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@@ -1,1593 +1,1596 @@
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-module raylib;
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-
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-public
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-{
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- import rlgl;
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- import raymath;
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- import easings;
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-}
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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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-* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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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 algorithms
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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) 2013-2020 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) @nogc nothrow:
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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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-const LIGHTGRAY = Color(200, 200, 200, 255); // Light Gray
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-const GRAY = Color(130, 130, 130, 255); // Gray
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-const DARKGRAY = Color(80, 80, 80, 255); // Dark Gray
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-const YELLOW = Color(253, 249, 0, 255); // Yellow
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-const GOLD = Color(255, 203, 0, 255); // Gold
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-const ORANGE = Color(255, 161, 0, 255); // Orange
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-const PINK = Color(255, 109, 194, 255); // Pink
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-const RED = Color(230, 41, 55, 255); // Red
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-const MAROON = Color(190, 33, 55, 255); // Maroon
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-const GREEN = Color(0, 228, 48, 255); // Green
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-const LIME = Color(0, 158, 47, 255); // Lime
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-const DARKGREEN = Color(0, 117, 44, 255); // Dark Green
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-const SKYBLUE = Color(102, 191, 255, 255); // Sky Blue
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-const BLUE = Color(0, 121, 241, 255); // Blue
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-const DARKBLUE = Color(0, 82, 172, 255); // Dark Blue
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-const PURPLE = Color(200, 122, 255, 255); // Purple
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-const VIOLET = Color(135, 60, 190, 255); // Violet
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-const DARKPURPLE = Color(112, 31, 126, 255); // Dark Purple
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-const BEIGE = Color(211, 176, 131, 255); // Beige
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-const BROWN = Color(127, 106, 79, 255); // Brown
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-const DARKBROWN = Color(76, 63, 47, 255); // Dark Brown
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-
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-const WHITE = Color(255, 255, 255, 255); // White
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-const BLACK = Color(0, 0, 0, 255); // Black
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-const BLANK = Color(0, 0, 0, 0); // Blank (Transparent)
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-const MAGENTA = Color(255, 0, 255, 255); // Magenta
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-const RAYWHITE = Color(245, 245, 245, 255); // My own White (raylib logo)
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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 = 0.0f;
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- float y = 0.0f;
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- mixin Linear;
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-}
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-
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-struct Bivector2
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-{
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- float xy = 0.0f;
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- alias xy this;
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- mixin Linear;
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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 = 0.0f;
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- float y = 0.0f;
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- float z = 0.0f;
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- mixin Linear;
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-}
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-
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-// Bivector3 type
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-/// Beware of the field order
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-/// xy is the first field
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-struct Bivector3
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-{
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- float xy = 0.0f;
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- float yz = 0.0f;
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- float zx = 0.0f;
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- mixin Linear;
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-}
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-
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-// Rotor type
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-struct Rotor3
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-{
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- float a = 1.0f;
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- float xy = 0.0f;
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- float yz = 0.0f;
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- float zx = 0.0f;
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- mixin Linear;
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-
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- alias i = yz;
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- alias j = zx;
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- alias k = xy;
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-
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- @property Bivector3 b()
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- {
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- return Bivector3(xy, yz, zx);
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- }
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-
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- @property Bivector3 b(Bivector3 _b)
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- {
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- xy = _b.xy;
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- yz = _b.yz;
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- zx = _b.zx;
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- return _b;
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- }
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-
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- this(float _a, Bivector3 _b)
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- {
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- a = _a;
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- b = _b;
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- }
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-
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- this(float _a, float _xy, float _yz, float _zx)
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- {
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- a = _a;
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- xy = _xy;
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- yz = _yz;
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- zx = _zx;
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- }
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-}
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-
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-alias Quaternion = Rotor3;
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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 = 0.0f;
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- float y = 0.0f;
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- float z = 0.0f;
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- float w = 0.0f;
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- mixin Linear;
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-}
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-
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-// Matrix type (OpenGL style 4x4 - right handed, column major)
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-struct Matrix4
