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authorraysan5 <raysan5@gmail.com>2015-09-02 22:26:02 +0200
committerraysan5 <raysan5@gmail.com>2015-09-02 22:26:02 +0200
commit4e0378ab7cc930b82f2af7cf99201d9851cc7ef0 (patch)
treee96c70234de8f396324221d5367eb626ad3be5c8
parent075f599abbe6255e00660b82e97ae2ec6db94a2d (diff)
downloadraylib-4e0378ab7cc930b82f2af7cf99201d9851cc7ef0.tar.gz
raylib-4e0378ab7cc930b82f2af7cf99201d9851cc7ef0.zip
Updated to raylib 1.3
-rw-r--r--templates/android_project/jni/include/raylib.h289
-rw-r--r--templates/android_project/jni/libs/libraylib.abin989680 -> 1449204 bytes
2 files changed, 248 insertions, 41 deletions
diff --git a/templates/android_project/jni/include/raylib.h b/templates/android_project/jni/include/raylib.h
index 4de67ba2..b14ae082 100644
--- a/templates/android_project/jni/include/raylib.h
+++ b/templates/android_project/jni/include/raylib.h
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* raylib 1.2 (www.raylib.com)
+* raylib 1.3.0 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@@ -14,7 +14,7 @@
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
-* Multiplatform support, including Android devices and Raspberry Pi
+* Multiplatform support, including Android devices, Raspberry Pi and HTML5
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@@ -27,7 +27,6 @@
*
* Some design decisions:
* 32bit Colors - All defined color are always RGBA
-* 32bit Textures - All loaded images are converted automatically to RGBA textures
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
* One custom default font is loaded automatically when InitWindow()
* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
@@ -37,7 +36,7 @@
* 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 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+* Copyright (c) 2013 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.
@@ -63,6 +62,12 @@
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
+//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
+
+// Security check in case no PLATFORM_* defined
+#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
+ #define PLATFORM_DESKTOP
+#endif
#if defined(PLATFORM_ANDROID)
#include <android_native_app_glue.h> // Defines android_app struct
@@ -72,13 +77,21 @@
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
-#define PI 3.14159265358979323846
+ #define PI 3.14159265358979323846
#endif
#define DEG2RAD (PI / 180.0f)
#define RAD2DEG (180.0f / PI)
-// Keyboard Function Keys
+// raylib Config Flags
+#define FLAG_FULLSCREEN_MODE 1
+#define FLAG_SHOW_LOGO 2
+#define FLAG_SHOW_MOUSE_CURSOR 4
+#define FLAG_CENTERED_MODE 8
+#define FLAG_MSAA_4X_HINT 16
+#define FLAG_VSYNC_HINT 32
+
+// Keyboard Function Keys
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
@@ -163,9 +176,13 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-
+#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
+#endif
+
+// byte type
+typedef unsigned char byte;
// Vector2 type
typedef struct Vector2 {
@@ -180,6 +197,14 @@ typedef struct Vector3 {
float z;
} Vector3;
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+ float m0, m4, m8, m12;
+ float m1, m5, m9, m13;
+ float m2, m6, m10, m14;
+ float m3, m7, m11, m15;
+} Matrix;
+
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
@@ -199,28 +224,30 @@ typedef struct Rectangle {
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
- Color *pixels;
- int width;
- int height;
+ void *data; // Image raw data
+ int width; // Image base width
+ int height; // Image base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (TextureFormat)
} Image;
// Texture2D type, bpp always RGBA (32bit)
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
- unsigned int id; // OpenGL id
- int width;
- int height;
+ unsigned int id; // OpenGL texture id
+ int width; // Texture base width
+ int height; // Texture base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (TextureFormat)
} Texture2D;
-// Character type (one font glyph)
-// NOTE: Defined in module: text
-typedef struct Character Character;
-
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
- Texture2D texture;
- int numChars;
- Character *charSet;
+ Texture2D texture; // Font texture
+ int size; // Base size (default chars height)
+ int numChars; // Number of characters
+ int *charValues; // Characters values array
+ Rectangle *charRecs; // Characters rectangles within the texture
} SpriteFont;
// Camera type, defines a camera position/orientation in 3d space
@@ -231,30 +258,116 @@ typedef struct Camera {
} Camera;
// Vertex data definning a mesh
+// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
typedef struct VertexData {
int vertexCount;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
unsigned char *colors; // 4 components per vertex
+ unsigned int vaoId;
+ unsigned int vboId[4];
} VertexData;
+// Shader type (generic shader)
+typedef struct Shader {
+ unsigned int id; // Shader program id
+
+ // TODO: This should be Texture2D objects
+ unsigned int texDiffuseId; // Diffuse texture id
+ unsigned int texNormalId; // Normal texture id
+ unsigned int texSpecularId; // Specular texture id
+
+ // Variable attributes
+ int vertexLoc; // Vertex attribute location point (vertex shader)
