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@alexander-matz
Created November 19, 2018 12:37
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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
@atahrijouti
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@alexander-matz would there be a way to generate this automatically for each new version?

@alexander-matz
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alexander-matz commented Jun 7, 2022

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

@ShawSumma
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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.

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