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+/**********************************************************************************************
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+*
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+* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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+*
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+* FEATURES:
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+* - NO external dependencies, all required libraries included with raylib
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+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
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+* - Written in plain C code (C99) in PascalCase/camelCase notation
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+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
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+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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+* - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF)
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+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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+* - Flexible Materials system, supporting classic maps and PBR maps
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+* - Skeletal Animation support (CPU bones-based animation)
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+* - Shaders support, including Model shaders and Postprocessing shaders
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+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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+* - VR stereo rendering with configurable HMD device parameters
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+* - Bindings to multiple programming languages available!
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+*
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+* NOTES:
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+* One custom font is loaded by default when InitWindow() [core]
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+* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
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+* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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+*
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+* DEPENDENCIES (included):
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+* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
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+* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
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+* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
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+*
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+* OPTIONAL DEPENDENCIES (included):
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+* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
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+* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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+* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
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+* [textures] stb_image_resize (Sean Barret) for image resizing algorythms
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+* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
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+* [text] stb_truetype (Sean Barret) for ttf fonts loading
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+* [text] stb_rect_pack (Sean Barret) for rectangles packing
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+* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
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+* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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+* [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
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+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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+* [raudio] dr_flac (David Reid) for FLAC audio file loading
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+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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+*
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+*
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+* LICENSE: zlib/libpng
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+*
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+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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+* BSD-like license that allows static linking with closed source software:
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+*
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+* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
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+*
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+* This software is provided "as-is", without any express or implied warranty. In no event
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+* will the authors be held liable for any damages arising from the use of this software.
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+*
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+* Permission is granted to anyone to use this software for any purpose, including commercial
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+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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+*
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+* 1. The origin of this software must not be misrepresented; you must not claim that you
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+* wrote the original software. If you use this software in a product, an acknowledgment
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+* in the product documentation would be appreciated but is not required.
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+*
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+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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+* as being the original software.
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+*
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+* 3. This notice may not be removed or altered from any source distribution.
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+*
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+**********************************************************************************************/
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+
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+import core.stdc.config;
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+import core.stdc.stdarg;
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+import core.stdc.stdlib;
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+
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+extern (C):
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+
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+// Required for: va_list - Only used by TraceLogCallback
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+
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+// We are building raylib as a Win32 shared library (.dll)
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+// We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
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+
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+//----------------------------------------------------------------------------------
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+// Some basic Defines
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+//----------------------------------------------------------------------------------
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+
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+enum PI = 3.14159265358979323846f;
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+
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+enum DEG2RAD = PI / 180.0f;
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+enum RAD2DEG = 180.0f / PI;
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+
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+enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
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+
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+// Shader and material limits
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+enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
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+enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
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+
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+// Allow custom memory allocators
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+
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+alias RL_MALLOC = malloc;
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+
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+alias RL_CALLOC = calloc;
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+
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+alias RL_FREE = free;
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+
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+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
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+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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+
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+alias CLITERAL = Color;
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+
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+// Some Basic Colors
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+// NOTE: Custom raylib color palette for amazing visuals on WHITE background // Light Gray // Gray // Dark Gray // Yellow // Gold // Orange // Pink // Red // Maroon // Green // Lime // Dark Green // Sky Blue // Blue // Dark Blue // Purple // Violet // Dark Purple // Beige // Brown // Dark Brown // White // Black // Blank (Transparent) // Magenta // My own White (raylib logo)
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+
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+
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+//----------------------------------------------------------------------------------
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+// Structures Definition
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+//----------------------------------------------------------------------------------
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+// Vector2 type
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+struct Vector2
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+{
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+ float x;
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+ float y;
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+}
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+
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+// Vector3 type
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+struct Vector3
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+{
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+ float x;
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+ float y;
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+ float z;
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+}
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+
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+// Vector4 type
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+struct Vector4
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+{
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+ float x;
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+ float y;
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+ float z;
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+ float w;
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+}
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+
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+// Quaternion type, same as Vector4
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+alias Quaternion = Vector4;
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+
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+// Matrix type (OpenGL style 4x4 - right handed, column major)
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+struct Matrix
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+{
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+ float m0;
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+ float m4;
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+ float m8;
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+ float m12;
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+ float m1;
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+ float m5;
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+ float m9;
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+ float m13;
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+ float m2;
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+ float m6;
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+ float m10;
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+ float m14;
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+ float m3;
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+ float m7;
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+ float m11;
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+ float m15;
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+}
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+
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+// Color type, RGBA (32bit)
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+struct Color
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+{
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+ ubyte r;
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+ ubyte g;
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+ ubyte b;
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+ ubyte a;
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+}
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+
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+// Rectangle type
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+struct Rectangle
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+{
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+ float x;
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+ float y;
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+ float width;
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+ float height;
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+}
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+
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+// Image type, bpp always RGBA (32bit)
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+// NOTE: Data stored in CPU memory (RAM)
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+struct Image
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+{
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+ void* data; // Image raw data
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+ int width; // Image base width
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+ int height; // Image base height
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+ int mipmaps; // Mipmap levels, 1 by default
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+ int format; // Data format (PixelFormat type)
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+}
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+
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+// Texture2D type
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+// NOTE: Data stored in GPU memory
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+struct Texture2D
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+{
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+ uint id; // OpenGL texture id
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+ int width; // Texture base width
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+ int height; // Texture base height
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+ int mipmaps; // Mipmap levels, 1 by default
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+ int format; // Data format (PixelFormat type)
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+}
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+
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+// Texture type, same as Texture2D
