commit 13570988da84ea192222b1d7e2c727b6520758e5 Author: theKapcioszek Date: Wed Apr 3 19:30:18 2024 +0200 Let's-a-go! diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..073d1f8 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +fremen +src/raylib.h diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..ec615e6 --- /dev/null +++ b/Makefile @@ -0,0 +1,2 @@ +fremen: ./src/main.c + cc -o fremen src/main.c -I./raylib/raylib-5.0_linux_amd64/include -L./raylib/raylib-5.0_linux_amd64/lib/ -l:libraylib.a -lm diff --git a/assets/A.png b/assets/A.png new file mode 100644 index 0000000..48a95d5 Binary files /dev/null and b/assets/A.png differ diff --git a/assets/B.png b/assets/B.png new file mode 100644 index 0000000..7a66781 Binary files /dev/null and b/assets/B.png differ diff --git a/assets/D.png b/assets/D.png new file mode 100644 index 0000000..963609a Binary files /dev/null and b/assets/D.png differ diff --git a/assets/DH.png b/assets/DH.png new file mode 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immediate-mode gui system for tools development with raylib + +Detailed changes: +[rcore] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach +[rcore] ADDED: IsKeyPressedRepeat() on PLATFORM_DESKTOP (#3245) by @actondev +[rcore] ADDED: SetWindowTitle() for PLATFORM_WEB (#3222) by @VitusVeit +[rcore] ADDED: FLAG_WINDOW_RESIZABLE for web (#3305) by @Peter0x44 +[rcore] ADDED: SetWindowMaxSize() for desktop and web (#3309) by @ubkp +[rcore] ADDED: SetMouseCursor() for PLATFORM_WEB (#3414) by @BeardedBread +[rcore] ADDED: LoadRandomSequence()/UnloadRandomSequence() by @raysan5 +[rcore] REMOVED: PLATFORM_RPI (#3232) by @michaelfiber +[rcore] REVIEWED: GetFileLength(), added comment (#3262) by @raysan5 +[rcore] REVIEWED: Default shaders precission issue on PLATFORM_WEB (#3261) by @branc116 +[rcore] REVIEWED: IsKey*() key validation checks (#3256) by @n77y +[rcore] REVIEWED: SetClipboardText() for PLATFORM_WEB (#3257) by @ubkp +[rcore] REVIEWED: Check if Ctrl modifier is among the currently set modifiers (#3230) by @mohad12211 +[rcore] REVIEWED: Android app black screen when reopening by @Bigfoot71 +[rcore] REVIEWED: Warnings when casting int to floats (#3218) by @JeffM2501 +[rcore] REVIEWED: GetCurrentMonitor() detection inconsistency issue (#3215) by @ubkp +[rcore] REVIEWED: SetWindowMonitor() to no longer force fullscreen (#3209) by @ubkp +[rcore] REVIEWED: Fix mouse wheel not working in PLATFORM_RPI or PLATFORM_DRM (#3193) by @ubkp +[rcore] REVIEWED: GetMonitorName() description (#3184) (#3189) by @danilwhale +[rcore] REVIEWED: BeginScissorMode(), identify rendering to texture (#3510) by @gulrak +[rcore] REVIEWED: Window flags order (#3114) by @lesleyrs +[rcore] REVIEWED: Full movement for right analog stick (#3095) by @PixelPhobicGames +[rcore] REVIEWED: Fix Android app freeze after calling CloseWindow() (#3067) by @Bigfoot71 +[rcore] REVIEWED: Lazy loading of default font used on image drawing (no InitWindow) by @raysan5 +[rcore] REVIEWED: Minor tweaks to raylib events automation system @raysan5 +[rcore] REVIEWED: GetCurrentMonitor() bugfix (#3058) by @hamyyy +[rcore] REVIEWED: Update CORE.Input.Touch.pointCount (#3024) by @raysan5 +[rcore] REVIEWED: Mouse offset and scaling must be considered also on web! +[rcore] REVIEWED: CompressData(), possible stack overflow +[rcore] REVIEWED: GetWorldToScreenEx() (#3351) by @Brian-ED +[rcore] REVIEWED: Fix GetMouseDelta() issue for Android (#3404) by @Bigfoot71 +[rcore] REVIEWED: GetFPS(), reset FPS averages when window is inited (#3445) by @JeffM2501 +[rcore] REVIEWED: GetCurrentMonitor(), check window center position by @M374LX +[rcore] REVIEWED: GetRender*() issue on macOS highDPI (#3367) by @raysan5 +[rcore] REVIEWED: ScanDirectoryFiles*(), paths building slashes sides (#3507) +[rlgl] ADDED: Experimental support for OpenGL ES 3.0 by @raysan5 +[rlgl] ADDED: Support 16-Bit HDR textures (#3220) by @Not-Nik +[rlgl] ADDED: rlEnablePointMode() (#3490) by @JettMonstersGoBoom +[rlgl] ADDED: rlBlitFramebuffer(), required for deferred render +[rlgl] REVIEWED: LoadModel(), removed cube fallback mechanism (#3459) +[rlgl] REVIEWED: Improved support for ES3/WebGL2 (#3107) by @chemaguerra +[rlgl] REVIEWED: OpenGL 2.1 half floats support as part of an extension by @Not-Nik +[rlgl] REVIEWED: Avoid shader attribute not found log by @raysan5 +[rlgl] REVIEWED: Avoid tracelog about not found uniforms (#3003) by @raysan5 +[rlgl] REVIEWED: rLoadTexture() UBSAN complaints #1891 (#3321) by @Codom +[rlgl] REVIEWED: glInternalFormat as unsigned int +[rlgl] REVIEWED: OpenGL ES 3.0 support +[rshapes] ADDED: Spline drawing functions by @raysan5 +[rshapes] ADDED: GetSplinePoint*() functions for spline evaluation by @raysan5 +[rshapes] ADDED: DrawCircleLinesV() for consistency (#3452) by @Peter0x44 +[rshapes] REVIEWED: DrawSplineCatmullRom() by @raysan5 +[rshapes] REVIEWED: Minor fix in DrawLineBezier* (#3006) by @eternalStudent +[rshapes] REVIEWED: GetCollisionRec(), more performant (#3052) by @manuel5975p +[rshapes] REVIEWED: Fix off-by-one error in CheckCollisionPointRec() (#3022) by @dbechrd +[rtextures] ADDED: Basic SVG loading support (#2738) by @bXi +[rtextures] ADDED: Support 16-Bit HDR textures (#3220) by @Not-Nik +[rtextures] ADDED: ExportImageToMemory() by @raysan5 +[rtextures] ADDED: ImageRotate() (#3078) by @danemadsen +[rtextures] ADDED: GenImageGradientSquare() (#3077) by @danemadsen +[rtextures] ADDED: GenImageLinearGradient() by @danemadsen +[rtextures] REMOVED: GenImageGradientH() and GenImageGradientV() by @danemadsen +[rtextures] REVIEWED: LoadImageSvg() by @raysan5 +[rtextures] REVIEWED: Uninitialized thread-locals in stbi (#3282) (#3283) by @jbarthelmes +[rtextures] REVIEWED: ImageDrawRectangleRec(), validate drawing inside bounds by @JeffM2501 +[rtextures] REVIEWED: LoadTextureCubemap() for manual layouts (#3204) by @Not-Nik +[rtextures] REVIEWED: Optimization of ImageDrawRectangleRec() (#3185) by @smalltimewizard +[rtextures] REVIEWED: ImageRotate() formatting by @raysan5 +[rtextures] REVIEWED: GenImagePerlinNoise(), clamp values (#3071) by @raysan5 +[rtextures] REVIEWED: Packing logic error in GenImageFontAtlas() (#2979) by @hanaxar +[rtextures] REVIEWED: Calculate exact image size in GenImageFontAtlas() (#2963) by @hanaxar +[rtextures] REVIEWED: ImageDrawRectangleRec() (#3027) by @raysan5 +[rtextures] REVIEWED: ImageDraw() source clipping when drawing beyond top left (#3306) by @RobLoach +[rtextures] REVIEWED: UnloadRenderTexture(), additional checks +[rtextures] REVIEWED: Fixed compressed DDS texture loading issues (#3483) by @JaanDev +[rtext] ADDED: Font altas white rectangle and flag SUPPORT_FONT_ATLAS_WHITE_REC by @raysan5 +[rtext] ADDED: SetTextLineSpacing() to define line breaks text drawing spacing by @raysan5 +[rtext] RENAMED: LoadFont*() parameter names for consistency and coherence by @raysan5 +[rtext] REVIEWED: GetCodepointCount(), ignore unused return value of GetCodepointNext by @ashn-dot-dev +[rtext] REVIEWED: TextFormat() warn user if buffer overflow occured (#3399) by @Murlocohol +[rtext] REVIEWED: TextFormat(), added "..." for truncation (#3366) by @raysan5 +[rtext] REVIEWED: GetGlyphIndex() (#3000) by @raysan5 +[rtext] REVIEWED: GetCodepointNext() to return default value by @chocolate42 +[rtext] REVIEWED: TextToPascal() issue when first char is uppercase +[rmodels] ADDED: ModelAnimation.name field, initially with GLTF animation names by @alfredbaudisch +[rmodels] REDESIGNED: LoadOBJ(), avoid mesh splitting by materials, fix (#3398) by @raysan5 +[rmodels] REVIEWED: Support .vox model files version 200 (#3097) by @Bigfoot71 +[rmodels] REVIEWED: Materials loading (#3126) @raysan5 +[rmodels] REVIEWED: DrawBillboardPro() to allow source of negative size (#3197) by @bohonghuang +[rmodels] REVIEWED: glTF loading segfault in animNormals memcpy by @charles-l +[rmodels] REVIEWED: LoadModelAnimationsGLTF(), free fileData after use (#3065) by @crynux +[rmodels] REVIEWED: GenMeshCubicmap(), correction of values (#3032) by @Bigfoot71 +[rmodels] REVIEWED: DrawMesh() to avoid UBSAN complaining (#1891) +[rmodels] REVIEWED: GenMeshPlane() when resX != resZ (#3425) by @neyrox, @s-yablonskiy +[rmodels] REVIEWED: GetModelBoundingBox() (#3485) +[raudio] ADDED: LoadSoundAlias() by @JeffM2501 +[raudio] ADDED: Missing structure on standalone mode (#3160) by @raysan5 +[raudio] ADDED: GetMasterVolume() (#3434) by @rexim +[raudio] REVIEWED: Comments about sample format to AttachAudioStreamProcessor() (#3188) by @AlbertoGP +[raudio] REVIEWED: Documented buffer format for audio processors (#3186) by @AlbertoGP +[raudio] REVIEWED: ExportWaveAsCode() file saving by @RadsammyT +[raudio] REVIEWED: Fix warning on discarded const qualifier (#2967) by @RobLoach +[raudio] REVIEWED: Move mutex initialization before ma_device_start() (#3325) by @Bigfoot71 +[raudio] REVIEWED: Fix UpdateSound() parameter name (#3405) by @KislyjKisel +[raudio] REVIEWED: Fix QOA seeking (#3494) by @veins1 +[rcamera] REVIEWED: File-macros for consistency (#3161) by @raysan5 +[rcamera] REVIEWED: Support analog stick camera controls (#3066) by @PixelPhobicGames +[rcamera] REVIEWED: CameraMoveToTarget(), ensure distance is greater than 0 (#3031) by @kolunmi +[rcamera] REVIEWED: Exposing rcamera functions to the dll (#3355) by @JeffM2501 +[raymath] ADDED: Vector3Projection() and Vector3Rejection() (#3263) by @Dial0 +[raymath] ADDED: EPSILON macro to each function requiring it (#3330) by @Brian-ED +[raymath] REVIEWED: Usage of 'sinf()' and 'cosf()' to be correct (#3181) by @RokasPuzonas +[raymath] REVIEWED: Slightly optimized Vector3Normalize() (#2982) by @RicoP +[raymath] REVIEWED: Comment to clarify raymath semantics by @raysan5 +[raymath] REVIEWED: Comment about Matrix conventions by @raysan5 +[raymath] REVIEWED: Vector2Angle() and Vector2LineAngle() (#3396) by @Murlocohol +[rgestures] REVIEWED: Optimize and simplify the gesture system (#3190) by @ubkp +[rgestures] REVIEWED: GESTURE_DRAG and GESTURE_SWIPE_* issues (mostly) for web (#3183) by @ubkp +[rgestures] REVIEWED: Touch pointCount for web (#3163) by @ubkp +[rgestures] REVIEWED: IsGestureDetected() parameter type +[utils] ADDED: Security checks to file reading (memory allocations) by @raysan5 +[utils] REVIEWED: LoadFileData() potential issues with dataSize +[examples] ADDED: shaders_lightmap (#3043) by @nullstare +[examples] ADDED: core_2d_camera_split_screen (#3298) by @gabrielssanches +[examples] ADDED: LoadSoundAlias() usage example (#3223) by @JeffM2501 +[examples] ADDED: textures_tiling (#3353) by @luis605 +[examples] ADDED: shader_deferred_render (#3496) by @27justin +[examples] RENAMED: 2d_camera examples for consistency +[examples] REVIEWED: Text examples SetTextLineSpacing() to multiline examples by @raysan5 +[examples] REVIEWED: examples/shapes/shapes_collision_area.c help instructions (#3279) by @asdqwe +[examples] REVIEWED: examples/shaders/shaders_texture_outline.c help instructions (#3278) by @asdqwe +[examples] REVIEWED: examples/others/easings_testbed.c help instructions and small twe… by @asdqwe +[examples] REVIEWED: example/audio/audio_module_player.c help instructions and small b… by @asdqwe +[examples] REVIEWED: example/models/models_loading_m3d.c controls (#3269) by @asdqwe +[examples] REVIEWED: example/models/models_loading_gltf.c controls (#3268) by @asdqwe +[examples] REVIEWED: text_unicode.c example crashing (#3250) by @ubkp +[examples] REVIEWED: rlgl_standalone.c compilation issue (#3242) by @ubkp +[examples] REVIEWED: core_input_gestures for Web (#3172) by @ubkp +[examples] REVIEWED: core_input_gamepad (#3110) by @iacore +[examples] REVIEWED: examples using raygui to raygui 4.0 by @raysan5 +[examples] REVIEWED: Julia set shader example (#3467) by @joshcol9232 +[build] ADDED: CMake option for SUPPORT_CUSTOM_FRAME_CONTROL (#3221) by @ubkp +[build] ADDED: New BORDERLESS_WINDOWED_MODE for PLATFORM_DESKTOP (#3216) by @ubkp +[build] ADDED: New examples to VS2022 solution by @raysan5 +[build] REVIEWED: Updated Makefile and Makefile.Web, include new examples +[build] REVIEWED: Fix CMake extraneous -lglfw (#3266) by @iacore +[build] REVIEWED: Add missing cmake options (#3267) by @asdqwe +[build] REVIEWED: Match CMakeOptions.txt options default values (#3258) by @asdqwe +[build] REVIEWED: Add build.zig options for individual modules (#3254) by @actondev +[build] REVIEWED: build.zig to work with cross-compiling (#3225) by @yujiri8 +[build] REVIEWED: Makefile build on PLATFORM_ANDROID, soname (#3211) by @ndytts +[build] REVIEWED: src/Makefile, fix misleading indentation (#3202) by @ashn-dot-dev +[build] REVIEWED: build.zig: Support for building with PLAFORM_DRM (#3191) by @jakubvf +[build] REVIEWED: Update CMakeOptions.txt by @raysan5 +[build] REVIEWED: fix: cmake option "OPENGL_VERSION" doesn't work (#3170) by @royqh1979 +[build] REVIEWED: Add error if raylib.h is included in a C++98 program (#3093) by @Peter0x44 +[build] REVIEWED: Cross compilation for PLATFORM_DRM (#3091) by @TheLastBilly +[build] REVIEWED: build.zigm fixed cross-compiling from Linux (#3090)by @yujiri8 +[build] REVIEWED: Enhanced cmake part for OpenBSD (#3086) by @rayit +[build] REVIEWED: Fixed compile on OpenBSD (#3085)by @rayit +[build] REVIEWED: CMake project example: fix a couple of typos (#3014) by @benjamin-thomas +[build] REVIEWED: Fix warnings in raylib for MSVC (#3004) by @JeffM2501 +[build] REVIEWED: Update cmake example project (#3062) by @lesleyrs +[build] REVIEWED: Update build.zig be be able to build with current zig master (#3064) by @ryupold +[build] REVIEWED: VSCode project template (#3048) by @Shoozza +[build] REVIEWED: Fixed broken build.zig files. Now works with latest stable compiler (… by @Gamer-Kold +[build] REVIEWED: Fix missing symbol when rglfw.c on BSD platforms (#2968) by @Koromix +[build] REVIEWED: Update Makefile comment to indicate arm64 as a supported Linux deskto… @ashn-dot-dev +[build] REVIEWED: Update Makefile : clean raygui.c & physac.c (#3296) by @SuperUserNameMan +[build] REVIEWED: Update webassembly.yml and linux.yml +[build] REVIEWED: Update zig build system to zig version 0.11.0 (#3393) by @purple4pur +[build] REVIEWED: Fix for latest zig master (#3037) by @star-tek-mb +[build] REVIEWED: Examples Makefile to use Makefile.Web when building for web (#3449) by @keithstellyes +[build] REVIEWED: build.zig updates for 0.11.0 release. (#3501) by @cabarger +[build] REVIEWED: Support OpenGL ES 3.0 building on Web platform +[build] REVIEWED: Fix warnings in Visual Studio (#3512) by @JeffM2501 +[build] REVIEWED: OpenGL ES 3.0 flags on CMakeOptions (#3514) by @awfulcooking +[bindings] ADDED: fortran-raylib +[bindings] ADDED: raylib-raku to bindings (#3299) by @vushu +[bindings] ADDED: claw-raylib to BINDINGS.md (#3310) by @bohonghuang +[bindings] ADDED: vaiorabbit/raylib-bindings (#3318) by @wilsonsilva +[bindings] ADDED: TurboRaylib (#3317) by @turborium +[bindings] ADDED: raylib-ffi to bindings list (#3164) by @ewpratten +[bindings] ADDED: raylib-pkpy-bindings (#3361) by @blueloveTH +[bindings] ADDED: Raylib.lean to BINDINGS.md (#3409) by @KislyjKisel +[bindings] UPDATED: BINDINGS.md (#3217) by @joseph-montanez +[bindings] UPDATED: BINDINGS.md to include rayjs (#3212) by @mode777 +[bindings] UPDATED: latest h-raylib version (#3166) by @Anut-py +[bindings] UPDATED: bindbd-raylib3 to raylib 4.5 (#3157) by @o3o +[bindings] UPDATED: Janet bindings supported version update (#3083)by @archydragon +[bindings] UPDATED: BINDINGS.md (raylib-py -> 4.5) (#2992) by @overdev +[bindings] UPDATED: BINDINGS.md (raylib-lua -> 4.5) (#2989) by @TSnake41 +[bindings] UPDATED: raylib-d binding version to 4.5 (#2988) by @schveiguy +[bindings] UPDATED: raylib-freebasic to 4.5 (#2986) by @WIITD +[bindings] UPDATED: BINDINGS.md (#2983) by @jarroddavis68 +[bindings] UPDATED: BINDINGS.md for raylib Odin 4.5 (#2981) by @gingerBill +[bindings] UPDATED: BINDINGS.md (#2980) by @GuvaCode +[bindings] UPDATED: BINDINGS.md (#3002) by @fubark +[bindings] UPDATED: BINDINGS.md (#3053) by @JupiterRider +[bindings] UPDATED: BINDINGS.md (#3050) by @Its-Kenta +[bindings] UPDATED: CL bindings version (#3049) by @shelvick +[bindings] UPDATED: BINDINGS.md (#3026) by @ChrisDill +[bindings] UPDATED: BINDINGS.md (#3023) by @sDos280 +[bindings] UPDATED: BINDINGS.md (#3017) by @Soutaisei +[bindings] UPDATED: Various versions to 4.5 (#2974) by @RobLoach +[bindings] UPDATED: raylib.zig version to 4.5 (#2971) by @ryupold +[bindings] UPDATED: h-raylib version (#2970) by @Anut-py +[bindings] UPDATED: Factor's raylib binding to v4.5 (#3350) by @WraithGlade +[bindings] UPDATED: raylib-ocaml bindings to 4.5 version (#3322) by @tjammer +[bindings] UPDATED: Jaylib binding (#3508) by @glowiak +[external] UPDATED: sdefl and sinfl DEFLATE compression libraries by @raysan5 +[external] UPDATED: miniaudio v0.11.12 --> v0.11.19 by @raysan5 +[external] UPDATED: rl_gputex.h compressed images loading library by @raysan5 +[external] UPDATED: Replaced stb_image_resize.c by stb_image_resize2.h (#3403) by @BabakSamimi +[external] UPDATED: qoi and qoa libraries +[external] UPDATED: stb libraries (required ones) +[external] UPDATED: cgltf and m3d libraries +[external] REVIEWED: msf_gif.h, some warnings +[external] REVIEWED: sinfl external library to avoid ASAN complaints (#3349) by @raysan5 +[misc] ADDED: New task point to issue template about checking the wiki (#3169) by @ubkp +[misc] ADDED: CodeQL for static code analysis (#3476) by @b4yuan +[misc] REVIEWED: Update FAQ.md by @raysan5 +[misc] REVIEWED: Potential code issues reported by CodeQL (#3476) +[misc] REVIEWED: Fix a link in the FAQ (#3082)by @jasonliang-dev +[misc] REVIEWED: New file formats to FAQ (#3079) by @Luramoth +[misc] REVIEWED: Make assets loading extension case insensitive #3008 by @raysan5 +[misc] REVIEWED: Updated web shells open-graph info by @raysan5 + +------------------------------------------------------------------------- +Release: raylib 4.5 (18 March 2023) +------------------------------------------------------------------------- +KEY CHANGES: + - ADDED: Improved ANGLE support on Desktop platforms + - ADDED: rcamera module, simpler and more extendable + - ADDED: Support for M3D models and M3D/GLTF animations + - ADDED: Support QOA audio format (import/export) + - ADDED: rl_gputex module for compressed textures loading + - REDESIGNED: rlgl module for automatic render-batch limits checking + - REDESIGNED: rshapes module to minimize the rlgl dependency + +Detailed changes: +[core] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach +[core] ADDED: Basic gamepad support for Android (#2709) by @deniska +[core] ADDED: Support CAPS/NUM lock keys registering if locked +[core] ADDED: _GNU_SOURCE define on Linux (#2729) +[core] ADDED: SetWindowIcons() to set multiple icon image sizes +[core] `WARNING`: RENAMED: Exported raylib version symbol to raylib_version #2671 +[core] REMOVED: Touch points on touch up events on Android (#2711) by @deniska +[core] REVIEWED: Window position setup on InitWindow() (#2732) by @RandomErrorMessage +[core] REVIEWED: Touchscreen input related functions on Android (#2702) by @deniska +[core] REVIEWED: Viewport scaling on Android after context rebind (#2703) by @deniska +[core] REVIEWED: ScanDirectoryFilesRecursively() (#2704) +[core] REVIEWED: Gamepad mappings with latest gamecontrollerdb (#2725) +[core] REVIEWED: Monitor order check on app initialization +[core] REVIEWED: Application monitor when opening (#2728, #2731) by @RandomErrorMessage +[core] REVIEWED: Gestures module to use GetTime() if available (#2733) by @RobLoach +[core] REVIEWED: Resolve GLFW3 some symbols re-definition of windows.h in glfw3native (#2643) by @daipom +[core] REVIEWED: OpenURL(), string buffer too short sometimes +[core] REVIEWED: GetRandomValue() range limit warning (#2800) by @Pere001 +[core] REVIEWED: UnloadDirectoryFiles() +[core] REVIEWED: GetKeyPressed(), out of range issue (#2814) by @daipom +[core] REVIEWED: GetTime(), renamed variable 'time' to 'nanoSeconds' (#2816) by @jtainer +[core] REVIEWED: LoadShaderFromMemory(), issue with shader linkage +[core] REVIEWED: Avoid possible gamepad index as -1 (#2839) +[core] REVIEWED: SetShaderValue*(), avoid setup uniforms for invalid locations +[core] REVIEWED: GetClipboardText() on PLATFORM_WEB, permissions issues +[core] REVIEWED: Initial window position for display-sized fullscreen (#2742) by @daipom +[core] REVIEWED: Sticky touches input (#2857) by @ImazighenGhost +[core] REVIEWED: Enable GetWindowHandle() on macOS (#2915) by @Not-Nik +[core] REVIEWED: Window position always inits centered in current monitor +[core] REVIEWED: IsWindowFocused() to consider Android App state (#2935) +[core] REVIEWED: GetMonitorWidth() and GetMonitorHeight() (#2934) +[core] REVIEWED: GetWindowHandle() to return Linux window (#2938) +[core] REVIEWED: WindowDropCallback(), additional security check (#2943) +[core] REVIEWED: Security checks for emscripten_run_script() (#2954) +[utils] REVIEWED: TraceLog() message size limit overflow +[rcamera] REDESIGNED: New implementation from scratch (#2563) by @Crydsch +[rcamera] REVIEWED: Make orbital camera work as expected (#2926) by @JeffM2501 +[rcamera] REVIEWED: Multiple reviews on the new implementation +[rcamera] ADDED: UpdateCameraPro(), supporting custom user inputs +[rlgl] ADDED: OpenGL ES 2.0 support on PLATFORM_DESKTOP (#2840) by @wtnbgo +[rlgl] ADDED: Separate blending modes for color and alpha, BLEND_CUSTOM_SEPARATE (#2741) +[rlgl] ADDED: rlSetBlendFactorsSeparate and custom blend mode modification checks (#2741) by @pure01fx +[rlgl] ADDED: RL_TEXTURE_MIPMAP_BIAS_RATIO support to `rlTextureParameters()` for OpenGL 3.3 #2674 +[rlgl] ADDED: rlCubemapParameters() (#2862) by @GithubPrankster +[rlgl] ADDED: rlSetCullFace() (#2797) by @jtainer +[rlgl] REMOVED: Mipmaps software generation for OpenGL 1.1 +[rlgl] REVIEWED: Check for extensions before enabling them (#2706) by @Not-Nik +[rlgl] REVIEWED: SSBO usage to avoid long long data types +[rlgl] REVIEWED: Enable DXT compression on __APPLE__ targets (#2694) by @Not-Nik +[rlgl] REVIEWED: enums exposed and description comments +[rlgl] REVIEWED: rlBindImageTexture(), correct data types (#2808) by @planetis-m +[rlgl] REVIEWED: rlMultMatrixf(), use const pointer (#2807) by @planetis-m +[rlgl] REVIEWED: Expose OpenGL blending mode factors and functions/equations +[rlgl] REVIEWED: rLoadTextureDepth(), issue with depth textures on WebGL (#2824) +[rlgl] REVIEWED: rlUnloadFramebuffer() (#2937) +[raymath] ADDED: Vector2LineAngle() (#2887) +[raymath] REVIEWED: Vector2Angle() (#2829, #2832) by @AlxHnr, @planetis-m +[shapes] ADDED: CheckCollisionPointPoly() (#2685) by @acejacek +[shapes] REVIEWED: DrawPixel*(), use RL_QUADS/RL_TRIANGLES (#2750) by @hatkidchan +[shapes] REVIEWED: DrawLineBezier*(), fix bezier line breaking (#2735, #2767) by @nobytesgiven +[textures] ADDED: ColorBrightness() +[textures] ADDED: ColorTint() +[textures] ADDED: ColorContrast() +[textures] ADDED: Support for PNM images (.ppm, .pgm) +[textures] ADDED: GenImagePerlinNoise() +[textures] ADDED: GenImageText(), generate grayscale image from text byte data +[textures] ADDED: ImageDrawCircleLines(), ImageDrawCircleLinesV() (#2713) by @RobLoach +[textures] ADDED: ImageBlurGaussian() (#2770) by @nobytesgiven +[textures] REVIEWED: Image fileformat support: PIC, PNM +[textures] REVIEWED: ImageTextEx() and ImageDrawTextEx() scaling (#2756) by @hatkidchan +[textures] `WARNING`: REMOVED: DrawTextureQuad() +[textures] `WARNING`: REMOVED: DrawTexturePoly(), function moved to example: `textures_polygon` +[textures] `WARNING`: REMOVED: DrawTextureTiled(),function implementation moved to the textures_tiled.c +[text] ADDED: GetCodepointPrevious() +[text] ADDED: UnloadUTF8(), aligned with LoadUTF8() +[text] `WARNING`: RENAMED: TextCodepointsToUTF8() to LoadUTF8() +[text] `WARNING`: RENAMED: GetCodepoint() -> GetCodepointNext() +[text] REDESIGNED: GetCodepointNext() +[text] REVIEWED: MeasureTextEx(), avoid crash on bad data +[text] REVIEWED: UnloadFontData(), avoid crash on invalid font data +[models] ADDED: Support M3D model file format (meshes and materials) (#2648) by @bztsrc +[models] ADDED: Support for M3D animations (#2648) by @bztsrc +[models] ADDED: GLTF animation support (#2844) by @charles-l +[models] ADDED: DrawCapsule() and DrawCapsuleWires() (#2761) by @IanBand +[models] ADDED: LoadMaterials(), MTL files loading, same code as OBJ loader (#2872) by @JeffM2501 +[models] `WARNING`: REMOVED: UnloadModelKeepMeshes() +[models] `WARNING`: REMOVED: DrawCubeTexture(), DrawCubeTextureRec(), functions moved to new example: `models_draw_cube_texture` +[models] REVIEWED: DrawMesh(), using SHADER_LOC_COLOR_SPECULAR as a material map (#2908) by @haved +[models] REVIEWED: LoadM3D() vertex color support (#2878) by @GithubPrankster, @bztsrc +[models] REVIEWED: GenMeshHeightmap() (#2716) +[models] REVIEWED: LoadIQM() (#2676) +[models] REVIEWED: Simplify .vox signature check (#2752) by @CrezyDud +[models] REVIEWED: LoadIQM(), support bone names loading if available (#2882) by @PencilAmazing +[models] REVIEWED: GenMeshTangents(), avoid crash on missing texcoords data (#2927) +[audio] ADDED: Full support for QOA audio file format +[audio] ADDED: Mixed audio processor (#2929) by @hatkidchan +[audio] ADDED: IsWaveReady()`, IsSoundReady(), IsMusicReady() (#2892) by @RobLoach +[audio] `WARNING`: REMOVED: Multichannel audio API: PlaySoundMulti(), StopSoundMulti() +[audio] REVIEWED: Clear PCM buffer state when closing audio device (#2736) by @veins1 +[audio] REVIEWED: Android backend selected (#2118, #2875) by @planetis-m +[audio] REVIEWED: Change default threading model for COM objects in miniaudio +[multi] ADDED: IsShaderReady(), IsImageReady(), IsFontReady() (#2892) by @RobLoach +[multi] ADDED: IsModelReady(), IsMaterialReady(), IsTextureReady(), IsRenderTextureReady() (#2895) by @RobLoach +[multi] REVIEWED: Multiple code/comment typos by @sDos280 +[multi] REVIEWED: Grammar mistakes and typos (#2914) by @stickM4N +[multi] REVIEWED: Use TRACELOG() macro instead of TraceLog() in internal modules (#2881) by @RobLoach +[examples] ADDED: textures_textured_curve (#2821) by @JeffM2501 +[examples] ADDED: models_draw_cube_texture +[examples] ADDED: models_loading_m3d (#2648) by @bztsrc +[examples] ADDED: shaders_write_depth (#2836) by @BugraAlptekinSari +[examples] ADDED: shaders_hybrid_render (#2919) by @BugraAlptekinSari +[examples] REMOVED: audio_multichannel_sound +[examples] RENAMED: Several shaders for naming consistency (#2707) +[examples] RENAMED: lighting_instanced.fs to lighting_instancing.fs (glsl100) (#2805) by @gtrxAC +[examples] REVIEWED: core_custom_logging.c (#2692) by @hartmannathan +[examples] REVIEWED: core_camera_2d_platformer (#2687) by @skylar779 +[examples] REVIEWED: core_input_gamepad.c (#2903) by @planetis-m +[examples] REVIEWED: core_custom_frame_control +[examples] REVIEWED: core_drop_files (#2943) +[examples] REVIEWED: text_rectangle_bounds (#2746) by @SzieberthAdam +[examples] REVIEWED: textures_image_processing, added gaussian blurring (#2775) by @nobytesgiven +[examples] REVIEWED: models_billboard, highlighting rotation and draw order (#2779) by @nobytesgiven +[examples] REVIEWED: core_loading_thread, join thread on completion (#2845) by @planetis-m +[examples] REVIEWED: models_loading_gltf +[examples] REVIEWED: Shader lighting.fs for GLSL120 (#2651) +[examples] REVIEWED: text_codepoints_loading.c +[parser] REVIEWED: raylib-parser Makefile (#2765) by @Peter0x44 +[build] ADDED: Packaging for distros with deb-based and rpm-based packages (#2877) by @KOLANICH +[build] ADDED: Linkage library -latomic on Linux (only required for ARM32) +[build] ADDED: Required frameworks on macOS (#2793) by @SpexGuy +[build] ADDED: WASM support for Zig build (#2901) by @Not-Nik +[build] ADDED: New raylib examples as VS2022 project (to raylib solution) +[build] REVIEWED: config.h format and inconsistencies +[build] REVIEWED: Zig build to latest master, avoid deprecated functions (#2910) by @star-tek-mb +[build] REVIEWED: CMake project template to easily target raylib version (#2700) by @RobLoach +[build] REVIEWED: PATH for PLATFORM_WEB target (#2647) by @futureapricot +[build] REVIEWED: build.zig to let user decide how to set build mode and linker fixes by @InKryption +[build] REVIEWED: Deprecation error on Android API higher than 23 (#2778) by @anggape +[build] REVIEWED: Android x86 Architecture name (#2783) by @IsaacTCB +[build] REVIEWED: examples/build.zig for the latest Zig version (#2786) by @RomanAkberov +[utils] REVIEWED: ExportDataAsCode() data types (#2787) by @RGDTAB +[build] REVIEWED: Makefile emscripten path (#2785) by @Julianiolo +[build] REVIEWED: Several compilation warnings (for strict rules) +[build] REVIEWED: All github workflows using deprecated actions +[build] REVIEWED: CMake when compiling for web (#2820) by @object71 +[build] REVIEWED: DLL build on Windows (#2951) by @Skaytacium +[build] REVIEWED: Avoid MSVC warnings in raylib project (#2871) by @JeffM2501 +[build] REVIEWED: Paths in .bat files to build examples (#2870) by @masoudd +[build] REVIEWED: CMake, use GLVND for old cmake versions (#2826) by @simendsjo +[build] REVIEWED: Makefile, multiple tweaks +[build] REVIEWED: CI action: linux_examples.yml +[build] REVIEWED: CI action: cmake.yml +[bindings] ADDED: h-raylib (Haskell) by @Anut-py +[bindings] ADDED: raylib-c3 (C3) by @Its-Kenta +[bindings] ADDED: raylib-umka (Umka) by @RobLoach +[bindings] ADDED: chez-raylib (Chez Scheme) by @Yunoinsky +[bindings] ADDED: raylib-python-ctypes (Python) by @sDos280 +[bindings] ADDED: claylib (Common Lisp) by @shelvick +[bindings] ADDED: raylib-vapi (Vala) by @lxmcf +[bindings] ADDED: TurboRaylib (Object Pascal) by @turborium +[bindings] ADDED: Kaylib (Kotlin/Native) by @Its-Kenta +[bindings] ADDED: Raylib-Nelua (Nelua) by @Its-Kenta +[bindings] ADDED: Cyber (Cyber) by @fubark +[bindings] ADDED: raylib-sunder (Sunder) by @ashn-dot-dev +[bindings] ADDED: raylib BQN (#2962) by @Brian-ED +[misc] REVIEWED: Update external libraries to latest versions + +------------------------------------------------------------------------- +Release: raylib 4.2 (11 August 2022) +------------------------------------------------------------------------- +KEY CHANGES: + - REMOVED: extras libraries (raygui, physac, rrem, reasings, raudio.h) moved to independent separate repos + - UPDATED: examples: Added creation and update raylib versions and assigned **DIFFICULTY LEVELS**! + - rres 1.0: A custom resource-processing and packaging file format, including tooling and raylib integration examples + - raygui 3.2: New version of the immediate-mode gui system for tools development with raylib + - raylib_parser: Multiple improvements of the raylib parser to automatize bindings generation + - ADDED: New file system API: Reviewed to be more aligned with raylib conventions and one advance function added + - ADDED: New audio stream processors API (_experimental_): Allowing to add custom audio stream data processors using callbacks + +Detailed changes: +[multi] ADDED: Frequently Asked Questions (FAQ.md) +[multi] REVIEWED: Multiple trace log messages +[multi] REVIEWED: Avoid some float to double promotions +[multi] REVIEWED: Some functions input parametes that should be const +[multi] REVIEWED: Variables initialization, all variables are initialized on declaration +[multi] REVIEWED: Static array buffers are always re-initialized with memset() +[multi] `WARNING`: RENAMED: Some function input parameters from "length" to "size" +[core] ADDED: GetApplicatonDirectory() (#2256, #2285, #2290) by @JeffM2501 +[core] ADDED: raylibVersion symbol, it could be required by some bindings (#2190) +[core] ADDED: SetWindowOpacity() (#2254) by @tusharsingh09 +[core] ADDED: GetRenderWidth() and GetRenderHeight() by @ArnaudValensi +[core] ADDED: EnableEventWaiting() and DisableEventWaiting() +[core] ADDED: GetFileLength() +[core] ADDED: Modules info at initialization +[core] ADDED: Support clipboard copy/paste on web +[core] ADDED: Support OpenURL() on Android platform (#2396) by @futureapricot +[core] ADDED: Support MOUSE_PASSTHROUGH (#2516) +[core] ADDED: GetMouseWheelMoveV() (#2517) by @schveiguy +[core] `WARNING`: REMOVED: LoadStorageValue() / SaveStorageValue(), moved to example +[core] `WARNING`: RENAMED: GetDirectoryFiles() to LoadDirectoryFiles() +[core] `WARNING`: RENAMED: `ClearDroppedFiles()` to `UnloadDroppedFiles()` +[core] `WARNING`: RENAMED: GetDroppedFiles() to LoadDroppedFiles() +[core] `WARNING`: RENAMED: `ClearDirectoryFiles()` to `UnloadDirectoryFiles()` +[core] `WARNING`: REDESIGNED: WaitTime() argument from milliseconds to seconds (#2506) by @flashback-fx +[core] REVIEWED: GetMonitorWidth()/GetMonitorHeight() by @gulrak +[core] REVIEWED: GetDirectoryFiles(), maximum files allocation (#2126) by @ampers0x26 +[core] REVIEWED: Expose MAX_KEYBOARD_KEYS and MAX_MOUSE_BUTTONS (#2127) +[core] REVIEWED: ExportMesh() (#2138) +[core] REVIEWED: Fullscreen switch on PLATFORM_WEB +[core] REVIEWED: GetMouseWheelMove(), fixed bug +[core] REVIEWED: GetApplicationDirectory() on macOS (#2304) +[core] REVIEWED: ToggleFullscreen() +[core] REVIEWED: Initialize/reset CORE.inputs global state (#2360) +[core] REVIEWED: MouseScrollCallback() (#2371) +[core] REVIEWED: SwapScreenBuffers() for PLATFORM_DRM +[core] REVIEWED: WaitTime(), fix regression causing video stuttering (#2503) by @flashback-fx +[core] REVIEWED: Mouse device support on PLATFORM_DRM (#2381) +[core] REVIEWED: Support OpenBSD timming functions +[core] REVIEWED: Improved boolean definitions (#2485) by @noodlecollie +[core] REVIEWED: TakeScreenshot(), use GetWindowScaleDPI() to calculate size in screenshot/recording (#2446) by @gulrak +[core] REVIEWED: Remove fps requirement for drm connector selection (#2468) by @Crydsch +[core] REVIEWED: IsFileExtension() (#2530) +[camera] REVIEWED: Some camera improvements (#2563) +[rlgl] ADDED: Premultiplied alpha blend mode (#2342) by @megagrump +[rlgl] REVIEWED: VR rendering not taking render target size into account (#2424) by @FireFlyForLife +[rlgl] REVIEWED: Set rlgl internal framebuffer (#2420) +[rlgl] REVIEWED: rlGetCompressedFormatName() +[rlgl] REVIEWED: Display OpenGL 4.3 capabilities with a compile flag (#2124) by @GithubPrankster +[rlgl] REVIEWED: rlUpdateTexture() +[rlgl] REVIEWED: Minimize buffer overflow probability +[rlgl] REVIEWED: Fix scissor mode on macOS (#2170) by @ArnaudValensi +[rlgl] REVIEWED: Clear SSBO buffers on loading (#2185) +[rlgl] REVIEWED: rlLoadShaderCode(), improved shader loading code +[rlgl] REVIEWED: Comment notes about custom blend modes (#2260) by @glorantq +[rlgl] REVIEWED: rlGenTextureMipmaps() +[rlgl] REVIEWED: rlTextureParameters() +[raymath] ADDED: Wrap() (#2522) by @Tekkitslime +[raymath] ADDED: Vector2Transform() +[raymath] ADDED: Vector2DistanceSqr() (#2376) by @AnilBK +[raymath] ADDED: Vector3DistanceSqr() (#2376) by @AnilBK +[raymath] ADDED: Vector2ClampValue(), Vector3ClampValue() (#2428) by @saccharineboi +[raymath] ADDED: Vector3RotateByAxisAngle() (#2590) by @Crydsch +[raymath] `WARNING`: REDESIGNED: Vector2Angle() returns radians instead of degrees (#2193) by @schveiguy +[raymath] `WARNING`: REMOVED: MatrixNormalize() (#2412) +[raymath] REVIEWED: Fix inverse length in Vector2Normalize() (#2189) by @HarriP +[raymath] REVIEWED: Vector2Angle() not working as expected (#2196) by @jdeokkim +[raymath] REVIEWED: Vector2Angle() and Vector3Angle() (#2203) by @trikko +[raymath] REVIEWED: QuaternionInvert(), code simplified (#2324) by @megagrump +[raymath] REVIEWED: QuaternionScale() (#2419) by @tana +[raymath] REVIEWED: Vector2Rotate(), optimized (#2340) by @jdeokkim +[raymath] REVIEWED: QuaternionFromMatrix(), QuaternionEquals() (#2591) by @kirigirihitomi +[raymath] REVIEWED: MatrixRotate*() (#2595, #2599) by @GoodNike +[shapes] REVIEWED: CheckCollision*() consistency +[shapes] REVIEWED: DrawRectanglePro(), support TRIANGLES drawing +[textures] ADDED: Support for QOI image format +[textures] REVIEWED: ImageColorTint(), GetImageColor(), ImageDrawRectangleRec(), optimized functions (#2429) by @AnilBK +[textures] REVIEWED: LoadTextureFromImage(), allow texture loading with no data transfer +[textures] REVIEWED: ImageDraw(), comment to note that f32bit is not supported (#2222) +[textures] REVIEWED: DrawTextureNPatch(), avoid batch overflow (#2401) by @JeffM2501 +[textures] REVIEWED: DrawTextureTiled() (#2173) +[textures] REVIEWED: GenImageCellular() (#2178) +[textures] REVIEWED: LoadTextureCubemap() (#2223, #2224) +[textures] REVIEWED: Export format for float 32bit +[textures] REVIEWED: ExportImage(), support export ".jpeg" files +[textures] REVIEWED: ColorAlphaBlend() (#2524) by @royqh1979 +[textures] REVIEWED: ImageResize() (#2572) +[textures] REVIEWED: ImageFromImage() (#2594) by @wiertek +[text] ADDED: ExportFontAsCode() +[text] ADDED: DrawTextCodepoints() (#2308) by @siddharthroy12 +[text] REVIEWED: TextIsEqual(), protect from NULLs (#2121) by @lukekras +[text] REVIEWED: LoadFontEx(), comment to specify how to get the default character set (#2221) by @JeffM2501 +[text] REVIEWED: GenImageFontAtlas(), increase atlas size guesstimate by @megagrump +[text] REVIEWED: GetCodepoint() (#2201) +[text] REVIEWED: GenImageFontAtlas() (#2556) +[text] REVIEWED: ExportFontAsCode() to use given font padding (#2525) by @TheTophatDemon +[models] ADDED: Reference code to load bones id and weight data for animations +[models] `WARNING`: REMOVED: GetRayCollisionModel() (#2405) +[models] REMOVED: GenMeshBinormals() +[models] REVIEWED: External library: vox_loader.h, 64bit issue (#2186) +[models] REVIEWED: Material color loading when no texture material is available (#2298) by @royqh1979 +[models] REVIEWED: Fix Undefined Symbol _ftelli64 in cgltf (#2319) by @audinue +[models] REVIEWED: LoadGLTF(), fix memory leak (#2441, #2442) by @leomonta +[models] REVIEWED: DrawTriangle3D() batch limits check (#2489) +[models] REVIEWED: DrawBillboardPro() (#2494) +[models] REVIEWED: DrawMesh*() issue (#2211) +[models] REVIEWED: ExportMesh() (#2220) +[models] REVIEWED: GenMeshCylinder() (#2225) +[audio] `WARNING`: ADDED: rAudioProcessor pointer to AudioStream struct (used by Sound and Music structs) +[audio] ADDED: SetSoundPan(), SetMusicPan(), SetAudioStreamPan(), panning support (#2205) by ptarabbia +[audio] ADDED: Audio stream input callback (#2212) by ptarabbia +[audio] ADDED: Audio stream processors support (#2212) by ptarabbia +[audio] REVIEWED: GetMusicTimePlayed(), incorrect value after the stream restarted for XM audio (#2092 #2215) by @ptarabbia +[audio] REVIEWED: Turn on interpolation for XM playback (#2216) by @ptarabbia +[audio] REVIEWED: Fix crash with delay example (#2472) by @ptarabbia +[audio] REVIEWED: PlaySoundMulti() (#2231) +[audio] REVIEWED: ExportWaveAsCode() +[audio] REVIEWED: UpdateMusicStream(), reduce dynamic allocations (#2532) by @dbechrd +[audio] REVIEWED: UpdateMusicStream() to support proper stream looping (#2579) by @veins1 +[utils] ADDED: ExportDataAsCode() +[utils] REVIEWED: Force flush stdout after trace messages (#2465) by @nagy +[easings] ADDED: Function descriptions (#2471) by @RobLoach +[camera] REVIEWED: Fix free camera panning in the wrong direction (#2347) by @DavidLyhedDanielsson +[examples] ADDED: core_window_should_close +[examples] ADDED: core_2d_camera_mouse_zoom (#2583) by @JeffM2501 +[examples] ADDED: shapes_top_down_lights (#2199) by @JeffM2501 +[examples] ADDED: textures_fog_of_war +[examples] ADDED: textures_gif_player +[examples] ADDED: text_codepoints_loading +[examples] ADDED: audio_stream_effects +[examples] REMOVED: core_quat_conversion, not working properly +[examples] REMOVED: raudio_standalone, moved to raudio repo +[examples] RENAMED: textures_rectangle -> textures_sprite_anim +[examples] REVIEWED: core_input_gamepad, improve joystick visualisation (#2390) by @kristianlm +[examples] REVIEWED: textures_draw_tiled +[examples] REVIEWED: shaders_mesh_instancing, free allocated matrices (#2425) by @AnilBK +[examples] REVIEWED: shaders_raymarching +[examples] REVIEWED: audio_raw_stream (#2205) by ptarabbia +[examples] REVIEWED: audio_music_stream +[examples] REVIEWED: shaders_mesh_instancing, simplified +[examples] REVIEWED: shaders_basic_lighting, rlights.h simplified +[examples] REVIEWED: All examples descriptions, included creation/update raylib versions +[parser] ADDED: Defines to parser (#2269) by @iskolbin +[parser] ADDED: Aliases to parser (#2444) by @lazaray +[parser] ADDED: Parse struct descriptions (#2214) by @eutro +[parser] ADDED: Parse enum descriptions and value descriptions (#2208) by @eutro +[parser] ADDED: Lua output format for parser by @iskolbin +[parser] ADDED: Makefile for raylib_parser by @iskolbin +[parser] ADDED: Support for truncating parser input (#2464) by @lazaray +[parser] ADDED: Support for calculated defines to parser (#2463) by @lazaray +[parser] REVIEWED: Update parser files (#2125) by @catmanl +[parser] REVIEWED: Fix memory leak in parser (#2136) by @ronnieholm +[parser] REVIEWED: EscapeBackslashes() +[parser] REVIEWED: Parser improvements (#2461 #2462) by @lazaray +[bindings] ADDED: License details for BINDINGS +[bindings] ADDED: dart-raylib (#2149) by @wolfenrain +[bindings] ADDED: raylib-cslo (#2169) by @jasonswearingen +[bindings] ADDED: raylib-d (#2194) by @schveiguy +[bindings] ADDED: raylib-guile (#2202) by @petelliott +[bindings] ADDED: raylib-scopes (#2238) by @salotz +[bindings] ADDED: naylib (Nim) (#2386) by @planetis-m +[bindings] ADDED: raylib.jl (Julia) (#2403) by @irishgreencitrus +[bindings] ADDED: raylib.zig (#2449) by @ryupold +[bindings] ADDED: racket-raylib (#2454) by @eutro +[bindings] ADDED: raylibr (#2611) by @ramiromagno +[bindings] ADDED: Raylib.4.0.Pascal (#2617) by @sysrpl +[bindings] REVIEWED: Multiple bindings updated to raylib 4.0 +[build] ADDED: VS2022 project +[build] ADDED: Support macOS by zig build system (#2175) +[build] ADDED: Support custom modules selection on compilation +[build] ADDED: Minimal web shell for WebAssembly compilation +[build] ADDED: BSD support for zig builds (#2332) by @zigster64 +[build] ADDED: Repology badge (#2367) by @jubalh +[build] ADDED: Support DLL compilation with TCC compiler (#2569) by @audinue +[build] ADDED: Missing examples to VS2022 examples solution +[build] REMOVED: VS2019 project (unmaintained) +[build] REMOVED: SUPPORT_MOUSE_CURSOR_POINT config option +[build] REVIEWED: Fixed RPi make install (#2217) by @wereii +[build] REVIEWED: Fix build results path on Linux and RPi (#2218) by @wereii +[build] REVIEWED: Makefiles debug flag +[build] REVIEWED: Fixed cross-compilation from x86-64 to RPi (#2233) by @pitpit +[build] REVIEWED: All Makefiles, simplified +[build] REVIEWED: All Makefiles, improve organization +[build] REVIEWED: All Makefiles, support CUSTOM_CFLAGS +[build] REVIEWED: Fixed compiling for Android using CMake (#2270) by @hero2002 +[build] REVIEWED: Make zig build functionality available to zig programs (#2271) by @Not-Nik +[build] REVIEWED: Update CMake project template with docs and web (#2274) by @RobLoach +[build] REVIEWED: Update VSCode project to work with latest makefile and web (#2296) by @phil-shenk +[build] REVIEWED: Support audio examples compilation with external glfw (#2329) by @locriacyber +[build] REVIEWED: Fix "make clean" target failing when shell is not cmd (#2338) by @Peter0x44 +[build] REVIEWED: Makefile linkage -latomic, required by miniaudio on ARM 32bit #2452 +[build] REVIEWED: Update raylib-config.cmake (#2374) by @marcogmaia +[build] REVIEWED: Simplify build.zig to not require user to specify raylib path (#2383) by @Hejsil +[build] REVIEWED: Fix OpenGL 4.3 graphics option in CMake (#2427) by @GoldenThumbs +[extras] `WARNING`: REMOVED: physac from raylib sources/examples, use github.com/raysan5/physac +[extras] `WARNING`: REMOVED: raygui from raylib/src/extras, use github.com/raysan5/raygui +[extras] `WARNING`: REMOVED: rmem from raylib/src/extras, moved to github.com/raylib-extras/rmem +[extras] `WARNING`: REMOVED: easings from raylib/src/extras, moved to github.com/raylib-extras/reasings +[extras] `WARNING`: REMOVED: raudio.h from raylib/src, moved to github.com/raysan5/raudio +[misc] REVIEWED: Update some external libraries to latest versions + +------------------------------------------------------------------------- +Release: raylib 4.0 - 8th Anniversary Edition (05 November 2021) +------------------------------------------------------------------------- +KEY CHANGES: + - Naming consistency and coherency: Complete review of the library: syntax, naming, comments, decriptions, logs... + - Event Automation System: Support for input events recording and automatic re-playing, useful for automated testing and more! + - Custom game-loop control: Intended for advance users that want to control the events polling and the timming mechanisms + - rlgl 4.0: Completely decoupling from platform layer and raylib, intended for standalone usage as single-file header-only + - raymath 1.5: Complete review following new conventions, to make it more portable and self-contained + - raygui 3.0: Complete review and official new release, more portable and self-contained, intended for tools development + - raylib_parser: New tool to parse raylib.h and extract all required info into custom output formats (TXT, XML, JSON...) + - Zig and Odin official support + +Detailed changes: +[core] ADDED: Support canvas resizing on web (#1840) by @skylersaleh +[core] ADDED: GetMouseDelta() (#1832) by @adricoin2010 +[core] ADDED: Support additional mouse buttons (#1753) by @lambertwang +[core] ADDED: SetRandomSeed() (#1994) by @TommiSinivuo +[core] ADDED: GetTouchPointId() #1972 +[core] ADDED: EncodeDataBase64() and DecodeDataBase64() +[core] REMOVED: PLATFORM_UWP, difficult to maintain +[core] REMOVED: IsGamepadName() +[core] RENAMED: SwapBuffers() to SwapScreenBuffer() +[core] RENAMED: Wait() to WaitTime() +[core] RENAMED: RayHitInfo to RayCollision (#1781) +[core] RENAMED: GetRayCollisionGround() to GetRayCollisionQuad() (#1781) +[core] REVIEWED: Support mouse wheel on x-axis (#1948) +[core] REVIEWED: DisableCursor() on web by registering an empty mouse click event function in emscripten (#1900) by @grenappels +[core] REVIEWED: LoadShader() and default locations and descriptions +[core] REVIEWED: LoadShaderFromMemory() (#1851) by @Ruminant +[core] REVIEWED: WaitTime(), avoid global variables dependency to make the function is self-contained (#1841) +[core] REVIEWED: SetWindowSize() to work on web (#1847) by @nikki93 +[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana +[core] REVIEWED: Android multi-touch (#1869) by @humbe +[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina +[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi +[core] REVIEWED: KeyCallback(), register keys independently of the actions +[rlgl] ADDED: GRAPHIC_API_OPENGL_43 +[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915) +[rlgl] ADDED: rlActiveDrawBuffers() (#1911) +[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend() +[rlgl] ADDED: rlGetPixelFormatName() +[rlgl] REVIEWED: rlUpdateVertexBuffer (#1914) by @630Studios +[rlgl] REVIEWED: rlDrawVertexArrayElements() (#1891) +[rlgl] REVIEWED: Wrong normal matrix calculation (#1870) +[raymath] ADDED: Vector3Angle() +[raymath] REVIEWED: QuaternionFromAxisAngle() (#1892) +[raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71 +[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang +[shapes] ADDED: DrawSplineBezierCubic() (#2021) by @SAOMDVN +[textures] ADDED: GetImageColor() #2024 +[textures] REMOVED: GenImagePerlinNoise() +[textures] RENAMED: GetTextureData() to LoadImageFromTexture() +[textures] RENAMED: GetScreenData() to LoadImageFromScreen() +[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779) +[textures] REVIEWED: LoadImageAnim() #2005 +[text] ADDED: Security check in case of not valid font +[text] ADDED: `GetGlyphInfo()` to get glyph info for a specific codepoint +[text] ADDED: `GetGlyphAtlasRec()` to get glyph rectangle within the generated font atlas +[text] ADDED: DrawTextPro() with text rotation support, WARNING: DrawTextPro() requires including `rlgl.h`, before it was only dependant on `textures` module. +[text] ADDED: UnloadCodepoints() to safely free loaded codepoints +[text] REMOVED: DrawTextRec() and DrawTextRecEx(), moved to example, those functions could be very specific depending on user needs so it's better to give the user the full source in case of special requirements instead of allowing a function with +10 input parameters. +[text] RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name. +[text] RENAMED: `CodepointToUtf8()` to `CodepointToUTF8()`, capitalization