mirror of
https://github.com/Kapendev/parin.git
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1695 lines
100 KiB
D
1695 lines
100 KiB
D
/**********************************************************************************************
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*
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* raylib v5.0 - 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,
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* MacOS, Haiku, Android, Raspberry Pi, DRM native, 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, 4.3 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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* - Animated 3D models supported (skeletal bones animation) (IQM)
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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 default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
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* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
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* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
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* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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*
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* DEPENDENCIES (included):
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* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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*
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* OPTIONAL DEPENDENCIES (included):
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* [rcore] msf_gif (Miles Fogle) for GIF recording
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* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
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* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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* [raudio] dr_wav (David Reid) for WAV audio file 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] stb_vorbis (Sean Barret) for OGG audio 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) 2013-2023 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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module popka.vendor.ray.raylib;
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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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extern (C):
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// Required for: va_list - Only used by TraceLogCallback
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enum RAYLIB_VERSION_MAJOR = 5;
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enum RAYLIB_VERSION_MINOR = 0;
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enum RAYLIB_VERSION_PATCH = 0;
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enum RAYLIB_VERSION = "5.0";
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// Function specifiers in case library is build/used as a shared library (Windows)
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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// We are building the library as a Win32 shared library (.dll)
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// We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
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//----------------------------------------------------------------------------------
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// Some basic Defines
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//----------------------------------------------------------------------------------
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enum PI = 3.14159265358979323846f;
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enum DEG2RAD = PI / 180.0f;
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enum RAD2DEG = 180.0f / PI;
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// Allow custom memory allocators
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// NOTE: Require recompiling raylib sources
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alias RL_MALLOC = malloc;
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alias RL_CALLOC = calloc;
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alias RL_REALLOC = realloc;
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alias RL_FREE = free;
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// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized with { }
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// This is called aggregate initialization (C++11 feature)
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extern (D) auto CLITERAL(T)(auto ref T type)
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{
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return type;
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}
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// Some compilers (mostly macos clang) default to C++98,
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// where aggregate initialization can't be used
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// So, give a more clear error stating how to fix this
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// NOTE: We set some defines with some data types declared by raylib
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// Other modules (raymath, rlgl) also require some of those types, so,
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// to be able to use those other modules as standalone (not depending on raylib)
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// this defines are very useful for internal check and avoid type (re)definitions
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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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enum LIGHTGRAY = Color( 200, 200, 200, 255 ); // Light Gray
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enum GRAY = Color( 130, 130, 130, 255 ); // Gray
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enum DARKGRAY = Color( 80, 80, 80, 255 ); // Dark Gray
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enum YELLOW = Color( 253, 249, 0, 255 ); // Yellow
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enum GOLD = Color( 255, 203, 0, 255 ); // Gold
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enum ORANGE = Color( 255, 161, 0, 255 ); // Orange
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enum PINK = Color( 255, 109, 194, 255 ); // Pink
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enum RED = Color( 230, 41, 55, 255 ); // Red
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enum MAROON = Color( 190, 33, 55, 255 ); // Maroon
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enum GREEN = Color( 0, 228, 48, 255 ); // Green
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enum LIME = Color( 0, 158, 47, 255 ); // Lime
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enum DARKGREEN = Color( 0, 117, 44, 255 ); // Dark Green
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enum SKYBLUE = Color( 102, 191, 255, 255 ); // Sky Blue
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enum BLUE = Color( 0, 121, 241, 255 ); // Blue
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enum DARKBLUE = Color( 0, 82, 172, 255 ); // Dark Blue
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enum PURPLE = Color( 200, 122, 255, 255 ); // Purple
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enum VIOLET = Color( 135, 60, 190, 255 ); // Violet
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enum DARKPURPLE = Color( 112, 31, 126, 255 ); // Dark Purple
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enum BEIGE = Color( 211, 176, 131, 255 ); // Beige
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enum BROWN = Color( 127, 106, 79, 255 ); // Brown
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enum DARKBROWN = Color( 76, 63, 47, 255 ); // Dark Brown
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enum WHITE = Color( 255, 255, 255, 255 ); // White
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enum BLACK = Color( 0, 0, 0, 255 ); // Black
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enum BLANK = Color( 0, 0, 0, 0 ); // Blank (Transparent)
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enum MAGENTA = Color( 255, 0, 255, 255 ); // Magenta
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enum RAYWHITE = Color( 245, 245, 245, 255 ); // My own White (raylib logo)
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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// Boolean type
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// Vector2, 2 components
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struct Vector2
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{
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float x; // Vector x component
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float y; // Vector y component
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}
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// Vector3, 3 components
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struct Vector3
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{
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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}
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// Vector4, 4 components
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struct Vector4
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{
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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float w; // Vector w component
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}
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// Quaternion, 4 components (Vector4 alias)
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alias Quaternion = Vector4;
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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struct Matrix
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{
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float m0;
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float m4;
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float m8;
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float m12; // Matrix first row (4 components)
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float m1;
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float m5;
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float m9;
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float m13; // Matrix second row (4 components)
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float m2;
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float m6;
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float m10;
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float m14; // Matrix third row (4 components)
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float m3;
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float m7;
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float m11;
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float m15; // Matrix fourth row (4 components)
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}
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// Color, 4 components, R8G8B8A8 (32bit)
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struct Color
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{
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ubyte r; // Color red value
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ubyte g; // Color green value
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ubyte b; // Color blue value
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ubyte a; // Color alpha value
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}
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// Rectangle, 4 components
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struct Rectangle
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{
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float x; // Rectangle top-left corner position x
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float y; // Rectangle top-left corner position y
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float width; // Rectangle width
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float height; // Rectangle height
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}
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// Image, pixel 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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// Texture, tex data stored in GPU memory (VRAM)
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struct Texture
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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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// Texture2D, same as Texture
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alias Texture2D = Texture;
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// TextureCubemap, same as Texture
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alias TextureCubemap = Texture;
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// RenderTexture, fbo for texture rendering
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struct RenderTexture
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{
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uint id; // OpenGL framebuffer object id
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Texture texture; // Color buffer attachment texture
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Texture depth; // Depth buffer attachment texture
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}
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// RenderTexture2D, same as RenderTexture
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alias RenderTexture2D = RenderTexture;
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// NPatchInfo, n-patch layout info
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struct NPatchInfo
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{
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Rectangle source; // Texture source rectangle
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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 layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
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}
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// GlyphInfo, font characters glyphs info
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struct GlyphInfo
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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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}
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// Font, font texture and GlyphInfo array data
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struct Font
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{
