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/**********************************************************************************************
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*
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* raylib v5 .1 - dev - A simple and easy - to - use library to enjoy videogames programming ( www . raylib . com )
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*
* FEATURES :
* - NO external dependencies , all required libraries included with raylib
* - Multiplatform : Windows , Linux , FreeBSD , OpenBSD , NetBSD , DragonFly ,
* MacOS , Haiku , Android , Raspberry Pi , DRM native , HTML5 .
* - Written in plain C code ( C99 ) in PascalCase / camelCase notation
* - Hardware accelerated with OpenGL ( 1.1 , 2.1 , 3.3 , 4.3 or ES2 - choose at compile )
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* - Unique OpenGL abstraction layer ( usable as standalone module ) : [ rlgl ]
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* - Multiple Fonts formats supported ( TTF , XNA fonts , AngelCode fonts )
* - Outstanding texture formats support , including compressed formats ( DXT , ETC , ASTC )
* - Full 3 d support for 3 d Shapes , Models , Billboards , Heightmaps and more !
* - Flexible Materials system , supporting classic maps and PBR maps
* - Animated 3 D models supported ( skeletal bones animation ) ( IQM )
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* - Shaders support , including Model shaders and Postprocessing shaders
* - Powerful math module for Vector , Matrix and Quaternion operations : [ raymath ]
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* - Audio loading and playing with streaming support ( WAV , OGG , MP3 , FLAC , XM , MOD )
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available !
*
* NOTES :
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* - One default Font is loaded on init_window ( ) - > LoadFontDefault ( ) [ core , text ]
* - One default Texture2d is loaded on init ( ) , 1 x1 white pixel R8G8B8A8 [ rlgl ] ( OpenGL 3.3 or ES2 )
* - One default Shader is loaded on init ( ) - > load_shader_default ( ) [ rlgl ] ( OpenGL 3.3 or ES2 )
* - One default RenderBatch is loaded on init ( ) - > load_render_batch ( ) [ rlgl ] ( OpenGL 3.3 or ES2 )
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*
* DEPENDENCIES ( included ) :
* [ rcore ] rglfw ( Camilla Löwy - github . com / glfw / glfw ) for window / context management and input ( PLATFORM_DESKTOP )
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* [ rlgl ] glad ( David Herberth - github . com / Dav1dde / glad ) for OpenGL 3.3 extensions loading ( PLATFORM_DESKTOP )
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* [ raudio ] miniaudio ( David Reid - github . com / mackron / miniaudio ) for audio device / context management
*
* OPTIONAL DEPENDENCIES ( included ) :
* [ rcore ] msf_gif ( Miles Fogle ) for GIF recording
* [ rcore ] sinfl ( Micha Mettke ) for DEFLATE decompression algorithm
* [ rcore ] sdefl ( Micha Mettke ) for DEFLATE compression algorithm
* [ rtextures ] stb_image ( Sean Barret ) for images loading ( BMP , TGA , PNG , JPEG , HDR . . . )
* [ rtextures ] stb_image_write ( Sean Barret ) for image writing ( BMP , TGA , PNG , JPG )
* [ rtextures ] stb_image_resize ( Sean Barret ) for image resizing algorithms
* [ rtext ] stb_truetype ( Sean Barret ) for ttf fonts loading
* [ rtext ] stb_rect_pack ( Sean Barret ) for rectangles packing
* [ rmodels ] par_shapes ( Philip Rideout ) for parametric 3 d shapes generation
* [ rmodels ] tinyobj_loader_c ( Syoyo Fujita ) for models loading ( OBJ , MTL )
* [ rmodels ] cgltf ( Johannes Kuhlmann ) for models loading ( glTF )
* [ rmodels ] Model3D ( bzt ) for models loading ( M3D , https : //bztsrc.gitlab.io/model3d)
* [ raudio ] dr_wav ( David Reid ) for WAV audio file loading
* [ raudio ] dr_flac ( David Reid ) for FLAC audio file loading
* [ raudio ] dr_mp3 ( David Reid ) for MP3 audio file loading
* [ raudio ] stb_vorbis ( Sean Barret ) for OGG audio loading
* [ raudio ] jar_xm ( Joshua Reisenauer ) for XM audio module loading
* [ raudio ] jar_mod ( Joshua Reisenauer ) for MOD audio module loading
*
*
* LICENSE : zlib / libpng
*
* raylib is licensed under an unmodified zlib / libpng license , which is an OSI - certified ,
* BSD - like license that allows static linking with closed source software :
*
* Copyright ( c ) 2013 - 2023 Ramon Santamaria ( @ raysan5 )
*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# ifndef RAYLIB_H
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# define RAYLIB_H
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# include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
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# define RAYLIB_VERSION_MAJOR 5
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# define RAYLIB_VERSION_MINOR 1
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# define RAYLIB_VERSION_PATCH 0
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# define RAYLIB_VERSION "5.1-dev"
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// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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# if defined(_WIN32)
# if defined(RL_BUILD_LIBTYPE_SHARED)
# if defined(__TINYC__)
# define __declspec(x) __attribute__((x))
# endif
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# pragma message("RLAPI: _declspec(dllexport)")
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# define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
# elif defined(RL_USE_LIBTYPE_SHARED)
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# pragma message("RLAPI: _declspec(dllimport)")
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# define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
# endif
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# endif
# ifndef RLAPI
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# define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
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# endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
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# ifndef RL_PI
# define RL_PI 3.14159265358979323846f
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# endif
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# ifndef RL_DEG2RAD
# define RL_DEG2RAD (RL_PI / 180.0f)
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# endif
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# ifndef RL_RAD2DEG
# define RL_RAD2DEG (180.0f / RL_PI)
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# endif
// Allow custom memory allocators
// NOTE: Require recompiling raylib sources
# ifndef RL_MALLOC
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# define RL_MALLOC(sz) malloc(sz)
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# endif
# ifndef RL_CALLOC
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# define RL_CALLOC(n,sz) calloc(n,sz)
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# endif
# ifndef RL_REALLOC
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# define RL_REALLOC(ptr,sz) realloc(ptr,sz)
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# endif
# ifndef RL_FREE
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# define RL_FREE(ptr) free(ptr)
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# endif
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
// This is called aggregate initialization (C++11 feature)
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# if defined(__cplusplus)
# define RL_CLITERAL(type) type
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# else
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# define RL_CLITERAL(type) (type)
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# endif
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// Used for initializer nonsense on cpp.
# if __cplusplus
# define CAST(type) type
# define RL_NS(id) rl::id
# else
# define CAST(type) (type)
# define RL_NS(id) id
# endif
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// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
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# if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
# error "C++11 or later is required. Add -std=c++11"
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# endif
// NOTE: We set some defines with some data types declared by raylib
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// Other modules (raymath, rlgl) also require some of those types, so,
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// to be able to use those other modules as standalone (not depending on raylib)
// this defines are very useful for internal check and avoid type (re)definitions
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# define RL_COLOR_TYPE
# define RL_RECTANGLE_TYPE
# define RL_VECTOR2_TYPE
# define RL_VECTOR3_TYPE
# define RL_VECTOR4_TYPE
# define RL_QUATERNION_TYPE
# define RL_MATRIX_TYPE
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on RL_WHITE background
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# define RL_LIGHTGRAY RL_CLITERAL(RL_NS(Color)){ 200, 200, 200, 255 } // Light Gray
# define RL_GRAY RL_CLITERAL(RL_NS(Color)){ 130, 130, 130, 255 } // Gray
# define RL_DARKGRAY RL_CLITERAL(RL_NS(Color)){ 80, 80, 80, 255 } // Dark Gray
# define RL_YELLOW RL_CLITERAL(RL_NS(Color)){ 253, 249, 0, 255 } // Yellow
# define RL_GOLD RL_CLITERAL(RL_NS(Color)){ 255, 203, 0, 255 } // Gold
# define RL_ORANGE RL_CLITERAL(RL_NS(Color)){ 255, 161, 0, 255 } // Orange
# define RL_PINK RL_CLITERAL(RL_NS(Color)){ 255, 109, 194, 255 } // Pink
# define RL_RED RL_CLITERAL(RL_NS(Color)){ 230, 41, 55, 255 } // Red
# define RL_MAROON RL_CLITERAL(RL_NS(Color)){ 190, 33, 55, 255 } // Maroon
# define RL_GREEN RL_CLITERAL(RL_NS(Color)){ 0, 228, 48, 255 } // Green
# define RL_LIME RL_CLITERAL(RL_NS(Color)){ 0, 158, 47, 255 } // Lime
# define RL_DARKGREEN RL_CLITERAL(RL_NS(Color)){ 0, 117, 44, 255 } // Dark Green
# define RL_SKYBLUE RL_CLITERAL(RL_NS(Color)){ 102, 191, 255, 255 } // Sky Blue
# define RL_BLUE RL_CLITERAL(RL_NS(Color)){ 0, 121, 241, 255 } // Blue
# define RL_DARKBLUE RL_CLITERAL(RL_NS(Color)){ 0, 82, 172, 255 } // Dark Blue
# define RL_PURPLE RL_CLITERAL(RL_NS(Color)){ 200, 122, 255, 255 } // Purple
# define RL_VIOLET RL_CLITERAL(RL_NS(Color)){ 135, 60, 190, 255 } // Violet
# define RL_DARKPURPLE RL_CLITERAL(RL_NS(Color)){ 112, 31, 126, 255 } // Dark Purple
# define RL_BEIGE RL_CLITERAL(RL_NS(Color)){ 211, 176, 131, 255 } // Beige
# define RL_BROWN RL_CLITERAL(RL_NS(Color)){ 127, 106, 79, 255 } // Brown
# define RL_DARKBROWN RL_CLITERAL(RL_NS(Color)){ 76, 63, 47, 255 } // Dark Brown
# define RL_WHITE RL_CLITERAL(RL_NS(Color)){ 255, 255, 255, 255 } // White
# define RL_BLACK RL_CLITERAL(RL_NS(Color)){ 0, 0, 0, 255 } // Black
# define RL_BLANK RL_CLITERAL(RL_NS(Color)){ 0, 0, 0, 0 } // Blank (Transparent)
# define RL_MAGENTA RL_CLITERAL(RL_NS(Color)){ 255, 0, 255, 255 } // Magenta
# define RL_RAYWHITE RL_CLITERAL(RL_NS(Color)){ 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
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# if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
# include <stdbool.h>
# elif !defined(__cplusplus) && !defined(bool)
typedef enum bool { false = 0 , true = ! false } bool ;
# define RL_BOOL_TYPE
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# endif
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# include "config.h"
RL_NS_BEGIN
// Vector2, 2 components
typedef struct Vector2 {
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float x ; // Vector x component
float y ; // Vector y component
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} Vector2 ;
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// Vector3, 3 components
typedef struct Vector3 {
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float x ; // Vector x component
float y ; // Vector y component
float z ; // Vector z component
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} Vector3 ;
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// Vector4, 4 components
typedef struct Vector4 {
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float x ; // Vector x component
float y ; // Vector y component
float z ; // Vector z component
float w ; // Vector w component
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} Vector4 ;
// Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion ;
// Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix {
float m0 , m4 , m8 , m12 ; // Matrix first row (4 components)
float m1 , m5 , m9 , m13 ; // Matrix second row (4 components)
float m2 , m6 , m10 , m14 ; // Matrix third row (4 components)
float m3 , m7 , m11 , m15 ; // Matrix fourth row (4 components)
} Matrix ;
// Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color {
unsigned char r ; // Color red value
unsigned char g ; // Color green value
unsigned char b ; // Color blue value
unsigned char a ; // Color alpha value
} Color ;
// Rectangle, 4 components
typedef struct Rectangle {
float x ; // Rectangle top-left corner position x
float y ; // Rectangle top-left corner position y
float width ; // Rectangle width
float height ; // Rectangle height
} Rectangle ;
// Image, pixel data stored in CPU memory (RAM)
typedef struct Image {
void * data ; // Image raw data
int width ; // Image base width
int height ; // Image base height
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int mipmaps ; // Mipmap levels, 1 by default
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int format ; // Data format (PixelFormat type)
} Image ;
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// Texture, tex data stored in GPU memory (VRAM)
typedef struct Texture {
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unsigned int id ; // OpenGL texture id
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int width ; // Texture base width
int height ; // Texture base height
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int mipmaps ; // Mipmap levels, 1 by default
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int format ; // Data format (PixelFormat type)
} Texture ;
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// Texture2d, same as Texture
typedef Texture Texture2d ;
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// Texture_Cubemap, same as Texture
typedef Texture Texture_Cubemap ;
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// Render_Texture, fbo for texture rendering
typedef struct Render_Texture {
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unsigned int id ; // OpenGL framebuffer object id
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Texture texture ; // Color buffer attachment texture
