diff --git a/NEXT.md b/NEXT.md index 2b67a48..4eeb59e 100644 --- a/NEXT.md +++ b/NEXT.md @@ -1,3 +1,82 @@ +## Queued: a pointer from C needs a length before it can be indexed + +**Sequenced after the generics lane**, which holds `lib/check.ml`. + +`indexed` in `lib/check.ml` accepts `Array` and `Slice` only, so a `(Ptr T)` that came back from C is readable at +element 0 through `deref` and nowhere else. Confirmed empirically rather than inferred: +`(at (.recs (rl/get-font-default)) 0)` answers `(Ptr rl/Rectangle) cannot be indexed`. + +**It blocks real work now**, which is why it moved from a note to a queue entry. Three upstream examples are +unportable — `text_rectangle_bounds` (walks `font.recs[i]` and `font.glyphs[i]`), `text_codepoints_loading` +(`LoadCodepoints` returns `int*`) and `textures_image_processing` (`LoadImageColors` returns `Color*`) — and the +first of those is the only *procedural* font example, so the whole hand-written `Font` surface has no example +caller. Every other text example needs a TTF on disk. + +The problem is that C hands back a pointer and no length. Two shapes: + +1. **`(slice-from-ptr p n)`** — the caller states the length and owns being right about it. Honest, one form, and + the unsafety is written at the site where somebody had to know the answer anyway. It is the same trust + `declare-c` already extends. +2. **A per-binding declaration naming which argument carries the count.** raylib's convention is an out-parameter + (`LoadCodepoints(text, &count)`), so the information usually *is* there. This makes the binding carry it once + instead of every call site repeating it, and it fits the existing `bindings` file. It does not cover + `font.recs`, where the count is a sibling *field* (`font.glyphCount`) rather than an argument. + +They are not exclusive, and 2 does not cover every case, so 1 is probably the floor whatever else is built. + +## Queued, decided by the author: generic structs and generic array lengths + +**Sequenced after the core generics lane, not beside it.** Both change `Types.t`, which that lane is inside. + +The author's question settled it: Odin has both, and the normal way to write them is together. +`core/math/linalg/extended.odin:488` binds three things in one pattern — + +```odin +is_nan_array :: proc(x: $A/[$N]$T) -> (out: [N]bool) where IS_FLOAT(T) +``` + +`A` is the array type, `N` its length, `T` its element, and `[N]bool` in the *return* type uses `N`, so the result +is an array of the same length as the argument. And `core/container/small_array/small_array.odin:23` is the generic +struct over both, with a predicate over a **value** rather than a type: + +```odin +Small_Array :: struct($N: int, $T: typeid) where N >= 0 { ... } +``` + +### Why they are one project + +`Types.Named` is a bare string with no parameters and `Types.Array` is `int64 * t`. Either feature means `Types.t` +gains a parameterised case, and `Types.t` is consumed by `emit.ml`'s layout calculator, `x86.ml`, `render.ml`, the +DWARF path and the map key-pair emitter. **Same price for one as for both**, which is the whole reason to do them +together. + +What the spike measured for the length half specifically: `Ast.len` is `Lint | Lname`, so `$n` parses today with no +reader or parser change — the same free ride the type sigil got. Everything after that is the expensive part. +`bind_ty` gains a length-binding case (`Array (n, p)` against `Array (m, a)` binds `n := m`), `mangle_ty` gains a +number, and `array_len` has to answer "a variable" rather than failing — which means the checker's compile-time +constant folding has to accept that a length can stay symbolic until instantiation. + +### The motivating case, and it is not `$n` on its own + +`$n` alone buys little. `swap!` does not need it — it takes a slice and two indices, and the length is a runtime +field. Nor does a `pop` from a `Vec`. The case that wants both is **a fixed-capacity array with a count and no +allocation**, which is Odin's `Small_Array` and a good fit for a game that refuses to allocate in a frame: + +```lisp +(defvar enemies (Small-Array 64 Enemy)) +``` + +`PORTING.md`'s recommendation for the game's state was fixed arrays with counts held in `defvar` globals, kept +deliberately away from `Vec` so nothing is move-only. `(Small-Array $n $t)` is that pattern with a type behind it +instead of two variables kept in step by hand. That is the argument for building this, and it is stronger than +"Odin has it". + +### Also worth deciding when it is built + +Odin's `where N >= 0` is a predicate over a **value**, not a type. The `where` mechanism just decided here takes +type predicates (`ordered?`, `copyable?`). Whether it also takes value predicates over a length parameter is a +separate question and should be answered deliberately rather than falling out of the implementation. + ## To discuss: two decisions parked during the ownership discussion Both came out of the lane that closed the enum-layout and constant-checking gaps. Its work is sound and committed; diff --git a/PORTING.md b/PORTING.md index bf1158e..132eacc 100644 --- a/PORTING.md +++ b/PORTING.md @@ -267,6 +267,15 @@ the state type. `sand.flan` is already written that way. The frame rollback is t piece that needs to touch the state, and the game can supply `snapshot`/`restore` as two more callbacks. +> **Settled by the author, 2026-09-13: fixed arrays with counts.** The first branch below. So the +> conditional verdict in this section is now unconditional: the state fits in `defvar` globals, the +> engine takes only `(Fn [] ())` callbacks and never names a state type, generics stays off this +> game's critical path, and `drop` is not needed for this version. Nothing in the language had to be +> built for it — fixed arrays, counts and slices all already work. What is left is writing the game. +> +> Carry forward the one flag §3 raises: the next version, with several tilesets and several atlases, +> grows straight into `drop` and into `(Vec T)` where `T` owns a `Vec`. + **This verdict is conditional, and the condition is one decision.** Both it and the globals workaround above hang on the same pivot, so it is worth stating once, flatly: *nothing in this game's state needs to be move-only.* Make the inner collections fixed diff --git a/examples/core-3d-picking.flan b/examples/core-3d-picking.flan new file mode 100644 index 0000000..d96d561 --- /dev/null +++ b/examples/core-3d-picking.flan @@ -0,0 +1,157 @@ +;;;; raylib [core] example - 3d picking +;;;; +;;;; examples/core/core_3d_picking.c. The one `core` example in this batch, +;;;; and it is here for surface and not for category: it is the only example +;;;; anywhere upstream that uses Ray and RayCollision without also loading a +;;;; Model, so it is the only way those two structs get a caller at all. +;;;; +;;;; Picking is the round trip the corpus was missing. core-world-screen.flan +;;;; already runs get-world-to-screen — a point in the scene to a pixel. This +;;;; is the inverse and it is a different shape: a pixel does not name a +;;;; point, it names a *line* through the scene, which is what a Ray is, and +;;;; the answer to "what did I click on" is where that line first meets +;;;; something, which is what a RayCollision is. Two structs the package could +;;;; not describe, for one operation that cannot be written without them. +;;;; +;;;; What was added, all in vendor/raylib/raylib.flan: +;;;; +;;;; - `Ray` — two Vector3s, origin and direction. +;;;; - `RayCollision` — a C `bool`, a float and two Vector3s. This is the +;;;; one of the three new structs a layout check can actually fail: +;;;; `hit` is one byte and `distance` is four, so there are three padding +;;;; bytes between them that a permutation destroys. BoundingBox's two +;;;; Vector3s are interchangeable and nothing would catch swapping them. +;;;; - `BoundingBox` — shared with examples/models-box-collisions.flan. +;;;; - get-screen-to-world-ray and draw-ray, hand-written beside +;;;; get-world-to-screen and the cube draws for the reasons `bindings` +;;;; gives: the first reads the same camera as its inverse, and the second +;;;; is inside a frame. +;;;; +;;;; get-ray-collision-box came free out of the generated half the moment Ray +;;;; and BoundingBox existed, along with the sphere, triangle and quad forms. +;;;; get-ray-collision-mesh is still refused and will stay refused: Mesh owns +;;;; seven arrays and a GPU handle, and describing it is a different job. +;;;; +;;;; raylib 5.5 renamed GetMouseRay to GetScreenToWorldRay and left the old +;;;; name as a #define. A #define is not a symbol, so there is nothing to bind +;;;; it to and nothing lost by not trying. + +(import rl "vendor:raylib") + +(defconst screen-width 800) +(defconst screen-height 450) + +(defvar camera rl/Camera3D) + +(defvar cube-position rl/Vector3) +(defvar cube-size rl/Vector3) + +;; The picking ray, kept between frames because draw-ray draws it every frame +;; whether or not it hit anything — that is how the example shows where the +;; click went. +(defvar ray rl/Ray) +(defvar collision rl/RayCollision) + +;; The same centre/size to min/max conversion as in +;; examples/models-box-collisions.flan. Written out here rather than shared +;; because an example is a single file the reader can follow end to end, and +;; a two-file port for eight expressions would cost more than it saves. +(defn box-around [centre rl/Vector3 size rl/Vector3] rl/BoundingBox + (rl/BoundingBox + {.min (rl/Vector3 {.x (- (.x centre) (/ (.x size) 2.0)) + .y (- (.y centre) (/ (.y size) 2.0)) + .z (- (.z centre) (/ (.z size) 2.0))}) + .max (rl/Vector3 {.x (+ (.x centre) (/ (.x size) 2.0)) + .y (+ (.y centre) (/ (.y size) 2.0)) + .z (+ (.z centre) (/ (.z size) 2.0))})})) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [core] example - 3d picking") + (defer (rl/close-window)) + + (set camera (rl/Camera3D {.position (rl/Vector3 {.x 10.0 .y 10.0 .z 10.0}) + .target (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0}) + .up (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0}) + .fovy 45.0 + .projection :perspective})) + + (set cube-position (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0})) + (set cube-size (rl/Vector3 {.x 2.0 .y 2.0 .z 2.0})) + + ;; Both start zeroed, which is the C's `= { 0 }`. A zero Ray draws as a + ;; degenerate line at the origin and a zero RayCollision has hit false, so + ;; neither needs a "not yet" flag beside it. + (set ray (rl/Ray {.position (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0}) + .direction (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})})) + (set collision (rl/RayCollision {.hit false .distance 0.0 + .point (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0}) + .normal (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})})) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update. The first-person controls only run while the cursor is + ;; captured, which is what the right button toggles — otherwise the mouse + ;; could not be used to aim at anything. + (when (rl/cursor-hidden?) (rl/update-camera (addr camera) :first-person)) + + (when (rl/mouse-button-pressed? :right) + (if (rl/cursor-hidden?) (rl/enable-cursor) (rl/disable-cursor))) + + (when (rl/mouse-button-pressed? :left) + (if (not (.hit collision)) + ;; The pixel under the pointer, as a line through the scene, tested + ;; against the cube's bounds. + (do + (set ray (rl/get-screen-to-world-ray (rl/get-mouse-position) camera)) + (set collision + (rl/get-ray-collision-box ray (box-around cube-position cube-size)))) + ;; A second click deselects. Only `hit` is cleared; the ray stays put + ;; and keeps being drawn, as in the C. + (set (.hit collision) false))) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + (rl/begin-mode-3d camera) + + (if (.hit collision) + (do + (rl/draw-cube cube-position (.x cube-size) (.y cube-size) (.z cube-size) + rl/red) + (rl/draw-cube-wires cube-position (.x cube-size) (.y cube-size) + (.z cube-size) rl/maroon) + ;; A slightly larger wireframe around the selection, which is the + ;; whole visual feedback of the example. + (rl/draw-cube-wires cube-position (+ (.x cube-size) 0.2) + (+ (.y cube-size) 0.2) (+ (.z cube-size) 0.2) + rl/green)) + (do + (rl/draw-cube cube-position (.x cube-size) (.y cube-size) (.z cube-size) + rl/gray) + (rl/draw-cube-wires cube-position (.x cube-size) (.y cube-size) + (.z cube-size) rl/darkgray))) + + ;; raylib draws the ray a thousand units long, so it reads as a line + ;; crossing the scene rather than as a segment with an end. + (rl/draw-ray ray rl/maroon) + (rl/draw-grid 10 1.0) + + (rl/end-mode-3d) + + (rl/draw-text "Try clicking on the box with your mouse!" 240 10 20 + rl/darkgray) + + (when (.hit collision) + (rl/draw-text "BOX SELECTED" + (/ (- screen-width (rl/measure-text "BOX SELECTED" 30)) 2) + (i32 (* (f32 screen-height) 0.1)) 30 rl/green)) + + (rl/draw-text "Right click mouse to toggle camera controls" 10 430 10 + rl/gray) + + (rl/draw-fps 10 10) + + (rl/end-drawing))) diff --git a/examples/models-box-collisions.flan b/examples/models-box-collisions.flan new file mode 100644 index 0000000..74ab36f --- /dev/null +++ b/examples/models-box-collisions.flan @@ -0,0 +1,133 @@ +;;;; raylib [models] example - box collisions +;;;; +;;;; examples/models/models_box_collisions.c. The previous lane's finding was +;;;; that the whole models category is refused by the importer for want of a +;;;; defstruct, and that a models example is therefore mostly a binding +;;;; exercise. That is true of the twenty that load a Model — but not of this +;;;; one, which is why it is here: nothing in it is a Model, a Mesh or a +;;;; Material. It is two cubes, a sphere and one aggregate the package did not +;;;; describe. +;;;; +;;;; That aggregate is BoundingBox, and it is two Vector3s and nothing else — +;;;; no owned pointer, no array, no lifetime. One `defstruct` in +;;;; vendor/raylib/raylib.flan un-refuses four raylib functions at once +;;;; (CheckCollisionBoxes, CheckCollisionBoxSphere, DrawBoundingBox and +;;;; GetRayCollisionBox), and that is the cheapest widening of the 3D surface +;;;; available anywhere in the tree. Ray and RayCollision went in beside it +;;;; for examples/core-3d-picking.flan and for the same reason. +;;;; +;;;; So the answer to "is a models example just a binding exercise" is: the +;;;; ones that need Model are, and this one is the counterexample. What +;;;; separates them is not the category, it is whether the struct owns memory. +;;;; +;;;; What it also exercises, and what needed hand-writing rather than +;;;; generating: draw-cube-v, draw-sphere and draw-sphere-wires. All three +;;;; were in the generated half already, and all three moved to the +;;;; hand-written one here on `bindings`'s own rule — they are inside a frame, +;;;; in an example that ships in examples/. draw-cube-v in particular was +;;;; named there as generated *because nothing called it*; something calls it +;;;; now. +;;;; +;;;; The collision maths is written twice in the C, once per test, building +;;;; the player's box inline both times. It is a function here for the reason +;;;; the eyes example gives: two copies of the same eight expressions cannot +;;;; be checked against each other by reading them. + +(import rl "vendor:raylib") + +(defconst screen-width 800) +(defconst screen-height 450) + +(defvar camera rl/Camera3D) + +(defvar player-position rl/Vector3) +(defvar player-size rl/Vector3) +(defvar player-color rl/Color) + +(defvar enemy-box-pos rl/Vector3) +(defvar enemy-box-size rl/Vector3) +(defvar enemy-sphere-pos rl/Vector3) + +(defconst enemy-sphere-size f32 1.5) + +;; A box centred on `centre` with the given extents. raylib's BoundingBox is +;; min-corner/max-corner, not centre/size, and every collision call in the +;; family takes the corner form — so this is the conversion the C writes out +;; longhand at each of its two call sites. +(defn box-around [centre rl/Vector3 size rl/Vector3] rl/BoundingBox + (rl/BoundingBox + {.min (rl/Vector3 {.x (- (.x centre) (/ (.x size) 2.0)) + .y (- (.y centre) (/ (.y size) 2.0)) + .z (- (.z centre) (/ (.z size) 2.0))}) + .max (rl/Vector3 {.x (+ (.x centre) (/ (.x size) 2.0)) + .y (+ (.y centre) (/ (.y size) 2.0)) + .z (+ (.z centre) (/ (.z size) 2.0))})})) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [models] example - box collisions") + (defer (rl/close-window)) + + ;; The C writes this camera as a brace initialiser with a trailing 0 for the + ;; projection, which is CAMERA_PERSPECTIVE. Named here, because the defenum + ;; exists precisely so that the 0 does not have to be remembered. + (set camera (rl/Camera3D {.position (rl/Vector3 {.x 0.0 .y 10.0 .z 10.0}) + .target (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0}) + .up (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0}) + .fovy 45.0 + .projection :perspective})) + + (set player-position (rl/Vector3 {.x 0.0 .y 1.0 .z 2.0})) + (set player-size (rl/Vector3 {.x 1.0 .y 2.0 .z 1.0})) + (set player-color rl/green) + + (set enemy-box-pos (rl/Vector3 {.x -4.0 .y 1.0 .z 0.0})) + (set enemy-box-size (rl/Vector3 {.x 2.0 .y 2.0 .z 2.0})) + (set enemy-sphere-pos (rl/Vector3 {.x 4.0 .y 0.0 .z 0.0})) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update. The arrow keys move on the XZ plane, and the C's else-if chain + ;; means only one direction applies per frame — diagonal movement is not + ;; possible, deliberately. + (cond + (rl/key-down? :right) (set (.x player-position) (+ (.x player-position) 0.2)) + (rl/key-down? :left) (set (.x player-position) (- (.x player-position) 0.2)) + (rl/key-down? :down) (set (.z player-position) (+ (.z player-position) 0.2)) + (rl/key-down? :up) (set (.z player-position) (- (.z player-position) 0.2))) + + (let [player-box (box-around player-position player-size) + hit (or (rl/check-collision-boxes player-box + (box-around enemy-box-pos enemy-box-size)) + (rl/check-collision-box-sphere player-box enemy-sphere-pos + enemy-sphere-size))] + (set player-color (if hit rl/red rl/green))) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + (rl/begin-mode-3d camera) + + (rl/draw-cube enemy-box-pos (.x enemy-box-size) (.y enemy-box-size) + (.z enemy-box-size) rl/gray) + (rl/draw-cube-wires enemy-box-pos (.x enemy-box-size) (.y enemy-box-size) + (.z enemy-box-size) rl/darkgray) + + ;; draw-sphere is draw-sphere-ex at 16 rings and 16 slices; the wires form + ;; takes them because the tessellation is only visible in the wireframe. + (rl/draw-sphere enemy-sphere-pos enemy-sphere-size rl/gray) + (rl/draw-sphere-wires enemy-sphere-pos enemy-sphere-size 16 16 rl/darkgray) + + (rl/draw-cube-v player-position player-size player-color) + + (rl/draw-grid 10 1.0) + + (rl/end-mode-3d) + + (rl/draw-text "Move player with arrow keys to collide" 220 40 20 rl/gray) + + (rl/draw-fps 10 10) + + (rl/end-drawing))) diff --git a/examples/shapes-basic-shapes.flan b/examples/shapes-basic-shapes.flan new file mode 100644 index 0000000..1f6c667 --- /dev/null +++ b/examples/shapes-basic-shapes.flan @@ -0,0 +1,102 @@ +;;;; raylib [shapes] example - basic shapes drawing +;;;; +;;;; examples/shapes/shapes_basic_shapes.c. Ported first of the shapes batch +;;;; because it is the widest single file in the category: six draw families +;;;; the corpus had never called — draw-circle-gradient, the two rectangle +;;;; gradients, draw-triangle and draw-triangle-lines, and all three of the +;;;; poly draws — in one frame, beside the four the core examples already +;;;; exercise. Every one of them came out of the generated half of the +;;;; bindings and none needed a new line anywhere; that is the result worth +;;;; recording, because the whole point of a committed generated.flan is that +;;;; a build with no FLAN_RAYLIB_H set can draw with all of it. +;;;; +;;;; What it is actually a test of. The gradient calls are the first thing in +;;;; the corpus to pass *two* Colors in one call, and draw-triangle is the +;;;; first to pass three Vector2s. A struct argument crosses the FFI by +;;;; pointer into a generated shim (vendor/raylib/raylib.flan's header note), +;;;; so the arity of that copying is what a call with several small structs in +;;;; a row puts under load. Nothing here can be asserted headless — every line +;;;; needs a GL context — so the check is the link and the screen, which is +;;;; what the Shapes comment in raylib.flan already says about this family. +;;;; +;;;; The one deliberate difference from the C: the C writes `screenWidth/4*2` +;;;; and `screenWidth/4.0f*3.0f` for the same column and gets 400 and 600 out +;;;; of integer and float division respectively. Both are written here as the +;;;; arithmetic they are, in the type the call wants, rather than copied with +;;;; a cast on the end — `(/ screen-width 5)` is an i32 division for the i32 +;;;; parameters of draw-circle, and the poly centre is built from f32 +;;;; literals because a Vector2 holds f32. + +(import rl "vendor:raylib") + +(defconst screen-width 800) +(defconst screen-height 450) + +;; The three columns the C lays the shapes out in. The middle one is +;; screenWidth/4*2 and the right one screenWidth/4*3, which is 400 and 600. +(defconst col-left 160) ; screen-width / 5 +(defconst col-mid 400) +(defconst col-right 600) + +(defvar rotation f32) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [shapes] example - basic shapes drawing") + (defer (rl/close-window)) + + (set rotation 0.0) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update. The polygons spin; nothing else moves. + (set rotation (+ rotation 0.2)) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + (rl/draw-text "some basic shapes available on raylib" 20 20 20 rl/darkgray) + + ;; Circles. The gradient one takes an inner and an outer colour and is the + ;; first call in the corpus to pass two Colors at once. + (rl/draw-circle col-left 120 35.0 rl/darkblue) + (rl/draw-circle-gradient col-left 220 60.0 rl/green rl/skyblue) + (rl/draw-circle-lines col-left 340 80.0 rl/darkblue) + + ;; Rectangles. draw-rectangle-gradient-h runs the colour left to right; + ;; the -v form runs it top to bottom and the -ex form takes all four + ;; corners. The C uses the horizontal one here. + (rl/draw-rectangle (- col-mid 60) 100 120 60 rl/red) + (rl/draw-rectangle-gradient-h (- col-mid 90) 170 180 130 rl/maroon rl/gold) + ;; raylib draws this with quads internally rather than with lines, which + ;; is why its thickness does not follow the line width anywhere. + (rl/draw-rectangle-lines (- col-mid 40) 320 80 60 rl/orange) + + ;; Triangles. raylib wants the three vertices in counter-clockwise order + ;; and draws nothing at all for a clockwise one, so the order here is not + ;; cosmetic. + (rl/draw-triangle (rl/Vector2 {.x 600.0 .y 80.0}) + (rl/Vector2 {.x 540.0 .y 150.0}) + (rl/Vector2 {.x 660.0 .y 150.0}) + rl/violet) + + (rl/draw-triangle-lines (rl/Vector2 {.x 600.0 .y 160.0}) + (rl/Vector2 {.x 580.0 .y 230.0}) + (rl/Vector2 {.x 620.0 .y 230.0}) + rl/darkblue) + + ;; Polygons, all three at the same centre and the same rotation, at three + ;; radii, so the filled hexagon sits inside the two outlines. + (let [centre (rl/Vector2 {.x (f32 col-right) .y 330.0})] + (rl/draw-poly centre 6 80.0 rotation rl/brown) + (rl/draw-poly-lines centre 6 90.0 rotation rl/brown) + (rl/draw-poly-lines-ex centre 6 85.0 rotation 6.0 rl/beige)) + + ;; The C draws every LINES-based shape together so raylib can batch them + ;; into one pass. This last line is part of that comment and not an + ;; afterthought, so it stays where the C has it. + (rl/draw-line 18 42 (- screen-width 18) 42 rl/black) + + (rl/end-drawing))) diff --git a/examples/shapes-collision-area.flan b/examples/shapes-collision-area.flan new file mode 100644 index 0000000..4fdf73d --- /dev/null +++ b/examples/shapes-collision-area.flan @@ -0,0 +1,129 @@ +;;;; raylib [shapes] example - collision area +;;;; +;;;; examples/shapes/shapes_collision_area.c. Picked for one call: +;;;; get-collision-rec, which is the only binding in the package that takes +;;;; two Rectangles and answers a third. Everything else in the corpus that +;;;; crosses a struct either passes one in (Camera2D, Color) or gets one back +;;;; (get-mouse-position, fade) — this is the first per-frame call doing both +;;;; at once, and the returned struct comes back through the shim's `out` +;;;; pointer rather than in registers, which is a different lowering again. +;;;; +;;;; It is also the only headless-adjacent thing in the file: both +;;;; collision-recs? and get-collision-rec are pure arithmetic over their +;;;; arguments and need no window at all. The acceptance table already asserts +;;;; the pair; what this adds is the same two calls on a frame path with one +;;;; rectangle driven by the mouse, where a permuted Rectangle would put the +;;;; green overlap patch somewhere the two boxes are not. +;;;; +;;;; Both TextFormats go through examples/digits.flan the way the core ports +;;;; do it: draw the literal part, then the number at x plus its width. + +(import rl "vendor:raylib") +(import d "digits.flan") + +(defconst screen-width 800) +(defconst screen-height 450) + +;; The top strip the collision message is drawn into, and the floor box B is +;; not allowed above. +(defconst screen-upper-limit 40) + +(defvar box-a rl/Rectangle) ; moves by itself, bounces off the sides +(defvar box-b rl/Rectangle) ; follows the mouse +(defvar box-collision rl/Rectangle) ; their overlap, valid only while touching +(defvar box-a-speed-x i32) +(defvar paused bool) +(defvar collision bool) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [shapes] example - collision area") + (defer (rl/close-window)) + + (set box-a (rl/Rectangle {.x 10.0 + .y (- (/ (f32 screen-height) 2.0) 50.0) + .width 200.0 .height 100.0})) + (set box-a-speed-x 4) + + (set box-b (rl/Rectangle {.x (- (/ (f32 screen-width) 2.0) 30.0) + .y (- (/ (f32 screen-height) 2.0) 30.0) + .width 60.0 .height 60.0})) + + ;; A fresh Rectangle is four zeroes, which is the C's `= { 0 }`. It is never + ;; drawn before the first collision sets it. + (set box-collision (rl/Rectangle {.x 0.0 .y 0.0 .width 0.0 .height 0.0})) + + (set paused false) + (set collision false) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update + (when (not paused) + (set (.x box-a) (+ (.x box-a) (f32 box-a-speed-x)))) + + ;; Bounce at either edge. The test is on the far edge going right and on + ;; the near one going left, so the box reverses on whichever it reaches. + (when (or (>= (+ (.x box-a) (.width box-a)) (f32 (rl/get-screen-width))) + (<= (.x box-a) 0.0)) + (set box-a-speed-x (* box-a-speed-x -1))) + + ;; Box B is centred on the mouse and then clamped back inside the play + ;; area — which is the window minus the top strip. + (set (.x box-b) (- (f32 (rl/get-mouse-x)) (/ (.width box-b) 2.0))) + (set (.y box-b) (- (f32 (rl/get-mouse-y)) (/ (.height box-b) 2.0))) + + (if (>= (+ (.x box-b) (.width box-b)) (f32 (rl/get-screen-width))) + (set (.x box-b) (- (f32 (rl/get-screen-width)) (.width box-b))) + (when (<= (.x box-b) 0.0) (set (.x box-b) 0.0))) + + (if (>= (+ (.y box-b) (.height box-b)) (f32 (rl/get-screen-height))) + (set (.y box-b) (- (f32 (rl/get-screen-height)) (.height box-b))) + (when (<= (.y box-b) (f32 screen-upper-limit)) + (set (.y box-b) (f32 screen-upper-limit)))) + + (set collision (rl/collision-recs? box-a box-b)) + + ;; Only meaningful while they touch: raylib answers a zero rectangle for + ;; two boxes that do not, and the C leaves the previous one in place + ;; rather than reading that back. This follows it. + (when collision (set box-collision (rl/get-collision-rec box-a box-b))) + + (when (rl/key-pressed? :space) (set paused (not paused))) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + (rl/draw-rectangle 0 0 screen-width screen-upper-limit + (if collision rl/red rl/black)) + + (rl/draw-rectangle-rec box-a rl/gold) + (rl/draw-rectangle-rec box-b rl/blue) + + (when collision + ;; The overlap itself, drawn over both boxes. This patch landing + ;; anywhere other than where the gold and the blue cross is what a + ;; permuted Rectangle would look like. + (rl/draw-rectangle-rec box-collision rl/lime) + + (rl/draw-text "COLLISION!" + (- (/ (rl/get-screen-width) 2) + (/ (rl/measure-text "COLLISION!" 20) 2)) + (- (/ screen-upper-limit 2) 10) 20 rl/black) + + ;; The C's TextFormat("Collision Area: %i", ...). Both dimensions are + ;; truncated to int before multiplying, as the C's two casts do. + (let [x (- (/ (rl/get-screen-width) 2) 100) + y (+ screen-upper-limit 10)] + (set x (+ x (d/draw-piece "Collision Area: " x y 20 rl/black))) + (d/draw-int (* (i32 (.width box-collision)) (i32 (.height box-collision))) + x y 20 rl/black))) + + (rl/draw-text "Press SPACE to PAUSE/RESUME" 20 (- screen-height 35) 20 + rl/lightgray) + + (rl/draw-fps 10 10) + + (rl/end-drawing))) diff --git a/examples/shapes-following-eyes.flan b/examples/shapes-following-eyes.flan new file mode 100644 index 0000000..d30c9d6 --- /dev/null +++ b/examples/shapes-following-eyes.flan @@ -0,0 +1,103 @@ +;;;; raylib [shapes] example - following eyes +;;;; +;;;; examples/shapes/shapes_following_eyes.c. Ported for the thing it needs +;;;; that raylib does not supply: the whole update is vector arithmetic — +;;;; subtract two points, take the angle, walk back out along it — and every +;;;; one of those steps is raymath. raymath is `static inline` in +;;;; raymath.h, so Vector2Subtract and Vector2Angle have no symbol in +;;;; libraylib at all and there is nothing for declare-c to bind. NEXT.md +;;;; names this as one of the three open gaps. +;;;; +;;;; What that costs here is nothing, because the C does not use raymath +;;;; either — it writes the four subtractions out and calls atan2f, cosf and +;;;; sinf from libm, and Flan's prelude already declares all three as +;;;; atan2-f32, cos-f32 and sin-f32. So this file is the *measurement* of the +;;;; gap rather than a workaround for it: an example whose every line is +;;;; vector maths, written without a vector library, in the same shape the C +;;;; has. It reads fine. A Vector2Add would have saved two lines in the whole +;;;; file. +;;;; +;;;; The raylib call it does exercise is collision-point-circle?, which no +;;;; ported example had called, on a frame path, with the point coming +;;;; straight out of get-mouse-position — one struct out of raylib and back +;;;; into it untouched. +;;;; +;;;; The eye geometry, since the C hides it in a subtraction: the iris is +;;;; pinned inside a circle of (sclera - iris) radius about the sclera's +;;;; centre, so the iris disc is tangent to the sclera's edge at the extreme +;;;; rather than hanging over it. + +(import rl "vendor:raylib") + +(defconst screen-width 800) +(defconst screen-height 450) + +(defconst sclera-radius f32 80.0) +(defconst iris-radius f32 24.0) + +(defvar sclera-left rl/Vector2) +(defvar sclera-right rl/Vector2) +(defvar iris-left rl/Vector2) +(defvar iris-right rl/Vector2) + +;; One eye's pupil, given where the mouse is and where the eye is. Answers the +;; mouse position unchanged while it is inside the eye, and the point on the +;; limit circle in that direction when it is outside. +;; +;; The C repeats this block twice with different variables; it is one function +;; here because the two copies are identical and a difference between them +;; would be invisible. +(defn track [mouse rl/Vector2 centre rl/Vector2] rl/Vector2 + (let [limit (- sclera-radius iris-radius)] + (if (rl/collision-point-circle? mouse centre limit) + mouse + ;; Outside: the direction from the eye to the mouse, and then `limit` + ;; units back out along it. atan2 then cos/sin rather than a normalise, + ;; because that is what the C does and because it needs no guard for a + ;; zero-length vector — atan2(0,0) is 0 and the pupil sits at the right + ;; of the eye, which is unreachable anyway since (0,0) is inside. + (let [dx (- (.x mouse) (.x centre)) + dy (- (.y mouse) (.y centre)) + angle (atan2-f32 dy dx)] + (rl/Vector2 {.x (+ (.x centre) (* limit (cos-f32 angle))) + .y (+ (.y centre) (* limit (sin-f32 