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-rw-r--r--release/android/armeabi/libraylib.abin1867434 -> 1868146 bytes
-rw-r--r--release/android/raylib.h32
-rw-r--r--release/html5/libraylib.bcbin724092 -> 721928 bytes
-rw-r--r--release/html5/raylib.h32
-rw-r--r--release/linux/helpme!0
-rw-r--r--release/linux/raylib.h32
-rw-r--r--release/win32/mingw32/libraylib.abin588770 -> 589058 bytes
-rw-r--r--release/win32/raylib.h85
-rw-r--r--templates/android_project/jni/include/raylib.h32
-rw-r--r--templates/android_project/jni/libs/libraylib.abin1867434 -> 1868146 bytes
10 files changed, 126 insertions, 87 deletions
diff --git a/release/android/armeabi/libraylib.a b/release/android/armeabi/libraylib.a
index de3ccc32..3ee2746d 100644
--- a/release/android/armeabi/libraylib.a
+++ b/release/android/armeabi/libraylib.a
Binary files differ
diff --git a/release/android/raylib.h b/release/android/raylib.h
index e3a17ebb..19c67712 100644
--- a/release/android/raylib.h
+++ b/release/android/raylib.h
@@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
-* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
-* Unique OpenGL abstraction layer [rlgl]
-* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
+* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
-* 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, Raspberry Pi and HTML5
+* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
+* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
+* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
+* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
+* VR stereo rendering support with configurable HMD device parameters
+* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
+* Custom color palette for fancy visuals on raywhite background
+* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
+* jar_xm (Joshua Reisenauer) for XM audio module loading
+* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@@ -37,7 +43,7 @@
* 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 (@raysan5)
+* Copyright (c) 2013-2016 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.
@@ -536,7 +542,7 @@ typedef enum {
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
-} HmdDevice;
+} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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
@@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
-Shader GetStandardShader(void); // Get default shader
+Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
-void InitVrDevice(int hmdDevice); // Init VR device
+void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc
index d10a8c72..edf5302e 100644
--- a/release/html5/libraylib.bc
+++ b/release/html5/libraylib.bc
Binary files differ
diff --git a/release/html5/raylib.h b/release/html5/raylib.h
index e3a17ebb..19c67712 100644
--- a/release/html5/raylib.h
+++ b/release/html5/raylib.h
@@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
-* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
-* Unique OpenGL abstraction layer [rlgl]
-* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
+* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
-* 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, Raspberry Pi and HTML5
+* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
+* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
+* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
+* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
+* VR stereo rendering support with configurable HMD device parameters
+* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
+* Custom color palette for fancy visuals on raywhite background
+* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
+* jar_xm (Joshua Reisenauer) for XM audio module loading
+* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@@ -37,7 +43,7 @@
* 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 (@raysan5)
+* Copyright (c) 2013-2016 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.
@@ -536,7 +542,7 @@ typedef enum {
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
-} HmdDevice;
+} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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
@@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
-Shader GetStandardShader(void); // Get default shader
+Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
-void InitVrDevice(int hmdDevice); // Init VR device
+void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
diff --git a/release/linux/helpme! b/release/linux/helpme!
deleted file mode 100644
index e69de29b..00000000
--- a/release/linux/helpme!
+++ /dev/null
diff --git a/release/linux/raylib.h b/release/linux/raylib.h
index e3a17ebb..19c67712 100644
--- a/release/linux/raylib.h
+++ b/release/linux/raylib.h
@@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
-* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
-* Unique OpenGL abstraction layer [rlgl]
-* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
+* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
-* 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, Raspberry Pi and HTML5
+* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
+* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
+* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
+* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
+* VR stereo rendering support with configurable HMD device parameters
+* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
+* Custom color palette for fancy visuals on raywhite background
+* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
+* jar_xm (Joshua Reisenauer) for XM audio module loading
+* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@@ -37,7 +43,7 @@
* 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 (@raysan5)
+* Copyright (c) 2013-2016 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.