Texture depth ; // Depth buffer attachment texture
} Render_Texture ;
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// Render_Texture2D, same as Render_Texture
typedef Render_Texture Render_Texture2D ;
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// N_Patch_Info, n-patch layout info
typedef struct N_Patch_Info {
Rectangle source ; // Texture source rectangle
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int left ; // Left border offset
int top ; // Top border offset
int right ; // Right border offset
int bottom ; // Bottom border offset
int layout ; // Layout of the n-patch: 3x3, 1x3 or 3x1
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} N_Patch_Info ;
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// Glyph_Info, font characters glyphs info
typedef struct Glyph_Info {
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int value ; // Character value (Unicode)
int offsetX ; // Character offset X when drawing
int offsetY ; // Character offset Y when drawing
int advanceX ; // Character advance position X
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Image image ; // Character image data
} Glyph_Info ;
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// Font, font texture and Glyph_Info array data
typedef struct Font {
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int baseSize ; // Base size (default chars height)
int glyphCount ; // Number of glyph characters
int glyphPadding ; // Padding around the glyph characters
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Texture2d texture ; // Texture atlas containing the glyphs
Rectangle * recs ; // Rectangles in texture for the glyphs
Glyph_Info * glyphs ; // Glyphs info data
} Font ;
// Camera, defines position/orientation in 3d space
typedef struct Camera3D {
Vector3 position ; // Camera position
Vector3 target ; // Camera target it looks-at
Vector3 up ; // Camera up vector (rotation over its axis)
float fovy ; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection ; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D ;
typedef Camera3D Camera ; // Camera type fallback, defaults to Camera3D
// Camera2D, defines position/orientation in 2d space
typedef struct Camera2D {
Vector2 offset ; // Camera offset (displacement from target)
Vector2 target ; // Camera target (rotation and zoom origin)
float rotation ; // Camera rotation in degrees
float zoom ; // Camera zoom (scaling), should be 1.0f by default
} Camera2D ;
// Mesh, vertex data and vao/vbo
typedef struct Mesh {
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int vertexCount ; // Number of vertices stored in arrays
int triangleCount ; // Number of triangles stored (indexed or not)
// Vertex attributes data
float * vertices ; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float * texcoords ; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float * texcoords2 ; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
float * normals ; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float * tangents ; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char * colors ; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short * indices ; // Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float * animVertices ; // Animated vertex positions (after bones transformations)
float * animNormals ; // Animated normals (after bones transformations)
unsigned char * boneIds ; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float * boneWeights ; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId ; // OpenGL Vertex Array Object id
unsigned int * vboId ; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh ;
// Shader
typedef struct Shader {
unsigned int id ; // Shader program id
int * locs ; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
} Shader ;
// Material_Map
typedef struct Material_Map {
Texture2d texture ; // Material map texture
Color color ; // Material map color
float value ; // Material map value
} Material_Map ;
// Material, includes shader and maps
typedef struct Material {
Shader shader ; // Material shader
Material_Map * maps ; // Material maps array (RL_MAX_MATERIAL_MAPS)
float params [ 4 ] ; // Material generic parameters (if required)
} Material ;
// Transform, vertex transformation data
typedef struct Transform {
Vector3 translation ; // Translation
Quaternion rotation ; // Rotation
Vector3 scale ; // Scale
} Transform ;
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// Bone, skeletal animation bone
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typedef struct Bone_Info {
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char name [ 32 ] ; // Bone name
int parent ; // Bone parent
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} Bone_Info ;
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// Model, meshes, materials and animation data
typedef struct Model {
Matrix transform ; // Local transform matrix
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int meshCount ; // Number of meshes
int materialCount ; // Number of materials
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Mesh * meshes ; // Meshes array
Material * materials ; // Materials array
int * meshMaterial ; // Mesh material number
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// Animation data
int boneCount ; // Number of bones
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Bone_Info * bones ; // Bones information (skeleton)
Transform * bindPose ; // Bones base transformation (pose)
} Model ;
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// Model_Animation
typedef struct Model_Animation {
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int boneCount ; // Number of bones
int frameCount ; // Number of animation frames
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Bone_Info * bones ; // Bones information (skeleton)
Transform * * framePoses ; // Poses array by frame
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char name [ 32 ] ; // Animation name
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} Model_Animation ;
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// Ray, ray for raycasting
typedef struct Ray {
Vector3 position ; // Ray position (origin)
Vector3 direction ; // Ray direction
} Ray ;
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// Ray_Collision, ray hit information
typedef struct Ray_Collision {
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bool hit ; // Did the ray hit something?
float distance ; // Distance to the nearest hit
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Vector3 point ; // Point of the nearest hit
Vector3 normal ; // Surface normal of hit
} Ray_Collision ;
// Bounding_box
typedef struct Bounding_box {
Vector3 min ; // Minimum vertex box-corner
Vector3 max ; // Maximum vertex box-corner
} Bounding_box ;
// Wave, audio wave data
typedef struct Wave {
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unsigned int frameCount ; // Total number of frames (considering channels)
unsigned int sampleRate ; // Frequency (samples per second)
unsigned int sampleSize ; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels ; // Number of channels (1-mono, 2-stereo, ...)
void * data ; // Buffer data pointer
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} Wave ;
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// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
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typedef struct Audio_Buffer Audio_Buffer ;
typedef struct Audio_Processor Audio_Processor ;
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// Audio_Stream, custom audio stream
typedef struct Audio_Stream {
Audio_Buffer * buffer ; // Pointer to internal data used by the audio system
Audio_Processor * processor ; // Pointer to internal data processor, useful for audio effects
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unsigned int sampleRate ; // Frequency (samples per second)
unsigned int sampleSize ; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels ; // Number of channels (1-mono, 2-stereo, ...)
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} Audio_Stream ;
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// Sound
typedef struct Sound {
Audio_Stream stream ; // Audio stream
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unsigned int frameCount ; // Total number of frames (considering channels)
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} Sound ;
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// Music, audio stream, anything longer than ~10 seconds should be streamed
typedef struct Music {
Audio_Stream stream ; // Audio stream
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unsigned int frameCount ; // Total number of frames (considering channels)
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bool looping ; // Music looping enable
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int ctxType ; // Type of music context (audio filetype)
void * ctxData ; // Audio context data, depends on type
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} Music ;
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// VR_Device_Info, Head-Mounted-Display device parameters
typedef struct VR_Device_Info {
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int hResolution ; // Horizontal resolution in pixels
int vResolution ; // Vertical resolution in pixels
float hScreenSize ; // Horizontal size in meters
float vScreenSize ; // Vertical size in meters
float vScreenCenter ; // Screen center in meters
float eyeToScreenDistance ; // Distance between eye and display in meters
float lensSeparationDistance ; // Lens separation distance in meters
float interpupillaryDistance ; // IPD (distance between pupils) in meters
float lensDistortionValues [ 4 ] ; // Lens distortion constant parameters
float chromaAbCorrection [ 4 ] ; // Chromatic aberration correction parameters
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} VR_Device_Info ;
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// VR_Stereo_Config, VR stereo rendering configuration for simulator
typedef struct VR_Stereo_Config {
Matrix projection [ 2 ] ; // VR projection matrices (per eye)
Matrix viewOffset [ 2 ] ; // VR view offset matrices (per eye)
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float leftLensCenter [ 2 ] ; // VR left lens center
float rightLensCenter [ 2 ] ; // VR right lens center
float leftScreenCenter [ 2 ] ; // VR left screen center
float rightScreenCenter [ 2 ] ; // VR right screen center
float scale [ 2 ] ; // VR distortion scale
float scaleIn [ 2 ] ; // VR distortion scale in
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} VR_Stereo_Config ;
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// File path list
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typedef struct File_Path_List {
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unsigned int capacity ; // Filepaths max entries
unsigned int count ; // Filepaths entries count
char * * paths ; // Filepaths entries
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} File_Path_List ;
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// Automation event
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typedef struct Automation_Event {
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unsigned int frame ; // Event frame
unsigned int type ; // Event type (AutomationEventType)
int params [ 4 ] ; // Event parameters (if required)
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} Automation_Event ;
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// Automation event list
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typedef struct Automation_Event_List {
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unsigned int capacity ; // Events max entries (RL_MAX_AUTOMATION_EVENTS)
unsigned int count ; // Events entries count
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Automation_Event * events ; // Events entries
} Automation_Event_List ;
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//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System/Window config flags
// NOTE: Every bit registers one state (use it with bit masks)
// By default all flags are set to 0
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typedef enum {
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FLAG_VSYNC_HINT = 0x00000040 , // Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 0x00000002 , // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 0x00000004 , // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 0x00000008 , // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 0x00000080 , // Set to hide window
FLAG_WINDOW_MINIMIZED = 0x00000200 , // Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 0x00000400 , // Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 0x00000800 , // Set to window non focused
FLAG_WINDOW_TOPMOST = 0x00001000 , // Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 0x00000100 , // Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 0x00000010 , // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000 , // Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000 , // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000 , // Set to run program in borderless windowed mode
FLAG_MSAA_4X_HINT = 0x00000020 , // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} ConfigFlags ;
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// Trace log level
// NOTE: Organized by priority level
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typedef enum {
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LOG_ALL = 0 , // Display all logs
LOG_TRACE , // Trace logging, intended for internal use only
LOG_DEBUG , // Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO , // Info logging, used for program execution info
LOG_WARNING , // Warning logging, used on recoverable failures
LOG_ERROR , // Error logging, used on unrecoverable failures
LOG_FATAL , // Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE // Disable logging
} TraceLogLevel ;
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// Keyboard keys (US keyboard layout)
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// NOTE: Use get_key_pressed() to allow redefining
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// required keys for alternative layouts
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typedef enum {
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KEY_NULL = 0 , // Key: NULL, used for no key pressed
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// Alphanumeric keys
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KEY_APOSTROPHE = 39 , // Key: '
KEY_COMMA = 44 , // Key: ,
KEY_MINUS = 45 , // Key: -
KEY_PERIOD = 46 , // Key: .
