c++ version
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20
Makefile
Normal file
20
Makefile
Normal file
@ -0,0 +1,20 @@
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CFLAGS=-g --std=c++23 -fsanitize=address -fno-omit-frame-pointer -Wall -Wextra -pedantic -O0
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LDFLAGS=-L./lib -lraylib -lm -ldl
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INCLUDES=-I./include
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CC=g++
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.PHONY: build clean run all
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all: main game.so
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main: main.cpp game.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) main.cpp $(LDFLAGS) -o main
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game.so: game.cpp game.h lib.h sprites.h game_data.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so
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run: all
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./main
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clean:
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rm -vf *.so *.o main
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@ -1,24 +0,0 @@
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CFLAGS=-g -fsanitize=address -fno-omit-frame-pointer -Wall -Wextra -pedantic -O0
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CC=gcc
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.PHONY: build clean run all
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all: main dod boids_main
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main: main.c lib.h sprites.h game_data.h ./lib/libraylib.a Makefile
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$(CC) $(CFLAGS) -Iinclude/ -lm main.c -o main ./lib/libraylib.a
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dod: dod.c ./lib/libraylib.a
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$(CC) $(CFLAGS) -Iinclude/ -lm dod.c -o dod ./lib/libraylib.a
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boids_main: boids_main.c lib.h libboids.so
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$(CC) $(CFLAGS) -Iinclude/ -ldl -lm -lraylib $< -o $@ -L./lib -Wl,-rpath,./lib/
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libboids.so: boids_game.c boids_game.h lib.h
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$(CC) $(CFLAGS) -shared -fPIC -Iinclude/ -lm $< -o $@
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run: all
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./main
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clean:
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rm -vf *.so *.o main boids_main dod
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@ -1,69 +1,17 @@
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#include "include/raylib.h"
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#include "include/raymath.h"
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <cstdlib>
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#include <cstdio>
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#include <optional>
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#define TEXTURES_BUF_SIZE 16
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#define TARGET_FPS 60
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#define MAX_KNIGHTS 5000
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#define SCREEN_WIDTH 1300
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#define SCREEN_HEIGHT 1080
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#define DEBUG_MODE_ENABLED
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bool global_debug_mode = false;
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using namespace std;
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#define ENNIX_LIB_IMPLEMENTATION
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#include "lib.h"
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#include "sprites.h"
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#include "game.h"
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#include "game_data.h"
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typedef enum KnightState {
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KNIGHT_IDLE = 0,
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KNIGHT_RUNNING = 1,
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KNIGHT_ATTACKING = 2,
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} KnightState;
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typedef enum Direction {
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DIR_UP = 0,
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DIR_DOWN = 1,
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DIR_LEFT = 2,
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DIR_RIGHT = 3,
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// DIR_UP_LEFT = 4,
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// DIR_UP_RIGHT = 5,
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// DIR_DOWN_LEFT = 6,
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// DIR_DOWN_RIGHT = 7,
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} Direction;
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typedef struct Knight {
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Point position;
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Point move_target_point;
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u8 look_dir;
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u8 state;
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u8 selected;
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u8 ordered_to_move;
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} Knight;
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typedef struct GameState {
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int frame_count;
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Point camera_position;
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PointOption selected_point;
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Knight *knights;
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SpriteAnimationPlayback* anim_playbacks;
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Knight *selected_knights;
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PointOption selection_mouse_start_pos;
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int entity_count;
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} GameState;
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typedef struct Assets {
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Texture2D *textures;
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} Assets;
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Assets Init() {
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// Assets Init() {
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void Init() {
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knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
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knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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@ -73,24 +21,23 @@ Assets Init() {
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knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
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Assets assets = {0};
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assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures[TEX_GROUND] = LoadTexture("../assets/Terrain/Ground/Tilemap_Flat.png");
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Assets assets = {};
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assets.textures = (Texture*)malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures[TEX_GROUND] = LoadTexture("./assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[TEX_KNIGHT] =
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LoadTexture("../assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("../assets/UI/Pointers/01.png");
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("../assets/UI/Pointers/02.png");
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return assets;
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LoadTexture("./assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("./assets/UI/Pointers/01.png");
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png");
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// return assets;
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}
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void Update(GameState *game, Camera2D *cam, float dt) {
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if (IsMouseButtonPressed(0)) {
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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game->selection_mouse_start_pos = (PointOption){ .tag = SOME, .some.point = mouse_pos };
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game->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), *cam)};
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}
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if (game->selection_mouse_start_pos.tag == SOME) {
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Point start_pos = game->selection_mouse_start_pos.some.point;
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if (game->selection_mouse_start_pos.has_value()) {
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Point start_pos = game->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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@ -114,7 +61,7 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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if (IsMouseButtonReleased(0)) {
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// TODO: This is what should happen when the distance is too small
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// Point start_pos = game->selection_mouse_start_pos.some.point;
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Point start_pos = game->selection_mouse_start_pos.some.point;
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Point start_pos = game->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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@ -153,7 +100,7 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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game->knights[k_idx].selected = true;
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}
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}
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game->selection_mouse_start_pos = (PointOption){ .tag = NONE, };
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game->selection_mouse_start_pos = optional<Point>{};
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}
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if (IsMouseButtonPressed(1)) {
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@ -167,12 +114,12 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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}
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}
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if (any) {
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game->selected_point = (PointOption){ .tag = SOME, .some.point = target_pos };
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game->selected_point = optional<Point>{target_pos};
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}
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}
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const float cam_move_speed = 1050.0f * dt;
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Vector2 cam_vel = {0};
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Vector2 cam_vel = {};
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if (IsKeyDown(KEY_D)) {
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cam_vel.x = -1;
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}
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@ -204,7 +151,7 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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// Handle knight movement if they are moving somewhere
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for (int i = 0; i < game->entity_count; i++) {
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Vector2 input_vel = {0};
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Vector2 input_vel = {};
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Knight *knight = &game->knights[i];
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if (knight->ordered_to_move) {
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Vector2 target = knight->move_target_point;
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@ -217,24 +164,24 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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}
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// Handle the attacking state, if not handle state transitions
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if (knight->state == KNIGHT_ATTACKING) {
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if (knight->state == KnightState::ATTACKING) {
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if (IsAnimationFinished(game->anim_playbacks[i])) {
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knight->state = KNIGHT_IDLE;
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knight->state = KnightState::IDLE;
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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}
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} else {
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if (input_vel.x != 0) {
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knight->look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
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knight->look_dir = input_vel.x == -1 ? Direction::LEFT : Direction::RIGHT;
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}
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if (input_vel.x != 0 || input_vel.y != 0) {
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if (knight->state == KNIGHT_IDLE) {
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if (knight->state == KnightState::IDLE) {
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PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]);
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knight->state = KNIGHT_RUNNING;
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knight->state = KnightState::RUNNING;
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}
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} else {
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if (knight->state == KNIGHT_RUNNING) {
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if (knight->state == KnightState::RUNNING) {
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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knight->state = KNIGHT_IDLE;
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knight->state = KnightState::IDLE;
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}
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}
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}
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@ -255,10 +202,18 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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}
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}
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void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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// BeginDrawing();
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// {
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// BeginMode2D(state.camera);