+ int texcoordLoc; // Texcoord attribute location point (vertex shader)
+ int normalLoc; // Normal attribute location point (vertex shader)
+ int colorLoc; // Color attibute location point (vertex shader)
+
+ // Uniforms
+ int projectionLoc; // Projection matrix uniform location point (vertex shader)
+ int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
+ int tintColorLoc; // Color uniform location point (fragment shader)
+
+ int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
+ int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
+ int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
+} Shader;
+
// 3d Model type
-// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
typedef struct Model {
VertexData mesh;
- unsigned int vaoId;
- unsigned int vboId[4];
- unsigned int textureId;
- //Matrix transform;
+ Matrix transform;
+ Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
+ Shader shader;
} Model;
+// Ray type (useful for raycast)
+typedef struct Ray {
+ Vector3 position;
+ Vector3 direction;
+} Ray;
+
// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
} Sound;
+// Wave type, defines audio wave data
+typedef struct Wave {
+ void *data; // Buffer data pointer
+ unsigned int dataSize; // Data size in bytes
+ unsigned int sampleRate;
+ short bitsPerSample;
+ short channels;
+} Wave;
+
+// Texture formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels)
+ UNCOMPRESSED_R5G6B5, // 16 bpp
+ UNCOMPRESSED_R8G8B8, // 24 bpp
+ UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ COMPRESSED_DXT3_RGBA, // 8 bpp
+ COMPRESSED_DXT5_RGBA, // 8 bpp
+ COMPRESSED_ETC1_RGB, // 4 bpp
+ COMPRESSED_ETC2_RGB, // 4 bpp
+ COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ COMPRESSED_PVRT_RGB, // 4 bpp
+ COMPRESSED_PVRT_RGBA, // 4 bpp
+ COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} TextureFormat;
+
+// Color blending modes (pre-defined)
+typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
+
+// Gestures type
+// NOTE: It could be used as flags to enable only some gestures
+typedef enum {
+ GESTURE_NONE = 1,
+ GESTURE_TAP = 2,
+ GESTURE_DOUBLETAP = 4,
+ GESTURE_HOLD = 8,
+ GESTURE_DRAG = 16,
+ GESTURE_SWIPE_RIGHT = 32,
+ GESTURE_SWIPE_LEFT = 64,
+ GESTURE_SWIPE_UP = 128,
+ GESTURE_SWIPE_DOWN = 256,
+ GESTURE_PINCH_IN = 512,
+ GESTURE_PINCH_OUT = 1024
+} Gestures;
+
+// Camera system modes
+typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -268,13 +381,14 @@ extern "C" { // Prevents name mangling of functions
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
-void InitWindow(int width, int height, struct android_app *state); // Init Android activity
-#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
+#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
+bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
@@ -290,6 +404,8 @@ void EndDrawing(void); // End canvas drawin
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
+
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for one frame
@@ -300,16 +416,22 @@ int GetHexValue(Color color); // Returns hexadecim
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-void ShowLogo(void); // Activates raylib logo at startup
+void SetConfigFlags(char flags); // Setup some window configuration flags
+void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
+
+bool IsFileDropped(void); // Check if a file have been dropped into window
+char **GetDroppedFiles(int *count); // Retrieve dropped files into window
+void ClearDroppedFiles(void); // Clear dropped files paths buffer
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+int GetKeyPressed(void); // Get latest key pressed
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
@@ -318,8 +440,15 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
int GetMouseX(void); // Returns mouse position X
int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(void); // Returns mouse position XY
+void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+void ShowCursor(void); // Shows cursor
+void HideCursor(void); // Hides cursor
+bool IsCursorHidden(void); // Returns true if cursor is not visible
+#endif
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
@@ -328,12 +457,50 @@ bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad b
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
#endif
-#if defined(PLATFORM_ANDROID)
-bool IsScreenTouched(void); // Detect screen touch event
-int GetTouchX(void); // Returns touch position X
-int GetTouchY(void); // Returns touch position Y
-Vector2 GetTouchPosition(void); // Returns touch position XY
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: gestures)
+//------------------------------------------------------------------------------------
+int GetTouchX(void); // Returns touch position X (relative to screen size)
+int GetTouchY(void); // Returns touch position Y (relative to screen size)
+Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
+
+#if defined(PLATFORM_WEB)
+void InitGesturesSystem(void); // Init gestures system (web)
+#elif defined(PLATFORM_ANDROID)
+void InitGesturesSystem(struct android_app *app); // Init gestures system (android)
#endif
+void UpdateGestures(void); // Update gestures detected (must be called every frame)
