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| author | raysan5 <raysan5@gmail.com> | 2013-11-23 13:30:54 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2013-11-23 13:30:54 +0100 |
| commit | ccf26080915d5487dfb2e5fdb79c2bc2893b7454 (patch) | |
| tree | e7a4856dbea9eac3d356533260b37ce812d5f6e1 /release/win32-mingw | |
| parent | 7635e9c79ff2ed581942b61ca6cebac73712ecca (diff) | |
| download | raylib-ccf26080915d5487dfb2e5fdb79c2bc2893b7454.tar.gz raylib-ccf26080915d5487dfb2e5fdb79c2bc2893b7454.zip | |
Replaced tab by 4 spaces and adjust text
Diffstat (limited to 'release/win32-mingw')
| -rw-r--r-- | release/win32-mingw/include/raylib.h | 406 |
1 files changed, 203 insertions, 203 deletions
diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h index 2ded0589..c23834a0 100644 --- a/release/win32-mingw/include/raylib.h +++ b/release/win32-mingw/include/raylib.h @@ -1,56 +1,56 @@ /********************************************************************************************* * -* raylib 1.0 (www.raylib.com) -* -* A simple and easy-to-use library to learn C videogames programming +* raylib 1.0.0 (www.raylib.com) +* +* A simple and easy-to-use library to learn C videogames programming * -* Features: -* Library written in plain C code (C99) -* Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL 1.1 -* Powerful fonts module with SpriteFonts support -* Basic 3d support for Shapes and Models -* Audio loading and playing -* -* Used external libs: -* GLFW3 (www.glfw.org) for window/context management and input -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) -* OpenAL Soft for audio device/context management +* Features: +* Library written in plain C code (C99) +* Uses C# PascalCase/camelCase notation +* Hardware accelerated with OpenGL 1.1 +* Powerful fonts module with SpriteFonts support +* Basic 3d support for Shapes and Models +* Audio loading and playing +* +* Used external libs: +* GLFW3 (www.glfw.org) for window/context management and input +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) +* OpenAL Soft for audio device/context management * -* 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() +* 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() * -* -- LICENSE (raylib v1.0, November 2013) -- +* -- LICENSE (raylib v1.0, November 2013) -- * -* 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) -* -* 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. +* 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) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. * -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: * -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. * -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. * -* 3. This notice may not be removed or altered from any source distribution. +* 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAYLIB_H #define RAYLIB_H -//#define NO_AUDIO // Audio is still being tested, deactivated by default +#define NO_AUDIO // Audio is still being tested, deactivated by default //---------------------------------------------------------------------------------- // Some basic Defines @@ -88,60 +88,60 @@ #define KEY_RIGHT_ALT 346 // Mouse Buttons -#define MOUSE_LEFT_BUTTON 0 -#define MOUSE_RIGHT_BUTTON 1 -#define MOUSE_MIDDLE_BUTTON 2 +#define MOUSE_LEFT_BUTTON 0 +#define MOUSE_RIGHT_BUTTON 1 +#define MOUSE_MIDDLE_BUTTON 2 // Gamepad Number -#define GAMEPAD_PLAYER1 0 -#define GAMEPAD_PLAYER2 1 -#define GAMEPAD_PLAYER3 2 -#define GAMEPAD_PLAYER4 3 +#define GAMEPAD_PLAYER1 0 +#define GAMEPAD_PLAYER2 1 +#define GAMEPAD_PLAYER3 2 +#define GAMEPAD_PLAYER4 3 // Gamepad Buttons // NOTE: Adjusted for a PS3 USB Controller -#define GAMEPAD_BUTTON_A 2 -#define GAMEPAD_BUTTON_B 1 -#define GAMEPAD_BUTTON_X 3 -#define GAMEPAD_BUTTON_Y 4 -#define GAMEPAD_BUTTON_R1 7 -#define GAMEPAD_BUTTON_R2 5 -#define GAMEPAD_BUTTON_L1 6 -#define GAMEPAD_BUTTON_L2 8 -#define GAMEPAD_BUTTON_SELECT 9 -#define GAMEPAD_BUTTON_START 10 +#define GAMEPAD_BUTTON_A 2 +#define GAMEPAD_BUTTON_B 1 +#define GAMEPAD_BUTTON_X 3 +#define GAMEPAD_BUTTON_Y 4 +#define GAMEPAD_BUTTON_R1 7 +#define GAMEPAD_BUTTON_R2 5 +#define GAMEPAD_BUTTON_L1 6 +#define GAMEPAD_BUTTON_L2 8 +#define GAMEPAD_BUTTON_SELECT 9 +#define GAMEPAD_BUTTON_START 10 // TODO: Review Xbox360 USB Controller Buttons // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background -#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray -#define GRAY (Color){ 130, 130, 130, 255 } // Gray -#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray -#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow -#define GOLD (Color){ 255, 203, 0, 255 } // Gold -#define ORANGE (Color){ 255, 161, 0, 255 } // Orange -#define PINK (Color){ 255, 109, 194, 255 } // Pink -#define RED (Color){ 230, 41, 55, 255 } // Red -#define MAROON (Color){ 190, 33, 55, 255 } // Maroon -#define GREEN (Color){ 0, 228, 48, 255 } // Green -#define LIME (Color){ 0, 158, 47, 255 } // Lime -#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green -#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue -#define BLUE (Color){ 0, 121, 241, 255 } // Blue -#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue -#define PURPLE (Color){ 200, 122, 255, 255 } // Purple -#define VIOLET (Color){ 135, 60, 190, 255 } // Violet -#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple -#define BEIGE (Color){ 211, 176, 131, 255 } // Beige -#define BROWN (Color){ 127, 106, 79, 255 } // Brown -#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown - -#define WHITE (Color){ 255, 255, 255, 255 } // White -#define BLACK (Color){ 0, 0, 0, 255 } // Black -#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) -#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta -#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) +#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray +#define GRAY (Color){ 130, 130, 130, 255 } // Gray +#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray +#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow +#define GOLD (Color){ 255, 203, 0, 255 } // Gold +#define ORANGE (Color){ 255, 161, 0, 255 } // Orange +#define PINK (Color){ 255, 109, 194, 255 } // Pink +#define RED (Color){ 230, 41, 55, 255 } // Red +#define MAROON (Color){ 190, 33, 55, 255 } // Maroon +#define GREEN (Color){ 0, 228, 48, 255 } // Green +#define LIME (Color){ 0, 158, 47, 255 } // Lime +#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue +#define BLUE (Color){ 0, 121, 241, 255 } // Blue +#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue +#define PURPLE (Color){ 200, 122, 255, 255 } // Purple +#define VIOLET (Color){ 135, 60, 190, 255 } // Violet +#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple +#define BEIGE (Color){ 211, 176, 131, 255 } // Beige +#define BROWN (Color){ 127, 106, 79, 255 } // Brown +#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown + +#define WHITE (Color){ 255, 255, 255, 255 } // White +#define BLACK (Color){ 0, 0, 0, 255 } // Black +#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta +#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -152,34 +152,34 @@ typedef enum { false, true } bool; // Color type, RGBA (32bit) typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; } Color; // Rectangle type typedef struct Rectangle { - int x; - int y; - int width; - int height; + int x; + int y; + int width; + int height; } Rectangle; // Image type, bpp always RGBA (32bit) // NOTE: Data stored in CPU memory (RAM) typedef struct Image { - Color *pixels; - int width; - int height; + Color *pixels; + int width; + int height; } Image; // Texture2D type, bpp always RGBA (32bit) // NOTE: Data stored in GPU memory typedef struct Texture2D { - unsigned int glId; - int width; - int height; + unsigned int glId; + int width; + int height; } Texture2D; // SpriteFont one Character (Glyph) data, defined in text module @@ -187,47 +187,47 @@ typedef struct Character Character; // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { - Texture2D texture; - int numChars; - Character *charSet; + Texture2D texture; + int numChars; + Character *charSet; } SpriteFont; // Vector2 type typedef struct Vector2 { - float x; - float y; + float x; + float y; } Vector2; // Vector3 type typedef struct Vector3 { - float x; - float y; - float z; + float x; + float y; + float z; } Vector3; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; + Vector3 position; + Vector3 target; + Vector3 up; } Camera; // Basic 3d Model type typedef struct Model { - int numVertices; - Vector3 *vertices; - Vector2 *texcoords; - Vector3 *normals; + int numVertices; + Vector3 *vertices; + Vector2 *texcoords; + Vector3 *normals; } Model; // Basic Sound source and buffer typedef struct Sound { - unsigned int source; - unsigned int buffer; + unsigned int source; + unsigned int buffer; } Sound; #ifdef __cplusplus -extern "C" { // Prevents name mangling of functions +extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ @@ -238,139 +238,139 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ -void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL) -void CloseWindow(); // Close Window and Terminate Context -bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed -void ToggleFullscreen(); // Fullscreen toggle (by default F11) +void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL) +void CloseWindow(); // Close Window and Terminate Context +bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed +void ToggleFullscreen(); // Fullscreen toggle (by default F11) -void ClearBackground(Color color); // Sets Background Color -void BeginDrawing(); // Setup drawing canvas to start drawing -void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering) +void ClearBackground(Color color); // Sets Background Color +void BeginDrawing(); // Setup drawing canvas to start drawing +void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering) -void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) -void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode +void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) +void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode -void SetTargetFPS(int fps); // Set target FPS (maximum) -float GetFPS(); // Returns current FPS -float GetFrameTime(); // Returns time in seconds for one frame +void SetTargetFPS(int fps); // Set target FPS (maximum) +float GetFPS(); // Returns current FPS +float GetFrameTime(); // Returns time in seconds for one frame -Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -int GetHexValue(Color color); // Returns hexadecimal value for a Color +Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +int GetHexValue(Color color); // Returns hexadecimal value for a Color //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ -bool IsKeyPressed(int key); // Detect if a key is being pressed -bool IsKeyReleased(int key); // Detect if a key is NOT being pressed +bool IsKeyPressed(int key); // Detect if a key is being pressed +bool IsKeyReleased(int key); // Detect if a key is NOT being pressed -bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed -bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed -int GetMouseX(); // Returns mouse position X -int GetMouseY(); // Returns mouse position Y -Vector2 GetMousePosition(); // Returns mouse position XY +bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed +bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed +int GetMouseX(); // Returns mouse position X +int GetMouseY(); // Returns mouse position Y +Vector2 GetMousePosition(); // Returns mouse position XY -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 is being pressed -bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +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 