KEY_SLASH = 47 , // Key: /
KEY_ZERO = 48 , // Key: 0
KEY_ONE = 49 , // Key: 1
KEY_TWO = 50 , // Key: 2
KEY_THREE = 51 , // Key: 3
KEY_FOUR = 52 , // Key: 4
KEY_FIVE = 53 , // Key: 5
KEY_SIX = 54 , // Key: 6
KEY_SEVEN = 55 , // Key: 7
KEY_EIGHT = 56 , // Key: 8
KEY_NINE = 57 , // Key: 9
KEY_SEMICOLON = 59 , // Key: ;
KEY_EQUAL = 61 , // Key: =
KEY_A = 65 , // Key: A | a
KEY_B = 66 , // Key: B | b
KEY_C = 67 , // Key: C | c
KEY_D = 68 , // Key: D | d
KEY_E = 69 , // Key: E | e
KEY_F = 70 , // Key: F | f
KEY_G = 71 , // Key: G | g
KEY_H = 72 , // Key: H | h
KEY_I = 73 , // Key: I | i
KEY_J = 74 , // Key: J | j
KEY_K = 75 , // Key: K | k
KEY_L = 76 , // Key: L | l
KEY_M = 77 , // Key: M | m
KEY_N = 78 , // Key: N | n
KEY_O = 79 , // Key: O | o
KEY_P = 80 , // Key: P | p
KEY_Q = 81 , // Key: Q | q
KEY_R = 82 , // Key: R | r
KEY_S = 83 , // Key: S | s
KEY_T = 84 , // Key: T | t
KEY_U = 85 , // Key: U | u
KEY_V = 86 , // Key: V | v
KEY_W = 87 , // Key: W | w
KEY_X = 88 , // Key: X | x
KEY_Y = 89 , // Key: Y | y
KEY_Z = 90 , // Key: Z | z
KEY_LEFT_BRACKET = 91 , // Key: [
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KEY_BACKSLASH = 92 , // Key: '\'
KEY_RIGHT_BRACKET = 93 , // Key: ]
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KEY_GRAVE = 96 , // Key: `
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// Function keys
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KEY_SPACE = 32 , // Key: Space
KEY_ESCAPE = 256 , // Key: Esc
KEY_ENTER = 257 , // Key: Enter
KEY_TAB = 258 , // Key: Tab
KEY_BACKSPACE = 259 , // Key: Backspace
KEY_INSERT = 260 , // Key: Ins
KEY_DELETE = 261 , // Key: Del
KEY_RIGHT = 262 , // Key: Cursor right
KEY_LEFT = 263 , // Key: Cursor left
KEY_DOWN = 264 , // Key: Cursor down
KEY_UP = 265 , // Key: Cursor up
KEY_PAGE_UP = 266 , // Key: Page up
KEY_PAGE_DOWN = 267 , // Key: Page down
KEY_HOME = 268 , // Key: Home
KEY_END = 269 , // Key: End
KEY_CAPS_LOCK = 280 , // Key: Caps lock
KEY_SCROLL_LOCK = 281 , // Key: Scroll down
KEY_NUM_LOCK = 282 , // Key: Num lock
KEY_PRINT_SCREEN = 283 , // Key: Print screen
KEY_PAUSE = 284 , // Key: Pause
KEY_F1 = 290 , // Key: F1
KEY_F2 = 291 , // Key: F2
KEY_F3 = 292 , // Key: F3
KEY_F4 = 293 , // Key: F4
KEY_F5 = 294 , // Key: F5
KEY_F6 = 295 , // Key: F6
KEY_F7 = 296 , // Key: F7
KEY_F8 = 297 , // Key: F8
KEY_F9 = 298 , // Key: F9
KEY_F10 = 299 , // Key: F10
KEY_F11 = 300 , // Key: F11
KEY_F12 = 301 , // Key: F12
KEY_LEFT_SHIFT = 340 , // Key: Shift left
KEY_LEFT_CONTROL = 341 , // Key: Control left
KEY_LEFT_ALT = 342 , // Key: Alt left
KEY_LEFT_SUPER = 343 , // Key: Super left
KEY_RIGHT_SHIFT = 344 , // Key: Shift right
KEY_RIGHT_CONTROL = 345 , // Key: Control right
KEY_RIGHT_ALT = 346 , // Key: Alt right
KEY_RIGHT_SUPER = 347 , // Key: Super right
KEY_KB_MENU = 348 , // Key: KB menu
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// Keypad keys
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KEY_KP_0 = 320 , // Key: Keypad 0
KEY_KP_1 = 321 , // Key: Keypad 1
KEY_KP_2 = 322 , // Key: Keypad 2
KEY_KP_3 = 323 , // Key: Keypad 3
KEY_KP_4 = 324 , // Key: Keypad 4
KEY_KP_5 = 325 , // Key: Keypad 5
KEY_KP_6 = 326 , // Key: Keypad 6
KEY_KP_7 = 327 , // Key: Keypad 7
KEY_KP_8 = 328 , // Key: Keypad 8
KEY_KP_9 = 329 , // Key: Keypad 9
KEY_KP_DECIMAL = 330 , // Key: Keypad .
KEY_KP_DIVIDE = 331 , // Key: Keypad /
KEY_KP_MULTIPLY = 332 , // Key: Keypad *
KEY_KP_SUBTRACT = 333 , // Key: Keypad -
KEY_KP_ADD = 334 , // Key: Keypad +
KEY_KP_ENTER = 335 , // Key: Keypad Enter
KEY_KP_EQUAL = 336 , // Key: Keypad =
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// Android key buttons
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KEY_BACK = 4 , // Key: Android back button
KEY_MENU = 82 , // Key: Android menu button
KEY_VOLUME_UP = 24 , // Key: Android volume up button
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
} KeyboardKey ;
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// Add backwards compatibility support for deprecated names
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# define MOUSE_LEFT_BUTTON RL_NS(MOUSE_BUTTON_LEFT)
# define MOUSE_RIGHT_BUTTON RL_NS(MOUSE_BUTTON_RIGHT)
# define MOUSE_MIDDLE_BUTTON RL_NS(MOUSE_BUTTON_MIDDLE)
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// Mouse buttons
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typedef enum {
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MOUSE_BUTTON_LEFT = 0 , // Mouse button left
MOUSE_BUTTON_RIGHT = 1 , // Mouse button right
MOUSE_BUTTON_MIDDLE = 2 , // Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3 , // Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4 , // Mouse button extra (advanced mouse device)
MOUSE_BUTTON_FORWARD = 5 , // Mouse button forward (advanced mouse device)
MOUSE_BUTTON_BACK = 6 , // Mouse button back (advanced mouse device)
} MouseButton ;
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// Mouse cursor
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typedef enum {
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MOUSE_CURSOR_DEFAULT = 0 , // Default pointer shape
MOUSE_CURSOR_ARROW = 1 , // Arrow shape
MOUSE_CURSOR_IBEAM = 2 , // Text writing cursor shape
MOUSE_CURSOR_CROSSHAIR = 3 , // Cross shape
MOUSE_CURSOR_POINTING_HAND = 4 , // Pointing hand cursor
MOUSE_CURSOR_RESIZE_EW = 5 , // Horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6 , // Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7 , // Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8 , // The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9 , // The omnidirectional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} MouseCursor ;
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// Gamepad buttons
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typedef enum {
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GAMEPAD_BUTTON_UNKNOWN = 0 , // Unknown button, just for error checking
GAMEPAD_BUTTON_LEFT_FACE_UP , // Gamepad left DPAD up button
GAMEPAD_BUTTON_LEFT_FACE_RIGHT , // Gamepad left DPAD right button
GAMEPAD_BUTTON_LEFT_FACE_DOWN , // Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT , // Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP , // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT , // Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN , // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT , // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_LEFT_TRIGGER_1 , // Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2 , // Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 , // Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 , // Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT , // Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE , // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GAMEPAD_BUTTON_MIDDLE_RIGHT , // Gamepad center buttons, right one (i.e. PS3: Start)
GAMEPAD_BUTTON_LEFT_THUMB , // Gamepad joystick pressed button left
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
} GamepadButton ;
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// Gamepad axis
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typedef enum {
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GAMEPAD_AXIS_LEFT_X = 0 , // Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1 , // Gamepad left stick Y axis
GAMEPAD_AXIS_RIGHT_X = 2 , // Gamepad right stick X axis
GAMEPAD_AXIS_RIGHT_Y = 3 , // Gamepad right stick Y axis
GAMEPAD_AXIS_LEFT_TRIGGER = 4 , // Gamepad back trigger left, pressure level: [1..-1]
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
} GamepadAxis ;
// Material map index
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typedef enum {
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MATERIAL_MAP_ALBEDO = 0 , // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS , // Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL , // Normal material
MATERIAL_MAP_ROUGHNESS , // Roughness material
MATERIAL_MAP_OCCLUSION , // Ambient occlusion material
MATERIAL_MAP_EMISSION , // Emission material
MATERIAL_MAP_HEIGHT , // Heightmap material
MATERIAL_MAP_CUBEMAP , // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE , // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER , // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDF // Brdf material
} MaterialMapIndex ;
# define MATERIAL_MAP_DIFFUSE RL_NS(MATERIAL_MAP_ALBEDO)
# define MATERIAL_MAP_SPECULAR RL_NS(MATERIAL_MAP_METALNESS)
// Shader location index
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typedef enum {
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SHADER_LOC_VERTEX_POSITION = 0 , // Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01 , // Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02 , // Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL , // Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT , // Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR , // Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP , // Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW , // Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION , // Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL , // Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL , // Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW , // Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE , // Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR , // Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT , // Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO , // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS , // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL , // Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS , // Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION , // Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION , // Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT , // Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP , // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE , // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER , // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} ShaderLocationIndex ;
# define SHADER_LOC_MAP_DIFFUSE RL_NS(SHADER_LOC_MAP_ALBEDO)
# define SHADER_LOC_MAP_SPECULAR RL_NS(SHADER_LOC_MAP_METALNESS)
// Shader uniform data type
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typedef enum {
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SHADER_UNIFORM_FLOAT = 0 , // Shader uniform type: float
SHADER_UNIFORM_VEC2 , // Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3 , // Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4 , // Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT , // Shader uniform type: int
SHADER_UNIFORM_IVEC2 , // Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3 , // Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4 , // Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} ShaderUniformDataType ;
// Shader attribute data types
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typedef enum {
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SHADER_ATTRIB_FLOAT = 0 , // Shader attribute type: float
SHADER_ATTRIB_VEC2 , // Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3 , // Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} ShaderAttributeDataType ;
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// Pixel formats
// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 , // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA , // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5 , // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8 , // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 , // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 , // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 , // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32 , // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32 , // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 , // 32*4 bpp (4 channels - float)
PIXELFORMAT_UNCOMPRESSED_R16 , // 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16 , // 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 , // 16*4 bpp (4 channels - half float)
PIXELFORMAT_COMPRESSED_DXT1_RGB , // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA , // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA , // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat ;
// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
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typedef enum {
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TEXTURE_FILTER_POINT = 0 , // No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR , // Linear filtering
TEXTURE_FILTER_TRILINEAR , // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X , // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X , // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X , // Anisotropic filtering 16x
} TextureFilter ;
// Texture parameters: wrap mode
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typedef enum {
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TEXTURE_WRAP_REPEAT = 0 , // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP , // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT , // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrap ;
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// Cubemap layouts
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typedef enum {
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CUBEMAP_LAYOUT_AUTO_DETECT = 0 , // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL , // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL , // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR , // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE , // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
} CubemapLayout ;
// Font type, defines generation method
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typedef enum {
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FONT_DEFAULT = 0 , // Default font generation, anti-aliased
FONT_BITMAP , // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
} FontType ;
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// Color blending modes (pre-defined)
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typedef enum {