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+alias Texture = Texture2D;
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+
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+// TextureCubemap type, actually, same as Texture2D
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+alias TextureCubemap = Texture2D;
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+
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+// RenderTexture2D type, for texture rendering
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+struct RenderTexture2D
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+{
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+ uint id; // OpenGL Framebuffer Object (FBO) id
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+ Texture2D texture; // Color buffer attachment texture
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+ Texture2D depth; // Depth buffer attachment texture
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+ bool depthTexture; // Track if depth attachment is a texture or renderbuffer
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+}
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+
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+// RenderTexture type, same as RenderTexture2D
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+alias RenderTexture = RenderTexture2D;
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+
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+// N-Patch layout info
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+struct NPatchInfo
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+{
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+ Rectangle sourceRec; // Region in the texture
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+ int left; // left border offset
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+ int top; // top border offset
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+ int right; // right border offset
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+ int bottom; // bottom border offset
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+ int type; // layout of the n-patch: 3x3, 1x3 or 3x1
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+}
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+
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+// Font character info
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+struct CharInfo
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+{
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+ int value; // Character value (Unicode)
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+ Rectangle rec; // Character rectangle in sprite font
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+ int offsetX; // Character offset X when drawing
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+ int offsetY; // Character offset Y when drawing
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+ int advanceX; // Character advance position X
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+ ubyte* data; // Character pixel data (grayscale)
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+}
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+
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+// Font type, includes texture and charSet array data
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+struct Font
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+{
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+ Texture2D texture; // Font texture
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+ int baseSize; // Base size (default chars height)
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+ int charsCount; // Number of characters
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+ CharInfo* chars; // Characters info data
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+}
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+
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+alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
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+
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+// Camera type, defines a camera position/orientation in 3d space
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+struct Camera3D
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+{
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+ Vector3 position; // Camera position
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+ Vector3 target; // Camera target it looks-at
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+ Vector3 up; // Camera up vector (rotation over its axis)
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+ float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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+ int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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+}
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+
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+alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
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+
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+// Camera2D type, defines a 2d camera
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+struct Camera2D
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+{
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+ Vector2 offset; // Camera offset (displacement from target)
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+ Vector2 target; // Camera target (rotation and zoom origin)
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+ float rotation; // Camera rotation in degrees
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+ float zoom; // Camera zoom (scaling), should be 1.0f by default
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+}
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+
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+// Vertex data definning a mesh
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+// NOTE: Data stored in CPU memory (and GPU)
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+struct Mesh
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+{
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+ int vertexCount; // Number of vertices stored in arrays
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+ int triangleCount; // Number of triangles stored (indexed or not)
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+
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+ // Default vertex data
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+ float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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+ float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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+ float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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+ float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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+ float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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+ ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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+ ushort* indices; // Vertex indices (in case vertex data comes indexed)
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+
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+ // Animation vertex data
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+ float* animVertices; // Animated vertex positions (after bones transformations)
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+ float* animNormals; // Animated normals (after bones transformations)
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+ int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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+ float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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+
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+ // OpenGL identifiers
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+ uint vaoId; // OpenGL Vertex Array Object id
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+ uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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+}
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+
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+// Shader type (generic)
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+struct Shader
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+{
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+ uint id; // Shader program id
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+ int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
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+}
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+
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+// Material texture map
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+struct MaterialMap
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+{
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+ Texture2D texture; // Material map texture
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+ Color color; // Material map color
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+ float value; // Material map value
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+}
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+
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+// Material type (generic)
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+struct Material
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+{
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+ Shader shader; // Material shader
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+ MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
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+ float* params; // Material generic parameters (if required)
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+}
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+
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+// Transformation properties
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+struct Transform
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+{
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+ Vector3 translation; // Translation
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+ Quaternion rotation; // Rotation
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+ Vector3 scale; // Scale
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+}
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+
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+// Bone information
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+struct BoneInfo
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+{
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+ char[32] name; // Bone name
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+ int parent; // Bone parent
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+}
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+
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+// Model type
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+struct Model
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+{
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+ Matrix transform; // Local transform matrix
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+
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+ int meshCount; // Number of meshes
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+ Mesh* meshes; // Meshes array
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+
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+ int materialCount; // Number of materials
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+ Material* materials; // Materials array
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+ int* meshMaterial; // Mesh material number
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+
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+ // Animation data
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+ int boneCount; // Number of bones
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+ BoneInfo* bones; // Bones information (skeleton)
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+ Transform* bindPose; // Bones base transformation (pose)
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+}
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+
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+// Model animation
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+struct ModelAnimation
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+{
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+ int boneCount; // Number of bones
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+ BoneInfo* bones; // Bones information (skeleton)
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+
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+ int frameCount; // Number of animation frames
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+ Transform** framePoses; // Poses array by frame
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+}
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+
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+// Ray type (useful for raycast)
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+struct Ray
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+{
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+ Vector3 position; // Ray position (origin)
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+ Vector3 direction; // Ray direction
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+}
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+
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+// Raycast hit information
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+struct RayHitInfo
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+{
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+ bool hit; // Did the ray hit something?
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+ float distance; // Distance to nearest hit
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+ Vector3 position; // Position of nearest hit
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+ Vector3 normal; // Surface normal of hit
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+}
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+
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+// Bounding box type
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+struct BoundingBox
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+{
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+ Vector3 min; // Minimum vertex box-corner
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+ Vector3 max; // Maximum vertex box-corner
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+}
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+
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+// Wave type, defines audio wave data
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+struct Wave
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+{
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+ uint sampleCount; // Number of samples
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+ uint sampleRate; // Frequency (samples per second)
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+ uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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+ uint channels; // Number of channels (1-mono, 2-stereo)
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+ void* data; // Buffer data pointer
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+}
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+
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+// Sound source type
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+struct Sound
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+{
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|
+ void* audioBuffer; // Pointer to internal data used by the audio system
|
|
|
+
|
|
|
+ uint source; // Audio source id
|
|
|
+ uint buffer; // Audio buffer id
|
|
|
+ int format; // Audio format specifier
|
|
|
+}
|
|
|
+
|
|
|
+// Music type (file streaming from memory)
|
|
|
+// NOTE: Anything longer than ~10 seconds should be streamed
|
|
|
+struct MusicData;
|
|
|
+alias Music = MusicData*;
|
|
|
+
|
|
|
+// Audio stream type
|
|
|
+// NOTE: Useful to create custom audio streams not bound to a specific file
|
|
|
+struct AudioStream
|
|
|
+{
|
|
|
+ uint sampleRate; // Frequency (samples per second)
|
|
|
+ uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
|
|
+ uint channels; // Number of channels (1-mono, 2-stereo)
|
|
|
+
|
|
|
+ void* audioBuffer; // Pointer to internal data used by the audio system.
