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authorRay San <raysan5@gmail.com>2018-05-04 16:59:48 +0200
committerRay San <raysan5@gmail.com>2018-05-04 16:59:48 +0200
commitec33e7d705e301eb2b74a841e823907295caa37a (patch)
tree7726a0d89a862b96cc91ec8a1ba18d07cf022c79 /release
parent6045062a05a0cc5bd654ad2c2e7d88f94579cd73 (diff)
downloadraylib-ec33e7d705e301eb2b74a841e823907295caa37a.tar.gz
raylib-ec33e7d705e301eb2b74a841e823907295caa37a.zip
BREAKING CHANGE: Renamed SpriteFont type to Font
- Preparing MP3 files support - Jumped version to raylib 2.0-dev (too many breaking changes...)
Diffstat (limited to 'release')
-rw-r--r--release/include/raylib.h110
-rw-r--r--release/libs/win32/mingw32/libraylib.abin1056510 -> 1218614 bytes
2 files changed, 54 insertions, 56 deletions
diff --git a/release/include/raylib.h b/release/include/raylib.h
index acca46bd..e83650e6 100644
--- a/release/include/raylib.h
+++ b/release/include/raylib.h
@@ -1,14 +1,12 @@
/**********************************************************************************************
*
-* raylib v1.9.6-dev
-*
-* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
+* raylib - A simple and easy-to-use library to learn videogames programming (www.raylib.com)
*
* FEATURES:
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
-* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
+* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
* - 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
@@ -138,6 +136,9 @@
#define KEY_RIGHT_SHIFT 344
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
+#define KEY_GRAVE 96
+#define KEY_SLASH 47
+#define KEY_BACKSLASH 92
// Keyboard Alpha Numeric Keys
#define KEY_ZERO 48
@@ -189,7 +190,7 @@
#define MOUSE_MIDDLE_BUTTON 2
// Touch points registered
-#define MAX_TOUCH_POINTS 2
+#define MAX_TOUCH_POINTS 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
@@ -348,10 +349,10 @@ typedef struct Color {
// Rectangle type
typedef struct Rectangle {
- int x;
- int y;
- int width;
- int height;
+ float x;
+ float y;
+ float width;
+ float height;
} Rectangle;
// Image type, bpp always RGBA (32bit)
@@ -381,7 +382,7 @@ typedef struct RenderTexture2D {
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
-// SpriteFont character info
+// Font character info
typedef struct CharInfo {
int value; // Character value (Unicode)
Rectangle rec; // Character rectangle in sprite font
@@ -390,28 +391,26 @@ typedef struct CharInfo {
int advanceX; // Character advance position X
} CharInfo;
-// SpriteFont type, includes texture and charSet array data
-typedef struct SpriteFont {
+// Font type, includes texture and charSet array data
+typedef struct Font {
Texture2D texture; // Font texture
int baseSize; // Base size (default chars height)
int charsCount; // Number of characters
CharInfo *chars; // Characters info data
-} SpriteFont;
+} Font;
-// Camera projection modes
-typedef enum {
- CAMERA_PERSPECTIVE = 0,
- CAMERA_ORTHOGRAPHIC
-} CameraType;
+#define SpriteFont Font // SpriteFont type fallback, defaults to Font
// Camera type, defines a camera position/orientation in 3d space
-typedef struct Camera {
+typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
- CameraType type; // Camera type, controlling projection type, either CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC.
-} Camera;
+ int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+#define Camera Camera3D // Camera type fallback, defaults to Camera3D
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
@@ -675,6 +674,12 @@ typedef enum {
CAMERA_THIRD_PERSON
} CameraMode;
+// Camera projection modes
+typedef enum {
+ CAMERA_PERSPECTIVE = 0,
+ CAMERA_ORTHOGRAPHIC
+} CameraType;
+
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
@@ -725,15 +730,15 @@ RLAPI void DisableCursor(void); // Disables cu
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
-RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
-RLAPI void End2dMode(void); // Ends 2D mode with custom camera
-RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
-RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture
// Screen-space-related functions
-RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
@@ -744,8 +749,8 @@ RLAPI float GetFrameTime(void); // Returns tim
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Color-related functions
-RLAPI float *ColorToFloat(Color color); // Returns normalized float array for a Color
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
@@ -836,9 +841,7 @@ RLAPI void UpdateCamera(Camera *camera); // Update came
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
-RLAPI void SetCameraMoveControls(int frontKey, int backKey,
- int rightKey, int leftKey,
- int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
@@ -888,6 +891,7 @@ RLAPI Image LoadImage(const char *fileName);
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI void ExportImage(const char *fileName, Image image); // Export image as a PNG file
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
@@ -898,7 +902,6 @@ RLAPI Color *GetImageData(Image image);
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
-RLAPI void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
@@ -914,11 +917,11 @@ RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight);
RLAPI void ImageMipmaps(Image *image); // Generate 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 Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
-RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite 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 ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+RLAPI void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
-RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
- float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
@@ -947,31 +950,30 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
-RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
- float rotation, Color tint);
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
-// SpriteFont loading/unloading functions
-RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
-RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
-RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters
-RLAPI void UnloadSpriteFont(SpriteFont font); // Unload SpriteFont from GPU memory (VRAM)
+// Font loading/unloading functions
+RLAPI Font GetDefaultFont(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 charsCount, int *fontChars); // Load Font from file with extended parameters
+RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
-RLAPI void DrawTextEx(SpriteFont font, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
- float fontSize, int spacing, Color tint);
+RLAPI void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using Font and additional parameters
// Text misc. functions
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
-RLAPI Vector2 MeasureTextEx(SpriteFont font, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
-RLAPI int GetGlyphIndex(SpriteFont font, int character); // Returns index position for a unicode character on sprite font
+RLAPI int GetGlyphIndex(Font font, int character); // Returns index position for a unicode character on sprite font
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
@@ -1007,6 +1009,7 @@ RLAPI void UnloadModel(Model model);
// Mesh loading/unloading functions
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
+RLAPI void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file
// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
@@ -1031,25 +1034,21 @@ RLAPI void UnloadMaterial(Material material);
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
- float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void 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 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 DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
-RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
- Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
-RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
- Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
+RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
-RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
+RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
@@ -1148,8 +1147,7 @@ RLAPI float GetMusicTimeLength(Music music); // Get mus
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
-RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
- unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
diff --git a/release/libs/win32/mingw32/libraylib.a b/release/libs/win32/mingw32/libraylib.a
index 361aa73c..b188e329 100644
--- a/release/libs/win32/mingw32/libraylib.a
+++ b/release/libs/win32/mingw32/libraylib.a
Binary files differ