@@ -536,7 +542,7 @@ typedef enum {
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
-} HmdDevice;
+} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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
@@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
-Shader GetStandardShader(void); // Get default shader
+Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
-void InitVrDevice(int hmdDevice); // Init VR device
+void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
diff --git a/release/win32/mingw32/libraylib.a b/release/win32/mingw32/libraylib.a
index 8fe37605..abb8ddd1 100644
--- a/release/win32/mingw32/libraylib.a
+++ b/release/win32/mingw32/libraylib.a
Binary files differ
diff --git a/release/win32/raylib.h b/release/win32/raylib.h
index bfcb9bf5..19c67712 100644
--- a/release/win32/raylib.h
+++ b/release/win32/raylib.h
@@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
-* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
-* Unique OpenGL abstraction layer [rlgl]
-* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
+* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
-* 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, Raspberry Pi and HTML5
+* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
+* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
+* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
+* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
+* VR stereo rendering support with configurable HMD device parameters
+* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
+* Custom color palette for fancy visuals on raywhite background
+* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
+* jar_xm (Joshua Reisenauer) for XM audio module loading
+* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@@ -37,7 +43,7 @@
* 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 (@raysan5)
+* Copyright (c) 2013-2016 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.
@@ -64,7 +70,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
-//#define PLATFORM_OCULUS // Oculus Rift CV1
+//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@@ -431,8 +437,8 @@ typedef struct Model {
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@@ -468,8 +474,6 @@ typedef struct Wave {
short channels;
} Wave;
-typedef int RawAudioContext;
-
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -527,6 +531,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+// Head Mounted Display devices
+typedef enum {
+ HMD_DEFAULT_DEVICE = 0,
+ HMD_OCULUS_RIFT_DK2,
+ HMD_OCULUS_RIFT_CV1,
+ HMD_VALVE_HTC_VIVE,
+ HMD_SAMSUNG_GEAR_VR,
+ HMD_GOOGLE_CARDBOARD,
+ HMD_SONY_PLAYSTATION_VR,
+ HMD_RAZER_OSVR,
+ HMD_FOVE_VR,
+} VrDevice;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -545,12 +562,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
-#if defined(PLATFORM_OCULUS)
-void InitOculusDevice(void); // Init Oculus Rift device
-void CloseOculusDevice(void); // Close Oculus Rift device
-void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
-#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)
@@ -644,13 +655,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
+void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
+bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
-bool IsGestureDetected(int gesture); // Check if a gesture have been detected
-int GetGestureDetected(void); // Get latest detected gesture
-void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
-int GetTouchPointsCount(void); // Get touch points count
+int GetTouchPointsCount(void); // Get touch points count
+int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@@ -773,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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
@@ -789,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@@ -800,7 +811,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@@ -833,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
-Shader GetStandardShader(void); // Get default shader
+Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -853,6 +863,18 @@ Light CreateLight(int type, Vector3 position, Color diffuse); // Create a
void DestroyLight(Light light); // Destroy a light and take it out of the list
//------------------------------------------------------------------------------------
+// VR experience Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+void InitVrDevice(int vdDevice); // Init VR device
+void CloseVrDevice(void); // Close VR device
+void UpdateVrTracking(void); // Update VR tracking (position and orientation)
+void BeginVrDrawing(void); // Begin VR drawing configuration
+void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
+bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
+void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
+
+//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
@@ -877,17 +899,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
+void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
-int GetMusicStreamCount(void);
-void SetMusicPitch(int index, float pitch);
-
-// used to output raw audio streams, returns negative numbers on error
-// if floating point is false the data size is 16bit short, otherwise it is float 32bit
-RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
-
-void CloseRawAudioContext(RawAudioContext ctx);
-int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
+int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}
diff --git a/templates/android_project/jni/include/raylib.h b/templates/android_project/jni/include/raylib.h
index e3a17ebb..19c67712 100644
--- a/templates/android_project/jni/include/raylib.h
+++ b/templates/android_project/jni/include/raylib.h
@@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
-* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
-* Unique OpenGL abstraction layer [rlgl]
-* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
+* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
-* 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, Raspberry Pi and HTML5
+* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
+* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
+* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
+* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
+* VR stereo rendering support with configurable HMD device parameters
+* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
+* Custom color palette for fancy visuals on raywhite background
+* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
+* jar_xm (Joshua Reisenauer) for XM audio module loading
+* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@@ -37,7 +43,7 @@
* 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 (@raysan5)
+* Copyright (c) 2013-2016 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.
@@ -536,7 +542,7 @@ typedef enum {
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
-} HmdDevice;
+} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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
@@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
-Shader GetStandardShader(void); // Get default shader
+Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
-void InitVrDevice(int hmdDevice); // Init VR device
+void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
diff --git a/templates/android_project/jni/libs/libraylib.a b/templates/android_project/jni/libs/libraylib.a
index de3ccc32..3ee2746d 100644
--- a/templates/android_project/jni/libs/libraylib.a
+++ b/templates/android_project/jni/libs/libraylib.a
Binary files differ