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-{
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- float m0 = 0.0f;
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- float m4 = 0.0f;
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- float m8 = 0.0f;
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- float m12 = 0.0f;
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- float m1 = 0.0f;
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- float m5 = 0.0f;
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- float m9 = 0.0f;
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- float m13 = 0.0f;
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- float m2 = 0.0f;
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- float m6 = 0.0f;
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- float m10 = 0.0f;
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- float m14 = 0.0f;
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- float m3 = 0.0f;
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- float m7 = 0.0f;
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- float m11 = 0.0f;
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- float m15 = 0.0f;
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- mixin Linear;
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-}
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-
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-alias Matrix = Matrix4;
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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 = 0.0f;
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- float y = 0.0f;
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- float width = 0.0f;
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- float height = 0.0f;
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- alias w = width;
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- alias h = 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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- 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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- Image image; // Character image data
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-}
|
|
|
|
-
|
|
|
|
-// Font type, includes texture and charSet array data
|
|
|
|
-struct Font
|
|
|
|
-{
|
|
|
|
- int baseSize; // Base size (default chars height)
|
|
|
|
- int charsCount; // Number of characters
|
|
|
|
- Texture2D texture; // Characters texture atlas
|
|
|
|
- Rectangle* recs; // Characters rectangles in texture
|
|
|
|
- CharInfo* chars; // Characters info data
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
|
|
|
|
-
|
|
|
|
-// Camera type, defines a camera position/orientation in 3d space
|
|
|
|
-struct Camera3D
|
|
|
|
-{
|
|
|
|
- Vector3 position; // Camera position
|
|
|
|
- Vector3 target; // Camera target it looks-at
|
|
|
|
- Vector3 up; // Camera up vector (rotation over its axis)
|
|
|
|
- float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
|
|
|
- CameraType type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
|
|
|
|
-
|
|
|
|
-// Camera2D type, defines a 2d camera
|
|
|
|
-struct Camera2D
|
|
|
|
-{
|
|
|
|
- Vector2 offset; // Camera offset (displacement from target)
|
|
|
|
- Vector2 target; // Camera target (rotation and zoom origin)
|
|
|
|
- float rotation = 0.0f; // Camera rotation in degrees
|
|
|
|
- float zoom = 1.0f; // Camera zoom (scaling), should be 1.0f by default
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Vertex data definning a mesh
|
|
|
|
-// NOTE: Data stored in CPU memory (and GPU)
|
|
|
|
-struct Mesh
|
|
|
|
-{
|
|
|
|
- int vertexCount; // Number of vertices stored in arrays
|
|
|
|
- int triangleCount; // Number of triangles stored (indexed or not)
|
|
|
|
-
|
|
|
|
- // Default vertex data
|
|
|
|
- float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
|
|
|
- float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
|
|
|
|
- float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
|
|
|
|
- float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
|
|
|
- float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
|
|
|
|
- ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
|
|
|
- ushort* indices; // Vertex indices (in case vertex data comes indexed)
|
|
|
|
-
|
|
|
|
- // Animation vertex data
|
|
|
|
- float* animVertices; // Animated vertex positions (after bones transformations)
|
|
|
|
- float* animNormals; // Animated normals (after bones transformations)
|
|
|
|
- int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
|
|
|
|
- float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
|
|
|
|
-
|
|
|
|
- // OpenGL identifiers
|
|
|
|
- uint vaoId; // OpenGL Vertex Array Object id
|
|
|
|
- uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Shader type (generic)
|
|
|
|
-struct Shader
|
|
|
|
-{
|
|
|
|
- uint id; // Shader program id
|
|
|
|
- int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Material texture map
|
|
|
|
-struct MaterialMap
|
|
|
|
-{
|
|
|
|
- Texture2D texture; // Material map texture
|
|
|
|
- Color color; // Material map color
|
|
|
|
- float value; // Material map value
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Material type (generic)
|
|
|
|
-struct Material
|
|
|
|
-{
|
|
|
|
- Shader shader; // Material shader
|
|
|
|
- MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
|
|
|
|
- float* params; // Material generic parameters (if required)
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Transformation properties
|
|
|
|
-struct Transform
|
|
|
|
-{
|
|
|
|
- Vector3 translation; // Translation
|
|
|
|
- Quaternion rotation; // Rotation
|
|
|
|
- Vector3 scale; // Scale
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Bone information
|
|
|
|
-struct BoneInfo
|
|
|
|
-{
|
|
|
|
- char[32] name; // Bone name
|
|
|
|
- int parent; // Bone parent
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Model type
|
|
|
|
-struct Model
|
|
|
|
-{
|
|
|
|
- Matrix transform; // Local transform matrix
|
|
|
|
-
|
|
|
|
- int meshCount; // Number of meshes
|
|
|
|
- Mesh* meshes; // Meshes array
|
|
|
|
-
|
|
|
|
- int materialCount; // Number of materials
|
|
|
|
- Material* materials; // Materials array
|
|
|
|
- int* meshMaterial; // Mesh material number
|
|
|
|
-
|
|
|
|
- // Animation data
|
|
|
|
- int boneCount; // Number of bones
|
|
|
|
- BoneInfo* bones; // Bones information (skeleton)
|
|
|
|
- Transform* bindPose; // Bones base transformation (pose)
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Model animation
|
|
|
|
-struct ModelAnimation
|
|
|
|
-{
|
|
|
|
- int boneCount; // Number of bones
|
|
|
|
- BoneInfo* bones; // Bones information (skeleton)
|
|
|
|
-
|
|
|
|
- int frameCount; // Number of animation frames
|
|
|
|
- Transform** framePoses; // Poses array by frame
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Ray type (useful for raycast)
|
|
|
|
-struct Ray
|
|
|
|
-{
|
|
|
|
- Vector3 position; // Ray position (origin)
|
|
|
|
- Vector3 direction; // Ray direction
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Raycast hit information
|
|
|
|
-struct RayHitInfo
|
|
|
|
-{
|
|
|
|
- bool hit; // Did the ray hit something?
|
|
|
|
- float distance; // Distance to nearest hit
|
|
|
|
- Vector3 position; // Position of nearest hit
|
|
|
|
- Vector3 normal; // Surface normal of hit
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Bounding box type
|
|
|
|
-struct BoundingBox
|
|
|
|
-{
|
|
|
|
- Vector3 min; // Minimum vertex box-corner
|
|
|
|
- Vector3 max; // Maximum vertex box-corner
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Wave type, defines audio wave data
|
|
|
|
-struct Wave
|
|
|
|
-{
|
|
|
|
- uint sampleCount; // Number of samples
|
|
|
|
- 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* data; // Buffer data pointer
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-struct rAudioBuffer;
|
|
|
|
-
|
|
|
|
-// 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)
|
|
|
|
-
|
|
|
|
- rAudioBuffer* buffer; // Pointer to internal data used by the audio system
|
|
|
|
-};
|
|
|
|
-
|
|
|
|
-// Sound source type
|
|
|
|
-struct Sound
|
|
|
|
-{
|
|
|
|
- uint sampleCount; // Total number of samples
|
|
|
|
- AudioStream stream; // Audio stream
|
|
|
|
-};
|
|
|
|
-
|
|
|
|
-// Music stream type (audio file streaming from memory)
|
|
|
|
-// NOTE: Anything longer than ~10 seconds should be streamed
|
|
|
|
-struct Music
|
|
|
|
-{
|
|
|
|
- int ctxType; // Type of music context (audio filetype)
|
|
|
|
- void* ctxData; // Audio context data, depends on type
|
|
|
|
-
|
|
|
|
- uint sampleCount; // Total number of samples
|
|
|
|
- uint loopCount; // Loops count (times music will play), 0 means infinite loop
|
|
|
|
-
|
|
|
|
- AudioStream stream; // Audio stream
|
|
|
|
-};
|
|
|
|
-
|
|
|
|
-// 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_RESERVED = 1, // Reserved
|
|
|
|
- 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_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
|
|
|
|
- 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 DPAD
|
|
|
|
- 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 normally corresponds with PlayStation and Xbox controllers
|
|
|
|
- // XBOX: [Y,X,A,B]
|
|
|
|
- // PS3: [Triangle,Square,Cross,Circle]
|
|
|
|
- // No support for 6 button controllers though..