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int baseSize; // Base size (default chars height)
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int glyphCount; // Number of glyph characters
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int glyphPadding; // Padding around the glyph characters
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Texture2D texture; // Texture atlas containing the glyphs
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Rectangle* recs; // Rectangles in texture for the glyphs
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GlyphInfo* glyphs; // Glyphs info data
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}
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// Camera, defines position/orientation in 3d space
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struct Camera3D
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{
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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}
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alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
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// Camera2D, defines position/orientation in 2d space
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struct Camera2D
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{
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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}
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// Mesh, vertex data and vao/vbo
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struct Mesh
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{
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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// Vertex attributes data
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float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
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float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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ushort* indices; // Vertex indices (in case vertex data comes indexed)
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// Animation vertex data
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float* animVertices; // Animated vertex positions (after bones transformations)
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float* animNormals; // Animated normals (after bones transformations)
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ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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uint vaoId; // OpenGL Vertex Array Object id
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uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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}
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// Shader
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struct Shader
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{
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uint id; // Shader program id
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int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
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}
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// MaterialMap
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struct MaterialMap
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{
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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}
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// Material, includes shader and maps
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struct Material
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{
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Shader shader; // Material shader
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MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
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float[4] params; // Material generic parameters (if required)
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}
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// Transform, vertex transformation data
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struct Transform
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{
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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Vector3 scale; // Scale
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}
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// Bone, skeletal animation bone
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struct BoneInfo
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{
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char[32] name; // Bone name
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int parent; // Bone parent
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}
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// Model, meshes, materials and animation data
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struct Model
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{
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Matrix transform; // Local transform matrix
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int meshCount; // Number of meshes
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int materialCount; // Number of materials
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Mesh* meshes; // Meshes array
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Material* materials; // Materials array
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int* meshMaterial; // Mesh material number
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// Animation data
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int boneCount; // Number of bones
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BoneInfo* bones; // Bones information (skeleton)
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Transform* bindPose; // Bones base transformation (pose)
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}
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// ModelAnimation
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struct ModelAnimation
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{
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int boneCount; // Number of bones
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int frameCount; // Number of animation frames
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BoneInfo* bones; // Bones information (skeleton)
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Transform** framePoses; // Poses array by frame
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char[32] name; // Animation name
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}
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// Ray, ray for raycasting
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struct Ray
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{
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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}
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// RayCollision, ray hit information
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struct RayCollision
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{
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bool hit; // Did the ray hit something?
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float distance; // Distance to the nearest hit
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Vector3 point; // Point of the nearest hit
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Vector3 normal; // Surface normal of hit
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}
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// BoundingBox
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struct BoundingBox
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{
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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}
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// Wave, audio wave data
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struct Wave
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{
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uint frameCount; // Total number of frames (considering channels)
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uint sampleRate; // Frequency (samples per second)
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uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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uint channels; // Number of channels (1-mono, 2-stereo, ...)
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void* data; // Buffer data pointer
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}
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// Opaque structs declaration
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// NOTE: Actual structs are defined internally in raudio module
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struct rAudioBuffer;
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struct rAudioProcessor;
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// AudioStream, custom audio stream
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struct AudioStream
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{
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rAudioBuffer* buffer; // Pointer to internal data used by the audio system
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rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
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uint sampleRate; // Frequency (samples per second)
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uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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uint channels; // Number of channels (1-mono, 2-stereo, ...)
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}
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// Sound
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struct Sound
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{
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AudioStream stream; // Audio stream
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uint frameCount; // Total number of frames (considering channels)
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}
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// Music, audio stream, anything longer than ~10 seconds should be streamed
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|
struct Music
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{
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AudioStream stream; // Audio stream
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uint frameCount; // Total number of frames (considering channels)
|
|
bool looping; // Music looping enable
|
|
|
|
int ctxType; // Type of music context (audio filetype)
|
|
void* ctxData; // Audio context data, depends on type
|
|
}
|
|
|
|
// VrDeviceInfo, Head-Mounted-Display device parameters
|
|
struct VrDeviceInfo
|
|
{
|
|
int hResolution; // Horizontal resolution in pixels
|
|
int vResolution; // Vertical resolution in pixels
|
|
float hScreenSize; // Horizontal size in meters
|
|
float vScreenSize; // Vertical size in meters
|
|
float vScreenCenter; // Screen center in meters
|
|
float eyeToScreenDistance; // Distance between eye and display in meters
|
|
float lensSeparationDistance; // Lens separation distance in meters
|
|
float interpupillaryDistance; // IPD (distance between pupils) in meters
|
|
float[4] lensDistortionValues; // Lens distortion constant parameters
|
|
float[4] chromaAbCorrection; // Chromatic aberration correction parameters
|
|
}
|
|
|
|
// VrStereoConfig, VR stereo rendering configuration for simulator
|
|
struct VrStereoConfig
|
|
{
|
|
Matrix[2] projection; // VR projection matrices (per eye)
|
|
Matrix[2] viewOffset; // VR view offset matrices (per eye)
|
|
float[2] leftLensCenter; // VR left lens center
|
|
float[2] rightLensCenter; // VR right lens center
|
|
float[2] leftScreenCenter; // VR left screen center
|
|
float[2] rightScreenCenter; // VR right screen center
|
|
float[2] scale; // VR distortion scale
|
|
float[2] scaleIn; // VR distortion scale in
|
|
}
|
|
|
|
// File path list
|
|
struct FilePathList
|
|
{
|
|
uint capacity; // Filepaths max entries
|
|
uint count; // Filepaths entries count
|
|
char** paths; // Filepaths entries
|
|
}
|
|
|
|
// Automation event
|
|
struct AutomationEvent
|
|
{
|
|
uint frame; // Event frame
|
|
uint type; // Event type (AutomationEventType)
|
|
int[4] params; // Event parameters (if required)
|
|
}
|
|
|
|
// Automation event list
|
|
struct AutomationEventList
|
|
{
|
|
uint capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
|
|
uint count; // Events entries count
|
|
AutomationEvent* events; // Events entries
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Enumerators Definition
|
|
//----------------------------------------------------------------------------------
|
|
// System/Window config flags
|
|
// NOTE: Every bit registers one state (use it with bit masks)
|
|
// By default all flags are set to 0
|
|
enum
|
|
{
|
|
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
|
|
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
|
|
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
|
|
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
|
|
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
|
|
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
|
|
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
|
|
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
|
|
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
|
|
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
|
|
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
|
|
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
|
|
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
|
|
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
|
|
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
|
|
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
|
|
}
|
|
|
|
// Trace log level
|
|
// NOTE: Organized by priority level
|
|
enum
|
|
{
|
|
LOG_ALL = 0, // Display all logs
|
|
LOG_TRACE = 1, // Trace logging, intended for internal use only
|
|
LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
|
|
LOG_INFO = 3, // Info logging, used for program execution info
|
|
LOG_WARNING = 4, // Warning logging, used on recoverable failures
|
|
LOG_ERROR = 5, // Error logging, used on unrecoverable failures
|
|
LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
|
LOG_NONE = 7 // Disable logging
|
|
}
|
|
|
|
// Keyboard keys (US keyboard layout)
|
|
// NOTE: Use GetKeyPressed() to allow redefining
|
|
// required keys for alternative layouts
|
|
enum
|
|
{
|
|
KEY_NULL = 0, // Key: NULL, used for no key pressed
|
|
// Alphanumeric keys
|
|
KEY_APOSTROPHE = 39, // Key: '
|
|
KEY_COMMA = 44, // Key: ,
|
|
KEY_MINUS = 45, // Key: -
|
|
KEY_PERIOD = 46, // Key: .