|
|
|
+
|
|
|
+ int format; // Audio format specifier
|
|
|
+ uint source; // Audio source id
|
|
|
+ uint[2] buffers; // Audio buffers (double buffering)
|
|
|
+}
|
|
|
+
|
|
|
+// Head-Mounted-Display device parameters
|
|
|
+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[4] lensDistortionValues; // HMD lens distortion constant parameters
|
|
|
+ float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
|
|
|
+}
|
|
|
+
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Enumerators Definition
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// System config flags
|
|
|
+// NOTE: Used for bit masks
|
|
|
+enum ConfigFlag
|
|
|
+{
|
|
|
+ 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
|
|
|
+}
|
|
|
+
|
|
|
+// Trace log type
|
|
|
+enum TraceLogType
|
|
|
+{
|
|
|
+ LOG_ALL = 0, // Display all logs
|
|
|
+ LOG_TRACE = 1,
|
|
|
+ LOG_DEBUG = 2,
|
|
|
+ LOG_INFO = 3,
|
|
|
+ LOG_WARNING = 4,
|
|
|
+ LOG_ERROR = 5,
|
|
|
+ LOG_FATAL = 6,
|
|
|
+ LOG_NONE = 7 // Disable logging
|
|
|
+}
|
|
|
+
|
|
|
+// Keyboard keys
|
|
|
+enum KeyboardKey
|
|
|
+{
|
|
|
+ // 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,
|
|
|
+
|
|
|
+ // 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
|
|
|
+}
|
|
|
+
|
|
|
+// Android buttons
|
|
|
+enum AndroidButton
|
|
|
+{
|
|
|
+ KEY_BACK = 4,
|
|
|
+ KEY_MENU = 82,
|
|
|
+ KEY_VOLUME_UP = 24,
|
|
|
+ KEY_VOLUME_DOWN = 25
|
|
|
+}
|
|
|
+
|
|
|
+// Mouse buttons
|
|
|
+enum MouseButton
|
|
|
+{
|
|
|
+ MOUSE_LEFT_BUTTON = 0,
|
|
|
+ MOUSE_RIGHT_BUTTON = 1,
|
|
|
+ MOUSE_MIDDLE_BUTTON = 2
|
|
|
+}
|
|
|
+
|
|
|
+// Gamepad number
|
|
|
+enum GamepadNumber
|
|
|
+{
|
|
|
+ GAMEPAD_PLAYER1 = 0,
|
|
|
+ GAMEPAD_PLAYER2 = 1,
|
|
|
+ GAMEPAD_PLAYER3 = 2,
|
|
|
+ GAMEPAD_PLAYER4 = 3
|
|
|
+}
|
|
|
+
|
|
|
+// Gamepad Buttons
|
|
|
+enum GamepadButton
|
|
|
+{
|
|
|
+ // This is here just for error checking
|
|
|
+ GAMEPAD_BUTTON_UNKNOWN = 0,
|
|
|
+
|
|
|
+ // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
|
|
|
+ // No support for 6 button controllers though..
|
|
|
+ GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
|
|
|
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
|
|
|
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
|
|
|
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
|
|
|
+
|
|
|
+ // This is normally a DPAD
|
|
|
+ GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
|
|
|
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
|
|
|
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
|
|
|
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
|
|
|
+
|
|
|
+ // Triggers
|
|
|
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
|
|
|
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
|
|
|
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
|
|
|
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
|
|
|
+
|
|
|
+ // These are buttons in the center of the gamepad
|
|
|
+ GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
|
|
|
+ GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
|
|
|
+ GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
|
|
|
+
|
|
|
+ // These are the joystick press in buttons
|
|
|
+ GAMEPAD_BUTTON_LEFT_THUMB = 16,
|
|
|
+ GAMEPAD_BUTTON_RIGHT_THUMB = 17
|
|
|
+}
|
|
|
+
|
|
|
+enum GamepadAxis
|
|
|
+{
|
|
|
+ // This is here just for error checking
|
|
|
+ GAMEPAD_AXIS_UNKNOWN = 0,
|
|
|
+
|
|
|
+ // Left stick
|
|
|
+ GAMEPAD_AXIS_LEFT_X = 1,
|
|
|
+ GAMEPAD_AXIS_LEFT_Y = 2,
|
|
|
+
|
|
|
+ // Right stick
|
|
|
+ GAMEPAD_AXIS_RIGHT_X = 3,
|
|
|
+ GAMEPAD_AXIS_RIGHT_Y = 4,
|
|
|
+
|
|
|
+ // Pressure levels for the back triggers
|
|
|
+ GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
|
|
|
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
|
|
|
+}
|
|
|
+
|
|
|
+// Shader location point type
|
|
|
+enum ShaderLocationIndex
|
|
|
+{
|
|
|
+ LOC_VERTEX_POSITION = 0,
|
|
|
+ LOC_VERTEX_TEXCOORD01 = 1,
|
|
|
+ LOC_VERTEX_TEXCOORD02 = 2,
|
|
|
+ LOC_VERTEX_NORMAL = 3,
|
|
|
+ LOC_VERTEX_TANGENT = 4,
|
|
|
+ LOC_VERTEX_COLOR = 5,
|
|
|
+ LOC_MATRIX_MVP = 6,
|
|
|
+ LOC_MATRIX_MODEL = 7,
|
|
|
+ LOC_MATRIX_VIEW = 8,
|
|
|
+ LOC_MATRIX_PROJECTION = 9,
|
|
|
+ LOC_VECTOR_VIEW = 10,
|
|
|
+ LOC_COLOR_DIFFUSE = 11,
|
|
|
+ LOC_COLOR_SPECULAR = 12,
|
|
|
+ LOC_COLOR_AMBIENT = 13,
|
|
|
+ LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
|
|
|
+ LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
|
|
|
+ LOC_MAP_NORMAL = 16,
|
|
|
+ LOC_MAP_ROUGHNESS = 17,
|
|
|
+ LOC_MAP_OCCLUSION = 18,
|
|
|
+ LOC_MAP_EMISSION = 19,
|
|
|
+ LOC_MAP_HEIGHT = 20,
|
|
|
+ LOC_MAP_CUBEMAP = 21,
|
|
|
+ LOC_MAP_IRRADIANCE = 22,
|
|
|
+ LOC_MAP_PREFILTER = 23,
|
|
|
+ LOC_MAP_BRDF = 24
|
|
|
+}
|
|
|
+
|
|
|
+enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
|
|
|
+enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
|
|
|
+
|
|
|
+// Shader uniform data types
|
|
|
+enum ShaderUniformDataType
|
|
|
+{
|
|
|
+ UNIFORM_FLOAT = 0,
|
|
|
+ UNIFORM_VEC2 = 1,
|
|
|
+ UNIFORM_VEC3 = 2,
|
|
|
+ UNIFORM_VEC4 = 3,
|
|
|
+ UNIFORM_INT = 4,
|
|
|
+ UNIFORM_IVEC2 = 5,
|
|
|
+ UNIFORM_IVEC3 = 6,
|
|
|
+ UNIFORM_IVEC4 = 7,
|
|
|
+ UNIFORM_SAMPLER2D = 8