|
|
|
|
- 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 : int
|
|
|
|
-{
|
|
|
|
- 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
|
|
|
|
-bool IsWindowFullscreen(); // Check if window is currently fullscreen
|
|
|
|
-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
|
|
|
|
-Vector2 GetWindowPosition(); // Get window position XY on monitor
|
|
|
|
-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
|
|
|
|
-void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
|
|
|
|
-void EndScissorMode(); // End scissor mode
|
|
|
|
-
|
|
|
|
-// Screen-space-related functions
|
|
|
|
-Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
|
|
-Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
|
|
|
-Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
|
|
|
|
-Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
|
|
|
-Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
|
|
|
|
-Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
|
|
|
|
-Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
|
|
|
|
-
|
|
|
|
-// 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]
|
|
|
|
-Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [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
|
|
|
|
-ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
|
|
|
|
-void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
|
|
|
|
-char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
|
|
|
|
-void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
|
|
|
|
-bool FileExists(const(char)* fileName); // Check if file exists
|
|
|
|
-bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
|
|
|
|
-bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
|
|
|
|
-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 (uses static string)
|
|
|
|
-const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
|
|
|
|
-const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (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)
|
|
|
|
-ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
|
|
|
|
-ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
|
|
|
|
-
|
|
|
|
-// Persistent storage management
|
|
|
|
-void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
|
|
|
|
-int LoadStorageValue(uint 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
|
|
|
|
-void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
-int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
|
|
|
|
-
|
|
|
|
-// 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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
|
|
|
|
-void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse 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 (vertex in counter-clockwise order!)
|
|
|
|
-void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
|
|
|
|
-void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
|
|
|
-void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
|
|
|
|
-void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
|
|
-void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
|
|
|
|
-
|
|
|
|
-// 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 loading functions
|
|
|
|
-// NOTE: This functions do not require GPU access
|
|
|
|
-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 UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
|
|
|
-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
|
|
|
|
-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)
|
|
|
|
-
|
|
|
|
-// 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
|
|
|
|
-
|
|
|
|
-// Image manipulation functions
|
|
|
|
-Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
|
|
|
-Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
|
|
|
|
-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 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)
|
|
|
|
-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
|
|
|
|
-Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
|
|
|
|
-Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
|
|
|
|
-
|
|
|
|
-// Image drawing functions
|
|
|
|
-// NOTE: Image software-rendering functions (CPU)
|
|
|
|
-void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
|
|
|
|
-void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
|
|
|
|
-void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
|
|
|
|
-void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
|
|
|
|
-void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
|
|
|
|
-void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
|
|
|
|
-void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
|
|
|
|
-void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
|
|
|
|
-void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
|
|
|
|
-void ImageDrawRectangleRec(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 ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
|
|
|
|
-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)
|
|
|
|
-
|
|
|
|
-// Texture loading functions
|
|
|
|
-// NOTE: These functions require GPU access
|
|
|
|
-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 UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
|
|
-void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
|
|
-void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
|
|
|
|
-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)
|
|
|
|
-
|
|
|
|
-// 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
|
|
|
|
-
|
|
|
|
-// Image/Texture misc functions
|
|
|
|
-int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
|
|
|
|
-
|
|
|
|
-//------------------------------------------------------------------------------------
|
|
|
|
-// 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(const(CharInfo)* chars, Rectangle** recs,
|
|
|
|
- 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 selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
|
|
|
|
-void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
|
|
|
|
-
|
|
|
|
-// 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 codepoint); // Get index position for a unicode character on font
|
|
|
|
-
|
|
|
|
-// Text strings management functions (no utf8 strings, only byte chars)
|
|
|
|
-// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
|
|
|
-int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
|
|
|
|
-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
|
|
|
|
-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
|
|
|
|
-char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
|
|
|
|
-char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must 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)
|
|
|
|
-char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
|
|
|
|
-
|
|
|
|
-// UTF8 text strings management functions
|
|
|
|
-int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
|
|
|
|
-int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
|
|
|
|
-int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
|
|
|
|
-const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
|
|
|
|
-
|
|
|
|
-//------------------------------------------------------------------------------------
|
|
|
|
-// 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 DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
|
|
|
|
-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 center, float radius); // Detect collision between box and sphere
|
|
|
|
-bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
|
|
|
|
-bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, 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
|
|
|
|
-Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
|
|
|
|
-Shader LoadShaderCode(const(char)* vsCode, const(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
|
|
|
|
-Texture2D GetShapesTexture(); // Get texture to draw shapes
|
|
|
|
-Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
|
|
|
|
-void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
|
|
|
|
-
|
|
|
|
-// 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
|
|
|
|
-Matrix GetMatrixProjection(); // Get internal projection matrix
|
|
|
|
-
|
|
|
|
-// Texture maps generation (PBR)
|
|
|
|
-// NOTE: Required shaders should be provided
|
|
|
|
-Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D 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)
|
|
|
|
-
|
|
|
|
-// 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
|
|
|
|
-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
|
|
|
|
-void ExportWave(Wave wave, const(char)* fileName); // Export wave data to file
|
|
|
|
-void ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