|
|
KEY_SLASH = 47, // Key: /
|
|
KEY_ZERO = 48, // Key: 0
|
|
KEY_ONE = 49, // Key: 1
|
|
KEY_TWO = 50, // Key: 2
|
|
KEY_THREE = 51, // Key: 3
|
|
KEY_FOUR = 52, // Key: 4
|
|
KEY_FIVE = 53, // Key: 5
|
|
KEY_SIX = 54, // Key: 6
|
|
KEY_SEVEN = 55, // Key: 7
|
|
KEY_EIGHT = 56, // Key: 8
|
|
KEY_NINE = 57, // Key: 9
|
|
KEY_SEMICOLON = 59, // Key: ;
|
|
KEY_EQUAL = 61, // Key: =
|
|
KEY_A = 65, // Key: A | a
|
|
KEY_B = 66, // Key: B | b
|
|
KEY_C = 67, // Key: C | c
|
|
KEY_D = 68, // Key: D | d
|
|
KEY_E = 69, // Key: E | e
|
|
KEY_F = 70, // Key: F | f
|
|
KEY_G = 71, // Key: G | g
|
|
KEY_H = 72, // Key: H | h
|
|
KEY_I = 73, // Key: I | i
|
|
KEY_J = 74, // Key: J | j
|
|
KEY_K = 75, // Key: K | k
|
|
KEY_L = 76, // Key: L | l
|
|
KEY_M = 77, // Key: M | m
|
|
KEY_N = 78, // Key: N | n
|
|
KEY_O = 79, // Key: O | o
|
|
KEY_P = 80, // Key: P | p
|
|
KEY_Q = 81, // Key: Q | q
|
|
KEY_R = 82, // Key: R | r
|
|
KEY_S = 83, // Key: S | s
|
|
KEY_T = 84, // Key: T | t
|
|
KEY_U = 85, // Key: U | u
|
|
KEY_V = 86, // Key: V | v
|
|
KEY_W = 87, // Key: W | w
|
|
KEY_X = 88, // Key: X | x
|
|
KEY_Y = 89, // Key: Y | y
|
|
KEY_Z = 90, // Key: Z | z
|
|
KEY_LEFT_BRACKET = 91, // Key: [
|
|
KEY_BACKSLASH = 92, // Key: '\'
|
|
KEY_RIGHT_BRACKET = 93, // Key: ]
|
|
KEY_GRAVE = 96, // Key: `
|
|
// Function keys
|
|
KEY_SPACE = 32, // Key: Space
|
|
KEY_ESCAPE = 256, // Key: Esc
|
|
KEY_ENTER = 257, // Key: Enter
|
|
KEY_TAB = 258, // Key: Tab
|
|
KEY_BACKSPACE = 259, // Key: Backspace
|
|
KEY_INSERT = 260, // Key: Ins
|
|
KEY_DELETE = 261, // Key: Del
|
|
KEY_RIGHT = 262, // Key: Cursor right
|
|
KEY_LEFT = 263, // Key: Cursor left
|
|
KEY_DOWN = 264, // Key: Cursor down
|
|
KEY_UP = 265, // Key: Cursor up
|
|
KEY_PAGE_UP = 266, // Key: Page up
|
|
KEY_PAGE_DOWN = 267, // Key: Page down
|
|
KEY_HOME = 268, // Key: Home
|
|
KEY_END = 269, // Key: End
|
|
KEY_CAPS_LOCK = 280, // Key: Caps lock
|
|
KEY_SCROLL_LOCK = 281, // Key: Scroll down
|
|
KEY_NUM_LOCK = 282, // Key: Num lock
|
|
KEY_PRINT_SCREEN = 283, // Key: Print screen
|
|
KEY_PAUSE = 284, // Key: Pause
|
|
KEY_F1 = 290, // Key: F1
|
|
KEY_F2 = 291, // Key: F2
|
|
KEY_F3 = 292, // Key: F3
|
|
KEY_F4 = 293, // Key: F4
|
|
KEY_F5 = 294, // Key: F5
|
|
KEY_F6 = 295, // Key: F6
|
|
KEY_F7 = 296, // Key: F7
|
|
KEY_F8 = 297, // Key: F8
|
|
KEY_F9 = 298, // Key: F9
|
|
KEY_F10 = 299, // Key: F10
|
|
KEY_F11 = 300, // Key: F11
|
|
KEY_F12 = 301, // Key: F12
|
|
KEY_LEFT_SHIFT = 340, // Key: Shift left
|
|
KEY_LEFT_CONTROL = 341, // Key: Control left
|
|
KEY_LEFT_ALT = 342, // Key: Alt left
|
|
KEY_LEFT_SUPER = 343, // Key: Super left
|
|
KEY_RIGHT_SHIFT = 344, // Key: Shift right
|
|
KEY_RIGHT_CONTROL = 345, // Key: Control right
|
|
KEY_RIGHT_ALT = 346, // Key: Alt right
|
|
KEY_RIGHT_SUPER = 347, // Key: Super right
|
|
KEY_KB_MENU = 348, // Key: KB menu
|
|
// Keypad keys
|
|
KEY_KP_0 = 320, // Key: Keypad 0
|
|
KEY_KP_1 = 321, // Key: Keypad 1
|
|
KEY_KP_2 = 322, // Key: Keypad 2
|
|
KEY_KP_3 = 323, // Key: Keypad 3
|
|
KEY_KP_4 = 324, // Key: Keypad 4
|
|
KEY_KP_5 = 325, // Key: Keypad 5
|
|
KEY_KP_6 = 326, // Key: Keypad 6
|
|
KEY_KP_7 = 327, // Key: Keypad 7
|
|
KEY_KP_8 = 328, // Key: Keypad 8
|
|
KEY_KP_9 = 329, // Key: Keypad 9
|
|
KEY_KP_DECIMAL = 330, // Key: Keypad .
