diff options
| author | nasr <nsrddyn@gmail.com> | 2025-12-18 23:06:45 +0100 |
|---|---|---|
| committer | nasr <nsrddyn@gmail.com> | 2025-12-18 23:06:45 +0100 |
| commit | 604cf259912c812f1ab6b92e212bfe86b3b5fb4e (patch) | |
| tree | 8a9c8d863acd22294be47340c317a830fa25aa05 /build/RAYLIB_FUNCTIONS.c | |
| parent | ab3168232c68681470f030fa50071cf44321c66a (diff) | |
refactor: removed cmake and replaced it with a build script
Diffstat (limited to 'build/RAYLIB_FUNCTIONS.c')
| -rw-r--r-- | build/RAYLIB_FUNCTIONS.c | 805 |
1 files changed, 0 insertions, 805 deletions
diff --git a/build/RAYLIB_FUNCTIONS.c b/build/RAYLIB_FUNCTIONS.c deleted file mode 100644 index 4ef3347..0000000 --- a/build/RAYLIB_FUNCTIONS.c +++ /dev/null @@ -1,805 +0,0 @@ - // Window-related functions - void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context - void CloseWindow(void); // Close window and unload OpenGL context - bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) - bool IsWindowReady(void); // Check if window has been initialized successfully - bool IsWindowFullscreen(void); // Check if window is currently fullscreen - bool IsWindowHidden(void); // Check if window is currently hidden - bool IsWindowMinimized(void); // Check if window is currently minimized - bool IsWindowMaximized(void); // Check if window is currently maximized - bool IsWindowFocused(void); // Check if window is currently focused - bool IsWindowResized(void); // Check if window has been resized last frame - bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled - void SetWindowState(unsigned int flags); // Set window configuration state using flags - void ClearWindowState(unsigned int flags); // Clear window configuration state flags - void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution - void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution - void MaximizeWindow(void); // Set window state: maximized, if resizable - void MinimizeWindow(void); // Set window state: minimized, if resizable - void RestoreWindow(void); // Set window state: not minimized/maximized - void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit) - void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit) - void SetWindowTitle(const char *title); // Set title for window - void SetWindowPosition(int x, int y); // Set window position on screen - 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] - void SetWindowFocused(void); // Set window focused - void *GetWindowHandle(void); // Get native window handle - int GetScreenWidth(void); // Get current screen width - int GetScreenHeight(void); // Get current screen height - int GetRenderWidth(void); // Get current render width (it considers HiDPI) - int GetRenderHeight(void); // Get current render height (it considers HiDPI) - int GetMonitorCount(void); // Get number of connected monitors - int GetCurrentMonitor(void); // Get current monitor where window is placed - 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(void); // Get window position XY on monitor - Vector2 GetWindowScaleDPI(void); // 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(void); // Get clipboard text content - Image GetClipboardImage(void); // Get clipboard image - void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling - void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling - - // Cursor-related functions - void ShowCursor(void); // Shows cursor - void HideCursor(void); // Hides cursor - bool IsCursorHidden(void); // Check if cursor is not visible - void EnableCursor(void); // Enables cursor (unlock cursor) - void DisableCursor(void); // Disables cursor (lock cursor) - bool IsCursorOnScreen(void); // Check if cursor is on the screen - - // Drawing-related functions - void ClearBackground(Color color); // Set background color (framebuffer clear color) - void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing - void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) - void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) - void EndMode2D(void); // Ends 2D mode with custom camera - void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) - void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode - void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture - void EndTextureMode(void); // Ends drawing to render texture - void BeginShaderMode(Shader shader); // Begin custom shader drawing - void EndShaderMode(void); // End custom shader drawing (use default shader) - void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) - void EndBlendMode(void); // 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(void); // End scissor mode - void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) - void EndVrStereoMode(void); // 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 IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) - 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 - #define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions - Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse) - Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport - Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world 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 - Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position - Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) - Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix - - // Timing-related functions - void SetTargetFPS(int fps); // Set target FPS (maximum) - float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) - double GetTime(void); // Get elapsed time in seconds since InitWindow() - int GetFPS(void); // Get current FPS - - // Custom frame control functions - // NOTE: Those functions are intended for advanced 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(void); // Swap back buffer with front buffer (screen drawing) - void PollInputEvents(void); // Register all input events - void WaitTime(double seconds); // Wait for some time (halt program execution) - - // Random values generation functions - void SetRandomSeed(unsigned int 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(unsigned int 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(unsigned int 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(unsigned int size); // Internal memory allocator - void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator - void MemFree(void *ptr); // Internal memory free - - // Set custom callbacks - // WARNING: Callbacks setup is intended for advanced 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 - unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) - void UnloadFileData(unsigned char *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 unsigned char *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(void); // Get current working directory (uses static string) - const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) - int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success - 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 - bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS - 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. Use 'DIR' in the filter string to include directories in the result - void UnloadDirectoryFiles(FilePathList files); // Unload filepaths - bool IsFileDropped(void); // Check if a file has been dropped into window - FilePathList LoadDroppedFiles(void); // Load dropped filepaths - void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths - long GetFileModTime(const char *fileName); // Get file modification time (last write time) - - // Compression/Encoding functionality - unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() - unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() - char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() - unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() - unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code - unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes) - unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes) - - - // 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(void); // Start recording automation events (AutomationEventList must be set) - void StopAutomationEventRecording(void); // 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 - 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(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty - int GetCharPressed(void); // 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(void); // 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) - void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) - - // 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(void); // Get mouse position X - int GetMouseY(void); // Get mouse position Y - Vector2 GetMousePosition(void); // Get mouse position XY - Vector2 GetMouseDelta(void); // 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(void); // Get mouse wheel movement for X or Y, whichever is larger - Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y - void SetMouseCursor(int cursor); // Set mouse cursor - - // Input-related functions: touch - int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) - int GetTouchY(void); // 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(void); // Get number of touch points - - //------------------------------------------------------------------------------------ - // Gestures and Touch Handling Functions (Module: rgestures) - //------------------------------------------------------------------------------------ - void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags - bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected - int GetGestureDetected(void); // Get latest detected gesture - float GetGestureHoldDuration(void); // Get gesture hold time in seconds - Vector2 GetGestureDragVector(void); // Get gesture drag vector - float GetGestureDragAngle(void); // Get gesture drag angle - Vector2 GetGesturePinchVector(void); // Get gesture pinch delta - float GetGesturePinchAngle(void); // 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 - -module: rshapes → - - - // 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 - Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing - Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing - - // Basic shapes drawing functions - void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care] - void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care] - 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(const 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 inner, Color outer); // 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 top, Color bottom); // Draw a vertical-gradient-filled rectangle - void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle - void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // 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, Color color); // Draw rectangle lines with rounded edges - void DrawRectangleRoundedLinesEx(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(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) - void DrawTriangleStrip(const 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(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points - void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points - void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points - void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] - void DrawSplineBezierCubic(const 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 CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] - 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 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] - bool CheckCollisionPointPoly(Vector2 point, const 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 - Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision - -module: rtextures → - - - // 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 LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) - Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer - Image LoadImageFromMemory(const char *fileType, const unsigned char *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(void); // Load image from screen buffer and (screenshot) - bool IsImageValid(Image image); // Check if an image is valid (data and parameters) - 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 - unsigned char *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 ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE) - 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 ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image - 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 ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image - 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 ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image - void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image - void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image - void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center) - void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points 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 IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) - void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) - bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) - 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 - bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal - 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 (0xRRGGBBAA) - 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 ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f] - Color GetColor(unsigned int 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 - -module: rtext → - - - // Font loading/unloading functions - Font GetFontDefault(void); // 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 size is provided in pixels height - Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) - Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' - bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) - GlyphInfo *LoadFontData(const unsigned char *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) - void UnloadFont(Font font); // Unload font from GPU memory (VRAM) - bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success - - // Text drawing functions - void DrawFPS(int posX, int posY); // Draw current FPS - void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) - void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters - void 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) - void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) - void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) - - // Text font info functions - void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks - int MeasureText(const char *text, int fontSize); // Measure string width for default font - Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font - int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found - GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found - Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found - - // Text codepoints management functions (unicode characters) - char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array - void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array - int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter - void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory - int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string - int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) - - // Text strings management functions (no UTF-8 strings, only byte chars) - // NOTE: Some strings allocate memory internally for returned strings, just be