is being pressed +bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ -void DrawPixel(int posX, int posY, Color color); // Draw a pixel -void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle -void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline -void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle -void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle -void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle -void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) -void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle -void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline -void DrawPoly(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points -void DrawPolyLine(Vector2 *points, int numPoints, Color color); // Draw polygon lines +void DrawPixel(int posX, int posY, Color color); // Draw a pixel +void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +void DrawPoly(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +void DrawPolyLine(Vector2 *points, int numPoints, Color color); // Draw polygon lines //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -void UnloadImage(Image image); // Unload image from CPU memory (RAM) -Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -//Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps); // Load an image as texture (and convert to POT with mipmaps) (raylib 1.x) -void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D -void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); // Draw a part of a texture defined by a rectangle +Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) +void UnloadImage(Image image); // Unload image from CPU memory (RAM) +Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory +//Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps); // Load an image as texture (and convert to POT with mipmaps) (raylib 1.x) +void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); // Draw a part of a texture defined by a rectangle //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ -SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory -void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory -void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font) -void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont -int MeasureText(const char *text, int fontSize, int spacing); // 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' +SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory +void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font) +void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont +int MeasureText(const char *text, int fontSize, int spacing); // 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' //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube -void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires -void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere -void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -void DrawSphereWires(Vector3 centerPos, float radius, 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 DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits) +void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube +void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires +void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +void DrawSphereWires(Vector3 centerPos, float radius, 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 DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits) //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -void UnloadModel(Model model); // Unload 3d model from memory -void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model -void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model -void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires +Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +void UnloadModel(Model model); // Unload 3d model from memory +void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model +void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model +void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires // NOTE: The following functions work but are incomplete or require some revision // DrawHeightmap is extremely inefficient and can impact performance up to 60% -void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) -void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x) -void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x) +void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) +void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x) +void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x) +void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x) #ifndef NO_AUDIO //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ -void InitAudioDevice(); // Initialize audio device and context -void CloseAudioDevice(); // Close the audio device and context -Sound LoadSound(char *fileName); // Load sound to memory -void UnloadSound(Sound sound); // Unload sound -void PlaySound(Sound sound); // Play a sound -void PlaySoundEx(Sound sound, float timePosition, bool loop); // Play a sound with extended parameters -void PauseSound(Sound sound); // Pause a sound -void StopSound(Sound sound); // Stop playing a sound +void InitAudioDevice(); // Initialize audio device and context +void CloseAudioDevice(); // Close the audio device and context +Sound LoadSound(char *fileName); // Load sound to memory +void UnloadSound(Sound sound); // Unload sound +void PlaySound(Sound sound); // Play a sound +void PlaySoundEx(Sound sound, float timePosition, bool loop); // Play a sound with extended parameters +void PauseSound(Sound sound); // Pause a sound +void StopSound(Sound sound); // Stop playing a sound -#endif // NO_AUDIO +#endif // NO_AUDIO #ifdef __cplusplus } #endif -#endif // RAYLIB_H
\ No newline at end of file +#endif // RAYLIB_H |
