Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
e3b2485453
26 changed files with 636 additions and 22309 deletions
|
|
@ -11,6 +11,8 @@
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define MAX_BUILDINGS 100
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
|
|
@ -20,16 +22,31 @@ int main()
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||||
|
|
||||||
|
Rectangle player = { 400, 280, 40, 40 };
|
||||||
|
Rectangle buildings[MAX_BUILDINGS] = { 0, 0, 0, 0 };
|
||||||
|
Color buildColors[MAX_BUILDINGS] = { 80, 80, 80, 255 };
|
||||||
|
|
||||||
|
int spacing = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||||||
|
{
|
||||||
|
buildings[i].width = GetRandomValue(50, 200);
|
||||||
|
buildings[i].height = GetRandomValue(100, 800);
|
||||||
|
buildings[i].y = screenHeight - 130 - buildings[i].height;
|
||||||
|
buildings[i].x = -6000 + spacing;
|
||||||
|
|
||||||
|
spacing += buildings[i].width;
|
||||||
|
|
||||||
|
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||||
|
}
|
||||||
|
|
||||||
Camera2D camera;
|
Camera2D camera;
|
||||||
|
|
||||||
|
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||||
camera.offset = (Vector2){ 0, 0 };
|
camera.offset = (Vector2){ 0, 0 };
|
||||||
camera.target = (Vector2){ 400, 200 };
|
|
||||||
camera.rotation = 0.0f;
|
camera.rotation = 0.0f;
|
||||||
camera.zoom = 1.0f;
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
Rectangle player = { 400, 200, 40, 40 };
|
|
||||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -38,24 +55,36 @@ int main()
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyDown(KEY_RIGHT)) player.x -= 2;
|
if (IsKeyDown(KEY_RIGHT))
|
||||||
else if (IsKeyDown(KEY_LEFT)) player.x += 2;
|
{
|
||||||
else if (IsKeyDown(KEY_UP)) player.y -= 2;
|
player.x += 2; // Player movement
|
||||||
else if (IsKeyDown(KEY_DOWN)) player.y += 2;
|
camera.offset.x -= 2; // Camera displacement with player movement
|
||||||
|
}
|
||||||
|
else if (IsKeyDown(KEY_LEFT))
|
||||||
|
{
|
||||||
|
player.x -= 2; // Player movement
|
||||||
|
camera.offset.x += 2; // Camera displacement with player movement
|
||||||
|
}
|
||||||
|
|
||||||
// Camera target follows player
|
// Camera target follows player
|
||||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||||
|
|
||||||
if (IsKeyDown(KEY_R)) camera.rotation--;
|
// Camera rotation controls
|
||||||
else if (IsKeyDown(KEY_F)) camera.rotation++;
|
if (IsKeyDown(KEY_A)) camera.rotation--;
|
||||||
|
else if (IsKeyDown(KEY_S)) camera.rotation++;
|
||||||
|
|
||||||
// Camera controls
|
// Limit camera rotation to 80 degrees (-40 to 40)
|
||||||
if (IsKeyDown(KEY_R)) camera.rotation--;
|
if (camera.rotation > 40) camera.rotation = 40;
|
||||||
else if (IsKeyDown(KEY_F)) camera.rotation++;
|
else if (camera.rotation < -40) camera.rotation = -40;
|
||||||
|
|
||||||
|
// Camera zoom controls
|
||||||
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_Z))
|
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||||
|
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
|
||||||
|
|
||||||
|
// Camera reset (zoom and rotation)
|
||||||
|
if (IsKeyPressed(KEY_R))
|
||||||
{
|
{
|
||||||
camera.zoom = 1.0f;
|
camera.zoom = 1.0f;
|
||||||
camera.rotation = 0.0f;
|
camera.rotation = 0.0f;
|
||||||
|
|
@ -64,17 +93,38 @@ int main()
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawingEx(camera);
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
|
Begin2dMode(camera);
|
||||||
|
|
||||||
DrawRectangle(0, 300, screenWidth, 50, GRAY);
|
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
|
||||||
DrawRectangleRec(player, RED);
|
|
||||||
|
|
||||||
DrawRectangle(camera.origin.x, 0, 1, screenHeight, GREEN);
|
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
|
||||||
DrawRectangle(0, camera.origin.y, screenWidth, 1, GREEN);
|
|
||||||
|
DrawRectangleRec(player, RED);
|
||||||
|
|
||||||
|
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
|
||||||
|
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
|
||||||
|
|
||||||
|
End2dMode();
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||||
|
|
||||||
|
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
||||||
|
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||||
|
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
||||||
|
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
72
examples/core_oculus_rift.c
Normal file
72
examples/core_oculus_rift.c
Normal file
|
|
@ -0,0 +1,72 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Oculus Rift CV1
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 1080;
|
||||||
|
int screenHeight = 600;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
|
||||||
|
|
||||||
|
InitOculusDevice();
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera;
|
||||||
|
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateOculusTracking();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseOculusdevice(); // Close Oculus Rift device
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
@ -237,14 +237,18 @@ int main(void)
|
||||||
{
|
{
|
||||||
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
|
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
|
||||||
|
|
||||||
Quaternion eyeRPose = (Quaternion){ eyePoses[eye].Orientation.x, eyePoses[eye].Orientation.y, eyePoses[eye].Orientation.z, eyePoses[eye].Orientation.w };
|
Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
|
||||||
|
layer.eyeLayer.RenderPose[eye].Orientation.y,
|
||||||
|
layer.eyeLayer.RenderPose[eye].Orientation.z,
|
||||||
|
layer.eyeLayer.RenderPose[eye].Orientation.w };
|
||||||
QuaternionInvert(&eyeRPose);
|
QuaternionInvert(&eyeRPose);
|
||||||
Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
|
Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
|
||||||
Matrix eyeTranslation = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
|
Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
|
||||||
|
-layer.eyeLayer.RenderPose[eye].Position.y,
|
||||||
|
-layer.eyeLayer.RenderPose[eye].Position.z);
|
||||||
|
|
||||||
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
|
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
|
||||||
Matrix modelview = MatrixMultiply(matView, eyeView);
|
Matrix modelview = MatrixMultiply(matView, eyeView);
|
||||||
//Matrix mvp = MatrixMultiply(modelview, layer.eyeProjections[eye]);
|
|
||||||
|
|
||||||
SetMatrixModelview(modelview);
|
SetMatrixModelview(modelview);
|
||||||
SetMatrixProjection(layer.eyeProjections[eye]);
|
SetMatrixProjection(layer.eyeProjections[eye]);
|
||||||
|
|
|
||||||
73
external/glew/LICENSE.txt
vendored
73
external/glew/LICENSE.txt
vendored
|
|
@ -1,73 +0,0 @@
|
||||||
The OpenGL Extension Wrangler Library
|
|
||||||
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
|
|
||||||
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
|
|
||||||
Copyright (C) 2002, Lev Povalahev
|
|
||||||
All rights reserved.