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BLEND_ALPHA = 0 , // Blend textures considering alpha (default)
BLEND_ADDITIVE , // Blend textures adding colors
BLEND_MULTIPLIED , // Blend textures multiplying colors
BLEND_ADD_COLORS , // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS , // Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY , // Blend premultiplied textures considering alpha
BLEND_CUSTOM , // Blend textures using custom src/dst factors (use set_blend_factors())
BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use set_blend_factors_separate())
} BlendMode ;
// Gesture
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// NOTE: Provided as bit-wise flags to enable only desired gestures
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typedef enum {
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GESTURE_NONE = 0 , // No gesture
GESTURE_TAP = 1 , // Tap gesture
GESTURE_DOUBLETAP = 2 , // Double tap gesture
GESTURE_HOLD = 4 , // Hold gesture
GESTURE_DRAG = 8 , // Drag gesture
GESTURE_SWIPE_RIGHT = 16 , // Swipe right gesture
GESTURE_SWIPE_LEFT = 32 , // Swipe left gesture
GESTURE_SWIPE_UP = 64 , // Swipe up gesture
GESTURE_SWIPE_DOWN = 128 , // Swipe down gesture
GESTURE_PINCH_IN = 256 , // Pinch in gesture
GESTURE_PINCH_OUT = 512 // Pinch out gesture
} Gesture ;
// Camera system modes
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typedef enum {
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CAMERA_CUSTOM = 0 , // Custom camera
CAMERA_FREE , // Free camera
CAMERA_ORBITAL , // Orbital camera
CAMERA_FIRST_PERSON , // First person camera
CAMERA_THIRD_PERSON // Third person camera
} CameraMode ;
// Camera projection
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typedef enum {
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CAMERA_PERSPECTIVE = 0 , // Perspective projection
CAMERA_ORTHOGRAPHIC // Orthographic projection
} CameraProjection ;
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// N-patch layout
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typedef enum {
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NPATCH_NINE_PATCH = 0 , // Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL , // Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchLayout ;
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// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advance users
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typedef void ( * TraceLogCallback ) ( int logLevel , const char * text , va_list args ) ; // Logging: Redirect trace log messages
typedef unsigned char * ( * LoadFileDataCallback ) ( const char * fileName , int * dataSize ) ; // FileIO: Load binary data
typedef bool ( * SaveFileDataCallback ) ( const char * fileName , void * data , int dataSize ) ; // FileIO: Save binary data
typedef char * ( * LoadFileTextCallback ) ( const char * fileName ) ; // FileIO: Load text data
typedef bool ( * SaveFileTextCallback ) ( const char * fileName , char * text ) ; // FileIO: Save text data
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//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
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RL_EXTERN_C_BEGIN
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// Window-related functions
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RLAPI void init_window ( int width , int height , const char * title ) ; // Initialize window and OpenGL context
RLAPI void close_window ( void ) ; // Close window and unload OpenGL context
RLAPI bool window_should_close ( void ) ; // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool is_window_ready ( void ) ; // Check if window has been initialized successfully
RLAPI bool is_window_fullscreen ( void ) ; // Check if window is currently fullscreen
RLAPI bool is_window_hidden ( void ) ; // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool is_window_minimized ( void ) ; // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool is_window_maximized ( void ) ; // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool is_window_focused ( void ) ; // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool is_window_resized ( void ) ; // Check if window has been resized last frame
RLAPI bool is_window_state ( unsigned int flag ) ; // Check if one specific window flag is enabled
RLAPI void set_window_state ( unsigned int flags ) ; // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void clear_window_state ( unsigned int flags ) ; // Clear window configuration state flags
RLAPI void toggle_fullscreen ( void ) ; // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void toggle_borderless_windowed ( void ) ; // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void maximize_window ( void ) ; // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void minimize_window ( void ) ; // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void restore_window ( void ) ; // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void set_window_icon ( Image image ) ; // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void set_window_icons ( Image * images , int count ) ; // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void set_window_title ( const char * title ) ; // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void set_window_position ( int x , int y ) ; // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void set_window_monitor ( int monitor ) ; // Set monitor for the current window
RLAPI void set_window_min_size ( int width , int height ) ; // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void set_window_max_size ( int width , int height ) ; // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void set_window_size ( int width , int height ) ; // Set window dimensions
RLAPI void set_window_opacity ( float opacity ) ; // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
RLAPI void set_window_focused ( void ) ; // Set window focused (only PLATFORM_DESKTOP)
RLAPI void * GetWindowHandle ( void ) ; // Get native window handle
RLAPI int get_screen_width ( void ) ; // Get current screen width
RLAPI int get_screen_height ( void ) ; // Get current screen height
RLAPI int get_render_width ( void ) ; // Get current render width (it considers HiDPI)
RLAPI int get_render_height ( void ) ; // Get current render height (it considers HiDPI)
RLAPI int get_monitor_count ( void ) ; // Get number of connected monitors
RLAPI int get_current_monitor ( void ) ; // Get current connected monitor
RLAPI Vector2 get_monitor_position ( int monitor ) ; // Get specified monitor position
RLAPI int get_monitor_width ( int monitor ) ; // Get specified monitor width (current video mode used by monitor)
RLAPI int get_monitor_height ( int monitor ) ; // Get specified monitor height (current video mode used by monitor)
RLAPI int get_monitor_physical_width ( int monitor ) ; // Get specified monitor physical width in millimetres
RLAPI int get_monitor_physical_height ( int monitor ) ; // Get specified monitor physical height in millimetres
RLAPI int get_monitor_refresh_rate ( int monitor ) ; // Get specified monitor refresh rate
RLAPI Vector2 get_window_position ( void ) ; // Get window position XY on monitor
RLAPI Vector2 get_window_scale_dpi ( void ) ; // Get window scale DPI factor
RLAPI const char * GetMonitorName ( int monitor ) ; // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void set_clipboard_text ( const char * text ) ; // Set clipboard text content
RLAPI const char * GetClipboardText ( void ) ; // Get clipboard text content
RLAPI void enable_event_waiting ( void ) ; // Enable waiting for events on end_drawing(), no automatic event polling
RLAPI void disable_event_waiting ( void ) ; // Disable waiting for events on end_drawing(), automatic events polling
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// Cursor-related functions
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RLAPI void show_cursor ( void ) ; // Shows cursor
RLAPI void hide_cursor ( void ) ; // Hides cursor
RLAPI bool is_cursor_hidden ( void ) ; // Check if cursor is not visible
RLAPI void enable_cursor ( void ) ; // Enables cursor (unlock cursor)
RLAPI void disable_cursor ( void ) ; // Disables cursor (lock cursor)
RLAPI bool is_cursor_on_screen ( void ) ; // Check if cursor is on the screen
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// Drawing-related functions
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RLAPI void clear_background ( Color color ) ; // Set background color (framebuffer clear color)
RLAPI void begin_drawing ( void ) ; // Setup canvas (framebuffer) to start drawing
RLAPI void end_drawing ( void ) ; // End canvas drawing and swap buffers (double buffering)
RLAPI void begin_mode2d ( Camera2D camera ) ; // Begin 2D mode with custom camera (2D)
RLAPI void end_mode2_d ( void ) ; // Ends 2D mode with custom camera
RLAPI void begin_mode3d ( Camera3D camera ) ; // Begin 3D mode with custom camera (3D)
RLAPI void end_mode3d ( void ) ; // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void begin_texture_mode ( Render_Texture2D target ) ; // Begin drawing to render texture
RLAPI void end_texture_mode ( void ) ; // Ends drawing to render texture
RLAPI void begin_shader_mode ( Shader shader ) ; // Begin custom shader drawing
RLAPI void end_shader_mode ( void ) ; // End custom shader drawing (use default shader)
RLAPI void begin_blend_mode ( int mode ) ; // Begin blending mode (alpha, additive, multiplied, subtract, custom)
RLAPI void end_blend_mode ( void ) ; // End blending mode (reset to default: alpha blending)
RLAPI void begin_scissor_mode ( int x , int y , int width , int height ) ; // Begin scissor mode (define screen area for following drawing)
RLAPI void end_scissor_mode ( void ) ; // End scissor mode
RLAPI void begin_vr_stereo_mode ( VR_Stereo_Config config ) ; // Begin stereo rendering (requires VR simulator)
RLAPI void end_vr_stereo_mode ( void ) ; // End stereo rendering (requires VR simulator)
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// VR stereo config functions for VR simulator
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RLAPI VR_Stereo_Config load_vr_stereo_config ( VR_Device_Info device ) ; // Load VR stereo config for VR simulator device parameters
RLAPI void unload_vr_stereo_config ( VR_Stereo_Config config ) ; // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader load_shader ( const char * vsFileName , const char * fsFileName ) ; // Load shader from files and bind default locations
RLAPI Shader load_shader_from_memory ( const char * vsCode , const char * fsCode ) ; // Load shader from code strings and bind default locations
RLAPI bool is_shader_ready ( Shader shader ) ; // Check if a shader is ready
RLAPI int get_shader_location ( Shader shader , const char * uniformName ) ; // Get shader uniform location
RLAPI int get_shader_location_attrib ( Shader shader , const char * attribName ) ; // Get shader attribute location
RLAPI void set_shader_value ( Shader shader , int locIndex , const void * value , int uniformType ) ; // Set shader uniform value
RLAPI void set_shader_value_v ( Shader shader , int locIndex , const void * value , int uniformType , int count ) ; // Set shader uniform value vector
RLAPI void set_shader_value_matrix ( Shader shader , int locIndex , Matrix mat ) ; // Set shader uniform value (matrix 4x4)
RLAPI void set_shader_value_texture ( Shader shader , int locIndex , Texture2d texture ) ; // Set shader uniform value for texture (sampler2d)
RLAPI void unload_shader ( Shader shader ) ; // Unload shader from GPU memory (VRAM)
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// Screen-space-related functions
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RLAPI Ray get_mouse_ray ( Vector2 mousePosition , Camera camera ) ; // Get a ray trace from mouse position
RLAPI Matrix get_camera_matrix ( Camera camera ) ; // Get camera transform matrix (view matrix)
RLAPI Matrix get_camera_matrix2d ( Camera2D camera ) ; // Get camera 2d transform matrix
RLAPI Vector2 get_world_to_screen ( Vector3 position , Camera camera ) ; // Get the screen space position for a 3d world space position
RLAPI Vector2 get_screen_to_world2d ( Vector2 position , Camera2D camera ) ; // Get the world space position for a 2d camera screen space position
RLAPI Vector2 get_world_to_screen_ex ( Vector3 position , Camera camera , int width , int height ) ; // Get size position for a 3d world space position
RLAPI Vector2 get_world_to_screen2d ( Vector2 position , Camera2D camera ) ; // Get the screen space position for a 2d camera world space position
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// Timing-related functions
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RLAPI void set_target_fps ( int fps ) ; // Set target FPS (maximum)
RLAPI float get_frame_time ( void ) ; // Get time in seconds for last frame drawn (delta time)
RLAPI double get_time ( void ) ; // Get elapsed time in seconds since init_window()
RLAPI int get_fps ( void ) ; // Get current FPS
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// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
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// By default end_drawing() does this job: draws everything + swap_screen_buffer() + manage frame timing + poll_input_events()
// To avoid that behaviour and control frame processes manually, enable in config.h: RL_SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void swap_screen_buffer ( void ) ; // Swap back buffer with front buffer (screen drawing)
RLAPI void poll_input_events ( void ) ; // Register all input events
RLAPI void wait_time ( double seconds ) ; // Wait for some time (halt program execution)
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// Random values generation functions
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RLAPI void set_random_seed ( unsigned int seed ) ; // Set the seed for the random number generator
RLAPI int get_random_value ( int min , int max ) ; // Get a random value between min and max (both included)
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RLAPI int * LoadRandomSequence ( unsigned int count , int min , int max ) ; // Load random values sequence, no values repeated
