diff --git a/src/core.c b/src/core.c index bff926009..e6852eef7 100644 --- a/src/core.c +++ b/src/core.c @@ -273,6 +273,7 @@ static GLFWwindow *window; // Native window (graphic device #endif static bool windowReady = false; // Check if window has been initialized successfully static bool windowMinimized = false; // Check if window has been minimized +static bool windowResized = false; // Check if window has been resized static const char *windowTitle = NULL; // Window text title... static unsigned int displayWidth, displayHeight;// Display width and height (monitor, device-screen, LCD, ...) @@ -742,6 +743,16 @@ bool IsWindowMinimized(void) #endif } +// Check if window has been resized +bool IsWindowResized(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) + return windowResized; +#else + return false; +#endif +} + // Check if window is currently hidden bool IsWindowHidden(void) { @@ -990,6 +1001,8 @@ const char *GetClipboardText(void) { #if defined(PLATFORM_DESKTOP) return glfwGetClipboardString(window); +#else + return NULL; #endif } @@ -3135,6 +3148,8 @@ static void PollInputEvents(void) gamepadAxisCount = axisCount; } } + + windowResized = false; #if defined(SUPPORT_EVENTS_WAITING) glfwWaitEvents(); @@ -3412,6 +3427,8 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) currentHeight = height; // NOTE: Postprocessing texture is not scaled to new size + + windowResized = true; } // GLFW3 WindowIconify Callback, runs when window is minimized/restored @@ -4319,7 +4336,7 @@ static void *EventThread(void *arg) // Button parsing if (event.type == EV_KEY) { - if((event.code == BTN_TOUCH) || (event.code == BTN_LEFT)) + if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT)) { currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value; if (event.value > 0) gestureEvent.touchAction = TOUCH_DOWN; diff --git a/src/raudio.c b/src/raudio.c index 5f42222e5..d24cc8e67 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -367,7 +367,7 @@ static mal_uint32 OnAudioBufferDSPRead(mal_dsp *pDSP, mal_uint32 frameCount, voi { AudioBuffer *audioBuffer = (AudioBuffer *)pUserData; - mal_uint32 subBufferSizeInFrames = audioBuffer->bufferSizeInFrames/2; + mal_uint32 subBufferSizeInFrames = (audioBuffer->bufferSizeInFrames > 1)? audioBuffer->bufferSizeInFrames/2 : audioBuffer->bufferSizeInFrames; mal_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames; if (currentSubBufferIndex > 1) diff --git a/src/raylib.h b/src/raylib.h index 63b0b89b6..1432a761c 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -71,36 +71,32 @@ #ifndef RAYLIB_H #define RAYLIB_H -#include // Required for: va_list - Only used by TraceLogCallback +#include // Required for: va_list - Only used by TraceLogCallback #include // Required for rnet #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) -# define RLAPI \ - __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) + #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) -# define RLAPI \ - __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) + #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) #else -# define RLAPI // We are building or using raylib as a static library (or Linux shared library) + #define RLAPI // We are building or using raylib as a static library (or Linux shared library) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI -# define PI 3.14159265358979323846f + #define PI 3.14159265358979323846f #endif -#define DEG2RAD (PI / 180.0f) -#define RAD2DEG (180.0f / PI) +#define DEG2RAD (PI/180.0f) +#define RAD2DEG (180.0f/PI) -#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported +#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported // Shader and material limits -#define MAX_SHADER_LOCATIONS \ - 32 // Maximum number of predefined locations stored in shader struct -#define MAX_MATERIAL_MAPS \ - 12 // Maximum number of texture maps stored in shader struct +#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct +#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct // Network defines #define SOCKET_MAX_SET_SIZE 32 @@ -118,174 +114,134 @@ // getnameinfo() defines #define NAME_INFO_DEFAULT 0x00 /* No flags set */ #define NAME_INFO_NOFQDN 0x01 /* Only return nodename portion for local hosts */ -#define NAME_INFO_NUMERICHOST \ - 0x02 /* Return numeric form of the host's address */ +#define NAME_INFO_NUMERICHOST 0x02 /* Return numeric form of the host's address */ #define NAME_INFO_NAMEREQD 0x04 /* Error if the host's name not in DNS */ -#define NAME_INFO_NUMERICSERV \ - 0x08 /* Return numeric form of the service (port #) */ +#define NAME_INFO_NUMERICSERV 0x08 /* Return numeric form of the service (port #) */ #define NAME_INFO_DGRAM 0x10 /* Service is a datagram service */ // NOTE: MSC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized from { } initializers. #if defined(__cplusplus) -# define CLITERAL + #define CLITERAL #else -# define CLITERAL (Color) + #define CLITERAL (Color) #endif // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background -#define LIGHTGRAY \ - CLITERAL { 200, 200, 200, 255 } // Light Gray -#define GRAY \ - CLITERAL { 130, 130, 130, 255 } // Gray -#define DARKGRAY \ - CLITERAL { 80, 80, 80, 255 } // Dark Gray -#define YELLOW \ - CLITERAL { 253, 249, 0, 255 } // Yellow -#define GOLD \ - CLITERAL { 255, 203, 0, 255 } // Gold -#define ORANGE \ - CLITERAL { 255, 161, 0, 255 } // Orange -#define PINK \ - CLITERAL { 255, 109, 194, 255 } // Pink -#define RED \ - CLITERAL { 230, 41, 55, 255 } // Red -#define MAROON \ - CLITERAL { 190, 33, 55, 255 } // Maroon -#define GREEN \ - CLITERAL { 0, 228, 48, 255 } // Green -#define LIME \ - CLITERAL { 0, 158, 47, 255 } // Lime -#define DARKGREEN \ - CLITERAL { 0, 117, 44, 255 } // Dark Green -#define SKYBLUE \ - CLITERAL { 102, 191, 255, 255 } // Sky Blue -#define BLUE \ - CLITERAL { 0, 121, 241, 255 } // Blue -#define DARKBLUE \ - CLITERAL { 0, 82, 172, 255 } // Dark Blue -#define PURPLE \ - CLITERAL { 200, 122, 255, 255 } // Purple -#define VIOLET \ - CLITERAL { 135, 60, 190, 255 } // Violet -#define DARKPURPLE \ - CLITERAL { 112, 31, 126, 255 } // Dark Purple -#define BEIGE \ - CLITERAL { 211, 176, 131, 255 } // Beige -#define BROWN \ - CLITERAL { 127, 106, 79, 255 } // Brown -#define DARKBROWN \ - CLITERAL { 76, 63, 47, 255 } // Dark Brown +#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray +#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray +#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray +#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow +#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold +#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange +#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink +#define RED CLITERAL{ 230, 41, 55, 255 } // Red +#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon +#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green +#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime +#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue +#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue +#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue +#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple +#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet +#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple +#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige +#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown +#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown -#define WHITE \ - CLITERAL { 255, 255, 255, 255 } // White -#define BLACK \ - CLITERAL { 0, 0, 0, 255 } // Black -#define BLANK \ - CLITERAL { 0, 0, 0, 0 } // Blank (Transparent) -#define MAGENTA \ - CLITERAL { 255, 0, 255, 255 } // Magenta -#define RAYWHITE \ - CLITERAL { 245, 245, 245, 255 } // My own White (raylib logo) +#define WHITE CLITERAL{ 255, 255, 255, 255 } // White +#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black +#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta +#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) // Temporal hack to avoid breaking old codebases using // deprecated raylib implementation of these functions -#define FormatText TextFormat -#define SubText TextSubtext -#define ShowWindow UnhideWindow +#define FormatText TextFormat +#define SubText TextSubtext +#define ShowWindow UnhideWindow //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- // Boolean type #if defined(__STDC__) && __STDC_VERSION__ >= 199901L -# include + #include #elif !defined(__cplusplus) && !defined(bool) -typedef enum -{ - false, - true -} bool; + typedef enum { false, true } bool; #endif // Network typedefs typedef int32_t SocketChannel; // Vector2 type -typedef struct Vector2 -{ - float x; - float y; +typedef struct Vector2 { + float x; + float y; } Vector2; // Vector3 type -typedef struct Vector3 -{ - float x; - float y; - float z; +typedef struct Vector3 { + float x; + float y; + float z; } Vector3; // Vector4 type -typedef struct Vector4 -{ - float x; - float y; - float z; - float w; +typedef struct Vector4 { + float x; + float y; + float z; + float w; } Vector4; // Quaternion type, same as Vector4 typedef Vector4 Quaternion; // Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix -{ - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; +typedef struct Matrix { + float m0, m4, m8, m12; + float m1, m5, m9, m13; + float m2, m6, m10, m14; + float m3, m7, m11, m15; } Matrix; // Color type, RGBA (32bit) -typedef struct Color -{ - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; +typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; } Color; // Rectangle type -typedef struct Rectangle -{ - float x; - float y; - float width; - float height; +typedef struct Rectangle { + float x; + float y; + float width; + float height; } Rectangle; // Image type, bpp always RGBA (32bit) // NOTE: Data stored in CPU memory (RAM) -typedef struct Image -{ - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (PixelFormat type) +typedef struct Image { + void *data; // Image raw data + int width; // Image base width + int height; // Image base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) } Image; // Texture2D type // NOTE: Data stored in GPU memory -typedef struct Texture2D -{ - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (PixelFormat type) +typedef struct Texture2D { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) } Texture2D; // Texture type, same as Texture2D @@ -295,170 +251,163 @@ typedef Texture2D Texture; typedef Texture2D TextureCubemap; // RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D -{ - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture - bool depthTexture; // Track if depth attachment is a texture or renderbuffer +typedef struct RenderTexture2D { + unsigned int id; // OpenGL Framebuffer Object (FBO) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture + bool depthTexture; // Track if depth attachment is a texture or renderbuffer } RenderTexture2D; // RenderTexture type, same as RenderTexture2D typedef RenderTexture2D RenderTexture; // N-Patch layout info -typedef struct NPatchInfo -{ - Rectangle sourceRec; // Region in the texture - int left; // left border offset - int top; // top border offset - int right; // right border offset - int bottom; // bottom border