|
|
||||||
|
|
||||||
Redistribution and use in source and binary forms, with or without
|
|
||||||
modification, are permitted provided that the following conditions are met:
|
|
||||||
|
|
||||||
* Redistributions of source code must retain the above copyright notice,
|
|
||||||
this list of conditions and the following disclaimer.
|
|
||||||
* Redistributions in binary form must reproduce the above copyright notice,
|
|
||||||
this list of conditions and the following disclaimer in the documentation
|
|
||||||
and/or other materials provided with the distribution.
|
|
||||||
* The name of the author may be used to endorse or promote products
|
|
||||||
derived from this software without specific prior written permission.
|
|
||||||
|
|
||||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
|
||||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
||||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
||||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
|
||||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
||||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
|
||||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
|
||||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
||||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
||||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
|
|
||||||
THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
|
|
||||||
|
|
||||||
Mesa 3-D graphics library
|
|
||||||
Version: 7.0
|
|
||||||
|
|
||||||
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a
|
|
||||||
copy of this software and associated documentation files (the "Software"),
|
|
||||||
to deal in the Software without restriction, including without limitation
|
|
||||||
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
||||||
and/or sell copies of the Software, and to permit persons to whom the
|
|
||||||
Software is furnished to do so, subject to the following conditions:
|
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included
|
|
||||||
in all copies or substantial portions of the Software.
|
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
||||||
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
||||||
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
|
||||||
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
|
||||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
||||||
|
|
||||||
|
|
||||||
Copyright (c) 2007 The Khronos Group Inc.
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a
|
|
||||||
copy of this software and/or associated documentation files (the
|
|
||||||
"Materials"), to deal in the Materials without restriction, including
|
|
||||||
without limitation the rights to use, copy, modify, merge, publish,
|
|
||||||
distribute, sublicense, and/or sell copies of the Materials, and to
|
|
||||||
permit persons to whom the Materials are furnished to do so, subject to
|
|
||||||
the following conditions:
|
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included
|
|
||||||
in all copies or substantial portions of the Materials.
|
|
||||||
|
|
||||||
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
||||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
||||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
|
||||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
|
||||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
|
||||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
|
||||||
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
|
||||||
BIN
external/glew/glew32.dll
vendored
BIN
external/glew/glew32.dll
vendored
Binary file not shown.
18062
external/glew/include/GL/glew.h
vendored
18062
external/glew/include/GL/glew.h
vendored
File diff suppressed because it is too large
Load diff
1669
external/glew/include/GL/glxew.h
vendored
1669
external/glew/include/GL/glxew.h
vendored
File diff suppressed because it is too large
Load diff
1421
external/glew/include/GL/wglew.h
vendored
1421
external/glew/include/GL/wglew.h
vendored
File diff suppressed because it is too large
Load diff
BIN
external/glew/lib/win32/libglew32.a
vendored
BIN
external/glew/lib/win32/libglew32.a
vendored
Binary file not shown.
BIN
external/glew/lib/win32/libglew32dll.a
vendored
BIN
external/glew/lib/win32/libglew32dll.a
vendored
Binary file not shown.
Binary file not shown.
|
|
@ -1,506 +0,0 @@
|
||||||
/**********************************************************************************************
|
|
||||||
*
|
|
||||||
* raylib 1.2 (www.raylib.com)
|
|
||||||
*
|
|
||||||
* A simple and easy-to-use library to learn videogames programming
|
|
||||||
*
|
|
||||||
* Features:
|
|
||||||
* Library written in plain C code (C99)
|
|
||||||
* Uses C# PascalCase/camelCase notation
|
|
||||||
* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
|
|
||||||
* Unique OpenGL abstraction layer [rlgl]
|
|
||||||
* Powerful fonts module with SpriteFonts support
|
|
||||||
* Multiple textures support, including DDS and mipmaps generation
|
|
||||||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
|
|
||||||
* Powerful math module for Vector and Matrix operations [raymath]
|
|
||||||
* Audio loading and playing with streaming support (WAV and OGG)
|
|
||||||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
|
|
||||||
*
|
|
||||||
* Used external libs:
|
|
||||||
* GLFW3 (www.glfw.org) for window/context management and input
|
|
||||||
* GLEW for OpenGL extensions loading (3.3+ and ES2)
|
|
||||||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
|
|
||||||
* stb_image_write (Sean Barret) for image writting (PNG)
|
|
||||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
|
||||||
* OpenAL Soft for audio device/context management
|
|
||||||
* tinfl for data decompression (DEFLATE algorithm)
|
|
||||||
*
|
|
||||||
* Some design decisions:
|
|
||||||
* 32bit Colors - All defined color are always RGBA
|
|
||||||
* 32bit Textures - All loaded images are converted automatically to RGBA textures
|
|
||||||
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
|
|
||||||
* One custom default font is loaded automatically when InitWindow()
|
|
||||||
* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
|
|
||||||
*
|
|
||||||
* -- LICENSE (raylib v1.2, September 2014) --
|
|
||||||
*
|
|
||||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
|
||||||
* BSD-like license that allows static linking with closed source software:
|
|
||||||
*
|
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
|
||||||
*
|
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
|
||||||
*
|
|
||||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
|
||||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
|
||||||
*
|
|
||||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
|
||||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
|
||||||
* in the product documentation would be appreciated but is not required.
|
|
||||||
*
|
|
||||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
|
||||||
* as being the original software.
|
|
||||||
*
|
|
||||||
* 3. This notice may not be removed or altered from any source distribution.