|
|
|
+}
|
|
|
+
|
|
|
+// Material map type
|
|
|
+enum MaterialMapType
|
|
|
+{
|
|
|
+ MAP_ALBEDO = 0, // MAP_DIFFUSE
|
|
|
+ MAP_METALNESS = 1, // MAP_SPECULAR
|
|
|
+ MAP_NORMAL = 2,
|
|
|
+ MAP_ROUGHNESS = 3,
|
|
|
+ MAP_OCCLUSION = 4,
|
|
|
+ MAP_EMISSION = 5,
|
|
|
+ MAP_HEIGHT = 6,
|
|
|
+ MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
|
+ MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
|
+ MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
|
+ MAP_BRDF = 10
|
|
|
+}
|
|
|
+
|
|
|
+enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
|
|
|
+enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
|
|
|
+
|
|
|
+// Pixel formats
|
|
|
+// NOTE: Support depends on OpenGL version and platform
|
|
|
+enum PixelFormat
|
|
|
+{
|
|
|
+ UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
|
+ UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
|
|
|
+ UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
|
|
|
+ UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
|
|
|
+ UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
|
|
|
+ UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
|
|
|
+ UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
|
|
|
+ UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
|
|
|
+ UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
|
|
|
+ UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
|
|
|
+ COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
|
|
|
+ COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
|
|
|
+ COMPRESSED_DXT3_RGBA = 13, // 8 bpp
|
|
|
+ COMPRESSED_DXT5_RGBA = 14, // 8 bpp
|
|
|
+ COMPRESSED_ETC1_RGB = 15, // 4 bpp
|
|
|
+ COMPRESSED_ETC2_RGB = 16, // 4 bpp
|
|
|
+ COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
|
|
|
+ COMPRESSED_PVRT_RGB = 18, // 4 bpp
|
|
|
+ COMPRESSED_PVRT_RGBA = 19, // 4 bpp
|
|
|
+ COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
|
|
|
+ COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
|
|
|
+}
|
|
|
+
|
|
|
+// Texture parameters: filter mode
|
|
|
+// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
|
+// NOTE 2: Filter is accordingly set for minification and magnification
|
|
|
+enum TextureFilterMode
|
|
|
+{
|
|
|
+ FILTER_POINT = 0, // No filter, just pixel aproximation
|
|
|
+ FILTER_BILINEAR = 1, // Linear filtering
|
|
|
+ FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
|
|
|
+ FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
|
|
|
+ FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
|
|
|
+ FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
|
|
|
+}
|
|
|
+
|
|
|
+// Cubemap layout type
|
|
|
+enum CubemapLayoutType
|
|
|
+{
|
|
|
+ CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
|
|
|
+ CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
|
|
|
+ CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
|
|
|
+ CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
|
|
|
+ CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
|
|
|
+ CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
|
|
|
+}
|
|
|
+
|
|
|
+// Texture parameters: wrap mode
|
|
|
+enum TextureWrapMode
|
|
|
+{
|
|
|
+ WRAP_REPEAT = 0, // Repeats texture in tiled mode
|
|
|
+ WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
|
|
|
+ WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
|
|
|
+ WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
|
|
|
+}
|
|
|
+
|
|
|
+// Font type, defines generation method
|
|
|
+enum FontType
|
|
|
+{
|
|
|
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
|
|
|
+ FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
|
|
|
+ FONT_SDF = 2 // SDF font generation, requires external shader
|
|
|
+}
|
|
|
+
|
|
|
+// Color blending modes (pre-defined)
|
|
|
+enum BlendMode
|
|
|
+{
|
|
|
+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
|
+ BLEND_ADDITIVE = 1, // Blend textures adding colors
|
|
|
+ BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
|
|
|
+}
|
|
|
+
|
|
|
+// Gestures type
|
|
|
+// NOTE: It could be used as flags to enable only some gestures
|
|
|
+enum GestureType
|
|
|
+{
|
|
|
+ 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
|
|
|
+}
|
|
|
+
|
|
|
+// Camera system modes
|
|
|
+enum CameraMode
|
|
|
+{
|
|
|
+ CAMERA_CUSTOM = 0,
|
|
|
+ CAMERA_FREE = 1,
|
|
|
+ CAMERA_ORBITAL = 2,
|
|
|
+ CAMERA_FIRST_PERSON = 3,
|
|
|
+ CAMERA_THIRD_PERSON = 4
|
|
|
+}
|
|
|
+
|
|
|
+// Camera projection modes
|
|
|
+enum CameraType
|
|
|
+{
|
|
|
+ CAMERA_PERSPECTIVE = 0,
|
|
|
+ CAMERA_ORTHOGRAPHIC = 1
|
|
|
+}
|
|
|
+
|
|
|
+// Type of n-patch
|
|
|
+enum NPatchType
|
|
|
+{
|
|
|
+ NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
|
|
|
+ NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
|
|
|
+ NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
|
|
|
+}
|
|
|
+
|
|
|
+// Callbacks to be implemented by users
|
|
|
+alias TraceLogCallback = void function (int logType, const(char)* text, va_list args);
|
|
|
+
|
|
|
+// Prevents name mangling of functions
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Global Variables Definition
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// It's lonely here...