+bool IsGestureDetected(void); // Check if a gesture have been detected
+int GetGestureType(void); // Get latest detected gesture
+void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
+
+float GetGestureDragIntensity(void); // Get gesture drag intensity
+float GetGestureDragAngle(void); // Get gesture drag angle
+Vector2 GetGestureDragVector(void); // Get gesture drag vector
+int GetGestureHoldDuration(void); // Get gesture hold time in frames
+float GetGesturePinchDelta(void); // Get gesture pinch delta
+float GetGesturePinchAngle(void); // Get gesture pinch angle
+#endif
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: camera)
+//------------------------------------------------------------------------------------
+void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
+void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
+void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
+
+void SetCameraPosition(Vector3 position); // Set internal camera position
+void SetCameraTarget(Vector3 target); // Set internal camera target
+
+void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
+void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
+void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
+
+void SetCameraMoveControls(int frontKey, int backKey,
+ int leftKey, int rightKey,
+ int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
@@ -369,12 +536,20 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
+Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
+Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
+Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
-Texture2D CreateTexture(Image image, bool genMipmaps); // Create a Texture2D from Image data (and generate mipmaps)
+Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
+Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
+Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
+void ImageConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
+void ImageConvertFormat(Image *image, int newFormat); // Convert image data to desired format
+void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
@@ -395,7 +570,7 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,
int fontSize, int spacing, Color tint);
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
-int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
+
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
@@ -411,30 +586,60 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
-void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
-void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
+void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
+void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
-void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
+Model LoadModelEx(VertexData data); // Load a 3d model (from vertex data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
-Model LoadCubesmap(Image cubesmap); // Load a map image as a 3d model (cubes based)
+Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
-void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
+void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
+bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
+bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
+ // NOTE: Return the normal vector of the impacted surface
+
+//------------------------------------------------------------------------------------
+// Shaders System Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
+unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
+void UnloadShader(Shader shader); // Unload a custom shader from memory
+void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
+void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
+void SetDefaultShader(void); // Set default shader to be used in batch draw
+void SetModelShader(Model *model, Shader shader); // Link a shader to a model
+bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
+
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
+void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
+void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
+void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+
+void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
+
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@@ -442,6 +647,7 @@ void InitAudioDevice(void); // Initialize au
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
Sound LoadSound(char *fileName); // Load sound to memory
+Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
@@ -452,6 +658,7 @@ void SetSoundVolume(Sound sound, float volume); // Set volume fo
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void PlayMusicStream(char *fileName); // Start music playing (open stream)
+void UpdateMusicStream(void); // Updates buffers for music streaming
void StopMusicStream(void); // Stop music playing (close stream)
void PauseMusicStream(void); // Pause music playing
void ResumeMusicStream(void); // Resume playing paused music
diff --git a/templates/android_project/jni/libs/libraylib.a b/templates/android_project/jni/libs/libraylib.a
index 47837349..3e8cce7d 100644
--- a/templates/android_project/jni/libs/libraylib.a
+++ b/templates/android_project/jni/libs/libraylib.a
Binary files differ