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#ifndef RAYLIB_H
|
|
||||||
#define RAYLIB_H
|
|
||||||
|
|
||||||
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
|
|
||||||
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
|
|
||||||
//#define PLATFORM_ANDROID // Android device
|
|
||||||
//#define PLATFORM_RPI // Raspberry Pi
|
|
||||||
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
|
|
||||||
|
|
||||||
// Security check in case no PLATFORM_* defined
|
|
||||||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
|
|
||||||
#define PLATFORM_DESKTOP
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(PLATFORM_ANDROID)
|
|
||||||
#include <android_native_app_glue.h> // Defines android_app struct
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// Some basic Defines
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
#ifndef PI
|
|
||||||
#define PI 3.14159265358979323846
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define DEG2RAD (PI / 180.0f)
|
|
||||||
#define RAD2DEG (180.0f / PI)
|
|
||||||
|
|
||||||
// raylib Config Flags
|
|
||||||
#define FLAG_FULLSCREEN_MODE 1
|
|
||||||
#define FLAG_SHOW_LOGO 2
|
|
||||||
#define FLAG_SHOW_MOUSE_CURSOR 4
|
|
||||||
#define FLAG_CENTERED_MODE 8
|
|
||||||
#define FLAG_MSAA_4X_HINT 16
|
|
||||||
|
|
||||||
// Keyboard Function Keys
|
|
||||||
#define KEY_SPACE 32
|
|
||||||
#define KEY_ESCAPE 256
|
|
||||||
#define KEY_ENTER 257
|
|
||||||
#define KEY_BACKSPACE 259
|
|
||||||
#define KEY_RIGHT 262
|
|
||||||
#define KEY_LEFT 263
|
|
||||||
#define KEY_DOWN 264
|
|
||||||
#define KEY_UP 265
|
|
||||||
#define KEY_F1 290
|
|
||||||
#define KEY_F2 291
|
|
||||||
#define KEY_F3 292
|
|
||||||
#define KEY_F4 293
|
|
||||||
#define KEY_F5 294
|
|
||||||
#define KEY_F6 295
|
|
||||||
#define KEY_F7 296
|
|
||||||
#define KEY_F8 297
|
|
||||||
#define KEY_F9 298
|
|
||||||
#define KEY_F10 299
|
|
||||||
#define KEY_LEFT_SHIFT 340
|
|
||||||
#define KEY_LEFT_CONTROL 341
|
|
||||||
#define KEY_LEFT_ALT 342
|
|
||||||
#define KEY_RIGHT_SHIFT 344
|
|
||||||
#define KEY_RIGHT_CONTROL 345
|
|
||||||
#define KEY_RIGHT_ALT 346
|
|
||||||
|
|
||||||
// Mouse Buttons
|
|
||||||
#define MOUSE_LEFT_BUTTON 0
|
|
||||||
#define MOUSE_RIGHT_BUTTON 1
|
|
||||||
#define MOUSE_MIDDLE_BUTTON 2
|
|
||||||
|
|
||||||
// Gamepad Number
|
|
||||||
#define GAMEPAD_PLAYER1 0
|
|
||||||
#define GAMEPAD_PLAYER2 1
|
|
||||||
#define GAMEPAD_PLAYER3 2
|
|
||||||
#define GAMEPAD_PLAYER4 3
|
|
||||||
|
|
||||||
// Gamepad Buttons
|
|
||||||
// NOTE: Adjusted for a PS3 USB Controller
|
|
||||||
#define GAMEPAD_BUTTON_A 2
|
|
||||||
#define GAMEPAD_BUTTON_B 1
|
|
||||||
#define GAMEPAD_BUTTON_X 3
|
|
||||||
#define GAMEPAD_BUTTON_Y 4
|
|
||||||
#define GAMEPAD_BUTTON_R1 7
|
|
||||||
#define GAMEPAD_BUTTON_R2 5
|
|
||||||
#define GAMEPAD_BUTTON_L1 6
|
|
||||||
#define GAMEPAD_BUTTON_L2 8
|
|
||||||
#define GAMEPAD_BUTTON_SELECT 9
|
|
||||||
#define GAMEPAD_BUTTON_START 10
|
|
||||||
|
|
||||||
// TODO: Review Xbox360 USB Controller Buttons
|
|
||||||
|
|
||||||
// Some Basic Colors
|
|
||||||
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
|
|
||||||
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
|
|
||||||
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
|
|
||||||
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
|
|
||||||
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
|
|
||||||
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
|
|
||||||
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
|
|
||||||
#define PINK (Color){ 255, 109, 194, 255 } // Pink
|
|
||||||
#define RED (Color){ 230, 41, 55, 255 } // Red
|
|
||||||
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
|
|
||||||
#define GREEN (Color){ 0, 228, 48, 255 } // Green
|
|
||||||
#define LIME (Color){ 0, 158, 47, 255 } // Lime
|
|
||||||
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
|
|
||||||
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
|
|
||||||
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
|
|
||||||
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
|
|
||||||
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
|
|
||||||