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Window and Graphics Device Functions (Module: core)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Window-related functions
|
|
|
+void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
|
|
|
+bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed
|
|
|
+void CloseWindow (); // Close window and unload OpenGL context
|
|
|
+bool IsWindowReady (); // Check if window has been initialized successfully
|
|
|
+bool IsWindowMinimized (); // Check if window has been minimized (or lost focus)
|
|
|
+bool IsWindowResized (); // Check if window has been resized
|
|
|
+bool IsWindowHidden (); // Check if window is currently hidden
|
|
|
+void ToggleFullscreen (); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
|
+void UnhideWindow (); // Show the window
|
|
|
+void HideWindow (); // Hide the window
|
|
|
+void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
|
|
+void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
|
|
|
+void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
|
|
+void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode)
|
|
|
+void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
|
+void SetWindowSize (int width, int height); // Set window dimensions
|
|
|
+void* GetWindowHandle (); // Get native window handle
|
|
|
+int GetScreenWidth (); // Get current screen width
|
|
|
+int GetScreenHeight (); // Get current screen height
|
|
|
+int GetMonitorCount (); // Get number of connected monitors
|
|
|
+int GetMonitorWidth (int monitor); // Get primary monitor width
|
|
|
+int GetMonitorHeight (int monitor); // Get primary monitor height
|
|
|
+int GetMonitorPhysicalWidth (int monitor); // Get primary monitor physical width in millimetres
|
|
|
+int GetMonitorPhysicalHeight (int monitor); // Get primary monitor physical height in millimetres
|
|
|
+const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
|
|
|
+const(char)* GetClipboardText (); // Get clipboard text content
|
|
|
+void SetClipboardText (const(char)* text); // Set clipboard text content
|
|
|
+
|
|
|
+// Cursor-related functions
|
|
|
+void ShowCursor (); // Shows cursor
|
|
|
+void HideCursor (); // Hides cursor
|
|
|
+bool IsCursorHidden (); // Check if cursor is not visible
|
|
|
+void EnableCursor (); // Enables cursor (unlock cursor)
|
|
|
+void DisableCursor (); // Disables cursor (lock cursor)
|
|
|
+
|
|
|
+// Drawing-related functions
|
|
|
+void ClearBackground (Color color); // Set background color (framebuffer clear color)
|
|
|
+void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
|
|
|
+void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
|
|
|
+void BeginMode2D (Camera2D camera); // Initialize 2D mode with custom camera (2D)
|
|
|
+void EndMode2D (); // Ends 2D mode with custom camera
|
|
|
+void BeginMode3D (Camera3D camera); // Initializes 3D mode with custom camera (3D)
|
|
|
+void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
|
|
|
+void BeginTextureMode (RenderTexture2D target); // Initializes render texture for drawing
|
|
|
+void EndTextureMode (); // Ends drawing to render texture
|
|
|
+
|
|
|
+// Screen-space-related functions
|
|
|
+Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
|
+Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
|
|
+Matrix GetCameraMatrix (Camera camera); // Returns camera transform matrix (view matrix)
|
|
|
+
|
|
|
+// Timing-related functions
|
|
|
+void SetTargetFPS (int fps); // Set target FPS (maximum)
|
|
|
+int GetFPS (); // Returns current FPS
|
|
|
+float GetFrameTime (); // Returns time in seconds for last frame drawn
|
|
|
+double GetTime (); // Returns elapsed time in seconds since InitWindow()
|
|
|
+
|
|
|
+// Color-related functions
|
|
|
+int ColorToInt (Color color); // Returns hexadecimal value for a Color
|
|
|
+Vector4 ColorNormalize (Color color); // Returns color normalized as float [0..1]
|
|
|
+Vector3 ColorToHSV (Color color); // Returns HSV values for a Color
|
|
|
+Color ColorFromHSV (Vector3 hsv); // Returns a Color from HSV values
|
|
|
+Color GetColor (int hexValue); // Returns a Color struct from hexadecimal value
|
|
|
+Color Fade (Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
|
+
|
|
|
+// Misc. functions
|
|
|
+void SetConfigFlags (ubyte flags); // Setup window configuration flags (view FLAGS)
|
|
|
+void SetTraceLogLevel (int logType); // Set the current threshold (minimum) log level
|
|
|
+void SetTraceLogExit (int logType); // Set the exit threshold (minimum) log level
|
|
|
+void SetTraceLogCallback (TraceLogCallback callback); // Set a trace log callback to enable custom logging
|
|
|
+void TraceLog (int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
|
|
|
+void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
|
|
|
+int GetRandomValue (int min, int max); // Returns a random value between min and max (both included)
|
|
|
+
|
|
|
+// Files management functions
|
|
|
+bool FileExists (const(char)* fileName); // Check if file exists
|
|
|
+bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension
|
|
|
+const(char)* GetExtension (const(char)* fileName); // Get pointer to extension for a filename string
|
|
|
+const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
|
|
|
+const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (memory should be freed)
|
|
|
+const(char)* GetDirectoryPath (const(char)* fileName); // Get full path for a given fileName (uses static string)
|
|
|
+const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
|
|
|
+char** GetDirectoryFiles (const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
|
|
|
+void ClearDirectoryFiles (); // Clear directory files paths buffers (free memory)
|
|
|
+bool ChangeDirectory (const(char)* dir); // Change working directory, returns true if success
|
|
|
+bool IsFileDropped (); // Check if a file has been dropped into window
|
|
|
+char** GetDroppedFiles (int* count); // Get dropped files names (memory should be freed)
|
|
|
+void ClearDroppedFiles (); // Clear dropped files paths buffer (free memory)
|
|
|
+c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
|
|
|
+
|
|
|
+// Persistent storage management
|
|
|
+void StorageSaveValue (int position, int value); // Save integer value to storage file (to defined position)
|
|
|
+int StorageLoadValue (int position); // Load integer value from storage file (from defined position)
|
|
|
+
|
|
|
+void OpenURL (const(char)* url); // Open URL with default system browser (if available)
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Input Handling Functions (Module: core)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Input-related functions: keyboard
|
|
|
+bool IsKeyPressed (int key); // Detect if a key has been pressed once
|
|
|
+bool IsKeyDown (int key); // Detect if a key is being pressed
|
|
|
+bool IsKeyReleased (int key); // Detect if a key has been released once
|
|
|
+bool IsKeyUp (int key); // Detect if a key is NOT being pressed
|
|
|
+int GetKeyPressed (); // Get latest key pressed
|
|
|
+void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
|
|
|
+
|
|
|
+// Input-related functions: gamepads
|
|
|
+bool IsGamepadAvailable (int gamepad); // Detect if a gamepad is available
|
|
|
+bool IsGamepadName (int gamepad, const(char)* name); // Check gamepad name (if available)
|
|
|
+const(char)* GetGamepadName (int gamepad); // Return gamepad internal name id
|
|
|
+bool IsGamepadButtonPressed (int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