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// {
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// }
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// EndMode2D();
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// }
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// EndDrawing();
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(void)cam;
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(void)dt;
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ClearBackground((Color){100, 149, 237, 255});
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ClearBackground({100, 149, 237, 255});
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int size = 32;
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int topx = SCREEN_WIDTH / 2 - size * 32 / 2;
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@ -277,31 +232,31 @@ void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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} else if (row > 0) {
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atlas_row = (row % 4) + 1;
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}
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Vector2 pos = {32 * col + topx, 32 * row + topy};
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Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
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Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)};
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Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32};
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D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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}
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}
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if (game->selected_point.tag == SOME) {
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Vector2 marker_pos = game->selected_point.some.point;
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if (state->selected_point.has_value()) {
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Vector2 marker_pos = state->selected_point.value();
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marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2;
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marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2;
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D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
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}
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// for (int i = 0; i < game->anim_playbacks_count; i++) {
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for (int i = 0; i < game->entity_count; i++) {
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Knight *knight = &game->knights[i];
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SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
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for (int i = 0; i < state->entity_count; i++) {
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Knight *knight = &state->knights[i];
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SpriteAnimationPlayback *playback = &state->anim_playbacks[i];
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Rectangle src_rect = {
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playback->current_frame * knight_sprite_size,
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playback->row * knight_sprite_size,
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(float)(playback->current_frame * knight_sprite_size),
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(float)(playback->row * knight_sprite_size),
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knight_sprite_size,
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knight_sprite_size,
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};
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// TODO: This might be a nice place to optimize
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if (knight->look_dir == DIR_LEFT) {
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if (knight->look_dir == Direction::LEFT) {
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src_rect.width = -abs((int)src_rect.width);
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}
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Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
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@ -319,8 +274,8 @@ void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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}
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}
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if (game->selection_mouse_start_pos.tag == SOME) {
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Point start_pos = game->selection_mouse_start_pos.some.point;
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if (state->selection_mouse_start_pos.has_value()) {
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Point start_pos = state->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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@ -334,79 +289,31 @@ void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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}
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Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
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Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19});
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Vector2 pointer_pos = Vector2Subtract(world, {24, 19});
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D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
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DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
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DrawFPS(SCREEN_WIDTH - 100, 10);
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}
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int main(void) {
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printf("Knight Size: %ld \n", sizeof(Knight));
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printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
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printf("Point Size: %ld \n", sizeof(Point));
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printf("Point Option Size: %ld \n", sizeof(PointOption));
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printf("Direction Size: %ld \n", sizeof(Direction));
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printf("KnightState Size: %ld \n", sizeof(KnightState));
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SetTraceLogLevel(4);
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
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int monitor = GetCurrentMonitor();
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int monitor_width = GetMonitorWidth(monitor);
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int monitor_height = GetMonitorHeight(monitor);
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int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2;
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int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2;
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SetWindowPosition(win_pos_x, win_pos_y);
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SetTargetFPS(TARGET_FPS);
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HideCursor();
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Camera2D cam = {0};
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cam.zoom = 1.0f;
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Assets assets = Init();
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GameState game = {0};
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game.knights = calloc(MAX_KNIGHTS, sizeof(Knight));
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game.anim_playbacks = calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
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const int entities = MAX_KNIGHTS;
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for (int i = 0; i < entities; i++) {
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int rand_x = GetRandomValue(165, 1130);
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int rand_y = 100 + ((float)950 / (float)entities) * i;
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game.knights[i].position = (Vector2){rand_x,rand_y};
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[i]);
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int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
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game.anim_playbacks[i].current_frame = rand_frame;
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extern "C" {
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void game_init(GameState* state) {
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(void)state;
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Init();
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}
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game.entity_count = entities;
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while (!WindowShouldClose()) {
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game.frame_count++;
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float dt = GetFrameTime();
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Update(&game, &cam, dt);
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BeginDrawing();
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{
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BeginMode2D(cam);
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{
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Draw(&game, assets, cam, dt);
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}
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EndMode2D();
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}
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EndDrawing();
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void game_update(GameState* state) {
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(void)state;
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// Your update logic
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}
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free(game.knights);
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free(game.anim_playbacks);
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for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
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UnloadTexture(assets.textures[i]);
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void game_draw(GameState* state) {
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(void)state;
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// Your render logic
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}
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void game_cleanup(GameState* state) {
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(void)state;
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// Cleanup
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}
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free(assets.textures);
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CloseWindow();
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return 0;
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}
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70
game.h
Normal file
70
game.h
Normal file
@ -0,0 +1,70 @@
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#pragma once
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#include "raylib.h"
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#include "lib.h"
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#include "sprites.h"
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#include <optional>
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using namespace std;
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#define TEXTURES_BUF_SIZE 16
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#define TARGET_FPS 60
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#define MAX_KNIGHTS 5000
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#define SCREEN_WIDTH 1300
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#define SCREEN_HEIGHT 1080
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#define DEBUG_MODE_ENABLED
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bool global_debug_mode = false;
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enum class KnightState : u8 {
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IDLE = 0,
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RUNNING = 1,
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ATTACKING = 2,
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};
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enum class Direction : u8 {
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UP = 0,
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DOWN = 1,
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LEFT = 2,
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RIGHT = 3,
|
||||
// DIR_UP_LEFT = 4,
|
||||
// DIR_UP_RIGHT = 5,
|
||||
// DIR_DOWN_LEFT = 6,
|
||||
// DIR_DOWN_RIGHT = 7,
|
||||
};
|
||||
|
||||
struct Knight {
|
||||
Point position;
|
||||
Point move_target_point;
|
||||
Direction look_dir;
|
||||
KnightState state;
|
||||
u8 selected;
|
||||
u8 ordered_to_move;
|
||||
};
|
||||
|
||||
typedef struct Assets {
|
||||
Texture2D *textures;
|
||||
} Assets;
|
||||
|
||||
struct GameState {
|
||||
Camera2D camera;
|
||||
int frame_count;
|
||||
Point camera_position;
|
||||
|
||||
optional<Point> selected_point;
|
||||
Knight *knights;
|
||||
SpriteAnimationPlayback* anim_playbacks;
|
||||
Knight *selected_knights;
|
||||
|
||||
optional<Point> selection_mouse_start_pos;
|
||||
|
||||
int entity_count;
|
||||
};
|
||||
|
||||
extern "C" {
|
||||
void game_init(GameState* state);
|
||||
void game_update(GameState* state);
|
||||
void game_draw(GameState* state);
|
||||
void game_cleanup(GameState* state);
|
||||
}
|
||||
@ -33,43 +33,43 @@ const Rectangle knight_colrect_select = {
|
||||
};
|
||||
|
||||
SpriteAnimation knight_idle = {
|
||||
.total_frames = 6,
|
||||
.loop = true,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_run = {
|
||||
.total_frames = 6,
|
||||
.loop = true,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_attack_side1 = {
|
||||
.total_frames = 6,
|
||||
.loop = false,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_attack_side2 = {
|
||||
.total_frames = 6,
|
||||
.loop = false,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_attack_front1 = {
|
||||
.total_frames = 6,
|
||||
.loop = false,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_attack_front2 = {
|
||||
.total_frames = 6,
|
||||
.loop = false,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_attack_back1 = {
|
||||
.total_frames = 6,
|
||||
.loop = false,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_attack_back2 = {
|
||||
.total_frames = 6,
|
||||
.loop = false,
|
||||
.total_frames = 6,
|
||||
};
|
||||
|
||||
SpriteAnimation knight_anims[8];
|
||||
270
include/raylib.h
270
include/raylib.h
@ -1,22 +1,22 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
|
||||
* 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 or ES2 - choose at compile)
|
||||
* - 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, XNA fonts, AngelCode fonts)
|
||||
* - 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)
|
||||
* - 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, XM, MOD)
|
||||
* - 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!