angle)))}))))) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [shapes] example - following eyes") + (defer (rl/close-window)) + + ;; The C reads these off get-screen-width/get-screen-height after the window + ;; is open rather than off the constants, and so does this: on a high-DPI + ;; display the two can differ. + (set sclera-left (rl/Vector2 {.x (- (/ (f32 (rl/get-screen-width)) 2.0) 100.0) + .y (/ (f32 (rl/get-screen-height)) 2.0)})) + (set sclera-right (rl/Vector2 {.x (+ (/ (f32 (rl/get-screen-width)) 2.0) 100.0) + .y (/ (f32 (rl/get-screen-height)) 2.0)})) + (set iris-left sclera-left) + (set iris-right sclera-right) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update + (let [mouse (rl/get-mouse-position)] + (set iris-left (track mouse sclera-left)) + (set iris-right (track mouse sclera-right))) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + ;; White of the eye, iris, pupil — in that order, each over the last. + (rl/draw-circle-v sclera-left sclera-radius rl/lightgray) + (rl/draw-circle-v iris-left iris-radius rl/brown) + (rl/draw-circle-v iris-left 10.0 rl/black) + + (rl/draw-circle-v sclera-right sclera-radius rl/lightgray) + (rl/draw-circle-v iris-right iris-radius rl/darkgreen) + (rl/draw-circle-v iris-right 10.0 rl/black) + + (rl/draw-fps 10 10) + + (rl/end-drawing))) diff --git a/examples/text-input-box.flan b/examples/text-input-box.flan new file mode 100644 index 0000000..8a4cb91 --- /dev/null +++ b/examples/text-input-box.flan @@ -0,0 +1,140 @@ +;;;; raylib [text] example - input box +;;;; +;;;; examples/text/text_input_box.c. Two things in this file exist nowhere +;;;; else in the corpus. +;;;; +;;;; The first is get-char-pressed. Everything ported so far reads input as +;;;; state — key-down?, key-pressed?, the mouse position — and this is the +;;;; only example that drains a *queue*: raylib buffers the characters the +;;;; platform produced since the last frame, already through the keyboard +;;;; layout and the dead keys, and hands them back one at a time until it +;;;; answers 0. The loop that empties it is the point of the example, and a +;;;; program that read the queue once per frame instead would silently drop +;;;; the second character of a fast pair. It is a plain i32 out of the +;;;; generated bindings; nothing needed adding for it. +;;;; +;;;; The second is set-mouse-cursor, which needed a new defenum. raylib's +;;;; header says `int cursor` and means one of eleven MOUSE_CURSOR_ values, so +;;;; the Flan face is `MouseCursor` — hand-written in raylib.flan beside the +;;;; other cursor calls, excluded from the generated half, and mapped in +;;;; `bindings` so the eleven members are checked against the header. See the +;;;; comment there: this call is made on every frame off a hover test, and the +;;;; failure an i32 would allow is not a crash but a pointer in the wrong +;;;; shape, which nothing reports. +;;;; +;;;; The text buffer, and what it says about strings. The C keeps a +;;;; `char name[MAX_INPUT_CHARS + 1]` and maintains the NUL itself; here it is +;;;; a `[9 u8]` with no terminator, and every use is `(string (slice name 0 +;;;; letter-count))`. A Flan string is a pointer and a length, and the shim +;;;; that calls DrawText copies it and NUL-terminates the copy +;;;; (lib/shim.ml) — so the extra byte the C needs has no counterpart here and +;;;; the buffer is exactly as long as the characters it can hold. The two +;;;; draws and the measure all take the same slice, so they cannot disagree +;;;; about where the text ends. +;;;; +;;;; Dropped from the C: its IsAnyKeyPressed helper, which is defined at the +;;;; bottom of the file and called from nowhere. + +(import rl "vendor:raylib") +(import d "digits.flan") + +(defconst screen-width 800) +(defconst screen-height 450) + +(defconst max-input-chars 9) + +;; No +1: see the header comment. There is no NUL to leave room for. +(defvar name [9 u8]) +(defvar letter-count i32) + +(defvar text-box rl/Rectangle) +(defvar mouse-on-text bool) +(defvar frames-counter i32) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [text] example - input box") + (defer (rl/close-window)) + + (set name (array max-input-chars u8)) + (set letter-count 0) + + (set text-box (rl/Rectangle {.x (- (/ (f32 screen-width) 2.0) 100.0) + .y 180.0 .width 225.0 .height 50.0})) + (set mouse-on-text false) + (set frames-counter 0) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update + (set mouse-on-text + (rl/collision-point-rec? (rl/get-mouse-position) text-box)) + + (if mouse-on-text + (do + (rl/set-mouse-cursor :ibeam) + + ;; Drain the character queue. raylib answers 0 when it is empty, and + ;; more than one character can arrive in a single frame — holding a + ;; key with the platform's repeat on is the ordinary way that happens. + (let [key (rl/get-char-pressed)] + (while (> key 0) + ;; 32..125 is the printable ASCII range the C accepts. Anything + ;; outside it — an accented letter, a control character — is + ;; dropped rather than stored, because the buffer is bytes and a + ;; codepoint above 127 would need more than one of them. + (when (and (>= key 32) (<= key 125) (< letter-count max-input-chars)) + (set (at name letter-count) (u8 key)) + (set letter-count (+ letter-count 1))) + (set key (rl/get-char-pressed)))) + + (when (rl/key-pressed? :backspace) + (set letter-count (- letter-count 1)) + (when (< letter-count 0) (set letter-count 0)))) + (rl/set-mouse-cursor :default)) + + ;; The blink phase only runs while the box has focus, so the underscore is + ;; always visible on the frame the pointer arrives. + (if mouse-on-text + (set frames-counter (+ frames-counter 1)) + (set frames-counter 0)) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + (rl/draw-text "PLACE MOUSE OVER INPUT BOX!" 240 140 20 rl/gray) + + (rl/draw-rectangle-rec text-box rl/lightgray) + (rl/draw-rectangle-lines (i32 (.x text-box)) (i32 (.y text-box)) + (i32 (.width text-box)) (i32 (.height text-box)) + (if mouse-on-text rl/red rl/darkgray)) + + (let [typed (string (slice name 0 letter-count))] + (rl/draw-text typed (+ (i32 (.x text-box)) 5) (+ (i32 (.y text-box)) 8) + 40 rl/maroon) + + ;; The C's TextFormat("INPUT CHARS: %i/%i", ...), reassembled out of + ;; examples/digits.flan the way the other ports do it. `typed` is a view + ;; of `name` and not of the runtime's shared format buffer, so it + ;; survives the two numbers being formatted — which a value from + ;; i64->bytes would not. + (let [x 315] + (set x (+ x (d/draw-piece "INPUT CHARS: " x 250 20 rl/darkgray))) + (set x (+ x (d/draw-int letter-count x 250 20 rl/darkgray))) + (set x (+ x (d/draw-piece "/" x 250 20 rl/darkgray))) + (d/draw-int max-input-chars x 250 20 rl/darkgray)) + + (when mouse-on-text + (if (< letter-count max-input-chars) + ;; Twenty frames on, twenty frames off, at the pen position after + ;; whatever has been typed. + (when (= (% (/ frames-counter 20) 2) 0) + (rl/draw-text "_" + (+ (i32 (.x text-box)) 8 (rl/measure-text typed 40)) + (+ (i32 (.y text-box)) 12) 40 rl/maroon)) + (rl/draw-text "Press BACKSPACE to delete chars..." 230 300 20 + rl/gray)))) + + (rl/end-drawing))) diff --git a/examples/text-writing-anim.flan b/examples/text-writing-anim.flan new file mode 100644 index 0000000..3d67c54 --- /dev/null +++ b/examples/text-writing-anim.flan @@ -0,0 +1,76 @@ +;;;; raylib [text] example - text writing anim +;;;; +;;;; examples/text/text_writing_anim.c. Sixty lines of C whose whole substance +;;;; is one call this package cannot bind: +;;;; +;;;; DrawText(TextSubtext(message, 0, framesCounter/10), ...) +;;;; +;;;; TextSubtext is in raylib.h and is not in the bindings, on the rule +;;;; raylib.flan states for the whole Text* family: it answers a `char *` into +;;;; a rotating static buffer, and declare-c refuses a returned pointer to +;;;; memory the caller does not own. There is no missing line to add — the +;;;; binding would be wrong at any signature. +;;;; +;;;; And it does not matter, because Flan has the operation as a primitive. +;;;; `(slice a lo hi)` takes a view of an array, `(string b)` reinterprets the +;;;; bytes as a string at no cost, and `(string (slice message 0 n))` is +;;;; TextSubtext with the static buffer removed — no copy, no shared state, no +;;;; rotation to run out of. Porting the example is therefore how the gap gets +;;;; *closed* rather than reported: the C's workaround for not having slices +;;;; is the thing Flan did not need. +;;;; +;;;; The one place they differ, and it is why the clamp below is here rather +;;;; than in the C: TextSubtext clips its length to the string, so the C can +;;;; pass a counter that runs past the end for ever and see nothing happen. +;;;; `slice` does not clip — an out-of-range bound is an error, and a bound +;;;; computed at run time is checked at run time — so the length has to be +;;;; brought inside the string before the call. That is a better failure than +;;;; the C's, and it costs one `min`. +;;;; +;;;; The message is a `[u8]` and not a `string` because `slice` takes an array +;;;; or a slice; `(bytes "…")` is the bridge in the other direction from +;;;; `(string …)` and costs nothing either. The embedded newline is written as +;;;; an escape, and raylib's draw-text breaks the line on it. + +(import rl "vendor:raylib") + +(defconst screen-width 800) +(defconst screen-height 450) + +(defconst message + "This sample illustrates a text writing\nanimation effect! Check it out! ;)") + +(defvar frames-counter i32) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [text] example - text writing anim") + (defer (rl/close-window)) + + (set frames-counter 0) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update. Holding space runs the counter eight times faster; enter starts + ;; it over. + (if (rl/key-down? :space) + (set frames-counter (+ frames-counter 8)) + (set frames-counter (+ frames-counter 1))) + + (when (rl/key-pressed? :enter) (set frames-counter 0)) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + ;; One character every ten frames. The clamp is the whole difference from + ;; the C — see the header comment. + (let [b (bytes message) + n (min (i32 (len b)) (/ frames-counter 10))] + (rl/draw-text (string (slice b 0 n)) 210 160 20 rl/maroon)) + + (rl/draw-text "PRESS [ENTER] to RESTART!" 240 260 20 rl/lightgray) + (rl/draw-text "HOLD [SPACE] to SPEED UP!" 239 300 20 rl/lightgray) + + (rl/end-drawing))) diff --git a/examples/textures-fog-of-war.flan b/examples/textures-fog-of-war.flan new file mode 100644 index 0000000..d17879f --- /dev/null +++ b/examples/textures-fog-of-war.flan @@ -0,0 +1,197 @@ +;;;; raylib [textures] example - fog of war +;;;; +;;;; examples/textures/textures_fog_of_war.c. Picked because it is the only +;;;; example in the whole upstream tree where a *texture filter* is the point +;;;; rather than a detail. The fog is drawn into a render texture one pixel +;;;; per tile — 25 by 15 — and then stretched to 800x450 on the way to the +;;;; screen, and the smooth edge between seen and unseen is entirely the +;;;; bilinear sampler doing the interpolation. With the default :point filter +;;;; the same program draws 32-pixel squares. +;;;; +;;;; That is what needed adding: `TextureFilter`, a new defenum in +;;;; vendor/raylib/raylib.flan, with set-texture-filter moved from the +;;;; generated half to the hand-written one and mapped in `bindings` so its +;;;; six members are checked against raylib.h. The header says `int filter` +;;;; and there is nothing in an `int` to say that 1 is the interesting value; +;;;; `:bilinear` says it. +;;;; +;;;; The three other things it exercises, none of which needed a line: +;;;; +;;;; - A render texture used as a *scratch surface* rather than as a +;;;; post-processing pass. core-scissor-test clipped the real framebuffer; +;;;; this draws a whole second frame into a 25x15 target and then samples +;;;; it. begin-texture-mode/end-texture-mode were already bound. +;;;; - draw-texture-pro with a NEGATIVE source height. A render texture's +;;;; rows come out of GL bottom-up, so every program that samples one has +;;;; to flip it, and raylib's convention for that is a source rectangle +;;;; with a negative height rather than a separate flag. Nothing in the +;;;; corpus had passed one. A Rectangle whose `height` field had been +;;;; permuted with `width` would draw the fog mirrored and the wrong way +;;;; up at once. +;;;; - clear-background with `blank` — alpha 0 — inside a texture mode, so +;;;; the untouched parts of the fog target are transparent and the map +;;;; shows through. +;;;; +;;;; The C's Map struct with its two calloc'd `unsigned char *` is two `[375 +;;;; u8]` globals here. The dimensions are compile-time constants in the C +;;;; too (the #defines and the two assignments right after), so nothing is +;;;; lost by fixing them, and a global cannot hold a Vec in any case +;;;; (PORTING.md §3). 375 is 25*15, written out because Flan's array length +;;;; must be a literal. + +(import rl "vendor:raylib") +(import d "digits.flan") + +(defconst screen-width 800) +(defconst screen-height 450) + +(defconst map-tile-size 32) +(defconst player-size 16) + +;; How far the player sees, in tiles. The C's loop runs from -this to +this +;; exclusive, so the lit patch is 2*this tiles across and not 2*this+1 — an +;; asymmetry in the original that is kept rather than tidied, because tidying +;; it would change the picture. +(defconst player-tile-visibility 2) + +(defconst tiles-x 25) +(defconst tiles-y 15) + +;; 0 or 1, picked once: which of the two blues a tile is drawn in. +(defvar tile-ids [375 u8]) + +;; 0 = never seen (solid black), 1 = visible now (no fog), 2 = seen before +;; (mostly black). The three-way state is why this is a byte per tile and not +;; a bit. +(defvar tile-fog [375 u8]) + +(defvar player-position rl/Vector2) +(defvar player-tile-x i32) +(defvar player-tile-y i32) + +(defvar fog-of-war rl/RenderTexture2D) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [textures] example - fog of war") + (defer (rl/close-window)) + + (set tile-ids (array 375 u8)) + (set tile-fog (array 375 u8)) + + (dotimes [i (* tiles-x tiles-y)] + (set (at tile-ids i) (u8 (rl/get-random-value 0 1)))) + + (set player-position (rl/Vector2 {.x 180.0 .y 130.0})) + (set player-tile-x 0) + (set player-tile-y 0) + + ;; One texel per tile. The stretch to full size on draw is where the + ;; smoothing happens, which is why the target is this small on purpose. + (set fog-of-war (rl/load-render-texture tiles-x tiles-y)) + (defer (rl/unload-render-texture fog-of-war)) + + (rl/set-texture-filter (.texture fog-of-war) :bilinear) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update + (when (rl/key-down? :right) (set (.x player-position) (+ (.x player-position) 5.0))) + (when (rl/key-down? :left) (set (.x player-position) (- (.x player-position) 5.0))) + (when (rl/key-down? :down) (set (.y player-position) (+ (.y player-position) 5.0))) + (when (rl/key-down? :up) (set (.y player-position) (- (.y player-position) 5.0))) + + ;; Keep the player inside the tilemap. The far edge is measured against + ;; the player's far side, which is why player-size is subtracted. + (let [max-x (f32 (- (* tiles-x map-tile-size) player-size)) + max-y (f32 (- (* tiles-y map-tile-size) player-size))] + (set (.x player-position) (clamp (.x player-position) 0.0 max-x)) + (set (.y player-position) (clamp (.y player-position) 0.0 max-y))) + + ;; Everything lit on the previous frame drops to "seen before". The lit + ;; tiles are then set back to 1 below, so a tile still in view never + ;; spends a frame dimmed. + (dotimes [i (* tiles-x tiles-y)] + (when (= (at tile-fog i) 1) (set (at tile-fog i) 2))) + + ;; Which tile the player's centre is standing on. + (set player-tile-x + (i32 (/ (+ (.x player-position) (f32 (/ map-tile-size 2))) + (f32 map-tile-size)))) + (set player-tile-y + (i32 (/ (+ (.y player-position) (f32 (/ map-tile-size 2))) + (f32 map-tile-size)))) + + ;; Light the square around the player, skipping anything off the map. + ;; Without that test this reads and writes outside the array, which in the + ;; C is undefined and here is a bounds trap — the same bug, reported. + (let [y (- player-tile-y player-tile-visibility)] + (while (< y (+ player-tile-y player-tile-visibility)) + (let [x (- player-tile-x player-tile-visibility)] + (while (< x (+ player-tile-x player-tile-visibility)) + (when (and (>= x 0) (< x tiles-x) (>= y 0) (< y tiles-y)) + (set (at tile-fog (+ (* y tiles-x) x)) 1)) + (set x (+ x 1)))) + (set y (+ y 1)))) + + ;; Draw the fog into its own little target first, at one pixel per tile. + ;; blank is alpha 0, so a tile that is neither unseen nor remembered + ;; leaves nothing behind and the map below shows through unmodified. + (rl/begin-texture-mode fog-of-war) + (rl/clear-background rl/blank) + (dotimes [y tiles-y] + (dotimes [x tiles-x] + ;; A tile in view (1) draws nothing at all and stays transparent. + (let [f (at tile-fog (+ (* y tiles-x) x))] + (when (!