE_rayRectangle 0x84F7
#define GL_Q 0x2003
#define GL_QUADRATIC_ATTENUATION 0x1209
#define GL_QUADS 0x0007
@ -1283,7 +1283,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_TEXTURE_BINDING_3D 0x806A
#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
#define GL_TEXTURE_BINDING_rayRectangle 0x84F6
#define GL_TEXTURE_BIT 0x00040000
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_BLUE_TYPE 0x8C12
@ -1340,7 +1340,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_PRIORITY 0x8066
#define GL_TEXTURE_RECTANGLE 0x84F5
#define GL_TEXTURE_rayRectangle 0x84F5
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_RED_TYPE 0x8C10
#define GL_TEXTURE_RESIDENT 0x8067

View file

@ -5070,7 +5070,7 @@ typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceImageFormatProperties)(Vk
typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDeviceImageFormatProperties2)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceImageFormatInfo2 * pImageFormatInfo, VkImageFormatProperties2 * pImageFormatProperties);
typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceMemoryProperties)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceMemoryProperties * pMemoryProperties);
typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceMemoryProperties2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceMemoryProperties2 * pMemoryProperties);
typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDevicePresentRectanglesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t * pRectCount, VkRect2D * pRects);
typedef VkResult (GLAD_API_PTR *PFN_vkGetPhysicalDevicePresentrayRectanglesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t * pRectCount, VkRect2D * pRects);
typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceProperties)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties * pProperties);
typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceProperties2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties2 * pProperties);
typedef void (GLAD_API_PTR *PFN_vkGetPhysicalDeviceQueueFamilyProperties)(VkPhysicalDevice physicalDevice, uint32_t * pQueueFamilyPropertyCount, VkQueueFamilyProperties * pQueueFamilyProperties);
@ -5494,8 +5494,8 @@ GLAD_API_CALL PFN_vkGetPhysicalDeviceMemoryProperties glad_vkGetPhysicalDeviceMe
#define vkGetPhysicalDeviceMemoryProperties glad_vkGetPhysicalDeviceMemoryProperties
GLAD_API_CALL PFN_vkGetPhysicalDeviceMemoryProperties2 glad_vkGetPhysicalDeviceMemoryProperties2;
#define vkGetPhysicalDeviceMemoryProperties2 glad_vkGetPhysicalDeviceMemoryProperties2
GLAD_API_CALL PFN_vkGetPhysicalDevicePresentRectanglesKHR glad_vkGetPhysicalDevicePresentRectanglesKHR;
#define vkGetPhysicalDevicePresentRectanglesKHR glad_vkGetPhysicalDevicePresentRectanglesKHR
GLAD_API_CALL PFN_vkGetPhysicalDevicePresentrayRectanglesKHR glad_vkGetPhysicalDevicePresentrayRectanglesKHR;
#define vkGetPhysicalDevicePresentrayRectanglesKHR glad_vkGetPhysicalDevicePresentrayRectanglesKHR
GLAD_API_CALL PFN_vkGetPhysicalDeviceProperties glad_vkGetPhysicalDeviceProperties;
#define vkGetPhysicalDeviceProperties glad_vkGetPhysicalDeviceProperties
GLAD_API_CALL PFN_vkGetPhysicalDeviceProperties2 glad_vkGetPhysicalDeviceProperties2;
@ -5816,7 +5816,7 @@ PFN_vkGetPhysicalDeviceImageFormatProperties glad_vkGetPhysicalDeviceImageFormat
PFN_vkGetPhysicalDeviceImageFormatProperties2 glad_vkGetPhysicalDeviceImageFormatProperties2 = NULL;
PFN_vkGetPhysicalDeviceMemoryProperties glad_vkGetPhysicalDeviceMemoryProperties = NULL;
PFN_vkGetPhysicalDeviceMemoryProperties2 glad_vkGetPhysicalDeviceMemoryProperties2 = NULL;
PFN_vkGetPhysicalDevicePresentRectanglesKHR glad_vkGetPhysicalDevicePresentRectanglesKHR = NULL;
PFN_vkGetPhysicalDevicePresentrayRectanglesKHR glad_vkGetPhysicalDevicePresentrayRectanglesKHR = NULL;
PFN_vkGetPhysicalDeviceProperties glad_vkGetPhysicalDeviceProperties = NULL;
PFN_vkGetPhysicalDeviceProperties2 glad_vkGetPhysicalDeviceProperties2 = NULL;
PFN_vkGetPhysicalDeviceQueueFamilyProperties glad_vkGetPhysicalDeviceQueueFamilyProperties = NULL;
@ -6108,7 +6108,7 @@ static void glad_vk_load_VK_KHR_swapchain( GLADuserptrloadfunc load, void* userp
glad_vkDestroySwapchainKHR = (PFN_vkDestroySwapchainKHR) load(userptr, "vkDestroySwapchainKHR");
glad_vkGetDeviceGroupPresentCapabilitiesKHR = (PFN_vkGetDeviceGroupPresentCapabilitiesKHR) load(userptr, "vkGetDeviceGroupPresentCapabilitiesKHR");
glad_vkGetDeviceGroupSurfacePresentModesKHR = (PFN_vkGetDeviceGroupSurfacePresentModesKHR) load(userptr, "vkGetDeviceGroupSurfacePresentModesKHR");
glad_vkGetPhysicalDevicePresentRectanglesKHR = (PFN_vkGetPhysicalDevicePresentRectanglesKHR) load(userptr, "vkGetPhysicalDevicePresentRectanglesKHR");
glad_vkGetPhysicalDevicePresentrayRectanglesKHR = (PFN_vkGetPhysicalDevicePresentrayRectanglesKHR) load(userptr, "vkGetPhysicalDevicePresentrayRectanglesKHR");
glad_vkGetSwapchainImagesKHR = (PFN_vkGetSwapchainImagesKHR) load(userptr, "vkGetSwapchainImagesKHR");
glad_vkQueuePresentKHR = (PFN_vkQueuePresentKHR) load(userptr, "vkQueuePresentKHR");
}

View file

@ -3183,7 +3183,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, G
* @sa @ref window_creation
* @sa @ref glfwCreateWindow
*
* @since Added in version 3.0. Replaces `glfwCloseWindow`.
* @since Added in version 3.0. Replaces `glfwrayCloseWindow`.
*
* @ingroup window
*/

View file

@ -56,7 +56,7 @@ static void hideCursor(_GLFWwindow* window)
// Shows the cursor if not already shown
//
static void showCursor(_GLFWwindow* window)
static void rayShowCursor(_GLFWwindow* window)
{
if (_glfw.ns.cursorHidden)
{
@ -71,7 +71,7 @@ static void updateCursorImage(_GLFWwindow* window)
{
if (window->cursorMode == GLFW_CURSOR_NORMAL)
{
showCursor(window);
rayShowCursor(window);
if (window->cursor)
[(NSCursor*) window->cursor->ns.object set];
@ -486,7 +486,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
- (void)mouseExited:(NSEvent *)event
{
if (window->cursorMode == GLFW_CURSOR_HIDDEN)
showCursor(window);
rayShowCursor(window);
_glfwInputCursorEnter(window, GLFW_FALSE);
}

View file

@ -1669,13 +1669,13 @@ static void processEvent(XEvent *event)
reply.xclient.message_type = _glfw.x11.XdndStatus;
reply.xclient.format = 32;
reply.xclient.data.l[0] = window->x11.handle;
reply.xclient.data.l[2] = 0; // Specify an empty rectangle
reply.xclient.data.l[2] = 0; // Specify an empty rayRectangle
reply.xclient.data.l[3] = 0;
if (_glfw.x11.xdnd.format)
{
// Reply that we are ready to copy the dragged data
reply.xclient.data.l[1] = 1; // Accept with no rectangle
reply.xclient.data.l[1] = 1; // Accept with no rayRectangle
if (_glfw.x11.xdnd.version >= 2)
reply.xclient.data.l[4] = _glfw.x11.XdndActionCopy;
}