|
||||
*
|
||||
@ -27,29 +27,35 @@
|
||||
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
|
||||
*
|
||||
* DEPENDENCIES (included):
|
||||
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
|
||||
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
|
||||
* [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_resize (Sean Barret) for image resizing algorithms
|
||||
* [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] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
|
||||
* [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
|
||||
@ -57,7 +63,7 @@
|
||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software:
|
||||
*
|
||||
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
* 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.
|
||||
@ -82,21 +88,26 @@
|
||||
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
|
||||
|
||||
#define RAYLIB_VERSION_MAJOR 5
|
||||
#define RAYLIB_VERSION_MINOR 0
|
||||
#define RAYLIB_VERSION_MINOR 5
|
||||
#define RAYLIB_VERSION_PATCH 0
|
||||
#define RAYLIB_VERSION "5.0"
|
||||
#define RAYLIB_VERSION "5.5"
|
||||
|
||||
// Function specifiers in case library is build/used as a shared library (Windows)
|
||||
// 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)
|
||||
#if defined(__TINYC__)
|
||||
#define __declspec(x) __attribute__((x))
|
||||
#endif
|
||||
#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
|
||||
@ -347,8 +358,10 @@ typedef struct Mesh {
|
||||
// Animation vertex data
|
||||
float *animVertices; // Animated vertex positions (after bones transformations)
|
||||
float *animNormals; // Animated normals (after bones transformations)
|
||||
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
|
||||
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
|
||||
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
|
||||
@ -416,7 +429,7 @@ typedef struct ModelAnimation {
|
||||
// Ray, ray for raycasting
|
||||
typedef struct Ray {
|
||||
Vector3 position; // Ray position (origin)
|
||||
Vector3 direction; // Ray direction
|
||||
Vector3 direction; // Ray direction (normalized)
|
||||
} Ray;
|
||||
|
||||
// RayCollision, ray hit information
|
||||
@ -479,7 +492,6 @@ typedef struct VrDeviceInfo {
|
||||
int vResolution; // Vertical resolution in pixels
|
||||
float hScreenSize; // Horizontal size in meters
|
||||
float vScreenSize; // Vertical size in meters
|
||||
float vScreenCenter; // Screen center in meters
|
||||
float eyeToScreenDistance; // Distance between eye and display in meters
|
||||
float lensSeparationDistance; // Lens separation distance in meters
|
||||
float interpupillaryDistance; // IPD (distance between pupils) in meters
|
||||
@ -673,7 +685,7 @@ typedef enum {
|
||||
KEY_KP_EQUAL = 336, // Key: Keypad =
|
||||
// Android key buttons
|
||||
KEY_BACK = 4, // Key: Android back button
|
||||
KEY_MENU = 82, // Key: Android menu 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;
|
||||
@ -717,12 +729,12 @@ typedef enum {
|
||||
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
|
||||
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
|
||||
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
|
||||
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
|
||||
GAMEPAD_BUTTON_RIGHT_FACE_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: Circle, Xbox: B)
|
||||
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 (one), 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)
|
||||
@ -786,7 +798,10 @@ typedef enum {
|
||||
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_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
|
||||
@ -868,8 +883,7 @@ typedef enum {
|
||||
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
|
||||
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
|
||||
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
|
||||
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
|
||||
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
|
||||
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
|
||||
} CubemapLayout;
|
||||
|
||||
// Font type, defines generation method
|
||||
@ -909,11 +923,11 @@ typedef enum {
|
||||
|
||||
// Camera system modes
|
||||
typedef enum {
|
||||
CAMERA_CUSTOM = 0, // Custom camera
|
||||
CAMERA_FREE, // Free camera
|
||||
CAMERA_ORBITAL, // Orbital camera
|
||||
CAMERA_FIRST_PERSON, // First person camera
|
||||
CAMERA_THIRD_PERSON // Third person camera
|
||||
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
|
||||
@ -930,7 +944,7 @@ typedef enum {
|
||||
} NPatchLayout;
|
||||
|
||||
// Callbacks to hook some internal functions
|
||||
// WARNING: These callbacks are intended for advance users
|
||||
// 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
|
||||
@ -956,36 +970,36 @@ RLAPI void CloseWindow(void); // Close windo
|
||||
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 (only PLATFORM_DESKTOP)
|
||||
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
||||
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
|
||||
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
|
||||
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 (only PLATFORM_DESKTOP)
|
||||
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 (only PLATFORM_DESKTOP)
|
||||
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
|
||||
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
|
||||
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
|
||||
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
|
||||
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
||||
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] (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
|
||||
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 connected monitor
|
||||
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)
|
||||
@ -997,6 +1011,7 @@ RLAPI Vector2 GetWindowScaleDPI(void); // Get window
|
||||
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
|
||||
|
||||
@ -1035,7 +1050,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
|
||||
// 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 IsShaderReady(Shader shader); // Check if a shader is ready
|
||||
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
|
||||
@ -1045,13 +1060,15 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
|
||||
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
||||
|
||||
// Screen-space-related functions
|
||||
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
|
||||
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
|
||||
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
|
||||
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
|
||||
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
|
||||
#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 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)
|
||||
@ -1060,7 +1077,7 @@ RLAPI double GetTime(void); // Get elapsed
|
||||
RLAPI int GetFPS(void); // Get current FPS
|
||||
|
||||
// Custom frame control functions
|
||||
// NOTE: Those functions are intended for advance users that want full control over the frame processing
|
||||
// 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)
|
||||
@ -1087,7 +1104,7 @@ RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal me
|
||||
RLAPI void MemFree(void *ptr); // Internal memory free
|
||||
|
||||
// Set custom callbacks
|
||||
// WARNING: Callbacks setup is intended for advance users
|
||||
// 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
|
||||
@ -1116,10 +1133,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa
|
||||
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
|
||||
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
|
||||
@ -1131,10 +1150,14 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
|
||||
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 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
|
||||
@ -1148,7 +1171,7 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
|
||||
|
||||
// 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 (Only PLATFORM_DESKTOP)
|
||||
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
|
||||
@ -1157,16 +1180,17 @@ RLAPI int GetCharPressed(void); // Get char presse
|
||||
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 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
|
||||
@ -1197,7 +1221,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
|
||||
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 milliseconds
|
||||
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
|
||||
@ -1216,19 +1240,21 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
|
||||
// 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
|
||||
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
||||
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(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
|
||||
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 color1, Color color2); // Draw a gradient-filled circle
|
||||
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)
|
||||
@ -1240,27 +1266,28 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
|
||||
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 color1, Color color2);// Draw a vertical-gradient-filled rectangle
|
||||
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
|
||||