|
|
|
|
-
|
|
|
|
-// Wave/Sound management functions
|
|
|
|
-void PlaySound(Sound sound); // Play a sound
|
|
|
|
-void StopSound(Sound sound); // Stop playing a sound
|
|
|
|
-void PauseSound(Sound sound); // Pause a sound
|
|
|
|
-void ResumeSound(Sound sound); // Resume a paused sound
|
|
|
|
-void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
|
|
|
|
-void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
|
|
|
|
-int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
|
|
|
|
-bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
|
|
|
-void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
|
|
|
-void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
|
|
|
-void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
|
|
|
|
-Wave WaveCopy(Wave wave); // Copy a wave to a new wave
|
|
|
|
-void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
|
|
|
|
-float* GetWaveData(Wave wave); // Get samples data from wave as a floats array
|
|
|
|
-
|
|
|
|
-// Music management functions
|
|
|
|
-Music LoadMusicStream(const(char)* fileName); // Load music stream from file
|
|
|
|
-void UnloadMusicStream(Music music); // Unload music stream
|
|
|
|
-void PlayMusicStream(Music music); // Start music playing
|
|
|
|
-void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
|
|
|
-void StopMusicStream(Music music); // Stop music playing
|
|
|
|
-void PauseMusicStream(Music music); // Pause music playing
|
|
|
|
-void ResumeMusicStream(Music music); // Resume playing paused music
|
|
|
|
-bool IsMusicPlaying(Music music); // Check if music is playing
|
|
|
|
-void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
|
|
|
|
-void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
|
|
|
|
-void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
|
|
|
|
-float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
|
|
|
-float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
|
|
|
-
|
|
|
|
-// AudioStream management functions
|
|
|
|
-AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
|
|
|
|
-void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
|
|
|
|
-void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
|
|
|
-bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
|
|
|
-void PlayAudioStream(AudioStream stream); // Play audio stream
|
|
|
|
-void PauseAudioStream(AudioStream stream); // Pause audio stream
|
|
|
|
-void ResumeAudioStream(AudioStream stream); // Resume audio stream
|
|
|
|
-bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
|
|
|
|
-void StopAudioStream(AudioStream stream); // Stop audio stream
|
|
|
|
-void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
|
|
|
|
-void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
|
|
|
|
-void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
|
|
|
|
-
|
|
|
|
-//------------------------------------------------------------------------------------
|
|
|
|
-// Network (Module: network)
|
|
|
|
-//------------------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-// IN PROGRESS: Check rnet.h for reference
|
|
|
|
-
|
|
|
|
-// RAYLIB_H
|
|
|
|
|
|
+module raylib;
|
|
|
|
+
|
|
|
|
+public
|
|
|
|
+{
|
|
|
|
+ import rlgl;
|
|
|
|
+ import raymath;
|
|
|
|
+ import easings;
|
|
|
|
+ import raymathext;
|
|
|
|
+}
|
|
|
|
+/**********************************************************************************************
|
|
|
|
+*
|
|
|
|
+* raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
|
|
|
|
+*
|
|
|
|
+* FEATURES:
|
|
|
|
+* - NO external dependencies, all required libraries included with raylib
|
|
|
|
+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
|
|
|
|
+* - Written in plain C code (C99) in PascalCase/camelCase notation
|
|
|
|
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
|
|
|
|
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
|
|
|
+* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
|
|
|
|
+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
|
|
|
|
+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
|
|
|
|
+* - Flexible Materials system, supporting classic maps and PBR maps
|
|
|
|
+* - Skeletal Animation support (CPU bones-based animation)
|
|
|
|
+* - Shaders support, including Model shaders and Postprocessing shaders
|
|
|
|
+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
|
|
|
|
+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
|
|
|
|
+* - VR stereo rendering with configurable HMD device parameters
|
|
|
|
+* - Bindings to multiple programming languages available!
|
|
|
|
+*
|
|
|
|
+* NOTES:
|
|
|
|
+* One custom font is loaded by default when InitWindow () [core]
|
|
|
|
+* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
|
|
|
|
+* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
|
|
|
|
+*
|
|
|
|
+* DEPENDENCIES (included):
|
|
|
|
+* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
|
|
|
|
+* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
|
|
|
|
+* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
|
|
|
|
+*
|
|
|
|
+* OPTIONAL DEPENDENCIES (included):
|
|
|
|
+* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
|
|
|
|
+* [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
|
|
|
|
+* [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
|
|
|
|
+* [textures] stb_image_resize (Sean Barret) for image resizing algorithms
|
|
|
|
+* [textures] stb_perlin (Sean Barret) for Perlin noise image generation
|
|
|
|
+* [text] stb_truetype (Sean Barret) for ttf fonts loading
|
|
|
|
+* [text] stb_rect_pack (Sean Barret) for rectangles packing
|
|
|
|
+* [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
|
|
|
|
+* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
|
|
|
|
+* [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
|
|
|
|
+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
|
|
|
|
+* [raudio] dr_flac (David Reid) for FLAC audio file loading
|
|
|
|
+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
|
|
|
|
+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
|
|
|
|
+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
|
|
|
|
+*
|
|
|
|
+*
|
|
|
|
+* LICENSE: zlib/libpng
|
|
|
|
+*
|
|
|
|
+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
|
|
|
+* BSD-like license that allows static linking with closed source software:
|
|
|
|
+*
|
|
|
|
+* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
|
|
|
|
+*
|
|
|
|
+* This software is provided "as-is", without any express or implied warranty. In no event
|
|
|
|
+* will the authors be held liable for any damages arising from the use of this software.
|
|
|
|
+*
|
|
|
|
+* Permission is granted to anyone to use this software for any purpose, including commercial
|
|
|
|
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
|
|
|
+*
|
|
|
|
+* 1. The origin of this software must not be misrepresented; you must not claim that you
|
|
|
|
+* wrote the original software. If you use this software in a product, an acknowledgment
|
|
|
|
+* in the product documentation would be appreciated but is not required.
|
|
|
|
+*
|
|
|
|
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
|
|
|
+* as being the original software.
|
|
|
|
+*
|
|
|
|
+* 3. This notice may not be removed or altered from any source distribution.
|
|
|
|
+*
|
|
|
|
+**********************************************************************************************/
|
|
|
|
+
|
|
|
|
+import core.stdc.config;
|
|
|
|
+import core.stdc.stdarg;
|
|
|
|
+import core.stdc.stdlib;
|
|
|
|
+
|
|
|
|
+extern (C) @nogc nothrow:
|
|
|
|
+
|
|
|
|
+// Required for: va_list - Only used by TraceLogCallback
|
|
|
|
+
|
|
|
|
+// We are building raylib as a Win32 shared library (.dll)
|
|
|
|
+// We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Some basic Defines
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+enum PI = 3.14159265358979323846f;
|
|
|
|
+
|
|
|
|
+enum DEG2RAD = PI / 180.0f;
|
|
|
|
+enum RAD2DEG = 180.0f / PI;
|
|
|
|
+
|
|
|
|
+enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
|
|
|
|
+
|
|
|
|
+// Shader and material limits
|
|
|
|
+enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
|
|
|
|
+enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
|
|
|
|
+
|
|
|
|
+// Allow custom memory allocators
|
|
|
|
+
|
|
|
|
+alias RL_MALLOC = malloc;
|
|
|
|
+
|
|
|
|
+alias RL_CALLOC = calloc;
|
|
|
|
+
|
|
|
|
+alias RL_FREE = free;
|
|
|
|
+
|
|
|
|
+// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
|
|
|
|
+// Plain structures in C++ (without constructors) can be initialized from { } initializers.
