Update raylib binding. Improve ffi autogen.
This commit is contained in:
parent
7d1640c514
commit
650dd8ccdc
2
.gitmodules
vendored
2
.gitmodules
vendored
@ -4,7 +4,7 @@ url = https://github.com/moonjit/moonjit
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[submodule "raylib"]
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path = raylib
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url = https://github.com/raysan5/raylib
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url = https://github.com/TSnake41/raylib
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[submodule "ragui"]
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path = raygui
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2
raygui
2
raygui
@ -1 +1 @@
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Subproject commit b2974f3d289631f4c1545d7fd2360a71f72697a5
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Subproject commit feb1a6c874d533e639f3f0a02b0d96d995ea4648
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2
raylib
2
raylib
@ -1 +1 @@
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Subproject commit 91e36777625b6d808e31fc2eb46a5519054bd801
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Subproject commit 26003f3cb736b89ad7b7e013d4bef48ea16efbb1
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880
tools/api.h
880
tools/api.h
@ -1,439 +1,441 @@
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void InitWindow(int width, int height, const char *title);
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bool WindowShouldClose(void);
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void CloseWindow(void);
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bool IsWindowReady(void);
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bool IsWindowMinimized(void);
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bool IsWindowResized(void);
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bool IsWindowHidden(void);
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bool IsWindowFullscreen(void);
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void ToggleFullscreen(void);
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void UnhideWindow(void);
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void HideWindow(void);
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void SetWindowIcon(Image image);
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void SetWindowTitle(const char *title);
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void SetWindowPosition(int x, int y);
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void SetWindowMonitor(int monitor);
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void SetWindowMinSize(int width, int height);
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void SetWindowSize(int width, int height);
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void *GetWindowHandle(void);
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int GetScreenWidth(void);
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int GetScreenHeight(void);
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int GetMonitorCount(void);
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int GetMonitorWidth(int monitor);
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int GetMonitorHeight(int monitor);
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int GetMonitorPhysicalWidth(int monitor);
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int GetMonitorPhysicalHeight(int monitor);
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Vector2 GetWindowPosition(void);
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const char *GetMonitorName(int monitor);
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const char *GetClipboardText(void);
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void SetClipboardText(const char *text);
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void ShowCursor(void);
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void HideCursor(void);
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bool IsCursorHidden(void);
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void EnableCursor(void);
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void DisableCursor(void);
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void ClearBackground(Color color);
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void BeginDrawing(void);
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void EndDrawing(void);
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void BeginMode2D(Camera2D camera);
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void EndMode2D(void);
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void BeginMode3D(Camera3D camera);
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void EndMode3D(void);
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void BeginTextureMode(RenderTexture2D target);
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void EndTextureMode(void);
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void BeginScissorMode(int x, int y, int width, int height);
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void EndScissorMode(void);
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Ray GetMouseRay(Vector2 mousePosition, Camera camera);
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Matrix GetCameraMatrix(Camera camera);
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Matrix GetCameraMatrix2D(Camera2D camera);
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Vector2 GetWorldToScreen(Vector3 position, Camera camera);
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Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height);
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Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);
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Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);
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void SetTargetFPS(int fps);
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int GetFPS(void);
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float GetFrameTime(void);
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double GetTime(void);
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int ColorToInt(Color color);
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Vector4 ColorNormalize(Color color);
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Color ColorFromNormalized(Vector4 normalized);
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Vector3 ColorToHSV(Color color);
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Color ColorFromHSV(Vector3 hsv);
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Color GetColor(int hexValue);
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Color Fade(Color color, float alpha);
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void SetConfigFlags(unsigned int flags);
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void SetTraceLogLevel(int logType);
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void SetTraceLogExit(int logType);
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void SetTraceLogCallback(TraceLogCallback callback);
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void TraceLog(int logType, const char *text, ...);
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void TakeScreenshot(const char *fileName);
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int GetRandomValue(int min, int max);
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unsigned char *LoadFileData(const char *fileName, int *bytesRead);
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void SaveFileData(const char *fileName, void *data, int bytesToWrite);
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char *LoadFileText(const char *fileName);
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void SaveFileText(const char *fileName, char *text);
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bool FileExists(const char *fileName);
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bool IsFileExtension(const char *fileName, const char *ext);
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bool DirectoryExists(const char *dirPath);
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const char *GetExtension(const char *fileName);
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const char *GetFileName(const char *filePath);
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const char *GetFileNameWithoutExt(const char *filePath);
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const char *GetDirectoryPath(const char *filePath);
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const char *GetPrevDirectoryPath(const char *dirPath);
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const char *GetWorkingDirectory(void);
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char **GetDirectoryFiles(const char *dirPath, int *count);
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void ClearDirectoryFiles(void);
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bool ChangeDirectory(const char *dir);
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bool IsFileDropped(void);
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char **GetDroppedFiles(int *count);
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void ClearDroppedFiles(void);
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long GetFileModTime(const char *fileName);
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unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength);
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unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength);
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void SaveStorageValue(int position, int value);
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int LoadStorageValue(int position);
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void OpenURL(const char *url);
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bool IsKeyPressed(int key);
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bool IsKeyDown(int key);
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bool IsKeyReleased(int key);
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bool IsKeyUp(int key);
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void SetExitKey(int key);
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int GetKeyPressed(void);
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bool IsGamepadAvailable(int gamepad);
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bool IsGamepadName(int gamepad, const char *name);
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const char *GetGamepadName(int gamepad);
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bool IsGamepadButtonPressed(int gamepad, int button);
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bool IsGamepadButtonDown(int gamepad, int button);
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bool IsGamepadButtonReleased(int gamepad, int button);
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bool IsGamepadButtonUp(int gamepad, int button);
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int GetGamepadButtonPressed(void);
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int GetGamepadAxisCount(int gamepad);
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float GetGamepadAxisMovement(int gamepad, int axis);
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bool IsMouseButtonPressed(int button);
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bool IsMouseButtonDown(int button);
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bool IsMouseButtonReleased(int button);
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bool IsMouseButtonUp(int button);
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int GetMouseX(void);
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int GetMouseY(void);
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Vector2 GetMousePosition(void);
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void SetMousePosition(int x, int y);
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void SetMouseOffset(int offsetX, int offsetY);
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void SetMouseScale(float scaleX, float scaleY);
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int GetMouseWheelMove(void);
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int GetTouchX(void);
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int GetTouchY(void);
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Vector2 GetTouchPosition(int index);
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void SetGesturesEnabled(unsigned int gestureFlags);
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bool IsGestureDetected(int gesture);
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int GetGestureDetected(void);
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int GetTouchPointsCount(void);
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float GetGestureHoldDuration(void);
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Vector2 GetGestureDragVector(void);
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float GetGestureDragAngle(void);
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Vector2 GetGesturePinchVector(void);