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
||||
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, float lineThick, Color color); // Draw rectangle with rounded edges outline
|
||||
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(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
||||
RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
||||
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(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
||||
RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
||||
RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
||||
RLAPI void DrawSplineBezierQuadratic(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(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 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
|
||||
@ -1278,12 +1305,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
|
||||
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 CheckCollisionPointPoly(Vector2 point, 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 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
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -1294,12 +1322,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
|
||||
// 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 LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
|
||||
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 IsImageReady(Image image); // Check if an image is ready
|
||||
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
|
||||
@ -1319,6 +1347,7 @@ RLAPI Image GenImageText(int width, int height, const char *text);
|
||||
// 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
|
||||
@ -1329,9 +1358,10 @@ RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);
|
||||
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 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
|
||||
@ -1359,6 +1389,7 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
|
||||
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
|
||||
@ -1367,6 +1398,11 @@ RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int hei
|
||||
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)
|
||||
@ -1377,9 +1413,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
|
||||
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 IsTextureReady(Texture2D texture); // Check if a texture is ready
|
||||
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 IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
|
||||
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
|
||||
@ -1398,8 +1434,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, V
|
||||
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
|
||||
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]
|
||||
@ -1409,6 +1446,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G
|
||||
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
|
||||
@ -1421,10 +1459,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G
|
||||
// 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
|
||||
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 IsFontReady(Font font); // Check if a font is ready
|
||||
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)
|
||||
@ -1465,7 +1503,7 @@ RLAPI bool TextIsEqual(const char *text1, const char *text2);
|
||||
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(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
|
||||
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
|
||||
@ -1474,7 +1512,11 @@ RLAPI int TextFindIndex(const char *text, const char *find);
|
||||
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)
|
||||
@ -1485,7 +1527,7 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);
|
||||
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(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
|
||||
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
|
||||
@ -1510,7 +1552,7 @@ RLAPI void DrawGrid(int slices, float spacing);
|
||||
// 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 IsModelReady(Model model); // Check if a model is ready
|
||||
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)
|
||||
|
||||
@ -1519,8 +1561,10 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
|
||||
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 size, Color tint); // Draw a billboard texture
|
||||
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
|
||||
|
||||
@ -1530,9 +1574,10 @@ RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize
|
||||
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 bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
|
||||
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
|
||||
@ -1550,14 +1595,15 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
|
||||
// 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 IsMaterialReady(Material material); // Check if a material is ready
|
||||
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
|
||||
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
|
||||
@ -1587,11 +1633,11 @@ RLAPI float GetMasterVolume(void); // Get mas
|
||||
// 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 IsWaveReady(Wave wave); // Checks if wave data is ready
|
||||
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 IsSoundReady(Sound sound); // Checks if a sound is ready
|
||||
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
|
||||
@ -1609,7 +1655,7 @@ RLAPI void SetSoundVolume(Sound sound, float volume); // Set vol
|
||||
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 initSample, int finalSample); // Crop a wave to defined samples range
|
||||
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()
|
||||
@ -1617,7 +1663,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
|
||||
// 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 IsMusicReady(Music music); // Checks if a music stream is ready
|
||||
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
|
||||
@ -1634,7 +1680,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
|
||||
|
||||
// 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 IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
|
||||
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
|
||||
@ -1649,10 +1695,10 @@ RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan
|
||||
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>s
|
||||
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>s
|
||||
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)
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
|
||||
* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
|
||||
*
|
||||
* CONVENTIONS:
|
||||
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
|
||||
@ -12,7 +12,7 @@
|
||||
* - Functions are always self-contained, no function use another raymath function inside,
|
||||
* required code is directly re-implemented inside
|
||||
* - Functions input parameters are always received by value (2 unavoidable exceptions)
|
||||
* - Functions use always a "result" variable for return
|
||||
* - Functions use always a "result" variable for return (except C++ operators)
|
||||
* - Functions are always defined inline
|
||||
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
|
||||
* - No compound literals used to make sure libray is compatible with C++
|
||||
@ -27,10 +27,12 @@
|
||||
* Define static inline functions code, so #include header suffices for use.
|
||||
* This may use up lots of memory.
|
||||
*
|
||||
* #define RAYMATH_DISABLE_CPP_OPERATORS
|
||||
* Disables C++ operator overloads for raymath types.
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2024 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.
|
||||
@ -59,7 +61,9 @@
|
||||
// Function specifiers definition
|
||||
#if defined(RAYMATH_IMPLEMENTATION)
|
||||
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
|
||||
#define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
|
||||
#elif defined(BUILD_LIBTYPE_SHARED)
|
||||
#define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
|
||||
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
|
||||
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
|
||||
#else
|
||||
@ -75,6 +79,7 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -163,7 +168,7 @@ typedef struct float16 {
|
||||
float v[16];
|
||||
} float16;
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs()
|
||||
#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Utils math
|
||||
@ -429,6 +434,28 @@ RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get min value for each pair of components
|
||||
RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
Vector2 result = { 0 };
|
||||
|
||||
result.x = fminf(v1.x, v2.x);
|
||||
result.y = fminf(v1.y, v2.y);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get max value for each pair of components
|
||||
RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
Vector2 result = { 0 };
|
||||
|
||||
result.x = fmaxf(v1.x, v2.x);
|
||||
result.y = fmaxf(v1.y, v2.y);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Rotate vector by angle
|
||||
RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
|
||||
{
|
||||
@ -492,18 +519,18 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
|
||||
{
|
||||
length = sqrtf(length);
|
||||
|
||||
float scale = 1; // By default, 1 as the neutral element.