|
|
|
|
+
|
|
|
|
+alias CLITERAL = Color;
|
|
|
|
+
|
|
|
|
+enum Colors {
|
|
|
|
+ // Some Basic Colors
|
|
|
|
+ // 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)
|
|
|
|
+ LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
|
|
|
|
+ GRAY = Color(130, 130, 130, 255), // Gray
|
|
|
|
+ DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
|
|
|
|
+ YELLOW = Color(253, 249, 0, 255), // Yellow
|
|
|
|
+ GOLD = Color(255, 203, 0, 255), // Gold
|
|
|
|
+ ORANGE = Color(255, 161, 0, 255), // Orange
|
|
|
|
+ PINK = Color(255, 109, 194, 255), // Pink
|
|
|
|
+ RED = Color(230, 41, 55, 255), // Red
|
|
|
|
+ MAROON = Color(190, 33, 55, 255), // Maroon
|
|
|
|
+ GREEN = Color(0, 228, 48, 255), // Green
|
|
|
|
+ LIME = Color(0, 158, 47, 255), // Lime
|
|
|
|
+ DARKGREEN = Color(0, 117, 44, 255), // Dark Green
|
|
|
|
+ SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
|
|
|
|
+ BLUE = Color(0, 121, 241, 255), // Blue
|
|
|
|
+ DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
|
|
|
|
+ PURPLE = Color(200, 122, 255, 255), // Purple
|
|
|
|
+ VIOLET = Color(135, 60, 190, 255), // Violet
|
|
|
|
+ DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
|
|
|
|
+ BEIGE = Color(211, 176, 131, 255), // Beige
|
|
|
|
+ BROWN = Color(127, 106, 79, 255), // Brown
|
|
|
|
+ DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
|
|
|
|
+
|
|
|
|
+ WHITE = Color(255, 255, 255, 255), // White
|
|
|
|
+ BLACK = Color(0, 0, 0, 255), // Black
|
|
|
|
+ BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
|
|
|
|
+ MAGENTA = Color(255, 0, 255, 255), // Magenta
|
|
|
|
+ RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Structures Definition
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Vector2 type
|
|
|
|
+struct Vector2
|
|
|
|
+{
|
|
|
|
+ float x = 0.0f;
|
|
|
|
+ float y = 0.0f;
|
|
|
|
+ mixin Linear;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+struct Bivector2
|
|
|
|
+{
|
|
|
|
+ float xy = 0.0f;
|
|
|
|
+ alias xy this;
|
|
|
|
+ mixin Linear;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Vector3 type
|
|
|
|
+struct Vector3
|
|
|
|
+{
|
|
|
|
+ float x = 0.0f;
|
|
|
|
+ float y = 0.0f;
|
|
|
|
+ float z = 0.0f;
|
|
|
|
+ mixin Linear;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Bivector3 type
|
|
|
|
+/// Beware of the field order
|
|
|
|
+/// xy is the first field
|
|
|
|
+struct Bivector3
|
|
|
|
+{
|
|
|
|
+ float xy = 0.0f;
|
|
|
|
+ float yz = 0.0f;
|
|
|
|
+ float zx = 0.0f;
|
|
|
|
+ mixin Linear;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Rotor type
|
|
|
|
+struct Rotor3
|
|
|
|
+{
|
|
|
|
+ float a = 1.0f;
|
|
|
|
+ float xy = 0.0f;
|
|
|
|
+ float yz = 0.0f;
|
|
|
|
+ float zx = 0.0f;
|
|
|
|
+ mixin Linear;
|
|
|
|
+
|
|
|
|
+ alias i = yz;
|
|
|
|
+ alias j = zx;
|
|
|
|
+ alias k = xy;
|
|
|
|
+
|
|
|
|
+ @property Bivector3 b()
|
|
|
|
+ {
|
|
|
|
+ return Bivector3(xy, yz, zx);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @property Bivector3 b(Bivector3 _b)
|
|
|
|
+ {
|
|
|
|
+ xy = _b.xy;
|
|
|
|
+ yz = _b.yz;
|
|
|
|
+ zx = _b.zx;
|
|
|
|
+ return _b;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ this(float _a, Bivector3 _b)
|
|
|
|
+ {
|
|
|
|
+ a = _a;
|
|
|
|
+ b = _b;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ this(float _a, float _xy, float _yz, float _zx)
|
|
|
|
+ {
|
|
|
|
+ a = _a;
|
|
|
|
+ xy = _xy;
|
|
|
|
+ yz = _yz;
|
|
|
|
+ zx = _zx;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+alias Quaternion = Rotor3;
|
|
|
|
+
|
|
|
|
+// Vector4 type
|
|
|
|
+struct Vector4
|
|
|
|
+{
|
|
|
|
+ float x = 0.0f;
|
|
|
|
+ float y = 0.0f;
|
|
|
|
+ float z = 0.0f;
|
|
|
|
+ float w = 0.0f;
|
|
|
|
+ mixin Linear;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Matrix type (OpenGL style 4x4 - right handed, column major)
|
|
|
|
+struct Matrix4
|
|
|
|
+{
|
|
|
|
+ float m0 = 0.0f;
|
|
|
|
+ float m4 = 0.0f;
|
|
|
|
+ float m8 = 0.0f;
|
|
|
|
+ float m12 = 0.0f;
|
|
|
|
+ float m1 = 0.0f;
|
|
|
|
+ float m5 = 0.0f;
|
|
|
|
+ float m9 = 0.0f;
|
|
|
|
+ float m13 = 0.0f;
|
|
|
|
+ float m2 = 0.0f;
|
|
|
|
+ float m6 = 0.0f;
|
|
|
|
+ float m10 = 0.0f;
|
|
|
|
+ float m14 = 0.0f;
|
|
|
|
+ float m3 = 0.0f;
|
|
|
|
+ float m7 = 0.0f;
|
|
|
|
+ float m11 = 0.0f;
|
|
|
|
+ float m15 = 0.0f;
|
|
|
|
+ mixin Linear;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+alias Matrix = Matrix4;
|
|
|
|
+
|
|
|
|
+// Color type, RGBA (32bit)
|
|
|
|
+struct Color
|
|
|
|
+{
|
|
|
|
+ ubyte r;
|
|
|
|
+ ubyte g;
|
|
|
|
+ ubyte b;
|
|
|
|
+ ubyte a;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Rectangle type
|
|
|
|
+struct Rectangle
|
|
|
|
+{
|
|
|
|
+ float x = 0.0f;
|
|
|
|
+ float y = 0.0f;
|
|
|
|
+ float width = 0.0f;
|
|
|
|
+ float height = 0.0f;
|
|
|
|
+ alias w = width;
|
|
|
|
+ alias h = height;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Image type, bpp always RGBA (32bit)
|
|
|
|
+// NOTE: Data stored in CPU memory (RAM)
|
|
|
|
+struct Image
|
|
|
|
+{
|
|
|
|
+ void* data; // Image raw data
|
|
|
|
+ int width; // Image base width
|
|
|
|
+ int height; // Image base height
|
|
|
|
+ int mipmaps; // Mipmap levels, 1 by default
|
|
|
|
+ int format; // Data format (PixelFormat type)
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Texture2D type
|
|
|
|
+// NOTE: Data stored in GPU memory
|
|
|
|
+struct Texture2D
|
|
|
|
+{
|
|
|
|
+ uint id; // OpenGL texture id
|
|
|
|
+ int width; // Texture base width
|
|
|
|
+ int height; // Texture base height
|
|
|
|
+ int mipmaps; // Mipmap levels, 1 by default
|
|
|
|
+ int format; // Data format (PixelFormat type)
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Texture type, same as Texture2D
|
|
|
|
+alias Texture = Texture2D;
|
|
|
|
+
|
|
|
|
+// TextureCubemap type, actually, same as Texture2D
|
|
|
|
+alias TextureCubemap = Texture2D;
|
|
|
|
+
|
|
|
|
+// RenderTexture2D type, for texture rendering
|
|
|
|
+struct RenderTexture2D
|
|
|
|
+{
|
|
|
|
+ uint id; // OpenGL Framebuffer Object (FBO) id
|
|
|
|
+ Texture2D texture; // Color buffer attachment texture
|
|
|
|