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float GetGesturePinchAngle(void);
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void SetCameraMode(Camera camera, int mode);
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void UpdateCamera(Camera *camera);
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void SetCameraPanControl(int panKey);
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void SetCameraAltControl(int altKey);
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void SetCameraSmoothZoomControl(int szKey);
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void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey);
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void DrawPixel(int posX, int posY, Color color);
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void DrawPixelV(Vector2 position, Color color);
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);
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void DrawLineStrip(Vector2 *points, int numPoints, Color color);
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void DrawCircle(int centerX, int centerY, float radius, Color color);
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);
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void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);
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void DrawCircleV(Vector2 center, float radius, Color color);
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void DrawCircleLines(int centerX, int centerY, float radius, Color color);
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void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);
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void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);
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void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);
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void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color);
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void DrawRectangle(int posX, int posY, int width, int height, Color color);
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void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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void DrawRectangleRec(Rectangle rec, Color color);
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void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);
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void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);
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void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);
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void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color);
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void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color);
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void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);
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void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color);
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);
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void DrawTriangleFan(Vector2 *points, int numPoints, Color color);
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void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color);
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);
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void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);
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bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);
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bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
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bool CheckCollisionPointRec(Vector2 point, Rectangle rec);
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);
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bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);
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Image LoadImage(const char *fileName);
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Image LoadImageEx(Color *pixels, int width, int height);
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Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);
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void ExportImage(Image image, const char *fileName);
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void ExportImageAsCode(Image image, const char *fileName);
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Texture2D LoadTexture(const char *fileName);
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Texture2D LoadTextureFromImage(Image image);
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TextureCubemap LoadTextureCubemap(Image image, int layoutType);
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RenderTexture2D LoadRenderTexture(int width, int height);
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void UnloadImage(Image image);
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void UnloadTexture(Texture2D texture);
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void UnloadRenderTexture(RenderTexture2D target);
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Color *GetImageData(Image image);
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Vector4 *GetImageDataNormalized(Image image);
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Rectangle GetImageAlphaBorder(Image image, float threshold);
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int GetPixelDataSize(int width, int height, int format);
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Image GetTextureData(Texture2D texture);
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Image GetScreenData(void);
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void UpdateTexture(Texture2D texture, const void *pixels);
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Image ImageCopy(Image image);
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Image ImageFromImage(Image image, Rectangle rec);
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void ImageToPOT(Image *image, Color fillColor);
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void ImageFormat(Image *image, int newFormat);
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void ImageAlphaMask(Image *image, Image alphaMask);
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void ImageAlphaClear(Image *image, Color color, float threshold);
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void ImageAlphaCrop(Image *image, float threshold);
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void ImageAlphaPremultiply(Image *image);
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void ImageCrop(Image *image, Rectangle crop);
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void ImageResize(Image *image, int newWidth, int newHeight);
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void ImageResizeNN(Image *image, int newWidth,int newHeight);
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void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color);
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void ImageMipmaps(Image *image);
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void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
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Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount);
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Image ImageText(const char *text, int fontSize, Color color);
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Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);
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void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);
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void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);
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void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);
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void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);
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void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);
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void ImageClearBackground(Image *dst, Color color);
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void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
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void ImageDrawPixelV(Image *dst, Vector2 position, Color color);
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void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);
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void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);
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void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color);
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void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);
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void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);
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void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);
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void ImageFlipVertical(Image *image);
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void ImageFlipHorizontal(Image *image);
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void ImageRotateCW(Image *image);
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void ImageRotateCCW(Image *image);
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void ImageColorTint(Image *image, Color color);
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void ImageColorInvert(Image *image);
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void ImageColorGrayscale(Image *image);
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void ImageColorContrast(Image *image, float contrast);
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void ImageColorBrightness(Image *image, int brightness);
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void ImageColorReplace(Image *image, Color color, Color replace);
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Image GenImageColor(int width, int height, Color color);
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Image GenImageGradientV(int width, int height, Color top, Color bottom);
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Image GenImageGradientH(int width, int height, Color left, Color right);
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Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);
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Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);
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Image GenImageWhiteNoise(int width, int height, float factor);
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Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);
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Image GenImageCellular(int width, int height, int tileSize);
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void GenTextureMipmaps(Texture2D *texture);
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void SetTextureFilter(Texture2D texture, int filterMode);
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void SetTextureWrap(Texture2D texture, int wrapMode);
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint);
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
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void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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Font GetFontDefault(void);
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Font LoadFont(const char *fileName);
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Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount);
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Font LoadFontFromImage(Image image, Color key, int firstChar);
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CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type);
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Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod);
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void UnloadFont(Font font);
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void DrawFPS(int posX, int posY);
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color);
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void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);
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void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);
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void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint);
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void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint);
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int MeasureText(const char *text, int fontSize);
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Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);