|
||||
if (length < min)
|
||||
{
|
||||
float scale = min/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
scale = min/length;
|
||||
}
|
||||
else if (length > max)
|
||||
{
|
||||
float scale = max/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
scale = max/length;
|
||||
}
|
||||
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
}
|
||||
|
||||
return result;
|
||||
@ -522,6 +549,31 @@ RMAPI int Vector2Equals(Vector2 p, Vector2 q)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Compute the direction of a refracted ray
|
||||
// v: normalized direction of the incoming ray
|
||||
// n: normalized normal vector of the interface of two optical media
|
||||
// r: ratio of the refractive index of the medium from where the ray comes
|
||||
// to the refractive index of the medium on the other side of the surface
|
||||
RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
|
||||
{
|
||||
Vector2 result = { 0 };
|
||||
|
||||
float dot = v.x*n.x + v.y*n.y;
|
||||
float d = 1.0f - r*r*(1.0f - dot*dot);
|
||||
|
||||
if (d >= 0.0f)
|
||||
{
|
||||
d = sqrtf(d);
|
||||
v.x = r*v.x - (r*dot + d)*n.x;
|
||||
v.y = r*v.y - (r*dot + d)*n.y;
|
||||
|
||||
result = v;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Vector3 math
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -603,12 +655,12 @@ RMAPI Vector3 Vector3Perpendicular(Vector3 v)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
||||
float min = (float) fabs(v.x);
|
||||
float min = fabsf(v.x);
|
||||
Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
|
||||
|
||||
if (fabsf(v.y) < min)
|
||||
{
|
||||
min = (float) fabs(v.y);
|
||||
min = fabsf(v.y);
|
||||
Vector3 tmp = {0.0f, 1.0f, 0.0f};
|
||||
cardinalAxis = tmp;
|
||||
}
|
||||
@ -728,7 +780,7 @@ RMAPI Vector3 Vector3Normalize(Vector3 v)
|
||||
RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
||||
|
||||
float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
|
||||
float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
|
||||
|
||||
@ -745,7 +797,7 @@ RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
|
||||
RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
||||
|
||||
float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
|
||||
float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
|
||||
|
||||
@ -832,7 +884,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
|
||||
// Vector3Normalize(axis);
|
||||
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
|
||||
if (length == 0.0f) length = 1.0f;
|
||||
float ilength = 1.0f / length;
|
||||
float ilength = 1.0f/length;
|
||||
axis.x *= ilength;
|
||||
axis.y *= ilength;
|
||||
axis.z *= ilength;
|
||||
@ -873,6 +925,27 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Move Vector towards target
|
||||
RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
||||
float dx = target.x - v.x;
|
||||
float dy = target.y - v.y;
|
||||
float dz = target.z - v.z;
|
||||
float value = (dx*dx) + (dy*dy) + (dz*dz);
|
||||
|
||||
if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
|
||||
|
||||
float dist = sqrtf(value);
|
||||
|
||||
result.x = v.x + dx/dist*maxDistance;
|
||||
result.y = v.y + dy/dist*maxDistance;
|
||||
result.z = v.z + dz/dist*maxDistance;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate linear interpolation between two vectors
|
||||
RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
|
||||
{
|
||||
@ -885,6 +958,22 @@ RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate cubic hermite interpolation between two vectors and their tangents
|
||||
// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
|
||||
RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
|
||||
{
|
||||
Vector3 result = { 0 };
|
||||
|
||||
float amountPow2 = amount*amount;
|
||||
float amountPow3 = amount*amount*amount;
|
||||
|
||||
result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x;
|
||||
result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y;
|
||||
result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate reflected vector to normal
|
||||
RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
|
||||
{
|
||||
@ -1078,20 +1167,19 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
|
||||
{
|
||||
length = sqrtf(length);
|
||||
|
||||
float scale = 1; // By default, 1 as the neutral element.
|
||||
if (length < min)
|
||||
{
|
||||
float scale = min/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
result.z = v.z*scale;
|
||||
scale = min/length;
|
||||
}
|
||||
else if (length > max)
|
||||
{
|
||||
float scale = max/length;
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
result.z = v.z*scale;
|
||||
scale = max/length;
|
||||
}
|
||||
|
||||
result.x = v.x*scale;
|
||||
result.y = v.y*scale;
|
||||
result.z = v.z*scale;
|
||||
}
|
||||
|
||||
return result;
|
||||
@ -1136,6 +1224,233 @@ RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Vector4 math
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
RMAPI Vector4 Vector4Zero(void)
|
||||
{
|
||||
Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI Vector4 Vector4One(void)
|
||||
{
|
||||
Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
Vector4 result = {
|
||||
v1.x + v2.x,
|
||||
v1.y + v2.y,
|
||||
v1.z + v2.z,
|
||||
v1.w + v2.w
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI Vector4 Vector4AddValue(Vector4 v, float add)
|
||||
{
|
||||
Vector4 result = {
|
||||
v.x + add,
|
||||
v.y + add,
|
||||
v.z + add,
|
||||
v.w + add
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
Vector4 result = {
|
||||
v1.x - v2.x,
|
||||
v1.y - v2.y,
|
||||
v1.z - v2.z,
|
||||
v1.w - v2.w
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add)
|
||||
{
|
||||
Vector4 result = {
|
||||
v.x - add,
|
||||
v.y - add,
|
||||
v.z - add,
|
||||
v.w - add
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI float Vector4Length(Vector4 v)
|
||||
{
|
||||
float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI float Vector4LengthSqr(Vector4 v)
|
||||
{
|
||||
float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w);
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate distance between two vectors
|
||||
RMAPI float Vector4Distance(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
float result = sqrtf(
|
||||
(v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
|
||||
(v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w));
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate square distance between two vectors
|
||||
RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
float result =
|
||||
(v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
|
||||
(v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
RMAPI Vector4 Vector4Scale(Vector4 v, float scale)
|
||||
{
|
||||
Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Multiply vector by vector
|
||||
RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Negate vector
|
||||
RMAPI Vector4 Vector4Negate(Vector4 v)
|
||||
{
|
||||
Vector4 result = { -v.x, -v.y, -v.z, -v.w };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Divide vector by vector
|
||||
RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Normalize provided vector
|
||||
RMAPI Vector4 Vector4Normalize(Vector4 v)
|
||||
{
|
||||
Vector4 result = { 0 };
|
||||
float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
|
||||
|
||||
if (length > 0)
|
||||
{
|
||||
float ilength = 1.0f/length;
|
||||
result.x = v.x*ilength;
|
||||
result.y = v.y*ilength;
|
||||
result.z = v.z*ilength;
|
||||
result.w = v.w*ilength;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get min value for each pair of components
|
||||
RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
Vector4 result = { 0 };
|
||||
|
||||
result.x = fminf(v1.x, v2.x);
|
||||
result.y = fminf(v1.y, v2.y);
|
||||
result.z = fminf(v1.z, v2.z);
|
||||
result.w = fminf(v1.w, v2.w);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get max value for each pair of components
|
||||
RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2)
|
||||
{
|
||||
Vector4 result = { 0 };
|
||||
|
||||
result.x = fmaxf(v1.x, v2.x);
|
||||
result.y = fmaxf(v1.y, v2.y);
|
||||
result.z = fmaxf(v1.z, v2.z);
|
||||