= f 1) + (rl/draw-rectangle x y 1 1 + (if (= f 0) rl/black (rl/fade rl/black 0.8))))))) + (rl/end-texture-mode) + + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + ;; The map itself, in full size. + (dotimes [y tiles-y] + (dotimes [x tiles-x] + (rl/draw-rectangle (* x map-tile-size) (* y map-tile-size) + map-tile-size map-tile-size + (if (= (at tile-ids (+ (* y tiles-x) x)) 0) + rl/blue + (rl/fade rl/blue 0.9))) + (rl/draw-rectangle-lines (* x map-tile-size) (* y map-tile-size) + map-tile-size map-tile-size + (rl/fade rl/darkblue 0.5)))) + + (rl/draw-rectangle-v player-position + (rl/Vector2 {.x (f32 player-size) .y (f32 player-size)}) + rl/red) + + ;; The fog, stretched over the whole map. The negative source height is + ;; the flip — see the header comment. + (rl/draw-texture-pro + (.texture fog-of-war) + (rl/Rectangle {.x 0.0 .y 0.0 + .width (f32 (.width (.texture fog-of-war))) + .height (- 0.0 (f32 (.height (.texture fog-of-war))))}) + (rl/Rectangle {.x 0.0 .y 0.0 + .width (f32 (* tiles-x map-tile-size)) + .height (f32 (* tiles-y map-tile-size))}) + (rl/Vector2 {.x 0.0 .y 0.0}) + 0.0 + rl/white) + + ;; The C's TextFormat("Current tile: [%i,%i]", ...). Each number is drawn + ;; before the next is formatted, which examples/digits.flan requires: + ;; both share one static buffer in the runtime. + (let [x 10] + (set x (+ x (d/draw-piece "Current tile: [" x 10 20 rl/raywhite))) + (set x (+ x (d/draw-int player-tile-x x 10 20 rl/raywhite))) + (set x (+ x (d/draw-piece "," x 10 20 rl/raywhite))) + (set x (+ x (d/draw-int player-tile-y x 10 20 rl/raywhite))) + (d/draw-piece "]" x 10 20 rl/raywhite)) + + (rl/draw-text "ARROW KEYS to move" 10 (- screen-height 25) 20 rl/raywhite) + + (rl/end-drawing))) diff --git a/examples/textures-image-generation.flan b/examples/textures-image-generation.flan new file mode 100644 index 0000000..af9616e --- /dev/null +++ b/examples/textures-image-generation.flan @@ -0,0 +1,130 @@ +;;;; raylib [textures] example - procedural images generation +;;;; +;;;; examples/textures/textures_image_generation.c. The strongest single pick +;;;; in the textures category and the reason is arithmetic: eight of the nine +;;;; textures come from a Gen* call that no program in this tree had ever +;;;; made, and none of the nine needs a file on disk. Every other textures +;;;; example loads a .png out of its resources directory; this one builds all +;;;; of its pixels. +;;;; +;;;; What it puts under load that nothing else does. An Image is the one +;;;; struct in raylib.flan that carries a pointer to memory raylib owns — +;;;; `data (Ptr u8)` — and it is returned by value, so every one of these nine +;;;; calls hands back a 24-byte aggregate through the shim's out-pointer with +;;;; a live heap block inside it. The corpus had crossed an Image before +;;;; (image-from-image has a headless acceptance case) but never nine in a row +;;;; and never on the load-then-upload-then-free path a real program uses: +;;;; gen, load-texture-from-image to get it onto the GPU, unload-image to give +;;;; the CPU copy back. Getting that order wrong is a leak rather than a +;;;; crash, which is exactly the sort of thing a ported example is for. +;;;; +;;;; Nothing needed adding. All nine generators and load-texture-from-image +;;;; came out of the generated half of the bindings; the only parameter that +;;;; looks like it wants an enum is gen-image-gradient-linear's `direction`, +;;;; which is an angle in degrees and not a flag, so an i32 is its true face. +;;;; +;;;; The C's `switch (currentTexture)` is a `cond` here. Flan has no switch +;;;; and the chain reads the same; the C's `default: break` is the `else` +;;;; branch (`:else`), unreachable because the index is taken modulo the count. + +(import rl "vendor:raylib") + +(defconst screen-width 800) +(defconst screen-height 450) + +;; Nine and not eight: the linear gradient appears three times, at three +;; angles, because a vertical, a horizontal and a diagonal gradient are the +;; same generator with a different `direction`. +(defconst num-textures 9) + +(defvar textures [9 rl/Texture2D]) +(defvar current-texture i32) + +;; Generate on the CPU, upload, drop the pixels. The texture holds a GL name +;; and nothing of the Image, so the CPU copy can go as soon as the upload is +;; done — which is why the C frees all nine in a block immediately after the +;; nine uploads and this does it one at a time. Holding all nine 800x450 RGBA +;; images at once would be 14 MB for no reason. +;; +;; A top-level defn and not a local closure: Flan's `fn` takes its types from +;; the position it is written in, so it needs a parameter of (Fn [T ...] R) to +;; land in, and a `let` binding is not one. +(defn upload [img rl/Image] rl/Texture2D + (let [t (rl/load-texture-from-image img)] + (rl/unload-image img) + t)) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [textures] example - procedural images generation") + (defer (rl/close-window)) + + (set textures (array num-textures rl/Texture2D)) + + ;; 0 degrees runs the gradient top to bottom, 90 left to right, 45 corner + ;; to corner. + (set (at textures 0) + (upload (rl/gen-image-gradient-linear screen-width screen-height 0 + rl/red rl/blue))) + (set (at textures 1) + (upload (rl/gen-image-gradient-linear screen-width screen-height 90 + rl/red rl/blue))) + (set (at textures 2) + (upload (rl/gen-image-gradient-linear screen-width screen-height 45 + rl/red rl/blue))) + ;; density 0 means the falloff reaches the edge of the image. + (set (at textures 3) + (upload (rl/gen-image-gradient-radial screen-width screen-height 0.0 + rl/white rl/black))) + (set (at textures 4) + (upload (rl/gen-image-gradient-square screen-width screen-height 0.0 + rl/white rl/black))) + ;; 32 checks each way, so each square is 25 by 14 pixels. + (set (at textures 5) + (upload (rl/gen-image-checked screen-width screen-height 32 32 + rl/red rl/blue))) + ;; `factor` is the fraction of pixels that come out white. + (set (at textures 6) + (upload (rl/gen-image-white-noise screen-width screen-height 0.5))) + (set (at textures 7) + (upload (rl/gen-image-perlin-noise screen-width screen-height 50 50 4.0))) + ;; `tile-size` is the cell spacing, in pixels. + (set (at textures 8) + (upload (rl/gen-image-cellular screen-width screen-height 32))) + + (defer (dotimes [i num-textures] (rl/unload-texture (at textures i)))) + + (set current-texture 0) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update + (when (or (rl/mouse-button-pressed? :left) (rl/key-pressed? :right)) + (set current-texture (% (+ current-texture 1) num-textures))) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + (rl/draw-texture (at textures current-texture) 0 0 rl/white) + + (rl/draw-rectangle 30 400 325 30 (rl/fade rl/skyblue 0.5)) + (rl/draw-rectangle-lines 30 400 325 30 (rl/fade rl/white 0.5)) + (rl/draw-text "MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES" + 40 410 10 rl/white) + + ;; The C's switch. Each label is positioned so its right edge lands in the + ;; same place, which is why the x differs per line. + (cond + (= current-texture 0) (rl/draw-text "VERTICAL GRADIENT" 560 10 20 rl/raywhite) + (= current-texture 1) (rl/draw-text "HORIZONTAL GRADIENT" 540 10 20 rl/raywhite) + (= current-texture 2) (rl/draw-text "DIAGONAL GRADIENT" 540 10 20 rl/raywhite) + (= current-texture 3) (rl/draw-text "RADIAL GRADIENT" 580 10 20 rl/lightgray) + (= current-texture 4) (rl/draw-text "SQUARE GRADIENT" 580 10 20 rl/lightgray) + (= current-texture 5) (rl/draw-text "CHECKED" 680 10 20 rl/raywhite) + (= current-texture 6) (rl/draw-text "WHITE NOISE" 640 10 20 rl/red) + (= current-texture 7) (rl/draw-text "PERLIN NOISE" 640 10 20 rl/red) + :else (rl/draw-text "CELLULAR" 670 10 20 rl/raywhite)) + + (rl/end-drawing))) diff --git a/examples/textures-mouse-painting.flan b/examples/textures-mouse-painting.flan new file mode 100644 index 0000000..03cb3b2 --- /dev/null +++ b/examples/textures-mouse-painting.flan @@ -0,0 +1,255 @@ +;;;; raylib [textures] example - mouse painting +;;;; +;;;; examples/textures/textures_mouse_painting.c. The one example in the +;;;; category that takes a picture back OFF the GPU and writes it to disk, and +;;;; that round trip is why it is here: +;;;; +;;;; load-image-from-texture → image-flip-vertical → export-image +;;;; +;;;; Nothing in the corpus had run it. image-from-image has a headless +;;;; acceptance case and sand.flan loads images the other way, but the path +;;;; that reads a render target's pixels back into CPU memory, corrects for +;;;; GL's bottom-up rows and encodes a PNG had never been exercised at all. +;;;; All three came out of the generated half of the bindings; nothing needed +;;;; adding for this file. +;;;; +;;;; The flip is the same fact as the negative source height in +;;;; examples/textures-fog-of-war.flan, met from the other side: on screen the +;;;; canvas is drawn with a negative-height source rectangle so GL's bottom-up +;;;; rows come out the right way up, and on save there is no source rectangle +;;;; to negate, so the pixels are turned over in memory instead. A program +;;;; that did one and not the other would show a correct picture and save an +;;;; upside-down one — which is exactly the bug the C's comment warns about. +;;;; +;;;; The other thing this puts under load is the render texture as *persistent +;;;; state*. The fog-of-war target is rebuilt from nothing every frame; this +;;;; one is the document — it is cleared once before the loop and every stroke +;;;; after that accumulates in it. Between the two the corpus has both ways a +;;;; render texture gets used. +;;;; +;;;; Two deviations from the C, both in the same place and both deliberate. +;;;; The C computes colorMouseHover with a `for` whose `else` clause resets it +;;;; on every miss and whose `break` leaves it set on a hit, so the value that +;;;; survives depends on the loop exiting early — it works, but only because +;;;; of the break. Here the reset is before the loop and the loop only ever +;;;; sets it, which is the same result said plainly. And "no colour hovered" +;;;; is -1 in both, tested with `>= 0` before it is used as an index. + +(import rl "vendor:raylib") + +(defconst screen-width 800) +(defconst screen-height 450) + +(defconst max-colors-count 23) + +;; The palette strip along the top. colors[0] is also the canvas's clear +;; colour and the "eraser", which is why raywhite is first and not simply +;; another entry. +(defvar colors [23 rl/Color]) +(defvar colors-recs [23 rl/Rectangle]) + +(defvar color-selected i32) +(defvar color-selected-prev i32) +(defvar color-mouse-hover i32) +(defvar brush-size f32) +(defvar mouse-was-pressed bool) + +(defvar btn-save-rec rl/Rectangle) +(defvar btn-save-mouse-hover bool) +(defvar show-save-message bool) +(defvar save-message-counter i32) + +(defvar target rl/RenderTexture2D) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [textures] example - mouse painting") + (defer (rl/close-window)) + + (set colors (array max-colors-count rl/Color)) + (set (at colors 0) rl/raywhite) + (set (at colors 1) rl/yellow) + (set (at colors 2) rl/gold) + (set (at colors 3) rl/orange) + (set (at colors 4) rl/pink) + (set (at colors 5) rl/red) + (set (at colors 6) rl/maroon) + (set (at colors 7) rl/green) + (set (at colors 8) rl/lime) + (set (at colors 9) rl/darkgreen) + (set (at colors 10) rl/skyblue) + (set (at colors 11) rl/blue) + (set (at colors 12) rl/darkblue) + (set (at colors 13) rl/purple) + (set (at colors 14) rl/violet) + (set (at colors 15) rl/darkpurple) + (set (at colors 16) rl/beige) + (set (at colors 17) rl/brown) + (set (at colors 18) rl/darkbrown) + (set (at colors 19) rl/lightgray) + (set (at colors 20) rl/gray) + (set (at colors 21) rl/darkgray) + (set (at colors 22) rl/black) + + ;; 30 wide with a 2-pixel gap, starting 10 from the left. + (set colors-recs (array max-colors-count rl/Rectangle)) + (dotimes [i max-colors-count] + (set (at colors-recs i) + (rl/Rectangle {.x (+ 10.0 (* 32.0 (f32 i))) + .y 10.0 .width 30.0 .height 30.0}))) + + (set color-selected 0) + (set color-selected-prev 0) + (set color-mouse-hover 0) + (set brush-size 20.0) + (set mouse-was-pressed false) + + (set btn-save-rec (rl/Rectangle {.x 750.0 .y 10.0 .width 40.0 .height 30.0})) + (set btn-save-mouse-hover false) + (set show-save-message false) + (set save-message-counter 0) + + ;; The canvas. It is the document, not a scratch buffer: nothing clears it + ;; again until the user presses C. + (set target (rl/load-render-texture screen-width screen-height)) + (defer (rl/unload-render-texture target)) + + (rl/begin-texture-mode target) + (rl/clear-background (at colors 0)) + (rl/end-texture-mode) + + ;; 120 and not 60: the stroke is a circle stamped at the mouse position once + ;; per frame, so the gaps between stamps during a fast drag are a function + ;; of the frame rate. The C's comment says as much. + (rl/set-target-fps 120) + + (until (rl/window-should-close?) + ;; Update + (let [mouse-pos (rl/get-mouse-position)] + (if (rl/key-pressed? :right) + (set color-selected (+ color-selected 1)) + (when (rl/key-pressed? :left) + (set color-selected (- color-selected 1)))) + (set color-selected (clamp color-selected 0 (- max-colors-count 1))) + + ;; Which swatch the pointer is over, or -1. See the header comment: the + ;; reset is here rather than in an else branch inside the loop. + (set color-mouse-hover -1) + (dotimes [i max-colors-count] + (when (rl/collision-point-rec? mouse-pos (at colors-recs i)) + (set color-mouse-hover i) + (break))) + + (when (and (>= color-mouse-hover 0) (rl/mouse-button-pressed? :left)) + (set color-selected color-mouse-hover) + (set color-selected-prev color-selected)) + + (set brush-size (clamp (+ brush-size (* (rl/get-mouse-wheel-move) 5.0)) + 2.0 50.0)) + + (when (rl/key-pressed? :c) + (rl/begin-texture-mode target) + (rl/clear-background (at colors 0)) + (rl/end-texture-mode)) + + ;; Paint. The gesture test is what makes the example work on a + ;; touchscreen, where there is no mouse button to hold. + (when (or (rl/mouse-button-down? :left) + (= (rl/get-gesture-detected) :drag)) + (rl/begin-texture-mode target) + ;; Above y=50 is the palette strip, and a stroke there would paint + ;; under the toolbar where it could never be seen. + (when (> (.y mouse-pos) 50.0) + (rl/draw-circle (i32 (.x mouse-pos)) (i32 (.y mouse-pos)) + brush-size (at colors color-selected))) + (rl/end-texture-mode)) + + ;; Right button erases, which is painting in the clear colour. The + ;; selected swatch is parked while the button is held so the toolbar + ;; shows what is being drawn, and restored on release. + (if (rl/mouse-button-down? :right) + (do + (when (not mouse-was-pressed) + (set color-selected-prev color-selected) + (set color-selected 0)) + (set mouse-was-pressed true) + (rl/begin-texture-mode target) + (when (> (.y mouse-pos) 50.0) + (rl/draw-circle (i32 (.x mouse-pos)) (i32 (.y mouse-pos)) + brush-size (at colors 0))) + (rl/end-texture-mode)) + (when (and (rl/mouse-button-released? :right) mouse-was-pressed) + (set color-selected color-selected-prev) + (set mouse-was-pressed