16
src/external/jar_xm.h vendored
View file

@ -2398,17 +2398,17 @@ void jar_xm_debug(jar_xm_context_t *ctx) {
for (int i=0; i < ctx->module.length; i++) {
if (i == ctx->jump_dest) {
if (ctx->position_jump) {
DrawRectangle(i * size * 2, y - size, size * 2, size, GOLD);
DrawrayRectangle(i * size * 2, y - size, size * 2, size, GOLD);
} else {
DrawRectangle(i * size * 2, y - size, size * 2, size, BROWN);
DrawrayRectangle(i * size * 2, y - size, size * 2, size, BROWN);
};
};
if (i == ctx->current_table_index) {
// DrawText(TextFormat("%02X", ctx->current_tick), i * size * 2, y - size, size, WHITE);
DrawRectangle(i * size * 2, y, size * 2, size, RED);
DrawrayRectangle(i * size * 2, y, size * 2, size, RED);
DrawText(TextFormat("%02X", ctx->current_row), i * size * 2, y - size, size, YELLOW);
} else {
DrawRectangle(i * size * 2, y, size * 2, size, ORANGE);
DrawrayRectangle(i * size * 2, y, size * 2, size, ORANGE);
};
DrawText(TextFormat("%02X", ctx->module.pattern_table[i]), i * size * 2, y, size, WHITE);
};
@ -2420,7 +2420,7 @@ void jar_xm_debug(jar_xm_context_t *ctx) {
x += 2 * size;
for(uint8_t i = 0; i < ctx->module.num_channels; i++) {
DrawRectangle(x, y, 8 * size, size, PURPLE);
DrawrayRectangle(x, y, 8 * size, size, PURPLE);
DrawText("N", x, y, size, YELLOW);
DrawText("I", x + size * 2, y, size, YELLOW);
DrawText("V", x + size * 4, y, size, YELLOW);
@ -2432,14 +2432,14 @@ void jar_xm_debug(jar_xm_context_t *ctx) {
y += size;
x = 0;
if (j >=0 && j < (cur->num_rows)) {
DrawRectangle(x, y, size * 2, size, BROWN);
DrawrayRectangle(x, y, size * 2, size, BROWN);
DrawText(TextFormat("%02X",j), x, y, size, WHITE);
x += 2 * size;
for(uint8_t i = 0; i < ctx->module.num_channels; i++) {
if (j==(ctx->current_row)) {
DrawRectangle(x, y, 8 * size, size, DARKGREEN);
DrawrayRectangle(x, y, 8 * size, size, DARKGREEN);
} else {
DrawRectangle(x, y, 8 * size, size, DARKGRAY);
DrawrayRectangle(x, y, 8 * size, size, DARKGRAY);
};
jar_xm_pattern_slot_t *s = cur->slots + j * ctx->module.num_channels + i;
// jar_xm_channel_context_t *ch = ctx->channels + i;

View file

@ -2715,7 +2715,7 @@ The different dithering modes include the following, in order of efficiency:
| Type | Enum Token |
+-----------+--------------------------+
| None | ma_dither_mode_none |
| Rectangle | ma_dither_mode_rectangle |
| rayRectangle | ma_dither_mode_rayRectangle |
| Triangle | ma_dither_mode_triangle |
+-----------+--------------------------+
@ -2794,7 +2794,7 @@ channels and silence extra channels. For example, converting from 4 to 2 channel
channels will be dropped, whereas converting from 2 to 4 channels will put silence into the 3rd and
4th channels.
The `ma_channel_mix_mode_rectangle` mode uses spacial locality based on a rectangle to compute a
The `ma_channel_mix_mode_rayRectangle` mode uses spacial locality based on a rayRectangle to compute a
simple distribution between input and output. Imagine sitting in the middle of a room, with
speakers on the walls representing channel positions. The `MA_CHANNEL_FRONT_LEFT` position can be
thought of as being in the corner of the front and left walls.
@ -4239,7 +4239,7 @@ typedef enum
typedef enum
{
ma_dither_mode_none = 0,
ma_dither_mode_rectangle,
ma_dither_mode_rayRectangle,
ma_dither_mode_triangle
} ma_dither_mode;
@ -13979,7 +13979,7 @@ static MA_INLINE ma_int32 ma_rand_range_s32(ma_int32 lo, ma_int32 hi)
}
static MA_INLINE float ma_dither_f32_rectangle(float ditherMin, float ditherMax)
static MA_INLINE float ma_dither_f32_rayRectangle(float ditherMin, float ditherMax)
{
return ma_rand_range_f32(ditherMin, ditherMax);
}
@ -13993,8 +13993,8 @@ static MA_INLINE float ma_dither_f32_triangle(float ditherMin, float ditherMax)
static MA_INLINE float ma_dither_f32(ma_dither_mode ditherMode, float ditherMin, float ditherMax)
{
if (ditherMode == ma_dither_mode_rectangle) {
return ma_dither_f32_rectangle(ditherMin, ditherMax);
if (ditherMode == ma_dither_mode_rayRectangle) {
return ma_dither_f32_rayRectangle(ditherMin, ditherMax);
}
if (ditherMode == ma_dither_mode_triangle) {
return ma_dither_f32_triangle(ditherMin, ditherMax);
@ -14005,7 +14005,7 @@ static MA_INLINE float ma_dither_f32(ma_dither_mode ditherMode, float ditherMin,
static MA_INLINE ma_int32 ma_dither_s32(ma_dither_mode ditherMode, ma_int32 ditherMin, ma_int32 ditherMax)
{
if (ditherMode == ma_dither_mode_rectangle) {
if (ditherMode == ma_dither_mode_rayRectangle) {
ma_int32 a = ma_rand_range_s32(ditherMin, ditherMax);
return a;
}
@ -44588,18 +44588,18 @@ static MA_INLINE void ma_pcm_f32_to_s16__sse2(void* dst, const void* src, ma_uin
if (ditherMode == ma_dither_mode_none) {
d0 = _mm_set1_ps(0);
d1 = _mm_set1_ps(0);
} else if (ditherMode == ma_dither_mode_rectangle) {
} else if (ditherMode == ma_dither_mode_rayRectangle) {
d0 = _mm_set_ps(
ma_dither_f32_rectangle(ditherMin, ditherMax),
ma_dither_f32_rectangle(ditherMin, ditherMax),
ma_dither_f32_rectangle(ditherMin, ditherMax),
ma_dither_f32_rectangle(ditherMin, ditherMax)
ma_dither_f32_rayRectangle(ditherMin, ditherMax),
ma_dither_f32_rayRectangle(ditherMin, ditherMax),
ma_dither_f32_rayRectangle(ditherMin, ditherMax),
ma_dither_f32_rayRectangle(ditherMin, ditherMax)
);
d1 = _mm_set_ps(
ma_dither_f32_rectangle(ditherMin, ditherMax),
ma_dither_f32_rectangle(ditherMin, ditherMax),
ma_dither_f32_rectangle(ditherMin, ditherMax),
ma_dither_f32_rectangle(ditherMin, ditherMax)
ma_dither_f32_rayRectangle(ditherMin, ditherMax),
ma_dither_f32_rayRectangle(ditherMin, ditherMax),
ma_dither_f32_rayRectangle(ditherMin, ditherMax),
ma_dither_f32_rayRectangle(ditherMin, ditherMax)
);
} else {
d0 = _mm_set_ps(
@ -44690,20 +44690,20 @@ static MA_INLINE void ma_pcm_f32_to_s16__neon(void* dst, const void* src, ma_uin
if (ditherMode == ma_dither_mode_none) {
d0 = vmovq_n_f32(0);
d1 = vmovq_n_f32(0);
} else if (ditherMode == ma_dither_mode_rectangle) {
} else if (ditherMode == ma_dither_mode_rayRectangle) {
float d0v[4];
float d1v[4];
d0v[0] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d0v[1] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d0v[2] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d0v[3] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d0v[0] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d0v[1] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d0v[2] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d0v[3] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d0 = vld1q_f32(d0v);
d1v[0] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d1v[1] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d1v[2] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d1v[3] = ma_dither_f32_rectangle(ditherMin, ditherMax);
d1v[0] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d1v[1] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d1v[2] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d1v[3] = ma_dither_f32_rayRectangle(ditherMin, ditherMax);
d1 = vld1q_f32(d1v);
} else {
float d0v[4];

View file

@ -2425,7 +2425,7 @@ static void nsvg__parseRect(NSVGparser* p, const char** attr)
nsvg__lineTo(p, x+w, y+h);
nsvg__lineTo(p, x, y+h);
} else {
// Rounded rectangle
// Rounded rayRectangle
nsvg__moveTo(p, x+rx, y);
nsvg__lineTo(p, x+w-rx, y);
nsvg__cubicBezTo(p, x+w-rx*(1-NSVG_KAPPA90), y, x+w, y+ry*(1-NSVG_KAPPA90), x+w, y+ry);

View file

@ -6861,7 +6861,7 @@ static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, i
g->cur_x = g->start_x;
g->cur_y = g->start_y;
// if the width of the specified rectangle is 0, that means
// if the width of the specified rayRectangle is 0, that means
// we may not see *any* pixels or the image is malformed;
// to make sure this is caught, move the current y down to
// max_y (which is what out_gif_code checks).