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int GetGlyphIndex(Font font, int codepoint);
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int TextCopy(char *dst, const char *src);
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bool TextIsEqual(const char *text1, const char *text2);
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unsigned int TextLength(const char *text);
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const char *TextFormat(const char *text, ...);
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const char *TextSubtext(const char *text, int position, int length);
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char *TextReplace(char *text, const char *replace, const char *by);
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char *TextInsert(const char *text, const char *insert, int position);
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const char *TextJoin(const char **textList, int count, const char *delimiter);
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const char **TextSplit(const char *text, char delimiter, int *count);
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void TextAppend(char *text, const char *append, int *position);
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int TextFindIndex(const char *text, const char *find);
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const char *TextToUpper(const char *text);
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const char *TextToLower(const char *text);
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const char *TextToPascal(const char *text);
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int TextToInteger(const char *text);
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char *TextToUtf8(int *codepoints, int length);
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int *GetCodepoints(const char *text, int *count);
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int GetCodepointsCount(const char *text);
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int GetNextCodepoint(const char *text, int *bytesProcessed);
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const char *CodepointToUtf8(int codepoint, int *byteLength);
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void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);
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void DrawPoint3D(Vector3 position, Color color);
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void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color);
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void DrawCube(Vector3 position, float width, float height, float length, Color color);
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void DrawCubeV(Vector3 position, Vector3 size, Color color);
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void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
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void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color);
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void DrawSphere(Vector3 centerPos, float radius, Color color);
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color);
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color);
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void DrawRay(Ray ray, Color color);
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void DrawGrid(int slices, float spacing);
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void DrawGizmo(Vector3 position);
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Model LoadModel(const char *fileName);
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Model LoadModelFromMesh(Mesh mesh);
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void UnloadModel(Model model);
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Mesh *LoadMeshes(const char *fileName, int *meshCount);
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void ExportMesh(Mesh mesh, const char *fileName);
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void UnloadMesh(Mesh mesh);
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Material *LoadMaterials(const char *fileName, int *materialCount);
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Material LoadMaterialDefault(void);
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void UnloadMaterial(Material material);
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void SetMaterialTexture(Material *material, int mapType, Texture2D texture);
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||||
void SetModelMeshMaterial(Model *model, int meshId, int materialId);
|
||||
ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount);
|
||||
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
|
||||
void UnloadModelAnimation(ModelAnimation anim);
|
||||
bool IsModelAnimationValid(Model model, ModelAnimation anim);
|
||||
Mesh GenMeshPoly(int sides, float radius);
|
||||
Mesh GenMeshPlane(float width, float length, int resX, int resZ);
|
||||
Mesh GenMeshCube(float width, float height, float length);
|
||||
Mesh GenMeshSphere(float radius, int rings, int slices);
|
||||
Mesh GenMeshHemiSphere(float radius, int rings, int slices);
|
||||
Mesh GenMeshCylinder(float radius, float height, int slices);
|
||||
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);
|
||||
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);
|
||||
Mesh GenMeshHeightmap(Image heightmap, Vector3 size);
|
||||
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
|
||||
BoundingBox MeshBoundingBox(Mesh mesh);
|
||||
void MeshTangents(Mesh *mesh);
|
||||
void MeshBinormals(Mesh *mesh);
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint);
|
||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color tint);
|
||||
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint);
|
||||
void DrawBoundingBox(BoundingBox box, Color color);
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint);
|
||||
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
|
||||
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);
|
||||
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);
|
||||
bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint);
|
||||
bool CheckCollisionRayBox(Ray ray, BoundingBox box);
|
||||
RayHitInfo GetCollisionRayModel(Ray ray, Model model);
|
||||
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);
|
||||
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
|
||||
Shader LoadShader(const char *vsFileName, const char *fsFileName);
|
||||
Shader LoadShaderCode(const char *vsCode, const char *fsCode);
|
||||
void UnloadShader(Shader shader);
|
||||
Shader GetShaderDefault(void);
|
||||
Texture2D GetTextureDefault(void);
|
||||
Texture2D GetShapesTexture(void);
|
||||
Rectangle GetShapesTextureRec(void);
|
||||
void SetShapesTexture(Texture2D texture, Rectangle source);
|
||||
int GetShaderLocation(Shader shader, const char *uniformName);
|
||||
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType);
|
||||
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count);
|
||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);
|
||||
void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture);
|
||||
void SetMatrixProjection(Matrix proj);
|
||||
void SetMatrixModelview(Matrix view);
|
||||
Matrix GetMatrixModelview(void);
|
||||
Matrix GetMatrixProjection(void);
|
||||
Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size);
|
||||
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);
|
||||
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);
|
||||
Texture2D GenTextureBRDF(Shader shader, int size);
|
||||
void BeginShaderMode(Shader shader);
|
||||
void EndShaderMode(void);
|
||||
void BeginBlendMode(int mode);
|
||||
void EndBlendMode(void);
|
||||
void InitVrSimulator(void);
|
||||
void CloseVrSimulator(void);
|
||||
void UpdateVrTracking(Camera *camera);
|
||||
void SetVrConfiguration(VrDeviceInfo info, Shader distortion);
|
||||
bool IsVrSimulatorReady(void);
|
||||
void ToggleVrMode(void);
|
||||
void BeginVrDrawing(void);
|
||||
void EndVrDrawing(void);
|
||||
void InitAudioDevice(void);
|
||||
void CloseAudioDevice(void);
|
||||
bool IsAudioDeviceReady(void);
|
||||
void SetMasterVolume(float volume);
|
||||
Wave LoadWave(const char *fileName);
|
||||
Sound LoadSound(const char *fileName);
|
||||
Sound LoadSoundFromWave(Wave wave);
|
||||
void UpdateSound(Sound sound, const void *data, int samplesCount);
|
||||
void UnloadWave(Wave wave);
|
||||
void UnloadSound(Sound sound);
|
||||
void ExportWave(Wave wave, const char *fileName);
|
||||
void ExportWaveAsCode(Wave wave, const char *fileName);
|
||||
void PlaySound(Sound sound);
|
||||
void StopSound(Sound sound);
|
||||
void PauseSound(Sound sound);
|
||||
void ResumeSound(Sound sound);
|
||||
void PlaySoundMulti(Sound sound);
|
||||
void StopSoundMulti(void);
|
||||
int GetSoundsPlaying(void);
|
||||
bool IsSoundPlaying(Sound sound);
|
||||
void SetSoundVolume(Sound sound, float volume);
|
||||
void SetSoundPitch(Sound sound, float pitch);
|
||||
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
|
||||
Wave WaveCopy(Wave wave);
|
||||
void WaveCrop(Wave *wave, int initSample, int finalSample);
|
||||
float *GetWaveData(Wave wave);
|
||||
Music LoadMusicStream(const char *fileName);
|
||||
void UnloadMusicStream(Music music);
|
||||
void PlayMusicStream(Music music);
|
||||
void UpdateMusicStream(Music music);
|
||||
void StopMusicStream(Music music);
|
||||
void PauseMusicStream(Music music);
|
||||
void ResumeMusicStream(Music music);
|
||||
bool IsMusicPlaying(Music music);
|
||||
void SetMusicVolume(Music music, float volume);
|
||||
void SetMusicPitch(Music music, float pitch);
|
||||
void SetMusicLoopCount(Music music, int count);
|
||||
float GetMusicTimeLength(Music music);
|
||||
float GetMusicTimePlayed(Music music);
|
||||
AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels);
|
||||
void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount);
|
||||
void CloseAudioStream(AudioStream stream);
|
||||
bool IsAudioStreamProcessed(AudioStream stream);
|
||||
void PlayAudioStream(AudioStream stream);
|
||||
void PauseAudioStream(AudioStream stream);
|
||||
void ResumeAudioStream(AudioStream stream);
|
||||
bool IsAudioStreamPlaying(AudioStream stream);
|
||||
void StopAudioStream(AudioStream stream);
|
||||
void SetAudioStreamVolume(AudioStream stream, float volume);
|
||||
void SetAudioStreamPitch(AudioStream stream, float pitch);
|
||||
void SetAudioStreamBufferSizeDefault(int size);
|
||||
void InitWindow(int width, int height, const char *title)
|
||||
bool WindowShouldClose(void)
|
||||
void CloseWindow(void)
|
||||
bool IsWindowReady(void)
|
||||
bool IsWindowMinimized(void)
|
||||
bool IsWindowFocused(void)
|
||||
bool IsWindowResized(void)
|
||||
bool IsWindowHidden(void)
|
||||
bool IsWindowFullscreen(void)
|
||||
void ToggleFullscreen(void)
|
||||
void UnhideWindow(void)
|
||||
void HideWindow(void)
|
||||
void SetWindowIcon(Image image)
|
||||
void SetWindowTitle(const char *title)
|
||||
void SetWindowPosition(int x, int y)
|
||||
void SetWindowMonitor(int monitor)
|
||||
void SetWindowMinSize(int width, int height)
|
||||
void SetWindowSize(int width, int height)
|
||||
void *GetWindowHandle(void)
|
||||
int GetScreenWidth(void)
|
||||
int GetScreenHeight(void)
|
||||
int GetMonitorCount(void)
|
||||
int GetMonitorWidth(int monitor)
|
||||
int GetMonitorHeight(int monitor)
|
||||
int GetMonitorPhysicalWidth(int monitor)
|
||||
int GetMonitorPhysicalHeight(int monitor)
|
||||
Vector2 GetWindowPosition(void)
|
||||
Vector2 GetWindowScaleDPI(void)
|
||||
const char *GetMonitorName(int monitor)
|
||||
const char *GetClipboardText(void)
|
||||
void SetClipboardText(const char *text)
|
||||
void ShowCursor(void)
|
||||
void HideCursor(void)
|
||||
bool IsCursorHidden(void)
|
||||
void EnableCursor(void)
|
||||
void DisableCursor(void)
|
||||
void ClearBackground(Color color)
|
||||
void BeginDrawing(void)
|
||||
void EndDrawing(void)
|
||||
void BeginMode2D(Camera2D camera)
|
||||
void EndMode2D(void)
|
||||
void BeginMode3D(Camera3D camera)
|
||||
void EndMode3D(void)
|
||||
void BeginTextureMode(RenderTexture2D target)
|
||||
void EndTextureMode(void)
|
||||
void BeginScissorMode(int x, int y, int width, int height)
|
||||
void EndScissorMode(void)
|
||||
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
|
||||
Matrix GetCameraMatrix(Camera camera)
|
||||
Matrix GetCameraMatrix2D(Camera2D camera)
|
||||
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
|
||||
Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
|
||||
Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
|
||||
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
|
||||
void SetTargetFPS(int fps)
|
||||
int GetFPS(void)
|
||||
float GetFrameTime(void)
|
||||
double GetTime(void)
|
||||
int ColorToInt(Color color)
|
||||
Vector4 ColorNormalize(Color color)
|
||||
Color ColorFromNormalized(Vector4 normalized)
|
||||
Vector3 ColorToHSV(Color color)
|
||||
Color ColorFromHSV(Vector3 hsv)
|
||||
Color GetColor(int hexValue)
|
||||
Color Fade(Color color, float alpha)
|
||||
void SetConfigFlags(unsigned int flags)
|
||||
void SetTraceLogLevel(int logType)
|
||||
void SetTraceLogExit(int logType)
|
||||
void SetTraceLogCallback(TraceLogCallback callback)
|
||||
void TraceLog(int logType, const char *text, ...)