|
|
KEY_KP_DIVIDE = 331, // Key: Keypad /
|
|
KEY_KP_MULTIPLY = 332, // Key: Keypad *
|
|
KEY_KP_SUBTRACT = 333, // Key: Keypad -
|
|
KEY_KP_ADD = 334, // Key: Keypad +
|
|
KEY_KP_ENTER = 335, // Key: Keypad Enter
|
|
KEY_KP_EQUAL = 336, // Key: Keypad =
|
|
// Android key buttons
|
|
KEY_BACK = 4, // Key: Android back button
|
|
KEY_MENU = 82, // Key: Android menu button
|
|
KEY_VOLUME_UP = 24, // Key: Android volume up button
|
|
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
|
|
}
|
|
|
|
// Add backwards compatibility support for deprecated names
|
|
enum MOUSE_LEFT_BUTTON = MOUSE_BUTTON_LEFT;
|
|
enum MOUSE_RIGHT_BUTTON = MOUSE_BUTTON_RIGHT;
|
|
enum MOUSE_MIDDLE_BUTTON = MOUSE_BUTTON_MIDDLE;
|
|
|
|
// Mouse buttons
|
|
enum
|
|
{
|
|
MOUSE_BUTTON_LEFT = 0, // Mouse button left
|
|
MOUSE_BUTTON_RIGHT = 1, // Mouse button right
|
|
MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
|
|
MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
|
|
MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
|
|
MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
|
|
MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device)
|
|
}
|
|
|
|
// Mouse cursor
|
|
enum
|
|
{
|
|
MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
|
|
MOUSE_CURSOR_ARROW = 1, // Arrow shape
|
|
MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
|
|
MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
|
|
MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
|
|
MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
|
|
MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
|
|
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
|
|
}
|
|
|
|
// Gamepad buttons
|
|
enum
|
|
{
|
|
GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
|
|
GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
|
|
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
|
|
GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
|
|
GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
|
|
GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
|
|
GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
|
|
GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
|
|
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
|
|
GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
|
|
GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
|
|
GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
|
|
GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
|
|
GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
|
|
}
|
|
|
|
// Gamepad axis
|
|
enum
|
|
{
|
|
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
|
|
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
|
|
GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
|
|
GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
|
|
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
|
|
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
|
|
}
|
|
|
|
// Material map index
|
|
enum
|
|
{
|
|
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
|
|
MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
|
|
MATERIAL_MAP_NORMAL = 2, // Normal material
|
|
MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
|
|
MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
|
|
MATERIAL_MAP_EMISSION = 5, // Emission material
|
|
MATERIAL_MAP_HEIGHT = 6, // Heightmap material
|
|
MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
|
|
MATERIAL_MAP_BRDF = 10 // Brdf material
|
|
}
|
|
|
|
enum MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO;
|
|
enum MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS;
|
|
|
|
// Shader location index
|
|
enum
|
|
{
|
|
SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
|
|
SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
|
|
SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
|
|
SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
|
|
SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
|
|
SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
|
|
SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
|
|
SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
|
|
SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
|
|
SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
|
|
SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
|
|
SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
|
|
SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
|
|
SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
|
|
SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
|
|
SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
|
|
SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
|
|
SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
|
|
SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
|
|
SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
|
|
SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
|
|
SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
|
|
SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
|
|
SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
|
|
SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
|
|
SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
|
|
}
|
|
|
|
enum SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO;
|
|
enum SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS;
|
|
|
|
// Shader uniform data type
|
|
enum
|
|
{
|
|
SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
|
|
SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
|
|
SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
|
|
SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
|
|
SHADER_UNIFORM_INT = 4, // Shader uniform type: int
|
|
SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
|
|
SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
|
|
SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
|
|
SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
|
|
}
|
|
|
|
// Shader attribute data types
|
|
enum
|
|
{
|
|
SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
|
|
SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
|
|
SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
|
|
SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
|
|
}
|
|
|
|
// Pixel formats
|
|
// NOTE: Support depends on OpenGL version and platform
|
|
enum
|
|
{
|
|
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
|
|
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 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
|
|
{
|
|
TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
|
|
TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
|
|
TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
|
|
TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
|
|
TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
|
|
TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
|
|
}
|
|
|
|
// Texture parameters: wrap mode
|
|
enum
|
|
{
|
|
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
|
|
TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
|
|
TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
|
|
TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
|
|
}
|
|
|
|
// Cubemap layouts
|
|
enum
|
|
{
|
|
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
|
|
CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
|
|
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces
|
|
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
|
|
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
|
|
CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map)
|
|
}
|
|
|
|
// Font type, defines generation method
|
|
enum
|
|
{
|
|
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
|
|
{
|
|
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
BLEND_ADDITIVE = 1, // Blend textures adding colors
|
|
BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
|
|
BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
|
|
BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
|
|
BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
|
|
BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
|
|
BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
|
|
}
|
|
|
|
// Gesture
|
|
// NOTE: Provided as bit-wise flags to enable only desired gestures
|
|
enum
|
|
{
|
|
GESTURE_NONE = 0, // No gesture
|
|
GESTURE_TAP = 1, // Tap gesture
|
|
GESTURE_DOUBLETAP = 2, // Double tap gesture
|
|
GESTURE_HOLD = 4, // Hold gesture
|
|
GESTURE_DRAG = 8, // Drag gesture
|
|
GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
|
|
GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
|
|
GESTURE_SWIPE_UP = 64, // Swipe up gesture
|
|
GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
|
|
GESTURE_PINCH_IN = 256, // Pinch in gesture
|
|
GESTURE_PINCH_OUT = 512 // Pinch out gesture
|
|
}
|
|
|
|
// Camera system modes
|
|
enum
|
|
{
|
|
CAMERA_CUSTOM = 0, // Custom camera
|
|
CAMERA_FREE = 1, // Free camera
|
|
CAMERA_ORBITAL = 2, // Orbital camera
|
|
CAMERA_FIRST_PERSON = 3, // First person camera
|
|
CAMERA_THIRD_PERSON = 4 // Third person camera
|
|
}
|
|
|
|
// Camera projection
|
|
enum
|
|
{
|
|
CAMERA_PERSPECTIVE = 0, // Perspective projection
|
|
CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
|
|
}
|
|
|
|
// N-patch layout
|
|
enum
|
|
{
|
|
NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
|
|
NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
|
|
NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
|
|
}
|
|
|
|
// Callbacks to hook some internal functions
|
|
// WARNING: These callbacks are intended for advance users
|
|
alias TraceLogCallback = void function (int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
|
|
alias LoadFileDataCallback = ubyte* function (const(char)* fileName, int* dataSize); // FileIO: Load binary data
|
|
alias SaveFileDataCallback = bool function (const(char)* fileName, void* data, int dataSize); // FileIO: Save binary data
|
|
alias LoadFileTextCallback = char* function (const(char)* fileName); // FileIO: Load text data
|
|
alias SaveFileTextCallback = bool function (const(char)* fileName, char* text); // FileIO: Save text data
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//------------------------------------------------------------------------------------
|
|
// It's lonely here...