false))) + + (set btn-save-mouse-hover (rl/collision-point-rec? mouse-pos btn-save-rec)) + + ;; The round trip. See the header comment for why the flip is here and + ;; not on the draw. + (when (or (and btn-save-mouse-hover (rl/mouse-button-released? :left)) + (rl/key-pressed? :s)) + (let [image (rl/load-image-from-texture (.texture target))] + (rl/image-flip-vertical (addr image)) + (rl/export-image image "my_amazing_texture_painting.png") + (rl/unload-image image)) + (set show-save-message true)) + + (when show-save-message + (set save-message-counter (+ save-message-counter 1)) + (when (> save-message-counter 240) + (set show-save-message false) + (set save-message-counter 0))) + + ;; Draw + (rl/begin-drawing) + (rl/clear-background rl/raywhite) + + ;; The canvas, flipped by the negative source height. + (rl/draw-texture-rec (.texture target) + (rl/Rectangle {.x 0.0 .y 0.0 + .width (f32 (.width (.texture target))) + .height (- 0.0 (f32 (.height (.texture target))))}) + (rl/Vector2 {.x 0.0 .y 0.0}) + rl/white) + + ;; The brush preview, drawn on the screen and not into the canvas. + (when (> (.y mouse-pos) 50.0) + (if (rl/mouse-button-down? :right) + (rl/draw-circle-lines (i32 (.x mouse-pos)) (i32 (.y mouse-pos)) + brush-size rl/gray) + (rl/draw-circle (rl/get-mouse-x) (rl/get-mouse-y) + brush-size (at colors color-selected)))) + + ;; The toolbar, over the canvas. + (rl/draw-rectangle 0 0 (rl/get-screen-width) 50 rl/raywhite) + (rl/draw-line 0 50 (rl/get-screen-width) 50 rl/lightgray) + + (dotimes [i max-colors-count] + (rl/draw-rectangle-rec (at colors-recs i) (at colors i))) + ;; The first swatch is raywhite on raywhite, so it needs an outline to + ;; be visible at all. + (rl/draw-rectangle-lines 10 10 30 30 rl/lightgray) + + (when (>= color-mouse-hover 0) + (rl/draw-rectangle-rec (at colors-recs color-mouse-hover) + (rl/fade rl/white 0.6))) + + (let [r (at colors-recs color-selected)] + (rl/draw-rectangle-lines-ex + (rl/Rectangle {.x (- (.x r) 2.0) .y (- (.y r) 2.0) + .width (+ (.width r) 4.0) .height (+ (.height r) 4.0)}) + 2.0 rl/black)) + + (rl/draw-rectangle-lines-ex btn-save-rec 2.0 + (if btn-save-mouse-hover rl/red rl/black)) + (rl/draw-text "SAVE!" 755 20 10 + (if btn-save-mouse-hover rl/red rl/black)) + + (when show-save-message + (rl/draw-rectangle 0 0 (rl/get-screen-width) (rl/get-screen-height) + (rl/fade rl/raywhite 0.8)) + (rl/draw-rectangle 0 150 (rl/get-screen-width) 80 rl/black) + (rl/draw-text "IMAGE SAVED: my_amazing_texture_painting.png" + 150 180 20 rl/raywhite)) + + (rl/end-drawing)))) diff --git a/lib/load.ml b/lib/load.ml index 3e110d5..6c5d7e9 100644 --- a/lib/load.ml +++ b/lib/load.ml @@ -877,17 +877,33 @@ let rec import ~seen ~open_ ~loc alias dir = in List.iter (fun (x : Cimport.const_diff) -> - (* Only the findings that are the *library* contradicting the - package stop a build. A [defenum] nobody mapped and a rule - that reaches nothing are about the package's own - `bindings` file, and they gate `flan generate-c`, which is - where that file is edited — telling a lane that added an - enum to go and fix a config, in a message shaped like "the - layout is wrong", is the wrong thing to stop a build - with. *) - if not x.Cimport.cmapping then - fail (Option.value ~default:loc (cloc x.Cimport.cname)) - "the package disagrees with %s: %s" h x.Cimport.cwhy) + (* Both kinds stop a build, and they are worded differently + because they are different accusations. + + [cmapping = false] is the library contradicting the + package: a value that is one number here and another + there. [cmapping = true] is the package's own `bindings` + file not covering something — a [defenum] nobody mapped, + a rule that reaches nothing. + + The second was gated to `flan generate-c` at first, on the + argument that stopping a build over a config file is the + wrong stop. The objection was really to the *wording*: it + arrived wrapped in "the package disagrees with the + header", which describes a layout bug and sends the reader + to the wrong file. Gating it instead meant an unchecked + enum member — exactly the silent wrongness the header read + exists to catch — went unreported on every ordinary build, + and "remember to run generate-c" is the same shape as + "remember to check the header by eye", which is what this + replaced. So: still fatal, and the wording names the file + and both ways out. *) + let at = Option.value ~default:loc (cloc x.Cimport.cname) in + if x.Cimport.cmapping then + fail at "%s" x.Cimport.cwhy + else + fail at "the package disagrees with %s: %s" h + x.Cimport.cwhy) (Cimport.check_constants ~config ~enums ~consts:pconsts dump); r) (header_specs ~loc dir) diff --git a/vendor/raylib/bindings b/vendor/raylib/bindings index 8d01bb6..325dee7 100644 --- a/vendor/raylib/bindings +++ b/vendor/raylib/bindings @@ -90,13 +90,16 @@ exclude IsWindowReady # generated i32 would take. GetWorldToScreen goes with BeginMode3D # because they read the same camera. # -# What this line splits, and deliberately: draw-cube is here and draw-cube-v -# is generated, get-world-to-screen is here and get-world-to-screen-ex is -# generated, update-camera is here and update-camera-pro is generated. Every -# other family in raylib.flan — the texture draws, the circle draws — sits -# together, so the split is worth naming: what is hand-written is what the -# ported examples call, and hand-writing the variants as well would widen the -# half that has to be maintained by hand for nothing the examples ask for. +# What this line splits, and deliberately: get-world-to-screen is here and +# get-world-to-screen-ex is generated, update-camera is here and +# update-camera-pro is generated. (draw-cube-v was named here as the third +# such pair and no longer is — see the DrawCubeV line further down, which is +# what happens to a split of this kind when an example starts calling the +# other half.) Every other family in raylib.flan — the texture draws, the +# circle draws — sits together, so the split is worth naming: what is +# hand-written is what the ported examples call, and hand-writing the variants +# as well would widen the half that has to be maintained by hand for nothing +# the examples ask for. # # What is deliberately NOT here: the window-state family (IsWindowState, # SetWindowState, ClearWindowState, ToggleFullscreen, Minimize/Maximize/ @@ -115,6 +118,27 @@ exclude SetExitKey exclude UpdateCamera exclude GetWorldToScreen +# The second batch of ported examples widened both halves of that split, and +# each of these is here for one of the two reasons above and no new one. +# +# - SetMouseCursor and SetTextureFilter take an `int` in the header and one +# of a closed set of names in fact, so their Flan face is a defenum and +# not the C signature — the same trade SetExitKey makes. +# - DrawCubeV, DrawSphere, DrawSphereWires and DrawRay are inside a frame, +# in examples/models-box-collisions.flan and examples/core-3d-picking.flan. +# draw-cube-v moving here is the one place this batch *narrows* the split +# the paragraph above names: it was generated because nothing called it, +# and something calls it now. +# - GetScreenToWorldRay goes with GetWorldToScreen for the reason given +# there. They are inverses over the same camera. +exclude SetMouseCursor +exclude SetTextureFilter +exclude DrawCubeV +exclude DrawSphere +exclude DrawSphereWires +exclude DrawRay +exclude GetScreenToWorldRay + # ── What the package's constants are called in C ──────────────────── # # enum every member of that defenum @@ -146,6 +170,8 @@ enum CameraMode CAMERA_ enum GamepadButton GAMEPAD_BUTTON_ enum GamepadAxis GAMEPAD_AXIS_ enum Gesture GESTURE_ +enum MouseCursor MOUSE_CURSOR_ +enum TextureFilter TEXTURE_FILTER_ # raylib writes GESTURE_DOUBLETAP as one word where every other member of that # enum is underscored. This is the narrow exception and not a general escape diff --git a/vendor/raylib/generated.flan b/vendor/raylib/generated.flan index e68a5e5..35a7cbc 100644 --- a/vendor/raylib/generated.flan +++ b/vendor/raylib/generated.flan @@ -60,6 +60,7 @@ (declare-c begin-blend-mode [mode i32] "BeginBlendMode") (declare-c end-blend-mode [] "EndBlendMode") (declare-c end-vr-stereo-mode [] "EndVrStereoMode") +(declare-c get-screen-to-world-ray-ex [position Vector2 camera Camera3D width i32 height i32] Ray "GetScreenToWorldRayEx") (declare-c get-world-to-screen-ex [position Vector3 camera Camera3D width i32 height i32] Vector2 "GetWorldToScreenEx") (declare-c swap-screen-buffer [] "SwapScreenBuffer") (declare-c poll-input-events [] "PollInputEvents") @@ -106,7 +107,6 @@ (declare-c set-mouse-offset [offset-x i32 offset-y i32] "SetMouseOffset") (declare-c set-mouse-scale [scale-x f32 scale-y f32] "SetMouseScale") (declare-c get-mouse-wheel-move-v [] Vector2 "GetMouseWheelMoveV") -(declare-c set-mouse-cursor [cursor i32] "SetMouseCursor") (declare-c update-camera-pro [camera (Ptr Camera3D) movement Vector3 rotation Vector3 zoom f32] "UpdateCameraPro") (declare-c draw-line-strip [points (Ptr Vector2) point-count i32 color Color] "DrawLineStrip") (declare-c draw-line-bezier [start-pos Vector2 end-pos Vector2 thick f32 color Color] "DrawLineBezier") @@ -206,7 +206,6 @@ (declare-c update-texture [texture Texture2D pixels (Ptr u8)] "UpdateTexture") (declare-c update-texture-rec [texture Texture2D rec Rectangle pixels (Ptr u8)] "UpdateTextureRec") (declare-c gen-texture-mipmaps [texture (Ptr Texture2D)] "GenTextureMipmaps") -(declare-c set-texture-filter [texture Texture2D filter i32] "SetTextureFilter") (declare-c set-texture-wrap [texture Texture2D wrap i32] "SetTextureWrap") (declare-c color-is-equal [col-1 Color col-2 Color] bool "ColorIsEqual") (declare-c color-to-int [color Color] i32 "ColorToInt") @@ -247,11 +246,8 @@ (declare-c draw-circle-3d [center Vector3 radius f32 rotation-axis Vector3 rotation-angle f32 color Color] "DrawCircle3D") (declare-c draw-triangle-3d [v-1 Vector3 v-2 Vector3 v-3 Vector3 color Color] "DrawTriangle3D") (declare-c draw-triangle-strip-3d [points (Ptr Vector3) point-count i32 color Color] "DrawTriangleStrip3D") -(declare-c draw-cube-v [position Vector3 size Vector3 color Color] "DrawCubeV") (declare-c draw-cube-wires-v [position Vector3 size Vector3 color Color] "DrawCubeWiresV") -(declare-c draw-sphere [center-pos Vector3 radius f32 color Color] "DrawSphere") (declare-c draw-sphere-ex [center-pos Vector3 radius f32 rings i32 slices i32 color Color] "DrawSphereEx") -(declare-c draw-sphere-wires [center-pos Vector3 radius f32 rings i32 slices i32 color Color] "DrawSphereWires") (declare-c draw-cylinder [position Vector3 radius-top f32 radius-bottom f32 height f32 slices i32 color Color] "DrawCylinder") (declare-c draw-cylinder-ex [start-pos Vector3 end-pos Vector3 start-radius f32 end-radius f32 sides i32 color Color] "DrawCylinderEx") (declare-c draw-cylinder-wires [position Vector3 radius-top f32 radius-bottom f32 height f32 slices i32 color Color] "DrawCylinderWires") @@ -259,10 +255,17 @@ (declare-c draw-capsule [start-pos Vector3 end-pos Vector3 radius f32 slices i32 rings i32 color Color] "DrawCapsule") (declare-c draw-capsule-wires [start-pos Vector3 end-pos Vector3 radius f32 slices i32 rings i32 color Color] "DrawCapsuleWires") (declare-c draw-plane [center-pos Vector3 size Vector2 color Color] "DrawPlane") +(declare-c draw-bounding-box [box BoundingBox color Color] "DrawBoundingBox") (declare-c draw-billboard [camera Camera3D texture Texture2D position Vector3 scale f32 tint Color] "DrawBillboard") (declare-c draw-billboard-rec [camera Camera3D texture Texture2D source Rectangle position Vector3 size Vector2 tint Color] "DrawBillboardRec") (declare-c draw-billboard-pro [camera Camera3D texture Texture2D source Rectangle position Vector3 up Vector3 size Vector2 origin Vector2 rotation f32 tint Color] "DrawBillboardPro") (declare-c check-collision-spheres [center-1 Vector3 radius-1 f32 center-2 Vector3 radius-2 f32] bool "CheckCollisionSpheres") +(declare-c check-collision-boxes [box-1 BoundingBox box-2 BoundingBox] bool "CheckCollisionBoxes") +(declare-c check-collision-box-sphere [box BoundingBox center Vector3 radius f32] bool "CheckCollisionBoxSphere") +(declare-c get-ray-collision-sphere [ray Ray center Vector3 radius f32] RayCollision "GetRayCollisionSphere") +(declare-c get-ray-collision-box [ray Ray box BoundingBox] RayCollision "GetRayCollisionBox") +(declare-c get-ray-collision-triangle [ray Ray p-1 Vector3 p-2 Vector3 p-3 Vector3] RayCollision "GetRayCollisionTriangle") +(declare-c get-ray-collision-quad [ray Ray p-1 Vector3 p-2 Vector3 p-3 Vector3 p-4 Vector3] RayCollision "GetRayCollisionQuad") (declare-c load-wave-from-memory [file-type string file-data (Ptr u8) data-size i32] Wave "LoadWaveFromMemory") (declare-c update-sound [sound Sound data (Ptr u8) sample-count i32] "UpdateSound") (declare-c export-wave-as-code [wave Wave file-name string] bool "ExportWaveAsCode") diff --git a/vendor/raylib/headers b/vendor/raylib/headers index cc92c18..85cbbf6 100644 --- a/vendor/raylib/headers +++ b/vendor/raylib/headers @@ -24,13 +24,19 @@ # agrees with it by construction. That is also why the hand-written lines # were kept rather than replaced by generated ones. # -# Why it is still optional. A build needs libraylib linkable and *not* -# raylib-devel installed, which is a property worth keeping; requiring a header -# would take it from everyone to give the check to whoever has one. Before the -# bindings were committed this marker also decided how many bindings a build -# got, which was the real cost of it being opt-in; it no longer decides that, -# and all it now withholds is a check that regeneration has already run once. -# Same shape as ${FLAN_RAYLIB_WEB} in `link`, and for the same reason. +# Why it is no longer optional. It used to be `?${FLAN_RAYLIB_H}`, and the +# argument was that a build needs libraylib linkable and *not* raylib-devel +# installed, so requiring a header would take that property from everyone to +# give the check to whoever had one. **That argument dissolved when the header +# was committed here**: nobody needs raylib-devel to have it, because it ships +# with the repository. +# +# What being optional actually cost was found the hard way. `vendor/raylib/web/` +# is gitignored, so the header a `build-web.sh` tree happens to have never +# appears in a git worktree — and every parallel lane that touched bindings was +# therefore checking against nothing and not being told. One of them went +# looking and used a copy out of `~/.local/share/Trash`, which happened to be +# byte-identical. A check that silently does not run is worse than no check. # # The version must match the shared library `link` names — 5.5, libraylib.so.550. # Reading one version's header while linking another's library is exactly the @@ -38,11 +44,10 @@ # described: against a 5.1-dev header, regeneration reports ten differences # that are all real and writes nothing. # -# export FLAN_RAYLIB_H=/path/to/raylib-5.5/src/raylib.h -# -# vendor/raylib/build-web.sh already clones that exact tag to build the browser -# archive, so a tree that has built for web has the matching header at -# vendor/raylib/web/raylib-5.5/src/raylib.h. +# To check against a different header — a newer raylib, or a system one — edit +# this line or replace the file. There is no environment variable for it any +# more: the point of committing the header is that every tree checks against +# the same one without anybody exporting anything. # # To see what regeneration would produce without writing anything: # @@ -52,4 +57,4 @@ # are called — is `bindings` beside this file. See its comments for why a # committed generated file needs a config at all. # -?