|
||||
void TakeScreenshot(const char *fileName)
|
||||
int GetRandomValue(int min, int max)
|
||||
unsigned char *LoadFileData(const char *fileName, int *bytesRead)
|
||||
void SaveFileData(const char *fileName, void *data, int bytesToWrite)
|
||||
char *LoadFileText(const char *fileName)
|
||||
void SaveFileText(const char *fileName, char *text)
|
||||
bool FileExists(const char *fileName)
|
||||
bool IsFileExtension(const char *fileName, const char *ext)
|
||||
bool DirectoryExists(const char *dirPath)
|
||||
const char *GetExtension(const char *fileName)
|
||||
const char *GetFileName(const char *filePath)
|
||||
const char *GetFileNameWithoutExt(const char *filePath)
|
||||
const char *GetDirectoryPath(const char *filePath)
|
||||
const char *GetPrevDirectoryPath(const char *dirPath)
|
||||
const char *GetWorkingDirectory(void)
|
||||
char **GetDirectoryFiles(const char *dirPath, int *count)
|
||||
void ClearDirectoryFiles(void)
|
||||
bool ChangeDirectory(const char *dir)
|
||||
bool IsFileDropped(void)
|
||||
char **GetDroppedFiles(int *count)
|
||||
void ClearDroppedFiles(void)
|
||||
long GetFileModTime(const char *fileName)
|
||||
unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength)
|
||||
unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength)
|
||||
void SaveStorageValue(int position, int value)
|
||||
int LoadStorageValue(int position)
|
||||
void OpenURL(const char *url)
|
||||
bool IsKeyPressed(int key)
|
||||
bool IsKeyDown(int key)
|
||||
bool IsKeyReleased(int key)
|
||||
bool IsKeyUp(int key)
|
||||
void SetExitKey(int key)
|
||||
int GetKeyPressed(void)
|
||||
bool IsGamepadAvailable(int gamepad)
|
||||
bool IsGamepadName(int gamepad, const char *name)
|
||||
const char *GetGamepadName(int gamepad)
|
||||
bool IsGamepadButtonPressed(int gamepad, int button)
|
||||
bool IsGamepadButtonDown(int gamepad, int button)
|
||||
bool IsGamepadButtonReleased(int gamepad, int button)
|
||||
bool IsGamepadButtonUp(int gamepad, int button)
|
||||
int GetGamepadButtonPressed(void)
|
||||
int GetGamepadAxisCount(int gamepad)
|
||||
float GetGamepadAxisMovement(int gamepad, int axis)
|
||||
bool IsMouseButtonPressed(int button)
|
||||
bool IsMouseButtonDown(int button)
|
||||
bool IsMouseButtonReleased(int button)
|
||||
bool IsMouseButtonUp(int button)
|
||||
int GetMouseX(void)
|
||||
int GetMouseY(void)
|
||||
Vector2 GetMousePosition(void)
|
||||
void SetMousePosition(int x, int y)
|
||||
void SetMouseOffset(int offsetX, int offsetY)
|
||||
void SetMouseScale(float scaleX, float scaleY)
|
||||
int GetMouseWheelMove(void)
|
||||
int GetTouchX(void)
|
||||
int GetTouchY(void)
|
||||
Vector2 GetTouchPosition(int index)
|
||||
void SetGesturesEnabled(unsigned int gestureFlags)
|
||||
bool IsGestureDetected(int gesture)
|
||||
int GetGestureDetected(void)
|
||||
int GetTouchPointsCount(void)
|
||||
float GetGestureHoldDuration(void)
|
||||
Vector2 GetGestureDragVector(void)
|
||||
float GetGestureDragAngle(void)
|
||||
Vector2 GetGesturePinchVector(void)
|
||||
float GetGesturePinchAngle(void)
|
||||
void SetCameraMode(Camera camera, int mode)
|
||||
void UpdateCamera(Camera *camera)
|
||||
void SetCameraPanControl(int panKey)
|
||||
void SetCameraAltControl(int altKey)
|
||||
void SetCameraSmoothZoomControl(int szKey)
|
||||
void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey)
|
||||
void DrawPixel(int posX, int posY, Color color)
|
||||
void DrawPixelV(Vector2 position, Color color)
|
||||
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
|
||||
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
|
||||
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
|
||||
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
|
||||
void DrawLineStrip(Vector2 *points, int numPoints, Color color)
|
||||
void DrawCircle(int centerX, int centerY, float radius, Color color)
|
||||
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
|
||||
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
|
||||
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
|
||||
void DrawCircleV(Vector2 center, float radius, Color color)
|
||||
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
|
||||
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
|
||||
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
|
||||
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
|
||||
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
|
||||
void DrawRectangle(int posX, int posY, int width, int height, Color color)
|
||||
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
void DrawRectangleRec(Rectangle rec, Color color)
|
||||
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
|
||||
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
|
||||
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
|
||||
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
|
||||
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
|
||||
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
|
||||
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
|
||||
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
|
||||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
||||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
||||
void DrawTriangleFan(Vector2 *points, int numPoints, Color color)
|
||||
void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
|
||||
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
|
||||
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color)
|
||||
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
|
||||
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
|
||||
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
|
||||
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
|
||||
bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
|
||||
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
|
||||
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
|
||||
Image LoadImage(const char *fileName)
|
||||
Image LoadImageEx(Color *pixels, int width, int height)
|
||||
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize)
|
||||
void ExportImage(Image image, const char *fileName)
|
||||
void ExportImageAsCode(Image image, const char *fileName)
|
||||
Texture2D LoadTexture(const char *fileName)
|
||||
Texture2D LoadTextureFromImage(Image image)
|
||||
TextureCubemap LoadTextureCubemap(Image image, int layoutType)
|
||||
RenderTexture2D LoadRenderTexture(int width, int height)
|
||||
void UnloadImage(Image image)
|
||||
void UnloadTexture(Texture2D texture)
|
||||
void UnloadRenderTexture(RenderTexture2D target)
|
||||
Color *GetImageData(Image image)
|
||||
Vector4 *GetImageDataNormalized(Image image)
|
||||
Rectangle GetImageAlphaBorder(Image image, float threshold)
|
||||
int GetPixelDataSize(int width, int height, int format)
|
||||
Image GetTextureData(Texture2D texture)
|
||||
Image GetScreenData(void)
|
||||
void UpdateTexture(Texture2D texture, const void *pixels)
|
||||
Image ImageCopy(Image image)
|
||||
Image ImageFromImage(Image image, Rectangle rec)
|
||||
void ImageToPOT(Image *image, Color fillColor)
|
||||
void ImageFormat(Image *image, int newFormat)
|
||||
void ImageAlphaMask(Image *image, Image alphaMask)
|
||||
void ImageAlphaClear(Image *image, Color color, float threshold)
|
||||
void ImageAlphaCrop(Image *image, float threshold)
|
||||
void ImageAlphaPremultiply(Image *image)
|
||||
void ImageCrop(Image *image, Rectangle crop)
|
||||
void ImageResize(Image *image, int newWidth, int newHeight)
|
||||
void ImageResizeNN(Image *image, int newWidth,int newHeight)
|
||||
void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color)
|
||||
void ImageMipmaps(Image *image)
|
||||