+ Texture2D depth; // Depth buffer attachment texture
|
|
|
|
+ bool depthTexture; // Track if depth attachment is a texture or renderbuffer
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// RenderTexture type, same as RenderTexture2D
|
|
|
|
+alias RenderTexture = RenderTexture2D;
|
|
|
|
+
|
|
|
|
+// N-Patch layout info
|
|
|
|
+struct NPatchInfo
|
|
|
|
+{
|
|
|
|
+ Rectangle sourceRec; // Region in the texture
|
|
|
|
+ int left; // left border offset
|
|
|
|
+ int top; // top border offset
|
|
|
|
+ int right; // right border offset
|
|
|
|
+ int bottom; // bottom border offset
|
|
|
|
+ int type; // layout of the n-patch: 3x3, 1x3 or 3x1
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Font character info
|
|
|
|
+struct CharInfo
|
|
|
|
+{
|
|
|
|
+ int value; // Character value (Unicode)
|
|
|
|
+ int offsetX; // Character offset X when drawing
|
|
|
|
+ int offsetY; // Character offset Y when drawing
|
|
|
|
+ int advanceX; // Character advance position X
|
|
|
|
+ Image image; // Character image data
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Font type, includes texture and charSet array data
|
|
|
|
+struct Font
|
|
|
|
+{
|
|
|
|
+ int baseSize; // Base size (default chars height)
|
|
|
|
+ int charsCount; // Number of characters
|
|
|
|
+ Texture2D texture; // Characters texture atlas
|
|
|
|
+ Rectangle* recs; // Characters rectangles in texture
|
|
|
|
+ CharInfo* chars; // Characters info data
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
|
|
|
|
+
|
|
|
|
+// Camera type, defines a camera position/orientation in 3d space
|
|
|
|
+struct Camera3D
|
|
|
|
+{
|
|
|
|
+ Vector3 position; // Camera position
|
|
|
|
+ Vector3 target; // Camera target it looks-at
|
|
|
|
+ Vector3 up; // Camera up vector (rotation over its axis)
|
|
|
|
+ float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
|
|
|
+ CameraType type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
|
|
|
|
+
|
|
|
|
+// Camera2D type, defines a 2d camera
|
|
|
|
+struct Camera2D
|
|
|
|
+{
|
|
|
|
+ Vector2 offset; // Camera offset (displacement from target)
|
|
|
|
+ Vector2 target; // Camera target (rotation and zoom origin)
|
|
|
|
+ float rotation = 0.0f; // Camera rotation in degrees
|
|
|
|
+ float zoom = 1.0f; // Camera zoom (scaling), should be 1.0f by default
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Vertex data definning a mesh
|
|
|
|
+// NOTE: Data stored in CPU memory (and GPU)
|
|
|
|
+struct Mesh
|
|
|
|
+{
|
|
|
|
+ int vertexCount; // Number of vertices stored in arrays
|
|
|
|
+ int triangleCount; // Number of triangles stored (indexed or not)
|
|
|
|
+
|
|
|
|
+ // Default vertex data
|
|
|
|
+ float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
|
|
|
+ float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
|
|
|
|
+ float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
|
|
|
|
+ float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
|
|
|
+ float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
|
|
|
|
+ ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
|
|
|
+ ushort* indices; // Vertex indices (in case vertex data comes indexed)
|
|
|
|
+
|
|
|
|
+ // Animation vertex data
|
|
|
|
+ float* animVertices; // Animated vertex positions (after bones transformations)
|
|
|
|
+ float* animNormals; // Animated normals (after bones transformations)
|
|
|
|
+ int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
|
|
|
|
+ float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
|
|
|
|
+
|
|
|
|
+ // OpenGL identifiers
|
|
|
|
+ uint vaoId; // OpenGL Vertex Array Object id
|
|
|
|
+ uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Shader type (generic)
|
|
|
|
+struct Shader
|
|
|
|
+{
|
|
|
|
+ uint id; // Shader program id
|
|
|
|
+ int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Material texture map
|
|
|
|
+struct MaterialMap
|
|
|
|
+{
|
|
|
|
+ Texture2D texture; // Material map texture
|
|
|
|
+ Color color; // Material map color
|
|
|
|
+ float value; // Material map value
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Material type (generic)
|
|
|
|
+struct Material
|
|
|
|
+{
|
|
|
|
+ Shader shader; // Material shader
|
|
|
|
+ MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
|
|
|
|
+ float* params; // Material generic parameters (if required)
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Transformation properties
|
|
|
|
+struct Transform
|
|
|
|
+{
|
|
|
|
+ Vector3 translation; // Translation
|
|
|
|
+ Quaternion rotation; // Rotation
|
|
|
|
+ Vector3 scale; // Scale
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Bone information
|
|
|
|
+struct BoneInfo
|
|
|
|
+{
|
|
|
|
+ char[32] name; // Bone name
|
|
|
|
+ int parent; // Bone parent
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Model type
|
|
|
|
+struct Model
|
|
|
|
+{
|
|
|
|
+ Matrix transform; // Local transform matrix
|
|
|
|
+
|
|
|
|
+ int meshCount; // Number of meshes
|
|
|
|
+ Mesh* meshes; // Meshes array
|
|
|
|
+
|
|
|
|
+ int materialCount; // Number of materials
|
|
|
|
+ Material* materials; // Materials array
|
|
|
|
+ int* meshMaterial; // Mesh material number
|
|
|
|
+
|
|
|
|
+ // Animation data
|
|
|
|
+ int boneCount; // Number of bones
|
|
|
|
+ BoneInfo* bones; // Bones information (skeleton)
|
|
|
|
+ Transform* bindPose; // Bones base transformation (pose)
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Model animation
|
|
|
|
+struct ModelAnimation
|
|
|
|
+{
|
|
|
|
+ int boneCount; // Number of bones
|
|
|
|
+ BoneInfo* bones; // Bones information (skeleton)
|
|
|
|
+
|
|
|
|
+ int frameCount; // Number of animation frames
|
|
|
|
+ Transform** framePoses; // Poses array by frame
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Ray type (useful for raycast)
|
|
|
|
+struct Ray
|
|
|
|
+{
|
|
|
|
+ Vector3 position; // Ray position (origin)
|
|
|
|
+ Vector3 direction; // Ray direction
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Raycast hit information
|
|
|
|
+struct RayHitInfo
|
|
|
|
+{
|
|
|
|
+ bool hit; // Did the ray hit something?