result.w = fmaxf(v1.w, v2.w);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate linear interpolation between two vectors
|
||||
RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)
|
||||
{
|
||||
Vector4 result = { 0 };
|
||||
|
||||
result.x = v1.x + amount*(v2.x - v1.x);
|
||||
result.y = v1.y + amount*(v2.y - v1.y);
|
||||
result.z = v1.z + amount*(v2.z - v1.z);
|
||||
result.w = v1.w + amount*(v2.w - v1.w);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Move Vector towards target
|
||||
RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
|
||||
{
|
||||
Vector4 result = { 0 };
|
||||
|
||||
float dx = target.x - v.x;
|
||||
float dy = target.y - v.y;
|
||||
float dz = target.z - v.z;
|
||||
float dw = target.w - v.w;
|
||||
float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
|
||||
|
||||
if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
|
||||
|
||||
float dist = sqrtf(value);
|
||||
|
||||
result.x = v.x + dx/dist*maxDistance;
|
||||
result.y = v.y + dy/dist*maxDistance;
|
||||
result.z = v.z + dz/dist*maxDistance;
|
||||
result.w = v.w + dw/dist*maxDistance;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Invert the given vector
|
||||
RMAPI Vector4 Vector4Invert(Vector4 v)
|
||||
{
|
||||
Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w };
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check whether two given vectors are almost equal
|
||||
RMAPI int Vector4Equals(Vector4 p, Vector4 q)
|
||||
{
|
||||
#if !defined(EPSILON)
|
||||
#define EPSILON 0.000001f
|
||||
#endif
|
||||
|
||||
int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
|
||||
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
|
||||
((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
|
||||
((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))));
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Matrix math
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -1524,32 +1839,32 @@ RMAPI Matrix MatrixScale(float x, float y, float z)
|
||||
}
|
||||
|
||||
// Get perspective projection matrix
|
||||
RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
|
||||
RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane)
|
||||
{
|
||||
Matrix result = { 0 };
|
||||
|
||||
float rl = (float)(right - left);
|
||||
float tb = (float)(top - bottom);
|
||||
float fn = (float)(far - near);
|
||||
float fn = (float)(farPlane - nearPlane);
|
||||
|
||||
result.m0 = ((float)near*2.0f)/rl;
|
||||
result.m0 = ((float)nearPlane*2.0f)/rl;
|
||||
result.m1 = 0.0f;
|
||||
result.m2 = 0.0f;
|
||||
result.m3 = 0.0f;
|
||||
|
||||
result.m4 = 0.0f;
|
||||
result.m5 = ((float)near*2.0f)/tb;
|
||||
result.m5 = ((float)nearPlane*2.0f)/tb;
|
||||
result.m6 = 0.0f;
|
||||
result.m7 = 0.0f;
|
||||
|
||||
result.m8 = ((float)right + (float)left)/rl;
|
||||
result.m9 = ((float)top + (float)bottom)/tb;
|
||||
result.m10 = -((float)far + (float)near)/fn;
|
||||
result.m10 = -((float)farPlane + (float)nearPlane)/fn;
|
||||
result.m11 = -1.0f;
|
||||
|
||||
result.m12 = 0.0f;
|
||||
result.m13 = 0.0f;
|
||||
result.m14 = -((float)far*(float)near*2.0f)/fn;
|
||||
result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
|
||||
result.m15 = 0.0f;
|
||||
|
||||
return result;
|
||||
@ -1901,6 +2216,32 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
|
||||
// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
|
||||
RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
|
||||
{
|
||||
float t2 = t*t;
|
||||
float t3 = t2*t;
|
||||
float h00 = 2*t3 - 3*t2 + 1;
|
||||
float h10 = t3 - 2*t2 + t;
|
||||
float h01 = -2*t3 + 3*t2;
|
||||
float h11 = t3 - t2;
|
||||
|
||||
Quaternion p0 = QuaternionScale(q1, h00);
|
||||
Quaternion m0 = QuaternionScale(outTangent1, h10);
|
||||
Quaternion p1 = QuaternionScale(q2, h01);
|
||||
Quaternion m1 = QuaternionScale(inTangent2, h11);
|
||||
|
||||
Quaternion result = { 0 };
|
||||
|
||||
result = QuaternionAdd(p0, m0);
|
||||
result = QuaternionAdd(result, p1);
|
||||
result = QuaternionAdd(result, m1);
|
||||
result = QuaternionNormalize(result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Calculate quaternion based on the rotation from one vector to another
|
||||
RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
||||
{
|
||||
@ -1960,7 +2301,7 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
|
||||
}
|
||||
|
||||
float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
|
||||
float mult = 0.25f / biggestVal;
|
||||
float mult = 0.25f/biggestVal;
|
||||
|
||||
switch (biggestIndex)
|
||||
{
|
||||
@ -2042,8 +2383,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
|
||||
float ilength = 0.0f;
|
||||
|
||||
// Vector3Normalize(axis)
|
||||
Vector3 v = axis;
|
||||
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
|
||||
length = axisLength;
|
||||
if (length == 0.0f) length = 1.0f;
|
||||
ilength = 1.0f/length;
|
||||
axis.x *= ilength;
|
||||
@ -2187,4 +2527,415 @@ RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Decompose a transformation matrix into its rotational, translational and scaling components
|
||||
RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
|
||||
{
|
||||
// Extract translation.
|
||||
translation->x = mat.m12;
|
||||
translation->y = mat.m13;
|
||||
translation->z = mat.m14;
|
||||
|
||||
// Extract upper-left for determinant computation
|
||||
const float a = mat.m0;
|
||||
const float b = mat.m4;
|
||||
const float c = mat.m8;
|
||||
const float d = mat.m1;
|
||||
const float e = mat.m5;
|
||||
const float f = mat.m9;
|
||||
const float g = mat.m2;
|
||||
const float h = mat.m6;
|
||||
const float i = mat.m10;
|
||||
const float A = e*i - f*h;
|
||||
const float B = f*g - d*i;
|
||||
const float C = d*h - e*g;
|
||||
|
||||
// Extract scale
|
||||
const float det = a*A + b*B + c*C;
|
||||
Vector3 abc = { a, b, c };
|
||||
Vector3 def = { d, e, f };
|
||||
Vector3 ghi = { g, h, i };
|
||||
|
||||
float scalex = Vector3Length(abc);
|
||||
float scaley = Vector3Length(def);
|
||||
float scalez = Vector3Length(ghi);
|
||||
Vector3 s = { scalex, scaley, scalez };
|
||||
|
||||
if (det < 0) s = Vector3Negate(s);
|
||||
|
||||
*scale = s;
|
||||
|
||||
// Remove scale from the matrix if it is not close to zero
|
||||
Matrix clone = mat;
|
||||
if (!FloatEquals(det, 0))
|
||||
{
|
||||
clone.m0 /= s.x;
|
||||
clone.m4 /= s.x;
|
||||
clone.m8 /= s.x;
|
||||
clone.m1 /= s.y;
|
||||
clone.m5 /= s.y;
|
||||
clone.m9 /= s.y;
|
||||
clone.m2 /= s.z;
|
||||
clone.m6 /= s.z;
|
||||
clone.m10 /= s.z;
|
||||
|
||||
// Extract rotation
|
||||
*rotation = QuaternionFromMatrix(clone);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set to identity if close to zero
|
||||
*rotation = QuaternionIdentity();
|
||||
}
|
||||
}
|
||||
|
||||
#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
|
||||
|
||||
// Optional C++ math operators
|
||||
//-------------------------------------------------------------------------------
|
||||
|
||||
// Vector2 operators
|
||||
static constexpr Vector2 Vector2Zeros = { 0, 0 };
|
||||
static constexpr Vector2 Vector2Ones = { 1, 1 };
|
||||
static constexpr Vector2 Vector2UnitX = { 1, 0 };
|
||||
static constexpr Vector2 Vector2UnitY = { 0, 1 };
|
||||
|
||||
inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
return Vector2Add(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
lhs = Vector2Add(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
return Vector2Subtract(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
lhs = Vector2Subtract(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector2 operator * (const Vector2& lhs, const float& rhs)
|
||||
{
|
||||
return Vector2Scale(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector2Scale(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
return Vector2Multiply(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
lhs = Vector2Multiply(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
|
||||
{
|
||||
return Vector2Transform(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
|
||||
{
|
||||
lhs = Vector2Transform(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector2 operator / (const Vector2& lhs, const float& rhs)
|
||||
{
|
||||
return Vector2Scale(lhs, 1.0f / rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector2Scale(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
