From ae9418696664246f30dbdbc592988e9e1299f31c Mon Sep 17 00:00:00 2001 From: Abdellah El Morabit Date: Fri, 10 Jan 2025 19:00:03 +0100 Subject: fixed a local bug --- build/RAYLIB_FUNCTIONS.c | 805 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 805 insertions(+) create mode 100644 build/RAYLIB_FUNCTIONS.c (limited to 'build/RAYLIB_FUNCTIONS.c') diff --git a/build/RAYLIB_FUNCTIONS.c b/build/RAYLIB_FUNCTIONS.c new file mode 100644 index 0000000..4ef3347 --- /dev/null +++ b/build/RAYLIB_FUNCTIONS.c @@ -0,0 +1,805 @@ + // 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) -- cgit v1.2.3-70-g09d2