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authorRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
committerRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
commit46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch)
treeda74ac29ab65c9c6fa82a36cadd796091a14d71f /src/raylib.h
parentcbbf800bb838431a626b232df8eb5db4e0a7e150 (diff)
downloadraylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz
raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip
raylib basic folders structure and some files... ;)
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+/*********************************************************************************************
+*
+* 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
+*
+* 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) --
+*
+* 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:
+*
+* 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.
+*
+* 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
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+#define PI 3.14159265358979323846
+#endif
+
+#define DEG2RAD (PI / 180.0)
+#define RAD2DEG (180.0 / PI)
+
+// Keyboard Function Keys
+#define KEY_SPACE 32
+#define KEY_ESCAPE 256
+#define KEY_ENTER 257
+#define KEY_RIGHT 262
+#define KEY_LEFT 263
+#define KEY_DOWN 264
+#define KEY_UP 265
+#define KEY_F1 290
+#define KEY_F2 291
+#define KEY_F3 292
+#define KEY_F4 293
+#define KEY_F5 294
+#define KEY_F6 295
+#define KEY_F7 296
+#define KEY_F8 297
+#define KEY_F9 298
+#define KEY_F10 299
+#define KEY_LEFT_SHIFT 340
+#define KEY_LEFT_CONTROL 341
+#define KEY_LEFT_ALT 342
+#define KEY_RIGHT_SHIFT 344
+#define KEY_RIGHT_CONTROL 345
+#define KEY_RIGHT_ALT 346
+
+// Mouse Buttons
+#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
+
+// 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
+
+// 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)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Boolean type
+typedef enum { false, true } bool;
+
+// Color type, RGBA (32bit)
+typedef struct Color {
+ 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;
+} Rectangle;
+
+// Image type, bpp always RGBA (32bit)
+// NOTE: Data stored in CPU memory (RAM)
+typedef struct Image {
+ 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;
+} Texture2D;
+
+// SpriteFont one Character (Glyph) data, defined in text module
+typedef struct Character Character;
+
+// SpriteFont type, includes texture and charSet array data
+typedef struct SpriteFont {
+ Texture2D texture;
+ int numChars;
+ Character *charSet;
+} SpriteFont;
+
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+ 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;
+} Camera;
+
+// Basic 3d Model type
+typedef struct Model {
+ int numVertices;
+ Vector3 *vertices;
+ Vector2 *texcoords;
+ Vector3 *normals;
+} Model;
+
+// Basic Sound source and buffer
+typedef struct Sound {
+ unsigned int source;
+ unsigned int buffer;
+} Sound;
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// 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 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 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
+
+//------------------------------------------------------------------------------------
+// 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 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
+
+//------------------------------------------------------------------------------------
+// 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
+
+//------------------------------------------------------------------------------------
+// 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
+
+//------------------------------------------------------------------------------------
+// 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'
+
+//------------------------------------------------------------------------------------
+// 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)
+//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
+
+// 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)
+
+#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
+
+#endif // NO_AUDIO
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RAYLIB_H \ No newline at end of file