of UTF-8 is the correct form, it would also require de hyphen but it can be omitted in this case. +[text] RENAMED: `TextToUtf8()` to `TextCodepointsToUTF8` for consistency and more detail on the functionality. +[text] RENAMED: GetCodepoints() to LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer. +[text] RENAMED: GetNextCodepoint() to GetCodepoint() +[models] ADDED: MagikaVoxel VOX models loading +[models] ADDED: GenMeshCone() (#1903) +[models] ADDED: GetModelBoundingBox() +[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven +[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot +[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind +[models] REMOVED: DrawBillboardEx() +[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox() +[models] RENAMED: MeshTangents() to GenMeshTangents() +[models] RENAMED: MeshBinormals() to GenMeshBinormals() +[models] REVIEWED: GenMeshTangents() (#1877) by @630Studios +[models] REVIEWED: CheckCollisionBoxSphere() by @Crydsch +[models] REVIEWED: GetRayCollisionQuad() by @Crydsch +[models] REVIEWED: LoadGLTF(), fixed missing transformations and nonroot skinning by @MrDiver +[models] REVIEWED: LoadGLTF(), rewriten from scratch, removed animations support (broken) +[models] REVIEWED: Decouple DrawMesh() and DrawMeshInstanced() (#1958) +[models] REVIEWED: Support vertex color attribute for GLTF and IQM (#1790) by @object71 +[models] REVIEWED: DrawBillboardPro() (#1941) by @GithubPrankster +[models] REDESIGNED: Major review of glTF loading functionality (#1849) by @object71 +[audio] ADDED: SeekMusicStream() (#2006) by @GithubPrankster +[audio] REMOVED: GetAudioStreamBufferSizeDefault() +[audio] RENAMED: InitAudioStream() to LoadAudioStream() +[audio] RENAMED: CloseAudioStream() to UnloadAudioStream() +[audio] RENAMED: IsMusicPlaying() to IsMusicStreamPlaying() +[audio] REVIEWED: ExportWaveAsCode() +[audio] REDESIGNED: Use frameCount on audio instead of sampleCount +[utils] REVIEWED: exit() on LOG_FATAL instead of LOG_ERROR (#1796) +[examples] ADDED: core_custom_frame_control +[examples] ADDED: core_basic_screen_manager +[examples] ADDED: core_split_screen (#1806) by @JeffM2501 +[examples] ADDED: core_smooth_pixelperfect (#1771) by @NotManyIdeasDev +[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs +[examples] ADDED: models_loading_vox (#1940) by @procfxgen +[examples] ADDED: rlgl_compute_shader by @TSnake41 (#2088) +[examples] REMOVED: models_material_pbr +[examples] REMOVED: models_gltf_animation +[examples] REVIEWED: core_3d_picking +[examples] REVIEWED: core_input_mouse +[examples] REVIEWED: core_vr_simulator, RenderTexture usage +[examples] REVIEWED: core_window_letterbox, RenderTexture usage +[examples] REVIEWED: shapes_basic_shapes +[examples] REVIEWED: shapes_logo_raylib_anim +[examples] REVIEWED: textures_to_image +[examples] REVIEWED: text_rectangle_bounds +[examples] REVIEWED: text_unicode +[examples] REVIEWED: text_draw_3d +[examples] REVIEWED: models_loading +[examples] REVIEWED: models_skybox (#1792) (#1778) +[examples] REVIEWED: models_mesh_picking +[examples] REVIEWED: models_yaw_pitch_roll +[examples] REVIEWED: models_rlgl_solar_system +[examples] REVIEWED: shaders_custom_uniform, RenderTexture usage +[examples] REVIEWED: shaders_eratosthenes, RenderTexture usage +[examples] REVIEWED: shaders_julia_set, RenderTexture usage +[examples] REVIEWED: shaders_postprocessing, RenderTexture usage +[examples] REVIEWED: shaders_basic_lighting, simplified (#1865) +[examples] REVIEWED: audio_raw_stream.c +[examples] REVIEWED: raudio_standalone +[examples] REVIEWED: raylib_opengl_interop +[examples] REVIEWED: rlgl_standalone.c +[examples] REVIEWED: Resources licenses +[examples] REVIEWED: models resources reorganization +[templates] REMOVED: Moved to a separate repo: https://github.com/raysan5/raylib-game-template +[build] ADDED: Zig build file (#2014) by @TommiSinivuo +[build] ADDED: Android VS2019 solution (#2013) by @Kronka +[build] REMOVED: VS2017 project, outdated +[build] RENAMED: All raylib modules prefixed with 'r' (core -> rcore) +[build] RENAMED: SUPPORT_MOUSE_CURSOR_NATIVE to SUPPORT_MOUSE_CURSOR_POINT +[build] REVIEWED: examples/examples_template.c +[build] REVIEWED: Makefile to latest Emscripten SDK r23 +[build] REVIEWED: Makefile for latest Android NDK r32 LTS +[build] REVIEWED: raylib resource files +[build] Moved some extra raylib libraries to /extras/ directory +[*] UPDATED: Multiple bindings to latest version +[*] UPDATED: Most external libraries to latest versions (except GLFW) +[*] Multiple code improvements and fixes by multiple contributors! + +------------------------------------------------------------------------- +Release: raylib 3.7 (26 April 2021) +------------------------------------------------------------------------- +KEY CHANGES: + - [rlgl] REDESIGNED: Greater abstraction level, some functionality moved to core module + - [rlgl] REVIEWED: Instancing and stereo rendering + - [core] REDESIGNED: VR simulator, fbo/shader exposed to user + - [utils] ADDED: File access callbacks system + - [models] ADDED: glTF animations support (#1551) by @object71 + - [audio] ADDED: Music streaming support from memory (#1606) by @nezvers + - [*] RENAMED: enum types and enum values for consistency + +Detailed changes: +[core] ADDED: LoadVrStereoConfig() +[core] ADDED: UnloadVrStereoConfig() +[core] ADDED: BeginVrStereoMode() +[core] ADDED: EndVrStereoMode() +[core] ADDED: GetCurrentMonitor() (#1485) by @object71 +[core] ADDED: SetGamepadMappings() (#1506) +[core] RENAMED: struct Camera: camera.type to camera.projection +[core] RENAMED: LoadShaderCode() to LoadShaderFromMemory() (#1690) +[core] RENAMED: SetMatrixProjection() to rlSetMatrixProjection() +[core] RENAMED: SetMatrixModelview() to rlSetMatrixModelview() +[core] RENAMED: GetMatrixModelview() to rlGetMatrixModelview() +[core] RENAMED: GetMatrixProjection() to rlGetMatrixProjection() +[core] RENAMED: GetShaderDefault() to rlGetShaderDefault() +[core] RENAMED: GetTextureDefault() to rlGetTextureDefault() +[core] REMOVED: GetShapesTexture() +[core] REMOVED: GetShapesTextureRec() +[core] REMOVED: GetMouseCursor() +[core] REMOVED: SetTraceLogExit() +[core] REVIEWED: GetFileName() and GetDirectoryPath() (#1534) by @gilzoide +[core] REVIEWED: Wait() to support FreeBSD (#1618) +[core] REVIEWED: HighDPI support on macOS retina (#1510) +[core] REDESIGNED: GetFileExtension(), includes the .dot +[core] REDESIGNED: IsFileExtension(), includes the .dot +[core] REDESIGNED: Compresion API to use sdefl/sinfl libs +[rlgl] ADDED: SUPPORT_GL_DETAILS_INFO config flag +[rlgl] REMOVED: GenTexture*() functions (#721) +[rlgl] REVIEWED: rlLoadShaderDefault() +[rlgl] REDESIGNED: rlLoadExtensions(), more details exposed +[raymath] REVIEWED: QuaternionFromEuler() (#1651) +[raymath] REVIEWED: MatrixRotateZYX() (#1642) +[shapes] ADDED: DrawSplineBezierQuad() (#1468) by @epsilon-phase +[shapes] ADDED: CheckCollisionLines() +[shapes] ADDED: CheckCollisionPointLine() by @mkupiec1 +[shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1 +[shapes] REDESIGNED: SetShapesTexture() +[shapes] REDESIGNED: DrawCircleSector(), to use float params +[shapes] REDESIGNED: DrawCircleSectorLines(), to use float params +[shapes] REDESIGNED: DrawRing(), to use float params +[shapes] REDESIGNED: DrawRingLines(), to use float params +[textures] ADDED: DrawTexturePoly() and example (#1677) by @chriscamacho +[textures] ADDED: UnloadImageColors() for allocs consistency +[textures] RENAMED: GetImageData() to LoadImageColors() +[textures] REVIEWED: ImageClearBackground() and ImageDrawRectangleRec() (#1487) by @JeffM2501 +[textures] REVIEWED: DrawTexturePro() and DrawRectanglePro() transformations (#1632) by @ChrisDill +[text] REDESIGNED: DrawFPS() +[models] ADDED: UploadMesh() (#1529) +[models] ADDED: UpdateMeshBuffer() +[models] ADDED: DrawMesh() +[models] ADDED: DrawMeshInstanced() +[models] ADDED: UnloadModelAnimations() (#1648) by @object71 +[models] REMOVED: DrawGizmo() +[models] REMOVED: LoadMeshes() +[models] REMOVED: MeshNormalsSmooth() +[models] REVIEWED: DrawLine3D() (#1643) +[audio] REVIEWED: Multichannel sound system (#1548) +[audio] REVIEWED: jar_xm library (#1701) by @jmorel33 +[utils] ADDED: SetLoadFileDataCallback() +[utils] ADDED: SetSaveFileDataCallback() +[utils] ADDED: SetLoadFileTextCallback() +[utils] ADDED: SetSaveFileTextCallback() +[examples] ADDED: text_draw_3d (#1689) by @Demizdor +[examples] ADDED: textures_poly (#1677) by @chriscamacho +[examples] ADDED: models_gltf_model (#1551) by @object71 +[examples] RENAMED: shaders_rlgl_mesh_instanced to shaders_mesh_intancing +[examples] REDESIGNED: shaders_rlgl_mesh_instanced by @moliad +[examples] REDESIGNED: core_vr_simulator +[examples] REDESIGNED: models_yaw_pitch_roll +[build] ADDED: Config flag: SUPPORT_STANDARD_FILEIO +[build] ADDED: Config flag: SUPPORT_WINMM_HIGHRES_TIMER (#1641) +[build] ADDED: Config flag: SUPPORT_GL_DETAILS_INFO +[build] ADDED: Examples projects to VS2019 solution +[build] REVIEWED: Makefile to support PLATFORM_RPI (#1580) +[build] REVIEWED: Multiple typecast warnings by @JeffM2501 +[build] REDESIGNED: VS2019 project build paths +[build] REDESIGNED: CMake build system by @object71 +[*] RENAMED: Several functions parameters for consistency +[*] UPDATED: Multiple bindings to latest version +[*] UPDATED: All external libraries to latest versions +[*] Multiple code improvements and fixes by multiple contributors! + +------------------------------------------------------------------------- +Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020) +------------------------------------------------------------------------- +KEY CHANGES: + - [core] ADDED: PLATFORM_DRM to support RPI4 and other devices (#1388) by @kernelkinetic + - [core] REDESIGNED: Window states management system through FLAGS + - [rlgl] ADDED: RenderBatch type and related functions to allow custom batching (internal only) + - [rlgl] REDESIGNED: Framebuffers API to support multiple attachment types (#721) + - [textures] REDESIGNED: Image*() functions, big performance improvements (software rendering) + - [*] REVIEWED: Multiple functions to replace file accesses by memory accesses + - [*] ADDED: GitHub Actions CI to support multiple raylib build configurations + +Detailed changes: +[core] ADDED: SetWindowState() / ClearWindowState() -> New flags added! +[core] ADDED: IsWindowFocused() +[core] ADDED: GetWindowScaleDPI() +[core] ADDED: GetMonitorRefreshRate() (#1289) by @Shylie +[core] ADDED: IsCursorOnScreen() (#1262) by @ChrisDill +[core] ADDED: SetMouseCursor() and GetMouseCursor() for standard Desktop cursors (#1407) by @chances +[core] REMOVED: struct RenderTexture2D: depthTexture variable +[core] REMOVED: HideWindow() / UnhideWindow() -> Use SetWindowState() +[core] REMOVED: DecorateWindow() / UndecorateWindow() -> Use SetWindowState() +[core] RENAMED: GetExtension() to GetFileExtension() +[core] REVIEWED: Several structs to reduce size and padding +[core] REVIEWED: struct Texture maps to Texture2D and TextureCubemap +[core] REVIEWED: ToggleFullscreen() (#1287) +[core] REVIEWED: InitWindow(), support empty title for window (#1323) +[core] REVIEWED: RPI: Mouse movements are bound to the screen resolution (#1392) (#1410) by @kernelkinetic +[core] REVIEWED: GetPrevDirectoryPath() fixes on Unix-like systems (#1246) by @ivan-cx +[core] REPLACED: rgif.h by msf_gif.h for automatic gif recording +[core] REDESIGNED: GetMouseWheelMove() to return float movement for precise scrolling (#1397) by @Doy-lee +[core] REDESIGNED: GetKeyPressed(), and added GetCharPressed() (#1336) +[core] UWP rework with improvements (#1231) by @Rover656 +[core] Gamepad axis bug fixes and improvement (#1228) by @mmalecot +[core] Updated joystick mappings with latest version of gamecontrollerdb (#1381) by @coderoth +[rlgl] Corrected issue with OpenGL 1.1 support +[rlgl] ADDED: rlDrawMeshInstanced() (#1318) by @seanpringle +[rlgl] ADDED: rlCheckErrors (#1321) by @seanpringle +[rlgl] ADDED: BLEND_SET blending mode (#1251) by @RandomErrorMessage +[rlgl] ADDED: rlSetLineWidth(), rlGetLineWidth(), rlEnableSmoothLines(), rlDisableSmoothLines() (#1457) by @JeffM2501 +[rlgl] RENAMED: rlUnproject() to Vector3Unproject() [raymath] +[rlgl] REVIEWED: Replace rlglDraw() calls by DrawRenderBatch() internal calls +[rlgl] REVIEWED: GenTextureCubemap(), use rlgl functionality only +[rlgl] REVIEWED: rlFramebufferAttach() to support texture layers +[rlgl] REVIEWED: GenDrawCube() and GenDrawQuad() +[rlgl] REVIEWED: Issues with vertex batch overflow (#1223) +[rlgl] REVIEWED: rlUpdateTexture(), issue with offsets +[rlgl] REDESIGNED: GenTexture*() to use the new fbo API (#721) +[raymath] ADDED: Normalize() and Remap() functions (#1247) by @NoorWachid +[raymath] ADDED: Vector2Reflect() (#1400) by @daniel-junior-dube +[raymath] ADDED: Vector2LengthSqr() and Vector3LengthSqr() (#1248) by @ThePituLegend +[raymath] ADDED: Vector2MoveTowards() function (#1233) by @anatagawa +[raymath] REVIEWED: Some functions consistency (#1197) by @Not-Nik +[raymath] REVIEWED: QuaternionFromVector3ToVector3() (#1263) by @jvocaturo +[raymath] REVIEWED: MatrixLookAt(), optimized (#1442) by @RandomErrorMessage +[shapes] ADDED: CheckCollisionLines(), by @Elkantor +[text] Avoid [textures] functions dependencies +[text] ADDED: Config flag: SUPPORT_TEXT_MANIPULATION +[text] ADDED: LoadFontFromMemory() (TTF only) (#1327) +[text] ADDED: UnloadFontData() +[text] RENAMED: FormatText() -> TextFormat() +[text] REVIEWED: Font struct, added charsPadding (#1432) +[text] REVIEWED: TextJoin() +[text] REVIEWED: TextReplace() (#1172) +[text] REVIEWED: LoadBMFont() to load data from memory (#1232) +[text] REVIEWED: GenImageFontAtlas(), fixed offset (#1171) +[text] REDESIGNED: LoadFontData(), reviewed input parameters +[text] REDESIGNED: LoadFontDefault(), some code simplifications +[text] REDESIGNED: LoadFontFromImage(), avoid LoadImageEx() +[text] REDESIGNED: LoadFontData(), avoid GenImageColor(), ImageFormat() +[text] REDESIGNED: LoadBMFont(), avoid ImageCopy(), ImageFormat(), ImageAlphaMask() +[textures] Move Color functions from [core] to [textures] module +[textures] ADDED: ColorAlphaBlend() +[textures] ADDED: GetPixelColor() +[textures] ADDED: SetPixelColor() +[textures] ADDED: LoadImageFromMemory() (#1327) +[textures] ADDED: LoadImageAnim() to load animated sequence of images +[textures] ADDED: DrawTextureTiled() (#1291) - @Demizdor +[textures] ADDED: UpdateTextureRec() +[textures] ADDED: UnloadImageColors(), UnloadImagePalette(), UnloadWaveSamples() +[textures] REMOVED: Config flag: SUPPORT_IMAGE_DRAWING +[textures] REMOVED: LoadImageEx() +[textures] REMOVED: LoadImagePro() +[textures] REMOVED: GetImageDataNormalized(), not exposed in the API +[textures] RENAMED: ImageExtractPalette() to GetImagePalette() +[textures] RENAMED: Fade() to ColorAlpha(), added #define for compatibility +[textures] RENAMED: GetImageData() -> LoadImageColors() +[textures] RENAMED: GetImagePalette() -> LoadImagePalette() +[textures] RENAMED: GetWaveData() -> LoadWaveSamples() +[textures] REVIEWED: GetPixelDataSize() to consider compressed data properly +[textures] REVIEWED: GetTextureData(), allow retrieving 32bit float data +[textures] REVIEWED: ImageDrawText*() params order +[textures] REVIEWED: ColorAlphaBlend(), support tint color +[textures] REVIEWED: ColorAlphaBlend(), integers-version, optimized (#1218) +[textures] REVIEWED: ImageDraw(), consider negative source offset properly (#1283) +[textures] REVIEWED: ImageDraw(), optimizations test (#1218) +[textures] REVIEWED: ImageResizeCanvas(), optimization (#1218) +[textures] REVIEWED: ExportImage(), optimized +[textures] REVIEWED: ImageAlphaPremultiply(), optimization +[textures] REVIEWED: ImageAlphaClear(), minor optimization +[textures] REVIEWED: ImageToPOT(), renamed parameter +[textures] REVIEWED: ImageCrop() (#1218) +[textures] REVIEWED: ImageToPOT() (#1218) +[textures] REVIEWED: ImageAlphaCrop() (#1218) +[textures] REVIEWED: ExportImage(), optimized (#1218) +[textures] REDESIGNED: ImageCrop(), optimized (#1218) +[textures] REDESIGNED: ImageRotateCCW(), optimized (#1218) +[textures] REDESIGNED: ImageRotateCW(), optimized (#1218) +[textures] REDESIGNED: ImageFlipHorizontal(), optimized (#1218) +[textures] REDESIGNED: ImageFlipVertical(), optimized (#1218) +[textures] REDESIGNED: ImageResizeCanvas(), optimized (#1218) +[textures] REDESIGNED: ImageDrawPixel(), optimized +[textures] REDESIGNED: ImageDrawLine(), optimized +[textures] REDESIGNED: ImageDraw(), optimized (#1218) +[textures] REDESIGNED: ImageResize(), optimized (#1218) +[textures] REDESIGNED: ImageFromImage(), optimized (#1218) +[textures] REDESIGNED: ImageDraw(), optimization (#1218) +[textures] REDESIGNED: ImageAlphaClear(), optimized (#1218) +[textures] REDESIGNED: ExportImageAsCode() to use memory buffer (#1232) +[textures] REDESIGNED: ColorFromHSV() +[models] ADDED: DrawTriangle3D() and DrawTriangleStrip3D() +[models] ADDED: UnloadModelKeepMeshes() +[models] REVIEWED: LoadModel(), avoid loading texcoords and normals from model if not existent +[models] REVIEWED: GenMeshCubicmap(), added comments and simplification +[models] REVIEWED: GenMeshCubicmap(), fixed generated normals (#1244) by @GoldenThumbs +[models] REVIEWED: GenMeshPoly(), fixed buffer overflow (#1269) by @frithrah +[models] REVIEWED: LoadOBJ(): Allow for multiple materials in obj files (#1408) by @chriscamacho and @codifies +[models] REVIEWED: LoadIQM() materials loading (#1227) by @sikor666 +[models] REVIEWED: LoadGLTF() to read from memory buffer +[models] REVIEWED: UpdateMesh(), fix extra memory allocated when updating color buffer (#1271) by @4yn +[models] REVIEWED: MeshNormalsSmooth() (#1317) by @seanpringle +[models] REVIEWED: DrawGrid() (#1417) +[models] REDESIGNED: ExportMesh() to use memory buffer (#1232) +[models] REDESIGNED: LoadIQM() and LoadModelAnimations() to use memory buffers +[audio] ADDED: LoadWaveFromMemory() (#1327) +[audio] REMOVED: SetMusicLoopCount() +[audio] REVIEWED: Several functions, sampleCount vs frameCount (#1423) +[audio] REVIEWED: SaveWAV() to use memory write insted of file +[audio] REVIEWED: LoadMusicStream(), support WAV music streaming (#1198) +[audio] REVIEWED: Support multiple WAV sampleSize for MusicStream (#1340) +[audio] REVIEWED: SetAudioBufferPitch() +[audio] REDESIGNED: Audio looping system +[audio] REDESIGNED: LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) (#1312) +[audio] REDESIGNED: ExportWaveAsCode() to use memory buffers +[utils] ADDED: MemAlloc() / MemFree() (#1440) +[utils] ADDED: UnloadFileData() / UnloadFileText() +[utils] REVIEWED: android_fopen() to support SDCard access +[utils] REDESIGNED: SaveFile*() functions to expose file access results (#1420) +[rmem] REVIEWED: MemPool and other allocators optimization (#1211) by @assyrianic +[examples] ADDED: core/core_window_flags +[examples] ADDED: core/core_quat_conversion by @chriscamacho and @codifies +[examples] ADDED: textures/textures_blend_modes (#1261) by @accidentalrebel +[examples] ADDED: textures/textures_draw_tiled (#1291) by @Demizdor +[examples] ADDED: shaders/shaders_hot_reloading (#1198) +[examples] ADDED: shaders/shaders_rlgl_mesh_instanced (#1318) by @seanpringle +[examples] ADDED: shaders/shaders_multi_sampler2d +[examples] ADDED: others/embedded_files_loading +[examples] REVIEWED: textures/textures_raw_data (#1286) +[examples] REVIEWED: textures/textures_sprite_explosion, replace resources +[examples] REVIEWED: textures/textures_particles_blending, replace resources +[examples] REVIEWED: textures/textures_image_processing, support mouse +[examples] REVIEWED: models/models_skybox to work on OpenGL ES 2.0 +[examples] REVIEWED: audio/resources, use open license resources +[examples] REVIEWED: others/raudio_standalone.c +[build] ADDED: New config.h configuration options exposing multiple #define values +[build] REMOVED: ANGLE VS2017 template project +[build] REVIEWED: All MSVC compile warnings +[build] Updated Makefile for web (#1332) by @rfaile313 +[build] Updated build pipelines to use latest emscripten and Android NDK +[build] Updated emscriptem build script to generate .a on WebAssembly +[build] Updated Android build for Linux, supporting ANDROID_NDK at compile time by @branlix3000 +[build] Updated VSCode project template tasks +[build] Updated VS2017.UWP project template by @Rover656 +[build] Updated Android build pipeline +[build] REMOVED: AppVeyor and Travis CI build systems +[*] Moved raysan5/raylib/games to independent repo: raysan5/raylib-games +[*] Replaced several examples resources with more open licensed alternatives +[*] Updated BINDINGS.md with NEW bindings and added raylib version binding! +[*] Updated all external libraries to latest versions +[*] Multiple code improvements and small fixes + +----------------------------------------------- +Release: raylib 3.0 (01 April 2020) +----------------------------------------------- +KEY CHANGES: + - Global context states used on all modules. + - Custom memory allocators for all modules and dependencies. + - Centralized file access system and memory data loading. + - Structures reviewed to reduce size and always be used as pass-by-value. + - Tracelog messages completely reviewed and categorized. + - raudio module reviewed to accomodate new Music struct and new miniaudio. + - text module reviewed to improve fonts generation and text management functions. + - Multiple new examples added and categorized examples table. + - GitHub Actions CI implemented for Windows, Linux and macOS. + +Detailed changes: +[build] ADDED: VS2017.ANGLE project, by @msmshazan +[build] ADDED: VS2017 project support for x64 platform configuration +[build] ADDED: Makefile for Android building on macOS, by @Yunoinsky +[build] ADDED: Makefile for Android building on Linux, by @pamarcos +[build] REMOVED: VS2015 project +[build] REVIEWED: VSCode project +[build] REVIEWED: Makefile build system +[build] REVIEWED: Android building, by @NimbusFox +[build] REVIEWED: Compilation with CLion IDE, by @Rover656 +[build] REVIEWED: Generation of web examples, by @pamarcos +[build] REVIEWED: Makefiles path to 'shell.html', by @niorad +[build] REVIEWED: VS2017 64bit compilation issues, by @spec-chum +[build] REVIEWED: Multiple fixes on projects building, by @ChrisDill, @JuDelCo, @electronstudio +[core] ADDED: Support touch/mouse indistinctly +[core] ADDED: FLAG_WINDOW_ALWAYS_RUN to avoid pause on minimize +[core] ADDED: Config flag SUPPORT_HALFBUSY_WAIT_LOOP +[core] ADDED: RPI mouse cursor point support on native mode +[core] ADDED: GetWorldToScreen2D()- Get screen space position for a 2d camera world space position, by @arvyy +[core] ADDED: GetScreenToWorld2D() - Get world space position for a 2d camera screen space position, by @arvyy +[core] ADDED: GetWorldToScreenEx() - Get size position for a 3d world space position +[core] ADDED: DirectoryExists() - Check if a directory path exists +[core] ADDED: GetPrevDirectoryPath() - Get previous directory path for a given path +[core] ADDED: CompressData() - Compress data (DEFLATE algorythm) +[core] ADDED: DecompressData() - Decompress data (DEFLATE algorythm) +[core] ADDED: GetWindowPosition() - Get window position XY on monitor +[core] ADDED: LoadFileData() - Load file data as byte array (read) +[core] ADDED: SaveFileData() - Save data to file from byte array (write) +[core] ADDED: LoadFileText() - Load text data from file (read), returns a '\0' terminated string +[core] ADDED: SaveFileText() - Save text data to file (write), string must be '\0' terminated +[core] REMOVED: Show raylib logo at initialization +[core] REVIEWED: GetFileName(), security checks +[core] REVIEWED: LoadStorageValue(), by @danimartin82 +[core] REVIEWED: SaveStorageValue(), by @danimartin82 +[core] REVIEWED: IsMouseButtonReleased(), when press/release events come too fast, by @oswjk +[core] REVIEWED: SetWindowMonitor(), by @DropsOfSerenity +[core] REVIEWED: IsFileExtension() to be case-insensitive +[core] REVIEWED: IsFileExtension() when checking no-extension files +[core] REVIEWED: Default font scale filter for HighDPI mode +[core] REVIEWED: Touch input scaling for PLATFORM_WEB +[core] REVIEWED: RPI input system, by @DarkElvenAngel +[core] REVIEWED: RPI input threads issues +[core] REVIEWED: OpenGL extensions loading and freeing +[core] REVIEWED: GetDirectoryPath() +[core] REVIEWED: Camera2D behavior, by @arvyy +[core] REVIEWED: OpenGL ES 2.0 extensions check +[rlgl] ADDED: Flags to allow frustrum culling near/far distance configuration at compile time +[rlgl] ADDED: Flags to sllow MAX_BATCH_BUFFERING config at compile time +[rlgl] ADDED: GetMatrixProjection(), by @chriscamacho +[rlgl] ADDED: rlUpdateMeshAt() - Update vertex or index data on GPU, at index, by @brankoku +[rlgl] REVIEWED: Vertex padding not zeroed for quads, by @kawa-yoiko +[rlgl] REVIEWED: Read texture data as RGBA from FBO on GLES 2.0 +[rlgl] REVIEWED: LoadShaderCode() for const correctness, by @heretique +[rlgl] REVIEWED: rlLoadTexture() +[rlgl] REVIEWED: rlReadTexturePixels() +[rlgl] REVIEWED: rlUpdateMesh() to supports updating indices, by @brankoku +[rlgl] REVIEWED: GenTextureCubemap(), renamed parameters for consistency +[rlgl] REVIEWED: HDR pixels loading +[raymath] ADDED: MatrixRotateXYZ(), by @chriscamacho +[raymath] RENAMED: Vector3Multiply() to Vector3Scale() +[camera] REVIEWED: Free camera pitch, by @chriscamacho +[camera] REVIEWED: Camera not working properly at z-align, by @Ushio +[shapes] ADDED: DrawTriangleStrip() - Draw a triangle strip defined by points +[shapes] ADDED: DrawEllipse() - Draw ellipse +[shapes] ADDED: DrawEllipseLines() - Draw ellipse outline +[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides +[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC +[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file +[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle +[textures] ADDED: ImageFromImage() - Create an image from another image piece +[textures] ADDED: ImageClearBackground(), by @iamsouravgupta +[textures] ADDED: ImageDrawPixel(), by @iamsouravgupta +[textures] ADDED: ImageDrawCircle(), by @iamsouravgupta +[textures] ADDED: ImageDrawLineEx(), by @iamsouravgupta +[textures] ADDED: ImageDrawPixelV(), by @RobLoach +[textures] ADDED: ImageDrawCircleV(), by @RobLoach +[textures] ADDED: ImageDrawLineV(), by @RobLoach +[textures] ADDED: ImageDrawRectangleV(), by @RobLoach +[textures] ADDED: ImageDrawRectangleRec(), by @RobLoach +[textures] REVIEWED: ImageDrawPixel(), by @RobLoach +[textures] REVIEWED: ImageDrawLine(), by @RobLoach +[textures] REVIEWED: ImageDrawCircle(), by @RobLoach +[textures] REVIEWED: ImageDrawRectangle(), by @RobLoach +[textures] REVIEWED: ImageDraw(), now it supports color tint parameter +[textures] REVIEWED: ImageResizeCanvas() +[textures] REVIEWED: ImageCrop() with security checks +[textures] REVIEWED: ImageAlphaMask() +[textures] REVIEWED: ImageDrawRectangleLines() +[textures] REVIEWED: GetImageData() +[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied +[text] ADDED: GetCodepoints() - Get all codepoints in a string +[text] ADDED: CodepointToUtf8() - Encode codepoint into utf8 text +[text] ADDED: DrawTextCodepoint() - Draw one character (codepoint) +[text] RENAMED: LoadDefaultFont() -> LoadFontDefault() +[text] RENAMED: TextCountCodepoints() -> GetCodepointsCount() +[text] REVIEWED: TextFormat(), to support caching, by @brankoku +[text] REVIEWED: LoadFontData(), generate empty image for space character +[text] REVIEWED: TextSplit() +[text] REVIEWED: TextToInteger() +[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity +[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing +[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font +[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph +[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added +[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU +[models] ADDED: Support rlPushMatrix() and rlPopMatrix() on mesh drawing +[models] ADDED: DrawPoint3D() - Draw a point in 3D space, actually a small line, by @ProfJski +[models] ADDED: Multi texture support for materials in GLTF format, by @Gamerfiend, @chriscamacho +[models] REVIEWED: LoadGLTF(), fixed memory leak, by @jubalh +[models] REVIEWED: LoadIQM(), support multiple animations loading, by @culacant +[models] REVIEWED: GetCollisionRayModel(), to avoid pointers +[models] REVIEWED: CheckCollisionRay*(), parameters renamed +[models] REVIEWED: UnloadMesh(), to avoid pointers +[models] REVIEWED: LoadModel(), memory initialization +[models] REVIEWED: UpdateModelAnimation(), added security checks +[models] REVIEWED: Multiple fixes on models loading, by @jubalh +[models] REVIEWED: Normals updated when using animated meshes, by @@las3rlars +[models] REVIEWED: Compilation when the SUPPORT_MESH_GENERATION not set, by @@Elkantor +[raudio] ADDED: Multi-channel audio playing, by @chriscamacho +[raudio] REMOVED: LoadWaveEx() +[raudio] RENAMED: IsAudioBufferProcessed() to IsAudioStreamProcessed() +[raudio] REVIEWED: Ensure .xm playback starts in the right place, by @illegalinstruction +[raudio] REVIEWED: Fix short non-looping sounds, by @jbosh +[raudio] REVIEWED: Modules playing time to full length +[raudio] REDESIGNED: Replaced Music pointer by struct +[raudio] REDESIGNED: Removed sampleLeft from Music struct +[examples] ADDED: core_scissor_test, by @ChrisDill +[examples] ADDED: core_2d_camera_platformer, by @arvyy +[examples] ADDED: textures_mouse_painting, by @ChrisDill +[examples] ADDED: models_waving_cubes, by @codecat +[examples] ADDED: models_solar_system, by @aldrinmartoq +[examples] ADDED: shaders_fog, by @chriscamacho +[examples] ADDED: shaders_texture_waves, by @Anata +[examples] ADDED: shaders_basic_lighting, by @chriscamacho +[examples] ADDED: shaders_simple_mask, by @chriscamacho +[examples] ADDED: audio_multichannel_sound, by @chriscamacho +[examples] ADDED: shaders_spotlight, by @chriscamacho +[examples] RENAMED: text_sprite_font > text_font_spritefont +[examples] RENAMED: text_ttf_loading > text_font_filters +[examples] RENAMED: text_bmfont_ttf > text_font_loading +[examples] REMOVED: models_obj_viewer +[examples] REMOVED: models_solar_system +[examples] REVIEWED: models_obj_loading > models_loading +[examples] REVIEWED: models_materials_pbr, shader issues +[examples] REVIEWED: core_window_letterbox, detailed explanation, by @jotac0 +[examples] REVIEWED: core_window_letterbox, virtual mouse, by @anatagawa +[games] ADDED: GGJ2020 game - RE-PAIR +[*] Misc fixes and tweaks, by @yaram, @oraoto, @zatherz, @piecedigital, @Shylie +[*] Update ALL supported projects (Notepad++, VS2017) +[*] Update ALL external libraries to latest versions (29.Jan.2020) +[*] Update ALL examples and games +[*] Update BINDINGS list + +----------------------------------------------- +Release: raylib 2.5 (May 2019) +----------------------------------------------- +KEY CHANGES: + - [core] Redesigned Gamepad mechanism, now common to all platforms and gamepads + - [core] HighDPI monitors support with automatic content scaling + - [rlgl] Complete module redesign to use one single internal buffer + - [rlgl] VR system redesign to allow custom device parameters and distortion shader + - [shapes] New drawing shapes available: CircleSector, Ring and RectangleRounded + - [text] New text management API (multiple functions) + - [text] Full Unicode support (utf8 text) + - [textures] Cubemap textures support + - [textures] Quad and N-Patch drawing + - [models] Skeletal model animation support + - [models] Support multiple meshes per model + - [models] Support glTF model loading + +Detailed changes: +[build] REVIEWED: Default raylib and examples Makefile +[build] REVIEWED: Notepad++ NppExec scripts +[build] REVIEWED: VS2015 and VS2017 projects +[build] REVIEWED: Android APK build pipeline +[core] Converted most #defined values as enum values +[core] Complete redesign of RPI input system to use evdev events +[core] ADDED: IsWindowResized() - Check if window has been resized +[core] ADDED: IsWindowHidden() - Check if window is currently hidden +[core] ADDED: UnhideWindow() - Show the window +[core] ADDED: HideWindow() - Hide the window +[core] ADDED: GetWindowHandle() - Get native window handle +[core] ADDED: GetMonitorCount() - Get number of connected monitors +[core] ADDED: GetMonitorWidth() - Get primary monitor width +[core] ADDED: GetMonitorHeight() - Get primary monitor height +[core] ADDED: GetMonitorPhysicalWidth() - Get primary monitor physical width in millimetres +[core] ADDED: GetMonitorPhysicalHeight() - Get primary monitor physical height in millimetres +[core] ADDED: GetMonitorName() - Get the human-readable, UTF-8 encoded name of the primary monitor +[core] ADDED: GetClipboardText() - Get clipboard text content +[core] ADDED: SetClipboardText() - Set clipboard text content +[core] ADDED: ColorFromHSV() - Returns a Color from HSV values +[core] ADDED: FileExists() - Check if file exists +[core] ADDED: GetFileNameWithoutExt() - Get filename string without extension (memory should be freed) +[core] ADDED: GetDirectoryFiles() - Get filenames in a directory path (memory should be freed) +[core] ADDED: ClearDirectoryFiles() - Clear directory files paths buffers (free memory) +[core] ADDED: OpenURL() - Open URL with default system browser (if available) +[core] ADDED: SetMouseOffset() - Set mouse offset +[core] ADDED: SetMouseScale() - Set mouse scaling +[core] REMOVED: ShowLogo() - Activate raylib logo at startup (can be done with flags) +[shapes] ADDED: DrawCircleSector() - Draw a piece of a circle +[shapes] ADDED: DrawCircleSectorLines() - Draw circle sector outline +[shapes] ADDED: DrawRing() - Draw ring +[shapes] ADDED: DrawRingLines() - Draw ring outline +[shapes] ADDED: DrawRectangleRounded() - Draw rectangle with rounded edges +[shapes] ADDED: DrawRectangleRoundedLines() - Draw rectangle with rounded edges outline +[shapes] ADDED: SetShapesTexture() - Define default texture used to draw shapes +[textures] REVIEWED: ExportImage() - Reorder function parameters +[textures] REVIEWED: ImageDrawRectangle() - Remove unneeded parameter +[textures] ADDED: ExportImageAsCode() - Export image as code file defining an array of bytes +[textures] ADDED: LoadTextureCubemap() - Load cubemap from image, multiple image cubemap layouts supported +[textures] ADDED: ImageExtractPalette() - Extract color palette from image to maximum size (memory should be freed) +[textures] ADDED: ImageDrawRectangleLines() - Draw rectangle lines within an image +[textures] ADDED: DrawTextureQuad() - Draw texture quad with tiling and offset parameters +[textures] ADDED: DrawTextureNPatch() - Draws a texture (or part of it) that stretches or shrinks nicely +[models] REVIEWED: LoadMesh() -> LoadMeshes() - Support multiple meshes loading +[models] REVIEWED: LoadMaterial() -> LoadMaterials() - Support multiple materials loading +[models] REVIEWED: ExportMesh() - Reorder parameters +[models] ADDED: DrawCubeWiresV() - Draw cube wires (Vector version) +[models] ADDED: GenMeshPoly() - Generate polygonal mesh +[models] ADDED: SetMaterialTexture() - Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) +[models] ADDED: SetModelMeshMaterial() - Set material for a mesh +[models] ADDED: LoadModelAnimations() - Load model animations from file +[models] ADDED: UpdateModelAnimation() - Update model animation pose +[models] ADDED: UnloadModelAnimation() - Unload animation data +[models] ADDED: IsModelAnimationValid() - Check model animation skeleton match +[rlgl] Improved internal batching mechanism (multibuffering support, triangle texcoords...) +[rlgl] REVIEWED: rlPushMatrix()/rlPopMatrix() - Now works like OpenGL 1.1 +[rlgl] REVIEWED: SetShaderValue() - More generic, now requires uniform type +[rlgl] REMOVED: SetShaderValuei() - Can be acoomplished with new SetShaderValue() +[rlgl] ADDED: SetShaderValueV() - Set shader uniform value vector +[rlgl] ADDED: SetShaderValueTexture() - Set shader uniform value for texture +[rlgl] ADDED: BeginScissorMode() - Begin scissor mode (define screen area for following drawing) +[rlgl] ADDED: EndScissorMode() - End scissor mode +[rlgl] ADDED: SetVrConfiguration() - Set stereo rendering configuration parameters +[rlgl] REVIEWED: InitVrSimulator() - No input parameter required, use SetVrConfiguration() +[text] REVIEWED: LoadFontEx() - Reorder function parameters +[text] REVIEWED: LoadFontData() - Reorder function parameters +[text] REVIEWED: GenImageFontAtlas() - Reorder function parameters +[text] RENAMED: FormatText() -> TextFormat() +[text] RENAMED: SubText() -> TextSubtext() +[text] ADDED: LoadFontFromImage() - Load font from Image (XNA style) +[text] ADDED: DrawTextRec() - Draw text using font inside rectangle limits +[text] ADDED: DrawTextRecEx() - Draw text using font inside rectangle limits with support for text selection +[text] ADDED: TextIsEqual() - Check if two text string are equal +[text] ADDED: TextLength() - Get text length, checks for '\0' ending +[text] ADDED: TextReplace() - Replace text string (memory should be freed!) +[text] ADDED: TextInsert() - Insert text in a position (memory should be freed!) +[text] ADDED: TextJoin() - Join text strings with delimiter +[text] ADDED: TextSplit() - Split text into multiple strings +[text] ADDED: TextAppend() - Append text at specific position and move cursor! +[text] ADDED: TextFindIndex() - Find first text occurrence within a string +[text] ADDED: TextToUpper() - Get upper case version of provided string +[text] ADDED: TextToLower() - Get lower case version of provided string +[text] ADDED: TextToPascal() - Get Pascal case notation version of provided string +[text] ADDED: TextToInteger() - Get integer value from text (negative values not supported) +[raudio] ADDED: ExportWave() - Export wave data to file +[raudio] ADDED: ExportWaveAsCode() - Export wave sample data to code (.h) +[raudio] ADDED: IsAudioStreamPlaying() - Check if audio stream is playing +[raudio] ADDED: SetAudioStreamVolume() - Set volume for audio stream (1.0 is max level) +[raudio] ADDED: SetAudioStreamPitch() - Set pitch for audio stream (1.0 is base level) +[examples] Complete review of full examples collection, many additions +[examples] ADDED: core_custom_logging - Custom trace log system +[examples] ADDED: core_input_multitouch - Multitouch input example +[examples] ADDED: core_window_letterbox - Window adapted to screen +[examples] ADDED: core_loading_thread - Data loading in second thread +[examples] REVIEWED: core_input_gamepad - Adapted to new gamepad system +[examples] REVIEWED: core_vr_simulator - HMD device parameters and distortion shader should be provided +[examples] ADDED: core_window_scale_letterbox - Windows resizing and letterbox content +[examples] ADDED: shapes_rectangle_scaling_mouse - Scale a rectangle with mouse +[examples] ADDED: shapes_draw_circle_sector - Circle sector drawing +[examples] ADDED: shapes_draw_ring - Ring drawing +[examples] ADDED: shapes_draw_rectangle_rounded - Rounded rectangle drawing +[examples] ADDED: shapes_bouncing_ball - Ball bouncing in the screen +[examples] ADDED: shapes_collision_area - Collision detection and drawing +[examples] ADDED: shapes_following_eyes - Some maths on eyes and mouse +[examples] ADDED: shapes_easings_ball_anim - Ball animation +[examples] ADDED: shapes_easings_box_anim - Box animation +[examples] ADDED: shapes_easings_rectangle_array - Rectangles animation +[examples] REVIEWED: shapes_colors_palette - Reviewed color selection and text displaying +[examples] ADDED: textures_background_scrolling - Scrolling and parallaz background effect +[examples] ADDED: textures_image_npatch - Drawing N-Patch based boxes +[examples] ADDED: textures_sprite_button - Sprite button with sound +[examples] ADDED: textures_sprite_explosion - Sprite explosion with sound +[examples] ADDED: textures_bunnymark - Benchmarking test +[examples] ADDED: text_draw_inside_rectangle - Drawing text inside a delimited rectangle box +[examples] ADDED: text_unicode - Multiple languages text drawing +[examples] ADDED: text_rectangle_bound - Fit text inside a rectangle +[examples] REVIEWED: text_bmfont_ttf - Simplified example +[examples] ADDED: models_animation - Animated models loading and animation playing +[examples] ADDED: models_obj_viewer - Draw and drop models viewer +[examples] ADDED: models_rlgl_solar_system - Solar system simulation using rlgl functionality +[examples] ADDED: models_first_person_maze - 3D maze fps +[examples] ADDED: shaders_palette_switch - Switching color palette on shader +[examples] ADDED: shaders_raymarching - Raymarching shader +[examples] ADDED: shaders_texture_drawing - Texture drawing on GPU +[examples] ADDED: shaders_texture_waves - Texture waves on shader +[examples] ADDED: shaders_julia_set - Julia set fractals +[examples] ADDED: shaders_eratosthenes - Prime number visualization shader +[examples] REVIEWED: audio_raw_stream - Mostly rewritten +[games] ADDED: GGJ19 game - Cat vs Roomba +[*] Updated external libraries to latest version +[*] Multiple bugs corrected (check github issues) + +----------------------------------------------- +Release: raylib 2.0 (July 2018) +----------------------------------------------- +KEY CHANGES: + - Removed external dependencies (GLFW3 and OpenAL) + - Complete redesign of audio module to use miniaudio library + - Support AppVeyor and Travis CI (continuous integration) building + - Reviewed raymath.h for better consistency and performance (inlining) + - Refactor all #define SUPPORT_* into a single config.h + - Support TCC compiler (32bit and 64bit) + +Detailed changes: +[build] REMOVED: GitHub develop branch +[build] REMOVED: External dependencies GLFW and OpenAL +[build] ADDED: Android 64bit ARM support +[build] ADDED: FreeBSD, OpenBSD, NetBSD, Dragon Fly OS support +[build] ADDED: Universal Windows Platform (UWP) support +[build] ADDED: Wayland Linux desktop support +[build] ADDED: AppVeyor CI for automatic Windows builds +[build] ADDED: Travis CI for automatic Linux/macOS builds +[build] ADDED: rglfw (GLFW3 module) to avoid external dependency +[build] ADDED: VS2017 UWP project +[build] ADDED: Builder project template +[build] ADDED: Compiler memory sanitizer for better debug +[build] ADDED: CMake package target and CI auto-deploy tags +[build] ADDED: DEBUG library building support +[build] ADDED: Notepad++ NppExec scripts +[build] REVIEWED: VS2015 and VS2017 projects +[build] REVIEWED: Android APK build pipeline +[core] REVIEWED: Window creation hints to support transparent windows +[core] Unified InitWindow() between platforms +[core] Export Android main entry point +[core] RENAMED: Begin3dMode() to BeginMode3D() +[core] RENAMED: End3dMode() to EndMode3D() +[core] RENAMED: Begin2dMode() to BeginMode2D() +[core] RENAMED: End2dMode() to EndMode2D() +[core] RENAMED: struct Camera to Camera3D +[core] RENAMED: struct SpriteFont to Font -> plus all required functions! +[core] RENAMED: enum TextureFormat to PixelFormat +[core] REVIEWED: Rectangle params int to float +[core] REVIEWED: timing system for macOS +[core] REMOVED: ColorToFloat() +[core] ADDED: GetCurrentTime() on macOS +[core] ADDED: GetTime() +[core] ADDED: struct Vector4 +[core] ADDED: SetTraceLog() to define trace log messages type +[core] ADDED: GetFileName() to get filename from path string +[core] ADDED: ColorToHSV() +[core] ADDED: ColorNormalize() +[core] ADDED: SetWindowSize() to scale Windows in runtime +[core] ADDED: SetMouseScale() to scale mouse input +[core] ADDED: key definitions - KEY_GRAVE, KEY_SLASH, KEY_BACKSLASH +[core] RENAMED: GetHexValue() to ColorToInt() +[core] REVIEWED: Fade() +[core] REVIEWED: InitWindow() to avoid void pointer (safety) +[core] Support camera 3d orthographic projection mode +[shapes] ADDED: DrawRectangleLinesEx() +[textures] Improved pixel formats support (32bit channels) +[textures] Improved textures support for OpenGL 2.1 +[textures] REMOVED: DrawRectangleT() --> Added support to DrawRectangle() +[textures] ADDED: GetPixelDataSize(); pixel data size in bytes (image or texture) +[textures] ADDED: ImageAlphaClear() --> Clear alpha channel to desired color +[textures] ADDED: ImageAlphaCrop() --> Crop image depending on alpha value +[textures] ADDED: ImageAlphaPremultiply() --> Premultiply alpha channel +[textures] ADDED: ImageDrawRectangle() +[textures] ADDED: ImageMipmaps() +[textures] ADDED: GenImageColor() +[textures] ADDED: GetPixelDataSize() +[textures] ADDED: ImageRotateCW() +[textures] ADDED: ImageRotateCCW() +[textures] ADDED: ImageResizeCanvas() +[textures] ADDED: GetImageDataNormalized() +[textures] REVIEWED: ImageFormat() to use normalized data +[textures] REVIEWED: Manual mipmap generation +[textures] REVIEWED: LoadASTC() +[textures] REVIEWED: GenImagePerlinNoise() +[textures] REVIEWED: ImageTextEx() to support UTF8 basic characters +[textures] REVIEWED: GetTextureData() for RPI - requires some work +[textures] Added new example: text drawing on image +[text] Corrected issue with ttf font y-offset +[text] Support SDF font data generation +[text] ADDED: GenImageFontAtlas() +[text] ADDED: LoadFontData() to load data from TTF file +[text] REMOVED: LoadTTF() internal function +[text] REVIEWED: DrawTextEx() - avoid rendering SPACE character! +[text] RENAMED: GetDefaultFont() to GetFontDefault() +[rlgl] ADDED: rlCheckBufferLimit() +[rlgl] ADDED: LoadShaderCode() +[rlgl] ADDED: GetMatrixModelview() +[rlgl] ADDED: SetVrDistortionShader(Shader shader) +[rlgl] REVIEWED: rlLoadTexture() - added mipmaps support, improved compressed textures loading +[rlgl] REVIEWED: rlReadTexturePixels() +[models] Support 4 components mesh.tangent data +[models] Removed tangents generation from LoadOBJ() +[models] ADDED: MeshTangents() +[models] ADDED: MeshBinormals() +[models] ADDED: ExportMesh() +[models] ADDED: GetCollisionRayModel() +[models] RENAMED: CalculateBoundingBox() to MeshBoundingBox() +[models] REMOVED: GetCollisionRayMesh() - does not consider model transform +[models] REVIEWED: LoadMesh() - fallback to default cube mesh if loading fails +[audio] ADDED: Support for MP3 fileformat +[audio] ADDED: IsAudioStreamPlaying() +[audio] ADDED: SetAudioStreamVolume() +[audio] ADDED: SetAudioStreamPitch() +[utils] Corrected issue with SaveImageAs() +[utils] RENAMED: SaveImageAs() to ExportImage() +[utils] REMOVED: rres support - moved to external library (rres.h) +[shaders] REVIEWED: GLSL 120 shaders +[raymath] ADDED: Vector3RotateByQuaternion() +[raymath] REVIEWED: math usage to reduce temp variables +[raymath] REVIEWED: Avoid pointer-based parameters for API consistency +[physac] REVIEWED: physac.h timing system +[examples] Replaced dwarf model by brand new 3d assets: 3d medieval buildings +[examples] Assets cleaning and some replacements +[games] ADDED: GGJ18 game - transmission mission +[games] REVIEWED: Light my Ritual game - improved gameplay drawing +[*] Updated external libraries to latest version +[*] Multiple bugs corrected (check github issues) + +----------------------------------------------- +Release: raylib 1.8.0 (Oct 2017) +----------------------------------------------- +NOTE: + In this release, multiple parts of the library have been reviewed (again) for consistency and simplification. + It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience. + +BIG CHANGES: + - New Image generation functions: Gradient, Checked, Noise, Cellular... + - New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot... + - New Shaders and Materials systems to support PBR materials + - Custom Android APK build pipeline with simple Makefile + - Complete review of rlgl layer functionality + - Complete review of raymath functionality + +detailed changes: +[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture() +[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture() +[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture() +[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps() +[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels() +[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels() +[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh() +[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh() +[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh() +[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh() +[rlgl] RENAMED: rlglUnproject() to rlUnproject() +[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed() +[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault() +[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault() +[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations() +[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault() +[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture +[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map +[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map +[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map +[rlgl] ADDED: GetVrDeviceInfo(), Get VR device information for some standard devices +[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input +[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP) +[core] ADDED: GetExtension(), Get file extension +[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH() +[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle +[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle +[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors +[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character +[textures] ADDED: SaveImageAs(), Save image as PNG file +[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient +[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient +[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient +[textures] ADDED: GenImageChecked(), Generate image: checked +[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise +[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise +[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells +[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture +[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data +[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data +[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data +[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed +[models] REMOVED: UpdateMesh(), very ineficient +[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh() +[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh() +[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault() +[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions) +[models] ADDED: GenMeshCube(), Generate cuboid mesh +[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere) +[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap) +[models] ADDED: GenMeshCylinder(), Generate cylinder mesh +[models] ADDED: GenMeshTorus(), Generate torus mesh +[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh +[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data +[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data +[raymath] REVIEWED: full Matrix functionality to align with GLM in usage +[raymath] RENAMED: Vector3 functions for consistency: Vector*() renamed to Vector3*() +[build] Integrate Android APK building into examples Makefile +[build] Integrate Android APK building into templates Makefiles +[build] Improved Visual Studio 2015 project, folders, references... +[templates] Reviewed the full pack to support Android building +[examples] Reviewed full collection to adapt to raylib changes +[examples] [textures] ADDED: textures_image_generation +[examples] [models] ADDED: models_mesh_generation +[examples] [models] ADDED: models_material_pbr +[examples] [models] ADDED: models_skybox +[examples] [models] ADDED: models_yaw_pitch_roll +[examples] [others] REVIEWED: rlgl_standalone +[examples] [others] REVIEWED: audio_standalone +[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com +[games] Reviewed game: Koala Seasons +[*] Updated STB libraries to latest version +[*] Multiple bugs corrected (check github issues) + +----------------------------------------------- +Release: raylib 1.7.0 (20 May 2017) +----------------------------------------------- +NOTE: + In this new raylib release, multiple parts of the library have been reviewed for consistency and simplification. + It exposes almost 300 functions, around 30 new functions in comparison with previous version and, again, + it sets a stepping stone towards raylib future. + +BIG changes: + - More than 30 new functions added to the library, check list below. + - Support of configuration flags on every raylib module, to customize library build. + - Improved build system for all supported platforms with a unique Makefile to compile sources. + - Complete review of examples and sample games, added new sample material. + - Support automatic GIF recording of current window, just pressing Ctrl+F12 + - Improved library consistency and organization in general. + +other changes: +[core] Added function: SetWindowIcon(), to setup icon by code +[core] Added function: SetWindowMonitor(), to set current display monitor +[core] Added function: SetWindowMinSize(), to set minimum resize size +[core] Added function: TakeScreenshot(), made public to API (also launched internally with F12) +[core] Added function: GetDirectoryPath(), get directory for a given fileName (with path) +[core] Added function: GetWorkingDirectory(), get current working directory +[core] Added function: ChangeDirectory(), change working directory +[core] Added function: TraceLog(), made public to API +[core] Improved timing system to avoid busy wait loop on frame sync: Wait() +[core] Added support for gamepad on HTML5 platform +[core] Support mouse lock, useful for camera system +[core] Review functions description comments +[rlgl] Removed function: GetStandardShader(), removed internal standard shader +[rlgl] Removed function: CreateLight(), removed internal lighting system +[rlgl] Removed function: DestroyLight(), removed internal lighting system +[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator +[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator +[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator +[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator +[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device +[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device +[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready +[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering +[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering +[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API +[rlgl] Removed internal lighting system and standard shader, moved to example +[rlgl] Removed Oculus Rift support, moved to oculus_rift example +[rlgl] Removed VR device support and replaced by VR simulator +[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick +[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out +[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters +[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat +[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat +[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx() +[textures] Added function: LoadImagePro()), load image from raw data with parameters +[textures] Review TraceLog() message when image file not found +[text] Renamed function: LoadSpriteFontTTF() to LoadSpriteFontEx(), for consistency +[text] Removed rBMF fileformat support, replaced by .png +[text] Refactor SpriteFont struct (better for rres custom fileformat) +[text] Renamed some variables for consistency +[models] Added function: LoadMesh(), load mesh from file +[models] Added function: LoadMeshEx(), load mesh from vertex data +[models] Added function: UnloadMesh(), unload mesh from memory (RAM and/or VRAM) +[models] Added function: GetCollisionRayMesh(), get collision info between ray and mesh +[models] Added function: GetCollisionRayTriangle(), get collision info between ray and triangle +[models] Added function: GetCollisionRayGround(), get collision info between ray and ground plane +[models] Renamed function: LoadModelEx() to LoadModelFromMesh() +[models] Removed function: DrawLight(), removed internal lighting system +[models] Renamed function: LoadModelEx() to LoadModelFromMesh() for consistency +[models] Removed function: LoadStandardMaterial(), removed internal standard shader +[models] Removed function: LoadModelFromRES(), redesigning custom RRES fileformat +[models] Renamed multiple variables for consistency +[audio] Added function: SetMasterVolume(), define listener volume +[audio] Added function: ResumeSound(), resume a paused sound +[audio] Added function: SetMusicLoopCount(), set number of repeats for a music +[audio] Added function: LoadWaveEx(), load wave from raw audio data +[audio] Added function: WaveCrop(), crop wave audio data +[audio] Added function: WaveFormat(), format audio data +[audio] Removed function: LoadSoundFromRES(), redesigning custom RRES fileformat +[audio] Added support for 32bit audio samples +[audio] Preliminary support for multichannel, limited to mono and stereo +[audio] Make sure buffers are ready for update: UpdateMusicStream() +[utils] Replaced function: GetExtension() by IsFileExtension() and made public to API +[utils] Unified function: TraceLog() between Android and other platforms +[utils] Removed internal function: GetNextPOT(), simplified implementation +[raymath] Added function: QuaternionToEuler(), to work with Euler angles +[raymath] Added function: QuaternionFromEuler(), to work with Euler angles +[raymath] Added multiple Vector2 math functions +[build] Integrate Android source building into Makefile +[example] Added example: shapes_lines_bezier +[example] Added example: text_input_box +[github] Moved gh-pages branch to master/docs +[github] Moved rlua.h and Lua examples to own repo: raylib-lua +[games] Reviewed full games collection +[games] New game added to collection: Koala Seasons +[*] Reviewed and improved examples collection (new assets) +[*] Reorganized library functions, structs, enums +[*] Updated STB libraries to latest version + +----------------------------------------------- +Release: raylib 1.6.0 (20 November 2016) +----------------------------------------------- +NOTE: + This new raylib version commemorates raylib 3rd anniversary and represents another complete review of the library. + It includes some interesting new features and is a stepping stone towards raylib future. + +HUGE changes: +[rlua] Lua BINDING: Complete raylib Lua binding, ALL raylib functions ported to Lua plus the +60 code examples. +[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added. +[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples! + +other changes: + +[core] Corrected issue on OSX with HighDPI display +[core] Added flag to allow resizable window +[core] Allow no default font loading +[core] Corrected old issue with mouse buttons on web +[core] Improved gamepad support, unified across platforms +[core] Gamepad id functionality: GetGamepadName(), IsGamepadName() +[core] Gamepad buttons/axis checking functionality: +[core] Reviewed Android key inputs system, unified with desktop +[rlgl] Redesigned lighting shader system +[rlgl] Updated standard shader for better performance +[rlgl] Support alpha on framebuffer: rlglLoadRenderTexture() +[rlgl] Reviewed UpdateVrTracking() to update camera +[rlgl] Added IsVrSimulator() to check for VR simulator +[shapes] Corrected issue on DrawPolyEx() +[textures] Simplified supported image formats support +[textures] Improved text drawing within an image: ImageDrawText() +[textures] Support image alpha mixing: ImageAlphaMask() +[textures] Support textures filtering: SetTextureFilter() +[textures] Support textures wrap modes: SetTextureWrap() +[text] Improved TTF spritefont generation: LoadSpriteFontTTF() +[text] Improved AngelCode fonts support (unordered chars) +[text] Added TraceLog info on image spritefont loading +[text] Improved text measurement: MeasureTextEx() +[models] Improved OBJ loading flexibility +[models] Reviewed functions: DrawLine3D(), DrawCircle3D() +[models] Removed function: ResolveCollisionCubicmap() +[camera] Redesigned camera system and ported to header-only +[camera] Removed function: UpdateCameraPlayer() +[gestures] Redesigned gestures module to header-only +[audio] Simplified Music loading and playing system +[audio] Added trace on audio device closing +[audio] Reviewed Wave struct, improved flexibility +[audio] Support sound data update: UpdateSound() +[audio] Added support for FLAC audio loading/streaming +[raygui] Removed raygui from raylib repo (moved to own repo) +[build] Added OpenAL static library +[build] Added Visual Studio 2015 projects +[build] Support shared/dynamic raylib compilation +[*] Updated LibOVR to SDK version 1.8 +[*] Updated games to latest raylib version +[*] Improved examples and added new ones +[*] Improved Android support + +----------------------------------------------- +Release: raylib 1.5.0 (18 July 2016) +----------------------------------------------- +NOTE: + Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned, + lots of bugs have been solved and some **AMAZING** new features have been added. + +HUGE changes: +[rlgl] OCULUS RIFT CV1: Added support for VR, not oly Oculus Rift CV1 but also stereo rendering simulator (multiplatform). +[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal. +[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot. +[physac] REDESIGNED: Improved performance and simplified usage, physic objects now are managed internally in a second thread! +[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels supported. + +other changes: + +[core] Review Android button inputs +[core] Support Android internal data storage +[core] Renamed WorldToScreen() to GetWorldToScreen() +[core] Removed function SetCustomCursor() +[core] Removed functions BeginDrawingEx(), BeginDrawingPro() +[core] Replaced functions InitDisplay() + InitGraphics() with: InitGraphicsDevice() +[core] Added support for field-of-view Y (fovy) on 3d Camera +[core] Added 2D camera mode functions: Begin2dMode() - End2dMode() +[core] Translate mouse inputs to Android touch/gestures internally +[core] Translate mouse inputs as touch inputs in HTML5 +[core] Improved function GetKeyPressed() to support multiple keys (including function keys) +[core] Improved gamepad support, specially for RaspberryPi (including multiple gamepads support) +[rlgl] Support stereo rendering simulation (duplicate draw calls by viewport, optimized) +[rlgl] Added distortion shader (embeded) to support custom VR simulator: shader_distortion.h +[rlgl] Added support for OpenGL 2.1 on desktop +[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads) +[rlgl] Improved DXT-ETC1 support on HTML5 +[rlgl] Review function: rlglUnproject() +[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit() +[rlgl] Updated Mesh and Shader structs +[rlgl] Simplified internal (default) dynamic buffers +[rlgl] Added support for indexed and dynamic mesh data +[rlgl] Set fixed vertex attribs location points +[rlgl] Improved mesh data loading support +[rlgl] Added standard shader (embeded) to support materials and lighting: shader_standard.h +[rlgl] Added light functions: CreateLight(), DestroyLight() +[rlgl] Added wire mode functions: rlDisableWireMode(), rlEnableWireMode() +[rlgl] Review function consistency, added: rlglLoadMesh(), rlglUpdateMesh(), rlglDrawMesh(), rlglUnloadMesh() +[rlgl] Replaced SetCustomShader() by: BeginShaderMode() - EndShaderMode() +[rlgl] Replaced SetBlendMode() by: BeginBlendMode() - EndBlendMode() +[rlgl] Added functions to customize internal matrices: SetMatrixProjection(), SetMatrixModelview() +[rlgl] Unified internal shaders to only one default shader +[rlgl] Added support for render to texture (RenderTexture2D): + LoadRenderTexture() - UnloadRenderTexture() + BeginTextureMode() - EndTextureMode() +[rlgl] Removed SetShaderMap*() functions +[rlgl] Redesigned default buffers usage functions: + LoadDefaultBuffers() - UnloadDefaultBuffers() + UpdateDefaultBuffers() - DrawDefaultBuffers() +[shapes] Corrected bug on GetCollisionRec() +[textures] Added support for Nearest-Neighbor image scaling +[textures] Added functions to draw text on image: ImageDrawText(), ImageDrawTextEx() +[text] Reorganized internal functions: Added LoadImageFont() +[text] Security check for unsupported BMFonts +[models] Split mesh creation from model loading on heightmap and cubicmap +[models] Updated BoundingBox collision detections +[models] Added color parameter to DrawBoundigBox() +[models] Removed function: DrawQuad() +[models] Removed function: SetModelTexture() +[models] Redesigned DrawPlane() to use RL_TRIANGLES +[models] Redesigned DrawRectangleV() to use RL_TRIANGLES +[models] Redesign to accomodate new materials system: LoadMaterial() +[models] Added material functions: LoadDefaultMaterial(), LoadStandardMaterial() +[models] Added MTL material loading support: LoadMTL() +[models] Added function: DrawLight() +[audio] Renamed SoundIsPlaying() to IsSoundPlaying() +[audio] Renamed MusicIsPlaying() to IsMusicPlaying() +[audio] Support multiple Music streams (indexed) +[audio] Support multiple mixing channels +[gestures] Improved and reviewed gestures system +[raymath] Added QuaternionInvert() +[raymath] Removed function: PrintMatrix() +[raygui] Ported to header-only library (https://github.com/raysan5/raygui) +[shaders] Added depth drawing shader (requires a depth texture) +[shaders] Reviewed included shaders and added comments +[OpenAL Soft] Updated to latest version (1.17.2) +[GLFW3] Updated to latest version (3.2) +[stb] Updated to latest headers versions +[GLAD] Converted to header only library and simplified to only used extensions +[*] Reorganize library folders: external libs moved to src/external folder +[*] Reorganize src folder for Android library +[*] Review external dependencies usage +[*] Improved Linux and OSX build systems +[*] Lots of tweaks and bugs corrected all around + +----------------------------------------------- +Release: raylib 1.4.0 (22 February 2016) +----------------------------------------------- +NOTE: + This version supposed another big improvement for raylib, including new modules and new features. + More than 30 new functions have been added to previous raylib version. + Around 8 new examples and +10 new game samples have been added. + +BIG changes: +[textures] IMAGE MANIPULATION: Functions to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. +[text] SPRITEFONT SUPPORT: Added support for AngelCode fonts (.fnt) and TrueType fonts (.ttf). +[gestures] REDESIGN: Gestures system simplified and prepared to process generic touch events, including mouse events (multiplatform). +[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects. + +other changes: + +[rlgl] Removed GLEW library dependency, now using GLAD +[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES +[rlgl] Using depth data on batch drawing +[rlgl] Reviewed glReadPixels() function +[core][rlgl] Reviewed raycast system, now 3D picking works +[core] Android: Reviewed Android App cycle, paused if inactive +[shaders] Implemented Blinn-Phong lighting shading model +[textures] Implemented Floyd-Steinberg dithering - ImageDither() +[text] Added line-break support to DrawText() +[text] Added TrueType Fonts support (using stb_truetype) +[models] Implement function: CalculateBoundingBox(Mesh mesh) +[models] Added functions to check Ray collisions +[models] Improve map resolution control on LoadHeightmap() +[camera] Corrected small-glitch on zoom-in with mouse-wheel +[gestures] Implemented SetGesturesEnabled() to enable only some gestures +[gestures] Implemented GetElapsedTime() on Windows system +[gestures] Support mouse gestures for desktop platforms +[raymath] Complete review of the module and converted to header-only +[easings] Added new module for easing animations +[stb] Updated to latest headers versions +[*] Lots of tweaks around + +----------------------------------------------- +Release: raylib 1.3.0 (01 September 2015) +----------------------------------------------- +NOTE: + This version supposed a big boost for raylib, new modules have been added with lots of features. + Most of the modules have been completely reviewed to accomodate to the new features. + Over 50 new functions have been added to previous raylib version. + Most of the examples have been redone and +10 new advanced examples have been added. + +BIG changes: +[rlgl] SHADERS: Support for model shaders and postprocessing shaders (multiple functions) +[textures] FORMATS: Support for multiple internal formats, including compressed formats +[camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person +[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms +[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental) + +other changes: + +[rlgl] Added check for OpenGL supported extensions +[rlgl] Added function SetBlenMode() to select some predefined blending modes +[core] Added support for drop&drag of external files into running program +[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden() +[core] Renamed function SetFlags() to SetConfigFlags() +[shapes] Simplified some functions to improve performance +[textures] Review of Image struct to support multiple data formats +[textures] Added function LoadImageEx() +[textures] Added function LoadImageRaw() +[textures] Added function LoadTextureEx() +[textures] Simplified function parameters LoadTextureFromImage() +[textures] Added function GetImageData() +[textures] Added function GetTextureData() +[textures] Renamed function ConvertToPOT() to ImageConvertToPOT() +[textures] Added function ImageConvertFormat() +[textures] Added function GenTextureMipmaps() +[text] Added support for Latin-1 Extended characters for default font +[text] Redesigned SpriteFont struct, replaced Character struct by Rectangle +[text] Removed function GetFontBaseSize(), use directly spriteFont.size +[models] Review of struct: Model (added shaders support) +[models] Added 3d collision functions (sphere vs sphere vs box vs box) +[models] Added function DrawCubeTexture() +[models] Added function DrawQuad() +[models] Added function DrawRay() +[models] Simplified function DrawPlane() +[models] Removed function DrawPlaneEx() +[models] Simplified function DrawGizmo() +[models] Removed function DrawGizmoEx() +[models] Added function LoadModelEx() +[models] Review of function LoadCubicMap() +[models] Added function ResolveCollisionCubicmap() +[audio] Decopupled from raylib, now this module can be used as standalone +[audio] Added function UpdateMusicStream() +[raymath] Complete review of the module +[stb] Updated to latest headers versions +[*] Lots of tweaks around + +----------------------------------------------- +Release: raylib 1.2.2 (31 December 2014) +----------------------------------------------- +[*] Added support for HTML5 compiling (emscripten, asm.js) +[core] Corrected bug on input handling (keyboard and mouse) +[textures] Renamed function CreateTexture() to LoadTextureFromImage() +[textures] Added function ConvertToPOT() +[rlgl] Added support for color tint on models on GL 3.3+ and ES2 +[rlgl] Added support for normals on models +[models] Corrected bug on DrawBillboard() +[models] Corrected bug on DrawHeightmap() +[models] Renamed LoadCubesmap() to LoadCubicmap() +[audio] Added function LoadSoundFromWave() +[makefile] Added support for Linux and OSX compiling +[stb] Updated to latest headers versions +[*] Lots of tweaks around + +--------------------------------------------------------------- +Update: raylib 1.2.1 (17 October 2014) (Small Fixes Update) +--------------------------------------------------------------- +[core] Added function SetupFlags() to preconfigure raylib Window +[core] Corrected bug on fullscreen mode +[rlgl] rlglDrawmodel() - Added rotation on Y axis +[text] MeasureTextEx() - Corrected bug on measures for default font + +----------------------------------------------- +Release: raylib 1.2 (16 September 2014) +----------------------------------------------- +NOTE: + This version supposed a complete redesign of the [core] module to support Android and Raspberry Pi. + Multiples modules have also been tweaked to accomodate to the new platforms, specially [rlgl] + +[core] Added multiple platforms support: Android and Raspberry Pi +[core] InitWindow() - Complete rewrite and split for Android +[core] InitDisplay() - Internal function added to calculate proper display size +[core] InitGraphics() - Internal function where OpenGL graphics are initialized +[core] Complete refactoring of input functions to accomodate to new platforms +[core] Mouse and Keyboard raw data reading functions added for Raspberry Pi +[core] GetTouchX(), GetTouchY() - Added for Android +[core] Added Android callbacks to process inputs and Android activity commands +[rlgl] Adjusted buffers depending on platform +[rlgl] Added security check in case deployed vertex excess buffer size +[rlgl] Adjusted indices type depending on GL version (int or short) +[rlgl] Fallback to