|
+bool IsGamepadButtonDown (int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
|
+bool IsGamepadButtonReleased (int gamepad, int button); // Detect if a gamepad button has been released once
|
|
|
+bool IsGamepadButtonUp (int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
|
+int GetGamepadButtonPressed (); // Get the last gamepad button pressed
|
|
|
+int GetGamepadAxisCount (int gamepad); // Return gamepad axis count for a gamepad
|
|
|
+float GetGamepadAxisMovement (int gamepad, int axis); // Return axis movement value for a gamepad axis
|
|
|
+
|
|
|
+// Input-related functions: mouse
|
|
|
+bool IsMouseButtonPressed (int button); // Detect if a mouse button has been pressed once
|
|
|
+bool IsMouseButtonDown (int button); // Detect if a mouse button is being pressed
|
|
|
+bool IsMouseButtonReleased (int button); // Detect if a mouse button has been released once
|
|
|
+bool IsMouseButtonUp (int button); // Detect if a mouse button is NOT being pressed
|
|
|
+int GetMouseX (); // Returns mouse position X
|
|
|
+int GetMouseY (); // Returns mouse position Y
|
|
|
+Vector2 GetMousePosition (); // Returns mouse position XY
|
|
|
+void SetMousePosition (int x, int y); // Set mouse position XY
|
|
|
+void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
|
|
|
+void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
|
|
|
+int GetMouseWheelMove (); // Returns mouse wheel movement Y
|
|
|
+
|
|
|
+// Input-related functions: touch
|
|
|
+int GetTouchX (); // Returns touch position X for touch point 0 (relative to screen size)
|
|
|
+int GetTouchY (); // Returns touch position Y for touch point 0 (relative to screen size)
|
|
|
+Vector2 GetTouchPosition (int index); // Returns touch position XY for a touch point index (relative to screen size)
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Gestures and Touch Handling Functions (Module: gestures)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+void SetGesturesEnabled (uint gestureFlags); // Enable a set of gestures using flags
|
|
|
+bool IsGestureDetected (int gesture); // Check if a gesture have been detected
|
|
|
+int GetGestureDetected (); // Get latest detected gesture
|
|
|
+int GetTouchPointsCount (); // Get touch points count
|
|
|
+float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
|
|
|
+Vector2 GetGestureDragVector (); // Get gesture drag vector
|
|
|
+float GetGestureDragAngle (); // Get gesture drag angle
|
|
|
+Vector2 GetGesturePinchVector (); // Get gesture pinch delta
|
|
|
+float GetGesturePinchAngle (); // Get gesture pinch angle
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Camera System Functions (Module: camera)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available)
|
|
|
+void UpdateCamera (Camera* camera); // Update camera position for selected mode
|
|
|
+
|
|
|
+void SetCameraPanControl (int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
|
|
+void SetCameraAltControl (int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
|
|
+void SetCameraSmoothZoomControl (int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
|
|
+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
|
|
|
+void DrawPixel (int posX, int posY, Color color); // Draw a pixel
|
|
|
+void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
|
|
|
+void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
|
|
+void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
|
|
|
+void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
|
|
|
+void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
|
|
|
+void DrawLineStrip (Vector2* points, int numPoints, Color color); // Draw lines sequence
|
|
|
+void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
|
+void DrawCircleSector (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
|
|
|
+void DrawCircleSectorLines (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
|
|
|
+void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
|
|
|
+void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
|
|
|
+void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
|
|
|
+void DrawRing (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
|
|
|
+void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
|
|
|
+void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
|
|
|
+void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
|
|
+void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
|
|
|
+void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
|
|
|
+void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
|
|
|
+void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
|
|
|
+void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
|
|
+void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
|
|
+void DrawRectangleLinesEx (Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
|
|
|
+void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
|
|
|
+void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
|
|
|
+void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
|
|
+void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
|
|
+void DrawTriangleFan (Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points
|
|
|
+void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
|
+
|
|
|
+void SetShapesTexture (Texture2D texture, Rectangle source); // Define default texture used to draw shapes
|
|
|
+
|
|
|
+// Basic shapes collision detection functions
|
|
|
+bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
|
|
+bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
|
|
+bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
|
|
+Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
|
+bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
|
|
+bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
|
|
+bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Texture Loading and Drawing Functions (Module: textures)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Image/Texture2D data loading/unloading/saving functions
|
|
|
+Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
|
|
|
+Image LoadImageEx (Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
|
|
|
+Image LoadImagePro (void* data, int width, int height, int format); // Load image from raw data with parameters
|
|
|
+Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
|
|
+void ExportImage (Image image, const(char)* fileName); // Export image data to file
|
|
|
+void ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes
|
|
|
+Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
|
|
|
+Texture2D LoadTextureFromImage (Image image); // Load texture from image data
|
|
|
+TextureCubemap LoadTextureCubemap (Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
|
|
|
+RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
|
|
|
+void UnloadImage (Image image); // Unload image from CPU memory (RAM)
|
|
|
+void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
|
+void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
|
+Color* GetImageData (Image image); // Get pixel data from image as a Color struct array
|
|
|
+Vector4* GetImageDataNormalized (Image image); // Get pixel data from image as Vector4 array (float normalized)
|
|
|
+int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes (image or texture)
|
|
|
+Image GetTextureData (Texture2D texture); // Get pixel data from GPU texture and return an Image
|
|
|