return Vector2Divide(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
lhs = Vector2Divide(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline bool operator == (const Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
|
||||
}
|
||||
|
||||
inline bool operator != (const Vector2& lhs, const Vector2& rhs)
|
||||
{
|
||||
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
|
||||
}
|
||||
|
||||
// Vector3 operators
|
||||
static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
|
||||
static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
|
||||
static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
|
||||
static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
|
||||
static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
|
||||
|
||||
inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
return Vector3Add(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
lhs = Vector3Add(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
return Vector3Subtract(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
lhs = Vector3Subtract(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector3 operator * (const Vector3& lhs, const float& rhs)
|
||||
{
|
||||
return Vector3Scale(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector3Scale(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
return Vector3Multiply(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
lhs = Vector3Multiply(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
|
||||
{
|
||||
return Vector3Transform(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
|
||||
{
|
||||
lhs = Vector3Transform(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector3 operator / (const Vector3& lhs, const float& rhs)
|
||||
{
|
||||
return Vector3Scale(lhs, 1.0f / rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector3Scale(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
return Vector3Divide(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
lhs = Vector3Divide(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline bool operator == (const Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
|
||||
}
|
||||
|
||||
inline bool operator != (const Vector3& lhs, const Vector3& rhs)
|
||||
{
|
||||
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
|
||||
}
|
||||
|
||||
// Vector4 operators
|
||||
static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
|
||||
static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
|
||||
static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
|
||||
static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
|
||||
static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
|
||||
static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
|
||||
|
||||
inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
return Vector4Add(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
lhs = Vector4Add(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
return Vector4Subtract(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
lhs = Vector4Subtract(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector4 operator * (const Vector4& lhs, const float& rhs)
|
||||
{
|
||||
return Vector4Scale(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector4Scale(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
return Vector4Multiply(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
lhs = Vector4Multiply(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector4 operator / (const Vector4& lhs, const float& rhs)
|
||||
{
|
||||
return Vector4Scale(lhs, 1.0f / rhs);
|
||||
}
|
||||
|
||||
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector4Scale(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
return Vector4Divide(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
lhs = Vector4Divide(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline bool operator == (const Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
|
||||
}
|
||||
|
||||
inline bool operator != (const Vector4& lhs, const Vector4& rhs)
|
||||
{
|
||||
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
|
||||
}
|
||||
|
||||
// Quaternion operators
|
||||
static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
|
||||
static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
|
||||
static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
|
||||
|
||||
inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
|
||||
{
|
||||
return QuaternionAddValue(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
|
||||
{
|
||||
lhs = QuaternionAddValue(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
|
||||
{
|
||||
return QuaternionSubtractValue(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
|
||||
{
|
||||
lhs = QuaternionSubtractValue(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
|
||||
{
|
||||
return QuaternionTransform(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
|
||||
{
|
||||
lhs = QuaternionTransform(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
// Matrix operators
|
||||
inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)
|
||||
{
|
||||
return MatrixAdd(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
|
||||
{
|
||||
lhs = MatrixAdd(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)
|
||||
{
|
||||
return MatrixSubtract(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
|
||||
{
|
||||
lhs = MatrixSubtract(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)
|
||||
{
|
||||
return MatrixMultiply(lhs, rhs);
|
||||
}
|
||||
|
||||
inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
|
||||
{
|
||||
lhs = MatrixMultiply(lhs, rhs);
|
||||
return lhs;
|
||||
}
|
||||
//-------------------------------------------------------------------------------
|
||||
#endif // C++ operators
|
||||
|
||||
#endif // RAYMATH_H
|
||||
|
||||
787
include/rlgl.h
787
include/rlgl.h
File diff suppressed because it is too large
Load Diff
@ -1,7 +1,11 @@
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
#include <stddef.h>
|
||||
#include <cstdint>
|
||||
#include <cstddef>
|
||||
#include "include/raylib.h"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wmissing-field-initializers"
|
||||
#include "include/raymath.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
typedef uint8_t u8;
|
||||
typedef uint16_t u16;
|
||||
@ -33,20 +37,12 @@ typedef union {
|
||||
Rectangle rect;
|
||||
} RectU;
|
||||
|
||||
#define OPTION(type, typeName) \
|
||||
struct { \
|
||||
enum {NONE, SOME} tag; \
|
||||
union { \
|
||||
u8 none; \
|
||||
type typeName; \
|
||||
} some; \
|
||||
}
|
||||
|
||||
typedef OPTION(Point, point) PointOption;
|
||||
|
||||
void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);
|
||||
void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);
|
||||
void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint);
|
||||
extern "C" {
|
||||
void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);
|
||||
void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);
|
||||
void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint);
|
||||
}
|
||||
|
||||
#ifdef ENNIX_LIB_IMPLEMENTATION
|
||||
extern bool global_debug_mode;
|
||||
@ -54,7 +50,7 @@ inline void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint) {
|
||||
DrawTextureV(texture, position, tint);
|
||||
#ifdef DEBUG_MODE_ENABLED
|
||||
if (global_debug_mode) {
|
||||
Rectangle debug = {position.x,position.y,texture.width,texture.height};
|
||||
Rectangle debug = {position.x,position.y,(f32)texture.width,(f32)texture.height};
|
||||
DrawRectangleLinesEx(debug, 1.0f, RED);
|
||||
}
|
||||
#endif
|
||||
BIN
lib/libraylib.a
BIN
lib/libraylib.a
Binary file not shown.
@ -1 +0,0 @@
|
||||
/home/joe/Development/tinyswords/lib/libraylib.so.500
|
||||
BIN
lib/libraylib.so
Executable file
BIN
lib/libraylib.so
Executable file
Binary file not shown.
Binary file not shown.
BIN
lib/libraylib.so.5.5.0
Executable file
BIN
lib/libraylib.so.5.5.0
Executable file
Binary file not shown.
@ -1 +0,0 @@
|
||||
/home/joe/Development/tinyswords/lib/libraylib.so.5.0.0
|
||||
BIN
lib/libraylib.so.550
Executable file
BIN
lib/libraylib.so.550
Executable file
Binary file not shown.
