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| author | raysan5 <raysan5@gmail.com> | 2014-12-31 19:25:16 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-12-31 19:25:16 +0100 |
| commit | 7ec6ebb9fa0862c31cf9707b6626d72826fa7397 (patch) | |
| tree | 1e982728691dada700e909470c90891901c8465d /release/win32-mingw | |
| parent | 5a98d2da1f90d9e511b3f718433fd0d86d674742 (diff) | |
| download | raylib-7ec6ebb9fa0862c31cf9707b6626d72826fa7397.tar.gz raylib-7ec6ebb9fa0862c31cf9707b6626d72826fa7397.zip | |
New raylib release, including html5 binaries
Diffstat (limited to 'release/win32-mingw')
| -rw-r--r-- | release/win32-mingw/include/raylib.h | 45 | ||||
| -rw-r--r-- | release/win32-mingw/lib/libraylib.a | bin | 248132 -> 249958 bytes |
2 files changed, 35 insertions, 10 deletions
diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h index 5257de58..69966069 100644 --- a/release/win32-mingw/include/raylib.h +++ b/release/win32-mingw/include/raylib.h @@ -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 @@ -63,9 +63,10 @@ //#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) +#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) #define PLATFORM_DESKTOP #endif @@ -179,6 +180,9 @@ // Boolean type typedef enum { false, true } bool; +// byte type +typedef unsigned char byte; + // Vector2 type typedef struct Vector2 { float x; @@ -225,8 +229,13 @@ typedef struct Texture2D { } Texture2D; // Character type (one font glyph) -// NOTE: Defined in module: text -typedef struct Character Character; +typedef struct Character { + int value; //char value = ' '; (int)value = 32; + int x; + int y; + int w; + int h; +} Character; // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { @@ -267,6 +276,15 @@ typedef struct Sound { 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; + #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -281,7 +299,7 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ #if defined(PLATFORM_ANDROID) void InitWindow(int width, int height, struct android_app *state); // Init Android activity -#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) +#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 @@ -294,6 +312,7 @@ void SetExitKey(int key); // Set a custom key #endif int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height +int GetKeyPressed(void); // Get latest key pressed void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing @@ -313,13 +332,12 @@ int GetRandomValue(int min, int max); // Returns a random Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f void SetupFlags(char flags); // Enable some window configurations - -void ShowLogo(void); // Activates raylib logo at startup +void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) //------------------------------------------------------------------------------------ // 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 @@ -332,8 +350,11 @@ 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 +#endif +#if defined(PLATFORM_DESKTOP) 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 @@ -386,9 +407,11 @@ Image LoadImage(const char *fileName); 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 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, bool genMipmaps); // Load a texture from image data (and generate mipmaps) +Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage() void UnloadImage(Image image); // Unload image from CPU memory (RAM) void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) 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 @@ -425,6 +448,7 @@ 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 DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad 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 DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) @@ -438,7 +462,7 @@ void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) //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 @@ -456,6 +480,7 @@ 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 diff --git a/release/win32-mingw/lib/libraylib.a b/release/win32-mingw/lib/libraylib.a Binary files differindex 7c561f93..d9321248 100644 --- a/release/win32-mingw/lib/libraylib.a +++ b/release/win32-mingw/lib/libraylib.a |