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
|
|
||||||
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
|
|
||||||
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
|
|
||||||
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
|
|
||||||
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
|
|
||||||
|
|
||||||
#define WHITE (Color){ 255, 255, 255, 255 } // White
|
|
||||||
#define BLACK (Color){ 0, 0, 0, 255 } // Black
|
|
||||||
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
|
|
||||||
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
|
|
||||||
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// Types and Structures Definition
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Boolean type
|
|
||||||
typedef enum { false, true } bool;
|
|
||||||
|
|
||||||
// byte type
|
|
||||||
typedef unsigned char byte;
|
|
||||||
|
|
||||||
// Vector2 type
|
|
||||||
typedef struct Vector2 {
|
|
||||||
float x;
|
|
||||||
float y;
|
|
||||||
} Vector2;
|
|
||||||
|
|
||||||
// Vector3 type
|
|
||||||
typedef struct Vector3 {
|
|
||||||
float x;
|
|
||||||
float y;
|
|
||||||
float z;
|
|
||||||
} Vector3;
|
|
||||||
|
|
||||||
// Color type, RGBA (32bit)
|
|
||||||
typedef struct Color {
|
|
||||||
unsigned char r;
|
|
||||||
unsigned char g;
|
|
||||||
unsigned char b;
|
|
||||||
unsigned char a;
|
|
||||||
} Color;
|
|
||||||
|
|
||||||
// Rectangle type
|
|
||||||
typedef struct Rectangle {
|
|
||||||
int x;
|
|
||||||
int y;
|
|
||||||
int width;
|
|
||||||
int height;
|
|
||||||
} Rectangle;
|
|
||||||
|
|
||||||
// Image type, bpp always RGBA (32bit)
|
|
||||||
// NOTE: Data stored in CPU memory (RAM)
|
|
||||||
typedef struct Image {
|
|
||||||
Color *pixels;
|
|
||||||
int width;
|
|
||||||
int height;
|
|
||||||
} Image;
|
|
||||||
|
|
||||||
// Texture2D type, bpp always RGBA (32bit)
|
|
||||||
// NOTE: Data stored in GPU memory
|
|
||||||
typedef struct Texture2D {
|
|
||||||
unsigned int id; // OpenGL id
|
|
||||||
int width;
|
|
||||||
int height;
|
|
||||||
} Texture2D;
|
|
||||||
|
|
||||||
// Character type (one font glyph)
|
|
||||||
typedef struct Character {
|
|
||||||
int value; //char value = ' '; (int)value = 32;
|
|
||||||
int x;
|
|
||||||
int y;
|
|
||||||
int w;
|
|
||||||
int h;
|
|
||||||
} Character;
|
|
||||||
|
|
||||||
// SpriteFont type, includes texture and charSet array data
|
|
||||||
typedef struct SpriteFont {
|
|
||||||
Texture2D texture;
|
|
||||||
int numChars;
|
|
||||||
Character *charSet;
|
|
||||||
} SpriteFont;
|
|
||||||
|
|
||||||
// Camera type, defines a camera position/orientation in 3d space
|
|
||||||
typedef struct Camera {
|
|
||||||
Vector3 position;
|
|
||||||
Vector3 target;
|
|
||||||
Vector3 up;
|
|
||||||
} Camera;
|
|
||||||
|
|
||||||
// Vertex data definning a mesh
|
|
||||||
typedef struct VertexData {
|
|
||||||
int vertexCount;
|
|
||||||
float *vertices; // 3 components per vertex
|
|
||||||
float *texcoords; // 2 components per vertex
|
|
||||||
float *normals; // 3 components per vertex
|
|
||||||
unsigned char *colors; // 4 components per vertex
|
|
||||||
} VertexData;
|
|
||||||
|
|
||||||
// 3d Model type
|
|
||||||
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
|
|
||||||
typedef struct Model {
|
|
||||||
VertexData mesh;
|
|
||||||
unsigned int vaoId;
|
|
||||||
unsigned int vboId[4];
|
|
||||||
unsigned int textureId;
|
|
||||||
//Matrix transform;
|
|
||||||
} Model;
|
|
||||||
|
|
||||||
// Sound source type
|
|
||||||
typedef struct Sound {
|
|
||||||
unsigned int source;
|
|
||||||
unsigned int buffer;
|
|
||||||
} Sound;
|
|
||||||
|
|
||||||
// Wave type, defines audio wave data
|
|
||||||
typedef struct Wave {
|
|
||||||
void *data; // Buffer data pointer
|
|
||||||
unsigned int dataSize; // Data size in bytes
|
|
||||||
unsigned int sampleRate;
|
|
||||||
short bitsPerSample;
|
|
||||||
short channels;
|
|
||||||
} Wave;
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
extern "C" { // Prevents name mangling of functions
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Global Variables Definition
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// It's lonely here...