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RLAPI void unload_random_sequence ( int * sequence ) ; // Unload random values sequence
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// Misc. functions
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RLAPI void take_screenshot ( const char * fileName ) ; // Takes a screenshot of current screen (filename extension defines format)
RLAPI void set_config_flags ( unsigned int flags ) ; // Setup init configuration flags (view FLAGS)
RLAPI void open_url ( const char * url ) ; // Open URL with default system browser (if available)
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// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
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RLAPI void trace_log ( int logLevel , const char * text , . . . ) ; // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void set_trace_log_level ( int logLevel ) ; // Set the current threshold (minimum) log level
RLAPI void * MemAlloc ( unsigned int size ) ; // Internal memory allocator
RLAPI void * MemRealloc ( void * ptr , unsigned int size ) ; // Internal memory reallocator
RLAPI void mem_free ( void * ptr ) ; // Internal memory free
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// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
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RLAPI void set_trace_log_callback ( TraceLogCallback callback ) ; // Set custom trace log
RLAPI void set_load_file_data_callback ( LoadFileDataCallback callback ) ; // Set custom file binary data loader
RLAPI void set_save_file_data_callback ( SaveFileDataCallback callback ) ; // Set custom file binary data saver
RLAPI void set_load_file_text_callback ( LoadFileTextCallback callback ) ; // Set custom file text data loader
RLAPI void set_save_file_text_callback ( SaveFileTextCallback callback ) ; // Set custom file text data saver
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// Files management functions
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RLAPI unsigned char * LoadFileData ( const char * fileName , int * dataSize ) ; // Load file data as byte array (read)
RLAPI void unload_file_data ( unsigned char * data ) ; // Unload file data allocated by LoadFileData()
RLAPI bool save_file_data ( const char * fileName , void * data , int dataSize ) ; // Save data to file from byte array (write), returns true on success
RLAPI bool export_data_as_code ( const unsigned char * data , int dataSize , const char * fileName ) ; // Export data to code (.h), returns true on success
RLAPI char * LoadFileText ( const char * fileName ) ; // Load text data from file (read), returns a '\0' terminated string
RLAPI void unload_file_text ( char * text ) ; // Unload file text data allocated by LoadFileText()
RLAPI bool save_file_text ( const char * fileName , char * text ) ; // Save text data to file (write), string must be '\0' terminated, returns true on success
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//------------------------------------------------------------------
// File system functions
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RLAPI bool file_exists ( const char * fileName ) ; // Check if file exists
RLAPI bool directory_exists ( const char * dirPath ) ; // Check if a directory path exists
RLAPI bool is_file_extension ( const char * fileName , const char * ext ) ; // Check file extension (including point: .png, .wav)
RLAPI int get_file_length ( const char * fileName ) ; // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI const char * GetFileExtension ( const char * fileName ) ; // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI const char * GetFileName ( const char * filePath ) ; // Get pointer to filename for a path string
RLAPI const char * GetFileNameWithoutExt ( const char * filePath ) ; // Get filename string without extension (uses static string)
RLAPI const char * GetDirectoryPath ( const char * filePath ) ; // Get full path for a given fileName with path (uses static string)
RLAPI const char * GetPrevDirectoryPath ( const char * dirPath ) ; // Get previous directory path for a given path (uses static string)
RLAPI const char * GetWorkingDirectory ( void ) ; // Get current working directory (uses static string)
RLAPI const char * GetApplicationDirectory ( void ) ; // Get the directory of the running application (uses static string)
RLAPI bool change_directory ( const char * dir ) ; // Change working directory, return true on success
RLAPI bool is_path_file ( const char * path ) ; // Check if a given path is a file or a directory
RLAPI File_Path_List load_directory_files ( const char * dirPath ) ; // Load directory filepaths
RLAPI File_Path_List load_directory_files_ex ( const char * basePath , const char * filter , bool scanSubdirs ) ; // Load directory filepaths with extension filtering and recursive directory scan
RLAPI void unload_directory_files ( File_Path_List files ) ; // Unload filepaths
RLAPI bool is_file_dropped ( void ) ; // Check if a file has been dropped into window
RLAPI File_Path_List load_dropped_files ( void ) ; // Load dropped filepaths
RLAPI void unload_dropped_files ( File_Path_List files ) ; // Unload dropped filepaths
RLAPI long get_file_mod_time ( const char * fileName ) ; // Get file modification time (last write time)
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// Compression/Encoding functionality
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RLAPI unsigned char * CompressData ( const unsigned char * data , int dataSize , int * compDataSize ) ; // Compress data (DEFLATE algorithm), memory must be mem_free()
RLAPI unsigned char * DecompressData ( const unsigned char * compData , int compDataSize , int * dataSize ) ; // Decompress data (DEFLATE algorithm), memory must be mem_free()
RLAPI char * EncodeDataBase64 ( const unsigned char * data , int dataSize , int * outputSize ) ; // Encode data to Base64 string, memory must be mem_free()
RLAPI unsigned char * DecodeDataBase64 ( const unsigned char * data , int * outputSize ) ; // Decode Base64 string data, memory must be mem_free()
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// Automation events functionality
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RLAPI Automation_Event_List load_automation_event_list ( const char * fileName ) ; // Load automation events list from file, NULL for empty list, capacity = RL_MAX_AUTOMATION_EVENTS
RLAPI void unload_automation_event_list ( Automation_Event_List * list ) ; // Unload automation events list from file
RLAPI bool export_automation_event_list ( Automation_Event_List list , const char * fileName ) ; // Export automation events list as text file
RLAPI void set_automation_event_list ( Automation_Event_List * list ) ; // Set automation event list to record to
RLAPI void set_automation_event_base_frame ( int frame ) ; // Set automation event internal base frame to start recording
RLAPI void start_automation_event_recording ( void ) ; // Start recording automation events (Automation_Event_List must be set)
RLAPI void stop_automation_event_recording ( void ) ; // Stop recording automation events
RLAPI void play_automation_event ( Automation_Event event ) ; // Play a recorded automation event
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//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
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RLAPI bool is_key_pressed ( int key ) ; // Check if a key has been pressed once
RLAPI bool is_key_pressed_repeat ( int key ) ; // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool is_key_down ( int key ) ; // Check if a key is being pressed
RLAPI bool is_key_released ( int key ) ; // Check if a key has been released once
RLAPI bool is_key_up ( int key ) ; // Check if a key is NOT being pressed
RLAPI int get_key_pressed ( void ) ; // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int get_char_pressed ( void ) ; // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI void set_exit_key ( int key ) ; // Set a custom key to exit program (default is ESC)
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// Input-related functions: gamepads
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RLAPI bool is_gamepad_available ( int gamepad ) ; // Check if a gamepad is available
RLAPI const char * GetGamepadName ( int gamepad ) ; // Get gamepad internal name id
RLAPI bool is_gamepad_button_pressed ( int gamepad , int button ) ; // Check if a gamepad button has been pressed once
RLAPI bool is_gamepad_button_down ( int gamepad , int button ) ; // Check if a gamepad button is being pressed
RLAPI bool is_gamepad_button_released ( int gamepad , int button ) ; // Check if a gamepad button has been released once
RLAPI bool is_gamepad_button_up ( int gamepad , int button ) ; // Check if a gamepad button is NOT being pressed
RLAPI int get_gamepad_button_pressed ( void ) ; // Get the last gamepad button pressed
RLAPI int get_gamepad_axis_count ( int gamepad ) ; // Get gamepad axis count for a gamepad
RLAPI float get_gamepad_axis_movement ( int gamepad , int axis ) ; // Get axis movement value for a gamepad axis
RLAPI int set_gamepad_mappings ( const char * mappings ) ; // Set internal gamepad mappings (SDL_GameControllerDB)
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// Input-related functions: mouse
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RLAPI bool is_mouse_button_pressed ( int button ) ; // Check if a mouse button has been pressed once
RLAPI bool is_mouse_button_down ( int button ) ; // Check if a mouse button is being pressed
RLAPI bool is_mouse_button_released ( int button ) ; // Check if a mouse button has been released once
RLAPI bool is_mouse_button_up ( int button ) ; // Check if a mouse button is NOT being pressed
RLAPI int get_mouse_x ( void ) ; // Get mouse position X
RLAPI int get_mouse_y ( void ) ; // Get mouse position Y
RLAPI Vector2 get_mouse_position ( void ) ; // Get mouse position XY
RLAPI Vector2 get_mouse_delta ( void ) ; // Get mouse delta between frames
RLAPI void set_mouse_position ( int x , int y ) ; // Set mouse position XY
RLAPI void set_mouse_offset ( int offsetX , int offsetY ) ; // Set mouse offset
RLAPI void set_mouse_scale ( float scaleX , float scaleY ) ; // Set mouse scaling
RLAPI float get_mouse_wheel_move ( void ) ; // Get mouse wheel movement for X or Y, whichever is larger
RLAPI Vector2 get_mouse_wheel_move_v ( void ) ; // Get mouse wheel movement for both X and Y
RLAPI void set_mouse_cursor ( int cursor ) ; // Set mouse cursor
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// Input-related functions: touch
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RLAPI int get_touch_x ( void ) ; // Get touch position X for touch point 0 (relative to screen size)
RLAPI int get_touch_y ( void ) ; // Get touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 get_touch_position ( int index ) ; // Get touch position XY for a touch point index (relative to screen size)
RLAPI int get_touch_point_id ( int index ) ; // Get touch point identifier for given index
RLAPI int get_touch_point_count ( void ) ; // Get number of touch points
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//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
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RLAPI void set_gestures_enabled ( unsigned int flags ) ; // Enable a set of gestures using flags
RLAPI bool is_gesture_detected ( unsigned int gesture ) ; // Check if a gesture have been detected
RLAPI int get_gesture_detected ( void ) ; // Get latest detected gesture
RLAPI float get_gesture_hold_duration ( void ) ; // Get gesture hold time in milliseconds
RLAPI Vector2 get_gesture_drag_vector ( void ) ; // Get gesture drag vector
RLAPI float get_gesture_drag_angle ( void ) ; // Get gesture drag angle
RLAPI Vector2 get_gesture_pinch_vector ( void ) ; // Get gesture pinch delta
RLAPI float get_gesture_pinch_angle ( void ) ; // Get gesture pinch angle
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//------------------------------------------------------------------------------------
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// Camera System Functions (Module: rcamera)
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//------------------------------------------------------------------------------------
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RLAPI void update_camera ( Camera * camera , int mode ) ; // Update camera position for selected mode
RLAPI void update_camera_pro ( Camera * camera , Vector3 movement , Vector3 rotation , float zoom ) ; // Update camera movement/rotation
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//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
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RLAPI void set_shapes_texture ( Texture2d texture , Rectangle source ) ; // Set texture and rectangle to be used on shapes drawing
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// Basic shapes drawing functions
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RLAPI void draw_pixel ( int posX , int posY , Color color ) ; // Draw a pixel
RLAPI void draw_pixel_v ( Vector2 position , Color color ) ; // Draw a pixel (Vector version)
RLAPI void draw_line ( int startPosX , int startPosY , int endPosX , int endPosY , Color color ) ; // Draw a line
RLAPI void draw_line_v ( Vector2 startPos , Vector2 endPos , Color color ) ; // Draw a line (using gl lines)
RLAPI void draw_line_ex ( Vector2 startPos , Vector2 endPos , float thick , Color color ) ; // Draw a line (using triangles/quads)
RLAPI void draw_line_strip ( Vector2 * points , int pointCount , Color color ) ; // Draw lines sequence (using gl lines)
RLAPI void draw_line_bezier ( Vector2 startPos , Vector2 endPos , float thick , Color color ) ; // Draw line segment cubic-bezier in-out interpolation
RLAPI void draw_circle ( int centerX , int centerY , float radius , Color color ) ; // Draw a color-filled circle
RLAPI void draw_circle_sector ( Vector2 center , float radius , float startAngle , float endAngle , int segments , Color color ) ; // Draw a piece of a circle
RLAPI void draw_circle_sector_lines ( Vector2 center , float radius , float startAngle , float endAngle , int segments , Color color ) ; // Draw circle sector outline