View file

@ -77,10 +77,10 @@ USAGE:
Each function returns 0 on failure and non-0 on success.
The functions create an image file defined by the parameters. The image
is a rectangle of pixels stored from left-to-right, top-to-bottom.
is a rayRectangle of pixels stored from left-to-right, top-to-bottom.
Each pixel contains 'comp' channels of data stored interleaved with 8-bits
per channel, in the following order: 1=Y, 2=YA, 3=RGB, 4=RGBA. (Y is
monochrome color.) The rectangle is 'w' pixels wide and 'h' pixels tall.
monochrome color.) The rayRectangle is 'w' pixels wide and 'h' pixels tall.
The *data pointer points to the first byte of the top-left-most pixel.
For PNG, "stride_in_bytes" is the distance in bytes from the first byte of
a row of pixels to the first byte of the next row of pixels.
@ -89,8 +89,8 @@ USAGE:
The BMP format expands Y to RGB in the file format and does not
output alpha.
PNG supports writing rectangles of data even when the bytes storing rows of
data are not consecutive in memory (e.g. sub-rectangles of a larger image),
PNG supports writing rayRectangles of data even when the bytes storing rows of
data are not consecutive in memory (e.g. sub-rayRectangles of a larger image),
by supplying the stride between the beginning of adjacent rows. The other
formats do not. (Thus you cannot write a native-format BMP through the BMP
writer, both because it is in BGR order and because it may have padding

View file

@ -1,4 +1,4 @@
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// stb_rect_pack.h - v1.01 - public domain - rayRectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
@ -23,7 +23,7 @@
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// Please note: better rayRectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
@ -42,7 +42,7 @@
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rayRectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
@ -88,28 +88,28 @@ typedef int stbrp_coord;
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// Assign packed locations to rayRectangles. The rayRectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// rayRectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// if you imagine y increasing downwards). rayRectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// To pack into another rayRectangle, you need to call stbrp_init_target
// again. To continue packing into the same rayRectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// a single time with the full rayRectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// The function returns 1 if all of the rayRectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
@ -128,8 +128,8 @@ struct stbrp_rect
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// Initialize a rayRectangle packer to:
// pack a rayRectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
@ -146,7 +146,7 @@ STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height,
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
// may run out of temporary storage and be unable to pack some rayRectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
@ -243,7 +243,7 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// the rayRectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
@ -442,7 +442,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
static stbrp__findresult stbrp__skyline_pack_rayRectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
@ -555,7 +555,7 @@ STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int nu
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
stbrp__findresult fr = stbrp__skyline_pack_rayRectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;

View file

@ -217,7 +217,7 @@
// Displaying a character:
// Compute the bounding box of the character. It will contain signed values
// relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
// then the character should be displayed in the rectangle from
// then the character should be displayed in the rayRectangle from
// <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
//
// Advancing for the next character:
@ -3187,7 +3187,7 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
sign = e->direction;
// area of the rectangle covered from sy0..y_crossing
// area of the rayRectangle covered from sy0..y_crossing
area = sign * (y_crossing-sy0);
// area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing)
@ -3200,14 +3200,14 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
}
// in second pixel, area covered by line segment found in first pixel
// is always a rectangle 1 wide * the height of that line segment; this
// is always a rayRectangle 1 wide * the height of that line segment; this
// is exactly what the variable 'area' stores. it also gets a contribution
// from the line segment within it. the THIRD pixel will get the first
// pixel's rectangle contribution, the second pixel's rectangle contribution,
// pixel's rayRectangle contribution, the second pixel's rayRectangle contribution,
// and its own contribution. the 'own contribution' is the same in every pixel except
// the leftmost and rightmost, a trapezoid that slides down in each pixel.
// the second pixel's contribution to the third pixel will be the
// rectangle 1 wide times the height change in the second pixel, which is dy.
// rayRectangle 1 wide times the height change in the second pixel, which is dy.
step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x,
// which multiplied by 1-pixel-width is how much pixel area changes for each step in x
@ -3220,7 +3220,7 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down
STBTT_assert(sy1 > y_final-0.01f);
// area covered in the last pixel is the rectangle from all the pixels to the left,
// area covered in the last pixel is the rayRectangle from all the pixels to the left,
// plus the trapezoid filled by the line segment in this pixel all the way to the right edge
scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f);
@ -3879,7 +3879,7 @@ STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int p
//////////////////////////////////////////////////////////////////////////////
//
// rectangle packing replacement routines if you don't have stb_rect_pack.h
// rayRectangle packing replacement routines if you don't have stb_rect_pack.h
//
#ifndef STB_RECT_PACK_VERSION

View file

@ -346,7 +346,7 @@ const char *GetClipboardText(void)
}
// Show mouse cursor
void ShowCursor(void)
void rayShowCursor(void)
{
CORE.Input.Mouse.cursorHidden = false;
}
@ -802,26 +802,26 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// WARNING: External function: Module required: rtext
LoadFontDefault();
#if defined(SUPPORT_MODULE_RSHAPES)
// Set font white rectangle for shapes drawing, so shapes and text can be batched together
// WARNING: rshapes module is required, if not available, default internal white rectangle is used
Rectangle rec = GetFontDefault().recs[95];
// Set font white rayRectangle for shapes drawing, so shapes and text can be batched together
// WARNING: rshapes module is required, if not available, default internal white rayRectangle is used
rayRectangle rec = GetFontDefault().recs[95];
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
SetShapesTexture(GetFontDefault().texture, (rayRectangle){ rec.x + 2, rec.y + 2, 1, 1 });
}
else
{
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
// NOTE: We set up a 1px padding on char rayRectangle to avoid pixel bleeding
SetShapesTexture(GetFontDefault().texture, (rayRectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
}
#endif
#else
#if defined(SUPPORT_MODULE_RSHAPES)
// Set default texture and rectangle to be used for shapes drawing
// Set default texture and rayRectangle to be used for shapes drawing
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
SetShapesTexture(texture, (rayRectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
#endif
#endif
@ -877,7 +877,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
platform.contextRebindRequired = true;
}
// If 'platform.device' is already set to 'EGL_NO_DISPLAY'
// this means that the user has already called 'CloseWindow()'
// this means that the user has already called 'rayCloseWindow()'
} break;
case APP_CMD_SAVE_STATE: break;

View file

@ -983,7 +983,7 @@ const char *GetClipboardText(void)
}
// Show mouse cursor
void ShowCursor(void)
void rayShowCursor(void)
{
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
CORE.Input.Mouse.cursorHidden = false;

View file

@ -858,9 +858,9 @@ const char *GetClipboardText(void)
}
// Show mouse cursor
void ShowCursor(void)
void rayShowCursor(void)
{
SDL_ShowCursor(SDL_ENABLE);
SDL_rayShowCursor(SDL_ENABLE);
CORE.Input.Mouse.cursorHidden = false;
}
@ -868,7 +868,7 @@ void ShowCursor(void)
// Hides mouse cursor
void HideCursor(void)
{
SDL_ShowCursor(SDL_DISABLE);
SDL_rayShowCursor(SDL_DISABLE);
CORE.Input.Mouse.cursorHidden = true;
}
@ -877,7 +877,7 @@ void HideCursor(void)
void EnableCursor(void)
{
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_ShowCursor(SDL_ENABLE);
SDL_rayShowCursor(SDL_ENABLE);
platform.cursorRelative = false;
CORE.Input.Mouse.cursorHidden = false;

View file

@ -83,7 +83,7 @@ typedef struct {
int fd; // File descriptor to the device it is assigned to
int eventNum; // Number of 'event<N>' device
Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
rayRectangle absRange; // Range of values for absolute pointing devices (touchscreens)
int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
bool isMouse; // True if device supports relative X Y movements
bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
@ -124,7 +124,7 @@ typedef struct {
char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
bool cursorRelative; // Relative cursor mode
int mouseFd; // File descriptor for the evdev mouse/touch/gestures
Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
rayRectangle absRange; // Range of values for absolute pointing devices (touchscreens)
int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
// Gamepad data
@ -421,7 +421,7 @@ const char *GetClipboardText(void)
}
// Show mouse cursor
void ShowCursor(void)
void rayShowCursor(void)
{
CORE.Input.Mouse.cursorHidden = false;
}

View file

@ -293,7 +293,7 @@ const char *GetClipboardText(void)
}
// Show mouse cursor
void ShowCursor(void)
void rayShowCursor(void)
{
CORE.Input.Mouse.cursorHidden = false;
}

View file

@ -428,7 +428,7 @@ const char *GetClipboardText(void)
}
// Show mouse cursor
void ShowCursor(void)
void rayShowCursor(void)
{
CORE.Input.Mouse.cursorHidden = false;
}