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Window and Graphics Device Functions (Module: core)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
#if defined(PLATFORM_ANDROID)
|
|
||||||
void InitWindow(int width, int height, struct android_app *state); // Init Android activity
|
|
||||||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
|
||||||
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
|
||||||
#endif
|
|
||||||
|
|
||||||
void CloseWindow(void); // Close Window and Terminate Context
|
|
||||||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
|
||||||
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
|
||||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
|
|
||||||
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
|
|
||||||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
||||||
#endif
|
|
||||||
int GetScreenWidth(void); // Get current screen width
|
|
||||||
int GetScreenHeight(void); // Get current screen height
|
|
||||||
int GetKeyPressed(void); // Get latest key pressed
|
|
||||||
|
|
||||||
void ClearBackground(Color color); // Sets Background Color
|
|
||||||
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
|
||||||
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
|
||||||
|
|
||||||
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
|
|
||||||
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
||||||
|
|
||||||
void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
||||||
float GetFPS(void); // Returns current FPS
|
|
||||||
float GetFrameTime(void); // Returns time in seconds for one frame
|
|
||||||
|
|
||||||
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
|
||||||
int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
|
||||||
|
|
||||||
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
|
||||||
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
||||||
|
|
||||||
void SetupFlags(char flags); // Enable some window configurations
|
|
||||||
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Input Handling Functions (Module: core)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
|
||||||
bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
|
||||||
bool IsKeyDown(int key); // Detect if a key is being pressed
|
|
||||||
bool IsKeyReleased(int key); // Detect if a key has been released once
|
|
||||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
|
||||||
|
|
||||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
|
||||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
|
||||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
|
||||||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
|
||||||
int GetMouseX(void); // Returns mouse position X
|
|
||||||
int GetMouseY(void); // Returns mouse position Y
|
|
||||||
Vector2 GetMousePosition(void); // Returns mouse position XY
|
|
||||||
void SetMousePosition(Vector2 position); // Set mouse position XY
|
|
||||||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(PLATFORM_DESKTOP)
|
|
||||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
|
||||||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
|
|
||||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
||||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
||||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
|
||||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(PLATFORM_ANDROID)
|
|
||||||
bool IsScreenTouched(void); // Detect screen touch event
|
|
||||||
int GetTouchX(void); // Returns touch position X
|
|
||||||
int GetTouchY(void); // Returns touch position Y
|
|
||||||
Vector2 GetTouchPosition(void); // Returns touch position XY
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Basic Shapes Drawing Functions (Module: shapes)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
|
||||||
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
|
||||||
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
|
||||||
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
|
||||||
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
||||||
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
|
||||||
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
|
||||||
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
||||||
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
|
||||||
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
||||||
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
|
||||||
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
||||||
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
||||||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
|
||||||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
|
||||||
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
||||||
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
|
||||||
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
|
||||||
|
|
||||||
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
|
||||||
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
|
||||||
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
|
||||||
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
||||||
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
|
||||||
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
|
||||||
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Texture Loading and Drawing Functions (Module: textures)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
|
|
||||||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
|
||||||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
|
||||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
|
||||||
Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
|
|
||||||
Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
|
|
||||||
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
||||||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
|
||||||
void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
|
||||||
|
|
||||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
|
||||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
|
||||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
|
||||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
||||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
|
||||||
float rotation, Color tint);
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Font Loading and Text Drawing Functions (Module: text)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
|
||||||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
|
||||||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
|
||||||
|
|
||||||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
||||||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
|
||||||
int fontSize, int spacing, Color tint);
|
|
||||||
int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
|
||||||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
|
||||||
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
|
|
||||||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
|
||||||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
|
||||||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
|
||||||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
|
||||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
|
|
||||||
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
|
||||||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
|
||||||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
|
||||||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
|
||||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
|
||||||
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
|
|
||||||
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
|
|
||||||
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
|
|
||||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
|
||||||
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
|
||||||
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
|
|
||||||
//DrawTorus(), DrawTeapot() are useless...
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Model 3d Loading and Drawing Functions (Module: models)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
|
||||||
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
|
|
||||||
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
|
|
||||||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
|
||||||
void UnloadModel(Model model); // Unload 3d model from memory
|
|
||||||
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
|
|
||||||
|
|
||||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
|
||||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
|
|
||||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
|
|
||||||
|
|
||||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
|
||||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Audio Loading and Playing Functions (Module: audio)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
void InitAudioDevice(void); // Initialize audio device and context
|
|
||||||
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
|
||||||
|
|
||||||
Sound LoadSound(char *fileName); // Load sound to memory
|
|
||||||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
|
||||||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
|
||||||
void UnloadSound(Sound sound); // Unload sound
|
|
||||||
void PlaySound(Sound sound); // Play a sound
|
|
||||||
void PauseSound(Sound sound); // Pause a sound
|
|
||||||
void StopSound(Sound sound); // Stop playing a sound
|
|
||||||
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
|
|
||||||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
|
||||||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
|
||||||
|
|
||||||
void PlayMusicStream(char *fileName); // Start music playing (open stream)
|
|
||||||
void StopMusicStream(void); // Stop music playing (close stream)
|
|
||||||
void PauseMusicStream(void); // Pause music playing
|
|
||||||
void ResumeMusicStream(void); // Resume playing paused music
|
|
||||||
bool MusicIsPlaying(void); // Check if music is playing
|
|
||||||
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
|
|
||||||
float GetMusicTimeLength(void); // Get current music time length (in seconds)
|
|
||||||
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#endif // RAYLIB_H
|
|
||||||
|
|
@ -1,506 +0,0 @@
|
||||||
/**********************************************************************************************
|
|
||||||
*
|
|
||||||
* raylib 1.2 (www.raylib.com)
|
|
||||||
*
|
|
||||||
* A simple and easy-to-use library to learn videogames programming
|
|
||||||
*
|
|
||||||
* Features:
|
|
||||||
* Library written in plain C code (C99)
|
|
||||||
* Uses C# PascalCase/camelCase notation
|
|
||||||
* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
|
|
||||||
* Unique OpenGL abstraction layer [rlgl]
|
|
||||||
* Powerful fonts module with SpriteFonts support
|
|
||||||
* Multiple textures support, including DDS and mipmaps generation
|
|
||||||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
|
|
||||||
* Powerful math module for Vector and Matrix operations [raymath]
|
|
||||||
* Audio loading and playing with streaming support (WAV and OGG)
|
|
||||||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
|
|
||||||
*
|
|
||||||
* Used external libs:
|
|
||||||
* GLFW3 (www.glfw.org) for window/context management and input
|
|
||||||
* GLEW for OpenGL extensions loading (3.3+ and ES2)
|
|
||||||
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
|
|
||||||
* stb_image_write (Sean Barret) for image writting (PNG)
|
|
||||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
|
||||||
* OpenAL Soft for audio device/context management
|
|
||||||
* tinfl for data decompression (DEFLATE algorithm)
|
|
||||||
*
|
|
||||||
* Some design decisions:
|
|
||||||
* 32bit Colors - All defined color are always RGBA
|
|
||||||
* 32bit Textures - All loaded images are converted automatically to RGBA textures
|
|
||||||
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
|
|
||||||
* One custom default font is loaded automatically when InitWindow()
|
|
||||||
* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
|
|
||||||
*
|
|
||||||
* -- LICENSE (raylib v1.2, September 2014) --
|
|
||||||
*
|
|
||||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
|
||||||
* BSD-like license that allows static linking with closed source software:
|
|
||||||
*
|
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
|
||||||
*
|
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
|
||||||
*
|
|
||||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
|
||||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
|
||||||
*
|
|
||||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
|
||||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
|
||||||
* in the product documentation would be appreciated but is not required.