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Window and Graphics Device Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Prevents name mangling of functions
|
|
|
|
// Window-related functions
|
|
void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
|
|
void CloseWindow (); // Close window and unload OpenGL context
|
|
bool WindowShouldClose (); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
|
bool IsWindowReady (); // Check if window has been initialized successfully
|
|
bool IsWindowFullscreen (); // Check if window is currently fullscreen
|
|
bool IsWindowHidden (); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
|
bool IsWindowMinimized (); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
|
bool IsWindowMaximized (); // Check if window is currently maximized (only PLATFORM_DESKTOP)
|
|
bool IsWindowFocused (); // Check if window is currently focused (only PLATFORM_DESKTOP)
|
|
bool IsWindowResized (); // Check if window has been resized last frame
|
|
bool IsWindowState (uint flag); // Check if one specific window flag is enabled
|
|
void SetWindowState (uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
|
|
void ClearWindowState (uint flags); // Clear window configuration state flags
|
|
void ToggleFullscreen (); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
|
|
void ToggleBorderlessWindowed (); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
|
|
void MaximizeWindow (); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
|
|
void MinimizeWindow (); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
|
|
void RestoreWindow (); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
|
|
void SetWindowIcon (Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
|
|
void SetWindowIcons (Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
|
|
void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
|
|
void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
|
void SetWindowMonitor (int monitor); // Set monitor for the current window
|
|
void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMaxSize (int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowSize (int width, int height); // Set window dimensions
|
|
void SetWindowOpacity (float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
|
|
void SetWindowFocused (); // Set window focused (only PLATFORM_DESKTOP)
|
|
void* GetWindowHandle (); // Get native window handle
|
|
int GetScreenWidth (); // Get current screen width
|
|
int GetScreenHeight (); // Get current screen height
|
|
int GetRenderWidth (); // Get current render width (it considers HiDPI)
|
|
int GetRenderHeight (); // Get current render height (it considers HiDPI)
|
|
int GetMonitorCount (); // Get number of connected monitors
|
|
int GetCurrentMonitor (); // Get current connected monitor
|
|
Vector2 GetMonitorPosition (int monitor); // Get specified monitor position
|
|
int GetMonitorWidth (int monitor); // Get specified monitor width (current video mode used by monitor)
|
|
int GetMonitorHeight (int monitor); // Get specified monitor height (current video mode used by monitor)
|
|
int GetMonitorPhysicalWidth (int monitor); // Get specified monitor physical width in millimetres
|
|
int GetMonitorPhysicalHeight (int monitor); // Get specified monitor physical height in millimetres
|
|
int GetMonitorRefreshRate (int monitor); // Get specified monitor refresh rate
|
|
Vector2 GetWindowPosition (); // Get window position XY on monitor
|
|
Vector2 GetWindowScaleDPI (); // Get window scale DPI factor
|
|
const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
|
|
void SetClipboardText (const(char)* text); // Set clipboard text content
|
|
const(char)* GetClipboardText (); // Get clipboard text content
|
|
void EnableEventWaiting (); // Enable waiting for events on EndDrawing(), no automatic event polling
|
|
void DisableEventWaiting (); // Disable waiting for events on EndDrawing(), automatic events polling
|
|
|
|
// 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)
|
|
bool IsCursorOnScreen (); // Check if cursor is on the screen
|
|
|
|
// 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); // Begin 2D mode with custom camera (2D)
|
|
void EndMode2D (); // Ends 2D mode with custom camera
|
|
void BeginMode3D (Camera3D camera); // Begin 3D mode with custom camera (3D)
|
|
void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
|
|
void BeginTextureMode (RenderTexture2D target); // Begin drawing to render texture
|
|
void EndTextureMode (); // Ends drawing to render texture
|
|
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, subtract, custom)
|
|
void EndBlendMode (); // End blending mode (reset to default: alpha blending)
|
|
void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
|
|
void EndScissorMode (); // End scissor mode
|
|
void BeginVrStereoMode (VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
|
|
void EndVrStereoMode (); // End stereo rendering (requires VR simulator)
|
|
|
|
// VR stereo config functions for VR simulator
|
|
VrStereoConfig LoadVrStereoConfig (VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
|
|
void UnloadVrStereoConfig (VrStereoConfig config); // Unload VR stereo config
|
|
|
|
// Shader management functions
|
|
// NOTE: Shader functionality is not available on OpenGL 1.1
|
|
Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
|
|
Shader LoadShaderFromMemory (const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
|
|
bool IsShaderReady (Shader shader); // Check if a shader is ready
|
|
int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
|
|
int GetShaderLocationAttrib (Shader shader, const(char)* attribName); // Get shader attribute location
|
|
void SetShaderValue (Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
|
|
void SetShaderValueV (Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
|
|
void SetShaderValueMatrix (Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
|
|
void SetShaderValueTexture (Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
|
|
void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
// Screen-space-related functions
|
|
Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
|
|
Matrix GetCameraMatrix (Camera camera); // Get camera transform matrix (view matrix)
|
|
Matrix GetCameraMatrix2D (Camera2D camera); // Get camera 2d transform matrix
|
|
Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
|
|
Vector2 GetScreenToWorld2D (Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
|
|
Vector2 GetWorldToScreenEx (Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
|
|
Vector2 GetWorldToScreen2D (Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
|
|
|
|
// Timing-related functions
|
|
void SetTargetFPS (int fps); // Set target FPS (maximum)
|
|
float GetFrameTime (); // Get time in seconds for last frame drawn (delta time)
|
|
double GetTime (); // Get elapsed time in seconds since InitWindow()
|
|
int GetFPS (); // Get current FPS
|
|
|
|
// Custom frame control functions
|
|
// NOTE: Those functions are intended for advance users that want full control over the frame processing
|
|
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
|
|
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
|
|
void SwapScreenBuffer (); // Swap back buffer with front buffer (screen drawing)
|
|
void PollInputEvents (); // Register all input events
|
|
void WaitTime (double seconds); // Wait for some time (halt program execution)
|
|
|
|
// Random values generation functions
|
|
void SetRandomSeed (uint seed); // Set the seed for the random number generator
|
|
int GetRandomValue (int min, int max); // Get a random value between min and max (both included)
|
|
int* LoadRandomSequence (uint count, int min, int max); // Load random values sequence, no values repeated
|
|
void UnloadRandomSequence (int* sequence); // Unload random values sequence
|
|
|
|
// Misc. functions
|
|
void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
|
|
void SetConfigFlags (uint flags); // Setup init configuration flags (view FLAGS)
|
|
void OpenURL (const(char)* url); // Open URL with default system browser (if available)
|
|
|
|
// NOTE: Following functions implemented in module [utils]
|
|
//------------------------------------------------------------------
|
|
void TraceLog (int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
|
|
void SetTraceLogLevel (int logLevel); // Set the current threshold (minimum) log level
|
|
void* MemAlloc (uint size); // Internal memory allocator
|
|
void* MemRealloc (void* ptr, uint size); // Internal memory reallocator
|
|
void MemFree (void* ptr); // Internal memory free
|
|
|
|
// Set custom callbacks
|
|
// WARNING: Callbacks setup is intended for advance users
|
|
void SetTraceLogCallback (TraceLogCallback callback); // Set custom trace log
|
|
void SetLoadFileDataCallback (LoadFileDataCallback callback); // Set custom file binary data loader
|
|
void SetSaveFileDataCallback (SaveFileDataCallback callback); // Set custom file binary data saver
|
|
void SetLoadFileTextCallback (LoadFileTextCallback callback); // Set custom file text data loader
|
|
void SetSaveFileTextCallback (SaveFileTextCallback callback); // Set custom file text data saver
|
|
|
|
// Files management functions
|
|
ubyte* LoadFileData (const(char)* fileName, int* dataSize); // Load file data as byte array (read)
|
|
void UnloadFileData (ubyte* data); // Unload file data allocated by LoadFileData()
|
|
bool SaveFileData (const(char)* fileName, void* data, int dataSize); // Save data to file from byte array (write), returns true on success
|
|
bool ExportDataAsCode (const(ubyte)* data, int dataSize, const(char)* fileName); // Export data to code (.h), returns true on success
|
|
char* LoadFileText (const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
|
|
void UnloadFileText (char* text); // Unload file text data allocated by LoadFileText()
|
|
bool SaveFileText (const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
|
|
//------------------------------------------------------------------
|
|
|
|
// File system functions
|
|
bool FileExists (const(char)* fileName); // Check if file exists
|
|
