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local ffi = require('ffi') | |
--local lib = ffi.load('libraylib.2.0.0.dylib') | |
local lib = ffi.load('libraylib') | |
ffi.cdef[[ | |
// Vector2 type | |
typedef struct Vector2 { | |
float x; | |
float y; | |
} Vector2; | |
// Vector3 type | |
typedef struct Vector3 { | |
float x; | |
float y; | |
float z; | |
} Vector3; | |
// Vector4 type | |
typedef struct Vector4 { | |
float x; | |
float y; | |
float z; | |
float w; | |
} Vector4; | |
// Quaternion type, same as Vector4 | |
typedef Vector4 Quaternion; | |
// Matrix type (OpenGL style 4x4 - right handed, column major) | |
typedef struct Matrix { | |
float m0, m4, m8, m12; | |
float m1, m5, m9, m13; | |
float m2, m6, m10, m14; | |
float m3, m7, m11, m15; | |
} Matrix; | |
// Color type, RGBA (32bit) | |
typedef struct Color { | |
unsigned char r; | |
unsigned char g; | |
unsigned char b; | |
unsigned char a; | |
} Color; | |
// Rectangle type | |
typedef struct Rectangle { | |
float x; | |
float y; | |
float width; | |
float height; | |
} Rectangle; | |
// Image type, bpp always RGBA (32bit) | |
// NOTE: 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; | |
// Texture2D type | |
// NOTE: Data stored in GPU memory | |
typedef struct Texture2D { | |
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) | |
} Texture2D; | |
// Texture type, same as Texture2D | |
typedef Texture2D Texture; | |
// RenderTexture2D type, for texture rendering | |
typedef struct RenderTexture2D { | |
unsigned int id; // OpenGL Framebuffer Object (FBO) id | |
Texture2D texture; // Color buffer attachment texture | |
Texture2D depth; // Depth buffer attachment texture | |
} RenderTexture2D; | |
// RenderTexture type, same as RenderTexture2D | |
typedef RenderTexture2D RenderTexture; | |
// Font character info | |
typedef struct CharInfo { | |
int value; // Character value (Unicode) | |
Rectangle rec; // Character rectangle in sprite font | |
int offsetX; // Character offset X when drawing | |
int offsetY; // Character offset Y when drawing | |
int advanceX; // Character advance position X | |
unsigned char *data; // Character pixel data (grayscale) | |
} CharInfo; | |
// Font type, includes texture and charSet array data | |
typedef struct Font { | |
Texture2D texture; // Font texture | |
int baseSize; // Base size (default chars height) | |
int charsCount; // Number of characters | |
CharInfo *chars; // Characters info data | |
} Font; | |
// Camera type, defines a camera 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 apperture in Y (degrees) in perspective, used as near plane width in orthographic | |
int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC | |
} Camera3D; | |
// Camera2D type, defines a 2d camera | |
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; | |
typedef Camera3D Camera; | |
// Bounding box type | |
typedef struct BoundingBox { | |
Vector3 min; // Minimum vertex box-corner | |
Vector3 max; // Maximum vertex box-corner | |
} BoundingBox; | |
// Vertex data definning a mesh | |
// NOTE: Data stored in CPU memory (and GPU) | |
typedef struct Mesh { | |
int vertexCount; // Number of vertices stored in arrays | |
int triangleCount; // Number of triangles stored (indexed or not) | |
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 second texture coordinates (useful for lightmaps) (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) | |
unsigned int vaoId; // OpenGL Vertex Array Object id | |
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) | |
} Mesh; | |
// Shader type (generic) | |
typedef struct Shader { | |
unsigned int id; // Shader program id | |
int locs[32]; // Shader locations array | |
} Shader; | |
// Material texture map | |
typedef struct MaterialMap { | |
Texture2D texture; // Material map texture | |
Color color; // Material map color | |
float value; // Material map value | |
} MaterialMap; | |
// Material type (generic) | |
typedef struct Material { | |
Shader shader; // Material shader | |
MaterialMap maps[12]; // Material maps | |
float *params; // Material generic parameters (if required) | |
} Material; | |
// Model type | |
typedef struct Model { | |
Mesh mesh; // Vertex data buffers (RAM and VRAM) | |
Matrix transform; // Local transform matrix | |
Material material; // Shader and textures data | |
} Model; | |
// Ray type (useful for raycast) | |
typedef struct Ray { | |
Vector3 position; // Ray position (origin) | |
Vector3 direction; // Ray direction | |
} Ray; | |
// Raycast hit information | |
typedef struct RayHitInfo { | |
bool hit; // Did the ray hit something? | |
float distance; // Distance to nearest hit | |
Vector3 position; // Position of nearest hit | |
Vector3 normal; // Surface normal of hit | |
} RayHitInfo; | |
// Wave type, defines audio wave data | |
typedef struct Wave { | |
unsigned int sampleCount; // Number of samples | |
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; | |
// Sound source type | |
typedef struct Sound { | |
void *audioBuffer; // Pointer to internal data used by the audio system | |
unsigned int source; // Audio source id | |
unsigned int buffer; // Audio buffer id | |
int format; // Audio format specifier | |
} Sound; | |
// Music type (file streaming from memory) | |
// NOTE: Anything longer than ~10 seconds should be streamed | |
typedef struct MusicData *Music; | |
// Audio stream type | |
// NOTE: Useful to create custom audio streams not bound to a specific file | |
typedef struct AudioStream { | |
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 *audioBuffer; // Pointer to internal data used by the audio system. | |