|
|
||||||
*
|
|
||||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
|
||||||
* as being the original software.
|
|
||||||
*
|
|
||||||
* 3. This notice may not be removed or altered from any source distribution.
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#ifndef RAYLIB_H
|
|
||||||
#define RAYLIB_H
|
|
||||||
|
|
||||||
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
|
|
||||||
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
|
|
||||||
//#define PLATFORM_ANDROID // Android device
|
|
||||||
//#define PLATFORM_RPI // Raspberry Pi
|
|
||||||
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
|
|
||||||
|
|
||||||
// Security check in case no PLATFORM_* defined
|
|
||||||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
|
|
||||||
#define PLATFORM_DESKTOP
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(PLATFORM_ANDROID)
|
|
||||||
#include <android_native_app_glue.h> // Defines android_app struct
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// Some basic Defines
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
#ifndef PI
|
|
||||||
#define PI 3.14159265358979323846
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define DEG2RAD (PI / 180.0f)
|
|
||||||
#define RAD2DEG (180.0f / PI)
|
|
||||||
|
|
||||||
// raylib Config Flags
|
|
||||||
#define FLAG_FULLSCREEN_MODE 1
|
|
||||||
#define FLAG_SHOW_LOGO 2
|
|
||||||
#define FLAG_SHOW_MOUSE_CURSOR 4
|
|
||||||
#define FLAG_CENTERED_MODE 8
|
|
||||||
#define FLAG_MSAA_4X_HINT 16
|
|
||||||
|
|
||||||
// Keyboard Function Keys
|
|
||||||
#define KEY_SPACE 32
|
|
||||||
#define KEY_ESCAPE 256
|
|
||||||
#define KEY_ENTER 257
|
|
||||||
#define KEY_BACKSPACE 259
|
|
||||||
#define KEY_RIGHT 262
|
|
||||||
#define KEY_LEFT 263
|
|
||||||
#define KEY_DOWN 264
|
|
||||||
#define KEY_UP 265
|
|
||||||
#define KEY_F1 290
|
|
||||||
#define KEY_F2 291
|
|
||||||
#define KEY_F3 292
|
|
||||||
#define KEY_F4 293
|
|
||||||
#define KEY_F5 294
|
|
||||||
#define KEY_F6 295
|
|
||||||
#define KEY_F7 296
|
|
||||||
#define KEY_F8 297
|
|
||||||
#define KEY_F9 298
|
|
||||||
#define KEY_F10 299
|
|
||||||
#define KEY_LEFT_SHIFT 340
|
|
||||||
#define KEY_LEFT_CONTROL 341
|
|
||||||
#define KEY_LEFT_ALT 342
|
|
||||||
#define KEY_RIGHT_SHIFT 344
|
|
||||||
#define KEY_RIGHT_CONTROL 345
|
|
||||||
#define KEY_RIGHT_ALT 346
|
|
||||||
|
|
||||||
// Mouse Buttons
|
|
||||||
#define MOUSE_LEFT_BUTTON 0
|
|
||||||
#define MOUSE_RIGHT_BUTTON 1
|
|
||||||
#define MOUSE_MIDDLE_BUTTON 2
|
|
||||||
|
|
||||||
// Gamepad Number
|
|
||||||
#define GAMEPAD_PLAYER1 0
|
|
||||||
#define GAMEPAD_PLAYER2 1
|
|
||||||
#define GAMEPAD_PLAYER3 2
|
|
||||||
#define GAMEPAD_PLAYER4 3
|
|
||||||
|
|
||||||
// Gamepad Buttons
|
|
||||||
// NOTE: Adjusted for a PS3 USB Controller
|
|
||||||
#define GAMEPAD_BUTTON_A 2
|
|
||||||
#define GAMEPAD_BUTTON_B 1
|
|
||||||
#define GAMEPAD_BUTTON_X 3
|
|
||||||
#define GAMEPAD_BUTTON_Y 4
|
|
||||||
#define GAMEPAD_BUTTON_R1 7
|
|
||||||
#define GAMEPAD_BUTTON_R2 5
|
|
||||||
#define GAMEPAD_BUTTON_L1 6
|
|
||||||
#define GAMEPAD_BUTTON_L2 8
|
|
||||||
#define GAMEPAD_BUTTON_SELECT 9
|
|
||||||
#define GAMEPAD_BUTTON_START 10
|
|
||||||
|
|
||||||
// TODO: Review Xbox360 USB Controller Buttons
|
|
||||||
|
|
||||||
// Some Basic Colors
|
|
||||||
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
|
|
||||||
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
|
|
||||||
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
|
|
||||||
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
|
|
||||||
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
|
|
||||||
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
|
|
||||||
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
|
|
||||||
#define PINK (Color){ 255, 109, 194, 255 } // Pink
|
|
||||||
#define RED (Color){ 230, 41, 55, 255 } // Red
|
|
||||||
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
|
|
||||||
#define GREEN (Color){ 0, 228, 48, 255 } // Green
|
|
||||||
#define LIME (Color){ 0, 158, 47, 255 } // Lime
|
|
||||||
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
|
|
||||||
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
|
|
||||||
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
|
|
||||||