+Image GetScreenData (); // Get pixel data from screen buffer and return an Image (screenshot)
|
|
|
+void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
|
|
|
+
|
|
|
+// Image manipulation functions
|
|
|
+Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
|
|
|
+void ImageToPOT (Image* image, Color fillColor); // Convert image to POT (power-of-two)
|
|
|
+void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
|
|
|
+void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
|
|
|
+void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
|
|
|
+void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
|
|
|
+void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
|
|
|
+void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
|
|
|
+void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
|
|
|
+void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
|
|
|
+void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
|
|
|
+void ImageMipmaps (Image* image); // Generate all mipmap levels for a provided image
|
|
|
+void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
|
|
+Color* ImageExtractPalette (Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
|
|
|
+Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
|
|
|
+Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
|
|
|
+void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
|
|
+void ImageDrawRectangle (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
|
|
|
+void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
|
|
|
+void ImageDrawText (Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
|
|
+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)
|
|
|
+void ImageFlipVertical (Image* image); // Flip image vertically
|
|
|
+void ImageFlipHorizontal (Image* image); // Flip image horizontally
|
|
|
+void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
|
|
|
+void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
|
|
|
+void ImageColorTint (Image* image, Color color); // Modify image color: tint
|
|
|
+void ImageColorInvert (Image* image); // Modify image color: invert
|
|
|
+void ImageColorGrayscale (Image* image); // Modify image color: grayscale
|
|
|
+void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
|
|
|
+void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
|
|
|
+void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
|
|
|
+
|
|
|
+// Image generation functions
|
|
|
+Image GenImageColor (int width, int height, Color color); // Generate image: plain color
|
|
|
+Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient
|
|
|
+Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient
|
|
|
+Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
|
|
+Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
|
|
|
+Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
|
|
|
+Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
|
|
|
+Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
|
|
|
+
|
|
|
+// Texture2D configuration functions
|
|
|
+void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
|
|
|
+void SetTextureFilter (Texture2D texture, int filterMode); // Set texture scaling filter mode
|
|
|
+void SetTextureWrap (Texture2D texture, int wrapMode); // Set texture wrapping mode
|
|
|
+
|
|
|
+// Texture2D drawing functions
|
|
|
+void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
|
|
+void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
|
|
+void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
|
|
+void DrawTextureRec (Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
|
+void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
|
|
|
+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
|
|
|
+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/unloading functions
|
|
|
+Font GetFontDefault (); // Get the default Font
|
|
|
+Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
|
|
|
+Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
|
|
|
+Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
|
|
+CharInfo* LoadFontData (const(char)* fileName, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
|
|
|
+Image GenImageFontAtlas (CharInfo* chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
|
|
+void UnloadFont (Font font); // Unload Font from GPU memory (VRAM)
|
|
|
+
|
|
|
+// Text drawing functions
|
|
|
+void DrawFPS (int posX, int posY); // Shows current FPS
|
|
|
+void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
|
+void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
|
|
|
+void DrawTextRec (Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
|
|
|
+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
|
|
|
+int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
|
|
|
+Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
|
|
|
+int GetGlyphIndex (Font font, int character); // Get index position for a unicode character on font
|
|
|
+int GetNextCodepoint (const(char)* text, int* count); // Returns next codepoint in a UTF8 encoded string
|
|
|
+// NOTE: 0x3f(`?`) is returned on failure, `count` will hold the total number of bytes processed
|
|
|
+
|
|
|
+// Text strings management functions
|
|
|
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
|
|
+bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
|
|
|
+uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
|
|
|
+uint TextCountCodepoints (const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
|
|
|
+const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf style)
|
|
|
+const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
|
|
|
+const(char)* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (memory should be freed!)
|
|
|
+const(char)* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (memory should be freed!)
|
|
|
+const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
|
|
|
+const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
|
|
|
+void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
|
|
|
+int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
|
|
|
+const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
|
|
|
+const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
|
|
|
+const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
|
|
|
+int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Basic 3d Shapes Drawing Functions (Module: models)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Basic geometric 3D shapes drawing functions
|
|
|
+void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
|
|
+void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
|
|
+void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
|
|
|
+void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
|
|
+void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
|
|
+void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
|
|
|
+void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
|
|
|
+void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
|
|
|
+void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
|
|
|
+void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
|
|
|
+void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
|
|
+void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
|
|
+void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
|
|
+void DrawRay (Ray ray, Color color); // Draw a ray line
|
|
|
+void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
|
|
+void DrawGizmo (Vector3 position); // Draw simple gizmo
|
|
|
+//DrawTorus(), DrawTeapot() could be useful?