offset - int type; // layout of the n-patch: 3x3, 1x3 or 3x1 +typedef struct NPatchInfo { + Rectangle sourceRec; // Region in the texture + int left; // left border offset + int top; // top border offset + int right; // right border offset + int bottom; // bottom border offset + int type; // layout of the n-patch: 3x3, 1x3 or 3x1 } NPatchInfo; // Font character info -typedef struct CharInfo -{ - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X - unsigned char *data; // Character pixel data (grayscale) +typedef struct CharInfo { + int value; // Character value (Unicode) + Rectangle rec; // Character rectangle in sprite font + int offsetX; // Character offset X when drawing + int offsetY; // Character offset Y when drawing + int advanceX; // Character advance position X + unsigned char *data; // Character pixel data (grayscale) } CharInfo; // Font type, includes texture and charSet array data -typedef struct Font -{ - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data +typedef struct Font { + Texture2D texture; // Font texture + int baseSize; // Base size (default chars height) + int charsCount; // Number of characters + CharInfo *chars; // Characters info data } Font; -#define SpriteFont Font // SpriteFont type fallback, defaults to Font +#define SpriteFont Font // SpriteFont type fallback, defaults to Font // Camera type, defines a camera position/orientation in 3d space -typedef struct Camera3D -{ - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic - int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC +typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic + int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; -#define Camera Camera3D // Camera type fallback, defaults to Camera3D +#define Camera Camera3D // Camera type fallback, defaults to Camera3D // Camera2D type, defines a 2d camera -typedef struct Camera2D -{ - Vector2 offset; // Camera offset (displacement from target) - Vector2 target; // Camera target (rotation and zoom origin) - float rotation; // Camera rotation in degrees - float zoom; // Camera zoom (scaling), should be 1.0f by default +typedef struct Camera2D { + Vector2 offset; // Camera offset (displacement from target) + Vector2 target; // Camera target (rotation and zoom origin) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; // Bounding box type -typedef struct BoundingBox -{ - Vector3 min; // Minimum vertex box-corner - Vector3 max; // Maximum vertex box-corner +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner } BoundingBox; // Vertex data definning a mesh // NOTE: Data stored in CPU memory (and GPU) -typedef struct Mesh -{ - int vertexCount; // Number of vertices stored in arrays - int triangleCount; // Number of triangles stored (indexed or not) +typedef struct Mesh { + int vertexCount; // Number of vertices stored in arrays + int triangleCount; // Number of triangles stored (indexed or not) - // Default vertex data - float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) - float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) - unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices; // Vertex indices (in case vertex data comes indexed) + // Default vertex data + float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// Vertex indices (in case vertex data comes indexed) - // Animation vertex data - float *baseVertices; // Vertex base position (required to apply bones transformations) - float *baseNormals; // Vertex base normals (required to apply bones transformations) - float *weightBias; // Vertex weight bias - int * weightId; // Vertex weight id + // Animation vertex data + float *baseVertices; // Vertex base position (required to apply bones transformations) + float *baseNormals; // Vertex base normals (required to apply bones transformations) + float *weightBias; // Vertex weight bias + int *weightId; // Vertex weight id - // OpenGL identifiers - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data) + // OpenGL identifiers + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data) } Mesh; // Shader type (generic) -typedef struct Shader -{ - unsigned int id; // Shader program id - int locs[MAX_SHADER_LOCATIONS]; // Shader locations array +typedef struct Shader { + unsigned int id; // Shader program id + int locs[MAX_SHADER_LOCATIONS]; // Shader locations array } Shader; // Material texture map -typedef struct MaterialMap -{ - Texture2D texture; // Material map texture - Color color; // Material map color - float value; // Material map value +typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value } MaterialMap; // Material type (generic) -typedef struct Material -{ - Shader shader; // Material shader - MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps - float * params; // Material generic parameters (if required) +typedef struct Material { + Shader shader; // Material shader + MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps + float *params; // Material generic parameters (if required) } Material; // Model type -typedef struct Model -{ - Mesh mesh; // Vertex data buffers (RAM and VRAM) - Matrix transform; // Local transform matrix - Material material; // Shader and textures data +typedef struct Model { + Mesh mesh; // Vertex data buffers (RAM and VRAM) + Matrix transform; // Local transform matrix + Material material; // Shader and textures data + /* + Mesh *meshes; // Vertex data buffers (RAM and VRAM) + int meshCount; + + Material *materials; // Shader and textures data + int materialCount; + + int *meshMaterial; // Material assigned to every mesh + */ } Model; // Ray type (useful for raycast) -typedef struct Ray -{ - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction } Ray; // Raycast hit information -typedef struct RayHitInfo -{ - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 position; // Position of nearest hit - Vector3 normal; // Surface normal of hit +typedef struct RayHitInfo { + bool hit; // Did the ray hit something? + float distance; // Distance to nearest hit + Vector3 position; // Position of nearest hit + Vector3 normal; // Surface normal of hit } RayHitInfo; // Wave type, defines audio wave data -typedef struct Wave -{ - unsigned int sampleCount; // Number of samples - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) - void * data; // Buffer data pointer +typedef struct Wave { + unsigned int sampleCount; // Number of samples + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + void *data; // Buffer data pointer } Wave; // Sound source type -typedef struct Sound -{ - void *audioBuffer; // Pointer to internal data used by the audio system +typedef struct Sound { + void *audioBuffer; // Pointer to internal data used by the audio system - unsigned int source; // Audio source id - unsigned int buffer; // Audio buffer id - int format; // Audio format specifier + unsigned int source; // Audio source id + unsigned int buffer; // Audio buffer id + int format; // Audio format specifier } Sound; // Music type (file streaming from memory) @@ -467,74 +416,68 @@ typedef struct MusicData *Music; // Audio stream type // NOTE: Useful to create custom audio streams not bound to a specific file -typedef struct AudioStream -{ - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo) +typedef struct AudioStream { + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) - void *audioBuffer; // Pointer to internal data used by the audio system. + void *audioBuffer; // Pointer to internal data used by the audio system. - int format; // Audio format specifier - unsigned int source; // Audio source id - unsigned int buffers[2]; // Audio buffers (double buffering) + int format; // Audio format specifier + unsigned int source; // Audio source id + unsigned int buffers[2]; // Audio buffers (double buffering) } AudioStream; // Head-Mounted-Display device parameters -typedef struct VrDeviceInfo -{ - int hResolution; // HMD horizontal resolution in pixels - int vResolution; // HMD vertical resolution in pixels - float hScreenSize; // HMD horizontal size in meters - float vScreenSize; // HMD vertical size in meters - float vScreenCenter; // HMD screen center in meters - float eyeToScreenDistance; // HMD distance between eye and display in meters - float lensSeparationDistance; // HMD lens separation distance in meters - float interpupillaryDistance; // HMD IPD (distance between pupils) in meters - float lensDistortionValues[4]; // HMD lens distortion constant parameters - float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters +typedef struct VrDeviceInfo { + int hResolution; // HMD horizontal resolution in pixels + int vResolution; // HMD vertical resolution in pixels + float hScreenSize; // HMD horizontal size in meters + float vScreenSize; // HMD vertical size in meters + float vScreenCenter; // HMD screen center in meters + float eyeToScreenDistance; // HMD distance between eye and display in meters + float lensSeparationDistance; // HMD lens separation distance in meters + float interpupillaryDistance; // HMD IPD (distance between pupils) in meters + float lensDistortionValues[4]; // HMD lens distortion constant parameters + float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters } VrDeviceInfo; // VR Stereo rendering configuration for simulator -typedef struct VrStereoConfig -{ - RenderTexture2D stereoFbo; // VR stereo rendering framebuffer - Shader distortionShader; // VR stereo rendering distortion shader - Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices - Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices - int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] - int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] +typedef struct VrStereoConfig { + RenderTexture2D stereoFbo; // VR stereo rendering framebuffer + Shader distortionShader; // VR stereo rendering distortion shader + Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices + Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices + int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] + int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] } VrStereoConfig; + + // IPAddress definition (in network byte order) -typedef struct IPAddress -{ +typedef struct IPAddress { unsigned long host; /* 32-bit IPv4 host address */ unsigned short port; /* 16-bit protocol port */ } IPAddress; // An option ID, value, sizeof(value) tuple for setsockopt(2). -typedef struct SocketOpt -{ +typedef struct SocketOpt { int id; void *value; int valueLen; } SocketOpt; -typedef enum -{ +typedef enum { SOCKET_TCP = 1, // SOCK_STREAM SOCKET_UDP = 2 // SOCK_DGRAM } SocketType; -typedef struct UDPChannel -{ +typedef struct UDPChannel { int numbound; // The total number of addresses this channel is bound to IPAddress address[SOCKET_MAX_UDPADDRESSES]; // The list of remote addresses this channel is bound to } UDPChannel; -typedef struct Socket -{ +typedef struct Socket { int ready; // Is the socket ready? i.e. has information int status; // The last status code to have occured using this socket bool isServer; // Is this socket a server socket (i.e. TCP/UDP Listen Server) @@ -544,15 +487,13 @@ typedef struct Socket struct UDPChannel bindings[SOCKET_MAX_UDPCHANNELS]; // The amount of channels (if UDP) this socket is bound to } Socket; -typedef struct