RLAPI void draw_circle_gradient ( int centerX , int centerY , float radius , Color color1 , Color color2 ) ; // Draw a gradient-filled circle
RLAPI void draw_circle_v ( Vector2 center , float radius , Color color ) ; // Draw a color-filled circle (Vector version)
RLAPI void draw_circle_lines ( int centerX , int centerY , float radius , Color color ) ; // Draw circle outline
RLAPI void draw_circle_lines_v ( Vector2 center , float radius , Color color ) ; // Draw circle outline (Vector version)
RLAPI void draw_ellipse ( int centerX , int centerY , float radiusH , float radiusV , Color color ) ; // Draw ellipse
RLAPI void draw_ellipse_lines ( int centerX , int centerY , float radiusH , float radiusV , Color color ) ; // Draw ellipse outline
RLAPI void draw_ring ( Vector2 center , float innerRadius , float outerRadius , float startAngle , float endAngle , int segments , Color color ) ; // Draw ring
RLAPI void draw_ring_lines ( Vector2 center , float innerRadius , float outerRadius , float startAngle , float endAngle , int segments , Color color ) ; // Draw ring outline
RLAPI void draw_rectangle ( int posX , int posY , int width , int height , Color color ) ; // Draw a color-filled rectangle
RLAPI void draw_rectangle_v ( Vector2 position , Vector2 size , Color color ) ; // Draw a color-filled rectangle (Vector version)
RLAPI void draw_rectangle_rec ( Rectangle rec , Color color ) ; // Draw a color-filled rectangle
RLAPI void draw_rectangle_pro ( Rectangle rec , Vector2 origin , float rotation , Color color ) ; // Draw a color-filled rectangle with pro parameters
RLAPI void draw_rectangle_gradient_v ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ; // Draw a vertical-gradient-filled rectangle
RLAPI void draw_rectangle_gradient_h ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ; // Draw a horizontal-gradient-filled rectangle
RLAPI void draw_rectangle_gradient_ex ( Rectangle rec , Color col1 , Color col2 , Color col3 , Color col4 ) ; // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void draw_rectangle_lines ( int posX , int posY , int width , int height , Color color ) ; // Draw rectangle outline
RLAPI void draw_rectangle_lines_ex ( Rectangle rec , float lineThick , Color color ) ; // Draw rectangle outline with extended parameters
RLAPI void draw_rectangle_rounded ( Rectangle rec , float roundness , int segments , Color color ) ; // Draw rectangle with rounded edges
RLAPI void draw_rectangle_rounded_lines ( Rectangle rec , float roundness , int segments , float lineThick , Color color ) ; // Draw rectangle with rounded edges outline
RLAPI void draw_triangle ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ; // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void draw_triangle_lines ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ; // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void draw_triangle_fan ( Vector2 * points , int pointCount , Color color ) ; // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void draw_triangle_strip ( Vector2 * points , int pointCount , Color color ) ; // Draw a triangle strip defined by points
RLAPI void draw_poly ( Vector2 center , int sides , float radius , float rotation , Color color ) ; // Draw a regular polygon (Vector version)
RLAPI void draw_poly_lines ( Vector2 center , int sides , float radius , float rotation , Color color ) ; // Draw a polygon outline of n sides
RLAPI void draw_poly_lines_ex ( Vector2 center , int sides , float radius , float rotation , float lineThick , Color color ) ; // Draw a polygon outline of n sides with extended parameters
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// Splines drawing functions
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RLAPI void draw_spline_linear ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Linear, minimum 2 points
RLAPI void draw_spline_basis ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: B-Spline, minimum 4 points
RLAPI void draw_spline_catmull_rom ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void draw_spline_bezier_quadratic ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void draw_spline_bezier_cubic ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void draw_spline_segment_linear ( Vector2 p1 , Vector2 p2 , float thick , Color color ) ; // Draw spline segment: Linear, 2 points
RLAPI void draw_spline_segment_basis ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float thick , Color color ) ; // Draw spline segment: B-Spline, 4 points
RLAPI void draw_spline_segment_catmull_rom ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float thick , Color color ) ; // Draw spline segment: Catmull-Rom, 4 points
RLAPI void draw_spline_segment_bezier_quadratic ( Vector2 p1 , Vector2 c2 , Vector2 p3 , float thick , Color color ) ; // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
RLAPI void draw_spline_segment_bezier_cubic ( Vector2 p1 , Vector2 c2 , Vector2 c3 , Vector2 p4 , float thick , Color color ) ; // Draw spline segment: Cubic Bezier, 2 points, 2 control points
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// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
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RLAPI Vector2 get_spline_point_linear ( Vector2 startPos , Vector2 endPos , float t ) ; // Get (evaluate) spline point: Linear
RLAPI Vector2 get_spline_point_basis ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float t ) ; // Get (evaluate) spline point: B-Spline
RLAPI Vector2 get_spline_point_catmull_rom ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float t ) ; // Get (evaluate) spline point: Catmull-Rom
RLAPI Vector2 get_spline_point_bezier_quad ( Vector2 p1 , Vector2 c2 , Vector2 p3 , float t ) ; // Get (evaluate) spline point: Quadratic Bezier
RLAPI Vector2 get_spline_point_bezier_cubic ( Vector2 p1 , Vector2 c2 , Vector2 c3 , Vector2 p4 , float t ) ; // Get (evaluate) spline point: Cubic Bezier
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// Basic shapes collision detection functions
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RLAPI bool check_collision_recs ( Rectangle rec1 , Rectangle rec2 ) ; // Check collision between two rectangles
RLAPI bool check_collision_circles ( Vector2 center1 , float radius1 , Vector2 center2 , float radius2 ) ; // Check collision between two circles
RLAPI bool check_collision_circle_rec ( Vector2 center , float radius , Rectangle rec ) ; // Check collision between circle and rectangle
RLAPI bool check_collision_point_rec ( Vector2 point , Rectangle rec ) ; // Check if point is inside rectangle
RLAPI bool check_collision_point_circle ( Vector2 point , Vector2 center , float radius ) ; // Check if point is inside circle
RLAPI bool check_collision_point_triangle ( Vector2 point , Vector2 p1 , Vector2 p2 , Vector2 p3 ) ; // Check if point is inside a triangle
RLAPI bool check_collision_point_poly ( Vector2 point , Vector2 * points , int pointCount ) ; // Check if point is within a polygon described by array of vertices
RLAPI bool check_collision_lines ( 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
RLAPI bool check_collision_point_line ( 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]
RLAPI Rectangle get_collision_rec ( Rectangle rec1 , Rectangle rec2 ) ; // Get collision rectangle for two rectangles collision
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//------------------------------------------------------------------------------------
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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// Image loading functions
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// NOTE: These functions do not require GPU access
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RLAPI Image load_image ( const char * fileName ) ; // Load image from file into CPU memory (RAM)
RLAPI Image load_image_raw ( const char * fileName , int width , int height , int format , int headerSize ) ; // Load image from RAW file data
RLAPI Image load_image_svg ( const char * fileNameOrString , int width , int height ) ; // Load image from SVG file data or string with specified size
RLAPI Image load_image_anim ( const char * fileName , int * frames ) ; // Load image sequence from file (frames appended to image.data)
RLAPI Image load_image_from_memory ( const char * fileType , const unsigned char * fileData , int dataSize ) ; // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image load_image_from_texture ( Texture2d texture ) ; // Load image from GPU texture data
RLAPI Image load_image_from_screen ( void ) ; // Load image from screen buffer and (screenshot)
RLAPI bool is_image_ready ( Image image ) ; // Check if an image is ready
RLAPI void unload_image ( Image image ) ; // Unload image from CPU memory (RAM)
RLAPI bool export_image ( Image image , const char * fileName ) ; // Export image data to file, returns true on success
RLAPI unsigned char * ExportImageToMemory ( Image image , const char * fileType , int * fileSize ) ; // Export image to memory buffer
RLAPI bool export_image_as_code ( Image image , const char * fileName ) ; // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
RLAPI Image gen_image_color ( int width , int height , Color color ) ; // Generate image: plain color
RLAPI Image gen_image_gradient_linear ( int width , int height , int direction , Color start , Color end ) ; // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
RLAPI Image gen_image_gradient_radial ( int width , int height , float density , Color inner , Color outer ) ; // Generate image: radial gradient
RLAPI Image gen_image_gradient_square ( int width , int height , float density , Color inner , Color outer ) ; // Generate image: square gradient
RLAPI Image gen_image_checked ( int width , int height , int checksX , int checksY , Color col1 , Color col2 ) ; // Generate image: checked
RLAPI Image gen_image_white_noise ( int width , int height , float factor ) ; // Generate image: white noise
RLAPI Image gen_image_perlin_noise ( int width , int height , int offsetX , int offsetY , float scale ) ; // Generate image: perlin noise
RLAPI Image gen_image_cellular ( int width , int height , int tileSize ) ; // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI Image gen_image_text ( int width , int height , const char * text ) ; // Generate image: grayscale image from text data
// Image manipulation functions
RLAPI Image image_copy ( Image image ) ; // Create an image duplicate (useful for transformations)
RLAPI Image image_from_image ( Image image , Rectangle rec ) ; // Create an image from another image piece
RLAPI Image image_text ( const char * text , int fontSize , Color color ) ; // Create an image from text (default font)
RLAPI Image image_text_ex ( Font font , const char * text , float fontSize , float spacing , Color tint ) ; // Create an image from text (custom sprite font)
RLAPI void image_format ( Image * image , int newFormat ) ; // Convert image data to desired format
RLAPI void image_to_pot ( Image * image , Color fill ) ; // Convert image to POT (power-of-two)
RLAPI void image_crop ( Image * image , Rectangle crop ) ; // Crop an image to a defined rectangle
RLAPI void image_alpha_crop ( Image * image , float threshold ) ; // Crop image depending on alpha value
RLAPI void image_alpha_clear ( Image * image , Color color , float threshold ) ; // Clear alpha channel to desired color
RLAPI void image_alpha_mask ( Image * image , Image alphaMask ) ; // Apply alpha mask to image
RLAPI void image_alpha_premultiply ( Image * image ) ; // Premultiply alpha channel
RLAPI void image_blur_gaussian ( Image * image , int blurSize ) ; // Apply Gaussian blur using a box blur approximation
RLAPI void ImageKernelConvolution ( Image * image , float * kernel , int kernelSize ) ; // Apply Custom Square image convolution kernel
RLAPI void image_resize ( Image * image , int newWidth , int newHeight ) ; // Resize image (Bicubic scaling algorithm)
RLAPI void image_resize_nn ( Image * image , int newWidth , int newHeight ) ; // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void image_resize_canvas ( Image * image , int newWidth , int newHeight , int offsetX , int offsetY , Color fill ) ; // Resize canvas and fill with color
RLAPI void image_mipmaps ( Image * image ) ; // Compute all mipmap levels for a provided image
RLAPI void image_dither ( Image * image , int rBpp , int gBpp , int bBpp , int aBpp ) ; // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void image_flip_vertical ( Image * image ) ; // Flip image vertically
RLAPI void image_flip_horizontal ( Image * image ) ; // Flip image horizontally
RLAPI void image_rotate ( Image * image , int degrees ) ; // Rotate image by input angle in degrees (-359 to 359)
RLAPI void image_rotate_cw ( Image * image ) ; // Rotate image clockwise 90deg
RLAPI void image_rotate_ccw ( Image * image ) ; // Rotate image counter-clockwise 90deg
RLAPI void image_color_tint ( Image * image , Color color ) ; // Modify image color: tint
RLAPI void image_color_invert ( Image * image ) ; // Modify image color: invert
RLAPI void image_color_grayscale ( Image * image ) ; // Modify image color: grayscale
RLAPI void image_color_contrast ( Image * image , float contrast ) ; // Modify image color: contrast (-100 to 100)
RLAPI void image_color_brightness ( Image * image , int brightness ) ; // Modify image color: brightness (-255 to 255)
RLAPI void image_color_replace ( Image * image , Color color , Color replace ) ; // Modify image color: replace color
RLAPI Color * LoadImageColors ( Image image ) ; // Load color data from image as a Color array (RGBA - 32bit)
RLAPI Color * LoadImagePalette ( Image image , int maxPaletteSize , int * colorCount ) ; // Load colors palette from image as a Color array (RGBA - 32bit)
RLAPI void unload_image_colors ( Color * colors ) ; // Unload color data loaded with LoadImageColors()
RLAPI void unload_image_palette ( Color * colors ) ; // Unload colors palette loaded with LoadImagePalette()
RLAPI Rectangle get_image_alpha_border ( Image image , float threshold ) ; // Get image alpha border rectangle
RLAPI Color get_image_color ( Image image , int x , int y ) ; // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
RLAPI void ImageClearBackground ( Image * dst , Color color ) ; // Clear image background with given color
