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