careful! - int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied - bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal - unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending - const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) - const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string - char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) - char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) - const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter - const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings - void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! - int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string - const char *TextToUpper(const char *text); // Get upper case version of provided string - const char *TextToLower(const char *text); // Get lower case version of provided string - const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string - const char *TextToSnake(const char *text); // Get Snake case notation version of provided string - const char *TextToCamel(const char *text); // Get Camel case notation version of provided string - - int TextToInteger(const char *text); // Get integer value from text (negative values not supported) - float TextToFloat(const char *text); // Get float value from text (negative values not supported) - -module: rmodels → - - - // Basic geometric 3D shapes drawing functions - void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space - void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line - void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space - void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) - void DrawTriangleStrip3D(const 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 - void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) - void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires - void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) - void 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) - //------------------------------------------------------------------------------------ - - // 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 IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) - 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 DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points - void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters - void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, 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 - BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits - void GenMeshTangents(Mesh *mesh); // Compute mesh tangents - bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success - bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes - - // 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(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) - bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) - 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 (CPU) - void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) - 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 - -module: raudio → - - - // Audio device management functions - void InitAudioDevice(void); // Initialize audio device and context - void CloseAudioDevice(void); // Close the audio device and context - bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully - void SetMasterVolume(float volume); // Set master volume (listener) - float GetMasterVolume(void); // 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 unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' - bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters) - 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 IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) - 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 initFrame, int finalFrame); // Crop a wave to defined frames 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 unsigned char *data, int dataSize); // Load music stream from data - bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized) - 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(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) - bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized) - 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' - 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' - void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline - -structs - - struct Vector2; // Vector2, 2 components - struct Vector3; // Vector3, 3 components - struct Vector4; // Vector4, 4 components - struct Matrix; // Matrix, 4x4 components, column major, OpenGL style, right handed - struct Color; // Color, 4 components, R8G8B8A8 (32bit) - struct Rectangle; // Rectangle, 4 components - - struct Image; // Image, pixel data stored in CPU memory (RAM) - struct Texture; // Texture, tex data stored in GPU memory (VRAM) - struct RenderTexture; // RenderTexture, fbo for texture rendering - struct NPatchInfo; // NPatchInfo, n-patch layout info - struct GlyphInfo; // GlyphInfo, font characters glyphs info - struct Font; // Font, font texture and GlyphInfo array data - - struct Camera2D; // Camera2D, defines position/orientation in 2d space - struct Camera3D; // Camera, defines position/orientation in 3d space - - struct Shader; // Shader - struct MaterialMap; // MaterialMap - struct Material; // Material, includes shader and maps - struct Mesh; // Mesh, vertex data and vao/vbo - struct Model; // Model, meshes, materials and animation data - struct ModelAnimation; // ModelAnimation - struct Transform; // Transform, vertex transformation data - struct BoneInfo; // Bone, skeletal animation bone - struct Ray; // Ray, ray for raycasting - struct RayCollision; // RayCollision, ray hit information - struct BoundingBox; // BoundingBox - - struct Wave; // Wave, audio wave data - struct AudioStream; // AudioStream, custom audio stream - struct Sound; // Sound - struct Music; // Music, audio stream, anything longer than ~10 seconds should be streamed - - struct VrDeviceInfo; // VrDeviceInfo, Head-Mounted-Display device parameters - struct VrStereoConfig; // VrStereoConfig, VR stereo rendering configuration for simulator - - struct FilePathList; // File path list - - struct AutomationEvent; // Automation event - struct AutomationEventList; // Automation event list -colors - - // Custom raylib color palette for amazing visuals on WHITE background - #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray - #define GRAY (Color){ 130, 130, 130, 255 } // Gray - #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray - #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow - #define GOLD (Color){ 255, 203, 0, 255 } // Gold - #define ORANGE (Color){ 255, 161, 0, 255 } // Orange - #define PINK (Color){ 255, 109, 194, 255 } // Pink - #define RED (Color){ 230, 41, 55, 255 } // Red - #define MAROON (Color){ 190, 33, 55, 255 } // Maroon - #define GREEN (Color){ 0, 228, 48, 255 } // Green - #define LIME (Color){ 0, 158, 47, 255 } // Lime - #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green - #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue - #define BLUE (Color){ 0, 121, 241, 255 } // Blue - #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue - #define PURPLE (Color){ 200, 122, 255, 255 } // Purple - #define VIOLET (Color){ 135, 60, 190, 255 } // Violet - #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple - #define BEIGE (Color){ 211, 176, 131, 255 } // Beige - #define BROWN (Color){ 127, 106, 79, 255 } // Brown - #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown - - #define WHITE (Color){ 255, 255, 255, 255 } // White - #define BLACK (Color){ 0, 0, 0, 255 } // Black - #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) - #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta - #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) |