int format; // Audio format specifier | |
unsigned int source; // Audio source id | |
unsigned int buffers[2]; // Audio buffers (double buffering) | |
} AudioStream; | |
// Head-Mounted-Display device parameters | |
typedef struct VrDeviceInfo { | |
int hResolution; // HMD horizontal resolution in pixels | |
int vResolution; // HMD vertical resolution in pixels | |
float hScreenSize; // HMD horizontal size in meters | |
float vScreenSize; // HMD vertical size in meters | |
float vScreenCenter; // HMD screen center in meters | |
float eyeToScreenDistance; // HMD distance between eye and display in meters | |
float lensSeparationDistance; // HMD lens separation distance in meters | |
float interpupillaryDistance; // HMD IPD (distance between pupils) in meters | |
float lensDistortionValues[4]; // HMD lens distortion constant parameters | |
float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters | |
} VrDeviceInfo; | |
//---------------------------------------------------------------------------------- | |
// Enumerators Definition | |
//---------------------------------------------------------------------------------- | |
// Trace log type | |
typedef enum { | |
LOG_INFO = 1, | |
LOG_WARNING = 2, | |
LOG_ERROR = 4, | |
LOG_DEBUG = 8, | |
LOG_OTHER = 16 | |
} LogType; | |
// Shader location point type | |
typedef enum { | |
LOC_VERTEX_POSITION = 0, | |
LOC_VERTEX_TEXCOORD01, | |
LOC_VERTEX_TEXCOORD02, | |
LOC_VERTEX_NORMAL, | |
LOC_VERTEX_TANGENT, | |
LOC_VERTEX_COLOR, | |
LOC_MATRIX_MVP, | |
LOC_MATRIX_MODEL, | |
LOC_MATRIX_VIEW, | |
LOC_MATRIX_PROJECTION, | |
LOC_VECTOR_VIEW, | |
LOC_COLOR_DIFFUSE, | |
LOC_COLOR_SPECULAR, | |
LOC_COLOR_AMBIENT, | |
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE | |
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR | |
LOC_MAP_NORMAL, | |
LOC_MAP_ROUGHNESS, | |
LOC_MAP_OCCLUSION, | |
LOC_MAP_EMISSION, | |
LOC_MAP_HEIGHT, | |
LOC_MAP_CUBEMAP, | |
LOC_MAP_IRRADIANCE, | |
LOC_MAP_PREFILTER, | |
LOC_MAP_BRDF | |
} ShaderLocationIndex; | |
// Material map type | |
typedef enum { | |
MAP_ALBEDO = 0, // MAP_DIFFUSE | |
MAP_METALNESS = 1, // MAP_SPECULAR | |
MAP_NORMAL = 2, | |
MAP_ROUGHNESS = 3, | |
MAP_OCCLUSION, | |
MAP_EMISSION, | |
MAP_HEIGHT, | |
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP | |
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP | |
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP | |
MAP_BRDF | |
} TexmapIndex; | |
// Pixel formats | |
// NOTE: Support depends on OpenGL version and platform | |
typedef enum { | |
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) | |
UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) | |
UNCOMPRESSED_R5G6B5, // 16 bpp | |
UNCOMPRESSED_R8G8B8, // 24 bpp | |
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) | |
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) | |
UNCOMPRESSED_R8G8B8A8, // 32 bpp | |
UNCOMPRESSED_R32, // 32 bpp (1 channel - float) | |
UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) | |
UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) | |
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) | |
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) | |
COMPRESSED_DXT3_RGBA, // 8 bpp | |
COMPRESSED_DXT5_RGBA, // 8 bpp | |
COMPRESSED_ETC1_RGB, // 4 bpp | |
COMPRESSED_ETC2_RGB, // 4 bpp | |
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp | |
COMPRESSED_PVRT_RGB, // 4 bpp | |
COMPRESSED_PVRT_RGBA, // 4 bpp | |
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp | |
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 { | |
FILTER_POINT = 0, // No filter, just pixel aproximation | |
FILTER_BILINEAR, // Linear filtering | |
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) | |
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x | |
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x | |
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x | |
} TextureFilterMode; | |
// Texture parameters: wrap mode | |
typedef enum { | |
WRAP_REPEAT = 0, | |
WRAP_CLAMP, | |
WRAP_MIRROR | |
} TextureWrapMode; | |
// Color blending modes (pre-defined) | |
typedef enum { | |
BLEND_ALPHA = 0, | |
BLEND_ADDITIVE, | |
BLEND_MULTIPLIED | |
} BlendMode; | |
// Gestures type | |
// NOTE: It could be used as flags to enable only some gestures | |
typedef enum { | |
GESTURE_NONE = 0, | |
GESTURE_TAP = 1, | |
GESTURE_DOUBLETAP = 2, | |
GESTURE_HOLD = 4, | |
GESTURE_DRAG = 8, | |
GESTURE_SWIPE_RIGHT = 16, | |
GESTURE_SWIPE_LEFT = 32, | |
GESTURE_SWIPE_UP = 64, | |
GESTURE_SWIPE_DOWN = 128, | |
GESTURE_PINCH_IN = 256, | |
GESTURE_PINCH_OUT = 512 | |
} Gestures; | |
// Camera system modes | |
typedef enum { | |
CAMERA_CUSTOM = 0, | |
CAMERA_FREE, | |
CAMERA_ORBITAL, | |
CAMERA_FIRST_PERSON, | |
CAMERA_THIRD_PERSON | |
} CameraMode; | |
// Camera projection modes | |
typedef enum { | |
CAMERA_PERSPECTIVE = 0, | |
CAMERA_ORTHOGRAPHIC | |
} CameraType; | |
// Head Mounted Display devices | |
typedef enum { | |
HMD_DEFAULT_DEVICE = 0, | |
HMD_OCULUS_RIFT_DK2, | |
HMD_OCULUS_RIFT_CV1, | |
HMD_OCULUS_GO, | |
HMD_VALVE_HTC_VIVE, | |
HMD_SONY_PSVR | |
} VrDeviceType; | |
// Window-related functions | |
void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context | |
void CloseWindow(void); // Close window and unload OpenGL context | |
bool IsWindowReady(void); // Check if window has been initialized successfully | |
bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed | |
bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) | |
void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) | |
void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) | |
void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) | |