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
|
||||
Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount)
|
||||
Image ImageText(const char *text, int fontSize, Color color)
|
||||
Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint)
|
||||
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint)
|
||||
void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color)
|
||||
void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color)
|
||||
void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color)
|
||||
void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color)
|
||||
void ImageClearBackground(Image *dst, Color color)
|
||||
void ImageDrawPixel(Image *dst, int posX, int posY, Color color)
|
||||
void ImageDrawPixelV(Image *dst, Vector2 position, Color color)
|
||||
void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color)
|
||||
void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color)
|
||||
void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color)
|
||||
void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color)
|
||||
void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color)
|
||||
void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
|
||||
void ImageFlipVertical(Image *image)
|
||||
void ImageFlipHorizontal(Image *image)
|
||||
void ImageRotateCW(Image *image)
|
||||
void ImageRotateCCW(Image *image)
|
||||
void ImageColorTint(Image *image, Color color)
|
||||
void ImageColorInvert(Image *image)
|
||||
void ImageColorGrayscale(Image *image)
|
||||
void ImageColorContrast(Image *image, float contrast)
|
||||
void ImageColorBrightness(Image *image, int brightness)
|
||||
void ImageColorReplace(Image *image, Color color, Color replace)
|
||||
Image GenImageColor(int width, int height, Color color)
|
||||
Image GenImageGradientV(int width, int height, Color top, Color bottom)
|
||||
Image GenImageGradientH(int width, int height, Color left, Color right)
|
||||
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer)
|
||||
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2)
|
||||
Image GenImageWhiteNoise(int width, int height, float factor)
|
||||
Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale)
|
||||
Image GenImageCellular(int width, int height, int tileSize)
|
||||
void GenTextureMipmaps(Texture2D *texture)
|
||||
void SetTextureFilter(Texture2D texture, int filterMode)
|
||||
void SetTextureWrap(Texture2D texture, int wrapMode)
|
||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint)
|
||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
|
||||
void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint)
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
|
||||
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint)
|
||||
Font GetFontDefault(void)
|
||||
Font LoadFont(const char *fileName)
|
||||
Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount)
|
||||
Font LoadFontFromImage(Image image, Color key, int firstChar)
|
||||
CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type)
|
||||
Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod)
|
||||
void UnloadFont(Font font)
|
||||
void DrawFPS(int posX, int posY)
|
||||
void DrawText(const char *text, int posX, int posY, int fontSize, Color color)
|
||||
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
|
||||
void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
|
||||
void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
|
||||
void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint)
|
||||
int MeasureText(const char *text, int fontSize)
|
||||
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing)
|
||||
int GetGlyphIndex(Font font, int codepoint)
|
||||
int TextCopy(char *dst, const char *src)
|
||||
bool TextIsEqual(const char *text1, const char *text2)
|
||||
unsigned int TextLength(const char *text)
|
||||
const char *TextFormat(const char *text, ...)
|
||||
const char *TextSubtext(const char *text, int position, int length)
|
||||
char *TextReplace(char *text, const char *replace, const char *by)
|
||||
char *TextInsert(const char *text, const char *insert, int position)
|
||||
const char *TextJoin(const char **textList, int count, const char *delimiter)
|
||||
const char **TextSplit(const char *text, char delimiter, int *count)
|
||||
void TextAppend(char *text, const char *append, int *position)
|
||||
int TextFindIndex(const char *text, const char *find)
|
||||
const char *TextToUpper(const char *text)
|
||||
const char *TextToLower(const char *text)
|
||||
const char *TextToPascal(const char *text)
|
||||
int TextToInteger(const char *text)
|
||||
char *TextToUtf8(int *codepoints, int length)
|
||||
int *GetCodepoints(const char *text, int *count)
|
||||
int GetCodepointsCount(const char *text)
|
||||
int GetNextCodepoint(const char *text, int *bytesProcessed)
|
||||
const char *CodepointToUtf8(int codepoint, int *byteLength)
|
||||
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
|
||||
void DrawPoint3D(Vector3 position, Color color)
|
||||
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
|
||||
void DrawCube(Vector3 position, float width, float height, float length, Color color)
|
||||
void DrawCubeV(Vector3 position, Vector3 size, Color color)
|
||||
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
|
||||
void DrawCubeWiresV(Vector3 position, Vector3 size, Color color)
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
|
||||
void DrawSphere(Vector3 centerPos, float radius, Color color)
|
||||
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
|
||||
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
|
||||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color)
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color)
|
||||
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
|
||||
void DrawRay(Ray ray, Color color)
|
||||
void DrawGrid(int slices, float spacing)
|
||||
void DrawGizmo(Vector3 position)
|
||||
Model LoadModel(const char *fileName)
|
||||
Model LoadModelFromMesh(Mesh mesh)
|
||||
void UnloadModel(Model model)
|
||||
Mesh *LoadMeshes(const char *fileName, int *meshCount)
|
||||
void ExportMesh(Mesh mesh, const char *fileName)
|
||||
void UnloadMesh(Mesh mesh)
|
||||
Material *LoadMaterials(const char *fileName, int *materialCount)
|
||||
Material LoadMaterialDefault(void)
|
||||
void UnloadMaterial(Material material)
|
||||
void SetMaterialTexture(Material *material, int mapType, Texture2D texture)
|
||||
void SetModelMeshMaterial(Model *model, int meshId, int materialId)
|
||||
ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount)
|
||||
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
||||
void UnloadModelAnimation(ModelAnimation anim)
|
||||
bool IsModelAnimationValid(Model model, ModelAnimation anim)
|
||||
Mesh GenMeshPoly(int sides, float radius)
|
||||
Mesh GenMeshPlane(float width, float length, int resX, int resZ)
|
||||
Mesh GenMeshCube(float width, float height, float length)
|
||||
Mesh GenMeshSphere(float radius, int rings, int slices)
|
||||
Mesh GenMeshHemiSphere(float radius, int rings, int slices)
|
||||
Mesh GenMeshCylinder(float radius, float height, int slices)
|
||||
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
|
||||
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
|
||||
Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
|
||||
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
|
||||
BoundingBox MeshBoundingBox(Mesh mesh)
|
||||
void MeshTangents(Mesh *mesh)
|
||||
void MeshBinormals(Mesh *mesh)
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint)
|
||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
|
||||
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