View file

@ -39,7 +39,7 @@
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rtext] stb_rect_pack (Sean Barret) for rayRectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
@ -152,7 +152,7 @@
// to be able to use those other modules as standalone (not depending on raylib)
// this defines are very useful for internal check and avoid type (re)definitions
#define RL_COLOR_TYPE
#define RL_RECTANGLE_TYPE
#define RL_rayRectangle_TYPE
#define RL_VECTOR2_TYPE
#define RL_VECTOR3_TYPE
#define RL_VECTOR4_TYPE
@ -240,13 +240,13 @@ typedef struct Color {
unsigned char a; // Color alpha value
} Color;
// Rectangle, 4 components
typedef struct Rectangle {
float x; // Rectangle top-left corner position x
float y; // Rectangle top-left corner position y
float width; // Rectangle width
float height; // Rectangle height
} Rectangle;
// rayRectangle, 4 components
typedef struct rayRectangle {
float x; // rayRectangle top-left corner position x
float y; // rayRectangle top-left corner position y
float width; // rayRectangle width
float height; // rayRectangle height
} rayRectangle;
// Image, pixel data stored in CPU memory (RAM)
typedef struct Image {
@ -284,7 +284,7 @@ typedef RenderTexture RenderTexture2D;
// NPatchInfo, n-patch layout info
typedef struct NPatchInfo {
Rectangle source; // Texture source rectangle
rayRectangle source; // Texture source rayRectangle
int left; // Left border offset
int top; // Top border offset
int right; // Right border offset
@ -307,7 +307,7 @@ typedef struct Font {
int glyphCount; // Number of glyph characters
int glyphPadding; // Padding around the glyph characters
Texture2D texture; // Texture atlas containing the glyphs
Rectangle *recs; // Rectangles in texture for the glyphs
rayRectangle *recs; // rayRectangles in texture for the glyphs
GlyphInfo *glyphs; // Glyphs info data
} Font;
@ -952,7 +952,7 @@ extern "C" { // Prevents name mangling of functions
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI void rayCloseWindow(void); // Close window and unload OpenGL context
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
@ -1001,7 +1001,7 @@ RLAPI void EnableEventWaiting(void); // Enable wait
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void rayShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
@ -1212,10 +1212,10 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// Set texture and rayRectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// defining a font char white rayRectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, rayRectangle source); // Set texture and rayRectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
@ -1236,17 +1236,17 @@ RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, C
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void DrawrayRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rayRectangle
RLAPI void DrawrayRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rayRectangle (Vector version)
RLAPI void DrawrayRectangleRec(rayRectangle rec, Color color); // Draw a color-filled rayRectangle
RLAPI void DrawrayRectanglePro(rayRectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rayRectangle with pro parameters
RLAPI void DrawrayRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rayRectangle
RLAPI void DrawrayRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rayRectangle
RLAPI void DrawrayRectangleGradientEx(rayRectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rayRectangle with custom vertex colors
RLAPI void DrawrayRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rayRectangle outline
RLAPI void DrawrayRectangleLinesEx(rayRectangle rec, float lineThick, Color color); // Draw rayRectangle outline with extended parameters
RLAPI void DrawrayRectangleRounded(rayRectangle rec, float roundness, int segments, Color color); // Draw rayRectangle with rounded edges
RLAPI void DrawrayRectangleRoundedLines(rayRectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rayRectangle with rounded edges outline
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
@ -1275,16 +1275,16 @@ RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float
RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionRecs(rayRectangle rec1, rayRectangle rec2); // Check collision between two rayRectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, rayRectangle rec); // Check collision between circle and rayRectangle
RLAPI bool CheckCollisionPointRec(Vector2 point, rayRectangle rec); // Check if point is inside rayRectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
RLAPI rayRectangle GetCollisionRec(rayRectangle rec1, rayRectangle rec2); // Get collision rayRectangle for two rayRectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
@ -1318,12 +1318,12 @@ RLAPI Image GenImageText(int width, int height, const char *text);
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image ImageFromImage(Image image, rayRectangle rec); // Create an image from another image piece
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
RLAPI void ImageCrop(Image *image, rayRectangle crop); // Crop an image to a defined rayRectangle
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
@ -1349,7 +1349,7 @@ RLAPI Color *LoadImageColors(Image image);
RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
RLAPI rayRectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rayRectangle
RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
// Image drawing functions
@ -1363,11 +1363,11 @@ RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Col
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawrayRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rayRectangle within an image
RLAPI void ImageDrawrayRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rayRectangle within an image (Vector version)
RLAPI void ImageDrawrayRectangleRec(Image *dst, rayRectangle rec, Color color); // Draw rayRectangle within an image
RLAPI void ImageDrawrayRectangleLines(Image *dst, rayRectangle rec, int thick, Color color); // Draw rayRectangle lines within an image
RLAPI void ImageDraw(Image *dst, Image src, rayRectangle srcRec, rayRectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
@ -1382,7 +1382,7 @@ RLAPI void UnloadTexture(Texture2D texture);
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
RLAPI void UpdateTextureRec(Texture2D texture, rayRectangle rec, const void *pixels); // Update GPU texture rayRectangle with new data
// Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
@ -1393,9 +1393,9 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTextureRec(Texture2D texture, rayRectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rayRectangle
RLAPI void DrawTexturePro(Texture2D texture, rayRectangle source, rayRectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rayRectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, rayRectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
@ -1426,7 +1426,7 @@ RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, rayRectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
@ -1445,7 +1445,7 @@ RLAPI int MeasureText(const char *text, int fontSize);
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
RLAPI rayRectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rayRectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
@ -1521,8 +1521,8 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, rayRectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, rayRectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids

View file

@ -538,7 +538,7 @@ const char *TextFormat(const char *text, ...); // Formatting of tex
//void SetClipboardText(const char *text)
//const char *GetClipboardText(void)
//void ShowCursor(void)
//void rayShowCursor(void)
//void HideCursor(void)
//void EnableCursor(void)
//void DisableCursor(void)
@ -625,26 +625,26 @@ void InitWindow(int width, int height, const char *title)
// WARNING: External function: Module required: rtext
LoadFontDefault();
#if defined(SUPPORT_MODULE_RSHAPES)
// Set font white rectangle for shapes drawing, so shapes and text can be batched together
// WARNING: rshapes module is required, if not available, default internal white rectangle is used
Rectangle rec = GetFontDefault().recs[95];
// Set font white rayRectangle for shapes drawing, so shapes and text can be batched together
// WARNING: rshapes module is required, if not available, default internal white rayRectangle is used
rayRectangle rec = GetFontDefault().recs[95];
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
SetShapesTexture(GetFontDefault().texture, (rayRectangle){ rec.x + 2, rec.y + 2, 1, 1 });
}
else
{
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
// NOTE: We set up a 1px padding on char rayRectangle to avoid pixel bleeding
SetShapesTexture(GetFontDefault().texture, (rayRectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
}
#endif
#else
#if defined(SUPPORT_MODULE_RSHAPES)
// Set default texture and rectangle to be used for shapes drawing
// Set default texture and rayRectangle to be used for shapes drawing
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
SetShapesTexture(texture, (rayRectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
#endif
#endif
#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
@ -665,7 +665,7 @@ void InitWindow(int width, int height, const char *title)
}
// Close window and unload OpenGL context
void CloseWindow(void)
void rayCloseWindow(void)
{
#if defined(SUPPORT_GIF_RECORDING)
if (gifRecording)

View file

@ -2956,20 +2956,20 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
Vector3 n5 = { 0.0f, 0.0f, -1.0f };
Vector3 n6 = { 0.0f, 0.0f, 1.0f };
// NOTE: We use texture rectangles to define different textures for top-bottom-front-back-right-left (6)
typedef struct RectangleF {
// NOTE: We use texture rayRectangles to define different textures for top-bottom-front-back-right-left (6)
typedef struct rayRectangleF {
float x;
float y;
float width;
float height;
} RectangleF;
} rayRectangleF;
RectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
RectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
RectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
RectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
rayRectangleF rightTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
rayRectangleF leftTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
rayRectangleF frontTexUV = { 0.0f, 0.0f, 0.5f, 0.5f };
rayRectangleF backTexUV = { 0.5f, 0.0f, 0.5f, 0.5f };
rayRectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
rayRectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
for (int z = 0; z < cubicmap.height; ++z)
{
@ -3470,13 +3470,13 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
rayRectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint)
// Draw a billboard (part of a texture defined by a rayRectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, rayRectangle source, Vector3 position, Vector2 size, Color tint)
{
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
@ -3484,9 +3484,9 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
}
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
void DrawBillboardPro(Camera camera, Texture2D texture, rayRectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
// NOTE: Billboard size will maintain source rayRectangle aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size.x*fabsf((float)source.width/source.height), size.y };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);