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
|
|
||||||
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
|
|
||||||
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
|
|
||||||
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
|
|
||||||
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
|
|
||||||
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
|
|
||||||
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
|
|
||||||
|
|
||||||
#define WHITE (Color){ 255, 255, 255, 255 } // White
|
|
||||||
#define BLACK (Color){ 0, 0, 0, 255 } // Black
|
|
||||||
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
|
|
||||||
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
|
|
||||||
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// Types and Structures Definition
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Boolean type
|
|
||||||
typedef enum { false, true } bool;
|
|
||||||
|
|
||||||
// byte type
|
|
||||||
typedef unsigned char byte;
|
|
||||||
|
|
||||||
// Vector2 type
|
|
||||||
typedef struct Vector2 {
|
|
||||||
float x;
|
|
||||||
float y;
|
|
||||||
} Vector2;
|
|
||||||
|
|
||||||
// Vector3 type
|
|
||||||
typedef struct Vector3 {
|
|
||||||
float x;
|
|
||||||
float y;
|
|
||||||
float z;
|
|
||||||
} Vector3;
|
|
||||||
|
|
||||||
// Color type, RGBA (32bit)
|
|
||||||
typedef struct Color {
|
|
||||||
unsigned char r;
|
|
||||||
unsigned char g;
|
|
||||||
unsigned char b;
|
|
||||||
unsigned char a;
|
|
||||||
} Color;
|
|
||||||
|
|
||||||
// Rectangle type
|
|
||||||
typedef struct Rectangle {
|
|
||||||
int x;
|
|
||||||
int y;
|
|
||||||
int width;
|
|
||||||
int height;
|
|
||||||
} Rectangle;
|
|
||||||
|
|
||||||
// Image type, bpp always RGBA (32bit)
|
|
||||||
// NOTE: Data stored in CPU memory (RAM)
|
|
||||||
typedef struct Image {
|
|
||||||
Color *pixels;
|
|
||||||
int width;
|
|
||||||
int height;
|
|
||||||
} Image;
|
|
||||||
|
|
||||||
// Texture2D type, bpp always RGBA (32bit)
|
|
||||||
// NOTE: Data stored in GPU memory
|
|
||||||
typedef struct Texture2D {
|
|
||||||
unsigned int id; // OpenGL id
|
|
||||||
int width;
|
|
||||||
int height;
|
|
||||||
} Texture2D;
|
|
||||||
|
|
||||||
// Character type (one font glyph)
|
|
||||||
typedef struct Character {
|
|
||||||
int value; //char value = ' '; (int)value = 32;
|
|
||||||
int x;
|
|
||||||
int y;
|
|
||||||
int w;
|
|
||||||
int h;
|
|
||||||
} Character;
|
|
||||||
|
|
||||||
// SpriteFont type, includes texture and charSet array data
|
|
||||||
typedef struct SpriteFont {
|
|
||||||
Texture2D texture;
|
|
||||||
int numChars;
|
|
||||||
Character *charSet;
|
|
||||||
} SpriteFont;
|
|
||||||
|
|
||||||
// Camera type, defines a camera position/orientation in 3d space
|
|
||||||
typedef struct Camera {
|
|
||||||
Vector3 position;
|
|
||||||
Vector3 target;
|
|
||||||
Vector3 up;
|
|
||||||
} Camera;
|
|
||||||
|
|
||||||
// Vertex data definning a mesh
|
|
||||||
typedef struct VertexData {
|
|
||||||
int vertexCount;
|
|
||||||
float *vertices; // 3 components per vertex
|
|
||||||
float *texcoords; // 2 components per vertex
|
|
||||||
float *normals; // 3 components per vertex
|
|
||||||
unsigned char *colors; // 4 components per vertex
|
|
||||||
} VertexData;
|
|
||||||
|
|
||||||
// 3d Model type
|
|
||||||
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
|
|
||||||
typedef struct Model {
|
|
||||||
VertexData mesh;
|
|
||||||
unsigned int vaoId;
|
|
||||||
unsigned int vboId[4];
|
|
||||||
unsigned int textureId;
|
|
||||||
//Matrix transform;
|
|
||||||
} Model;
|
|
||||||
|
|
||||||
// Sound source type
|
|
||||||
typedef struct Sound {
|
|
||||||
unsigned int source;
|
|
||||||
unsigned int buffer;
|
|
||||||
} Sound;
|
|
||||||
|
|
||||||
// Wave type, defines audio wave data
|
|
||||||
typedef struct Wave {
|
|
||||||
void *data; // Buffer data pointer
|
|
||||||
unsigned int dataSize; // Data size in bytes
|
|
||||||
unsigned int sampleRate;
|
|
||||||
short bitsPerSample;
|
|
||||||
short channels;
|
|
||||||
} Wave;
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
extern "C" { // Prevents name mangling of functions
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Global Variables Definition
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// It's lonely here...