RLAPI void image_draw_pixel ( Image * dst , int posX , int posY , Color color ) ; // Draw pixel within an image
RLAPI void image_draw_pixel_v ( Image * dst , Vector2 position , Color color ) ; // Draw pixel within an image (Vector version)
RLAPI void image_draw_line ( Image * dst , int startPosX , int startPosY , int endPosX , int endPosY , Color color ) ; // Draw line within an image
RLAPI void image_draw_line_v ( Image * dst , Vector2 start , Vector2 end , Color color ) ; // Draw line within an image (Vector version)
RLAPI void image_draw_circle ( Image * dst , int centerX , int centerY , int radius , Color color ) ; // Draw a filled circle within an image
RLAPI void image_draw_circle_v ( Image * dst , Vector2 center , int radius , Color color ) ; // Draw a filled circle within an image (Vector version)
RLAPI void image_draw_circle_lines ( Image * dst , int centerX , int centerY , int radius , Color color ) ; // Draw circle outline within an image
RLAPI void image_draw_circle_lines_v ( Image * dst , Vector2 center , int radius , Color color ) ; // Draw circle outline within an image (Vector version)
RLAPI void image_draw_rectangle ( Image * dst , int posX , int posY , int width , int height , Color color ) ; // Draw rectangle within an image
RLAPI void image_draw_rectangle_v ( Image * dst , Vector2 position , Vector2 size , Color color ) ; // Draw rectangle within an image (Vector version)
RLAPI void image_draw_rectangle_rec ( Image * dst , Rectangle rec , Color color ) ; // Draw rectangle within an image
RLAPI void image_draw_rectangle_lines ( Image * dst , Rectangle rec , int thick , Color color ) ; // Draw rectangle lines within an image
RLAPI void image_draw ( Image * dst , Image src , Rectangle srcRec , Rectangle dstRec , Color tint ) ; // Draw a source image within a destination image (tint applied to source)
RLAPI void image_draw_text ( Image * dst , const char * text , int posX , int posY , int fontSize , Color color ) ; // Draw text (using default font) within an image (destination)
RLAPI void image_draw_text_ex ( 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
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// NOTE: These functions require GPU access
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RLAPI Texture2d load_texture ( const char * fileName ) ; // Load texture from file into GPU memory (VRAM)
RLAPI Texture2d load_texture_from_image ( Image image ) ; // Load texture from image data
RLAPI Texture_Cubemap load_texture_cubemap ( Image image , int layout ) ; // Load cubemap from image, multiple image cubemap layouts supported
RLAPI Render_Texture2D load_render_texture ( int width , int height ) ; // Load texture for rendering (framebuffer)
RLAPI bool is_texture_ready ( Texture2d texture ) ; // Check if a texture is ready
RLAPI void unload_texture ( Texture2d texture ) ; // Unload texture from GPU memory (VRAM)
RLAPI bool is_render_texture_ready ( Render_Texture2D target ) ; // Check if a render texture is ready
RLAPI void unload_render_texture ( Render_Texture2D target ) ; // Unload render texture from GPU memory (VRAM)
RLAPI void update_texture ( Texture2d texture , const void * pixels ) ; // Update GPU texture with new data
RLAPI void update_texture_rec ( Texture2d texture , Rectangle rec , const void * pixels ) ; // Update GPU texture rectangle with new data
// Texture configuration functions
RLAPI void gen_texture_mipmaps ( Texture2d * texture ) ; // Generate GPU mipmaps for a texture
RLAPI void set_texture_filter ( Texture2d texture , int filter ) ; // Set texture scaling filter mode
RLAPI void set_texture_wrap ( Texture2d texture , int wrap ) ; // Set texture wrapping mode
// Texture drawing functions
RLAPI void draw_texture ( Texture2d texture , int posX , int posY , Color tint ) ; // Draw a Texture2d
RLAPI void draw_texture_v ( Texture2d texture , Vector2 position , Color tint ) ; // Draw a Texture2d with position defined as Vector2
RLAPI void draw_texture_ex ( Texture2d texture , Vector2 position , float rotation , float scale , Color tint ) ; // Draw a Texture2d with extended parameters
RLAPI void draw_texture_rec ( Texture2d texture , Rectangle source , Vector2 position , Color tint ) ; // Draw a part of a texture defined by a rectangle
RLAPI void draw_texture_pro ( 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
RLAPI void draw_texture_npatch ( Texture2d texture , N_Patch_Info 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
RLAPI Color fade ( Color color , float alpha ) ; // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int color_to_int ( Color color ) ; // Get hexadecimal value for a Color
RLAPI Vector4 color_normalize ( Color color ) ; // Get Color normalized as float [0..1]
RLAPI Color color_from_normalized ( Vector4 normalized ) ; // Get Color from normalized values [0..1]
RLAPI Vector3 color_to_hsv ( Color color ) ; // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color color_from_hsv ( float hue , float saturation , float value ) ; // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color color_tint ( Color color , Color tint ) ; // Get color multiplied with another color
RLAPI Color color_brightness ( Color color , float factor ) ; // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color color_contrast ( Color color , float contrast ) ; // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color color_alpha ( Color color , float alpha ) ; // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color color_alpha_blend ( Color dst , Color src , Color tint ) ; // Get src alpha-blended into dst color with tint
RLAPI Color get_color ( unsigned int hexValue ) ; // Get Color structure from hexadecimal value
RLAPI Color get_pixel_color ( void * srcPtr , int format ) ; // Get Color from a source pixel pointer of certain format
RLAPI void set_pixel_color ( void * dstPtr , Color color , int format ) ; // Set color formatted into destination pixel pointer
RLAPI int get_pixel_data_size ( int width , int height , int format ) ; // Get pixel data size in bytes for certain format
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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//------------------------------------------------------------------------------------
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// Font loading/unloading functions
RLAPI Font get_font_default ( void ) ; // Get the default Font
RLAPI Font load_font ( const char * fileName ) ; // Load font from file into GPU memory (VRAM)
RLAPI Font load_font_ex ( 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
RLAPI Font load_font_from_image ( Image image , Color key , int firstChar ) ; // Load font from Image (XNA style)
RLAPI Font load_font_from_memory ( 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'
RLAPI bool is_font_ready ( Font font ) ; // Check if a font is ready
RLAPI Glyph_Info * LoadFontData ( const unsigned char * fileData , int dataSize , int fontSize , int * codepoints , int codepointCount , int type ) ; // Load font data for further use
RLAPI Image gen_image_font_atlas ( const Glyph_Info * glyphs , Rectangle * * glyphRecs , int glyphCount , int fontSize , int padding , int packMethod ) ; // Generate image font atlas using chars info
RLAPI void unload_font_data ( Glyph_Info * glyphs , int glyphCount ) ; // Unload font chars info data (RAM)
RLAPI void unload_font ( Font font ) ; // Unload font from GPU memory (VRAM)
RLAPI bool export_font_as_code ( Font font , const char * fileName ) ; // Export font as code file, returns true on success
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// Text drawing functions
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RLAPI void draw_fps ( int posX , int posY ) ; // Draw current FPS
RLAPI void draw_text ( const char * text , int posX , int posY , int fontSize , Color color ) ; // Draw text (using default font)
RLAPI void draw_text_ex ( Font font , const char * text , Vector2 position , float fontSize , float spacing , Color tint ) ; // Draw text using font and additional parameters
RLAPI void draw_text_pro ( 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)
RLAPI void draw_text_codepoint ( Font font , int codepoint , Vector2 position , float fontSize , Color tint ) ; // Draw one character (codepoint)
RLAPI void draw_text_codepoints ( Font font , const int * codepoints , int codepointCount , Vector2 position , float fontSize , float spacing , Color tint ) ; // Draw multiple character (codepoint)
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// Text font info functions
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RLAPI void set_text_line_spacing ( int spacing ) ; // Set vertical line spacing when drawing with line-breaks
RLAPI int measure_text ( const char * text , int fontSize ) ; // Measure string width for default font
RLAPI Vector2 measure_text_ex ( Font font , const char * text , float fontSize , float spacing ) ; // Measure string size for Font
RLAPI int get_glyph_index ( Font font , int codepoint ) ; // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI Glyph_Info get_glyph_info ( Font font , int codepoint ) ; // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle get_glyph_atlas_rec ( Font font , int codepoint ) ; // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
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// Text codepoints management functions (unicode characters)
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RLAPI char * LoadUTF8 ( const int * codepoints , int length ) ; // Load UTF-8 text encoded from codepoints array
RLAPI void unload_utf8 ( char * text ) ; // Unload UTF-8 text encoded from codepoints array
RLAPI int * LoadCodepoints ( const char * text , int * count ) ; // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void unload_codepoints ( int * codepoints ) ; // Unload codepoints data from memory
RLAPI int get_codepoint_count ( const char * text ) ; // Get total number of codepoints in a UTF-8 encoded string
RLAPI int get_codepoint ( const char * text , int * codepointSize ) ; // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int get_codepoint_next ( const char * text , int * codepointSize ) ; // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int get_codepoint_previous ( const char * text , int * codepointSize ) ; // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char * CodepointToUTF8 ( int codepoint , int * utf8Size ) ; // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
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// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
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RLAPI int text_copy ( char * dst , const char * src ) ; // Copy one string to another, returns bytes copied
RLAPI bool text_is_equal ( const char * text1 , const char * text2 ) ; // Check if two text string are equal
RLAPI unsigned int text_length ( const char * text ) ; // Get text length, checks for '\0' ending
RLAPI const char * TextFormat ( const char * text , . . . ) ; // Text formatting with variables (sprintf() style)
RLAPI const char * TextSubtext ( const char * text , int position , int length ) ; // Get a piece of a text string
RLAPI char * TextReplace ( char * text , const char * replace , const char * by ) ; // Replace text string (WARNING: memory must be freed!)
RLAPI char * TextInsert ( const char * text , const char * insert , int position ) ; // Insert text in a position (WARNING: memory must be freed!)
RLAPI const char * TextJoin ( const char * * textList , int count , const char * delimiter ) ; // Join text strings with delimiter
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RLAPI const char * * TextSplit ( const char * text , char delimiter , int * count ) ; // Split text into multiple strings
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RLAPI void text_append ( char * text , const char * append , int * position ) ; // Append text at specific position and move cursor!
RLAPI int text_find_index ( const char * text , const char * find ) ; // Find first text occurrence within a string
RLAPI const char * TextToUpper ( const char * text ) ; // Get upper case version of provided string
RLAPI const char * TextToLower ( const char * text ) ; // Get lower case version of provided string
RLAPI const char * TextToPascal ( const char * text ) ; // Get Pascal case notation version of provided string
RLAPI int text_to_integer ( const char * text ) ; // Get integer value from text (negative values not supported)
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//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
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RLAPI void draw_line3_d ( Vector3 startPos , Vector3 endPos , Color color ) ; // Draw a line in 3D world space
RLAPI void draw_point3_d ( Vector3 position , Color color ) ; // Draw a point in 3D space, actually a small line
RLAPI void draw_circle3_d ( Vector3 center , float radius , Vector3 rotationAxis , float rotationAngle , Color color ) ; // Draw a circle in 3D world space
RLAPI void draw_triangle3_d ( Vector3 v1 , Vector3 v2 , Vector3 v3 , Color color ) ; // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void draw_triangle_strip3d ( Vector3 * points , int pointCount , Color color ) ; // Draw a triangle strip defined by points
RLAPI void draw_cube ( Vector3 position , float width , float height , float length , Color color ) ; // Draw cube
RLAPI void draw_cube_v ( Vector3 position , Vector3 size , Color color ) ; // Draw cube (Vector version)
RLAPI void draw_cube_wires ( Vector3 position , float width , float height , float length , Color color ) ; // Draw cube wires
RLAPI void draw_cube_wires_v ( Vector3 position , Vector3 size , Color color ) ; // Draw cube wires (Vector version)
RLAPI void draw_sphere ( Vector3 centerPos , float radius , Color color ) ; // Draw sphere
RLAPI void draw_sphere_ex ( Vector3 centerPos , float radius , int rings , int slices , Color color ) ; // Draw sphere with extended parameters
RLAPI void draw_sphere_wires ( Vector3 centerPos , float radius , int rings , int slices , Color color ) ; // Draw sphere wires
RLAPI void draw_cylinder ( Vector3 position , float radiusTop , float radiusBottom , float height , int slices , Color color ) ; // Draw a cylinder/cone