SocketSet -{ +typedef struct SocketSet { int numsockets; int maxsockets; struct Socket **sockets; } SocketSet; -typedef struct SocketDataPacket -{ +typedef struct SocketDataPacket { int channel; /* The src/dst channel of the packet */ unsigned char *data; /* The packet data */ int len; /* The length of the packet data */ @@ -564,8 +505,7 @@ typedef struct SocketDataPacket // Configuration for a socket. Not all of these fields need to // be set, and ones omitted from a C99-style "designated initializer" // struct literal will be zeroed out and replaced with defaults. -typedef struct SocketConfig -{ +typedef struct SocketConfig { // Hostname and port, for TCP or UDP sockets. */ char * host; // The host address in xxx.xxx.xxx.xxx form char * port; // The target port/server in the form "http" or "25565" @@ -577,15 +517,13 @@ typedef struct SocketConfig } SocketConfig; // Result from calling open with a given config. -typedef struct SocketResult -{ +typedef struct SocketResult { int status; Socket *socket; } SocketResult; // -typedef struct Packet -{ +typedef struct Packet { uint32_t size; // The total size of bytes in data uint32_t offs; // The offset to data access uint32_t maxs; // The max size of data @@ -598,1046 +536,1021 @@ typedef struct _SocketAddress * SocketAddress; typedef struct _SocketAddressIPv4 * SocketAddressIPv4; typedef struct _SocketAddressIPv6 * SocketAddressIPv6; typedef struct _SocketAddressStorage *SocketAddressStorage; - + //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- // System config flags // NOTE: Used for bit masks -typedef enum -{ - FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup - FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen - FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window - FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons) - FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window - FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden - FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X - FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU +typedef enum { + FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup + FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen + FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window + FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons) + FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window + FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden + FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X + FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU } ConfigFlag; // Trace log type -typedef enum -{ - LOG_ALL, // Display all logs - LOG_TRACE, - LOG_DEBUG, - LOG_INFO, - LOG_WARNING, - LOG_ERROR, - LOG_FATAL, - LOG_NONE // Disable logging +typedef enum { + LOG_ALL, // Display all logs + LOG_TRACE, + LOG_DEBUG, + LOG_INFO, + LOG_WARNING, + LOG_ERROR, + LOG_FATAL, + LOG_NONE // Disable logging } TraceLogType; // Keyboard keys -typedef enum -{ - // Alphanumeric keys - KEY_APOSTROPHE = 39, - KEY_COMMA = 44, - KEY_MINUS = 45, - KEY_PERIOD = 46, - KEY_SLASH = 47, - KEY_ZERO = 48, - KEY_ONE = 49, - KEY_TWO = 50, - KEY_THREE = 51, - KEY_FOUR = 52, - KEY_FIVE = 53, - KEY_SIX = 54, - KEY_SEVEN = 55, - KEY_EIGHT = 56, - KEY_NINE = 57, - KEY_SEMICOLON = 59, - KEY_EQUAL = 61, - KEY_A = 65, - KEY_B = 66, - KEY_C = 67, - KEY_D = 68, - KEY_E = 69, - KEY_F = 70, - KEY_G = 71, - KEY_H = 72, - KEY_I = 73, - KEY_J = 74, - KEY_K = 75, - KEY_L = 76, - KEY_M = 77, - KEY_N = 78, - KEY_O = 79, - KEY_P = 80, - KEY_Q = 81, - KEY_R = 82, - KEY_S = 83, - KEY_T = 84, - KEY_U = 85, - KEY_V = 86, - KEY_W = 87, - KEY_X = 88, - KEY_Y = 89, - KEY_Z = 90, +typedef enum { + // Alphanumeric keys + KEY_APOSTROPHE = 39, + KEY_COMMA = 44, + KEY_MINUS = 45, + KEY_PERIOD = 46, + KEY_SLASH = 47, + KEY_ZERO = 48, + KEY_ONE = 49, + KEY_TWO = 50, + KEY_THREE = 51, + KEY_FOUR = 52, + KEY_FIVE = 53, + KEY_SIX = 54, + KEY_SEVEN = 55, + KEY_EIGHT = 56, + KEY_NINE = 57, + KEY_SEMICOLON = 59, + KEY_EQUAL = 61, + KEY_A = 65, + KEY_B = 66, + KEY_C = 67, + KEY_D = 68, + KEY_E = 69, + KEY_F = 70, + KEY_G = 71, + KEY_H = 72, + KEY_I = 73, + KEY_J = 74, + KEY_K = 75, + KEY_L = 76, + KEY_M = 77, + KEY_N = 78, + KEY_O = 79, + KEY_P = 80, + KEY_Q = 81, + KEY_R = 82, + KEY_S = 83, + KEY_T = 84, + KEY_U = 85, + KEY_V = 86, + KEY_W = 87, + KEY_X = 88, + KEY_Y = 89, + KEY_Z = 90, - // Function keys - KEY_SPACE = 32, - KEY_ESCAPE = 256, - KEY_ENTER = 257, - KEY_TAB = 258, - KEY_BACKSPACE = 259, - KEY_INSERT = 260, - KEY_DELETE = 261, - KEY_RIGHT = 262, - KEY_LEFT = 263, - KEY_DOWN = 264, - KEY_UP = 265, - KEY_PAGE_UP = 266, - KEY_PAGE_DOWN = 267, - KEY_HOME = 268, - KEY_END = 269, - KEY_CAPS_LOCK = 280, - KEY_SCROLL_LOCK = 281, - KEY_NUM_LOCK = 282, - KEY_PRINT_SCREEN = 283, - KEY_PAUSE = 284, - KEY_F1 = 290, - KEY_F2 = 291, - KEY_F3 = 292, - KEY_F4 = 293, - KEY_F5 = 294, - KEY_F6 = 295, - KEY_F7 = 296, - KEY_F8 = 297, - KEY_F9 = 298, - KEY_F10 = 299, - KEY_F11 = 300, - KEY_F12 = 301, - KEY_LEFT_SHIFT = 340, - KEY_LEFT_CONTROL = 341, - KEY_LEFT_ALT = 342, - KEY_LEFT_SUPER = 343, - KEY_RIGHT_SHIFT = 344, - KEY_RIGHT_CONTROL = 345, - KEY_RIGHT_ALT = 346, - KEY_RIGHT_SUPER = 347, - KEY_KB_MENU = 348, - KEY_LEFT_BRACKET = 91, - KEY_BACKSLASH = 92, - KEY_RIGHT_BRACKET = 93, - KEY_GRAVE = 96, + // Function keys + KEY_SPACE = 32, + KEY_ESCAPE = 256, + KEY_ENTER = 257, + KEY_TAB = 258, + KEY_BACKSPACE = 259, + KEY_INSERT = 260, + KEY_DELETE = 261, + KEY_RIGHT = 262, + KEY_LEFT = 263, + KEY_DOWN = 264, + KEY_UP = 265, + KEY_PAGE_UP = 266, + KEY_PAGE_DOWN = 267, + KEY_HOME = 268, + KEY_END = 269, + KEY_CAPS_LOCK = 280, + KEY_SCROLL_LOCK = 281, + KEY_NUM_LOCK = 282, + KEY_PRINT_SCREEN = 283, + KEY_PAUSE = 284, + KEY_F1 = 290, + KEY_F2 = 291, + KEY_F3 = 292, + KEY_F4 = 293, + KEY_F5 = 294, + KEY_F6 = 295, + KEY_F7 = 296, + KEY_F8 = 297, + KEY_F9 = 298, + KEY_F10 = 299, + KEY_F11 = 300, + KEY_F12 = 301, + KEY_LEFT_SHIFT = 340, + KEY_LEFT_CONTROL = 341, + KEY_LEFT_ALT = 342, + KEY_LEFT_SUPER = 343, + KEY_RIGHT_SHIFT = 344, + KEY_RIGHT_CONTROL = 345, + KEY_RIGHT_ALT = 346, + KEY_RIGHT_SUPER = 347, + KEY_KB_MENU = 348, + KEY_LEFT_BRACKET = 91, + KEY_BACKSLASH = 92, + KEY_RIGHT_BRACKET = 93, + KEY_GRAVE = 96, - // Keypad keys - KEY_KP_0 = 320, - KEY_KP_1 = 321, - KEY_KP_2 = 322, - KEY_KP_3 = 323, - KEY_KP_4 = 324, - KEY_KP_5 = 325, - KEY_KP_6 = 326, - KEY_KP_7 = 327, - KEY_KP_8 = 328, - KEY_KP_9 = 329, - KEY_KP_DECIMAL = 330, - KEY_KP_DIVIDE = 331, - KEY_KP_MULTIPLY = 332, - KEY_KP_SUBTRACT = 333, - KEY_KP_ADD = 334, - KEY_KP_ENTER = 335, - KEY_KP_EQUAL = 336 + // Keypad keys + KEY_KP_0 = 320, + KEY_KP_1 = 321, + KEY_KP_2 = 322, + KEY_KP_3 = 323, + KEY_KP_4 = 324, + KEY_KP_5 = 325, + KEY_KP_6 = 326, + KEY_KP_7 = 327, + KEY_KP_8 = 328, + KEY_KP_9 = 329, + KEY_KP_DECIMAL = 330, + KEY_KP_DIVIDE = 331, + KEY_KP_MULTIPLY = 332, + KEY_KP_SUBTRACT = 333, + KEY_KP_ADD = 334, + KEY_KP_ENTER = 335, + KEY_KP_EQUAL = 336 } KeyboardKey; // Android buttons -typedef enum -{ - KEY_BACK = 4, - KEY_MENU = 82, - KEY_VOLUME_UP = 24, - KEY_VOLUME_DOWN = 25 +typedef enum { + KEY_BACK = 4, + KEY_MENU = 82, + KEY_VOLUME_UP = 24, + KEY_VOLUME_DOWN = 25 } AndroidButton; // Mouse buttons -typedef enum -{ - MOUSE_LEFT_BUTTON = 0, - MOUSE_RIGHT_BUTTON = 1, - MOUSE_MIDDLE_BUTTON = 2 +typedef enum { + MOUSE_LEFT_BUTTON = 0, + MOUSE_RIGHT_BUTTON = 1, + MOUSE_MIDDLE_BUTTON = 2 } MouseButton; // Gamepad number -typedef enum -{ - GAMEPAD_PLAYER1 = 0, - GAMEPAD_PLAYER2 = 1, - GAMEPAD_PLAYER3 = 2, - GAMEPAD_PLAYER4 = 3 +typedef enum { + GAMEPAD_PLAYER1 = 0, + GAMEPAD_PLAYER2 = 1, + GAMEPAD_PLAYER3 = 2, + GAMEPAD_PLAYER4 = 3 } GamepadNumber; // PS3 USB Controller Buttons // TODO: Provide a generic way to list gamepad controls schemes, // defining specific controls schemes is not a good option -typedef enum -{ - GAMEPAD_PS3_BUTTON_TRIANGLE = 0, - GAMEPAD_PS3_BUTTON_CIRCLE = 1, - GAMEPAD_PS3_BUTTON_CROSS = 2, - GAMEPAD_PS3_BUTTON_SQUARE = 3, - GAMEPAD_PS3_BUTTON_L1 = 6, - GAMEPAD_PS3_BUTTON_R1 = 7, - GAMEPAD_PS3_BUTTON_L2 = 4, - GAMEPAD_PS3_BUTTON_R2 = 5, - GAMEPAD_PS3_BUTTON_START = 8, - GAMEPAD_PS3_BUTTON_SELECT = 9, - GAMEPAD_PS3_BUTTON_PS = 12, - GAMEPAD_PS3_BUTTON_UP = 24, - GAMEPAD_PS3_BUTTON_RIGHT = 25, - GAMEPAD_PS3_BUTTON_DOWN = 26, - GAMEPAD_PS3_BUTTON_LEFT = 27 +typedef enum { + GAMEPAD_PS3_BUTTON_TRIANGLE = 0, + GAMEPAD_PS3_BUTTON_CIRCLE = 1, + GAMEPAD_PS3_BUTTON_CROSS = 2, + GAMEPAD_PS3_BUTTON_SQUARE = 3, + GAMEPAD_PS3_BUTTON_L1 = 6, + GAMEPAD_PS3_BUTTON_R1 = 7, + GAMEPAD_PS3_BUTTON_L2 = 4, + GAMEPAD_PS3_BUTTON_R2 = 5, + GAMEPAD_PS3_BUTTON_START = 8, + GAMEPAD_PS3_BUTTON_SELECT = 9, + GAMEPAD_PS3_BUTTON_PS = 12, + GAMEPAD_PS3_BUTTON_UP = 24, + GAMEPAD_PS3_BUTTON_RIGHT = 25, + GAMEPAD_PS3_BUTTON_DOWN = 26, + GAMEPAD_PS3_BUTTON_LEFT = 27 } GamepadPS3Button; // PS3 USB Controller Axis -typedef enum -{ - GAMEPAD_PS3_AXIS_LEFT_X = 0, - GAMEPAD_PS3_AXIS_LEFT_Y = 1, - GAMEPAD_PS3_AXIS_RIGHT_X = 2, - GAMEPAD_PS3_AXIS_RIGHT_Y = 5, - GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level) - GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level) +typedef enum { + GAMEPAD_PS3_AXIS_LEFT_X = 0, + GAMEPAD_PS3_AXIS_LEFT_Y = 1, + GAMEPAD_PS3_AXIS_RIGHT_X = 2, + GAMEPAD_PS3_AXIS_RIGHT_Y = 5, + GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level) + GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level) } GamepadPS3Axis; // Xbox360 USB Controller Buttons -typedef enum -{ - GAMEPAD_XBOX_BUTTON_A = 0, - GAMEPAD_XBOX_BUTTON_B = 1, - GAMEPAD_XBOX_BUTTON_X = 2, - GAMEPAD_XBOX_BUTTON_Y = 3, - GAMEPAD_XBOX_BUTTON_LB = 4, - GAMEPAD_XBOX_BUTTON_RB = 5, - GAMEPAD_XBOX_BUTTON_SELECT = 6, - GAMEPAD_XBOX_BUTTON_START = 7, - GAMEPAD_XBOX_BUTTON_HOME = 8, - GAMEPAD_XBOX_BUTTON_UP = 10, - GAMEPAD_XBOX_BUTTON_RIGHT = 11, - GAMEPAD_XBOX_BUTTON_DOWN = 12, - GAMEPAD_XBOX_BUTTON_LEFT = 13 +typedef enum { + GAMEPAD_XBOX_BUTTON_A = 0, + GAMEPAD_XBOX_BUTTON_B = 1, + GAMEPAD_XBOX_BUTTON_X = 2, + GAMEPAD_XBOX_BUTTON_Y = 3, + GAMEPAD_XBOX_BUTTON_LB = 4, + GAMEPAD_XBOX_BUTTON_RB = 5, + GAMEPAD_XBOX_BUTTON_SELECT = 6, + GAMEPAD_XBOX_BUTTON_START = 7, + GAMEPAD_XBOX_BUTTON_HOME = 8, + GAMEPAD_XBOX_BUTTON_UP = 10, + GAMEPAD_XBOX_BUTTON_RIGHT = 11, + GAMEPAD_XBOX_BUTTON_DOWN = 12, + GAMEPAD_XBOX_BUTTON_LEFT = 13 } GamepadXbox360Button; // Xbox360 USB Controller Axis, // NOTE: For Raspberry Pi, axis must be reconfigured -typedef enum -{ - GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right) - GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down) - GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right) - GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down) - GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level) - GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level) +typedef enum { + GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right) + GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down) + GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right) + GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down) + GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level) + GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level) } GamepadXbox360Axis; // Android Gamepad Controller (SNES CLASSIC) -typedef enum -{ - GAMEPAD_ANDROID_DPAD_UP = 