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Window and Graphics Device Functions (Module: core)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
#if defined(PLATFORM_ANDROID)
|
|
||||||
void InitWindow(int width, int height, struct android_app *state); // Init Android activity
|
|
||||||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
|
||||||
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
|
||||||
#endif
|
|
||||||
|
|
||||||
void CloseWindow(void); // Close Window and Terminate Context
|
|
||||||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
|
||||||
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
|
||||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
|
|
||||||
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
|
|
||||||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
||||||
#endif
|
|
||||||
int GetScreenWidth(void); // Get current screen width
|
|
||||||
int GetScreenHeight(void); // Get current screen height
|
|
||||||
int GetKeyPressed(void); // Get latest key pressed
|
|
||||||
|
|
||||||
void ClearBackground(Color color); // Sets Background Color
|
|
||||||
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
|
||||||
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
|
||||||
|
|
||||||
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
|
|
||||||
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
||||||
|
|
||||||
void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
||||||
float GetFPS(void); // Returns current FPS
|
|
||||||
float GetFrameTime(void); // Returns time in seconds for one frame
|
|
||||||
|
|
||||||
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
|
||||||
int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
|
||||||
|
|
||||||
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
|
||||||
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
||||||
|
|
||||||
void SetupFlags(char flags); // Enable some window configurations
|
|
||||||
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Input Handling Functions (Module: core)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
|
||||||
bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
|
||||||
bool IsKeyDown(int key); // Detect if a key is being pressed
|
|
||||||
bool IsKeyReleased(int key); // Detect if a key has been released once
|
|
||||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
|
||||||
|
|
||||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
|
||||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
|
||||||
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
|
||||||
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
|
||||||
int GetMouseX(void); // Returns mouse position X
|
|
||||||
int GetMouseY(void); // Returns mouse position Y
|
|
||||||
Vector2 GetMousePosition(void); // Returns mouse position XY
|
|
||||||
void SetMousePosition(Vector2 position); // Set mouse position XY
|
|
||||||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(PLATFORM_DESKTOP)
|
|
||||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
|
||||||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
|
|
||||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
||||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
||||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
|
||||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(PLATFORM_ANDROID)
|
|
||||||
bool IsScreenTouched(void); // Detect screen touch event
|
|
||||||
int GetTouchX(void); // Returns touch position X
|
|
||||||
int GetTouchY(void); // Returns touch position Y
|
|
||||||
Vector2 GetTouchPosition(void); // Returns touch position XY
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Basic Shapes Drawing Functions (Module: shapes)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
|
||||||
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
|
||||||
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
|
||||||
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
|
||||||
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
||||||
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
|
||||||
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
|
||||||
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
||||||
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
|
||||||
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
||||||
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
|
||||||
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
||||||
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
||||||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
|
||||||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
|
||||||
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
||||||
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
|
||||||
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
|
||||||
|
|
||||||
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
|
||||||
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
|
||||||
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
|
||||||
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
||||||
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
|
||||||
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
|
||||||
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Texture Loading and Drawing Functions (Module: textures)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
|
|
||||||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
|
||||||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
|
||||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
|
||||||
Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
|
|
||||||
Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
|
|
||||||
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
||||||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
|
||||||
void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
|
||||||
|
|
||||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
|
||||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
|
||||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
|
||||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
||||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
|
||||||
float rotation, Color tint);
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Font Loading and Text Drawing Functions (Module: text)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
|
||||||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
|
||||||
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
|
|
||||||
|
|
||||||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
||||||
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
|
||||||
int fontSize, int spacing, Color tint);
|
|
||||||
int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
|
||||||
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
|
|
||||||
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
|
|
||||||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
|
||||||
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
|
||||||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
|
||||||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
|
||||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
|
|
||||||
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
|
|
||||||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
|
||||||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
|
||||||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
|
||||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
|
||||||
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
|
|
||||||
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
|
|
||||||
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
|
|
||||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
|
||||||
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
|
||||||
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
|
|
||||||
//DrawTorus(), DrawTeapot() are useless...
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Model 3d Loading and Drawing Functions (Module: models)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
|
||||||
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
|
|
||||||
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
|
|
||||||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
|
||||||
void UnloadModel(Model model); // Unload 3d model from memory
|
|
||||||
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
|
|
||||||
|
|
||||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
|
||||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
|
|
||||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
|
|
||||||
|
|
||||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
|
||||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Audio Loading and Playing Functions (Module: audio)
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
void InitAudioDevice(void); // Initialize audio device and context
|
|
||||||
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
|
||||||
|
|
||||||
Sound LoadSound(char *fileName); // Load sound to memory
|
|
||||||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
|
||||||
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
|
||||||
void UnloadSound(Sound sound); // Unload sound
|
|
||||||
void PlaySound(Sound sound); // Play a sound
|
|
||||||
void PauseSound(Sound sound); // Pause a sound
|
|
||||||
void StopSound(Sound sound); // Stop playing a sound
|
|
||||||
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
|
|
||||||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
|
||||||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
|
||||||
|
|
||||||
void PlayMusicStream(char *fileName); // Start music playing (open stream)
|
|
||||||
void StopMusicStream(void); // Stop music playing (close stream)
|
|
||||||
void PauseMusicStream(void); // Pause music playing
|
|
||||||
void ResumeMusicStream(void); // Resume playing paused music
|
|
||||||
bool MusicIsPlaying(void); // Check if music is playing
|
|
||||||
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
|
|
||||||
float GetMusicTimeLength(void); // Get current music time length (in seconds)
|
|
||||||
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#endif // RAYLIB_H
|
|
||||||
Binary file not shown.
Binary file not shown.
|
|
@ -8,14 +8,14 @@ varying vec4 fragColor;
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Texel color fetching from texture sampler
|
// Texel color fetching from texture sampler
|
||||||
vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
|
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||||
|
|
||||||
// Convert texel color to grayscale using NTSC conversion weights
|
// Convert texel color to grayscale using NTSC conversion weights
|
||||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
|
@ -19,5 +19,5 @@ void main()
|
||||||
|
|
||||||
// NOTE: Implement here your fragment shader code
|
// NOTE: Implement here your fragment shader code
|
||||||
|
|
||||||
gl_FragColor = texelColor*fragTintColor;
|
gl_FragColor = texelColor*colDiffuse;
|
||||||
}
|
}
|
||||||
|
|
@ -6,7 +6,7 @@ in vec4 fragColor;
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
@ -16,7 +16,7 @@ out vec4 finalColor;
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Texel color fetching from texture sampler
|
// Texel color fetching from texture sampler
|
||||||
vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
|
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||||
|
|
||||||
// Convert texel color to grayscale using NTSC conversion weights
|
// Convert texel color to grayscale using NTSC conversion weights
|
||||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||||
|
|
|
||||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue