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/ *
* Raylib VAPI bindings
*
* Copyright ( c ) 2020 Martin White ( Nightweave Software ) < martin _AT_ guddler . uk >
*
* This is free software . The license for the Raylib library aligns with my ideals
* quite well and I therefore apply it to this VAPI and quote it below . Most notably
* this VAPI took a lot of effort and typing so please don ' t claim it as your work and
* if you use it , a mention would be appreciated , but is not legally required .
*
* Copyright for the Raylib library itself follows . . .
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Copyright ( c ) 2013 - 2020 Ramon Santamaria ( @ raysan5 )
*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following
* restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* /
/ * *
* Raylib is a highly portable library for creating video games . To quote the libraries
* author : " raylib is a simple and easy-to-use library to enjoy videogames programming.
* raylib is highly inspired by Borland BGI graphics lib and by XNA framework "
*
* See : [ [ https : //www.raylib.com/index.html]]
* /
[ CCode ( cprefix = " " , cheader_filename = " raylib.h " ) ]
namespace Raylib {
//#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
[ CCode ( cname = " PI " ) ] public const double PI ;
// #define DEG2RAD (PI/180.0f)
// #define RAD2DEG (180.0f/PI)
// #define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
// Allow custom memory allocators
//#ifndef RL_MALLOC
// #define RL_MALLOC(sz) malloc(sz)
//#endif
//#ifndef RL_CALLOC
// #define RL_CALLOC(n,sz) calloc(n,sz)
//#endif
//#ifndef RL_REALLOC
// #define RL_REALLOC(ptr,sz) realloc(ptr,sz)
//#endif
//#ifndef RL_FREE
// #define RL_FREE(ptr) free(ptr)
//#endif
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
//#if defined(__cplusplus)
// #define CLITERAL(type) type
//#else
// #define CLITERAL(type) (type)
//#endif
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// If the struct is passed by value then declare as SimpleType, else vala will pass by reference
// Vector 2 type
[ SimpleType ]
[ CCode ( cname = " struct Vector2 " , destroy_function = " " , has_type_id = true ) ]
public struct Vector2 {
float x ;
float y ;
}
// Vector3 type
[ SimpleType ]
[ CCode ( cname = " struct Vector3 " , destroy_function = " " , has_type_id = true ) ]
public struct Vector3 {
float x ;
float y ;
float z ;
}
// Vector4 type
[ SimpleType ]
[ CCode ( cname = " struct Vector4 " , destroy_function = " " , has_type_id = true ) ]
public struct Vector4 {
float x ;
float y ;
float z ;
float w ;
}
// // Quaternion type, same as Vector4
// typedef Vector4 Quaternion;
public struct Quaternion : Vector4 { }
// // 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)
[ CCode ( cname = " struct Color " , has_type_id = false ) ]
[ SimpleType ]
public struct Color {
uint8 r ;
uint8 g ;
uint8 b ;
uint8 a ;
}
// Rectangle type
[ SimpleType ]
[ CCode ( cname = " struct Rectangle " , cheader_filename = " raylib.h " , destroy_function = " " , has_type_id = true ) ]
public struct Rectangle {
float x ;
float y ;
float width ;
float height ;
}
// // 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
// bool depthTexture; // Track if depth attachment is a texture or renderbuffer
// } RenderTexture2D;
// // RenderTexture type, same as RenderTexture2D
// typedef RenderTexture2D RenderTexture;
// // N-Patch layout info
// typedef struct NPatchInfo {
// Rectangle sourceRec; // Region in the texture
// int left; // left border offset
// int top; // top border offset
// int right; // right border offset
// int bottom; // bottom border offset
// int type; // layout of the n-patch: 3x3, 1x3 or 3x1
// } NPatchInfo;
// // Font character info
// typedef struct CharInfo {
// int value; // Character value (Unicode)
// int offsetX; // Character offset X when drawing
// int offsetY; // Character offset Y when drawing
// int advanceX; // Character advance position X
// Image image; // Character image data
// } CharInfo;
// // Font type, includes texture and charSet array data
// typedef struct Font {
// int baseSize; // Base size (default chars height)
// int charsCount; // Number of characters
// Texture2D texture; // Characters texture atlas
// Rectangle *recs; // Characters rectangles in texture
// CharInfo *chars; // Characters info data
// } Font;
// // #define SpriteFont Font // SpriteFont type fallback, defaults to 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;
// typedef Camera3D Camera; // Camera type fallback, defaults to 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;
// // 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)
// // Default vertex data
// float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
// float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
// float *texcoords2; // Vertex 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)
// // Animation vertex data
// float *animVertices; // Animated vertex positions (after bones transformations)
// float *animNormals; // Animated normals (after bones transformations)
// int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
// float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// // OpenGL identifiers
// unsigned int vaoId; // OpenGL Vertex Array Object id
// unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
// } Mesh;
// // Shader type (generic)
// typedef struct Shader {
// unsigned int id; // Shader program id
// int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
// } 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; // Material maps array (MAX_MATERIAL_MAPS)
// float *params; // Material generic parameters (if required)
// } Material;
// // Transformation properties
// typedef struct Transform {
// Vector3 translation; // Translation
// Quaternion rotation; // Rotation
// Vector3 scale; // Scale
// } Transform;
// // Bone information
// typedef struct BoneInfo {
// char name[32]; // Bone name
// int parent; // Bone parent
// } BoneInfo;
// // Model type
// typedef struct Model {
// Matrix transform; // Local transform matrix
// int meshCount; // Number of meshes
// Mesh *meshes; // Meshes array
// int materialCount; // Number of materials
// Material *materials; // Materials array
// int *meshMaterial; // Mesh material number
// // Animation data
// int boneCount; // Number of bones
// BoneInfo *bones; // Bones information (skeleton)
// Transform *bindPose; // Bones base transformation (pose)
// } Model;
// // Model animation
// typedef struct ModelAnimation {
// int boneCount; // Number of bones
// BoneInfo *bones; // Bones information (skeleton)
// int frameCount; // Number of animation frames
// Transform **framePoses; // Poses array by frame
// } ModelAnimation;
// // 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;
// // Bounding box type
// typedef struct BoundingBox {
// Vector3 min; // Minimum vertex box-corner
// Vector3 max; // Maximum vertex box-corner
// } BoundingBox;
// // Wave type, defines audio wave data
// typedef struct Wave {
// unsigned int sampleCount; // Total 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;
// typedef struct rAudioBuffer rAudioBuffer;
// // 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)
// rAudioBuffer *buffer; // Pointer to internal data used by the audio system
// } AudioStream;
// // Sound source type
// typedef struct Sound {
// unsigned int sampleCount; // Total number of samples
// AudioStream stream; // Audio stream
// } Sound;
// // Music stream type (audio file streaming from memory)
// // NOTE: Anything longer than ~10 seconds should be streamed
// typedef struct Music {
// int ctxType; // Type of music context (audio filetype)
// void *ctxData; // Audio context data, depends on type
// unsigned int sampleCount; // Total number of samples
// unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop
// AudioStream stream; // Audio stream
// } Music;
// // 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
//----------------------------------------------------------------------------------
// Vala Note: These just map through to C so generally don't need values
//
/ * *
* System config flags
* NOTE : Used for bit masks
* /
[ Flags ]
[ CCode ( cprefix = " " , has_type_id = false ) ]
public enum ConfigFlag {
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FLAG_RESERVED , // Reserved
FLAG_FULLSCREEN_MODE , // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE , // Set to allow resizable window
FLAG_WINDOW_UNDECORATED , // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_TRANSPARENT , // Set to allow transparent window
FLAG_MSAA_4X_HINT , // Set to try enabling MSAA 4X
FLAG_VSYNC_HINT , // Set to try enabling V-Sync on GPU
FLAG_WINDOW_HIDDEN , // Set to create the window initially hidden
FLAG_WINDOW_ALWAYS_RUN // Set to allow windows running while minimized
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}
// Trace log type
[ CCode ( cprefix = " " , has_type_id = false ) ]
public enum TraceLogType {
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LOG_ALL , // Display all logs
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LOG_TRACE ,
LOG_DEBUG ,
LOG_INFO ,
LOG_WARNING ,
LOG_ERROR ,
LOG_FATAL ,
LOG_NONE // Disable logging
}
// Keyboard keys
[ CCode ( cname = " KeyboardKey " , cprefix = " " , has_type_id = false ) ]
public enum Keyboard {
// Alphanumeric keys
KEY_APOSTROPHE ,
KEY_COMMA ,
KEY_MINUS ,
KEY_PERIOD ,
KEY_SLASH ,
KEY_ZERO ,
KEY_ONE ,
KEY_TWO ,
KEY_THREE ,
KEY_FOUR ,
KEY_FIVE ,
KEY_SIX ,
KEY_SEVEN ,
KEY_EIGHT ,
KEY_NINE ,
KEY_SEMICOLON ,
KEY_EQUAL ,
KEY_A ,
KEY_B ,
KEY_C ,
KEY_D ,
KEY_E ,
KEY_F ,
KEY_G ,
KEY_H ,
KEY_I ,
KEY_J ,
KEY_K ,
KEY_L ,
KEY_M ,
KEY_N ,
KEY_O ,
KEY_P ,
KEY_Q ,
KEY_R ,
KEY_S ,
KEY_T ,
KEY_U ,
KEY_V ,
KEY_W ,
KEY_X ,
KEY_Y ,
KEY_Z ,
// Function keys
KEY_SPACE ,
KEY_ESCAPE ,
KEY_ENTER ,
KEY_TAB ,
KEY_BACKSPACE ,
KEY_INSERT ,
KEY_DELETE ,
KEY_RIGHT ,
KEY_LEFT ,
KEY_DOWN ,
KEY_UP ,
KEY_PAGE_UP ,
KEY_PAGE_DOWN ,
KEY_HOME ,
KEY_END ,
KEY_CAPS_LOCK ,
KEY_SCROLL_LOCK ,
KEY_NUM_LOCK ,
KEY_PRINT_SCREEN ,
KEY_PAUSE ,
KEY_F1 ,
KEY_F2 ,
KEY_F3 ,
KEY_F4 ,
KEY_F5 ,
KEY_F6 ,
KEY_F7 ,
KEY_F8 ,
KEY_F9 ,
KEY_F10 ,
KEY_F11 ,
KEY_F12 ,
KEY_LEFT_SHIFT ,
KEY_LEFT_CONTROL ,
KEY_LEFT_ALT ,
KEY_LEFT_SUPER ,
KEY_RIGHT_SHIFT ,
KEY_RIGHT_CONTROL ,
KEY_RIGHT_ALT ,
KEY_RIGHT_SUPER ,
KEY_KB_MENU ,
KEY_LEFT_BRACKET ,
KEY_BACKSLASH ,
KEY_RIGHT_BRACKET ,
KEY_GRAVE ,
// Keypad keys
KEY_KP_0 ,
KEY_KP_1 ,
KEY_KP_2 ,
KEY_KP_3 ,
KEY_KP_4 ,
KEY_KP_5 ,
KEY_KP_6 ,
KEY_KP_7 ,
KEY_KP_8 ,
KEY_KP_9 ,
KEY_KP_DECIMAL ,
KEY_KP_DIVIDE ,
KEY_KP_MULTIPLY ,
KEY_KP_SUBTRACT ,
KEY_KP_ADD ,
KEY_KP_ENTER ,
KEY_KP_EQUAL
}
/ * *
* Android buttons
* /
[ CCode ( has_type_id = false ) ]
public enum AndroidButton {
KEY_BACK ,
KEY_MENU ,
KEY_VOLUME_UP ,
KEY_VOLUME_DOWN
}
// Mouse buttons
[ CCode ( cprefix = " MOUSE_ " , has_type_id = false ) ]
public enum Mouse {
LEFT_BUTTON ,
RIGHT_BUTTON ,
MIDDLE_BUTTON ,
}
// Gamepad number
[ CCode ( cprefix = " GAMEPAD_ " , has_type_id = false ) ]
public enum GamepadNumber {
PLAYER1 ,
PLAYER2 ,
PLAYER3 ,
PLAYER4
}
// Gamepad Buttons
[ CCode ( cprefix = " GAMEPAD_BUTTON_ " , has_type_id = false ) ]
public enum GamepadButton {
// This is here just for error checking
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UNKNOWN ,
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// This is normally a DPAD
LEFT_FACE_UP ,
LEFT_FACE_RIGHT ,
LEFT_FACE_DOWN ,
LEFT_FACE_LEFT ,
// This normally corresponds with PlayStation and Xbox controllers
// XBOX: [Y,X,A,B]
// PS3: [Triangle,Square,Cross,Circle]
// No support for 6 button controllers though..