19, - GAMEPAD_ANDROID_DPAD_DOWN = 20, - GAMEPAD_ANDROID_DPAD_LEFT = 21, - GAMEPAD_ANDROID_DPAD_RIGHT = 22, - GAMEPAD_ANDROID_DPAD_CENTER = 23, - GAMEPAD_ANDROID_BUTTON_A = 96, - GAMEPAD_ANDROID_BUTTON_B = 97, - GAMEPAD_ANDROID_BUTTON_C = 98, - GAMEPAD_ANDROID_BUTTON_X = 99, - GAMEPAD_ANDROID_BUTTON_Y = 100, - GAMEPAD_ANDROID_BUTTON_Z = 101, - GAMEPAD_ANDROID_BUTTON_L1 = 102, - GAMEPAD_ANDROID_BUTTON_R1 = 103, - GAMEPAD_ANDROID_BUTTON_L2 = 104, - GAMEPAD_ANDROID_BUTTON_R2 = 105 +typedef enum { + GAMEPAD_ANDROID_DPAD_UP = 19, + GAMEPAD_ANDROID_DPAD_DOWN = 20, + GAMEPAD_ANDROID_DPAD_LEFT = 21, + GAMEPAD_ANDROID_DPAD_RIGHT = 22, + GAMEPAD_ANDROID_DPAD_CENTER = 23, + GAMEPAD_ANDROID_BUTTON_A = 96, + GAMEPAD_ANDROID_BUTTON_B = 97, + GAMEPAD_ANDROID_BUTTON_C = 98, + GAMEPAD_ANDROID_BUTTON_X = 99, + GAMEPAD_ANDROID_BUTTON_Y = 100, + GAMEPAD_ANDROID_BUTTON_Z = 101, + GAMEPAD_ANDROID_BUTTON_L1 = 102, + GAMEPAD_ANDROID_BUTTON_R1 = 103, + GAMEPAD_ANDROID_BUTTON_L2 = 104, + GAMEPAD_ANDROID_BUTTON_R2 = 105 } GamepadAndroid; // Shader location point type -typedef enum -{ - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF +typedef enum { + LOC_VERTEX_POSITION = 0, + LOC_VERTEX_TEXCOORD01, + LOC_VERTEX_TEXCOORD02, + LOC_VERTEX_NORMAL, + LOC_VERTEX_TANGENT, + LOC_VERTEX_COLOR, + LOC_MATRIX_MVP, + LOC_MATRIX_MODEL, + LOC_MATRIX_VIEW, + LOC_MATRIX_PROJECTION, + LOC_VECTOR_VIEW, + LOC_COLOR_DIFFUSE, + LOC_COLOR_SPECULAR, + LOC_COLOR_AMBIENT, + LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE + LOC_MAP_METALNESS, // LOC_MAP_SPECULAR + LOC_MAP_NORMAL, + LOC_MAP_ROUGHNESS, + LOC_MAP_OCCLUSION, + LOC_MAP_EMISSION, + LOC_MAP_HEIGHT, + LOC_MAP_CUBEMAP, + LOC_MAP_IRRADIANCE, + LOC_MAP_PREFILTER, + LOC_MAP_BRDF } ShaderLocationIndex; -#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO -#define LOC_MAP_SPECULAR LOC_MAP_METALNESS +#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO +#define LOC_MAP_SPECULAR LOC_MAP_METALNESS // Shader uniform data types -typedef enum -{ - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D +typedef enum { + UNIFORM_FLOAT = 0, + UNIFORM_VEC2, + UNIFORM_VEC3, + UNIFORM_VEC4, + UNIFORM_INT, + UNIFORM_IVEC2, + UNIFORM_IVEC3, + UNIFORM_IVEC4, + UNIFORM_SAMPLER2D } ShaderUniformDataType; // Material map type -typedef enum -{ - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF +typedef enum { + MAP_ALBEDO = 0, // MAP_DIFFUSE + MAP_METALNESS = 1, // MAP_SPECULAR + MAP_NORMAL = 2, + MAP_ROUGHNESS = 3, + MAP_OCCLUSION, + MAP_EMISSION, + MAP_HEIGHT, + MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_BRDF } TexmapIndex; -#define MAP_DIFFUSE MAP_ALBEDO -#define MAP_SPECULAR MAP_METALNESS +#define MAP_DIFFUSE MAP_ALBEDO +#define MAP_SPECULAR MAP_METALNESS // Pixel formats // NOTE: Support depends on OpenGL version and platform -typedef enum -{ - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp +typedef enum { + UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + UNCOMPRESSED_R5G6B5, // 16 bpp + UNCOMPRESSED_R8G8B8, // 24 bpp + UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + UNCOMPRESSED_R8G8B8A8, // 32 bpp + UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + COMPRESSED_DXT3_RGBA, // 8 bpp + COMPRESSED_DXT5_RGBA, // 8 bpp + COMPRESSED_ETC1_RGB, // 4 bpp + COMPRESSED_ETC2_RGB, // 4 bpp + COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + COMPRESSED_PVRT_RGB, // 4 bpp + COMPRESSED_PVRT_RGBA, // 4 bpp + COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification -typedef enum -{ - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +typedef enum { + FILTER_POINT = 0, // No filter, just pixel aproximation + FILTER_BILINEAR, // Linear filtering + FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } TextureFilterMode; // Cubemap layout type -typedef enum -{ - CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type - CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces - CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces - CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map) +typedef enum { + CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type + CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces + CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces + CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces + CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map) } CubemapLayoutType; // Texture parameters: wrap mode -typedef enum -{ - WRAP_REPEAT = 0, // Repeats texture in tiled mode - WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode - WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode - WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode +typedef enum { + WRAP_REPEAT = 0, // Repeats texture in tiled mode + WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode } TextureWrapMode; // Font type, defines generation method -typedef enum -{ - FONT_DEFAULT = 0, // Default font generation, anti-aliased - FONT_BITMAP, // Bitmap font generation, no anti-aliasing - FONT_SDF // SDF font generation, requires external shader +typedef enum { + FONT_DEFAULT = 0, // Default font generation, anti-aliased + FONT_BITMAP, // Bitmap font generation, no anti-aliasing + FONT_SDF // SDF font generation, requires external shader } FontType; // Color blending modes (pre-defined) -typedef enum -{ - BLEND_ALPHA = 0, // Blend textures considering alpha (default) - BLEND_ADDITIVE, // Blend textures adding colors - BLEND_MULTIPLIED // Blend textures multiplying colors +typedef enum { + BLEND_ALPHA = 0, // Blend textures considering alpha (default) + BLEND_ADDITIVE, // Blend textures adding colors + BLEND_MULTIPLIED // Blend textures multiplying colors } BlendMode; // Gestures type // NOTE: It could be used as flags to enable only some gestures -typedef enum -{ - GESTURE_NONE = 0, - GESTURE_TAP = 1, - GESTURE_DOUBLETAP = 2, - GESTURE_HOLD = 4, - GESTURE_DRAG = 8, - GESTURE_SWIPE_RIGHT = 16, - GESTURE_SWIPE_LEFT = 32, - GESTURE_SWIPE_UP = 64, - GESTURE_SWIPE_DOWN = 128, - GESTURE_PINCH_IN = 256, - GESTURE_PINCH_OUT = 512 +typedef enum { + GESTURE_NONE = 0, + GESTURE_TAP = 1, + GESTURE_DOUBLETAP = 2, + GESTURE_HOLD = 4, + GESTURE_DRAG = 8, + GESTURE_SWIPE_RIGHT = 16, + GESTURE_SWIPE_LEFT = 32, + GESTURE_SWIPE_UP = 64, + GESTURE_SWIPE_DOWN = 128, + GESTURE_PINCH_IN = 256, + GESTURE_PINCH_OUT = 512 } GestureType; // Camera system modes -typedef enum -{ - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON } CameraMode; // Camera projection modes -typedef enum -{ - CAMERA_PERSPECTIVE = 0, - CAMERA_ORTHOGRAPHIC +typedef enum { + CAMERA_PERSPECTIVE = 0, + CAMERA_ORTHOGRAPHIC } CameraType; // Head Mounted Display devices -typedef enum -{ - HMD_DEFAULT_DEVICE = 0, - HMD_OCULUS_RIFT_DK2, - HMD_OCULUS_RIFT_CV1, - HMD_OCULUS_GO, - HMD_VALVE_HTC_VIVE, - HMD_SONY_PSVR +typedef enum { + HMD_DEFAULT_DEVICE = 0, + HMD_OCULUS_RIFT_DK2, + HMD_OCULUS_RIFT_CV1, + HMD_OCULUS_GO, + HMD_VALVE_HTC_VIVE, + HMD_SONY_PSVR } VrDeviceType; // Type of n-patch -typedef enum -{ - NPT_9PATCH = 0, // Npatch defined by 3x3 tiles - NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles - NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles +typedef enum { + NPT_9PATCH = 0, // Npatch defined by 3x3 tiles + NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles + NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles } NPatchType; // Callbacks to be implemented by users typedef void (*TraceLogCallback)(int logType, const char *text, va_list args); #if defined(__cplusplus) -extern "C" -{ // Prevents name mangling of functions +extern "C" { // Prevents name mangling of functions #endif - //------------------------------------------------------------------------------------ - // Global Variables Definition - //------------------------------------------------------------------------------------ - // It's lonely here... +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... - //------------------------------------------------------------------------------------ - // Window and Graphics Device Functions (Module: core) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ - // Window-related functions - RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context - RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed - RLAPI void CloseWindow(void); // Close window and unload OpenGL context - RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully - RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) - RLAPI bool IsWindowHidden(void); // Check if window is currently hidden - RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) - RLAPI void UnhideWindow(void); // Show the window - RLAPI void HideWindow(void); // Hide the window - RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) - RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) - RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) - RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) - RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) - RLAPI void SetWindowSize(int width, int height); // Set window dimensions - RLAPI void *GetWindowHandle(void); // Get native window handle - RLAPI int GetScreenWidth(void); // Get current screen width - RLAPI int GetScreenHeight(void); // Get current screen height - RLAPI int GetMonitorCount(void); // Get number of connected monitors - RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width - RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height - RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres - RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres - RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor - RLAPI const char *GetClipboardText(void); // Get clipboard text content - RLAPI void SetClipboardText(const char *text); // Set clipboard text content +// Window-related functions +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context +RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed +RLAPI void CloseWindow(void); // Close window and unload OpenGL context +RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully +RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) +RLAPI bool IsWindowResized(void); // Check if window has been resized +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden +RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) +RLAPI void UnhideWindow(void); // Show the window +RLAPI void HideWindow(void); // Hide the window +RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) +RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) +RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) +RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowSize(int width, int height); // Set window dimensions +RLAPI void *GetWindowHandle(void); // Get native window handle +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height +RLAPI int GetMonitorCount(void); // Get number of connected monitors +RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width +RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height +RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres +RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres +RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor +RLAPI const char *GetClipboardText(void); // Get clipboard text content +RLAPI void SetClipboardText(const char *text); // Set clipboard text content - // Cursor-related functions - RLAPI void ShowCursor(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) - RLAPI void DisableCursor(void); // Disables cursor (lock cursor) +// Cursor-related functions +RLAPI void ShowCursor(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) +RLAPI void DisableCursor(void); // Disables cursor (lock cursor) - // Drawing-related functions - RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) - RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing - RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) - RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) - RLAPI void EndMode2D(void); // Ends 2D mode with custom camera - RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) - RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode - RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing - RLAPI void EndTextureMode(void); // Ends drawing to render texture +// Drawing-related functions +RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) +RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void EndTextureMode(void); // Ends drawing to render texture - // Screen-space-related functions - RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position - RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position - RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) +// Screen-space-related functions +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - // timing-related functions - RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) - RLAPI int GetFPS(void); // Returns current FPS - RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() +// timing-related functions +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn +RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() - // Color-related functions - RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color - RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] - RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color - RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values - RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value - RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +// Color-related functions +RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color +RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values +RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f - // Misc. functions - RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) - RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level - RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level - RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging - RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) - RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) - RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +// Misc. functions +RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) +RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level +RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging +RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - // Files management functions - RLAPI bool FileExists(const char *fileName); // Check if file exists - RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension - RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string - RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string - RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (memory should be freed) - RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) - RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) - RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) - RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) - RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success - RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window - RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) - RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) - RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) +// Files management functions +RLAPI bool FileExists(const char *fileName); // Check if file exists +RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension +RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (memory should be freed) +RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) +RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) +RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) +RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success +RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) +RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) +RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) - // Persistent storage management - RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) - RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) +// Persistent storage management +RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) +RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) +RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) - //------------------------------------------------------------------------------------ - // Input Handling Functions (Module: core) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ - // Input-related functions: keyboard - RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once - RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed - RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once - RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed - RLAPI int GetKeyPressed(void); // Get latest key pressed - RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +// Input-related functions: keyboard +RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once +RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get latest key pressed +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) - // Input-related functions: gamepads - RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available - RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) - RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id - RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once - RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed - RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once - RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed - RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed - RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad - RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +// Input-related functions: gamepads +RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) +RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis - // Input-related functions: mouse - RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once - RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed - RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once - RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed - RLAPI int GetMouseX(void); // Returns mouse position X - RLAPI int GetMouseY(void); // Returns mouse position Y - RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY - RLAPI void SetMousePosition(int x, int y); // Set mouse position XY - RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset - RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling - RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y +// Input-related functions: mouse +RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Returns mouse position X +RLAPI int GetMouseY(void); // Returns mouse position Y +RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI void SetMousePosition(int x, int y); // Set mouse position XY +RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset +RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling +RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y - // Input-related functions: touch - RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) - RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) - RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) +// Input-related functions: touch +RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) - //------------------------------------------------------------------------------------ - // Gestures and Touch Handling Functions (Module: gestures) - //------------------------------------------------------------------------------------ - RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags - RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected - RLAPI int GetGestureDetected(void); // Get latest detected gesture - RLAPI int GetTouchPointsCount(void); // Get touch points count - RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds - RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector - RLAPI float GetGestureDragAngle(void); // Get gesture drag angle - RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta - RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: gestures) +//------------------------------------------------------------------------------------ +RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle - //------------------------------------------------------------------------------------ - // Camera System Functions (Module: camera) - //------------------------------------------------------------------------------------ - RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) - RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: camera) +//------------------------------------------------------------------------------------ +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode - RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) - RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) - RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) - RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) - //------------------------------------------------------------------------------------ - // Basic Shapes Drawing Functions (Module: shapes) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ - // Basic shapes drawing functions - RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel - RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) - RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line - RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) - RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness - RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out - RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle - RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color); // Draw a piece of a circle - RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle - RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) - RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle 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, int lineThick, Color color); // Draw rectangle outline with extended parameters - RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle - RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline - RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) - RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points - RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines +// Basic shapes drawing functions +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color); // Draw a piece of a circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle 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, int lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines - RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes - // Basic shapes collision detection functions - RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles - 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision - RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle - 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 +// Basic shapes collision detection functions +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +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 - //------------------------------------------------------------------------------------ - // Texture Loading and Drawing Functions (Module: textures) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ - // Image/Texture2D data loading/unloading/saving functions - RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) - RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) - RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters - RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data - RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file - RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes - RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) - RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data - RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported - RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) - RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) - RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) - RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) - RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array - RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) - RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) - RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image - RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +// Image/Texture2D data loading/unloading/saving functions +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) +RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file +RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) +RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data - // Image manipulation functions - RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) - RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) - RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format - RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image - RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color - RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value - RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel - RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle - RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) - RLAPI void ImageResizeNN(Image *image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) - RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color - RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image - RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) - RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed) - 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 ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image - RLAPI void ImageDrawRectangle(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 ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) - RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) - RLAPI void ImageFlipVertical(Image *image); // Flip image vertically - RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally - RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg - RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg - RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint - RLAPI void ImageColorInvert(Image *image); // Modify image color: invert - RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale - RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) - RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) - RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color +// Image manipulation functions +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) +RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color +RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed) +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 ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDrawRectangle(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 ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg +RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color - // Image generation functions - RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color - RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient - RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient - RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient - RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked - RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise - RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise - RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient +RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells - // Texture2D configuration functions - RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture - RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode - RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode +// Texture2D configuration functions +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode - // Texture2D drawing functions - 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 sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle - RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters - RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, 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 destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +// Texture2D drawing functions +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 sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters +RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, 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 destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely - //------------------------------------------------------------------------------------ - // Font Loading and Text Drawing Functions (Module: text) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ - // Font loading/unloading functions - RLAPI Font GetFontDefault(void); // Get the default Font - RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) - RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters - RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) - RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use - RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info - RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) +// Font loading/unloading functions +RLAPI Font GetFontDefault(void); // Get the default Font +RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) +RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters +RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) +RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) - // Text drawing functions - RLAPI void DrawFPS(int posX, int posY); // Shows current FPS - RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) - RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters - RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits - RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection +// Text drawing functions +RLAPI void DrawFPS(int posX, int posY); // Shows current FPS +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits +RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, + int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection - // Text misc. functions - RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font - RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font - RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font +// Text misc. functions +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font - // Text strings management functions - // NOTE: Some strings allocate memory internally for returned strings, just be careful! - RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal - RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending - RLAPI const char * TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) - RLAPI const char * TextSubtext(const char *text, int position, int length); // Get a piece of a text string - RLAPI const char * TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!) - RLAPI const char * TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!) - RLAPI const char * TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter - RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings - RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! - RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string - RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string - RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string - RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string - RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +// Text strings management functions +// NOTE: Some strings allocate memory internally for returned strings, just be careful! +RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal +RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending +RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) +RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string +RLAPI const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!) +RLAPI const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!) +RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter +RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! +RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string +RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string +RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string +RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string +RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) - //------------------------------------------------------------------------------------ - // Basic 3d Shapes Drawing Functions (Module: models) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ - // Basic geometric 3D shapes drawing functions - RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space - RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space - RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube - RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) - RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires - RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured - RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere - RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters - RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires - RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone - RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires - RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ - RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line - RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) - RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo - //DrawTorus(), DrawTeapot() could be useful? +// Basic geometric 3D shapes drawing functions +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo +//DrawTorus(), DrawTeapot() could be useful? - //------------------------------------------------------------------------------------ - // Model 3d Loading and Drawing Functions (Module: models) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ - // Model loading/unloading functions - RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material) - RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh - RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) +// Model loading/unloading functions +RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh +RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - // Mesh loading/unloading functions - RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file - RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) - RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file +// Mesh loading/unloading functions +RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file +RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file - // Mesh manipulation functions - RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits - RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents - RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals +// Mesh manipulation functions +RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals - // Mesh generation functions - RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh - RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) - RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh - RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) - RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) - RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh - RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh - RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh - RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data - RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data +// Mesh generation functions +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data - // Material loading/unloading functions - RLAPI Material LoadMaterial(const char *fileName); // Load material from file - RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) - RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +// Material loading/unloading functions +RLAPI Material LoadMaterial(const char *fileName); // Load material from file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - // Model drawing functions - RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) - RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters - RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) - 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 center, float size, Color tint); // Draw a billboard texture - RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +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 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec - // Collision detection functions - RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres - RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes - RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere - RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere - RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point - RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box - RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model - RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle - RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) +// Collision detection functions +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model +RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - //------------------------------------------------------------------------------------ - // Shaders System Functions (Module: rlgl) - // NOTE: This functions are useless when using OpenGL 1.1 - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Shaders System Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ - // Shader loading/unloading functions - RLAPI char *LoadText(const char *fileName); // Load chars array from text file - RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations - RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations - RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) +// Shader loading/unloading functions +RLAPI char *LoadText(const char *fileName); // Load chars array from text file +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - RLAPI Shader GetShaderDefault(void); // Get default shader - RLAPI Texture2D GetTextureDefault(void); // Get default texture +RLAPI Shader GetShaderDefault(void); // Get default shader +RLAPI Texture2D GetTextureDefault(void); // Get default texture - // Shader configuration functions - RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location - RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value - RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector - RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) - RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) - RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) - RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix +// Shader configuration functions +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix - // Texture maps generation (PBR) - // NOTE: Required shaders should be provided - RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture - RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data - RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data - RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data +// Texture maps generation (PBR) +// NOTE: Required shaders should be provided +RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data +RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data +RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data - // Shading begin/end functions - RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing - RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) - RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) - RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) - RLAPI void EndScissorMode(void); // End scissor mode +// Shading begin/end functions +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) +RLAPI void EndScissorMode(void); // End scissor mode - // VR control functions - RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices - RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters - RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera - RLAPI void CloseVrSimulator(void); // Close VR simulator for current device - RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready - RLAPI void ToggleVrMode(void); // Enable/Disable VR experience - RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering - RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering +// VR control functions +RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices +RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void CloseVrSimulator(void); // Close VR simulator for current device +RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience +RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering +RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - //------------------------------------------------------------------------------------ - // Audio Loading and Playing Functions (Module: audio) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ - // Audio device management functions - RLAPI void InitAudioDevice(void); // Initialize audio device and context - RLAPI void CloseAudioDevice(void); // Close the audio device and context - RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully - RLAPI void SetMasterVolume(float volume); // Set master volume (listener) +// Audio device management functions +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - // Wave/Sound loading/unloading functions - RLAPI Wave LoadWave(const char *fileName); // Load wave data from file - RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data - RLAPI Sound LoadSound(const char *fileName); // Load sound from file - RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data - RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data - RLAPI void UnloadWave(Wave wave); // Unload wave data - RLAPI void UnloadSound(Sound sound); // Unload sound - RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file - RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h) +// Wave/Sound loading/unloading functions +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file +RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h) - // Wave/Sound management functions - RLAPI void PlaySound(Sound sound); // Play a sound - RLAPI void PauseSound(Sound sound); // Pause a sound - RLAPI void ResumeSound(Sound sound); // Resume a paused sound - RLAPI void StopSound(Sound sound); // Stop playing a sound - RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing - RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) - RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) - RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format - RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave - RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range - RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array +// Wave/Sound management functions +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array - // Music management functions - RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file - RLAPI void UnloadMusicStream(Music music); // Unload music stream - RLAPI void PlayMusicStream(Music music); // Start music playing - RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming - RLAPI void StopMusicStream(Music music); // Stop music playing - RLAPI void PauseMusicStream(Music music); // Pause music playing - RLAPI void ResumeMusicStream(Music music); // Resume playing paused music - RLAPI bool IsMusicPlaying(Music music); // Check if music is playing - RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) - RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) - RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) - RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) - RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) +// Music management functions +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - // AudioStream management functions - RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) - RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data - RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory - RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill - RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream - RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream - RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream - RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing - RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream - RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) - RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) +// AudioStream management functions +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) - //------------------------------------------------------------------------------------ - // Network (Module: network) - //------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +// Network (Module: network) +//------------------------------------------------------------------------------------ - // Initialisation and cleanup - RLAPI bool InitNetwork(void); - RLAPI void CloseNetwork(void); +// Initialisation and cleanup +RLAPI bool InitNetwork(void); +RLAPI void CloseNetwork(void); - // Address API - RLAPI void ResolveIP(const char *host, const char *port, int flags, char* outhost); - RLAPI int ResolveHost(const char *address, const char *port, struct _AddressInformation* addr); - RLAPI int GetAddressFamily(); - RLAPI int GetAddressSocketType(AddressInformation address); - RLAPI int GetAddressProtocol(AddressInformation address); - RLAPI void PrintAddressInfo(AddressInformation address); - RLAPI AddressInformation AllocAddress(); - RLAPI struct _AddressInformation **AllocAddressList(int size); +// Address API +RLAPI void ResolveIP(const char *host, const char *port, int flags, char *outhost); +RLAPI int ResolveHost(const char *address, const char *port, struct _AddressInformation *addr); +RLAPI int GetAddressFamily(); +RLAPI int GetAddressSocketType(AddressInformation address); +RLAPI int GetAddressProtocol(AddressInformation address); +RLAPI void PrintAddressInfo(AddressInformation address); +RLAPI AddressInformation AllocAddress(); +RLAPI struct _AddressInformation **AllocAddressList(int size); - // Socket API - RLAPI bool SocketCreate(SocketConfig *cfg, SocketResult *res); - RLAPI void SocketClose(SocketChannel socket); - RLAPI bool SocketListen(SocketConfig *cfg, SocketResult *res); - RLAPI bool SocketConnect(SocketConfig *cfg, SocketResult *res); - RLAPI Socket *SocketAccept(Socket *server, SocketConfig *cfg); - RLAPI int SocketSend(Socket *socket, const void *datap, int len); - RLAPI int SocketReceive(Socket *socket, void *data, int maxlen, int timeout); +// Socket API +RLAPI bool SocketCreate(SocketConfig *cfg, SocketResult *res); +RLAPI void SocketClose(SocketChannel socket); +RLAPI bool SocketListen(SocketConfig *cfg, SocketResult *res); +RLAPI bool SocketConnect(SocketConfig *cfg, SocketResult *res); +RLAPI Socket *SocketAccept(Socket *server, SocketConfig *cfg); +RLAPI int SocketSend(Socket *socket, const void *datap, int len); +RLAPI int SocketReceive(Socket *socket, void *data, int maxlen, int timeout); - RLAPI Socket *AllocSocket(); - RLAPI SocketResult *AllocSocketResult(); - RLAPI void FreeSocket(Socket **sock); - RLAPI void FreeSocketResult(SocketResult **result); +RLAPI Socket *AllocSocket(); +RLAPI SocketResult *AllocSocketResult(); +RLAPI void FreeSocket(Socket **sock); +RLAPI void FreeSocketResult(SocketResult **result); - // Socket I/O API - RLAPI bool IsSocketReady(Socket* sock); - RLAPI SocketSet* AllocSocketSet(int max); - RLAPI void FreeSocketSet(SocketSet* sockset); - RLAPI int AddSocket(SocketSet* set, Socket* sock); - RLAPI int RemoveSocket(SocketSet* set, Socket* sock); - RLAPI int CheckSockets(SocketSet* set, unsigned int timeout); - - // Packet API - Packet * AllocPacket(int size); - void FreePacket(Packet *packet); - void PacketSend(Packet* packet); - void PacketReceive(Packet* packet); - void PacketWrite8(Packet* packet, uint16_t value); - void PacketWrite16(Packet* packet, uint16_t value); - void PacketWrite32(Packet* packet, uint32_t value); - void PacketWrite64(Packet* packet, uint64_t value); - uint16_t PacketRead8(Packet* packet); - uint16_t PacketRead16(Packet* packet); - uint32_t PacketRead32(Packet* packet); - uint64_t PacketRead64(Packet* packet); +// Socket I/O API +RLAPI bool IsSocketReady(Socket *sock); +RLAPI SocketSet *AllocSocketSet(int max); +RLAPI void FreeSocketSet(SocketSet *sockset); +RLAPI int AddSocket(SocketSet *set, Socket *sock); +RLAPI int RemoveSocket(SocketSet *set, Socket *sock); +RLAPI int CheckSockets(SocketSet *set, unsigned int timeout); +// Packet API +Packet * AllocPacket(int size); +void FreePacket(Packet *packet); +void PacketSend(Packet *packet); +void PacketReceive(Packet *packet); +void PacketWrite8(Packet *packet, uint16_t value); +void PacketWrite16(Packet *packet, uint16_t value); +void PacketWrite32(Packet *packet, uint32_t value); +void PacketWrite64(Packet *packet, uint64_t value); +uint16_t PacketRead8(Packet *packet); +uint16_t PacketRead16(Packet *packet); +uint32_t PacketRead32(Packet *packet); +uint64_t PacketRead64(Packet *packet); #if defined(__cplusplus) } #endif -#endif // RAYLIB_H +#endif // RAYLIB_H diff --git a/src/rlgl.h b/src/rlgl.h index 52165150a..b8895a085 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -728,6 +728,8 @@ typedef struct DrawCall { //unsigned int vaoId; // Vertex Array id to be used on the draw //unsigned int shaderId; // Shader id to be used on the draw unsigned int textureId; // Texture id to be used on the draw + // TODO: Support additional texture units? + //Matrix projection; // Projection matrix for this draw //Matrix modelview; // Modelview matrix for this draw } DrawCall; @@ -1622,7 +1624,7 @@ void rlglInit(int width, int height) if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texMirrorClampSupported = true; // Debug marker support - if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true; + if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true; } #if defined(_WIN32) && defined(_MSC_VER) @@ -1802,7 +1804,7 @@ void rlLoadExtensions(void *loader) #if defined(GRAPHICS_API_OPENGL_21) if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported"); #elif defined(GRAPHICS_API_OPENGL_33) - if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported"); + if (GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported"); else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported"); #endif #endif @@ -2725,18 +2727,18 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) // Unload mesh data from CPU and GPU void rlUnloadMesh(Mesh *mesh) { - if (mesh->vertices != NULL) free(mesh->vertices); - if (mesh->texcoords != NULL) free(mesh->texcoords); - if (mesh->normals != NULL) free(mesh->normals); - if (mesh->colors != NULL) free(mesh->colors); - if (mesh->tangents != NULL) free(mesh->tangents); - if (mesh->texcoords2 != NULL) free(mesh->texcoords2); - if (mesh->indices != NULL) free(mesh->indices); + free(mesh->vertices); + free(mesh->texcoords); + free(mesh->normals); + free(mesh->colors); + free(mesh->tangents); + free(mesh->texcoords2); + free(mesh->indices); - if (mesh->baseVertices != NULL) free(mesh->baseVertices); - if (mesh->baseNormals != NULL) free(mesh->baseNormals); - if (mesh->weightBias != NULL) free(mesh->weightBias); - if (mesh->weightId != NULL) free(mesh->weightId); + free(mesh->baseVertices); + free(mesh->baseNormals); + free(mesh->weightBias); + free(mesh->weightId); rlDeleteBuffers(mesh->vboId[0]); // vertex rlDeleteBuffers(mesh->vboId[1]); // texcoords @@ -4093,7 +4095,7 @@ static void UpdateBuffersDefault(void) // Another option: map the buffer object into client's memory // Probably this code could be moved somewhere else... // vertexData[currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // if(vertexData[currentBuffer].vertices) + // if (vertexData[currentBuffer].vertices) // { // Update vertex data // } @@ -4132,9 +4134,13 @@ static void DrawBuffersDefault(void) glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); - glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); + glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active) + + // TODO: Support additional texture units on custom shader + //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(currentShader.locs[LOC_MAP_SPECULAR], 1); + //if (currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(currentShader.locs[LOC_MAP_NORMAL], 2); - // NOTE: Additional map textures not considered for default buffers drawing + // NOTE: Right now additional map textures not considered for default buffers drawing int vertexOffset = 0; @@ -4164,6 +4170,10 @@ static void DrawBuffersDefault(void) for (int i = 0; i < drawsCounter; i++) { glBindTexture(GL_TEXTURE_2D, draws[i].textureId); + + // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]? + //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); } + //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); } if ((draws[i].mode == RL_LINES) || (draws[i].mode == RL_TRIANGLES)) glDrawArrays(draws[i].mode, vertexOffset, draws[i].vertexCount); else diff --git a/src/rnet.c b/src/rnet.c index 9fd5f9015..89762997d 100644 --- a/src/rnet.c +++ b/src/rnet.c @@ -7,7 +7,7 @@ * * DEPENDENCIES: * raylib.h - TraceLog -* sysnet.h - platform-specific network includes +* rnet.h - platform-specific network includes * * CONTRIBUTORS: * Jak Barnes (github: @syphonx) (Feb. 2019): @@ -44,7 +44,7 @@ # include #else # include "raylib.h" -# include "sysnet.h" +# include "rnet.h" # if !defined(EXTERNAL_CONFIG_FLAGS) # include "config.h" // Defines module configuration flags # endif diff --git a/src/sysnet.h b/src/rnet.h similarity index 96% rename from src/sysnet.h rename to src/rnet.h index 7d1aa005b..73a99bbaf 100644 --- a/src/sysnet.h +++ b/src/rnet.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* sysnet - Provides cross-platform network defines, macros etc +* rnet - Provides cross-platform network defines, macros etc * * DEPENDENCIES: * - Used for cross-platform type specifiers diff --git a/src/shapes.c b/src/shapes.c index 837e4e9c4..fd28f3a3b 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -400,7 +400,7 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) { if (lineThick > rec.width || lineThick > rec.height) { - if(rec.width > rec.height) lineThick = (int)rec.height/2; + if (rec.width > rec.height) lineThick = (int)rec.height/2; else if (rec.width < rec.height) lineThick = (int)rec.width/2; } diff --git a/src/text.c b/src/text.c index 24f51f97a..d44cdd11a 100644 --- a/src/text.c +++ b/src/text.c @@ -688,8 +688,7 @@ void UnloadFont(Font font) { for (int i = 0; i < font.charsCount; i++) { - if(font.chars[i].data != NULL) - free(font.chars[i].data); + free(font.chars[i].data); } UnloadTexture(font.texture); free(font.chars); @@ -1327,13 +1326,11 @@ int TextToInteger(const char *text) return result; } - //---------------------------------------------------------------------------------- //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- - #if defined(SUPPORT_FILEFORMAT_FNT) // Load a BMFont file (AngelCode font file) static Font LoadBMFont(const char *fileName) diff --git a/src/textures.c b/src/textures.c index d79cb3cb0..01c9b2f5d 100644 --- a/src/textures.c +++ b/src/textures.c @@ -353,7 +353,7 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int { TraceLog(LOG_WARNING, "[%s] RAW image data can not be read, wrong requested format or size", fileName); - if (image.data != NULL) free(image.data); + free(image.data); } else { @@ -414,10 +414,7 @@ RenderTexture2D LoadRenderTexture(int width, int height) // Unload image from CPU memory (RAM) void UnloadImage(Image image) { - if (image.data != NULL) free(image.data); - - // NOTE: It becomes anoying every time a texture is loaded - //TraceLog(LOG_INFO, "Unloaded image data"); + free(image.data); } // Unload texture from GPU memory (VRAM)