View file

@ -11,7 +11,7 @@
* user-provided texture with SetShapesTexture(), the pourpouse of this implementation
* is allowing to reduce draw calls when combined with a texture-atlas.
*
* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
* By default, raylib sets the default texture and rayRectangle at InitWindow()[rcore] to one
* white character of default font [rtext], this way, raylib text and shapes can be draw with
* a single draw call and it also allows users to configure it the same way with their own fonts.
*
@ -81,7 +81,7 @@
// Global Variables Definition
//----------------------------------------------------------------------------------
Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (white pixel loaded by rlgl)
Rectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rectangle used on shapes drawing
rayRectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rayRectangle used on shapes drawing
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -92,10 +92,10 @@ static float EaseCubicInOut(float t, float b, float c, float d); // Cubic eas
// Module Functions Definition
//----------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// Set texture and rayRectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
void SetShapesTexture(Texture2D texture, Rectangle source)
// defining a font char white rayRectangle would allow drawing everything in a single draw call
void SetShapesTexture(Texture2D texture, rayRectangle source)
{
// Reset texture to default pixel if required
// WARNING: Shapes texture should be probably better validated,
@ -103,7 +103,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
if ((texture.id == 0) || (source.width == 0) || (source.height == 0))
{
texShapes = (Texture2D){ 1, 1, 1, 1, 7 };
texShapesRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
texShapesRec = (rayRectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
}
else
{
@ -647,27 +647,27 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float s
rlEnd();
}
// Draw a color-filled rectangle
void DrawRectangle(int posX, int posY, int width, int height, Color color)
// Draw a color-filled rayRectangle
void DrawrayRectangle(int posX, int posY, int width, int height, Color color)
{
DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color);
DrawrayRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color);
}
// Draw a color-filled rectangle (Vector version)
// Draw a color-filled rayRectangle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
void DrawrayRectangleV(Vector2 position, Vector2 size, Color color)
{
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
DrawrayRectanglePro((rayRectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
}
// Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color)
// Draw a color-filled rayRectangle
void DrawrayRectangleRec(rayRectangle rec, Color color)
{
DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
DrawrayRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
}
// Draw a color-filled rectangle with pro parameters
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
// Draw a color-filled rayRectangle with pro parameters
void DrawrayRectanglePro(rayRectangle rec, Vector2 origin, float rotation, Color color)
{
Vector2 topLeft = { 0 };
Vector2 topRight = { 0 };
@ -746,23 +746,23 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
#endif
}
// Draw a vertical-gradient-filled rectangle
// Draw a vertical-gradient-filled rayRectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
void DrawrayRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
{
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
DrawrayRectangleGradientEx((rayRectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
}
// Draw a horizontal-gradient-filled rectangle
// Draw a horizontal-gradient-filled rayRectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
void DrawrayRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
{
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
DrawrayRectangleGradientEx((rayRectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
}
// Draw a gradient-filled rectangle
// Draw a gradient-filled rayRectangle
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
void DrawrayRectangleGradientEx(rayRectangle rec, Color col1, Color col2, Color col3, Color col4)
{
rlSetTexture(texShapes.id);
@ -790,15 +790,15 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
rlSetTexture(0);
}
// Draw rectangle outline
// Draw rayRectangle outline
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
void DrawrayRectangleLines(int posX, int posY, int width, int height, Color color)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
DrawRectangle(posX, posY, width, 1, color);
DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
DrawRectangle(posX, posY + height - 1, width, 1, color);
DrawRectangle(posX, posY + 1, 1, height - 2, color);
DrawrayRectangle(posX, posY, width, 1, color);
DrawrayRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
DrawrayRectangle(posX, posY + height - 1, width, 1, color);
DrawrayRectangle(posX, posY + 1, 1, height - 2, color);
#else
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -817,8 +817,8 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
#endif
}
// Draw rectangle outline with extended parameters
void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color)
// Draw rayRectangle outline with extended parameters
void DrawrayRectangleLinesEx(rayRectangle rec, float lineThick, Color color)
{
if ((lineThick > rec.width) || (lineThick > rec.height))
{
@ -827,7 +827,7 @@ void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color)
}
// When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following
// four rectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight):
// four rayRectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight):
//
// TTTTTTTT
// TTTTTTTT
@ -837,24 +837,24 @@ void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color)
// BBBBBBBB
//
Rectangle top = { rec.x, rec.y, rec.width, lineThick };
Rectangle bottom = { rec.x, rec.y - lineThick + rec.height, rec.width, lineThick };
Rectangle left = { rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f };
Rectangle right = { rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f };
rayRectangle top = { rec.x, rec.y, rec.width, lineThick };
rayRectangle bottom = { rec.x, rec.y - lineThick + rec.height, rec.width, lineThick };
rayRectangle left = { rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f };
rayRectangle right = { rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f };
DrawRectangleRec(top, color);
DrawRectangleRec(bottom, color);
DrawRectangleRec(left, color);
DrawRectangleRec(right, color);
DrawrayRectangleRec(top, color);
DrawrayRectangleRec(bottom, color);
DrawrayRectangleRec(left, color);
DrawrayRectangleRec(right, color);
}
// Draw rectangle with rounded edges
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
// Draw rayRectangle with rounded edges
void DrawrayRectangleRounded(rayRectangle rec, float roundness, int segments, Color color)
{
// Not a rounded rectangle
// Not a rounded rayRectangle
if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
{
DrawRectangleRec(rec, color);
DrawrayRectangleRec(rec, color);
return;
}
@ -950,7 +950,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
}
}
// [2] Upper Rectangle
// [2] Upper rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[0].x, point[0].y);
@ -961,7 +961,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[1].x, point[1].y);
// [4] Right Rectangle
// [4] Right rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[2].x, point[2].y);
@ -972,7 +972,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
// [6] Bottom rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[11].x, point[11].y);
@ -983,7 +983,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[10].x, point[10].y);
// [8] Left Rectangle
// [8] Left rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[7].x, point[7].y);
@ -994,7 +994,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[8].x, point[8].y);
// [9] Middle Rectangle
// [9] Middle rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[8].x, point[8].y);
@ -1025,7 +1025,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
}
}
// [2] Upper Rectangle
// [2] Upper rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[8].x, point[8].y);
@ -1034,7 +1034,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[9].x, point[9].y);
// [4] Right Rectangle
// [4] Right rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[10].x, point[10].y);
@ -1043,7 +1043,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
// [6] Bottom rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[5].x, point[5].y);
@ -1052,7 +1052,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[4].x, point[4].y);
// [8] Left Rectangle
// [8] Left rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[6].x, point[6].y);
@ -1061,7 +1061,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[11].x, point[11].y);
// [9] Middle Rectangle
// [9] Middle rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[11].x, point[11].y);
@ -1073,15 +1073,15 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
#endif
}
// Draw rectangle with rounded edges outline
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color)
// Draw rayRectangle with rounded edges outline
void DrawrayRectangleRoundedLines(rayRectangle rec, float roundness, int segments, float lineThick, Color color)
{
if (lineThick < 0) lineThick = 0;
// Not a rounded rectangle
// Not a rounded rayRectangle
if (roundness <= 0.0f)
{
DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
DrawrayRectangleLinesEx((rayRectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
return;
}
@ -1168,7 +1168,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
}
}
// Upper rectangle
// Upper rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[0].x, point[0].y);
@ -1179,7 +1179,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[1].x, point[1].y);
// Right rectangle
// Right rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[2].x, point[2].y);
@ -1190,7 +1190,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[3].x, point[3].y);
// Lower rectangle
// Lower rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[13].x, point[13].y);
@ -1201,7 +1201,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[12].x, point[12].y);
// Left rectangle
// Left rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[15].x, point[15].y);
@ -1239,7 +1239,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
}
}
// Upper rectangle
// Upper rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[8].x, point[8].y);
@ -1248,7 +1248,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[9].x, point[9].y);
// Right rectangle
// Right rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[11].x, point[11].y);
@ -1257,7 +1257,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[3].x, point[3].y);
// Lower rectangle
// Lower rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[13].x, point[13].y);
rlVertex2f(point[5].x, point[5].y);
@ -1266,7 +1266,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
rlVertex2f(point[13].x, point[13].y);
rlVertex2f(point[4].x, point[4].y);
// Left rectangle
// Left rayRectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[6].x, point[6].y);
@ -2041,8 +2041,8 @@ Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vec
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------
// Check if point is inside rectangle
bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
// Check if point is inside rayRectangle
bool CheckCollisionPointRec(Vector2 point, rayRectangle rec)
{
bool collision = false;
@ -2100,8 +2100,8 @@ bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount)
return collision;
}
// Check collision between two rectangles
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
// Check collision between two rayRectangles
bool CheckCollisionRecs(rayRectangle rec1, rayRectangle rec2)
{
bool collision = false;
@ -2126,9 +2126,9 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
return collision;
}
// Check collision between circle and rectangle
// Check collision between circle and rayRectangle
// NOTE: Reviewed version to take into account corner limit case
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
bool CheckCollisionCircleRec(Vector2 center, float radius, rayRectangle rec)
{
bool collision = false;
@ -2201,10 +2201,10 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol
return collision;
}
// Get collision rectangle for two rectangles collision
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
// Get collision rayRectangle for two rayRectangles collision
rayRectangle GetCollisionRec(rayRectangle rec1, rayRectangle rec2)
{
Rectangle overlap = { 0 };
rayRectangle overlap = { 0 };
float left = (rec1.x > rec2.x)? rec1.x : rec2.x;
float right1 = rec1.x + rec1.width;

View file

@ -16,7 +16,7 @@
* supported by default, to remove support, just comment unrequired #define in this module
*
* #define SUPPORT_FONT_ATLAS_WHITE_REC
* On font atlas image generation [GenImageFontAtlas()], add a 3x3 pixels white rectangle
* On font atlas image generation [GenImageFontAtlas()], add a 3x3 pixels white rayRectangle
* at the bottom-right corner of the atlas. It can be useful to for shapes drawing, to allow
* drawing text and shapes with a single draw call [SetShapesTexture()].
*
@ -28,7 +28,7 @@
*
* DEPENDENCIES:
* stb_truetype - Load TTF file and rasterize characters data
* stb_rect_pack - Rectangles packing algorithms, required for font atlas generation
* stb_rect_pack - rayRectangles packing algorithms, required for font atlas generation
*
*
* LICENSE: zlib/libpng
@ -77,7 +77,7 @@
#endif
#define STB_RECT_PACK_IMPLEMENTATION
#include "external/stb_rect_pack.h" // Required for: ttf font rectangles packaging
#include "external/stb_rect_pack.h" // Required for: ttf font rayRectangles packaging
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
@ -112,7 +112,7 @@
//----------------------------------------------------------------------------------
#if defined(SUPPORT_DEFAULT_FONT)
// Default font provided by raylib
// NOTE: Default font is loaded on InitWindow() and disposed on CloseWindow() [module: core]
// NOTE: Default font is loaded on InitWindow() and disposed on rayCloseWindow() [module: core]
static Font defaultFont = { 0 };
#endif
@ -241,9 +241,9 @@ extern void LoadFontDefault(void)
//------------------------------------------------------------------------------
// Allocate space for our characters info data
// NOTE: This memory must be freed at end! --> Done by CloseWindow()
// NOTE: This memory must be freed at end! --> Done by rayCloseWindow()
defaultFont.glyphs = (GlyphInfo *)RL_MALLOC(defaultFont.glyphCount*sizeof(GlyphInfo));
defaultFont.recs = (Rectangle *)RL_MALLOC(defaultFont.glyphCount*sizeof(Rectangle));
defaultFont.recs = (rayRectangle *)RL_MALLOC(defaultFont.glyphCount*sizeof(rayRectangle));
int currentLine = 0;
int currentPosX = charsDivisor;
@ -398,7 +398,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
// We allocate a temporal arrays for chars data measures,
// once we get the actual number of chars, we copy data to a sized arrays
int tempCharValues[MAX_GLYPHS_FROM_IMAGE] = { 0 };
Rectangle tempCharRecs[MAX_GLYPHS_FROM_IMAGE] = { 0 };
rayRectangle tempCharRecs[MAX_GLYPHS_FROM_IMAGE] = { 0 };
Color *pixels = LoadImageColors(image);
@ -430,7 +430,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
int lineToRead = 0;
int xPosToRead = charSpacing;
// Parse image data to get rectangle sizes
// Parse image data to get rayRectangle sizes
while ((lineSpacing + lineToRead*(charHeight + lineSpacing)) < image.height)
{
while ((xPosToRead < image.width) &&
@ -478,13 +478,13 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
// We got tempCharValues and tempCharsRecs populated with chars data
// Now we move temp data to sized charValues and charRecs arrays
font.glyphs = (GlyphInfo *)RL_MALLOC(font.glyphCount*sizeof(GlyphInfo));
font.recs = (Rectangle *)RL_MALLOC(font.glyphCount*sizeof(Rectangle));
font.recs = (rayRectangle *)RL_MALLOC(font.glyphCount*sizeof(rayRectangle));
for (int i = 0; i < font.glyphCount; i++)
{
font.glyphs[i].value = tempCharValues[i];
// Get character rectangle in the font atlas texture
// Get character rayRectangle in the font atlas texture
font.recs[i] = tempCharRecs[i];
// NOTE: On image based fonts (XNA style), character offsets and xAdvance are not required (set to 0)
@ -688,7 +688,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
// Generate image font atlas using chars info
// NOTE: Packing method: 0-Default, 1-Skyline
#if defined(SUPPORT_FILEFORMAT_TTF)
Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod)
Image GenImageFontAtlas(const GlyphInfo *glyphs, rayRectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod)
{
Image atlas = { 0 };
@ -703,8 +703,8 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
// In case no chars count provided we suppose default of 95
glyphCount = (glyphCount > 0)? glyphCount : 95;
// NOTE: Rectangles memory is loaded here!
Rectangle *recs = (Rectangle *)RL_MALLOC(glyphCount*sizeof(Rectangle));
// NOTE: rayRectangles memory is loaded here!
rayRectangle *recs = (rayRectangle *)RL_MALLOC(glyphCount*sizeof(rayRectangle));
// Calculate image size based on total glyph width and glyph row count
int totalWidth = 0;
@ -769,7 +769,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
offsetX = padding;
// NOTE: Be careful on offsetY for SDF fonts, by default SDF
// use an internal padding of 4 pixels, it means char rectangle
// use an internal padding of 4 pixels, it means char rayRectangle
// height is bigger than fontSize, it could be up to (fontSize + 8)
offsetY += (fontSize + 2*padding);
@ -797,7 +797,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
}
}
// Fill chars rectangles in atlas info
// Fill chars rayRectangles in atlas info
recs[i].x = (float)offsetX;
recs[i].y = (float)offsetY;
recs[i].width = (float)glyphs[i].image.width;
@ -815,7 +815,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
stbrp_init_target(context, atlas.width, atlas.height, nodes, glyphCount);
stbrp_rect *rects = (stbrp_rect *)RL_MALLOC(glyphCount*sizeof(stbrp_rect));
// Fill rectangles for packaging
// Fill rayRectangles for packaging
for (int i = 0; i < glyphCount; i++)
{
rects[i].id = i;
@ -823,12 +823,12 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
rects[i].h = glyphs[i].image.height + 2*padding;
}
// Package rectangles into atlas
// Package rayRectangles into atlas
stbrp_pack_rects(context, rects, glyphCount);
for (int i = 0; i < glyphCount; i++)
{
// It returns char rectangles in atlas
// It returns char rayRectangles in atlas
recs[i].x = rects[i].x + (float)padding;
recs[i].y = rects[i].y + (float)padding;
recs[i].width = (float)glyphs[i].image.width;
@ -854,8 +854,8 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
}
#if defined(SUPPORT_FONT_ATLAS_WHITE_REC)
// Add a 3x3 white rectangle at the bottom-right corner of the generated atlas,
// useful to use as the white texture to draw shapes with raylib, using this rectangle
// Add a 3x3 white rayRectangle at the bottom-right corner of the generated atlas,
// useful to use as the white texture to draw shapes with raylib, using this rayRectangle
// shapes and text can be backed into a single draw call: SetShapesTexture()
for (int i = 0, k = atlas.width*atlas.height - 1; i < 3; i++)
{
@ -986,8 +986,8 @@ bool ExportFontAsCode(Font font, const char *fileName)
#endif
// Save font recs data
byteCount += sprintf(txtData + byteCount, "// Font characters rectangles data\n");
byteCount += sprintf(txtData + byteCount, "static const Rectangle fontRecs_%s[%i] = {\n", fileNamePascal, font.glyphCount);
byteCount += sprintf(txtData + byteCount, "// Font characters rayRectangles data\n");
byteCount += sprintf(txtData + byteCount, "static const rayRectangle fontRecs_%s[%i] = {\n", fileNamePascal, font.glyphCount);
for (int i = 0; i < font.glyphCount; i++)
{
byteCount += sprintf(txtData + byteCount, " { %1.0f, %1.0f, %1.0f , %1.0f },\n", font.recs[i].x, font.recs[i].y, font.recs[i].width, font.recs[i].height);
@ -1035,8 +1035,8 @@ bool ExportFontAsCode(Font font, const char *fileName)
#if defined(SUPPORT_FONT_DATA_COPY)
byteCount += sprintf(txtData + byteCount, " // Copy glyph recs data from global fontRecs\n");
byteCount += sprintf(txtData + byteCount, " // NOTE: Required to avoid issues if trying to free font\n");
byteCount += sprintf(txtData + byteCount, " font.recs = (Rectangle *)malloc(font.glyphCount*sizeof(Rectangle));\n");
byteCount += sprintf(txtData + byteCount, " memcpy(font.recs, fontRecs_%s, font.glyphCount*sizeof(Rectangle));\n\n", fileNamePascal);
byteCount += sprintf(txtData + byteCount, " font.recs = (rayRectangle *)malloc(font.glyphCount*sizeof(rayRectangle));\n");
byteCount += sprintf(txtData + byteCount, " memcpy(font.recs, fontRecs_%s, font.glyphCount*sizeof(rayRectangle));\n\n", fileNamePascal);
byteCount += sprintf(txtData + byteCount, " // Copy font glyph info data from global fontChars\n");
byteCount += sprintf(txtData + byteCount, " // NOTE: Required to avoid issues if trying to free font\n");
@ -1159,16 +1159,16 @@ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSiz
int index = GetGlyphIndex(font, codepoint);
float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor
// Character destination rectangle on screen
// Character destination rayRectangle on screen
// NOTE: We consider glyphPadding on drawing
Rectangle dstRec = { position.x + font.glyphs[index].offsetX*scaleFactor - (float)font.glyphPadding*scaleFactor,
rayRectangle dstRec = { position.x + font.glyphs[index].offsetX*scaleFactor - (float)font.glyphPadding*scaleFactor,
position.y + font.glyphs[index].offsetY*scaleFactor - (float)font.glyphPadding*scaleFactor,
(font.recs[index].width + 2.0f*font.glyphPadding)*scaleFactor,
(font.recs[index].height + 2.0f*font.glyphPadding)*scaleFactor };
// Character source rectangle from font texture atlas
// Character source rayRectangle from font texture atlas
// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
Rectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
rayRectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
font.recs[index].width + 2.0f*font.glyphPadding, font.recs[index].height + 2.0f*font.glyphPadding };
// Draw the character texture on the screen
@ -1327,11 +1327,11 @@ GlyphInfo GetGlyphInfo(Font font, int codepoint)
return info;
}
// Get glyph rectangle in font atlas for a codepoint (unicode character)
// Get glyph rayRectangle in font atlas for a codepoint (unicode character)
// NOTE: If codepoint is not found in the font it fallbacks to '?'
Rectangle GetGlyphAtlasRec(Font font, int codepoint)
rayRectangle GetGlyphAtlasRec(Font font, int codepoint)
{
Rectangle rec = { 0 };
rayRectangle rec = { 0 };
rec = font.recs[GetGlyphIndex(font, codepoint)];
@ -2117,7 +2117,7 @@ static Font LoadBMFont(const char *fileName)
font.glyphCount = glyphCount;
font.glyphPadding = 0;
font.glyphs = (GlyphInfo *)RL_MALLOC(glyphCount*sizeof(GlyphInfo));
font.recs = (Rectangle *)RL_MALLOC(glyphCount*sizeof(Rectangle));
font.recs = (rayRectangle *)RL_MALLOC(glyphCount*sizeof(rayRectangle));
int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX;
@ -2130,8 +2130,8 @@ static Font LoadBMFont(const char *fileName)
if (readVars == 8) // Make sure all char data has been properly read
{
// Get character rectangle in the font atlas texture
font.recs[i] = (Rectangle){ (float)charX, (float)charY, (float)charWidth, (float)charHeight };
// Get character rayRectangle in the font atlas texture
font.recs[i] = (rayRectangle){ (float)charX, (float)charY, (float)charWidth, (float)charHeight };
// Save data properly in sprite font
font.glyphs[i].value = charId;