||||
void DrawBoundingBox(BoundingBox box, Color color)
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
|
||||
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
|
||||
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
|
||||
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
|
||||
bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint)
|
||||
bool CheckCollisionRayBox(Ray ray, BoundingBox box)
|
||||
RayHitInfo GetCollisionRayModel(Ray ray, Model model)
|
||||
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
|
||||
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
|
||||
Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
||||
Shader LoadShaderCode(const char *vsCode, const char *fsCode)
|
||||
void UnloadShader(Shader shader)
|
||||
Shader GetShaderDefault(void)
|
||||
Texture2D GetTextureDefault(void)
|
||||
Texture2D GetShapesTexture(void)
|
||||
Rectangle GetShapesTextureRec(void)
|
||||
void SetShapesTexture(Texture2D texture, Rectangle source)
|
||||
int GetShaderLocation(Shader shader, const char *uniformName)
|
||||
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
|
||||
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
|
||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
|
||||
void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
|
||||
void SetMatrixProjection(Matrix proj)
|
||||
void SetMatrixModelview(Matrix view)
|
||||
Matrix GetMatrixModelview(void)
|
||||
Matrix GetMatrixProjection(void)
|
||||
Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
|
||||
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
|
||||
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
|
||||
Texture2D GenTextureBRDF(Shader shader, int size)
|
||||
void BeginShaderMode(Shader shader)
|
||||
void EndShaderMode(void)
|
||||
void BeginBlendMode(int mode)
|
||||
void EndBlendMode(void)
|
||||
void InitVrSimulator(void)
|
||||
void CloseVrSimulator(void)
|
||||
void UpdateVrTracking(Camera *camera)
|
||||
void SetVrConfiguration(VrDeviceInfo info, Shader distortion)
|
||||
bool IsVrSimulatorReady(void)
|
||||
void ToggleVrMode(void)
|
||||
void BeginVrDrawing(void)
|
||||
void EndVrDrawing(void)
|
||||
void InitAudioDevice(void)
|
||||
void CloseAudioDevice(void)
|
||||
bool IsAudioDeviceReady(void)
|
||||
void SetMasterVolume(float volume)
|
||||
Wave LoadWave(const char *fileName)
|
||||
Sound LoadSound(const char *fileName)
|
||||
Sound LoadSoundFromWave(Wave wave)
|
||||
void UpdateSound(Sound sound, const void *data, int samplesCount)
|
||||
void UnloadWave(Wave wave)
|
||||
void UnloadSound(Sound sound)
|
||||
void ExportWave(Wave wave, const char *fileName)
|
||||
void ExportWaveAsCode(Wave wave, const char *fileName)
|
||||
void PlaySound(Sound sound)
|
||||
void StopSound(Sound sound)
|
||||
void PauseSound(Sound sound)
|
||||
void ResumeSound(Sound sound)
|
||||
void PlaySoundMulti(Sound sound)
|
||||
void StopSoundMulti(void)
|
||||
int GetSoundsPlaying(void)
|
||||
bool IsSoundPlaying(Sound sound)
|
||||
void SetSoundVolume(Sound sound, float volume)
|
||||
void SetSoundPitch(Sound sound, float pitch)
|
||||
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels)
|
||||
Wave WaveCopy(Wave wave)
|
||||
void WaveCrop(Wave *wave, int initSample, int finalSample)
|
||||
float *GetWaveData(Wave wave)
|
||||
Music LoadMusicStream(const char *fileName)
|
||||
void UnloadMusicStream(Music music)
|
||||
void PlayMusicStream(Music music)
|
||||
void UpdateMusicStream(Music music)
|
||||
void StopMusicStream(Music music)
|
||||
void PauseMusicStream(Music music)
|
||||
void ResumeMusicStream(Music music)
|
||||
bool IsMusicPlaying(Music music)
|
||||
void SetMusicVolume(Music music, float volume)
|
||||
void SetMusicPitch(Music music, float pitch)
|
||||
void SetMusicLoopCount(Music music, int count)
|
||||
float GetMusicTimeLength(Music music)
|
||||
float GetMusicTimePlayed(Music music)
|
||||
AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels)
|
||||
void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount)
|
||||
void CloseAudioStream(AudioStream stream)
|
||||
bool IsAudioStreamProcessed(AudioStream stream)
|
||||
void PlayAudioStream(AudioStream stream)
|
||||
void PauseAudioStream(AudioStream stream)
|
||||
void ResumeAudioStream(AudioStream stream)
|
||||
bool IsAudioStreamPlaying(AudioStream stream)
|
||||
void StopAudioStream(AudioStream stream)
|
||||
void SetAudioStreamVolume(AudioStream stream, float volume)
|
||||
void SetAudioStreamPitch(AudioStream stream, float pitch)
|
||||
void SetAudioStreamBufferSizeDefault(int size)
|
||||
|
@ -81,7 +81,7 @@ for _,modname in ipairs(modules) do
|
||||
line = line:gsub("([(),*.])%s+(%w)", function (a, b) return a .. b end)
|
||||
line = line:gsub("(%w)%s+([(),*.])", function (a, b) return a .. b end)
|
||||
|
||||
proto[#proto + 1] = line:gsub(";", "")
|
||||
proto[#proto + 1] = line
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -1,20 +1,20 @@
|
||||
void InitPhysics(void);
|
||||
void RunPhysicsStep(void);
|
||||
void SetPhysicsTimeStep(double delta);
|
||||
bool IsPhysicsEnabled(void);
|
||||
void SetPhysicsGravity(float x, float y);
|
||||
PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density);
|
||||
PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density);
|
||||
PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density);
|
||||
void PhysicsAddForce(PhysicsBody body, Vector2 force);
|
||||
void PhysicsAddTorque(PhysicsBody body, float amount);
|
||||
void PhysicsShatter(PhysicsBody body, Vector2 position, float force);
|
||||
int GetPhysicsBodiesCount(void);
|
||||
PhysicsBody GetPhysicsBody(int index);
|
||||
int GetPhysicsShapeType(int index);
|
||||
int GetPhysicsShapeVerticesCount(int index);
|
||||
Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex);
|
||||
void SetPhysicsBodyRotation(PhysicsBody body, float radians);
|
||||
void DestroyPhysicsBody(PhysicsBody body);
|
||||
void ResetPhysics(void);
|
||||
void ClosePhysics(void);
|
||||
void InitPhysics(void)
|
||||
void RunPhysicsStep(void)
|
||||
void SetPhysicsTimeStep(double delta)
|
||||
bool IsPhysicsEnabled(void)
|
||||
void SetPhysicsGravity(float x, float y)
|
||||
PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density)
|
||||
PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density)
|
||||
PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density)
|
||||
void PhysicsAddForce(PhysicsBody body, Vector2 force)
|
||||
void PhysicsAddTorque(PhysicsBody body, float amount)
|
||||
void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
|
||||
int GetPhysicsBodiesCount(void)
|
||||
PhysicsBody GetPhysicsBody(int index)
|
||||
int GetPhysicsShapeType(int index)
|
||||
int GetPhysicsShapeVerticesCount(int index)
|
||||
Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
|
||||
void SetPhysicsBodyRotation(PhysicsBody body, float radians)
|
||||
void DestroyPhysicsBody(PhysicsBody body)
|
||||
void ResetPhysics(void)
|
||||
void ClosePhysics(void)
|
||||
|
@ -50,7 +50,7 @@ float GuiColorBarHue(Rectangle bounds, float value)
|
||||
void GuiLoadStyle(const char *fileName)
|
||||
void GuiLoadStyleDefault(void)
|
||||
const char *GuiIconText(int iconId, const char *text)
|
||||
void GuiDrawIcon(int iconId, Vector2 position, int pixelSize, Color color);
|
||||
void GuiDrawIcon(int iconId, Vector2 position, int pixelSize, Color color)
|
||||
unsigned int *GuiGetIcons(void)
|
||||
unsigned int *GuiGetIconData(int iconId)
|
||||
void GuiSetIconData(int iconId, unsigned int *data)
|
||||
|
166
tools/raymath.h
166
tools/raymath.h
@ -1,79 +1,87 @@
|
||||
float Clamp(float value, float min, float max);
|
||||