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) | |
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) | |
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) | |
void SetWindowSize(int width, int height); // Set window dimensions | |
int GetScreenWidth(void); // Get current screen width | |
int GetScreenHeight(void); // Get current screen height | |
// Cursor-related functions | |
void ShowCursor(void); // Shows cursor | |
void HideCursor(void); // Hides cursor | |
bool IsCursorHidden(void); // Check if cursor is not visible | |
void EnableCursor(void); // Enables cursor (unlock cursor) | |
void DisableCursor(void); // Disables cursor (lock cursor) | |
// Drawing-related functions | |
void ClearBackground(Color color); // Set background color (framebuffer clear color) | |
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing | |
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) | |
void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) | |
void EndMode2D(void); // Ends 2D mode with custom camera | |
void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) | |
void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode | |
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing | |
void EndTextureMode(void); // Ends drawing to render texture | |
// Screen-space-related functions | |
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position | |
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position | |
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) | |
// Timming-related functions | |
void SetTargetFPS(int fps); // Set target FPS (maximum) | |
int GetFPS(void); // Returns current FPS | |
float GetFrameTime(void); // Returns time in seconds for last frame drawn | |
double GetTime(void); // Returns elapsed time in seconds since InitWindow() | |
// Color-related functions | |
int ColorToInt(Color color); // Returns hexadecimal value for a Color | |
Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] | |
Vector3 ColorToHSV(Color color); // Returns HSV values for a Color | |
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value | |
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f | |
// Misc. functions | |
void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) | |
void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) | |
void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based) | |
void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) | |
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) | |
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) | |
// Files management functions | |
bool IsFileExtension(const char *fileName, const char *ext);// Check file extension | |
const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string | |
const char *GetFileName(const char *filePath); // Get pointer to filename for a path string | |
const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) | |
const char *GetWorkingDirectory(void); // Get current working directory (uses static string) | |
bool ChangeDirectory(const char *dir); // Change working directory, returns true if success | |
bool IsFileDropped(void); // Check if a file has been dropped into window | |
char **GetDroppedFiles(int *count); // Get dropped files names | |
void ClearDroppedFiles(void); // Clear dropped files paths buffer | |
// Persistent storage management | |
void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) | |
int StorageLoadValue(int position); // Load integer value from storage file (from defined position) | |
//------------------------------------------------------------------------------------ | |
// Input Handling Functions (Module: core) | |
//------------------------------------------------------------------------------------ | |
// Input-related functions: keyboard | |
bool IsKeyPressed(int key); // Detect if a key has been pressed once | |
bool IsKeyDown(int key); // Detect if a key is being pressed | |
bool IsKeyReleased(int key); // Detect if a key has been released once | |
bool IsKeyUp(int key); // Detect if a key is NOT being pressed | |
int GetKeyPressed(void); // Get latest key pressed | |
void SetExitKey(int key); // Set a custom key to exit program (default is ESC) | |
// Input-related functions: gamepads | |
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available | |
bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) | |
const char *GetGamepadName(int gamepad); // Return gamepad internal name id | |
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once | |
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed | |
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once | |
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed | |
int GetGamepadButtonPressed(void); // Get the last gamepad button pressed | |
int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad | |
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis | |
// Input-related functions: mouse | |
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once | |
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed | |
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once | |
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed | |
int GetMouseX(void); // Returns mouse position X | |
int GetMouseY(void); // Returns mouse position Y | |
Vector2 GetMousePosition(void); // Returns mouse position XY | |
void SetMousePosition(Vector2 position); // Set mouse position XY | |
void SetMouseScale(float scale); // Set mouse scaling | |
int GetMouseWheelMove(void); // Returns mouse wheel movement Y | |
// Input-related functions: touch | |