RLAPI void draw_cylinder_ex ( Vector3 startPos , Vector3 endPos , float startRadius , float endRadius , int sides , Color color ) ; // Draw a cylinder with base at startPos and top at endPos
RLAPI void draw_cylinder_wires ( Vector3 position , float radiusTop , float radiusBottom , float height , int slices , Color color ) ; // Draw a cylinder/cone wires
RLAPI void draw_cylinder_wires_ex ( Vector3 startPos , Vector3 endPos , float startRadius , float endRadius , int sides , Color color ) ; // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void draw_capsule ( 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
RLAPI void draw_capsule_wires ( 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
RLAPI void draw_plane ( Vector3 centerPos , Vector2 size , Color color ) ; // Draw a plane XZ
RLAPI void draw_ray ( Ray ray , Color color ) ; // Draw a ray line
RLAPI void draw_grid ( int slices , float spacing ) ; // Draw a grid (centered at (0, 0, 0))
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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// Model management functions
RLAPI Model load_model ( const char * fileName ) ; // Load model from files (meshes and materials)
RLAPI Model load_model_from_mesh ( Mesh mesh ) ; // Load model from generated mesh (default material)
RLAPI bool is_model_ready ( Model model ) ; // Check if a model is ready
RLAPI void unload_model ( Model model ) ; // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI Bounding_box get_model_bounding_box ( Model model ) ; // Compute model bounding box limits (considers all meshes)
// Model drawing functions
RLAPI void draw_model ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model (with texture if set)
RLAPI void draw_model_ex ( Model model , Vector3 position , Vector3 rotationAxis , float rotationAngle , Vector3 scale , Color tint ) ; // Draw a model with extended parameters
RLAPI void draw_model_wires ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model wires (with texture if set)
RLAPI void draw_model_wires_ex ( Model model , Vector3 position , Vector3 rotationAxis , float rotationAngle , Vector3 scale , Color tint ) ; // Draw a model wires (with texture if set) with extended parameters
RLAPI void draw_bounding_box ( Bounding_box box , Color color ) ; // Draw bounding box (wires)
RLAPI void draw_billboard ( Camera camera , Texture2d texture , Vector3 position , float size , Color tint ) ; // Draw a billboard texture
RLAPI void draw_billboard_rec ( Camera camera , Texture2d texture , Rectangle source , Vector3 position , Vector2 size , Color tint ) ; // Draw a billboard texture defined by source
RLAPI void draw_billboard_pro ( 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
RLAPI void upload_mesh ( Mesh * mesh , bool dynamic ) ; // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void update_mesh_buffer ( Mesh mesh , int index , const void * data , int dataSize , int offset ) ; // Update mesh vertex data in GPU for a specific buffer index
RLAPI void unload_mesh ( Mesh mesh ) ; // Unload mesh data from CPU and GPU
RLAPI void draw_mesh ( Mesh mesh , Material material , Matrix transform ) ; // Draw a 3d mesh with material and transform
RLAPI void draw_mesh_instanced ( Mesh mesh , Material material , const Matrix * transforms , int instances ) ; // Draw multiple mesh instances with material and different transforms
RLAPI bool export_mesh ( Mesh mesh , const char * fileName ) ; // Export mesh data to file, returns true on success
RLAPI Bounding_box get_mesh_bounding_box ( Mesh mesh ) ; // Compute mesh bounding box limits
RLAPI void gen_mesh_tangents ( Mesh * mesh ) ; // Compute mesh tangents
// Mesh generation functions
RLAPI Mesh gen_mesh_poly ( int sides , float radius ) ; // Generate polygonal mesh
RLAPI Mesh gen_mesh_plane ( float width , float length , int resX , int resZ ) ; // Generate plane mesh (with subdivisions)
RLAPI Mesh gen_mesh_cube ( float width , float height , float length ) ; // Generate cuboid mesh
RLAPI Mesh gen_mesh_sphere ( float radius , int rings , int slices ) ; // Generate sphere mesh (standard sphere)
RLAPI Mesh gen_mesh_hemi_sphere ( float radius , int rings , int slices ) ; // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh gen_mesh_cylinder ( float radius , float height , int slices ) ; // Generate cylinder mesh
RLAPI Mesh gen_mesh_cone ( float radius , float height , int slices ) ; // Generate cone/pyramid mesh
RLAPI Mesh gen_mesh_torus ( float radius , float size , int radSeg , int sides ) ; // Generate torus mesh
RLAPI Mesh gen_mesh_knot ( float radius , float size , int radSeg , int sides ) ; // Generate trefoil knot mesh
RLAPI Mesh gen_mesh_heightmap ( Image heightmap , Vector3 size ) ; // Generate heightmap mesh from image data
RLAPI Mesh gen_mesh_cubicmap ( Image cubicmap , Vector3 cubeSize ) ; // Generate cubes-based map mesh from image data
// Material loading/unloading functions
RLAPI Material * LoadMaterials ( const char * fileName , int * materialCount ) ; // Load materials from model file
RLAPI Material load_material_default ( void ) ; // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool is_material_ready ( Material material ) ; // Check if a material is ready
RLAPI void unload_material ( Material material ) ; // Unload material from GPU memory (VRAM)
RLAPI void set_material_texture ( Material * material , int mapType , Texture2d texture ) ; // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void set_model_mesh_material ( Model * model , int meshId , int materialId ) ; // Set material for a mesh
// Model animations loading/unloading functions
RLAPI Model_Animation * LoadModelAnimations ( const char * fileName , int * animCount ) ; // Load model animations from file
RLAPI void update_model_animation ( Model model , Model_Animation anim , int frame ) ; // Update model animation pose
RLAPI void unload_model_animation ( Model_Animation anim ) ; // Unload animation data
RLAPI void unload_model_animations ( Model_Animation * animations , int animCount ) ; // Unload animation array data
RLAPI bool is_model_animation_valid ( Model model , Model_Animation anim ) ; // Check model animation skeleton match
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// Collision detection functions
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RLAPI bool check_collision_spheres ( Vector3 center1 , float radius1 , Vector3 center2 , float radius2 ) ; // Check collision between two spheres
RLAPI bool check_collision_boxes ( Bounding_box box1 , Bounding_box box2 ) ; // Check collision between two bounding boxes
RLAPI bool check_collision_box_sphere ( Bounding_box box , Vector3 center , float radius ) ; // Check collision between box and sphere
RLAPI Ray_Collision get_ray_collision_sphere ( Ray ray , Vector3 center , float radius ) ; // Get collision info between ray and sphere
RLAPI Ray_Collision get_ray_collision_box ( Ray ray , Bounding_box box ) ; // Get collision info between ray and box
RLAPI Ray_Collision get_ray_collision_mesh ( Ray ray , Mesh mesh , Matrix transform ) ; // Get collision info between ray and mesh
RLAPI Ray_Collision get_ray_collision_triangle ( Ray ray , Vector3 p1 , Vector3 p2 , Vector3 p3 ) ; // Get collision info between ray and triangle
RLAPI Ray_Collision get_ray_collision_quad ( Ray ray , Vector3 p1 , Vector3 p2 , Vector3 p3 , Vector3 p4 ) ; // Get collision info between ray and quad
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//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
typedef void ( * AudioCallback ) ( void * bufferData , unsigned int frames ) ;
// Audio device management functions
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RLAPI void init_audio_device ( void ) ; // Initialize audio device and context
RLAPI void close_audio_device ( void ) ; // Close the audio device and context
RLAPI bool is_audio_device_ready ( void ) ; // Check if audio device has been initialized successfully
RLAPI void set_master_volume ( float volume ) ; // Set master volume (listener)
RLAPI float get_master_volume ( void ) ; // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave load_wave ( const char * fileName ) ; // Load wave data from file
RLAPI Wave load_wave_from_memory ( const char * fileType , const unsigned char * fileData , int dataSize ) ; // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool is_wave_ready ( Wave wave ) ; // Checks if wave data is ready
RLAPI Sound load_sound ( const char * fileName ) ; // Load sound from file
RLAPI Sound load_sound_from_wave ( Wave wave ) ; // Load sound from wave data
RLAPI Sound load_sound_alias ( Sound source ) ; // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool is_sound_ready ( Sound sound ) ; // Checks if a sound is ready
RLAPI void update_sound ( Sound sound , const void * data , int sampleCount ) ; // Update sound buffer with new data
RLAPI void unload_wave ( Wave wave ) ; // Unload wave data
RLAPI void unload_sound ( Sound sound ) ; // Unload sound
RLAPI void unload_sound_alias ( Sound alias ) ; // Unload a sound alias (does not deallocate sample data)
RLAPI bool export_wave ( Wave wave , const char * fileName ) ; // Export wave data to file, returns true on success
RLAPI bool export_wave_as_code ( Wave wave , const char * fileName ) ; // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
RLAPI void play_sound ( Sound sound ) ; // Play a sound
RLAPI void stop_sound ( Sound sound ) ; // Stop playing a sound
RLAPI void pause_sound ( Sound sound ) ; // Pause a sound
RLAPI void resume_sound ( Sound sound ) ; // Resume a paused sound
RLAPI bool is_sound_playing ( Sound sound ) ; // Check if a sound is currently playing
RLAPI void set_sound_volume ( Sound sound , float volume ) ; // Set volume for a sound (1.0 is max level)
RLAPI void set_sound_pitch ( Sound sound , float pitch ) ; // Set pitch for a sound (1.0 is base level)
RLAPI void set_sound_pan ( Sound sound , float pan ) ; // Set pan for a sound (0.5 is center)
RLAPI Wave wave_copy ( Wave wave ) ; // Copy a wave to a new wave
RLAPI void wave_crop ( Wave * wave , int initSample , int finalSample ) ; // Crop a wave to defined samples range
RLAPI void wave_format ( Wave * wave , int sampleRate , int sampleSize , int channels ) ; // Convert wave data to desired format
RLAPI float * LoadWaveSamples ( Wave wave ) ; // Load samples data from wave as a 32bit float data array
RLAPI void unload_wave_samples ( float * samples ) ; // Unload samples data loaded with LoadWaveSamples()
// Music management functions
RLAPI Music load_music_stream ( const char * fileName ) ; // Load music stream from file
RLAPI Music load_music_stream_from_memory ( const char * fileType , const unsigned char * data , int dataSize ) ; // Load music stream from data
RLAPI bool is_music_ready ( Music music ) ; // Checks if a music stream is ready
RLAPI void unload_music_stream ( Music music ) ; // Unload music stream
RLAPI void play_music_stream ( Music music ) ; // Start music playing
RLAPI bool is_music_stream_playing ( Music music ) ; // Check if music is playing
RLAPI void update_music_stream ( Music music ) ; // Updates buffers for music streaming
RLAPI void stop_music_stream ( Music music ) ; // Stop music playing
RLAPI void pause_music_stream ( Music music ) ; // Pause music playing
RLAPI void resume_music_stream ( Music music ) ; // Resume playing paused music
RLAPI void seek_music_stream ( Music music , float position ) ; // Seek music to a position (in seconds)
RLAPI void set_music_volume ( Music music , float volume ) ; // Set volume for music (1.0 is max level)
RLAPI void set_music_pitch ( Music music , float pitch ) ; // Set pitch for a music (1.0 is base level)
RLAPI void set_music_pan ( Music music , float pan ) ; // Set pan for a music (0.5 is center)
RLAPI float get_music_time_length ( Music music ) ; // Get music time length (in seconds)
RLAPI float get_music_time_played ( Music music ) ; // Get current music time played (in seconds)
// Audio_Stream management functions
RLAPI Audio_Stream load_audio_stream ( unsigned int sampleRate , unsigned int sampleSize , unsigned int channels ) ; // Load audio stream (to stream raw audio pcm data)
RLAPI bool is_audio_stream_ready ( Audio_Stream stream ) ; // Checks if an audio stream is ready
RLAPI void unload_audio_stream ( Audio_Stream stream ) ; // Unload audio stream and free memory
RLAPI void update_audio_stream ( Audio_Stream stream , const void * data , int frameCount ) ; // Update audio stream buffers with data
RLAPI bool is_audio_stream_processed ( Audio_Stream stream ) ; // Check if any audio stream buffers requires refill
RLAPI void play_audio_stream ( Audio_Stream stream ) ; // Play audio stream
RLAPI void pause_audio_stream ( Audio_Stream stream ) ; // Pause audio stream
RLAPI void resume_audio_stream ( Audio_Stream stream ) ; // Resume audio stream
RLAPI bool is_audio_stream_playing ( Audio_Stream stream ) ; // Check if audio stream is playing
RLAPI void stop_audio_stream ( Audio_Stream stream ) ; // Stop audio stream
RLAPI void set_audio_stream_volume ( Audio_Stream stream , float volume ) ; // Set volume for audio stream (1.0 is max level)
RLAPI void set_audio_stream_pitch ( Audio_Stream stream , float pitch ) ; // Set pitch for audio stream (1.0 is base level)
RLAPI void set_audio_stream_pan ( Audio_Stream stream , float pan ) ; // Set pan for audio stream (0.5 is centered)
RLAPI void set_audio_stream_buffer_size_default ( int size ) ; // Default size for new audio streams
RLAPI void set_audio_stream_callback ( Audio_Stream stream , AudioCallback callback ) ; // Audio thread callback to request new data
RLAPI void attach_audio_stream_processor ( Audio_Stream stream , AudioCallback processor ) ; // Attach audio stream processor to stream, receives the samples as <float>s
RLAPI void detach_audio_stream_processor ( Audio_Stream stream , AudioCallback processor ) ; // Detach audio stream processor from stream
RLAPI void attach_audio_mixed_processor ( AudioCallback processor ) ; // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void detach_audio_mixed_processor ( AudioCallback processor ) ; // Detach audio stream processor from the entire audio pipeline
RL_EXTERN_C_END
RL_NS_END
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# endif // RAYLIB_H