|
|
|
|
+ float distance; // Distance to nearest hit
|
|
|
|
+ Vector3 position; // Position of nearest hit
|
|
|
|
+ Vector3 normal; // Surface normal of hit
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Bounding box type
|
|
|
|
+struct BoundingBox
|
|
|
|
+{
|
|
|
|
+ Vector3 min; // Minimum vertex box-corner
|
|
|
|
+ Vector3 max; // Maximum vertex box-corner
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Wave type, defines audio wave data
|
|
|
|
+struct Wave
|
|
|
|
+{
|
|
|
|
+ uint sampleCount; // Number of samples
|
|
|
|
+ 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* data; // Buffer data pointer
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+struct rAudioBuffer;
|
|
|
|
+
|
|
|
|
+// 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)
|
|
|
|
+
|
|
|
|
+ rAudioBuffer* buffer; // Pointer to internal data used by the audio system
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+// Sound source type
|
|
|
|
+struct Sound
|
|
|
|
+{
|
|
|
|
+ uint sampleCount; // Total number of samples
|
|
|
|
+ AudioStream stream; // Audio stream
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+// Music stream type (audio file streaming from memory)
|
|
|
|
+// NOTE: Anything longer than ~10 seconds should be streamed
|
|
|
|
+struct Music
|
|
|
|
+{
|
|
|
|
+ int ctxType; // Type of music context (audio filetype)
|
|
|
|
+ void* ctxData; // Audio context data, depends on type
|
|
|
|
+
|
|
|
|
+ uint sampleCount; // Total number of samples
|
|
|
|
+ uint loopCount; // Loops count (times music will play), 0 means infinite loop
|
|
|
|
+
|
|
|
|
+ AudioStream stream; // Audio stream
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+// 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_RESERVED = 1, // Reserved
|
|
|
|
+ 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_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
|
|
|
|
+ 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 DPAD
|
|
|
|
+ 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 normally corresponds with PlayStation and Xbox controllers
|
|
|
|
+ // XBOX: [Y,X,A,B]
|
|
|
|
+ // PS3: [Triangle,Square,Cross,Circle]
|
|
|
|
+ // No support for 6 button controllers though..
|
|
|
|
+ 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 : int
|
|
|
|
+{
|
|
|
|
+ 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
|
|
|
|
+bool IsWindowFullscreen(); // Check if window is currently fullscreen
|
|
|
|
+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
|
|
|
|
+Vector2 GetWindowPosition(); // Get window position XY on monitor
|
|
|
|
+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
|
|
|
|
+void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
|
|
|
|
+void EndScissorMode(); // End scissor mode
|
|
|
|
+
|
|
|
|
+// Screen-space-related functions
|
|
|
|
+Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
|
|
+Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
|
|
|
+Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
|
|
|
|
+Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
|
|
|
+Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
|
|
|
|
+Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
|
|
|
|
+Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
|
|
|
|
+
|
|
|
|
+// 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]
|
|
|
|
+Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [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
|
|
|
|
+ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
|
|
|
|
+void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
|
|
|
|
+char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
|
|
|
|
+void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
|
|
|
|
+bool FileExists(const(char)* fileName); // Check if file exists
|
|
|
|
+bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
|
|
|
|
+bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
|
|
|
|
+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 (uses static string)
|
|
|
|
+const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
|
|
|
|
+const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (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)
|
|
|
|
+ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
|
|
|
|
+ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
|
|
|
|
+
|
|
|
|
+// Persistent storage management
|
|
|
|
+void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
|
|
|
|
+int LoadStorageValue(uint 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
|
|
|
|
+void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
+int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
|
|
|
|
+
|
|
|
|
+// 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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
|
|
|
|
+void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse 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 (vertex in counter-clockwise order!)