View file

@ -949,7 +949,7 @@ Image GenImageGradientSquare(int width, int height, float density, Color inner,
float distX = fabsf(x - centerX);
float distY = fabsf(y - centerY);
// Normalize the distances by the dimensions of the gradient rectangle
// Normalize the distances by the dimensions of the gradient rayRectangle
float normalizedDistX = distX / centerX;
float normalizedDistY = distY / centerY;
@ -1200,7 +1200,7 @@ Image ImageCopy(Image image)
}
// Create an image from another image piece
Image ImageFromImage(Image image, Rectangle rec)
Image ImageFromImage(Image image, rayRectangle rec)
{
Image result = { 0 };
@ -1220,21 +1220,21 @@ Image ImageFromImage(Image image, Rectangle rec)
return result;
}
// Crop an image to area defined by a rectangle
// NOTE: Security checks are performed in case rectangle goes out of bounds
void ImageCrop(Image *image, Rectangle crop)
// Crop an image to area defined by a rayRectangle
// NOTE: Security checks are performed in case rayRectangle goes out of bounds
void ImageCrop(Image *image, rayRectangle crop)
{
// Security check to avoid program crash
if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return;
// Security checks to validate crop rectangle
// Security checks to validate crop rayRectangle
if (crop.x < 0) { crop.width += crop.x; crop.x = 0; }
if (crop.y < 0) { crop.height += crop.y; crop.y = 0; }
if ((crop.x + crop.width) > image->width) crop.width = image->width - crop.x;
if ((crop.y + crop.height) > image->height) crop.height = image->height - crop.y;
if ((crop.x > image->width) || (crop.y > image->height))
{
TRACELOG(LOG_WARNING, "IMAGE: Failed to crop, rectangle out of bounds");
TRACELOG(LOG_WARNING, "IMAGE: Failed to crop, rayRectangle out of bounds");
return;
}
@ -1490,7 +1490,7 @@ Image ImageText(const char *text, int fontSize, Color color)
int spacing = fontSize/defaultFontSize;
imText = ImageTextEx(GetFontDefault(), text, (float)fontSize, (float)spacing, color); // WARNING: Module required: rtext
#else
imText = GenImageColor(200, 60, BLACK); // Generating placeholder black image rectangle
imText = GenImageColor(200, 60, BLACK); // Generating placeholder black image rayRectangle
TRACELOG(LOG_WARNING, "IMAGE: ImageTextEx() requires module: rtext");
#endif
return imText;
@ -1532,8 +1532,8 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
{
if ((codepoint != ' ') && (codepoint != '\t'))
{
Rectangle rec = { (float)(textOffsetX + font.glyphs[index].offsetX), (float)(textOffsetY + font.glyphs[index].offsetY), (float)font.recs[index].width, (float)font.recs[index].height };
ImageDraw(&imText, font.glyphs[index].image, (Rectangle){ 0, 0, (float)font.glyphs[index].image.width, (float)font.glyphs[index].image.height }, rec, tint);
rayRectangle rec = { (float)(textOffsetX + font.glyphs[index].offsetX), (float)(textOffsetY + font.glyphs[index].offsetY), (float)font.recs[index].width, (float)font.recs[index].height };
ImageDraw(&imText, font.glyphs[index].image, (rayRectangle){ 0, 0, (float)font.glyphs[index].image.width, (float)font.glyphs[index].image.height }, rec, tint);
}
if (font.glyphs[index].advanceX == 0) textOffsetX += (int)(font.recs[index].width + spacing);
@ -1555,7 +1555,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
else ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
}
#else
imText = GenImageColor(200, 60, BLACK); // Generating placeholder black image rectangle
imText = GenImageColor(200, 60, BLACK); // Generating placeholder black image rayRectangle
TRACELOG(LOG_WARNING, "IMAGE: ImageTextEx() requires module: rtext");
#endif
return imText;
@ -1668,7 +1668,7 @@ void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, i
if (image->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image manipulation not supported for compressed formats");
else if ((newWidth != image->width) || (newHeight != image->height))
{
Rectangle srcRec = { 0, 0, (float)image->width, (float)image->height };
rayRectangle srcRec = { 0, 0, (float)image->width, (float)image->height };
Vector2 dstPos = { (float)offsetX, (float)offsetY };
if (offsetX < 0)
@ -1734,9 +1734,9 @@ void ImageAlphaCrop(Image *image, float threshold)
// Security check to avoid program crash
if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return;
Rectangle crop = GetImageAlphaBorder(*image, threshold);
rayRectangle crop = GetImageAlphaBorder(*image, threshold);
// Crop if rectangle is valid
// Crop if rayRectangle is valid
if (((int)crop.width != 0) && ((int)crop.height != 0)) ImageCrop(image, crop);
}
@ -2881,11 +2881,11 @@ void UnloadImagePalette(Color *colors)
RL_FREE(colors);
}
// Get image alpha border rectangle
// Get image alpha border rayRectangle
// NOTE: Threshold is defined as a percentage: 0.0f -> 1.0f
Rectangle GetImageAlphaBorder(Image image, float threshold)
rayRectangle GetImageAlphaBorder(Image image, float threshold)
{
Rectangle crop = { 0 };
rayRectangle crop = { 0 };
Color *pixels = LoadImageColors(image);
@ -2913,7 +2913,7 @@ Rectangle GetImageAlphaBorder(Image image, float threshold)
// Check for empty blank image
if ((xMin != 65536) && (xMax != 65536))
{
crop = (Rectangle){ (float)xMin, (float)yMin, (float)((xMax + 1) - xMin), (float)((yMax + 1) - yMin) };
crop = (rayRectangle){ (float)xMin, (float)yMin, (float)((xMax + 1) - xMin), (float)((yMax + 1) - yMin) };
}
UnloadImageColors(pixels);
@ -3324,10 +3324,10 @@ void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color col
while (y >= x)
{
ImageDrawRectangle(dst, centerX - x, centerY + y, x*2, 1, color);
ImageDrawRectangle(dst, centerX - x, centerY - y, x*2, 1, color);
ImageDrawRectangle(dst, centerX - y, centerY + x, y*2, 1, color);
ImageDrawRectangle(dst, centerX - y, centerY - x, y*2, 1, color);
ImageDrawrayRectangle(dst, centerX - x, centerY + y, x*2, 1, color);
ImageDrawrayRectangle(dst, centerX - x, centerY - y, x*2, 1, color);
ImageDrawrayRectangle(dst, centerX - y, centerY + x, y*2, 1, color);
ImageDrawrayRectangle(dst, centerX - y, centerY - x, y*2, 1, color);
x++;
if (decesionParameter > 0)
@ -3379,20 +3379,20 @@ void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color)
ImageDrawCircleLines(dst, (int)center.x, (int)center.y, radius, color);
}
// Draw rectangle within an image
void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color)
// Draw rayRectangle within an image
void ImageDrawrayRectangle(Image *dst, int posX, int posY, int width, int height, Color color)
{
ImageDrawRectangleRec(dst, (Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color);
ImageDrawrayRectangleRec(dst, (rayRectangle){ (float)posX, (float)posY, (float)width, (float)height }, color);
}
// Draw rectangle within an image (Vector version)
void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color)
// Draw rayRectangle within an image (Vector version)
void ImageDrawrayRectangleV(Image *dst, Vector2 position, Vector2 size, Color color)
{
ImageDrawRectangle(dst, (int)position.x, (int)position.y, (int)size.x, (int)size.y, color);
ImageDrawrayRectangle(dst, (int)position.x, (int)position.y, (int)size.x, (int)size.y, color);
}
// Draw rectangle within an image
void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color)
// Draw rayRectangle within an image