VBOs only usage if VAOs not supported on ES2 +[rlgl] rlglLoadModel() stores vbo ids on new Model struct +[textures] Added support for PKM files (ETC1, ETC2 compression support) +[shapes] DrawRectangleV() - Modified, depending on OGL version uses TRIANGLES or QUADS +[text] LoadSpriteFont() - Modified to use LoadImage() +[models] Minor changes on models loading to accomodate to new Model struct +[audio] PauseMusicStream(), ResumeMusicStream() - Added +[audio] Reduced music buffer size to avoid stalls on Raspberry Pi +[src] Added makefile for Windows and RPI +[src] Added resources file (raylib icon and executable info) +[examples] Added makefile for Windows and RPI +[examples] Renamed and merged with test examples for coherence with module names +[templates] Added multiple templates to be use as a base-code for games + +----------------------------------------------- +Release: raylib 1.1.1 (22 July 2014) +----------------------------------------------- +[core] ShowLogo() - To enable raylib logo animation at startup +[core] Corrected bug with window resizing +[rlgl] Redefined colors arrays to use byte instead of float +[rlgl] Removed double buffer system (no performance improvement) +[rlgl] rlglDraw() - Reorganized buffers drawing order +[rlgl] Corrected bug on screen resizing +[shapes] DrawRectangle() - Use QUADS instead of TRIANGLES +[models] DrawSphereWires() - Corrected some issues +[models] LoadOBJ() - Redesigned to support multiple meshes +[models] LoadCubesMap() - Loading a map as cubes (by pixel color) +[textures] Added security check if file doesn't exist +[text] Corrected bug on SpriteFont loading +[examples] Corrected some 3d examples +[test] Added cubesmap loading test + +----------------------------------------------- +Release: raylib 1.1.0 (19 April 2014) +----------------------------------------------- +NOTE: + This version supposed a complete internal redesign of the library to support OpenGL 3.3+ and OpenGL ES 2.0. + New module [rlgl] has been added to 'translate' immediate mode style functions (i.e. rlVertex3f()) to GL 1.1, 3.3+ or ES2. + Another new module [raymath] has also been added with lot of useful 3D math vector-matrix-quaternion functions. + +[rlgl] New module, abstracts OpenGL rendering (multiple versions support) +[raymath] New module, useful 3D math vector-matrix-quaternion functions +[core] Adapt all OpenGL code (initialization, drawing) to use [rlgl] +[shapes] Rewrite all shapes drawing functions to use [rlgl] +[textures] Adapt texture GPU loading to use [rlgl] +[textures] Added support for DDS images (compressed and uncompressed) +[textures] CreateTexture() - Redesigned to add mipmap automatic generation +[textures] DrawTexturePro() - Redesigned and corrected bugs +[models] Rewrite all 3d-shapes drawing functions to use [rlgl] +[models] Adapt model loading and drawing to use [rlgl] +[models] Model struct updated to include texture id +[models] SetModelTexture() - Added, link a texture to a model +[models] DrawModelEx() - Redesigned with extended parameters +[audio] Added music streaming support (OGG files) +[audio] Added support for OGG files as Sound +[audio] PlayMusicStream() - Added, open a new music stream and play it +[audio] StopMusicStream() - Added, stop music stream playing and close stream +[audio] PauseMusicStream() - Added, pause music stream playing +[audio] MusicIsPlaying() - Added, to check if music is playing +[audio] SetMusicVolume() - Added, set volume for music +[audio] GetMusicTimeLength() - Added, get current music time length (in seconds) +[audio] GetMusicTimePlayed() - Added, get current music time played (in seconds) +[utils] Added log tracing functionality - TraceLog(), TraceLogOpen(), TraceLogClose() +[*] Log tracing messages all around the code + +----------------------------------------------- +Release: raylib 1.0.6 (16 March 2014) +----------------------------------------------- +[core] Removed unused lighting-system code +[core] Removed SetPerspective() function, calculated directly +[core] Unload and reload default font on fullscreen toggle +[core] Corrected bug gamepad buttons checking if no gamepad available +[texture] DrawTextureV() - Added, to draw using Vector2 for position +[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture() +[text] FormatText() - Corrected memory leak bug +[models] Added Matrix struct and related functions +[models] DrawBillboard() - Reviewed, now it works! +[models] DrawBillboardRec() - Reviewed, now it works! +[tests] Added folder with multiple tests for new functions + +----------------------------------------------- +Update: raylib 1.0.5 (28 January 2014) +----------------------------------------------- +[audio] LoadSound() - Corrected a bug, WAV file was not closed! +[core] GetMouseWheelMove() - Added, check mouse wheel Y movement +[texture] CreateTexture2D() renamed to CreateTexture() +[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model +[tool] rREM updated, now supports (partially) drag and drop of files + +----------------------------------------------- +Release: raylib 1.0.4 (23 January 2014) +----------------------------------------------- +[tool] Published a first alpha version of rREM tool (raylib Resource Embedder) +[core] GetRandomValue() - Bug corrected, now works right +[core] Fade() - Added, fades a color to an alpha percentadge +[core] WriteBitmap() - Moved to new module: utils.c, not used anymore +[core] TakeScreenshot() - Now uses WritePNG() (utils.c) +[utils] New module created with utility functions +[utils] WritePNG() - Write a PNG file (used by TakeScreenshot() on core) +[utils] DecompressData() - Added, used for rRES resource data decompresion +[textures] LoadImageFromRES() - Added, load an image from a rRES resource file +[textures] LoadTextureFromRES() - Added, load a texture from a rRES resource file +[audio] LoadSoundFromRES() - Added, load a sound from a rRES resource file +[audio] IsPlaying() - Added, check if a sound is currently playing +[audio] SetVolume() - Added, set the volume for a sound +[audio] SetPitch() - Added, set the pitch for a sound +[examples] ex06a_color_select completed +[examples] ex06b_logo_anim completed +[examples] ex06c_font select completed + +----------------------------------------------- +Release: raylib 1.0.3 (19 December 2013) +----------------------------------------------- +[fonts] Added 8 rBMF free fonts to be used on projects! +[text] LoadSpriteFont() - Now supports rBMF file loading (raylib Bitmap Font) +[examples] ex05a_sprite_fonts completed +[examples] ex05b_rbmf_fonts completed +[core] InitWindowEx() - InitWindow with extended parameters, resizing option and custom cursor! +[core] GetRandomValue() - Added, returns a random value within a range (int) +[core] SetExitKey() - Added, sets a key to exit program (default is ESC) +[core] Custom cursor not drawn when mouse out of screen +[shapes] CheckCollisionPointRec() - Added, check collision between point and rectangle +[shapes] CheckCollisionPointCircle() - Added, check collision between point and circle +[shapes] CheckCollisionPointTriangle() - Added, check collision between point and triangle +[shapes] DrawPoly() - Added, draw regular polygons of n sides, rotation can be defined! + +----------------------------------------------- +Release: raylib 1.0.2 (1 December 2013) +----------------------------------------------- +[text] GetDefaultFont() - Added, get default SpriteFont to be used on DrawTextEx() +[shapes] CheckCollisionRecs() - Added, check collision between rectangles +[shapes] CheckCollisionCircles() - Added, check collision between circles +[shapes] CheckCollisionCircleRec() - Added, check collision circle-rectangle +[shapes] GetCollisionRec() - Added, get collision rectangle +[textures] CreateTexture2D() - Added, create Texture2D from Image data +[audio] Fixed WAV loading function, now audio works! + +----------------------------------------------- +Update: raylib 1.0.1 (28 November 2013) +----------------------------------------------- +[text] DrawText() - Removed spacing parameter +[text] MeasureText() - Removed spacing parameter +[text] DrawFps() - Renamed to DrawFPS() for coherence with similar function +[core] IsKeyPressed() - Change functionality, check if key pressed once +[core] IsKeyDown() - Added, check if key is being pressed +[core] IsKeyReleased() - Change functionality, check if key released once +[core] IsKeyUp() - Added, check if key is being NOT pressed +[core] IsMouseButtonDown() - Added, check if mouse button is being pressed +[core] IsMouseButtonPressed() - Change functionality, check if mouse button pressed once +[core] IsMouseButtonUp() - Added, check if mouse button is NOT being pressed +[core] IsMouseButtonReleased() - Change functionality, check if mouse button released once +[textures] DrawTexturePro() - Added, texture drawing with 'pro' parameters +[examples] Function changes applied to ALL examples + +----------------------------------------------- +Release: raylib 1.0.0 (18 November 2013) +----------------------------------------------- +* Initial version +* 6 Modules provided: + - core: basic window/context creation functions, input management, timing functions + - shapes: basic shapes drawing functions + - textures: image data loading and conversion to OpenGL textures + - text: text drawing, sprite fonts loading, default font loading + - models: basic 3d shapes drawing, OBJ models loading and drawing + - audio: audio device initialization, WAV files loading and playing diff --git a/raylib/raylib-5.0_linux_amd64/LICENSE b/raylib/raylib-5.0_linux_amd64/LICENSE new file mode 100644 index 0000000..91da62e --- /dev/null +++ b/raylib/raylib-5.0_linux_amd64/LICENSE @@ -0,0 +1,16 @@ +Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) + +This software is provided "as-is", without any express or implied warranty. In no event +will the authors be held liable for any damages arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, including commercial +applications, and to alter it and redistribute it freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not claim that you + wrote the original software. If you use this software in a product, an acknowledgment + in the product documentation would be appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be misrepresented + as being the original software. + + 3. This notice may not be removed or altered from any source distribution. diff --git a/raylib/raylib-5.0_linux_amd64/README.md b/raylib/raylib-5.0_linux_amd64/README.md new file mode 100644 index 0000000..9d2b78e --- /dev/null +++ b/raylib/raylib-5.0_linux_amd64/README.md @@ -0,0 +1,150 @@ + + +**raylib is a simple and easy-to-use library to enjoy videogames programming.** + +raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's especially well suited for prototyping, tooling, graphical applications, embedded systems and education. + +*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.* + +Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html) + +--- + +
+ +[![GitHub Releases Downloads](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases) +[![GitHub Stars](https://img.shields.io/github/stars/raysan5/raylib?style=flat&label=stars)](https://github.com/raysan5/raylib/stargazers) +[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/4.5.0)](https://github.com/raysan5/raylib/commits/master) +[![GitHub Sponsors](https://img.shields.io/github/sponsors/raysan5?label=sponsors)](https://github.com/sponsors/raysan5) +[![Packaging Status](https://repology.org/badge/tiny-repos/raylib.svg)](https://repology.org/project/raylib/versions) +[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE) + +[![Discord Members](https://img.shields.io/discord/426912293134270465.svg?label=Discord&logo=discord)](https://discord.gg/raylib) +[![Subreddit Subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?label=reddit%20r%2Fraylib&logo=reddit)](https://www.reddit.com/r/raylib/) +[![Youtube Subscribers](https://img.shields.io/youtube/channel/subscribers/UC8WIBkhYb5sBNqXO1mZ7WSQ?style=flat&label=Youtube&logo=youtube)](https://www.youtube.com/c/raylib) +[![Twitch Status](https://img.shields.io/twitch/status/raysan5?style=flat&label=Twitch&logo=twitch)](https://www.twitch.tv/raysan5) + +[![Windows](https://github.com/raysan5/raylib/workflows/Windows/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows) +[![Linux](https://github.com/raysan5/raylib/workflows/Linux/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux) +[![macOS](https://github.com/raysan5/raylib/workflows/macOS/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS) +[![WebAssembly](https://github.com/raysan5/raylib/workflows/WebAssembly/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly) + +[![CMakeBuilds](https://github.com/raysan5/raylib/workflows/CMakeBuilds/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds) +[![Windows Examples](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml) +[![Linux Examples](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml) + +features +-------- + - **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external) + - Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!** + - Written in plain C code (C99) using PascalCase/camelCase notation + - Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0**) + - **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) + - Multiple **Fonts** formats supported (TTF, OTF, Image fonts, AngelCode fonts) + - Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC) + - **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more! + - Flexible Materials system, supporting classic maps and **PBR maps** + - **Animated 3D models** supported (skeletal bones animation) (IQM, M3D, glTF) + - Shaders support, including model shaders and **postprocessing** shaders + - **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) + - Audio loading and playing with streaming support (WAV, QOA, OGG, MP3, FLAC, XM, MOD) + - **VR stereo rendering** support with configurable HMD device parameters + - Huge examples collection with [+140 code examples](https://github.com/raysan5/raylib/tree/master/examples)! + - Bindings to [+70 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)! + - **Free and open source** + +basic example +-------------- +This is a basic raylib example, it creates a window and draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window). +```c +#include "raylib.h" + +int main(void) +{ + InitWindow(800, 450, "raylib [core] example - basic window"); + + while (!WindowShouldClose()) + { + BeginDrawing(); + ClearBackground(RAYWHITE); + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); + EndDrawing(); + } + + CloseWindow(); + + return 0; +} +``` + +build and installation +---------------------- + +raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases). + +raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions. + +#### Installing and building raylib on multiple platforms + +[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms. + + - [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows) + - [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS) + - [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux) + - [Working on Chrome OS](https://github.com/raysan5/raylib/wiki/Working-on-Chrome-OS) + - [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD) + - [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi) + - [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android) + - [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5)) + - [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake) + +*Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.* + +#### Setup raylib with multiple IDEs + +raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](https://www.mingw-w64.org/) compiler but it can be used with other IDEs on multiple platforms. + +[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs. + +*Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.* + +learning and docs +------------------ + +raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works. + +Some additional documentation about raylib design can be found in [raylib GitHub Wiki](https://github.com/raysan5/raylib/wiki). Here are the relevant links: + + - [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html) + - [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture) + - [raylib library design](https://github.com/raysan5/raylib/wiki) + - [raylib examples collection](https://github.com/raysan5/raylib/tree/master/examples) + - [raylib games collection](https://github.com/raysan5/raylib-games) + + +contact and networks +--------------------- + +raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :) + + - Webpage: [https://www.raylib.com](https://www.raylib.com) + - Discord: [https://discord.gg/raylib](https://discord.gg/raylib) + - Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5) + - Twitch: [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5) + - Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib) + - Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib) + - YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib) + +contributors +------------ + + + + + +license +------- + +raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details. + +raylib uses internally some libraries for window/graphics/inputs management and also to support different file formats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on [raylib Wiki](https://github.com/raysan5/raylib/wiki) for details. diff --git a/raylib/raylib-5.0_linux_amd64/include/raylib.h b/raylib/raylib-5.0_linux_amd64/include/raylib.h new file mode 100644 index 0000000..1c4c4a0 --- /dev/null +++ b/raylib/raylib-5.0_linux_amd64/include/raylib.h @@ -0,0 +1,1662 @@ +/********************************************************************************************** +* +* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* +* FEATURES: +* - NO external dependencies, all required libraries included with raylib +* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, +* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. +* - Written in plain C code (C99) in PascalCase/camelCase notation +* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) +* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) +* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) +* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! +* - Flexible Materials system, supporting classic maps and PBR maps +* - Animated 3D models supported (skeletal bones animation) (IQM) +* - Shaders support, including Model shaders and Postprocessing shaders +* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) +* - VR stereo rendering with configurable HMD device parameters +* - Bindings to multiple programming languages available! +* +* NOTES: +* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] +* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) +* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) +* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) +* +* DEPENDENCIES (included): +* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) +* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) +* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management +* +* OPTIONAL DEPENDENCIES (included): +* [rcore] msf_gif (Miles Fogle) for GIF recording +* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm +* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm +* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) +* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) +* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms +* [rtext] stb_truetype (Sean Barret) for ttf fonts loading +* [rtext] stb_rect_pack (Sean Barret) for rectangles packing +* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation +* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) +* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) +* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) +* [raudio] dr_wav (David Reid) for WAV audio file loading +* [raudio] dr_flac (David Reid) for FLAC audio file loading +* [raudio] dr_mp3 (David Reid) for MP3 audio file loading +* [raudio] stb_vorbis (Sean Barret) for OGG audio loading +* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading +* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading +* +* +* LICENSE: zlib/libpng +* +* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software: +* +* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYLIB_H +#define RAYLIB_H + +#include // Required for: va_list - Only used by TraceLogCallback + +#define RAYLIB_VERSION_MAJOR 5 +#define RAYLIB_VERSION_MINOR 0 +#define RAYLIB_VERSION_PATCH 0 +#define RAYLIB_VERSION "5.0" + +// Function specifiers in case library is build/used as a shared library (Windows) +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +#if defined(_WIN32) + #if defined(BUILD_LIBTYPE_SHARED) + #if defined(__TINYC__) + #define __declspec(x) __attribute__((x)) + #endif + #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) + #elif defined(USE_LIBTYPE_SHARED) + #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) + #endif +#endif + +#ifndef RLAPI + #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) +#endif + +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Allow custom memory allocators +// NOTE: Require recompiling raylib sources +#ifndef RL_MALLOC + #define RL_MALLOC(sz) malloc(sz) +#endif +#ifndef RL_CALLOC + #define RL_CALLOC(n,sz) calloc(n,sz) +#endif +#ifndef RL_REALLOC + #define RL_REALLOC(ptr,sz) realloc(ptr,sz) +#endif +#ifndef RL_FREE + #define RL_FREE(ptr) free(ptr) +#endif + +// NOTE: MSVC C++ compiler does not support compound literals (C99 feature) +// Plain structures in C++ (without constructors) can be initialized with { } +// This is called aggregate initialization (C++11 feature) +#if defined(__cplusplus) + #define CLITERAL(type) type +#else + #define CLITERAL(type) (type) +#endif + +// Some compilers (mostly macos clang) default to C++98, +// where aggregate initialization can't be used +// So, give a more clear error stating how to fix this +#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L) + #error "C++11 or later is required. Add -std=c++11" +#endif + +// NOTE: We set some defines with some data types declared by raylib +// Other modules (raymath, rlgl) also require some of those types, so, +// to be able to use those other modules as standalone (not depending on raylib) +// this defines are very useful for internal check and avoid type (re)definitions +#define RL_COLOR_TYPE +#define RL_RECTANGLE_TYPE +#define RL_VECTOR2_TYPE +#define RL_VECTOR3_TYPE +#define RL_VECTOR4_TYPE +#define RL_QUATERNION_TYPE +#define RL_MATRIX_TYPE + +// Some Basic Colors +// NOTE: Custom raylib color palette for amazing visuals on WHITE background +#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray +#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray +#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray +#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow +#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold +#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange +#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink +#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red +#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon +#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green +#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime +#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue +#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue +#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue +#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple +#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet +#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple +#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige +#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown +#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown + +#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White +#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black +#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta +#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) + +//---------------------------------------------------------------------------------- +// Structures Definition +//---------------------------------------------------------------------------------- +// Boolean type +#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) + #include +#elif !defined(__cplusplus) && !defined(bool) + typedef enum bool { false = 0, true = !false } bool; + #define RL_BOOL_TYPE +#endif + +// Vector2, 2 components +typedef struct Vector2 { + float x; // Vector x component + float y; // Vector y component +} Vector2; + +// Vector3, 3 components +typedef struct Vector3 { + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component +} Vector3; + +// Vector4, 4 components +typedef struct Vector4 { + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component + float w; // Vector w component +} Vector4; + +// Quaternion, 4 components (Vector4 alias) +typedef Vector4 Quaternion; + +// Matrix, 4x4 components, column major, OpenGL style, right-handed +typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) +} Matrix; + +// Color, 4 components, R8G8B8A8 (32bit) +typedef struct Color { + unsigned char r; // Color red value + unsigned char g; // Color green value + unsigned char b; // Color blue value + unsigned char a; // Color alpha value +} Color; + +// Rectangle, 4 components +typedef struct Rectangle { + float x; // Rectangle top-left corner position x + float y; // Rectangle top-left corner position y + float width; // Rectangle width + float height; // Rectangle height +} Rectangle; + +// Image, pixel data stored in CPU memory (RAM) +typedef struct Image { + void *data; // Image raw data + int width; // Image base width + int height; // Image base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) +} Image; + +// Texture, tex data stored in GPU memory (VRAM) +typedef struct Texture { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) +} Texture; + +// Texture2D, same as Texture +typedef Texture Texture2D; + +// TextureCubemap, same as Texture +typedef Texture TextureCubemap; + +// RenderTexture, fbo for texture rendering +typedef struct RenderTexture { + unsigned int id; // OpenGL framebuffer object id + Texture texture; // Color buffer attachment texture + Texture depth; // Depth buffer attachment texture +} RenderTexture; + +// RenderTexture2D, same as RenderTexture +typedef RenderTexture RenderTexture2D; + +// NPatchInfo, n-patch layout info +typedef struct NPatchInfo { + Rectangle source; // Texture source rectangle + int left; // Left border offset + int top; // Top border offset + int right; // Right border offset + int bottom; // Bottom border offset + int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 +} NPatchInfo; + +// GlyphInfo, font characters glyphs info +typedef struct GlyphInfo { + int value; // Character value (Unicode) + int offsetX; // Character offset X when drawing + int offsetY; // Character offset Y when drawing + int advanceX; // Character advance position X + Image image; // Character image data +} GlyphInfo; + +// Font, font texture and GlyphInfo array data +typedef struct Font { + int baseSize; // Base size (default chars height) + int glyphCount; // Number of glyph characters + int glyphPadding; // Padding around the glyph characters + Texture2D texture; // Texture atlas containing the glyphs + Rectangle *recs; // Rectangles in texture for the glyphs + GlyphInfo *glyphs; // Glyphs info data +} Font; + +// Camera, defines position/orientation in 3d space +typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic + int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC +} Camera3D; + +typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D + +// Camera2D, defines position/orientation in 2d space +typedef struct Camera2D { + Vector2 offset; // Camera offset (displacement from target) + Vector2 target; // Camera target (rotation and zoom origin) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default +} Camera2D; + +// Mesh, vertex data and vao/vbo +typedef struct Mesh { + int vertexCount; // Number of vertices stored in arrays + int triangleCount; // Number of triangles stored (indexed or not) + + // Vertex attributes data + float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) + float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices; // Vertex indices (in case vertex data comes indexed) + + // Animation vertex data + float *animVertices; // Animated vertex positions (after bones transformations) + float *animNormals; // Animated normals (after bones transformations) + unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) + float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) + + // OpenGL identifiers + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) +} Mesh; + +// Shader +typedef struct Shader { + unsigned int id; // Shader program id + int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) +} Shader; + +// MaterialMap +typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value +} MaterialMap; + +// Material, includes shader and maps +typedef struct Material { + Shader shader; // Material shader + MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) + float params[4]; // Material generic parameters (if required) +} Material; + +// Transform, vertex transformation data +typedef struct Transform { + Vector3 translation; // Translation + Quaternion rotation; // Rotation + Vector3 scale; // Scale +} Transform; + +// Bone, skeletal animation bone +typedef struct BoneInfo { + char name[32]; // Bone name + int parent; // Bone parent +} BoneInfo; + +// Model, meshes, materials and animation data +typedef struct Model { + Matrix transform; // Local transform matrix + + int meshCount; // Number of meshes + int materialCount; // Number of materials + Mesh *meshes; // Meshes array + Material *materials; // Materials array + int *meshMaterial; // Mesh material number + + // Animation data + int boneCount; // Number of bones + BoneInfo *bones; // Bones information (skeleton) + Transform *bindPose; // Bones base transformation (pose) +} Model; + +// ModelAnimation +typedef struct ModelAnimation { + int boneCount; // Number of bones + int frameCount; // Number of animation frames + BoneInfo *bones; // Bones information (skeleton) + Transform **framePoses; // Poses array by frame + char name[32]; // Animation name +} ModelAnimation; + +// Ray, ray for raycasting +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction +} Ray; + +// RayCollision, ray hit information +typedef struct RayCollision { + bool hit; // Did the ray hit something? + float distance; // Distance to the nearest hit + Vector3 point; // Point of the nearest hit + Vector3 normal; // Surface normal of hit +} RayCollision; + +// BoundingBox +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner +} BoundingBox; + +// Wave, audio wave data +typedef struct Wave { + unsigned int frameCount; // Total number of frames (considering channels) + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) + void *data; // Buffer data pointer +} Wave; + +// Opaque structs declaration +// NOTE: Actual structs are defined internally in raudio module +typedef struct rAudioBuffer rAudioBuffer; +typedef struct rAudioProcessor rAudioProcessor; + +// AudioStream, custom audio stream +typedef struct AudioStream { + rAudioBuffer *buffer; // Pointer to internal data used by the audio system + rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects + + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) +} AudioStream; + +// Sound +typedef struct Sound { + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) +} Sound; + +// Music, audio stream, anything longer than ~10 seconds should be streamed +typedef struct Music { + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) + bool looping; // Music looping enable + + int ctxType; // Type of music context (audio filetype) + void *ctxData; // Audio context data, depends on type +} Music; + +// VrDeviceInfo, Head-Mounted-Display device parameters +typedef struct VrDeviceInfo { + int hResolution; // Horizontal resolution in pixels + int vResolution; // Vertical resolution in pixels + float hScreenSize; // Horizontal size in meters + float vScreenSize; // Vertical size in meters + float vScreenCenter; // Screen center in meters + float eyeToScreenDistance; // Distance between eye and display in meters + float lensSeparationDistance; // Lens separation distance in meters + float interpupillaryDistance; // IPD (distance between pupils) in meters + float lensDistortionValues[4]; // Lens distortion constant parameters + float chromaAbCorrection[4]; // Chromatic aberration correction parameters +} VrDeviceInfo; + +// VrStereoConfig, VR stereo rendering configuration for simulator +typedef struct VrStereoConfig { + Matrix projection[2]; // VR projection matrices (per eye) + Matrix viewOffset[2]; // VR view offset matrices (per eye) + float leftLensCenter[2]; // VR left lens center + float rightLensCenter[2]; // VR right lens center + float leftScreenCenter[2]; // VR left screen center + float rightScreenCenter[2]; // VR right screen center + float scale[2]; // VR distortion scale + float scaleIn[2]; // VR distortion scale in +} VrStereoConfig; + +// File path list +typedef struct FilePathList { + unsigned int capacity; // Filepaths max entries + unsigned int count; // Filepaths entries count + char **paths; // Filepaths entries +} FilePathList; + +// Automation event +typedef struct AutomationEvent { + unsigned int frame; // Event frame + unsigned int type; // Event type (AutomationEventType) + int params[4]; // Event parameters (if required) +} AutomationEvent; + +// Automation event list +typedef struct AutomationEventList { + unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS) + unsigned int count; // Events entries count + AutomationEvent *events; // Events entries +} AutomationEventList; + +//---------------------------------------------------------------------------------- +// Enumerators Definition +//---------------------------------------------------------------------------------- +// System/Window config flags +// NOTE: Every bit registers one state (use it with bit masks) +// By default all flags are set to 0 +typedef enum { + FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU + FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen + FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window + FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) + FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window + FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) + FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) + FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused + FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top + FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized + FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer + FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI + FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED + FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode + FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X + FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) +} ConfigFlags; + +// Trace log level +// NOTE: Organized by priority level +typedef enum { + LOG_ALL = 0, // Display all logs + LOG_TRACE, // Trace logging, intended for internal use only + LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds + LOG_INFO, // Info logging, used for program execution info + LOG_WARNING, // Warning logging, used on recoverable failures + LOG_ERROR, // Error logging, used on unrecoverable failures + LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) + LOG_NONE // Disable logging +} TraceLogLevel; + +// Keyboard keys (US keyboard layout) +// NOTE: Use GetKeyPressed() to allow redefining +// required keys for alternative layouts +typedef enum { + KEY_NULL = 0, // Key: NULL, used for no key pressed + // Alphanumeric keys + KEY_APOSTROPHE = 39, // Key: ' + KEY_COMMA = 44, // Key: , + KEY_MINUS = 45, // Key: - + KEY_PERIOD = 46, // Key: . + KEY_SLASH = 47, // Key: / + KEY_ZERO = 48, // Key: 0 + KEY_ONE = 49, // Key: 1 + KEY_TWO = 50, // Key: 2 + KEY_THREE = 51, // Key: 3 + KEY_FOUR = 52, // Key: 4 + KEY_FIVE = 53, // Key: 5 + KEY_SIX = 54, // Key: 6 + KEY_SEVEN = 55, // Key: 7 + KEY_EIGHT = 56, // Key: 8 + KEY_NINE = 57, // Key: 9 + KEY_SEMICOLON = 59, // Key: ; + KEY_EQUAL = 61, // Key: = + KEY_A = 65, // Key: A | a + KEY_B = 66, // Key: B | b + KEY_C = 67, // Key: C | c + KEY_D = 68, // Key: D | d + KEY_E = 69, // Key: E | e + KEY_F = 70, // Key: F | f + KEY_G = 71, // Key: G | g + KEY_H = 72, // Key: H | h + KEY_I = 73, // Key: I | i + KEY_J = 74, // Key: J | j + KEY_K = 75, // Key: K | k + KEY_L = 76, // Key: L | l + KEY_M = 77, // Key: M | m + KEY_N = 78, // Key: N | n + KEY_O = 79, // Key: O | o + KEY_P = 80, // Key: P | p + KEY_Q = 81, // Key: Q | q + KEY_R = 82, // Key: R | r + KEY_S = 83, // Key: S | s + KEY_T = 84, // Key: T | t + KEY_U = 85, // Key: U | u + KEY_V = 86, // Key: V | v + KEY_W = 87, // Key: W | w + KEY_X = 88, // Key: X | x + KEY_Y = 89, // Key: Y | y + KEY_Z = 90, // Key: Z | z + KEY_LEFT_BRACKET = 91, // Key: [ + KEY_BACKSLASH = 92, // Key: '\' + KEY_RIGHT_BRACKET = 93, // Key: ] + KEY_GRAVE = 96, // Key: ` + // Function keys + KEY_SPACE = 32, // Key: Space + KEY_ESCAPE = 256, // Key: Esc + KEY_ENTER = 257, // Key: Enter + KEY_TAB = 258, // Key: Tab + KEY_BACKSPACE = 259, // Key: Backspace + KEY_INSERT = 260, // Key: Ins + KEY_DELETE = 261, // Key: Del + KEY_RIGHT = 262, // Key: Cursor right + KEY_LEFT = 263, // Key: Cursor left + KEY_DOWN = 264, // Key: Cursor down + KEY_UP = 265, // Key: Cursor up + KEY_PAGE_UP = 266, // Key: Page up + KEY_PAGE_DOWN = 267, // Key: Page down + KEY_HOME = 268, // Key: Home + KEY_END = 269, // Key: End + KEY_CAPS_LOCK = 280, // Key: Caps lock + KEY_SCROLL_LOCK = 281, // Key: Scroll down + KEY_NUM_LOCK = 282, // Key: Num lock + KEY_PRINT_SCREEN = 283, // Key: Print screen + KEY_PAUSE = 284, // Key: Pause + KEY_F1 = 290, // Key: F1 + KEY_F2 = 291, // Key: F2 + KEY_F3 = 292, // Key: F3 + KEY_F4 = 293, // Key: F4 + KEY_F5 = 294, // Key: F5 + KEY_F6 = 295, // Key: F6 + KEY_F7 = 296, // Key: F7 + KEY_F8 = 297, // Key: F8 + KEY_F9 = 298, // Key: F9 + KEY_F10 = 299, // Key: F10 + KEY_F11 = 300, // Key: F11 + KEY_F12 = 301, // Key: F12 + KEY_LEFT_SHIFT = 340, // Key: Shift left + KEY_LEFT_CONTROL = 341, // Key: Control left + KEY_LEFT_ALT = 342, // Key: Alt left + KEY_LEFT_SUPER = 343, // Key: Super left + KEY_RIGHT_SHIFT = 344, // Key: Shift right + KEY_RIGHT_CONTROL = 345, // Key: Control right + KEY_RIGHT_ALT = 346, // Key: Alt right + KEY_RIGHT_SUPER = 347, // Key: Super right + KEY_KB_MENU = 348, // Key: KB menu + // Keypad keys + KEY_KP_0 = 320, // Key: Keypad 0 + KEY_KP_1 = 321, // Key: Keypad 1 + KEY_KP_2 = 322, // Key: Keypad 2 + KEY_KP_3 = 323, // Key: Keypad 3 + KEY_KP_4 = 324, // Key: Keypad 4 + KEY_KP_5 = 325, // Key: Keypad 5 + KEY_KP_6 = 326, // Key: Keypad 6 + KEY_KP_7 = 327, // Key: Keypad 7 + KEY_KP_8 = 328, // Key: Keypad 8 + KEY_KP_9 = 329, // Key: Keypad 9 + KEY_KP_DECIMAL = 330, // Key: Keypad . + KEY_KP_DIVIDE = 331, // Key: Keypad / + KEY_KP_MULTIPLY = 332, // Key: Keypad * + KEY_KP_SUBTRACT = 333, // Key: Keypad - + KEY_KP_ADD = 334, // Key: Keypad + + KEY_KP_ENTER = 335, // Key: Keypad Enter + KEY_KP_EQUAL = 336, // Key: Keypad = + // Android key buttons + KEY_BACK = 4, // Key: Android back button + KEY_MENU = 82, // Key: Android menu button + KEY_VOLUME_UP = 24, // Key: Android volume up button + KEY_VOLUME_DOWN = 25 // Key: Android volume down button +} KeyboardKey; + +// Add backwards compatibility support for deprecated names +#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT +#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT +#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE + +// Mouse buttons +typedef enum { + MOUSE_BUTTON_LEFT = 0, // Mouse button left + MOUSE_BUTTON_RIGHT = 1, // Mouse button right + MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) + MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) + MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) + MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) + MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) +} MouseButton; + +// Mouse cursor +typedef enum { + MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape + MOUSE_CURSOR_ARROW = 1, // Arrow shape + MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape + MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape + MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor + MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape + MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape + MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape +} MouseCursor; + +// Gamepad buttons +typedef enum { + GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking + GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button + GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button + GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button + GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button + GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) + GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X) + GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) + GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) + GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button + GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button + GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button + GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button + GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select) + GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) + GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start) + GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left + GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right +} GamepadButton; + +// Gamepad axis +typedef enum { + GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis + GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis + GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis + GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis + GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] + GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] +} GamepadAxis; + +// Material map index +typedef enum { + MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) + MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR) + MATERIAL_MAP_NORMAL, // Normal material + MATERIAL_MAP_ROUGHNESS, // Roughness material + MATERIAL_MAP_OCCLUSION, // Ambient occlusion material + MATERIAL_MAP_EMISSION, // Emission material + MATERIAL_MAP_HEIGHT, // Heightmap material + MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_BRDF // Brdf material +} MaterialMapIndex; + +#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO +#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS + +// Shader location index +typedef enum { + SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position + SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 + SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 + SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal + SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent + SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color + SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection + SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) + SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection + SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) + SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal + SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view + SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color + SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color + SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color + SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) + SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) + SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal + SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness + SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion + SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission + SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height + SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap + SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance + SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter + SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf +} ShaderLocationIndex; + +#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO +#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS + +// Shader uniform data type +typedef enum { + SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float + SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) + SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) + SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) + SHADER_UNIFORM_INT, // Shader uniform type: int + SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) + SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) + SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) + SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d +} ShaderUniformDataType; + +// Shader attribute data types +typedef enum { + SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float + SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) + SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) + SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) +} ShaderAttributeDataType; + +// Pixel formats +// NOTE: Support depends on OpenGL version and platform +typedef enum { + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float) + PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float) + PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} PixelFormat; + +// Texture parameters: filter mode +// NOTE 1: Filtering considers mipmaps if available in the texture +// NOTE 2: Filter is accordingly set for minification and magnification +typedef enum { + TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation + TEXTURE_FILTER_BILINEAR, // Linear filtering + TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} TextureFilter; + +// Texture parameters: wrap mode +typedef enum { + TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode + TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode +} TextureWrap; + +// Cubemap layouts +typedef enum { + CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type + CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces + CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces + CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) +} CubemapLayout; + +// Font type, defines generation method +typedef enum { + FONT_DEFAULT = 0, // Default font generation, anti-aliased + FONT_BITMAP, // Bitmap font generation, no anti-aliasing + FONT_SDF // SDF font generation, requires external shader +} FontType; + +// Color blending modes (pre-defined) +typedef enum { + BLEND_ALPHA = 0, // Blend textures considering alpha (default) + BLEND_ADDITIVE, // Blend textures adding colors + BLEND_MULTIPLIED, // Blend textures multiplying colors + BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha + BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) + BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) +} BlendMode; + +// Gesture +// NOTE: Provided as bit-wise flags to enable only desired gestures +typedef enum { + GESTURE_NONE = 0, // No gesture + GESTURE_TAP = 1, // Tap gesture + GESTURE_DOUBLETAP = 2, // Double tap gesture + GESTURE_HOLD = 4, // Hold gesture + GESTURE_DRAG = 8, // Drag gesture + GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture + GESTURE_SWIPE_LEFT = 32, // Swipe left gesture + GESTURE_SWIPE_UP = 64, // Swipe up gesture + GESTURE_SWIPE_DOWN = 128, // Swipe down gesture + GESTURE_PINCH_IN = 256, // Pinch in gesture + GESTURE_PINCH_OUT = 512 // Pinch out gesture +} Gesture; + +// Camera system modes +typedef enum { + CAMERA_CUSTOM = 0, // Custom camera + CAMERA_FREE, // Free camera + CAMERA_ORBITAL, // Orbital camera + CAMERA_FIRST_PERSON, // First person camera + CAMERA_THIRD_PERSON // Third person camera +} CameraMode; + +// Camera projection +typedef enum { + CAMERA_PERSPECTIVE = 0, // Perspective projection + CAMERA_ORTHOGRAPHIC // Orthographic projection +} CameraProjection; + +// N-patch layout +typedef enum { + NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles + NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles + NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles +} NPatchLayout; + +// Callbacks to hook some internal functions +// WARNING: These callbacks are intended for advance users +typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages +typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data +typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data +typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data +typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data + +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... + +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ + +#if defined(__cplusplus) +extern "C" { // Prevents name mangling of functions +#endif + +// Window-related functions +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context +RLAPI void CloseWindow(void); // Close window and unload OpenGL context +RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) +RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully +RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) +RLAPI bool IsWindowResized(void); // Check if window has been resized last frame +RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) +RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) +RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) +RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) +RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) +RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) +RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window +RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowSize(int width, int height); // Set window dimensions +RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) +RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) +RLAPI void *GetWindowHandle(void); // Get native window handle +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height +RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI) +RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI) +RLAPI int GetMonitorCount(void); // Get number of connected monitors +RLAPI int GetCurrentMonitor(void); // Get current connected monitor +RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position +RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) +RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) +RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres +RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres +RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate +RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor +RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor +RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor +RLAPI void SetClipboardText(const char *text); // Set clipboard text content +RLAPI const char *GetClipboardText(void); // Get clipboard text content +RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling +RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling + +// Cursor-related functions +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Check if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) +RLAPI void DisableCursor(void); // Disables cursor (lock cursor) +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen + +// Drawing-related functions +RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) +RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture +RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) +RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + +// Screen-space-related functions +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position +RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position +RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position + +// Timing-related functions +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) +RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() +RLAPI int GetFPS(void); // Get current FPS + +// Custom frame control functions +// NOTE: Those functions are intended for advance users that want full control over the frame processing +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() +// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL +RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) +RLAPI void PollInputEvents(void); // Register all input events +RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution) + +// Random values generation functions +RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator +RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) +RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated +RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence + +// Misc. functions +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) +RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) +RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) + +// NOTE: Following functions implemented in module [utils] +//------------------------------------------------------------------ +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) +RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level +RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator +RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator +RLAPI void MemFree(void *ptr); // Internal memory free + +// Set custom callbacks +// WARNING: Callbacks setup is intended for advance users +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver + +// Files management functions +RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success +RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success +RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string +RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() +RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success +//------------------------------------------------------------------ + +// File system functions +RLAPI bool FileExists(const char *fileName); // Check if file exists +RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists +RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) +RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) +RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) +RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) +RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) +RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success +RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory +RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths +RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan +RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths +RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths +RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths +RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) + +// Compression/Encoding functionality +RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() +RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() +RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() +RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() + +// Automation events functionality +RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS +RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file +RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file +RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to +RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording +RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) +RLAPI void StopAutomationEventRecording(void); // Stop recording automation events +RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Input-related functions: keyboard +RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once +RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) +RLAPI bool IsKeyDown(int key); // Check if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if a key has been released once +RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +// Input-related functions: gamepads +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) + +// Input-related functions: mouse +RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Get mouse position X +RLAPI int GetMouseY(void); // Get mouse position Y +RLAPI Vector2 GetMousePosition(void); // Get mouse position XY +RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames +RLAPI void SetMousePosition(int x, int y); // Set mouse position XY +RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset +RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling +RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger +RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y +RLAPI void SetMouseCursor(int cursor); // Set mouse cursor + +// Input-related functions: touch +RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index +RLAPI int GetTouchPointCount(void); // Get number of touch points + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: rgestures) +//------------------------------------------------------------------------------------ +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: rcamera) +//------------------------------------------------------------------------------------ +RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode +RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing + +// Basic shapes drawing functions +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) +RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) +RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle +RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) +RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse +RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) +RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides +RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters + +// Splines drawing functions +RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points +RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] +RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] +RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points +RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points +RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points +RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point +RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points + +// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] +RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear +RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline +RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom +RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier +RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier + +// Basic shapes collision detection functions +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices +RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference +RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ + +// Image loading functions +// NOTE: These functions do not require GPU access +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size +RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' +RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data +RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) +RLAPI bool IsImageReady(Image image); // Check if an image is ready +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success +RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer +RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success + +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells +RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data + +// Image manipulation functions +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel +RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) +RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color +RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) +RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg +RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color +RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) +RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) +RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() +RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() +RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle +RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position + +// Image drawing functions +// NOTE: Image software-rendering functions (CPU) +RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color +RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image +RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) +RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image +RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image +RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) +RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image +RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) +RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) +RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) +RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) + +// Texture loading functions +// NOTE: These functions require GPU access +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data + +// Texture configuration functions +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode + +// Texture drawing functions +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely + +// Color/pixel related functions +RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color +RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f +RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f +RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint +RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value +RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format +RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ + +// Font loading/unloading functions +RLAPI Font GetFontDefault(void); // Get the default Font +RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) +RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set +RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) +RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' +RLAPI bool IsFontReady(Font font); // Check if a font is ready +RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) +RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM) +RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success + +// Text drawing functions +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) +RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) +RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) + +// Text font info functions +RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found +RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found +RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + +// Text codepoints management functions (unicode characters) +RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array +RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array +RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter +RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) + +// Text strings management functions (no UTF-8 strings, only byte chars) +// NOTE: Some strings allocate memory internally for returned strings, just be careful! +RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied +RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal +RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending +RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) +RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string +RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) +RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) +RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter +RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! +RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string +RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string +RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string +RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string +RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Basic geometric 3D shapes drawing functions +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos +RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos +RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Model management functions +RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) +RLAPI bool IsModelReady(Model model); // Check if a model is ready +RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) +RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) + +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source +RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation + +// Mesh management functions +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents + +// Mesh generation functions +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + +// Material loading/unloading functions +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI bool IsMaterialReady(Material material); // Check if a material is ready +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh + +// Model animations loading/unloading functions +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match + +// Collision detection functions +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere +RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere +RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box +RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +typedef void (*AudioCallback)(void *bufferData, unsigned int frames); + +// Audio device management functions +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) +RLAPI float GetMasterVolume(void); // Get master volume (listener) + +// Wave/Sound loading/unloading functions +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' +RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data +RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready +RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) +RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success +RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success + +// Wave/Sound management functions +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array +RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() + +// Music management functions +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data +RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +// AudioStream management functions +RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) +RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready +RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data +RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) +RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) +RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams +RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data + +RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as s +RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream + +RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as s +RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline + +#if defined(__cplusplus) +} +#endif + +#endif // RAYLIB_H diff --git a/raylib/raylib-5.0_linux_amd64/lib/libraylib.a b/raylib/raylib-5.0_linux_amd64/lib/libraylib.a new file mode 100644 index 0000000..b8b464e Binary files /dev/null and b/raylib/raylib-5.0_linux_amd64/lib/libraylib.a differ diff --git a/src/main.c b/src/main.c new file mode 100644 index 0000000..ad4235c --- /dev/null +++ b/src/main.c @@ -0,0 +1,264 @@ +#include +#include +#include +#include +#include "raylib.h" + +#define MAX_STRING_LENGTH 50 + +enum Character { + B = 1, + F, + M, + T, + TH, + D, + DH, + N, + S, + SH, + Z, + J, + K, + KH, + G, + GH, + Q, + L, + R, + W, + Y, + H, + A, + E, + I, + O, + U +}; + +char TextBuffer[MAX_STRING_LENGTH + 1] = "\0"; +int LetterCount = 0; + +int main(int argc, char *argv[]){ + + int msglen = 0; + + if(argc > 1){ + msglen = strlen(argv[1]); + } + + int charcters[100] = {0}; + char message[msglen]; + + if(argc > 1){ + + strcpy(message, argv[1]); + + for(int i = 0; message[i]; i++){ + message[i] = tolower(message[i]); + } + + for(int i = 0; i < strlen(message); i++){ + switch (message[i]){ + case 'b': + charcters[i] = B; + break; + case 'f': + charcters[i] = F; + break; + case 'm': + charcters[i] = M; + break; + case 't': + if(argv[1][i+1] == 'h'){ + charcters[i] = TH; + i++; + } + else{ + charcters[i] = T; + } + break; + case 'd': + if(argv[1][i+1] == 'h'){ + charcters[i] = DH; + i++; + } + else{ + charcters[i] = D; + } + break; + case 'n': + charcters[i] = N; + break; + case 's': + if(argv[1][i+1] == 'h'){ + charcters[i] = SH; + i++; + } + else{ + charcters[i] = S; + } + break; + case 'z': + charcters[i] = Z; + break; + case 'j': + charcters[i] = J; + break; + case 'k': + if(argv[1][i+1] == 'h'){ + charcters[i] = KH; + i++; + } + else{ + charcters[i] = K; + } + break; + case 'g': + if(argv[1][i+1] == 'h'){ + charcters[i] = GH; + i++; + } + else{ + charcters[i] = G; + } + break; + case 'q': + charcters[i] = Q; + break; + case 'l': + charcters[i] = L; + break; + case 'r': + charcters[i] = R; + break; + case 'w': + charcters[i] = W; + break; + case 'y': + charcters[i] = Y; + break; + case 'h': + charcters[i] = H; + break; + case 'a': + charcters[i] = A; + break; + case 'e': + charcters[i] = E; + break; + case 'i': + charcters[i] = I; + break; + case 'o': + charcters[i] = O; + break; + case 'u': + charcters[i] = U; + break; + default: + break; + } + } + printf("%d %d %d %d %s \n",charcters[0], charcters[1], charcters[2], charcters[3], message); + } + else{ + printf("Provide a word as an argument\n"); + return 1; + } + + InitWindow(800, 600, "Fremen Transcriptor"); + SetTargetFPS(60); + + Image characters_img[28] = {0}; + + characters_img[0] = GenImageColor(1, 1, WHITE); + characters_img[1] = LoadImage("assets/B.png"); + characters_img[2] = LoadImage("assets/F.png"); + characters_img[3] = LoadImage("assets/M.png"); + characters_img[4] = LoadImage("assets/T.png"); + characters_img[5] = LoadImage("assets/TH.png"); + characters_img[6] = LoadImage("assets/D.png"); + characters_img[7] = LoadImage("assets/DH.png"); + characters_img[8] = LoadImage("assets/N.png"); + characters_img[9] = LoadImage("assets/S.png"); + characters_img[10] = LoadImage("assets/SH.png"); + characters_img[11] = LoadImage("assets/Z.png"); + characters_img[12] = LoadImage("assets/J.png"); + characters_img[13] = LoadImage("assets/K.png"); + characters_img[14] = LoadImage("assets/KH.png"); + characters_img[15] = LoadImage("assets/G.png"); + characters_img[16] = LoadImage("assets/GH.png"); + characters_img[17] = LoadImage("assets/Q.png"); + characters_img[18] = LoadImage("assets/L.png"); + characters_img[19] = LoadImage("assets/R.png"); + characters_img[20] = LoadImage("assets/W.png"); + characters_img[21] = LoadImage("assets/Y.png"); + characters_img[22] = LoadImage("assets/H.png"); + characters_img[23] = LoadImage("assets/A.png"); + characters_img[24] = LoadImage("assets/E.png"); + characters_img[25] = LoadImage("assets/I.png"); + characters_img[26] = LoadImage("assets/O.png"); + characters_img[27] = LoadImage("assets/U.png"); + + for(int i = 0; i <= 27; i++){ + ImageResizeNN(&characters_img[i], 64, 64); + } + + Texture2D characters_tex[28] = {0}; + + for(int i = 0; i <= 27; i++){ + characters_tex[i] = LoadTextureFromImage(characters_img[i]); + } + + while(!WindowShouldClose()){ + BeginDrawing(); + + ClearBackground((Color){255,212,94,255}); + + int cursor_pos = 0; + for(int i = 99; i >= 0; i--){ + if(charcters[i] > 0){ + DrawTexture(characters_tex[charcters[i]], 400-((strlen(message)/2)*60)+(60*cursor_pos), 300, WHITE); + cursor_pos++; + } + } + + DrawText(TextBuffer, 400-(MeasureText(TextBuffer, 30)/2), 100, 30, BLACK); + + EndDrawing(); + + //INPUT + + int PressedKey = GetCharPressed(); + + while(PressedKey > 0){ + if((PressedKey >=32) && (PressedKey <= 125) && (LetterCount <= MAX_STRING_LENGTH)){ + + TextBuffer[LetterCount] = (char)PressedKey; + TextBuffer[LetterCount+1] = '\0'; + LetterCount++; + } + PressedKey = GetCharPressed(); + } + + if(IsKeyDown(KEY_BACKSPACE)){ + WaitTime(0.2); + LetterCount--; + if(LetterCount < 0){ + LetterCount = 0; + } + TextBuffer[LetterCount] = '\0'; + + } + + //INPUT + } + + for(int i = 0; i <= 27; i++){ + UnloadImage(characters_img[i]); + UnloadTexture(characters_tex[i]); + } + + return 0; +}