bool DirectoryExists (const(char)* dirPath); // Check if a directory path exists
|
|
bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
|
|
int GetFileLength (const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
|
|
const(char)* GetFileExtension (const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
|
|
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)
|
|
const(char)* GetApplicationDirectory (); // Get the directory of the running application (uses static string)
|
|
bool ChangeDirectory (const(char)* dir); // Change working directory, return true on success
|
|
bool IsPathFile (const(char)* path); // Check if a given path is a file or a directory
|
|
FilePathList LoadDirectoryFiles (const(char)* dirPath); // Load directory filepaths
|
|
FilePathList LoadDirectoryFilesEx (const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
|
|
void UnloadDirectoryFiles (FilePathList files); // Unload filepaths
|
|
bool IsFileDropped (); // Check if a file has been dropped into window
|
|
FilePathList LoadDroppedFiles (); // Load dropped filepaths
|
|
void UnloadDroppedFiles (FilePathList files); // Unload dropped filepaths
|
|
c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
|
|
|
|
// Compression/Encoding functionality
|
|
ubyte* CompressData (const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
|
|
ubyte* DecompressData (const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
|
|
char* EncodeDataBase64 (const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree()
|
|
ubyte* DecodeDataBase64 (const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree()
|
|
|
|
// Automation events functionality
|
|
AutomationEventList LoadAutomationEventList (const(char)* fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
|
|
void UnloadAutomationEventList (AutomationEventList* list); // Unload automation events list from file
|
|
bool ExportAutomationEventList (AutomationEventList list, const(char)* fileName); // Export automation events list as text file
|
|
void SetAutomationEventList (AutomationEventList* list); // Set automation event list to record to
|
|
void SetAutomationEventBaseFrame (int frame); // Set automation event internal base frame to start recording
|
|
void StartAutomationEventRecording (); // Start recording automation events (AutomationEventList must be set)
|
|
void StopAutomationEventRecording (); // Stop recording automation events
|
|
void PlayAutomationEvent (AutomationEvent event); // Play a recorded automation event
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyboard
|
|
bool IsKeyPressed (int key); // Check if a key has been pressed once
|
|
bool IsKeyPressedRepeat (int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
|
|
bool IsKeyDown (int key); // Check if a key is being pressed
|
|
bool IsKeyReleased (int key); // Check if a key has been released once
|
|
bool IsKeyUp (int key); // Check if a key is NOT being pressed
|
|
int GetKeyPressed (); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
|
|
int GetCharPressed (); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
|
|
void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
// Input-related functions: gamepads
|
|
bool IsGamepadAvailable (int gamepad); // Check if a gamepad is available
|
|
const(char)* GetGamepadName (int gamepad); // Get gamepad internal name id
|
|
bool IsGamepadButtonPressed (int gamepad, int button); // Check if a gamepad button has been pressed once
|
|
bool IsGamepadButtonDown (int gamepad, int button); // Check if a gamepad button is being pressed
|
|
bool IsGamepadButtonReleased (int gamepad, int button); // Check if a gamepad button has been released once
|
|
bool IsGamepadButtonUp (int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
|
int GetGamepadButtonPressed (); // Get the last gamepad button pressed
|
|
int GetGamepadAxisCount (int gamepad); // Get gamepad axis count for a gamepad
|
|
float GetGamepadAxisMovement (int gamepad, int axis); // Get axis movement value for a gamepad axis
|
|
int SetGamepadMappings (const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
|
|
|
// Input-related functions: mouse
|
|
bool IsMouseButtonPressed (int button); // Check if a mouse button has been pressed once
|
|
bool IsMouseButtonDown (int button); // Check if a mouse button is being pressed
|
|
bool IsMouseButtonReleased (int button); // Check if a mouse button has been released once
|
|
bool IsMouseButtonUp (int button); // Check if a mouse button is NOT being pressed
|
|
int GetMouseX (); // Get mouse position X
|
|
int GetMouseY (); // Get mouse position Y
|
|
Vector2 GetMousePosition (); // Get mouse position XY
|
|
Vector2 GetMouseDelta (); // Get mouse delta between frames
|
|
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
|
|
float GetMouseWheelMove (); // Get mouse wheel movement for X or Y, whichever is larger
|
|
Vector2 GetMouseWheelMoveV (); // Get mouse wheel movement for both X and Y
|
|
void SetMouseCursor (int cursor); // Set mouse cursor
|
|
|
|
// Input-related functions: touch
|
|
int GetTouchX (); // Get touch position X for touch point 0 (relative to screen size)
|
|
int GetTouchY (); // Get touch position Y for touch point 0 (relative to screen size)
|
|
Vector2 GetTouchPosition (int index); // Get touch position XY for a touch point index (relative to screen size)
|
|
int GetTouchPointId (int index); // Get touch point identifier for given index
|
|
int GetTouchPointCount (); // Get number of touch points
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Gestures and Touch Handling Functions (Module: rgestures)
|
|
//------------------------------------------------------------------------------------
|
|
void SetGesturesEnabled (uint flags); // Enable a set of gestures using flags
|
|
bool IsGestureDetected (uint gesture); // Check if a gesture have been detected
|
|
int GetGestureDetected (); // Get latest detected gesture
|
|
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: rcamera)
|
|
//------------------------------------------------------------------------------------
|
|
void UpdateCamera (Camera* camera, int mode); // Update camera position for selected mode
|
|
void UpdateCameraPro (Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Basic Shapes Drawing Functions (Module: shapes)
|
|
//------------------------------------------------------------------------------------
|
|
// Set texture and rectangle to be used on shapes drawing
|
|
// NOTE: It can be useful when using basic shapes and one single font,
|
|
// defining a font char white rectangle would allow drawing everything in a single draw call
|
|
void SetShapesTexture (Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
|
|
|
|
// 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 (using gl lines)
|
|
void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
|
|
void DrawLineStrip (Vector2* points, int pointCount, Color color); // Draw lines sequence (using gl lines)
|
|
void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
|
|
void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
|
|
void DrawCircleSector (Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
|
|
void DrawCircleSectorLines (Vector2 center, float radius, float startAngle, float 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 DrawCircleLinesV (Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
|
|
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, float startAngle, float endAngle, int segments, Color color); // Draw ring
|
|
void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, float startAngle, float 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, float 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, float 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 pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
|
void DrawTriangleStrip (Vector2* points, int pointCount, 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
|
|
void DrawPolyLinesEx (Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
|
|
|
|
// Splines drawing functions
|
|
void DrawSplineLinear (Vector2* points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
|
void DrawSplineBasis (Vector2* points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
|
void DrawSplineCatmullRom (Vector2* points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
|
void DrawSplineBezierQuadratic (Vector2* points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
|
|
void DrawSplineBezierCubic (Vector2* points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
|
|
void DrawSplineSegmentLinear (Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
|
|
void DrawSplineSegmentBasis (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
|
|
void DrawSplineSegmentCatmullRom (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
|
|
void DrawSplineSegmentBezierQuadratic (Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
|
|
void DrawSplineSegmentBezierCubic (Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
|
|
|
|
// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
|
|
Vector2 GetSplinePointLinear (Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
|
|
Vector2 GetSplinePointBasis (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
|
|
Vector2 GetSplinePointCatmullRom (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
|
|
Vector2 GetSplinePointBezierQuad (Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
|
|
Vector2 GetSplinePointBezierCubic (Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
|
|
|
|
// 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
|
|
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
|
|
bool CheckCollisionPointPoly (Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices
|
|
bool CheckCollisionLines (Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
|
|
bool CheckCollisionPointLine (Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
|
|
Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Texture Loading and Drawing Functions (Module: textures)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Image loading functions
|
|
// NOTE: These functions do not require GPU access
|
|
Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
|
|
Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
|
Image LoadImageSvg (const(char)* fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
|
|
Image LoadImageAnim (const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
|
|
Image LoadImageFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
|
|
Image LoadImageFromTexture (Texture2D texture); // Load image from GPU texture data
|
|
Image LoadImageFromScreen (); // Load image from screen buffer and (screenshot)
|
|
bool IsImageReady (Image image); // Check if an image is ready
|
|
void UnloadImage (Image image); // Unload image from CPU memory (RAM)
|
|
bool ExportImage (Image image, const(char)* fileName); // Export image data to file, returns true on success
|
|
ubyte* ExportImageToMemory (Image image, const(char)* fileType, int* fileSize); // Export image to memory buffer
|
|
bool ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
|
|
|
|
// Image generation functions
|
|
Image GenImageColor (int width, int height, Color color); // Generate image: plain color
|
|
Image GenImageGradientLinear (int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
|
|
Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
|
Image GenImageGradientSquare (int width, int height, float density, Color inner, Color outer); // Generate image: square 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 GenImageText (int width, int height, const(char)* text); // Generate image: grayscale image from text data
|
|
|
|
// 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 ImageFormat (Image* image, int newFormat); // Convert image data to desired format
|
|
void ImageToPOT (Image* image, Color fill); // Convert image to POT (power-of-two)
|
|
void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
|
|
void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
|
|
void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
|
|
void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
|
|
void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
|
|
void ImageBlurGaussian (Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation
|
|
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 fill); // Resize canvas and fill with color
|
|
void ImageMipmaps (Image* image); // Compute 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 ImageRotate (Image* image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
|
|
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* LoadImageColors (Image image); // Load color data from image as a Color array (RGBA - 32bit)
|
|
Color* LoadImagePalette (Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
|
|
void UnloadImageColors (Color* colors); // Unload color data loaded with LoadImageColors()
|
|
void UnloadImagePalette (Color* colors); // Unload colors palette loaded with LoadImagePalette()
|
|
Rectangle GetImageAlphaBorder (Image image, float threshold); // Get image alpha border rectangle
|
|
Color GetImageColor (Image image, int x, int y); // Get image pixel color at (x, y) position
|
|
|
|
// 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 a filled circle within an image
|
|
void ImageDrawCircleV (Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
|
|
void ImageDrawCircleLines (Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
|
|
void ImageDrawCircleLinesV (Image* dst, Vector2 center, int radius, Color color); // Draw circle outline 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, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
|
|
void ImageDrawTextEx (Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
|
|
|
|
// 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 layout); // Load cubemap from image, multiple image cubemap layouts supported
|
|
RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
|
|
bool IsTextureReady (Texture2D texture); // Check if a texture is ready
|
|
void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
|
|
bool IsRenderTextureReady (RenderTexture2D target); // Check if a render texture is ready
|
|
void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
|
void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
|
|
void UpdateTextureRec (Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
|
|
|
|
// Texture configuration functions
|
|
void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
|
|
void SetTextureFilter (Texture2D texture, int filter); // Set texture scaling filter mode
|
|
void SetTextureWrap (Texture2D texture, int wrap); // Set texture wrapping mode
|
|
|
|
// Texture 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 source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
|
void DrawTexturePro (Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
|
void DrawTextureNPatch (Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
|
|
|
// Color/pixel related functions
|
|
Color Fade (Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
int ColorToInt (Color color); // Get hexadecimal value for a Color
|
|
Vector4 ColorNormalize (Color color); // Get Color normalized as float [0..1]
|
|
Color ColorFromNormalized (Vector4 normalized); // Get Color from normalized values [0..1]
|
|
Vector3 ColorToHSV (Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
|
|
Color ColorFromHSV (float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
|
|
Color ColorTint (Color color, Color tint); // Get color multiplied with another color
|
|
Color ColorBrightness (Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
|
|
Color ColorContrast (Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
|
|
Color ColorAlpha (Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
|
Color ColorAlphaBlend (Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
|
|
Color GetColor (uint hexValue); // Get Color structure from hexadecimal value
|
|
Color GetPixelColor (void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
|
|
void SetPixelColor (void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
|
|
int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes for certain format
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// 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* codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
|
|
Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
|
Font LoadFontFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
|
bool IsFontReady (Font font); // Check if a font is ready
|
|
GlyphInfo* LoadFontData (const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount, int type); // Load font data for further use
|
|
Image GenImageFontAtlas (const(GlyphInfo)* glyphs, Rectangle** glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
|
void UnloadFontData (GlyphInfo* glyphs, int glyphCount); // Unload font chars info data (RAM)
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void UnloadFont (Font font); // Unload font from GPU memory (VRAM)
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bool ExportFontAsCode (Font font, const(char)* fileName); // Export font as code file, returns true on success
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// Text drawing functions
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void DrawFPS (int posX, int posY); // Draw current FPS
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void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
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void DrawTextPro (Font font, const(char)* text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
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void DrawTextCodepoint (Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
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void DrawTextCodepoints (Font font, const(int)* codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
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// Text font info functions
|
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void SetTextLineSpacing (int spacing); // Set vertical line spacing when drawing with line-breaks
|
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int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
|
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Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
|
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int GetGlyphIndex (Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
|
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GlyphInfo GetGlyphInfo (Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
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Rectangle GetGlyphAtlasRec (Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
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// Text codepoints management functions (unicode characters)
|
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char* LoadUTF8 (const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array
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void UnloadUTF8 (char* text); // Unload UTF-8 text encoded from codepoints array
|
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int* LoadCodepoints (const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
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void UnloadCodepoints (int* codepoints); // Unload codepoints data from memory
|
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int GetCodepointCount (const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
|
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int GetCodepoint (const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
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int GetCodepointNext (const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
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int GetCodepointPrevious (const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
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const(char)* CodepointToUTF8 (int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
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// Text strings management functions (no UTF-8 strings, only byte chars)
|
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// NOTE: Some strings allocate memory internally for returned strings, just be careful!