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Model 3d Loading and Drawing Functions (Module: models)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Model loading/unloading functions
|
|
|
+Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
|
|
|
+Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
|
|
|
+void UnloadModel (Model model); // Unload model from memory (RAM and/or VRAM)
|
|
|
+
|
|
|
+// Mesh loading/unloading functions
|
|
|
+Mesh* LoadMeshes (const(char)* fileName, int* meshCount); // Load meshes from model file
|
|
|
+void ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file
|
|
|
+void UnloadMesh (Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
|
|
|
+
|
|
|
+// Material loading/unloading functions
|
|
|
+Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
|
|
|
+Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
|
|
+void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
|
|
|
+void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
|
|
|
+void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
|
|
|
+
|
|
|
+// Model animations loading/unloading functions
|
|
|
+ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animsCount); // Load model animations from file
|
|
|
+void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
|
|
|
+void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
|
|
|
+bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
|
|
|
+
|
|
|
+// Mesh generation functions
|
|
|
+Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
|
|
|
+Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
|
|
|
+Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
|
|
|
+Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
|
|
|
+Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
|
|
|
+Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
|
|
|
+Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
|
|
|
+Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
|
|
|
+Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
|
|
|
+Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
|
|
|
+
|
|
|
+// Mesh manipulation functions
|
|
|
+BoundingBox MeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
|
|
|
+void MeshTangents (Mesh* mesh); // Compute mesh tangents
|
|
|
+void MeshBinormals (Mesh* mesh); // Compute mesh binormals
|
|
|
+
|
|
|
+// Model drawing functions
|
|
|
+void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
|
|
+void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
|
|
+void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
|
|
+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
|
|
|
+void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
|
|
|
+void DrawBillboard (Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
|
|
+void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
|
|
+
|
|
|
+// Collision detection functions
|
|
|
+bool CheckCollisionSpheres (Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
|
|
+bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
|
|
+bool CheckCollisionBoxSphere (BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
|
|
+bool CheckCollisionRaySphere (Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
|
|
+bool CheckCollisionRaySphereEx (Ray ray, Vector3 spherePosition, float sphereRadius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
|
|
|
+bool CheckCollisionRayBox (Ray ray, BoundingBox box); // Detect collision between ray and box
|
|
|
+RayHitInfo GetCollisionRayModel (Ray ray, Model* model); // Get collision info between ray and model
|
|
|
+RayHitInfo GetCollisionRayTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
|
|
+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
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Shader loading/unloading functions
|
|
|
+char* LoadText (const(char)* fileName); // Load chars array from text file
|
|
|
+Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
|
|
|
+Shader LoadShaderCode (char* vsCode, char* fsCode); // Load shader from code strings and bind default locations
|
|
|
+void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
+
|
|
|
+Shader GetShaderDefault (); // Get default shader
|
|
|
+Texture2D GetTextureDefault (); // Get default texture
|
|
|
+
|
|
|
+// Shader configuration functions
|
|
|
+int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
|
|
|
+void SetShaderValue (Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
|
|
|
+void SetShaderValueV (Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
|
|
|
+void SetShaderValueMatrix (Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
|
|
+void SetShaderValueTexture (Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
|
|
|
+void SetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
|
+void SetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
|
+Matrix GetMatrixModelview (); // Get internal modelview matrix
|
|
|
+
|
|
|
+// Texture maps generation (PBR)
|
|
|
+// NOTE: Required shaders should be provided
|
|
|
+Texture2D GenTextureCubemap (Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
|
|
+Texture2D GenTextureIrradiance (Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
|
|
+Texture2D GenTexturePrefilter (Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
|
|
+Texture2D GenTextureBRDF (Shader shader, int size); // Generate BRDF texture
|
|
|
+
|
|
|
+// Shading begin/end functions
|
|
|
+void BeginShaderMode (Shader shader); // Begin custom shader drawing
|
|
|
+void EndShaderMode (); // End custom shader drawing (use default shader)
|
|
|
+void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied)
|
|
|
+void EndBlendMode (); // End blending mode (reset to default: alpha blending)
|
|
|
+void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
|
|
|
+void EndScissorMode (); // End scissor mode
|
|
|
+
|
|
|
+// VR control functions
|
|
|
+void InitVrSimulator (); // Init VR simulator for selected device parameters
|
|
|
+void CloseVrSimulator (); // Close VR simulator for current device
|
|
|
+void UpdateVrTracking (Camera* camera); // Update VR tracking (position and orientation) and camera
|
|
|
+void SetVrConfiguration (VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
|
|
|
+bool IsVrSimulatorReady (); // Detect if VR simulator is ready
|
|
|
+void ToggleVrMode (); // Enable/Disable VR experience
|
|
|
+void BeginVrDrawing (); // Begin VR simulator stereo rendering
|
|
|
+void EndVrDrawing (); // End VR simulator stereo rendering
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Audio Loading and Playing Functions (Module: audio)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Audio device management functions
|
|
|
+void InitAudioDevice (); // Initialize audio device and context
|
|
|
+void CloseAudioDevice (); // Close the audio device and context
|
|
|
+bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
|
|
|
+void SetMasterVolume (float volume); // Set master volume (listener)
|
|
|
+
|
|
|
+// Wave/Sound loading/unloading functions
|
|
|
+Wave LoadWave (const(char)* fileName); // Load wave data from file
|
|
|
+Wave LoadWaveEx (void* data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
|
|
|
+Sound LoadSound (const(char)* fileName); // Load sound from file
|
|
|
+Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
|
|
|
+void UpdateSound (Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
|
|
|
+void UnloadWave (Wave wave); // Unload wave data
|
|
|
+void UnloadSound (Sound sound); // Unload sound
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+void ExportWave (Wave wave, const(char)* fileName); // Export wave data to file
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+void ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
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+
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+// Wave/Sound management functions
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+void PlaySound (Sound sound); // Play a sound
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+void PauseSound (Sound sound); // Pause a sound
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+void ResumeSound (Sound sound); // Resume a paused sound
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+void StopSound (Sound sound); // Stop playing a sound
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+bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
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+void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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+void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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+void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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+Wave WaveCopy (Wave wave); // Copy a wave to a new wave
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+void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
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+float* GetWaveData (Wave wave); // Get samples data from wave as a floats array
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+
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+// Music management functions
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+Music LoadMusicStream (const(char)* fileName); // Load music stream from file
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+void UnloadMusicStream (Music music); // Unload music stream
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+void PlayMusicStream (Music music); // Start music playing
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+void UpdateMusicStream (Music music); // Updates buffers for music streaming
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+void StopMusicStream (Music music); // Stop music playing
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+void PauseMusicStream (Music music); // Pause music playing
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+void ResumeMusicStream (Music music); // Resume playing paused music
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+bool IsMusicPlaying (Music music); // Check if music is playing
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+void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
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+void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
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+void SetMusicLoopCount (Music music, int count); // Set music loop count (loop repeats)
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+float GetMusicTimeLength (Music music); // Get music time length (in seconds)
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+float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
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+
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+// AudioStream management functions
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+AudioStream InitAudioStream (uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
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+void UpdateAudioStream (AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
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+void CloseAudioStream (AudioStream stream); // Close audio stream and free memory
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+bool IsAudioBufferProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
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+void PlayAudioStream (AudioStream stream); // Play audio stream
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+void PauseAudioStream (AudioStream stream); // Pause audio stream
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+void ResumeAudioStream (AudioStream stream); // Resume audio stream
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+bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
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+void StopAudioStream (AudioStream stream); // Stop audio stream
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+void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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+void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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+
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+//------------------------------------------------------------------------------------
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+// Network (Module: network)
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+//------------------------------------------------------------------------------------
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+
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+// IN PROGRESS: Check rnet.h for reference
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+
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+// RAYLIB_H
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