@ -20,10 +20,30 @@
|
||||
(defparameter *unit-select-drag-start-pos* (vec 0 0))
|
||||
(defparameter *camera-dragging?* nil)
|
||||
(defparameter *unit-select-dragging?* nil)
|
||||
(defparameter *selection-rect* (rl:make-rectangle :x 0.0 :y 0.0 :width 0.0 :height 0.0))
|
||||
|
||||
(defparameter *selected-units* (make-array 64 :adjustable t :fill-pointer 0))
|
||||
|
||||
(defparameter *game-state* nil)
|
||||
(defparameter *textures* (make-hash-table))
|
||||
|
||||
(defmacro rsetf (rect &key x y width height)
|
||||
"Set rectangle fields using keywords"
|
||||
`(progn
|
||||
,@(when x `((setf (raylib:rectangle-x ,rect) ,x)))
|
||||
,@(when y `((setf (raylib:rectangle-y ,rect) ,y)))
|
||||
,@(when width `((setf (raylib:rectangle-width ,rect) ,width)))
|
||||
,@(when height `((setf (raylib:rectangle-height ,rect) ,height)))))
|
||||
|
||||
(defun set-selection-rect ()
|
||||
(let* ((start-x (vx *mouse-drag-start-pos*))
|
||||
(start-y (vy *mouse-drag-start-pos*))
|
||||
(end-x (rl:get-mouse-x))
|
||||
(end-y (rl:get-mouse-y))
|
||||
(x (min start-x end-x))
|
||||
(y (min start-y end-y)))
|
||||
(rsetf *selection-rect* :x x :y y :width (abs (- end-x start-x)) :height (abs (- end-y start-y)))))
|
||||
|
||||
(defclass health ()
|
||||
((current-amount :initform 100.0 :accessor current-amount)
|
||||
(max-amount :initform 100.0 :accessor max-amount)))
|
||||
@ -152,6 +172,10 @@
|
||||
(defun game-update ()
|
||||
(when *camera-dragging?*
|
||||
(calculate-camera-drag))
|
||||
(when *unit-select-dragging?*
|
||||
(setf (fill-pointer *selected-units*) 0)
|
||||
(set-selection-rect)
|
||||
(vector-push-extend *knight* *selected-units* ))
|
||||
(with-accessors ((click-pos click-pos)) *game-state*
|
||||
(when click-pos
|
||||
(with-accessors ((kpos pos)) *knight*
|
||||
@ -218,16 +242,6 @@
|
||||
:height (abs (rl:rectangle-height src-rect)))))
|
||||
(rl:draw-texture-pro (gethash texture-key *textures*) src-rect dst-rec origin 0.0 :white))))
|
||||
|
||||
(defun draw-unit-select-rect ()
|
||||
(let* ((start-x (vx *mouse-drag-start-pos*))
|
||||
(start-y (vy *mouse-drag-start-pos*))
|
||||
(end-x (rl:get-mouse-x))
|
||||
(end-y (rl:get-mouse-y))
|
||||
(x (min start-x end-x))
|
||||
(y (min start-y end-y))
|
||||
(rect (rl:make-rectangle :x x :y y :width (abs (- end-x start-x)) :height (abs (- end-y start-y)))))
|
||||
(rl:draw-rectangle-lines-ex rect 2.0 :raywhite)))
|
||||
|
||||
(defun game-draw ()
|
||||
(rl:clear-background (rl:make-rgba 71 171 169 1))
|
||||
(rl:with-mode-2d (*camera*)
|
||||
@ -236,7 +250,7 @@
|
||||
(dolist (entity (entities *game-state*))
|
||||
(draw-sprite (sprite entity) (pos entity))))
|
||||
(when *unit-select-dragging?*
|
||||
(draw-unit-select-rect))
|
||||
(rl:draw-rectangle-lines-ex *selection-rect* 2.0 :raywhite))
|
||||
(rl:draw-fps 10 10))
|
||||
|
||||
(defun game ()
|
||||
|
||||
112
main.cpp
Normal file
112
main.cpp
Normal file
@ -0,0 +1,112 @@
|
||||
#include <cstdlib>
|
||||
#include <dlfcn.h>
|
||||
#include <sys/stat.h>
|
||||
#include <cstdio>
|
||||
|
||||
#include "include/raylib.h"
|
||||
#include "game.h"
|
||||
#include "game_data.h"
|
||||
|
||||
struct GameAPI {
|
||||
void* lib_handle;
|
||||
time_t last_write_time;
|
||||
|
||||
void (*init)(GameState*);
|
||||
void (*update)(GameState*);
|
||||
void (*draw)(GameState*);
|
||||
void (*cleanup)(GameState*);
|
||||
};
|
||||
|
||||
time_t get_file_write_time(const char* path) {
|
||||
struct stat file_stat;
|
||||
if (stat(path, &file_stat) == 0) {
|
||||
return file_stat.st_mtime;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool load_game_api(GameAPI* api) {
|
||||
const char* lib_path = "./game.so";
|
||||
time_t write_time = get_file_write_time(lib_path);
|
||||
|
||||
if (write_time <= api->last_write_time) {
|
||||
return false; // No changes
|
||||
}
|
||||
|
||||
if (api->lib_handle) {
|
||||
dlclose(api->lib_handle);
|
||||
}
|
||||
|
||||
api->lib_handle = dlopen(lib_path, RTLD_NOW);
|
||||
if (!api->lib_handle) {
|
||||
printf("Failed to load game.so: %s\n", dlerror());
|
||||
return false;
|
||||
}
|
||||
|
||||
api->init = (void(*)(GameState*))dlsym(api->lib_handle, "game_init");
|
||||
api->update = (void(*)(GameState*))dlsym(api->lib_handle, "game_update");
|
||||
api->draw = (void(*)(GameState*))dlsym(api->lib_handle, "game_draw");
|
||||
api->cleanup = (void(*)(GameState*))dlsym(api->lib_handle, "game_cleanup");
|
||||
|
||||
api->last_write_time = write_time;
|
||||
printf("Reloaded game.so\n");
|
||||
return true;
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
SetTraceLogLevel(4);
|
||||
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
|
||||
|
||||
int monitor = GetCurrentMonitor();
|
||||
int monitor_width = GetMonitorWidth(monitor);
|
||||
int monitor_height = GetMonitorHeight(monitor);
|
||||
int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2;
|
||||
int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2;
|
||||
SetWindowPosition(win_pos_x, win_pos_y);
|
||||
|
||||
SetTargetFPS(TARGET_FPS);
|
||||
|
||||
HideCursor();
|
||||
|
||||
GameAPI api = {};
|
||||
GameState state = {};
|
||||
|
||||
state.camera.zoom = 1.0f;
|
||||
|
||||
api.init(&state);
|
||||
// Assets assets = api.init(&state);
|
||||
|
||||
GameState game = {};
|
||||
game.knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight));
|
||||
game.anim_playbacks = (SpriteAnimationPlayback*)calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
|
||||
const int entities = MAX_KNIGHTS;
|
||||
for (int i = 0; i < entities; i++) {
|
||||
|
||||
f32 rand_x = GetRandomValue(165, 1130);
|
||||
f32 rand_y = 100 + ((float)950 / (float)entities) * i;
|
||||
game.knights[i].position = {rand_x,rand_y};
|
||||
|
||||
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[i]);
|
||||
int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
|
||||
game.anim_playbacks[i].current_frame = rand_frame;
|
||||
}
|
||||
game.entity_count = entities;
|
||||
|
||||
api.update(&game);
|
||||
while (!WindowShouldClose()) {
|
||||
game.frame_count++;
|
||||
// float dt = GetFrameTime();
|
||||
|
||||
api.update(&state);
|
||||
api.draw(&state);
|
||||
}
|
||||
|
||||
free(game.knights);
|
||||
free(game.anim_playbacks);
|
||||
// for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
|
||||
// UnloadTexture(assets.textures[i]);
|
||||
// }
|
||||
// free(assets.textures);
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
@ -4,18 +4,18 @@
|
||||
#include "lib.h"
|
||||
#include "include/raylib.h"
|
||||
|
||||
typedef struct {
|
||||
struct SpriteAnimation {
|
||||
u8 loop;
|
||||
u8 total_frames;
|
||||
} SpriteAnimation;
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
struct SpriteAnimationPlayback {
|
||||
f32 time_elapsed;
|
||||
u8 row;
|
||||
u8 total_frames;
|
||||
u8 current_frame;
|
||||
u8 loop;
|
||||
} SpriteAnimationPlayback;
|
||||
};
|
||||
|
||||
void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback);
|
||||
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len);
|
||||
1
vendor/raylib
vendored
Submodule
1
vendor/raylib
vendored
Submodule
@ -0,0 +1 @@
|
||||
Subproject commit c1ab645ca298a2801097931d1079b10ff7eb9df8
|
||||
Loading…
x
Reference in New Issue
Block a user