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int TextCopy (char* dst, const(char)* src); // Copy one string to another, returns bytes copied
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bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
|
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uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
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const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf() style)
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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 (WARNING: memory must be freed!)
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char* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
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const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
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const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
|
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void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
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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)
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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|
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// Basic geometric 3D shapes drawing functions
|
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void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void DrawPoint3D (Vector3 position, Color color); // Draw a point in 3D space, actually a small line
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void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
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void DrawTriangle3D (Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
|
void DrawTriangleStrip3D (Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
|
|
void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
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|
void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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|
void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
|
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void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
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|
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 DrawCylinderEx (Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
|
|
void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
|
void DrawCylinderWiresEx (Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
|
|
void DrawCapsule (Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
|
|
void DrawCapsuleWires (Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
|
|
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))
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Model 3d Loading and Drawing Functions (Module: models)
|
|
//------------------------------------------------------------------------------------
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|
|
// Model management functions
|
|
Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
|
|
Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
|
|
bool IsModelReady (Model model); // Check if a model is ready
|
|
void UnloadModel (Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
|
|
BoundingBox GetModelBoundingBox (Model model); // Compute model bounding box limits (considers all meshes)
|
|
|
|
// 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 position, float size, Color tint); // Draw a billboard texture
|
|
void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
|
|
void DrawBillboardPro (Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
|
|
|
|
// Mesh management functions
|
|
void UploadMesh (Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
|
|
void UpdateMeshBuffer (Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
|
|
void UnloadMesh (Mesh mesh); // Unload mesh data from CPU and GPU
|
|
void DrawMesh (Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
|
void DrawMeshInstanced (Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms
|
|
bool ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
|
|
BoundingBox GetMeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
|
|
void GenMeshTangents (Mesh* mesh); // Compute mesh tangents
|
|
|
|
// 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 GenMeshCone (float radius, float height, int slices); // Generate cone/pyramid 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
|
|
|
|
// 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)
|
|
bool IsMaterialReady (Material material); // Check if a material is ready
|
|
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 (MATERIAL_MAP_DIFFUSE, MATERIAL_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* animCount); // Load model animations from file
|
|
void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
|
|
void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
|
|
void UnloadModelAnimations (ModelAnimation* animations, int animCount); // Unload animation array data
|
|
bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
|
|
|
|
// Collision detection functions
|
|
bool CheckCollisionSpheres (Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
|
|
bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
|
|
bool CheckCollisionBoxSphere (BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
|
|
RayCollision GetRayCollisionSphere (Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
|
|
RayCollision GetRayCollisionBox (Ray ray, BoundingBox box); // Get collision info between ray and box
|
|
RayCollision GetRayCollisionMesh (Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
|
|
RayCollision GetRayCollisionTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
|
RayCollision GetRayCollisionQuad (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Audio Loading and Playing Functions (Module: audio)
|
|
//------------------------------------------------------------------------------------
|
|
alias AudioCallback = void function (void* bufferData, uint frames);
|
|
|
|
// 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)
|
|
float GetMasterVolume (); // Get master volume (listener)
|
|
|
|
// Wave/Sound loading/unloading functions
|
|
Wave LoadWave (const(char)* fileName); // Load wave data from file
|
|
Wave LoadWaveFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
|
|
bool IsWaveReady (Wave wave); // Checks if wave data is ready
|
|
Sound LoadSound (const(char)* fileName); // Load sound from file
|
|
Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
|
|
Sound LoadSoundAlias (Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
|
bool IsSoundReady (Sound sound); // Checks if a sound is ready
|
|
void UpdateSound (Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
|
|
void UnloadWave (Wave wave); // Unload wave data
|
|
void UnloadSound (Sound sound); // Unload sound
|
|
void UnloadSoundAlias (Sound alias_); // Unload a sound alias (does not deallocate sample data)
|
|
bool ExportWave (Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
|
|
bool ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
|
|
|
|
// 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
|
|
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 SetSoundPan (Sound sound, float pan); // Set pan for a sound (0.5 is center)
|
|
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
|
|
void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
|
|
float* LoadWaveSamples (Wave wave); // Load samples data from wave as a 32bit float data array
|
|
void UnloadWaveSamples (float* samples); // Unload samples data loaded with LoadWaveSamples()
|
|
|
|
// Music management functions
|
|
Music LoadMusicStream (const(char)* fileName); // Load music stream from file
|
|
Music LoadMusicStreamFromMemory (const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data
|
|
bool IsMusicReady (Music music); // Checks if a music stream is ready
|
|
void UnloadMusicStream (Music music); // Unload music stream
|
|
void PlayMusicStream (Music music); // Start music playing
|
|
bool IsMusicStreamPlaying (Music music); // Check if music is 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
|
|
void SeekMusicStream (Music music, float position); // Seek music to a position (in seconds)
|
|
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 SetMusicPan (Music music, float pan); // Set pan for a music (0.5 is center)
|
|
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 LoadAudioStream (uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
|
|
bool IsAudioStreamReady (AudioStream stream); // Checks if an audio stream is ready
|
|
void UnloadAudioStream (AudioStream stream); // Unload audio stream and free memory
|
|
void UpdateAudioStream (AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
|
|
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 SetAudioStreamPan (AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
|
|
void SetAudioStreamBufferSizeDefault (int size); // Default size for new audio streams
|
|
void SetAudioStreamCallback (AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
|
|
|
|
void AttachAudioStreamProcessor (AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
|
|
void DetachAudioStreamProcessor (AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
|
|
|
|
void AttachAudioMixedProcessor (AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
|
|
void DetachAudioMixedProcessor (AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
|
|
|
|
// RAYLIB_H
|