float Lerp(float start, float end, float amount);
|
||||
Vector2 Vector2Zero(void);
|
||||
Vector2 Vector2One(void);
|
||||
Vector2 Vector2Add(Vector2 v1, Vector2 v2);
|
||||
Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
|
||||
float Vector2Length(Vector2 v);
|
||||
float Vector2DotProduct(Vector2 v1, Vector2 v2);
|
||||
float Vector2Distance(Vector2 v1, Vector2 v2);
|
||||
float Vector2Angle(Vector2 v1, Vector2 v2);
|
||||
Vector2 Vector2Scale(Vector2 v, float scale);
|
||||
Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2);
|
||||
Vector2 Vector2Negate(Vector2 v);
|
||||
Vector2 Vector2Divide(Vector2 v, float div);
|
||||
Vector2 Vector2DivideV(Vector2 v1, Vector2 v2);
|
||||
Vector2 Vector2Normalize(Vector2 v);
|
||||
Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
|
||||
Vector2 Vector2Rotate(Vector2 v, float degs);
|
||||
Vector3 Vector3Zero(void);
|
||||
Vector3 Vector3One(void);
|
||||
Vector3 Vector3Add(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3Scale(Vector3 v, float scalar);
|
||||
Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3Perpendicular(Vector3 v);
|
||||
float Vector3Length(const Vector3 v);
|
||||
float Vector3DotProduct(Vector3 v1, Vector3 v2);
|
||||
float Vector3Distance(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3Negate(Vector3 v);
|
||||
Vector3 Vector3Divide(Vector3 v, float div);
|
||||
Vector3 Vector3DivideV(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3Normalize(Vector3 v);
|
||||
void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);
|
||||
Vector3 Vector3Transform(Vector3 v, Matrix mat);
|
||||
Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
|
||||
Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
|
||||
Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
|
||||
Vector3 Vector3Min(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3Max(Vector3 v1, Vector3 v2);
|
||||
Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
|
||||
float3 Vector3ToFloatV(Vector3 v);
|
||||
float MatrixDeterminant(Matrix mat);
|
||||
float MatrixTrace(Matrix mat);
|
||||
Matrix MatrixTranspose(Matrix mat);
|
||||
Matrix MatrixInvert(Matrix mat);
|
||||
Matrix MatrixNormalize(Matrix mat);
|
||||
Matrix MatrixIdentity(void);
|
||||
Matrix MatrixAdd(Matrix left, Matrix right);
|
||||
Matrix MatrixSubtract(Matrix left, Matrix right);
|
||||
Matrix MatrixTranslate(float x, float y, float z);
|
||||
Matrix MatrixRotate(Vector3 axis, float angle);
|
||||
Matrix MatrixRotateXYZ(Vector3 ang);
|
||||
Matrix MatrixRotateX(float angle);
|
||||
Matrix MatrixRotateY(float angle);
|
||||
Matrix MatrixRotateZ(float angle);
|
||||
Matrix MatrixScale(float x, float y, float z);
|
||||
Matrix MatrixMultiply(Matrix left, Matrix right);
|
||||
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
|
||||
Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
|
||||
Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
|
||||
Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
|
||||
float16 MatrixToFloatV(Matrix mat);
|
||||
Quaternion QuaternionIdentity(void);
|
||||
float QuaternionLength(Quaternion q);
|
||||
Quaternion QuaternionNormalize(Quaternion q);
|
||||
Quaternion QuaternionInvert(Quaternion q);
|
||||
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
|
||||
Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
|
||||
Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
|
||||
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
|
||||
Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
|
||||
Quaternion QuaternionFromMatrix(Matrix mat);
|
||||
Matrix QuaternionToMatrix(Quaternion q);
|
||||
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
|
||||
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle);
|
||||
Quaternion QuaternionFromEuler(float roll, float pitch, float yaw);
|
||||
Vector3 QuaternionToEuler(Quaternion q);
|
||||
Quaternion QuaternionTransform(Quaternion q, Matrix mat);
|
||||
float Clamp(float value, float min, float max)
|
||||
float Lerp(float start, float end, float amount)
|
||||
Vector2 Vector2Zero(void)
|
||||
Vector2 Vector2One(void)
|
||||
Vector2 Vector2Add(Vector2 v1, Vector2 v2)
|
||||
Vector2 Vector2AddValue(Vector2 v, float add)
|
||||
Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
|
||||
Vector2 Vector2SubtractValue(Vector2 v, float sub)
|
||||
float Vector2Length(Vector2 v)
|
||||
float Vector2DotProduct(Vector2 v1, Vector2 v2)
|
||||
float Vector2Distance(Vector2 v1, Vector2 v2)
|
||||
float Vector2Angle(Vector2 v1, Vector2 v2)
|
||||
Vector2 Vector2Scale(Vector2 v, float scale)
|
||||
Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
|
||||
Vector2 Vector2Negate(Vector2 v)
|
||||
Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
|
||||
Vector2 Vector2Normalize(Vector2 v)
|
||||
Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
|
||||
Vector2 Vector2Rotate(Vector2 v, float degs)
|
||||
Vector3 Vector3Zero(void)
|
||||
Vector3 Vector3One(void)
|
||||
Vector3 Vector3Add(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3AddValue(Vector3 v, float add)
|
||||
Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3SubtractValue(Vector3 v, float sub)
|
||||
Vector3 Vector3Scale(Vector3 v, float scalar)
|
||||
Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3Perpendicular(Vector3 v)
|
||||
float Vector3Length(const Vector3 v)
|
||||
float Vector3DotProduct(Vector3 v1, Vector3 v2)
|
||||
float Vector3Distance(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3Negate(Vector3 v)
|
||||
Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3Normalize(Vector3 v)
|
||||
void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
|
||||
Vector3 Vector3Transform(Vector3 v, Matrix mat)
|
||||
Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
|
||||
Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
|
||||
Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
|
||||
Vector3 Vector3Min(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3Max(Vector3 v1, Vector3 v2)
|
||||
Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
|
||||
float3 Vector3ToFloatV(Vector3 v)
|
||||
float MatrixDeterminant(Matrix mat)
|
||||
float MatrixTrace(Matrix mat)
|
||||
Matrix MatrixTranspose(Matrix mat)
|
||||
Matrix MatrixInvert(Matrix mat)
|
||||
Matrix MatrixNormalize(Matrix mat)
|
||||
Matrix MatrixIdentity(void)
|
||||
Matrix MatrixAdd(Matrix left, Matrix right)
|
||||
Matrix MatrixSubtract(Matrix left, Matrix right)
|
||||
Matrix MatrixTranslate(float x, float y, float z)
|
||||
Matrix MatrixRotate(Vector3 axis, float angle)
|
||||
Matrix MatrixRotateXYZ(Vector3 ang)
|
||||
Matrix MatrixRotateX(float angle)
|
||||
Matrix MatrixRotateY(float angle)
|
||||
Matrix MatrixRotateZ(float angle)
|
||||
Matrix MatrixScale(float x, float y, float z)
|
||||
Matrix MatrixMultiply(Matrix left, Matrix right)
|
||||
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
|
||||
Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
|
||||
Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
|
||||
Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
||||
float16 MatrixToFloatV(Matrix mat)
|
||||
Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
|
||||
Quaternion QuaternionAddValue(Quaternion q, float add)
|
||||
Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
|
||||
Quaternion QuaternionSubtractValue(Quaternion q, float sub)
|
||||
Quaternion QuaternionIdentity(void)
|
||||
float QuaternionLength(Quaternion q)
|
||||
Quaternion QuaternionNormalize(Quaternion q)
|
||||
Quaternion QuaternionInvert(Quaternion q)
|
||||
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
|
||||
Quaternion QuaternionScale(Quaternion q, float mul)
|
||||
Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
|
||||
Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
|
||||
Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
|
||||
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
|
||||
Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
||||
Quaternion QuaternionFromMatrix(Matrix mat)
|
||||
Matrix QuaternionToMatrix(Quaternion q)
|
||||
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
|
||||
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
|
||||
Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
|
||||
Vector3 QuaternionToEuler(Quaternion q)
|
||||
Quaternion QuaternionTransform(Quaternion q, Matrix mat)
|
||||
|
138
tools/rlgl.h
138
tools/rlgl.h
@ -1,69 +1,69 @@
|
||||
void rlMatrixMode(int mode);
|
||||
void rlPushMatrix(void);
|
||||
void rlPopMatrix(void);
|
||||
void rlLoadIdentity(void);
|
||||
void rlTranslatef(float x, float y, float z);
|
||||
void rlRotatef(float angleDeg, float x, float y, float z);
|
||||
void rlScalef(float x, float y, float z);
|
||||
void rlMultMatrixf(float *matf);
|
||||
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
|
||||
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
|
||||
void rlViewport(int x, int y, int width, int height);
|
||||
void rlBegin(int mode);
|
||||
void rlEnd(void);
|
||||
void rlVertex2i(int x, int y);
|
||||
void rlVertex2f(float x, float y);
|
||||
void rlVertex3f(float x, float y, float z);
|
||||
void rlTexCoord2f(float x, float y);
|
||||
void rlNormal3f(float x, float y, float z);
|
||||
void rlColor4ub(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
|
||||
void rlColor3f(float x, float y, float z);
|
||||
void rlColor4f(float x, float y, float z, float w);
|
||||
void rlEnableTexture(unsigned int id);
|
||||
void rlDisableTexture(void);
|
||||
void rlTextureParameters(unsigned int id, int param, int value);
|
||||
void rlEnableRenderTexture(unsigned int id);
|
||||
void rlDisableRenderTexture(void);
|
||||
void rlEnableDepthTest(void);
|
||||
void rlDisableDepthTest(void);
|
||||
void rlEnableBackfaceCulling(void);
|
||||
void rlDisableBackfaceCulling(void);
|
||||
void rlEnableScissorTest(void);
|
||||
void rlDisableScissorTest(void);
|
||||
void rlScissor(int x, int y, int width, int height);
|
||||
void rlEnableWireMode(void);
|
||||
void rlDisableWireMode(void);
|
||||
void rlDeleteTextures(unsigned int id);
|
||||
void rlDeleteRenderTextures(RenderTexture2D target);
|
||||
void rlDeleteShader(unsigned int id);
|
||||
void rlDeleteVertexArrays(unsigned int id);
|
||||
void rlDeleteBuffers(unsigned int id);
|
||||
void rlClearColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
|
||||
void rlClearScreenBuffers(void);
|
||||
void rlUpdateBuffer(int bufferId, void *data, int dataSize);
|
||||
unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic);
|
||||
void rlglInit(int width, int height);
|
||||
void rlglClose(void);
|
||||
void rlglDraw(void);
|
||||
int rlGetVersion(void);
|
||||
bool rlCheckBufferLimit(int vCount);
|
||||
void rlSetDebugMarker(const char *text);
|
||||
void rlLoadExtensions(void *loader);
|
||||
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view);
|
||||
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount);
|
||||
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer);
|
||||
unsigned int rlLoadTextureCubemap(void *data, int size, int format);
|
||||
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data);
|
||||
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType);
|
||||
void rlUnloadTexture(unsigned int id);
|
||||
void rlGenerateMipmaps(Texture2D *texture);
|
||||
void *rlReadTexturePixels(Texture2D texture);
|
||||
unsigned char *rlReadScreenPixels(int width, int height);
|
||||
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture);
|
||||
void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType);
|
||||
bool rlRenderTextureComplete(RenderTexture target);
|
||||
void rlLoadMesh(Mesh *mesh, bool dynamic);
|
||||
void rlUpdateMesh(Mesh mesh, int buffer, int num);
|
||||
void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index);
|
||||
void rlDrawMesh(Mesh mesh, Material material, Matrix transform);
|
||||
void rlUnloadMesh(Mesh mesh);
|
||||
void rlMatrixMode(int mode)
|
||||
void rlPushMatrix(void)
|
||||
void rlPopMatrix(void)
|
||||
void rlLoadIdentity(void)
|
||||
void rlTranslatef(float x, float y, float z)
|
||||
void rlRotatef(float angleDeg, float x, float y, float z)
|
||||
void rlScalef(float x, float y, float z)
|
||||
void rlMultMatrixf(float *matf)
|
||||
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
|
||||
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
|
||||
void rlViewport(int x, int y, int width, int height)
|
||||
void rlBegin(int mode)
|
||||
void rlEnd(void)
|
||||
void rlVertex2i(int x, int y)
|
||||
void rlVertex2f(float x, float y)
|
||||
void rlVertex3f(float x, float y, float z)
|
||||
void rlTexCoord2f(float x, float y)
|
||||
void rlNormal3f(float x, float y, float z)
|
||||
void rlColor4ub(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
|
||||
void rlColor3f(float x, float y, float z)
|
||||
void rlColor4f(float x, float y, float z, float w)
|
||||
void rlEnableTexture(unsigned int id)
|
||||
void rlDisableTexture(void)
|
||||
void rlTextureParameters(unsigned int id, int param, int value)
|
||||
void rlEnableRenderTexture(unsigned int id)
|
||||
void rlDisableRenderTexture(void)
|
||||
void rlEnableDepthTest(void)
|
||||
void rlDisableDepthTest(void)
|
||||
void rlEnableBackfaceCulling(void)
|
||||
void rlDisableBackfaceCulling(void)
|
||||
void rlEnableScissorTest(void)
|
||||
void rlDisableScissorTest(void)
|
||||
void rlScissor(int x, int y, int width, int height)
|
||||
void rlEnableWireMode(void)
|
||||
void rlDisableWireMode(void)
|
||||
void rlDeleteTextures(unsigned int id)
|
||||
void rlDeleteRenderTextures(RenderTexture2D target)
|
||||
void rlDeleteShader(unsigned int id)
|
||||
void rlDeleteVertexArrays(unsigned int id)
|
||||
void rlDeleteBuffers(unsigned int id)
|
||||
void rlClearColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
|
||||
void rlClearScreenBuffers(void)
|
||||
void rlUpdateBuffer(int bufferId, void *data, int dataSize)
|
||||
unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic)
|
||||
void rlglInit(int width, int height)
|
||||
void rlglClose(void)
|
||||
void rlglDraw(void)
|
||||
int rlGetVersion(void)
|
||||
bool rlCheckBufferLimit(int vCount)
|
||||
void rlSetDebugMarker(const char *text)
|
||||
void rlLoadExtensions(void *loader)
|
||||
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
|
||||
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
|
||||
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer)
|
||||
unsigned int rlLoadTextureCubemap(void *data, int size, int format)
|
||||
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
|
||||
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
|
||||
void rlUnloadTexture(unsigned int id)
|
||||
void rlGenerateMipmaps(Texture2D *texture)
|
||||
void *rlReadTexturePixels(Texture2D texture)
|
||||
unsigned char *rlReadScreenPixels(int width, int height)
|
||||
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture)
|
||||
void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType)
|
||||
bool rlRenderTextureComplete(RenderTexture target)
|
||||
void rlLoadMesh(Mesh *mesh, bool dynamic)
|
||||
void rlUpdateMesh(Mesh mesh, int buffer, int num)
|
||||
void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index)
|
||||
void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
void rlUnloadMesh(Mesh mesh)
|
||||
|
Loading…
Reference in New Issue
Block a user