|
|
|
|
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
|
|
|
|
+void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
|
|
|
+void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
|
|
|
|
+void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
|
|
|
+void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
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|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+// Texture Loading and Drawing Functions (Module: textures)
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|
|
|
+//------------------------------------------------------------------------------------
|
|
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|
+
|
|
|
|
+// Image loading functions
|
|
|
|
+// NOTE: This functions do not require GPU access
|
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|
|
+Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
|
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|
|
+Image LoadImageEx(Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
|
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|
|
+Image LoadImagePro(void* data, int width, int height, int format); // Load image from raw data with parameters
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|
+Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
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|
|
|
+void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
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|
|
+void ExportImage(Image image, const(char)* fileName); // Export image data to file
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|
|
+void ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes
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|
|
+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)
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|
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|
+
|
|
|
|
+// Image generation functions
|
|
|
|
+Image GenImageColor(int width, int height, Color color); // Generate image: plain color
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|
|
|
+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
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|
|
|
+Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
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|
|
|
+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
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|
|
|
+Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
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|
|
+
|
|
|
|
+// Image manipulation functions
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|
|
|
+Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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|
|
+Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
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|
+Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
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|
+Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
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|
|
+void ImageToPOT(Image* image, Color fillColor); // Convert image to POT (power-of-two)
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|
|
+void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
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|
|
+void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
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|
|
+void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
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|
|
+void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
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|
|
+void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
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|
|
+void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
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|
|
+void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
|
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|
|
+void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
|
|
|
|
+void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX,
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|
|
+ int offsetY, Color color); // Resize canvas and fill with color
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|
|
+void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
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|
|
+void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
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|
|
+void ImageFlipVertical(Image* image); // Flip image vertically
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|
|
+void ImageFlipHorizontal(Image* image); // Flip image horizontally
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|
|
+void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
|
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|
|
+void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
|
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|
|
+void ImageColorTint(Image* image, Color color); // Modify image color: tint
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|
|
+void ImageColorInvert(Image* image); // Modify image color: invert
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|
|
+void ImageColorGrayscale(Image* image); // Modify image color: grayscale
|
|
|
|
+void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
|
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|
|
+void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
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|
|
|
+void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
|
|
|
|
+Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
|
|
|
|
+Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
|
|
|
|
+
|
|
|
|
+// Image drawing functions
|
|
|
|
+// NOTE: Image software-rendering functions (CPU)
|
|
|
|
+void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
|
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|
|
+void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
|
|
|
|
+void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
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|
|
|
+void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
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|
|
|
+void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
|
|
|
|
+void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
|
|
|
|
+void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
|
|
|
|
+void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
|
|
|
|
+void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
|
|
|
|
+void ImageDrawRectangleRec(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 ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
|
|
|
|
+void ImageDrawText(Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
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|
|
|
+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)
|
|
|
|
+
|
|
|
|
+// Texture loading functions
|
|
|
|
+// NOTE: These functions require GPU access
|
|
|
|
+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 UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
|
|
+void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
|
|
+void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
|
|
|
|
+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)
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// Image/Texture misc functions
|
|
|
|
+int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
|
|
|
|
+
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+// 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(const(CharInfo)* chars, Rectangle** recs,
|
|
|
|
+ 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 selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
|
|
|
|
+void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
|
|
|
|
+
|
|
|
|
+// 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 codepoint); // Get index position for a unicode character on font
|
|
|
|
+
|
|
|
|
+// Text strings management functions (no utf8 strings, only byte chars)
|
|
|
|
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
|
|
|
+int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
|
|
|
|
+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
|
|
|
|
+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
|
|
|
|
+char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
|
|
|
|
+char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must 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)
|
|
|
|
+char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
|
|
|
|
+
|
|
|
|
+// UTF8 text strings management functions
|
|
|
|
+int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
|
|
|
|
+int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
|
|
|
|
+int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
|
|
|
|
+const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
|
|
|
|
+
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+// 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 DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
|
|
|
|
+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
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+void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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+void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
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+ float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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+void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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+void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
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+ Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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+
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+// Collision detection functions
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+bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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+bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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+bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
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+bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
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+bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
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+bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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+RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
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+RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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+RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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+
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+//------------------------------------------------------------------------------------
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+// Shaders System Functions (Module: rlgl)
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+// NOTE: This functions are useless when using OpenGL 1.1
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+//------------------------------------------------------------------------------------
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+
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+// Shader loading/unloading functions
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+Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
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+Shader LoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
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+void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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+
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+Shader GetShaderDefault(); // Get default shader
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+Texture2D GetTextureDefault(); // Get default texture
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+Texture2D GetShapesTexture(); // Get texture to draw shapes
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+Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
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+void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
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+
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+// Shader configuration functions
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+int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
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+void SetShaderValue(Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
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+void SetShaderValueV(Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
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+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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+void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
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+void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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+void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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+Matrix GetMatrixModelview(); // Get internal modelview matrix
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+Matrix GetMatrixProjection(); // Get internal projection matrix
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+
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+// Texture maps generation (PBR)
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+// NOTE: Required shaders should be provided
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+Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
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+Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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+Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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+Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
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+
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+// Shading begin/end functions
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+void BeginShaderMode(Shader shader); // Begin custom shader drawing
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+void EndShaderMode(); // End custom shader drawing (use default shader)
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+void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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+void EndBlendMode(); // End blending mode (reset to default: alpha blending)
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+
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+// VR control functions
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+void InitVrSimulator(); // Init VR simulator for selected device parameters
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+void CloseVrSimulator(); // Close VR simulator for current device
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+void UpdateVrTracking(Camera* camera); // Update VR tracking (position and orientation) and camera
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+void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
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+bool IsVrSimulatorReady(); // Detect if VR simulator is ready
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+void ToggleVrMode(); // Enable/Disable VR experience
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+void BeginVrDrawing(); // Begin VR simulator stereo rendering
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+void EndVrDrawing(); // End VR simulator stereo rendering
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+
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+//------------------------------------------------------------------------------------
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+// Audio Loading and Playing Functions (Module: audio)
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+//------------------------------------------------------------------------------------
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+
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+// Audio device management functions
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+void InitAudioDevice(); // Initialize audio device and context
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+void CloseAudioDevice(); // Close the audio device and context
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+bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
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+void SetMasterVolume(float volume); // Set master volume (listener)
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+
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+// Wave/Sound loading/unloading functions
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+Wave LoadWave(const(char)* fileName); // Load wave data from file
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+Sound LoadSound(const(char)* fileName); // Load sound from file
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+Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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+void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
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+void UnloadWave(Wave wave); // Unload wave data
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+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 StopSound(Sound sound); // Stop playing 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 PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
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|
+void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
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|
|
+int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
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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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+
|
|
|
|
+// Music management functions
|
|
|
|
+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
|
|
|
|
+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)
|
|
|
|
+float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
|
|
|
+float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
|
|
|
+
|
|
|
|
+// AudioStream management functions
|
|
|
|
+AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
|
|
|
|
+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
|
|
|
|
+bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
|
|
|
+void PlayAudioStream(AudioStream stream); // Play audio stream
|
|
|
|
+void PauseAudioStream(AudioStream stream); // Pause audio stream
|
|
|
|
+void ResumeAudioStream(AudioStream stream); // Resume audio stream
|
|
|
|
+bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
|
|
|
|
+void StopAudioStream(AudioStream stream); // Stop audio stream
|
|
|
|
+void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
|
|
|
|
+void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
|
|
|
|
+void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
|
|
|
|
+
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+// Network (Module: network)
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// IN PROGRESS: Check rnet.h for reference
|
|
|
|
+
|
|
|
|
+// RAYLIB_H
|