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) | |
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) | |
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) | |
//------------------------------------------------------------------------------------ | |
// Gestures and Touch Handling Functions (Module: gestures) | |
//------------------------------------------------------------------------------------ | |
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags | |
bool IsGestureDetected(int gesture); // Check if a gesture have been detected | |
int GetGestureDetected(void); // Get latest detected gesture | |
int GetTouchPointsCount(void); // Get touch points count | |
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds | |
Vector2 GetGestureDragVector(void); // Get gesture drag vector | |
float GetGestureDragAngle(void); // Get gesture drag angle | |
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta | |
float GetGesturePinchAngle(void); // Get gesture pinch angle | |
//------------------------------------------------------------------------------------ | |
// Camera System Functions (Module: camera) | |
//------------------------------------------------------------------------------------ | |
void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) | |
void UpdateCamera(Camera *camera); // Update camera position for selected mode | |
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) | |
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) | |
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) | |
void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) | |
//------------------------------------------------------------------------------------ | |
// Basic Shapes Drawing Functions (Module: shapes) | |
//------------------------------------------------------------------------------------ | |
// Basic shapes drawing functions | |
void DrawPixel(int posX, int posY, Color color); // Draw a pixel | |
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) | |
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line | |
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) | |
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness | |
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out | |
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle | |
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle | |
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) | |
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline | |
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle | |
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) | |
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle | |
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters | |
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle | |
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle | |
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors | |
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline | |
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters | |
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle | |
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline | |
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) | |
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points | |
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines | |
// Basic shapes collision detection functions | |
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles | |
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles | |
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle | |
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision | |
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle | |
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle | |
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle | |
//------------------------------------------------------------------------------------ | |
// Texture Loading and Drawing Functions (Module: textures) | |
//------------------------------------------------------------------------------------ | |
// Image/Texture2D data loading/unloading/saving functions | |
Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) | |
Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) | |
Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters | |
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data | |
void ExportImage(const char *fileName, Image image); // Export image as a PNG file | |
Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) | |
Texture2D LoadTextureFromImage(Image image); // Load texture from image data | |
RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) | |
void UnloadImage(Image image); // Unload image from CPU memory (RAM) | |
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) | |
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) | |
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array | |
Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) | |
int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) | |
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image | |
void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data | |
// Image manipulation functions | |
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) | |
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) | |
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format | |
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image | |
void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color | |
void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value | |
void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel | |
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle | |
void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (bilinear filtering) | |
void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) | |
void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color | |
void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image | |
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) | |
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) | |
Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) | |
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image | |
void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image | |
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) | |
void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) | |
void ImageFlipVertical(Image *image); // Flip image vertically | |
void ImageFlipHorizontal(Image *image); // Flip image horizontally | |
void ImageRotateCW(Image *image); // Rotate image clockwise 90deg | |
void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg | |
void ImageColorTint(Image *image, Color color); // Modify image color: tint | |
void ImageColorInvert(Image *image); // Modify image color: invert | |
void ImageColorGrayscale(Image *image); // Modify image color: grayscale | |
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) | |
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) | |
void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color | |
// Image generation functions | |
Image GenImageColor(int width, int height, Color color); // Generate image: plain color | |
Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient | |
Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient | |
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient | |
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked | |
Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise | |
Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise | |
Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells | |
// Texture2D configuration functions | |
void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture | |
void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode | |
void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode | |
// Texture2D drawing functions | |
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D | |
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 | |
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters | |
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle | |
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters | |
//------------------------------------------------------------------------------------ | |
// Font Loading and Text Drawing Functions (Module: text) | |
//------------------------------------------------------------------------------------ | |
// Font loading/unloading functions | |
Font GetFontDefault(void); // Get the default Font | |
Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) | |
Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load font from file with extended parameters | |
CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, bool sdf); // Load font data for further use | |
Image GenImageFontAtlas(CharInfo *chars, int fontSize, int charsCount, int padding, int packMethod); // Generate image font atlas using chars info | |
void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) | |
// Text drawing functions | |
void DrawFPS(int posX, int posY); // Shows current FPS | |
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) | |
void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters | |
// Text misc. functions | |
int MeasureText(const char *text, int fontSize); // Measure string width for default font | |
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font | |
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' | |
const char *SubText(const char *text, int position, int length); // Get a piece of a text string | |
int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font | |
//------------------------------------------------------------------------------------ | |
// Basic 3d Shapes Drawing Functions (Module: models) | |
//------------------------------------------------------------------------------------ | |
// Basic geometric 3D shapes drawing functions | |
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space | |
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space | |
void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube | |
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) | |
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires | |
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured | |
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere | |
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters | |
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires | |
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone | |
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires | |
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ | |
void DrawRay(Ray ray, Color color); // Draw a ray line | |
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) | |
void DrawGizmo(Vector3 position); // Draw simple gizmo | |
//DrawTorus(), DrawTeapot() could be useful? | |
//------------------------------------------------------------------------------------ | |
// Model 3d Loading and Drawing Functions (Module: models) | |
//------------------------------------------------------------------------------------ | |
// Model loading/unloading functions | |
Model LoadModel(const char *fileName); // Load model from files (mesh and material) | |
Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh | |
void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) | |
// Mesh loading/unloading functions | |
Mesh LoadMesh(const char *fileName); // Load mesh from file | |
void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) | |
void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file | |
// Mesh manipulation functions | |
BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits | |
void MeshTangents(Mesh *mesh); // Compute mesh tangents | |
void MeshBinormals(Mesh *mesh); // Compute mesh binormals | |
// Mesh generation functions | |
Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) | |
Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh | |
Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) | |
Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) | |
Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh | |
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh | |
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh | |
Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data | |
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data | |
// Material loading/unloading functions | |
Material LoadMaterial(const char *fileName); // Load material from file | |
Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) | |
void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) | |
// Model drawing functions | |
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) | |
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters | |
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) | |
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 | |
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) | |
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture | |
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec | |
// Collision detection functions | |
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres | |
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes | |
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere | |
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere | |
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point | |
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box | |
RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model | |
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle | |
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) | |
//------------------------------------------------------------------------------------ | |
// Shaders System Functions (Module: rlgl) | |
// NOTE: This functions are useless when using OpenGL 1.1 | |
//------------------------------------------------------------------------------------ | |
// Shader loading/unloading functions | |
char *LoadText(const char *fileName); // Load chars array from text file | |
Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations | |
Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations | |
void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) | |
Shader GetShaderDefault(void); // Get default shader | |
Texture2D GetTextureDefault(void); // Get default texture | |
// Shader configuration functions | |
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location | |
void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float) | |
void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int) | |
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) | |
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) | |
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) | |
Matrix GetMatrixModelview(); // Get internal modelview matrix | |
// Texture maps generation (PBR) | |
// NOTE: Required shaders should be provided | |
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture | |
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data | |
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data | |
Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data | |
// Shading begin/end functions | |
void BeginShaderMode(Shader shader); // Begin custom shader drawing | |
void EndShaderMode(void); // End custom shader drawing (use default shader) | |
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) | |
void EndBlendMode(void); // End blending mode (reset to default: alpha blending) | |
// VR control functions | |
VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices | |
void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters | |
void CloseVrSimulator(void); // Close VR simulator for current device | |
bool IsVrSimulatorReady(void); // Detect if VR simulator is ready | |
void SetVrDistortionShader(Shader shader); // Set VR distortion shader for stereoscopic rendering | |
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera | |
void ToggleVrMode(void); // Enable/Disable VR experience | |
void BeginVrDrawing(void); // Begin VR simulator stereo rendering | |
void EndVrDrawing(void); // End VR simulator stereo rendering | |
//------------------------------------------------------------------------------------ | |
// Audio Loading and Playing Functions (Module: audio) | |
//------------------------------------------------------------------------------------ | |
// Audio device management functions | |
void InitAudioDevice(void); // Initialize audio device and context | |
void CloseAudioDevice(void); // Close the audio device and context | |
bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully | |
void SetMasterVolume(float volume); // Set master volume (listener) | |
// Wave/Sound loading/unloading functions | |
Wave LoadWave(const char *fileName); // Load wave data from file | |
Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data | |
Sound LoadSound(const char *fileName); // Load sound from file | |
Sound LoadSoundFromWave(Wave wave); // Load sound from wave data | |
void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data | |
void UnloadWave(Wave wave); // Unload wave data | |
void UnloadSound(Sound sound); // Unload sound | |
// Wave/Sound management functions | |
void PlaySound(Sound sound); // Play a sound | |
void PauseSound(Sound sound); // Pause a sound | |
void ResumeSound(Sound sound); // Resume a paused sound | |
void StopSound(Sound sound); // Stop playing a sound | |
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing | |
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) | |
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) | |
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format | |
Wave WaveCopy(Wave wave); // Copy a wave to a new wave | |
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range | |
float *GetWaveData(Wave wave); // Get samples data from wave as a floats array | |
// Music management functions | |
Music LoadMusicStream(const char *fileName); // Load music stream from file | |
void UnloadMusicStream(Music music); // Unload music stream | |
void PlayMusicStream(Music music); // Start music playing | |
void UpdateMusicStream(Music music); // Updates buffers for music streaming | |
void StopMusicStream(Music music); // Stop music playing | |
void PauseMusicStream(Music music); // Pause music playing | |
void ResumeMusicStream(Music music); // Resume playing paused music | |
bool IsMusicPlaying(Music music); // Check if music is playing | |
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) | |
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) | |
void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) | |
float GetMusicTimeLength(Music music); // Get music time length (in seconds) | |
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) | |
// AudioStream management functions | |
AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) | |
void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data | |
void CloseAudioStream(AudioStream stream); // Close audio stream and free memory | |
bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill | |
void PlayAudioStream(AudioStream stream); // Play audio stream | |
void PauseAudioStream(AudioStream stream); // Pause audio stream | |
void ResumeAudioStream(AudioStream stream); // Resume audio stream | |
bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing | |
void StopAudioStream(AudioStream stream); // Stop audio stream | |
void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) | |
void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) | |
]] | |
mt = {__index = lib} | |
rl = setmetatable({}, mt) | |
-- raylib Config Flags | |
rl.PI = 3.14159265358979323846 | |
rl.FLAG_SHOW_LOGO = 1 -- Set to show raylib logo at startup | |
rl.FLAG_FULLSCREEN_MODE = 2 -- Set to run program in fullscreen | |
rl.FLAG_WINDOW_RESIZABLE = 4 -- Set to allow resizable window | |
rl.FLAG_WINDOW_UNDECORATED = 8 -- Set to disable window decoration (frame and buttons) | |
rl.FLAG_WINDOW_TRANSPARENT = 16 -- Set to allow transparent window | |
rl.FLAG_MSAA_4X_HINT = 32 -- Set to try enabling MSAA 4X | |
rl.FLAG_VSYNC_HINT = 64 -- Set to try enabling V-Sync on GPU | |
-- Keyboard Function Keys | |
rl.KEY_SPACE = 32 | |
rl.KEY_ESCAPE = 256 | |
rl.KEY_ENTER = 257 | |
rl.KEY_TAB = 258 | |
rl.KEY_BACKSPACE = 259 | |
rl.KEY_INSERT = 260 | |
rl.KEY_DELETE = 261 | |
rl.KEY_RIGHT = 262 | |
rl.KEY_LEFT = 263 | |
rl.KEY_DOWN = 264 | |
rl.KEY_UP = 265 | |
rl.KEY_PAGE_UP = 266 | |
rl.KEY_PAGE_DOWN = 267 | |
rl.KEY_HOME = 268 | |
rl.KEY_END = 269 | |
rl.KEY_CAPS_LOCK = 280 | |
rl.KEY_SCROLL_LOCK = 281 | |
rl.KEY_NUM_LOCK = 282 | |
rl.KEY_PRINT_SCREEN = 283 | |
rl.KEY_PAUSE = 284 | |
rl.KEY_F1 = 290 | |
rl.KEY_F2 = 291 | |
rl.KEY_F3 = 292 | |
rl.KEY_F4 = 293 | |
rl.KEY_F5 = 294 | |
rl.KEY_F6 = 295 | |
rl.KEY_F7 = 296 | |
rl.KEY_F8 = 297 | |
rl.KEY_F9 = 298 | |
rl.KEY_F10 = 299 | |
rl.KEY_F11 = 300 | |
rl.KEY_F12 = 301 | |
rl.KEY_LEFT_SHIFT = 340 | |
rl.KEY_LEFT_CONTROL = 341 | |
rl.KEY_LEFT_ALT = 342 | |
rl.KEY_RIGHT_SHIFT = 344 | |
rl.KEY_RIGHT_CONTROL = 345 | |
rl.KEY_RIGHT_ALT = 346 | |
rl.KEY_GRAVE = 96 | |
rl.KEY_SLASH = 47 | |
rl.KEY_BACKSLASH = 92 | |
-- Keyboard Alpha Numeric Keys | |
rl.KEY_ZERO = 48 | |
rl.KEY_ONE = 49 | |
rl.KEY_TWO = 50 | |
rl.KEY_THREE = 51 | |
rl.KEY_FOUR = 52 | |
rl.KEY_FIVE = 53 | |
rl.KEY_SIX = 54 | |
rl.KEY_SEVEN = 55 | |
rl.KEY_EIGHT = 56 | |
rl.KEY_NINE = 57 | |
rl.KEY_A = 65 | |
rl.KEY_B = 66 | |
rl.KEY_C = 67 | |
rl.KEY_D = 68 | |
rl.KEY_E = 69 | |
rl.KEY_F = 70 | |
rl.KEY_G = 71 | |
rl.KEY_H = 72 | |
rl.KEY_I = 73 | |
rl.KEY_J = 74 | |
rl.KEY_K = 75 | |
rl.KEY_L = 76 | |
rl.KEY_M = 77 | |
rl.KEY_N = 78 | |
rl.KEY_O = 79 | |
rl.KEY_P = 80 | |
rl.KEY_Q = 81 | |
rl.KEY_R = 82 | |
rl.KEY_S = 83 | |
rl.KEY_T = 84 | |
rl.KEY_U = 85 | |
rl.KEY_V = 86 | |
rl.KEY_W = 87 | |
rl.KEY_X = 88 | |
rl.KEY_Y = 89 | |
rl.KEY_Z = 90 | |
-- Android Physical Buttons | |
rl.KEY_BACK = 4 | |
rl.KEY_MENU = 82 | |
rl.KEY_VOLUME_UP = 24 | |
rl.KEY_VOLUME_DOWN = 25 | |
-- Mouse Buttons | |
rl.MOUSE_LEFT_BUTTON = 0 | |
rl.MOUSE_RIGHT_BUTTON = 1 | |
rl.MOUSE_MIDDLE_BUTTON = 2 | |
-- Touch points registered | |
rl.MAX_TOUCH_POINTS = 2 | |
-- Gamepad Number | |
rl.GAMEPAD_PLAYER1 = 0 | |
rl.GAMEPAD_PLAYER2 = 1 | |
rl.GAMEPAD_PLAYER3 = 2 | |
rl.GAMEPAD_PLAYER4 = 3 | |
-- Gamepad Buttons/Axis | |
-- PS3 USB Controller Buttons | |
rl.GAMEPAD_PS3_BUTTON_TRIANGLE = 0 | |
rl.GAMEPAD_PS3_BUTTON_CIRCLE = 1 | |