void ImageDrawrayRectangleRec(Image *dst, rayRectangle rec, Color color)
{
// Security check to avoid program crash
if ((dst->data == NULL) || (dst->width == 0) || (dst->height == 0)) return;
@ -3436,18 +3436,18 @@ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color)
}
}
// Draw rectangle lines within an image
void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color)
// Draw rayRectangle lines within an image
void ImageDrawrayRectangleLines(Image *dst, rayRectangle rec, int thick, Color color)
{
ImageDrawRectangle(dst, (int)rec.x, (int)rec.y, (int)rec.width, thick, color);
ImageDrawRectangle(dst, (int)rec.x, (int)(rec.y + thick), thick, (int)(rec.height - thick*2), color);
ImageDrawRectangle(dst, (int)(rec.x + rec.width - thick), (int)(rec.y + thick), thick, (int)(rec.height - thick*2), color);
ImageDrawRectangle(dst, (int)rec.x, (int)(rec.y + rec.height - thick), (int)rec.width, thick, color);
ImageDrawrayRectangle(dst, (int)rec.x, (int)rec.y, (int)rec.width, thick, color);
ImageDrawrayRectangle(dst, (int)rec.x, (int)(rec.y + thick), thick, (int)(rec.height - thick*2), color);
ImageDrawrayRectangle(dst, (int)(rec.x + rec.width - thick), (int)(rec.y + thick), thick, (int)(rec.height - thick*2), color);
ImageDrawrayRectangle(dst, (int)rec.x, (int)(rec.y + rec.height - thick), (int)rec.width, thick, color);
}
// Draw an image (source) within an image (destination)
// NOTE: Color tint is applied to source image
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint)
void ImageDraw(Image *dst, Image src, rayRectangle srcRec, rayRectangle dstRec, Color tint)
{
// Security check to avoid program crash
if ((dst->data == NULL) || (dst->width == 0) || (dst->height == 0) ||
@ -3461,25 +3461,25 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
Image *srcPtr = &src; // Pointer to source image
bool useSrcMod = false; // Track source copy required
// Source rectangle out-of-bounds security checks
// Source rayRectangle out-of-bounds security checks
if (srcRec.x < 0) { srcRec.width += srcRec.x; srcRec.x = 0; }
if (srcRec.y < 0) { srcRec.height += srcRec.y; srcRec.y = 0; }
if ((srcRec.x + srcRec.width) > src.width) srcRec.width = src.width - srcRec.x;
if ((srcRec.y + srcRec.height) > src.height) srcRec.height = src.height - srcRec.y;
// Check if source rectangle needs to be resized to destination rectangle
// Check if source rayRectangle needs to be resized to destination rayRectangle
// In that case, we make a copy of source, and we apply all required transform
if (((int)srcRec.width != (int)dstRec.width) || ((int)srcRec.height != (int)dstRec.height))
{
srcMod = ImageFromImage(src, srcRec); // Create image from another image
ImageResize(&srcMod, (int)dstRec.width, (int)dstRec.height); // Resize to destination rectangle
srcRec = (Rectangle){ 0, 0, (float)srcMod.width, (float)srcMod.height };
ImageResize(&srcMod, (int)dstRec.width, (int)dstRec.height); // Resize to destination rayRectangle
srcRec = (rayRectangle){ 0, 0, (float)srcMod.width, (float)srcMod.height };
srcPtr = &srcMod;
useSrcMod = true;
}
// Destination rectangle out-of-bounds security checks
// Destination rayRectangle out-of-bounds security checks
if (dstRec.x < 0)
{
srcRec.x -= dstRec.x;
@ -3580,8 +3580,8 @@ void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position,
{
Image imText = ImageTextEx(font, text, fontSize, spacing, tint);
Rectangle srcRec = { 0.0f, 0.0f, (float)imText.width, (float)imText.height };
Rectangle dstRec = { position.x, position.y, (float)imText.width, (float)imText.height };
rayRectangle srcRec = { 0.0f, 0.0f, (float)imText.width, (float)imText.height };
rayRectangle dstRec = { position.x, position.y, (float)imText.width, (float)imText.height };
ImageDraw(dst, imText, srcRec, dstRec, WHITE);
@ -3662,8 +3662,8 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
int size = cubemap.width;
Image faces = { 0 }; // Vertical column image
Rectangle faceRecs[6] = { 0 }; // Face source rectangles
for (int i = 0; i < 6; i++) faceRecs[i] = (Rectangle){ 0, 0, (float)size, (float)size };
rayRectangle faceRecs[6] = { 0 }; // Face source rayRectangles
for (int i = 0; i < 6; i++) faceRecs[i] = (rayRectangle){ 0, 0, (float)size, (float)size };
if (layout == CUBEMAP_LAYOUT_LINE_VERTICAL)
{
@ -3702,7 +3702,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
// NOTE: Image formatting does not work with compressed textures
for (int i = 0; i < 6; i++) ImageDraw(&faces, image, faceRecs[i], (Rectangle){ 0, (float)size*i, (float)size, (float)size }, WHITE);
for (int i = 0; i < 6; i++) ImageDraw(&faces, image, faceRecs[i], (rayRectangle){ 0, (float)size*i, (float)size, (float)size }, WHITE);
}
// NOTE: Cubemap data is expected to be provided as 6 images in a single data array,
@ -3812,9 +3812,9 @@ void UpdateTexture(Texture2D texture, const void *pixels)
rlUpdateTexture(texture.id, 0, 0, texture.width, texture.height, texture.format, pixels);
}
// Update GPU texture rectangle with new data
// Update GPU texture rayRectangle with new data
// NOTE: pixels data must match texture.format
void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels)
void UpdateTextureRec(Texture2D texture, rayRectangle rec, const void *pixels)
{
rlUpdateTexture(texture.id, (int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, texture.format, pixels);
}
@ -3944,25 +3944,25 @@ void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
// Draw a texture with extended parameters
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
Rectangle dest = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
rayRectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
rayRectangle dest = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
Vector2 origin = { 0.0f, 0.0f };
DrawTexturePro(texture, source, dest, origin, rotation, tint);
}
// Draw a part of a texture (defined by a rectangle)
void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint)
// Draw a part of a texture (defined by a rayRectangle)
void DrawTextureRec(Texture2D texture, rayRectangle source, Vector2 position, Color tint)
{
Rectangle dest = { position.x, position.y, fabsf(source.width), fabsf(source.height) };
rayRectangle dest = { position.x, position.y, fabsf(source.width), fabsf(source.height) };
Vector2 origin = { 0.0f, 0.0f };
DrawTexturePro(texture, source, dest, origin, 0.0f, tint);
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// NOTE: origin is relative to destination rectangle size
void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint)
// Draw a part of a texture (defined by a rayRectangle) with 'pro' parameters
// NOTE: origin is relative to destination rayRectangle size
void DrawTexturePro(Texture2D texture, rayRectangle source, rayRectangle dest, Vector2 origin, float rotation, Color tint)
{
// Check if texture is valid
if (texture.id > 0)
@ -4084,7 +4084,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
}
// Draws a texture (or part of it) that stretches or shrinks nicely using n-patch info
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint)
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, rayRectangle dest, Vector2 origin, float rotation, Color tint)
{
if (texture.id > 0)
{