diff options
Diffstat (limited to 'release/win32-mingw/include/raylib.h')
| -rw-r--r-- | release/win32-mingw/include/raylib.h | 66 |
1 files changed, 39 insertions, 27 deletions
diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h index da645114..dff65ae6 100644 --- a/release/win32-mingw/include/raylib.h +++ b/release/win32-mingw/include/raylib.h @@ -1,8 +1,8 @@ /********************************************************************************************* * -* raylib 1.0.3 (www.raylib.com) +* raylib 1.0.4 (www.raylib.com) * -* A simple and easy-to-use library to learn C videogames programming +* A simple and easy-to-use library to learn videogames programming * * Features: * Library written in plain C code (C99) @@ -16,13 +16,14 @@ * 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 +* tinfl for data decompression (DEFLATE algorithm) * * 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, @@ -236,29 +237,31 @@ extern "C" { // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ -void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL) -void InitWindowEx(int width, int height, const char* title, bool resizable, const char *cursorImage); -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 SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL) +void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),... + bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor +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 SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image +void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -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 -int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0 //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) @@ -317,15 +320,18 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 // 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) +Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -//Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps); // Load an image as texture (and convert to POT with mipmaps) (raylib 1.x) +Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) +Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data +void UnloadImage(Image image); // Unload image from CPU memory (RAM) 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, Color tint); // Draw a part of a texture defined by a rectangle -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 -Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data +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); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) @@ -334,7 +340,8 @@ SpriteFont GetDefaultFont(); 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, 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 +void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters + int fontSize, int spacing, Color tint); int MeasureText(const char *text, int fontSize); // 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) @@ -362,6 +369,7 @@ void DrawGizmo(Vector3 position, bool orbits); // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) +//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) 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 @@ -380,11 +388,15 @@ void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vect void InitAudioDevice(); // Initialize audio device and context void CloseAudioDevice(); // Close the audio device and context Sound LoadSound(char *fileName); // Load sound to memory +Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) void UnloadSound(Sound sound); // Unload sound + void PlaySound(Sound sound); // Play a sound -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 +bool IsPlaying(Sound sound); // Check if a sound is currently playing +void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level) +void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) #ifdef __cplusplus } |