rl.GAMEPAD_PS3_BUTTON_CROSS = 2 | |
rl.GAMEPAD_PS3_BUTTON_SQUARE = 3 | |
rl.GAMEPAD_PS3_BUTTON_L1 = 6 | |
rl.GAMEPAD_PS3_BUTTON_R1 = 7 | |
rl.GAMEPAD_PS3_BUTTON_L2 = 4 | |
rl.GAMEPAD_PS3_BUTTON_R2 = 5 | |
rl.GAMEPAD_PS3_BUTTON_START = 8 | |
rl.GAMEPAD_PS3_BUTTON_SELECT = 9 | |
rl.GAMEPAD_PS3_BUTTON_UP = 24 | |
rl.GAMEPAD_PS3_BUTTON_RIGHT = 25 | |
rl.GAMEPAD_PS3_BUTTON_DOWN = 26 | |
rl.GAMEPAD_PS3_BUTTON_LEFT = 27 | |
rl.GAMEPAD_PS3_BUTTON_PS = 12 | |
-- PS3 USB Controller Axis | |
rl.GAMEPAD_PS3_AXIS_LEFT_X = 0 | |
rl.GAMEPAD_PS3_AXIS_LEFT_Y = 1 | |
rl.GAMEPAD_PS3_AXIS_RIGHT_X = 2 | |
rl.GAMEPAD_PS3_AXIS_RIGHT_Y = 5 | |
rl.GAMEPAD_PS3_AXIS_L2 = 3 -- [1..-1] (pressure-level) | |
rl.GAMEPAD_PS3_AXIS_R2 = 4 -- [1..-1] (pressure-level) | |
-- Xbox360 USB Controller Buttons | |
rl.GAMEPAD_XBOX_BUTTON_A = 0 | |
rl.GAMEPAD_XBOX_BUTTON_B = 1 | |
rl.GAMEPAD_XBOX_BUTTON_X = 2 | |
rl.GAMEPAD_XBOX_BUTTON_Y = 3 | |
rl.GAMEPAD_XBOX_BUTTON_LB = 4 | |
rl.GAMEPAD_XBOX_BUTTON_RB = 5 | |
rl.GAMEPAD_XBOX_BUTTON_SELECT = 6 | |
rl.GAMEPAD_XBOX_BUTTON_START = 7 | |
rl.GAMEPAD_XBOX_BUTTON_UP = 10 | |
rl.GAMEPAD_XBOX_BUTTON_RIGHT = 11 | |
rl.GAMEPAD_XBOX_BUTTON_DOWN = 12 | |
rl.GAMEPAD_XBOX_BUTTON_LEFT = 13 | |
rl.GAMEPAD_XBOX_BUTTON_HOME = 8 | |
-- Android Gamepad Controller (SNES CLASSIC) | |
rl.GAMEPAD_ANDROID_DPAD_UP = 19 | |
rl.GAMEPAD_ANDROID_DPAD_DOWN = 20 | |
rl.GAMEPAD_ANDROID_DPAD_LEFT = 21 | |
rl.GAMEPAD_ANDROID_DPAD_RIGHT = 22 | |
rl.GAMEPAD_ANDROID_DPAD_CENTER = 23 | |
rl.GAMEPAD_ANDROID_BUTTON_A = 96 | |
rl.GAMEPAD_ANDROID_BUTTON_B = 97 | |
rl.GAMEPAD_ANDROID_BUTTON_C = 98 | |
rl.GAMEPAD_ANDROID_BUTTON_X = 99 | |
rl.GAMEPAD_ANDROID_BUTTON_Y = 100 | |
rl.GAMEPAD_ANDROID_BUTTON_Z = 101 | |
rl.GAMEPAD_ANDROID_BUTTON_L1 = 102 | |
rl.GAMEPAD_ANDROID_BUTTON_R1 = 103 | |
rl.GAMEPAD_ANDROID_BUTTON_L2 = 104 | |
rl.GAMEPAD_ANDROID_BUTTON_R2 = 105 | |
-- Xbox360 USB Controller Axis | |
-- NOTE: For Raspberry Pi, axis must be reconfigured | |
--#if defined(PLATFORM_RPI) | |
rl.GAMEPAD_XBOX_AXIS_LEFT_X = 0 -- [-1..1] (left->right) | |
rl.GAMEPAD_XBOX_AXIS_LEFT_Y = 1 -- [-1..1] (up->down) | |
rl.GAMEPAD_XBOX_AXIS_RIGHT_X = 3 -- [-1..1] (left->right) | |
rl.GAMEPAD_XBOX_AXIS_RIGHT_Y = 4 -- [-1..1] (up->down) | |
rl.GAMEPAD_XBOX_AXIS_LT = 2 -- [-1..1] (pressure-level) | |
rl.GAMEPAD_XBOX_AXIS_RT = 5 -- [-1..1] (pressure-level) | |
--#else | |
--rl.GAMEPAD_XBOX_AXIS_LEFT_X = 0 -- [-1..1] (left->right) | |
--rl.GAMEPAD_XBOX_AXIS_LEFT_Y = 1 -- [1..-1] (up->down) | |
--rl.GAMEPAD_XBOX_AXIS_RIGHT_X = 2 -- [-1..1] (left->right) | |
--rl.GAMEPAD_XBOX_AXIS_RIGHT_Y = 3 -- [1..-1] (up->down) | |
--rl.GAMEPAD_XBOX_AXIS_LT = 4 -- [-1..1] (pressure-level) | |
--rl.GAMEPAD_XBOX_AXIS_RT = 5 -- [-1..1] (pressure-level) | |
--#endif | |
-- Some Basic Colors | |
-- NOTE: Custom raylib color palette for amazing visuals on WHITE background | |
rl.LIGHTGRAY = { 200, 200, 200, 255 } -- Light Gray | |
rl.GRAY = { 130, 130, 130, 255 } -- Gray | |
rl.DARKGRAY = { 80, 80, 80, 255 } -- Dark Gray | |
rl.YELLOW = { 253, 249, 0, 255 } -- Yellow | |
rl.GOLD = { 255, 203, 0, 255 } -- Gold | |
rl.ORANGE = { 255, 161, 0, 255 } -- Orange | |
rl.PINK = { 255, 109, 194, 255 } -- Pink | |
rl.RED = { 230, 41, 55, 255 } -- Red | |
rl.MAROON = { 190, 33, 55, 255 } -- Maroon | |
rl.GREEN = { 0, 228, 48, 255 } -- Green | |
rl.LIME = { 0, 158, 47, 255 } -- Lime | |
rl.DARKGREEN = { 0, 117, 44, 255 } -- Dark Green | |
rl.SKYBLUE = { 102, 191, 255, 255 } -- Sky Blue | |
rl.BLUE = { 0, 121, 241, 255 } -- Blue | |
rl.DARKBLUE = { 0, 82, 172, 255 } -- Dark Blue | |
rl.PURPLE = { 200, 122, 255, 255 } -- Purple | |
rl.VIOLET = { 135, 60, 190, 255 } -- Violet | |
rl.DARKPURPLE = { 112, 31, 126, 255 } -- Dark Purple | |
rl.BEIGE = { 211, 176, 131, 255 } -- Beige | |
rl.BROWN = { 127, 106, 79, 255 } -- Brown | |
rl.DARKBROWN = { 76, 63, 47, 255 } -- Dark Brown | |
rl.WHITE = { 255, 255, 255, 255 } -- White | |
rl.BLACK = { 0, 0, 0, 255 } -- Black | |
rl.BLANK = { 0, 0, 0, 0 } -- Blank (Transparent) | |
rl.MAGENTA = { 255, 0, 255, 255 } -- Magenta | |
rl.RAYWHITE = { 245, 245, 245, 255 } -- My own White (raylib logo) | |
-- Convenvience wrappers | |
function rl.DrawCircleLinesV(pos, radius, color) | |
return rl.DrawCircleLines(pos[1], pos[2], radius, color) | |
end | |
return rl |
Hey @abderrahmane-tj ,
yeah that's certainly possible, but I don't think it would necessarily be a good use of anyone's time.
The reason this file has custom lua code besides the luajit FFI definitinos (and those not just being a verbatim copy of the raylib.h header), is that luajit FFI does not run a preprocessor on the definitions you provide it.
So in order to create this file, you have two options:
- Manually work around this issue (sped up with e.g. some vim-fu)
- Come up with a way to automatically transform #defines into lua definitions or drop them (e.g. for RLAPI), handle includes etc.
The automatic approach sounds a bit like writing some version of a preprocessor to me, so I opted for the first, which is likely faster.
The automatic approach would be a lot more viable if the generator was part of raylib, so that contributors and maintainers have an incentive not to break it, but without that, I wouldn't put in the effort
Raylib has support for generating .json files (and even lua files) for a specific raylib header using a c parser...
In the raylib bindings for the temper language, there is a generator for luajit raylib bidnings.
https://github.com/temperlang/temper-raylib/blob/main/vendor/raylib-luajit/gen.py
feel free to adapt it to your needs.
@alexander-matz would there be a way to generate this automatically for each new version?