${FLAN_RAYLIB_H} +raylib-5.5.h diff --git a/vendor/raylib/raylib-5.5.h b/vendor/raylib/raylib-5.5.h new file mode 100644 index 0000000..a26b8ce --- /dev/null +++ b/vendor/raylib/raylib-5.5.h @@ -0,0 +1,1708 @@ +/********************************************************************************************** +* +* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* +* FEATURES: +* - NO external dependencies, all required libraries included with raylib +* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, +* MacOS, 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, ES2, ES3 - choose at compile) +* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts) +* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) +* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! +* - Flexible Materials system, supporting classic maps and PBR maps +* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF) +* - Shaders support, including Model shaders and Postprocessing shaders +* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD) +* - VR stereo rendering with configurable HMD device parameters +* - Bindings to multiple programming languages available! +* +* NOTES: +* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] +* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) +* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) +* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) +* +* DEPENDENCIES (included): +* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input +* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input +* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading +* [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 +* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation +* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage +* [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_resize2 (Sean Barret) for image resizing algorithms +* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation +* [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 3d shapes generation +* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) +* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) +* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) +* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX) +* [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 +* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage +* +* +* 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) 2013-2024 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. +* +**********************************************************************************************/ + +#ifndef RAYLIB_H +#define RAYLIB_H + +#include // Required for: va_list - Only used by TraceLogCallback + +#define RAYLIB_VERSION_MAJOR 5 +#define RAYLIB_VERSION_MINOR 5 +#define RAYLIB_VERSION_PATCH 0 +#define RAYLIB_VERSION "5.5" + +// Function specifiers in case library is build/used as a shared library +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden +#if defined(_WIN32) + #if defined(__TINYC__) + #define __declspec(x) __attribute__((x)) + #endif + #if defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) + #elif defined(USE_LIBTYPE_SHARED) + #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) + #endif +#else + #if defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib) + #endif +#endif + +#ifndef RLAPI + #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) +#endif + +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Allow custom memory allocators +// NOTE: Require recompiling raylib sources +#ifndef RL_MALLOC + #define RL_MALLOC(sz) malloc(sz) +#endif +#ifndef RL_CALLOC + #define RL_CALLOC(n,sz) calloc(n,sz) +#endif +#ifndef RL_REALLOC + #define RL_REALLOC(ptr,sz) realloc(ptr,sz) +#endif +#ifndef RL_FREE + #define RL_FREE(ptr) free(ptr) +#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) +#if defined(__cplusplus) + #define CLITERAL(type) type +#else + #define CLITERAL(type) (type) +#endif + +// 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 +#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L) + #error "C++11 or later is required. Add -std=c++11" +#endif + +// NOTE: We set some defines with some data types declared by raylib +// Other modules (raymath, rlgl) also require some of those types, so, +// 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 +#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 + +// Some Basic Colors +// NOTE: Custom raylib color palette for amazing visuals on WHITE background +#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray +#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray +#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray +#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow +#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold +#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange +#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink +#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red +#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon +#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green +#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime +#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue +#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue +#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue +#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple +#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet +#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple +#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige +#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown +#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown + +#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White +#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black +#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta +#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) + +//---------------------------------------------------------------------------------- +// Structures Definition +//---------------------------------------------------------------------------------- +// Boolean type +#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) + #include +#elif !defined(__cplusplus) && !defined(bool) + typedef enum bool { false = 0, true = !false } bool; + #define RL_BOOL_TYPE +#endif + +// Vector2, 2 components +typedef struct Vector2 { + float x; // Vector x component + float y; // Vector y component +} Vector2; + +// Vector3, 3 components +typedef struct Vector3 { + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component +} Vector3; + +// Vector4, 4 components +typedef struct Vector4 { + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component + float w; // Vector w component +} 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 + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) +} Image; + +// Texture, tex data stored in GPU memory (VRAM) +typedef struct Texture { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) +} Texture; + +// Texture2D, same as Texture +typedef Texture Texture2D; + +// TextureCubemap, same as Texture +typedef Texture TextureCubemap; + +// RenderTexture, fbo for texture rendering +typedef struct RenderTexture { + unsigned int id; // OpenGL framebuffer object id + Texture texture; // Color buffer attachment texture + Texture depth; // Depth buffer attachment texture +} RenderTexture; + +// RenderTexture2D, same as RenderTexture +typedef RenderTexture RenderTexture2D; + +// NPatchInfo, n-patch layout info +typedef struct NPatchInfo { + Rectangle source; // Texture source rectangle + 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 +} NPatchInfo; + +// GlyphInfo, font characters glyphs info +typedef struct GlyphInfo { + int value; // Character value (Unicode) + int offsetX; // Character offset X when drawing + int offsetY; // Character offset Y when drawing + int advanceX; // Character advance position X + Image image; // Character image data +} GlyphInfo; + +// Font, font texture and GlyphInfo array data +typedef struct Font { + int baseSize; // Base size (default chars height) + int glyphCount; // Number of glyph characters + int glyphPadding; // Padding around the glyph characters + Texture2D texture; // Texture atlas containing the glyphs + Rectangle *recs; // Rectangles in texture for the glyphs + GlyphInfo *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 { + 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) (shader-location = 6) + float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7) + Matrix *boneMatrices; // Bones animated transformation matrices + int boneCount; // Number of bones + + // OpenGL identifiers + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) +} Mesh; + +// Shader +typedef struct Shader { + unsigned int id; // Shader program id + int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) +} Shader; + +// MaterialMap +typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value +} MaterialMap; + +// Material, includes shader and maps +typedef struct Material { + Shader shader; // Material shader + MaterialMap *maps; // Material maps array (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; + +// Bone, skeletal animation bone +typedef struct BoneInfo { + char name[32]; // Bone name + int parent; // Bone parent +} BoneInfo; + +// Model, meshes, materials and animation data +typedef struct Model { + Matrix transform; // Local transform matrix + + int meshCount; // Number of meshes + int materialCount; // Number of materials + Mesh *meshes; // Meshes array + Material *materials; // Materials array + int *meshMaterial; // Mesh material number + + // Animation data + int boneCount; // Number of bones + BoneInfo *bones; // Bones information (skeleton) + Transform *bindPose; // Bones base transformation (pose) +} Model; + +// ModelAnimation +typedef struct ModelAnimation { + int boneCount; // Number of bones + int frameCount; // Number of animation frames + BoneInfo *bones; // Bones information (skeleton) + Transform **framePoses; // Poses array by frame + char name[32]; // Animation name +} ModelAnimation; + +// Ray, ray for raycasting +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction (normalized) +} Ray; + +// RayCollision, ray hit information +typedef struct RayCollision { + bool hit; // Did the ray hit something? + float distance; // Distance to the nearest hit + Vector3 point; // Point of the nearest hit + Vector3 normal; // Surface normal of hit +} RayCollision; + +// BoundingBox +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner +} BoundingBox; + +// Wave, audio wave data +typedef struct Wave { + 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 +} Wave; + +// Opaque structs declaration +// NOTE: Actual structs are defined internally in raudio module +typedef struct rAudioBuffer rAudioBuffer; +typedef struct rAudioProcessor rAudioProcessor; + +// AudioStream, custom audio stream +typedef struct AudioStream { + rAudioBuffer *buffer; // Pointer to internal data used by the audio system + rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects + + 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, ...) +} AudioStream; + +// Sound +typedef struct Sound { + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) +} Sound; + +// Music, audio stream, anything longer than ~10 seconds should be streamed +typedef struct Music { + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) + bool looping; // Music looping enable + + int ctxType; // Type of music context (audio filetype) + void *ctxData; // Audio context data, depends on type +} Music; + +// VrDeviceInfo, Head-Mounted-Display device parameters +typedef struct VrDeviceInfo { + int hResolution; // Horizontal resolution in pixels + int vResolution; // Vertical resolution in pixels + float hScreenSize; // Horizontal size in meters + float vScreenSize; // Vertical size in meters + float 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 +} VrDeviceInfo; + +// VrStereoConfig, VR stereo rendering configuration for simulator +typedef struct VrStereoConfig { + Matrix projection[2]; // VR projection matrices (per eye) + Matrix viewOffset[2]; // VR view offset matrices (per eye) + 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 +} VrStereoConfig; + +// File path list +typedef struct FilePathList { + unsigned int capacity; // Filepaths max entries + unsigned int count; // Filepaths entries count + char **paths; // Filepaths entries +} FilePathList; + +// Automation event +typedef struct AutomationEvent { + unsigned int frame; // Event frame + unsigned int type; // Event type (AutomationEventType) + int params[4]; // Event parameters (if required) +} AutomationEvent; + +// Automation event list +typedef struct AutomationEventList { + unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS) + unsigned int count; // Events entries count + AutomationEvent *events; // Events entries +} AutomationEventList; + +//---------------------------------------------------------------------------------- +// 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 +typedef enum { + FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU + FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen + FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window + FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) + FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window + FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) + FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) + FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused + FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top + FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized + FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer + FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI + FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED + FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode + FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X + FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) +} ConfigFlags; + +// Trace log level +// NOTE: Organized by priority level +typedef enum { + 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; + +// Keyboard keys (US keyboard layout) +// NOTE: Use GetKeyPressed() to allow redefining +// required keys for alternative layouts +typedef enum { + KEY_NULL = 0, // Key: NULL, used for no key pressed + // Alphanumeric keys + KEY_APOSTROPHE = 39, // Key: ' + KEY_COMMA = 44, // Key: , + KEY_MINUS = 45, // Key: - + KEY_PERIOD = 46, // Key: . + KEY_SLASH = 47, // Key: / + KEY_ZERO = 48, // Key: 0 + KEY_ONE = 49, // Key: 1 + KEY_TWO = 50, // Key: 2 + KEY_THREE = 51, // Key: 3 + KEY_FOUR = 52, // Key: 4 + KEY_FIVE = 53, // Key: 5 + KEY_SIX = 54, // Key: 6 + KEY_SEVEN = 55, // Key: 7 + KEY_EIGHT = 56, // Key: 8 + KEY_NINE = 57, // Key: 9 + KEY_SEMICOLON = 59, // Key: ; + KEY_EQUAL = 61, // Key: = + KEY_A = 65, // Key: A | a + KEY_B = 66, // Key: B | b + KEY_C = 67, // Key: C | c + KEY_D = 68, // Key: D | d + KEY_E = 69, // Key: E | e + KEY_F = 70, // Key: F | f + KEY_G = 71, // Key: G | g + KEY_H = 72, // Key: H | h + KEY_I = 73, // Key: I | i + KEY_J = 74, // Key: J | j + KEY_K = 75, // Key: K | k + KEY_L = 76, // Key: L | l + KEY_M = 77, // Key: M | m + KEY_N = 78, // Key: N | n + KEY_O = 79, // Key: O | o + KEY_P = 80, // Key: P | p + KEY_Q = 81, // Key: Q | q + KEY_R = 82, // Key: R | r + KEY_S = 83, // Key: S | s + KEY_T = 84, // Key: T | t + KEY_U = 85, // Key: U | u + KEY_V = 86, // Key: V | v + KEY_W = 87, // Key: W | w + KEY_X = 88, // Key: X | x + KEY_Y = 89, // Key: Y | y + KEY_Z = 90, // Key: Z | z + KEY_LEFT_BRACKET = 91, // Key: [ + KEY_BACKSLASH = 92, // Key: '\' + KEY_RIGHT_BRACKET = 93, // Key: ] + KEY_GRAVE = 96, // Key: ` + // Function keys + KEY_SPACE = 32, // Key: Space + KEY_ESCAPE = 256, // Key: Esc + KEY_ENTER = 257, // Key: Enter + KEY_TAB = 258, // Key: Tab + KEY_BACKSPACE = 259, // Key: Backspace + KEY_INSERT = 260, // Key: Ins + KEY_DELETE = 261, // Key: Del + KEY_RIGHT = 262, // Key: Cursor right + KEY_LEFT = 263, // Key: Cursor left + KEY_DOWN = 264, // Key: Cursor down + KEY_UP = 265, // Key: Cursor up + KEY_PAGE_UP = 266, // Key: Page up + KEY_PAGE_DOWN = 267, // Key: Page down + KEY_HOME = 268, // Key: Home + KEY_END = 269, // Key: End + KEY_CAPS_LOCK = 280, // Key: Caps lock + KEY_SCROLL_LOCK = 281, // Key: Scroll down + KEY_NUM_LOCK = 282, // Key: Num lock + KEY_PRINT_SCREEN = 283, // Key: Print screen + KEY_PAUSE = 284, // Key: Pause + KEY_F1 = 290, // Key: F1 + KEY_F2 = 291, // Key: F2 + KEY_F3 = 292, // Key: F3 + KEY_F4 = 293, // Key: F4 + KEY_F5 = 294, // Key: F5 + KEY_F6 = 295, // Key: F6 + KEY_F7 = 296, // Key: F7 + KEY_F8 = 297, // Key: F8 + KEY_F9 = 298, // Key: F9 + KEY_F10 = 299, // Key: F10 + KEY_F11 = 300, // Key: F11 + KEY_F12 = 301, // Key: F12 + KEY_LEFT_SHIFT = 340, // Key: Shift left + KEY_LEFT_CONTROL = 341, // Key: Control left + KEY_LEFT_ALT = 342, // Key: Alt left + KEY_LEFT_SUPER = 343, // Key: Super left + KEY_RIGHT_SHIFT = 344, // Key: Shift right + KEY_RIGHT_CONTROL = 345, // Key: Control right + KEY_RIGHT_ALT = 346, // Key: Alt right + KEY_RIGHT_SUPER = 347, // Key: Super right + KEY_KB_MENU = 348, // Key: KB menu + // Keypad keys + KEY_KP_0 = 320, // Key: Keypad 0 + KEY_KP_1 = 321, // Key: Keypad 1 + KEY_KP_2 = 322, // Key: Keypad 2 + KEY_KP_3 = 323, // Key: Keypad 3 + KEY_KP_4 = 324, // Key: Keypad 4 + KEY_KP_5 = 325, // Key: Keypad 5 + KEY_KP_6 = 326, // Key: Keypad 6 + KEY_KP_7 = 327, // Key: Keypad 7 + KEY_KP_8 = 328, // Key: Keypad 8 + KEY_KP_9 = 329, // Key: Keypad 9 + KEY_KP_DECIMAL = 330, // Key: Keypad . + KEY_KP_DIVIDE = 331, // Key: Keypad / + KEY_KP_MULTIPLY = 332, // Key: Keypad * + KEY_KP_SUBTRACT = 333, // Key: Keypad - + KEY_KP_ADD = 334, // Key: Keypad + + KEY_KP_ENTER = 335, // Key: Keypad Enter + KEY_KP_EQUAL = 336, // Key: Keypad = + // Android key buttons + KEY_BACK = 4, // Key: Android back button + KEY_MENU = 5, // Key: Android menu button + KEY_VOLUME_UP = 24, // Key: Android volume up button + KEY_VOLUME_DOWN = 25 // Key: Android volume down button +} KeyboardKey; + +// Add backwards compatibility support for deprecated names +#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT +#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT +#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE + +// Mouse buttons +typedef enum { + MOUSE_BUTTON_LEFT = 0, // Mouse button left + MOUSE_BUTTON_RIGHT = 1, // Mouse button right + MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) + MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) + MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) + MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) + MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) +} MouseButton; + +// Mouse cursor +typedef enum { + MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape + MOUSE_CURSOR_ARROW = 1, // Arrow shape + MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape + MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape + MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor + MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape + MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape + MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape +} MouseCursor; + +// Gamepad buttons +typedef enum { + 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: Circle, Xbox: B) + 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: Square, Xbox: X) + 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 (first), 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; + +// Gamepad axis +typedef enum { + GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis + GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis + GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis + GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis + GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] + GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] +} GamepadAxis; + +// Material map index +typedef enum { + 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 MATERIAL_MAP_ALBEDO +#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS + +// Shader location index +typedef enum { + 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 + SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds + SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights + SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices +} ShaderLocationIndex; + +#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO +#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS + +// Shader uniform data type +typedef enum { + 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 +typedef enum { + 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; + +// Pixel formats +// NOTE: Support depends on OpenGL version and platform +typedef enum { + 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 +// NOTE 1: Filtering considers mipmaps if available in the texture +// NOTE 2: Filter is accordingly set for minification and magnification +typedef enum { + 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 +typedef enum { + 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; + +// Cubemap layouts +typedef enum { + 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 +} CubemapLayout; + +// Font type, defines generation method +typedef enum { + 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; + +// Color blending modes (pre-defined) +typedef enum { + 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 rlSetBlendFactors()) + BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) +} BlendMode; + +// Gesture +// NOTE: Provided as bit-wise flags to enable only desired gestures +typedef enum { + GESTURE_NONE = 0, // No gesture + GESTURE_TAP = 1, // Tap gesture + GESTURE_DOUBLETAP = 2, // Double tap gesture + GESTURE_HOLD = 4, // Hold gesture + GESTURE_DRAG = 8, // Drag gesture + GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture + GESTURE_SWIPE_LEFT = 32, // Swipe left gesture + GESTURE_SWIPE_UP = 64, // Swipe up gesture + GESTURE_SWIPE_DOWN = 128, // Swipe down gesture + GESTURE_PINCH_IN = 256, // Pinch in gesture + GESTURE_PINCH_OUT = 512 // Pinch out gesture +} Gesture; + +// Camera system modes +typedef enum { + CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing) + CAMERA_FREE, // Camera free mode + CAMERA_ORBITAL, // Camera orbital, around target, zoom supported + CAMERA_FIRST_PERSON, // Camera first person + CAMERA_THIRD_PERSON // Camera third person +} CameraMode; + +// Camera projection +typedef enum { + CAMERA_PERSPECTIVE = 0, // Perspective projection + CAMERA_ORTHOGRAPHIC // Orthographic projection +} CameraProjection; + +// N-patch layout +typedef enum { + 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; + +// Callbacks to hook some internal functions +// WARNING: These callbacks are intended for advanced users +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 + +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... + +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ + +#if defined(__cplusplus) +extern "C" { // Prevents name mangling of functions +#endif + +// Window-related functions +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context +RLAPI void CloseWindow(void); // Close window and unload OpenGL context +RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) +RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully +RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized +RLAPI bool IsWindowFocused(void); // Check if window is currently focused +RLAPI bool IsWindowResized(void); // Check if window has been resized last frame +RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags +RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution +RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized +RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit) +RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit) +RLAPI void SetWindowTitle(const char *title); // Set title for window +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen +RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window +RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowSize(int width, int height); // Set window dimensions +RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] +RLAPI void SetWindowFocused(void); // Set window focused +RLAPI void *GetWindowHandle(void); // Get native window handle +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height +RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI) +RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI) +RLAPI int GetMonitorCount(void); // Get number of connected monitors +RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed +RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position +RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) +RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) +RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres +RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres +RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate +RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor +RLAPI Vector2 GetWindowScaleDPI(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 SetClipboardText(const char *text); // Set clipboard text content +RLAPI const char *GetClipboardText(void); // Get clipboard text content +RLAPI Image GetClipboardImage(void); // Get clipboard image content +RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling +RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling + +// Cursor-related functions +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Check if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) +RLAPI void DisableCursor(void); // Disables cursor (lock cursor) +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen + +// Drawing-related functions +RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) +RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture +RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) +RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + +// Screen-space-related functions +#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions +RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse) +RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position +RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix + +// Timing-related functions +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) +RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() +RLAPI int GetFPS(void); // Get current FPS + +// Custom frame control functions +// NOTE: Those functions are intended for advanced users that want full control over the frame processing +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() +// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL +RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) +RLAPI void PollInputEvents(void); // Register all input events +RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution) + +// Random values generation functions +RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator +RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) +RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated +RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence + +// Misc. functions +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) +RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) +RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) + +// NOTE: Following functions implemented in module [utils] +//------------------------------------------------------------------ +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) +RLAPI void SetTraceLogLevel(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 MemFree(void *ptr); // Internal memory free + +// Set custom callbacks +// WARNING: Callbacks setup is intended for advanced users +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver + +// Files management functions +RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success +RLAPI bool ExportDataAsCode(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 UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() +RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success +//------------------------------------------------------------------ + +// File system functions +RLAPI bool FileExists(const char *fileName); // Check if file exists +RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists +RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) +RLAPI int GetFileLength(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 int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success +RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory +RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS +RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths +RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result +RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths +RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths +RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths +RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) + +// Compression/Encoding functionality +RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() +RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() +RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() +RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() +RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code +RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes) +RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes) + + +// Automation events functionality +RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS +RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file +RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file +RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to +RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording +RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) +RLAPI void StopAutomationEventRecording(void); // Stop recording automation events +RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Input-related functions: keyboard +RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once +RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again +RLAPI bool IsKeyDown(int key); // Check if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if a key has been released once +RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +// Input-related functions: gamepads +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) + +// Input-related functions: mouse +RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Get mouse position X +RLAPI int GetMouseY(void); // Get mouse position Y +RLAPI Vector2 GetMousePosition(void); // Get mouse position XY +RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames +RLAPI void SetMousePosition(int x, int y); // Set mouse position XY +RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset +RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling +RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger +RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y +RLAPI void SetMouseCursor(int cursor); // Set mouse cursor + +// Input-related functions: touch +RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index +RLAPI int GetTouchPointCount(void); // Get number of touch points + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: rgestures) +//------------------------------------------------------------------------------------ +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: rcamera) +//------------------------------------------------------------------------------------ +RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode +RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing +RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing +RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing + +// Basic shapes drawing functions +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care] +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care] +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) +RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) +RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle +RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) +RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse +RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges +RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) +RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides +RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters + +// Splines drawing functions +RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points +RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] +RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] +RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points +RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points +RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points +RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point +RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points + +// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] +RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear +RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline +RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom +RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier +RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier + +// Basic shapes collision detection functions +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] +RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices +RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ + +// Image loading functions +// NOTE: These functions do not require GPU access +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) +RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' +RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data +RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) +RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters) +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI bool ExportImage(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 ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success + +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells +RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data + +// Image manipulation functions +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece +RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel +RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation +RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) +RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color +RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) +RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg +RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void ImageColorReplace(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 UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() +RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() +RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle +RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position + +// Image drawing functions +// NOTE: Image software-rendering functions (CPU) +RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color +RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image +RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) +RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image +RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image +RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image +RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) +RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image +RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) +RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) +RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image +RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image +RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image +RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center) +RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) +RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) + +// Texture loading functions +// NOTE: These functions require GPU access +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data + +// Texture configuration functions +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode + +// Texture drawing functions +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely + +// Color/pixel related functions +RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal +RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA) +RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color +RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f +RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f +RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint +RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f] +RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value +RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format +RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ + +// Font loading/unloading functions +RLAPI Font GetFontDefault(void); // Get the default Font +RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) +RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height +RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) +RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' +RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) +RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) +RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM) +RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success + +// Text drawing functions +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) +RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) +RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) + +// Text font info functions +RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found +RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found +RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + +// Text codepoints management functions (unicode characters) +RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array +RLAPI void UnloadUTF8(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 UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointPrevious(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) + +// Text strings management functions (no UTF-8 strings, only byte chars) +// NOTE: Some strings allocate memory internally for returned strings, just be careful! +RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied +RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal +RLAPI unsigned int TextLength(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(const 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 +RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! +RLAPI int TextFindIndex(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 const char *TextToSnake(const char *text); // Get Snake case notation version of provided string +RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string + +RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported) + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Basic geometric 3D shapes drawing functions +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos +RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos +RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Model management functions +RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) +RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) +RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) +RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) + +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points +RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source +RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation + +// Mesh management functions +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes + +// Mesh generation functions +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(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 LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh + +// Model animations loading/unloading functions +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU) +RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match + +// Collision detection functions +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere +RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere +RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box +RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +typedef void (*AudioCallback)(void *bufferData, unsigned int frames); + +// Audio device management functions +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) +RLAPI float GetMasterVolume(void); // Get master volume (listener) + +// Wave/Sound loading/unloading functions +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' +RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters) +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data +RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) +RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) +RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success +RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success + +// Wave/Sound management functions +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range +RLAPI void WaveFormat(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 UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() + +// Music management functions +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data +RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized) +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +// AudioStream management functions +RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) +RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized) +RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data +RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) +RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) +RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams +RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data + +RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float' +RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream + +RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float' +RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline + +#if defined(__cplusplus) +} +#endif + +#endif // RAYLIB_H diff --git a/vendor/raylib/raylib.flan b/vendor/raylib/raylib.flan index 47eae98..62622ae 100644 --- a/vendor/raylib/raylib.flan +++ b/vendor/raylib/raylib.flan @@ -153,11 +153,31 @@ ;; The cursor's visibility is window state and not input, but it is read and ;; written by the same code that reads the mouse, so it sits here. ;; hide-cursor only hides it; it does not lock it to the window, which is -;; what raylib's separate DisableCursor does and which nothing here needs. +;; what raylib's separate DisableCursor does. Those two — DisableCursor and +;; EnableCursor — are in the generated half rather than here: they take no +;; arguments at all, so there is no Flan face for a hand-written line to +;; improve, which is the same rule that leaves GetMouseX there. +;; examples/core-3d-picking.flan toggles them from the right mouse button. (declare-c show-cursor [] "ShowCursor") (declare-c hide-cursor [] "HideCursor") (declare-c cursor-hidden? [] bool "IsCursorHidden") +;; The shape the pointer takes. raylib's SetMouseCursor says `int` and means +;; one of these eleven, so the Flan face is the enum for the same reason +;; set-exit-key takes a Key: the call is made every frame from a hover test, +;; and `(rl/set-mouse-cursor :ibeam)` is checked against the members where an +;; i32 would take any number at all — including the one off-by-one that picks +;; the arrow instead of the I-beam and looks like nothing at all went wrong. +;; +;; All eleven are here and not a subset, unlike Key: the enum is closed and +;; eleven members is the whole of it. +(defenum MouseCursor + [default 0 arrow 1 ibeam 2 crosshair 3 pointing-hand 4 + resize-ew 5 resize-ns 6 resize-nwse 7 resize-nesw 8 resize-all 9 + not-allowed 10]) + +(declare-c set-mouse-cursor [cursor MouseCursor] "SetMouseCursor") + ;; ── Colours ───────────────────────────────────────────────────────── ;; ;; A Color is four bytes in RGBA order, so it is *not* the little-endian @@ -352,10 +372,57 @@ [position Vector3 width f32 height f32 length f32 color Color] "DrawCubeWires") +(declare-c draw-cube-v [position Vector3 size Vector3 color Color] "DrawCubeV") + +;; DrawSphere is DrawSphereEx with rings and slices fixed at 16; the wires +;; form takes them because the wireframe is the only place the tessellation is +;; visible. Both are here rather than generated for the reason above: they are +;; inside a frame, in an example that ships in examples/. +(declare-c draw-sphere + [center Vector3 radius f32 color Color] + "DrawSphere") +(declare-c draw-sphere-wires + [center Vector3 radius f32 rings i32 slices i32 color Color] + "DrawSphereWires") + ;; `slices` squares each way from the origin, `spacing` world units apart, on ;; the XZ plane. (declare-c draw-grid [slices i32 spacing f32] "DrawGrid") +;; ── Rays and boxes ────────────────────────────────────────────────── +;; +;; Three small aggregates, added together because the picking call produces +;; all three: a Ray goes in, a BoundingBox says what to test it against, and +;; a RayCollision comes back. Every field is read off raylib.h 5.5 and every +;; one of them is a Vector3 or a scalar — there is no owned memory anywhere +;; here, which is exactly what separates these three from Model and Mesh, and +;; why these could be described and those still cannot. +;; +;; What the layout check can and cannot say about them, on the same rule the +;; Camera3D note states: BoundingBox's two Vector3s are the same type, so a +;; permuted BoundingBox has the identical layout and nothing would catch it. +;; RayCollision is the opposite and is the one worth having checked — `hit` is +;; a C `bool`, one byte, and `distance` is a float, so the three padding bytes +;; between them are a real claim about the struct that a permutation breaks. +(defstruct BoundingBox [min Vector3 max Vector3]) +(defstruct Ray [position Vector3 direction Vector3]) +(defstruct RayCollision + [hit bool distance f32 point Vector3 normal Vector3]) + +;; The inverse of get-world-to-screen above, and hand-written beside it for +;; the reason stated there: the two read the same camera and the same window +;; dimensions, so they belong to the same half of the file. raylib 5.5 keeps +;; GetMouseRay as a #define onto this name; the define is not a symbol and +;; there is nothing to bind it to. +(declare-c get-screen-to-world-ray + [position Vector2 camera Camera3D] Ray + "GetScreenToWorldRay") + +;; Per-frame and inside BeginMode3D, like the cube draws. raylib draws the +;; ray as a line a thousand units long, so it is a debugging aid and not +;; geometry with an end. +(declare-c draw-ray [ray Ray color Color] "DrawRay") + ;; ── Shapes ────────────────────────────────────────────────────────── ;; ;; Rectangle intersection, which raylib computes from all four fields in @@ -459,6 +526,27 @@ (declare-c unload-texture [texture Texture2D] "UnloadTexture") +;; How a texture is sampled when it is drawn at anything other than its own +;; size. The header says `int` on SetTextureFilter and means one of these six. +;; +;; The value of the enum face here is not a typo caught at the call site so +;; much as a *readable* one: the fog-of-war example renders its fog into a +;; 25x15 render texture and scales it to 800x450, and the entire visual point +;; of the example is that `:bilinear` smooths the tile edges where the +;; default `:point` would show 32-pixel squares. A bare `1` in that call says +;; nothing; the member name says the whole thing. +;; +;; TEXTURE_FILTER_ANISOTROPIC_* are the mipmapped modes and need a texture +;; with mipmaps generated, which nothing here makes — they are listed because +;; the enum is closed, not because anything calls them. +(defenum TextureFilter + [point 0 bilinear 1 trilinear 2 + anisotropic-4x 3 anisotropic-8x 4 anisotropic-16x 5]) + +(declare-c set-texture-filter + [texture Texture2D filter TextureFilter] + "SetTextureFilter") + (declare-c draw-texture [texture Texture2D x i32 y i32 tint Color] "DrawTexture")