RIGHT_FACE_UP ,
RIGHT_FACE_RIGHT ,
RIGHT_FACE_DOWN ,
RIGHT_FACE_LEFT ,
// Triggers
LEFT_TRIGGER_1 ,
LEFT_TRIGGER_2 ,
RIGHT_TRIGGER_1 ,
RIGHT_TRIGGER_2 ,
// These are buttons in the center of the gamepad
MIDDLE_LEFT , //PS3 Select
MIDDLE , //PS Button/XBOX Button
MIDDLE_RIGHT , //PS3 Start
// These are the joystick press in buttons
LEFT_THUMB ,
RIGHT_THUMB
}
[ CCode ( cprefix = " " , has_type_id = false ) ]
public enum GamepadAxis {
// This is here just for error checking
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GAMEPAD_AXIS_UNKNOWN ,
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// Left stick
GAMEPAD_AXIS_LEFT_X ,
GAMEPAD_AXIS_LEFT_Y ,
// Right stick
GAMEPAD_AXIS_RIGHT_X ,
GAMEPAD_AXIS_RIGHT_Y ,
// Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER , // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
}
// Shader location point type
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[ CCode ( cprefix = " LOC_ " , has_type_id = false ) ]
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public enum ShaderLocationIndex {
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VERTEX_POSITION ,
VERTEX_TEXCOORD01 ,
VERTEX_TEXCOORD02 ,
VERTEX_NORMAL ,
VERTEX_TANGENT ,
VERTEX_COLOR ,
MATRIX_MVP ,
MATRIX_MODEL ,
MATRIX_VIEW ,
MATRIX_PROJECTION ,
VECTOR_VIEW ,
COLOR_DIFFUSE ,
COLOR_SPECULAR ,
COLOR_AMBIENT ,
MAP_ALBEDO , // LOC_MAP_DIFFUSE
MAP_METALNESS , // LOC_MAP_SPECULAR
MAP_NORMAL ,
MAP_ROUGHNESS ,
MAP_OCCLUSION ,
MAP_EMISSION ,
MAP_HEIGHT ,
MAP_CUBEMAP ,
MAP_IRRADIANCE ,
MAP_PREFILTER ,
MAP_BRDF
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}
// #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
// #define LOC_MAP_SPECULAR LOC_MAP_METALNESS
// Shader uniform data types
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[ CCode ( cprefix = " UNIFORM_ " , has_type_id = false ) ]
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public enum ShaderUniformDataType {
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FLOAT ,
VEC2 ,
VEC3 ,
VEC4 ,
INT ,
IVEC2 ,
IVEC3 ,
IVEC4 ,
SAMPLER2D
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}
// Material map type
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[ CCode ( cprefix = " MAP_ " , has_type_id = false ) ]
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public enum MaterialMapType {
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ALBEDO , // MAP_DIFFUSE
METALNESS , // MAP_SPECULAR
NORMAL ,
ROUGHNESS ,
OCCLUSION ,
EMISSION ,
HEIGHT ,
CUBEMAP , // NOTE: Uses GL_TEXTURE_CUBE_MAP
IRRADIANCE , // NOTE: Uses GL_TEXTURE_CUBE_MAP
PREFILTER , // NOTE: Uses GL_TEXTURE_CUBE_MAP
BRDF
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}
// #define MAP_DIFFUSE MAP_ALBEDO
// #define MAP_SPECULAR MAP_METALNESS
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
[ CCode ( cprefix = " " , has_type_id = false ) ]
public enum PixelFormat {
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UNCOMPRESSED_GRAYSCALE , // 8 bit per pixel (no alpha)
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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
}
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
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[ CCode ( cprefix = " FILTER_ " , has_type_id = false ) ]
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public enum TextureFilterMode {
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POINT , // No filter, just pixel aproximation
BILINEAR , // Linear filtering
TRILINEAR , // Trilinear filtering (linear with mipmaps)
ANISOTROPIC_4X , // Anisotropic filtering 4x
ANISOTROPIC_8X , // Anisotropic filtering 8x
ANISOTROPIC_16X , // Anisotropic filtering 16x
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}
// Cubemap layout type
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[ CCode ( cprefix = " CUBEMAP_ " , has_type_id = false ) ]
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public enum CubemapLayoutType {
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AUTO_DETECT , // Automatically detect layout type
LINE_VERTICAL , // Layout is defined by a vertical line with faces
LINE_HORIZONTAL , // Layout is defined by an horizontal line with faces
CROSS_THREE_BY_FOUR , // Layout is defined by a 3x4 cross with cubemap faces
CROSS_FOUR_BY_THREE , // Layout is defined by a 4x3 cross with cubemap faces
PANORAMA // Layout is defined by a panorama image (equirectangular map)
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}
// Texture parameters: wrap mode
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[ CCode ( cprefix = " WRAP_ " , has_type_id = false ) ]
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public enum TextureWrapMode {
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REPEAT , // Repeats texture in tiled mode
CLAMP , // Clamps texture to edge pixel in tiled mode
MIRROR_REPEAT , // Mirrors and repeats the texture in tiled mode
MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
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}
// Font type, defines generation method
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[ CCode ( cprefix = " FONT_ " , has_type_id = false ) ]
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public enum FontType {
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DEFAULT , // Default font generation, anti-aliased
BITMAP , // Bitmap font generation, no anti-aliasing
SDF // SDF font generation, requires external shader
}
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// Color blending modes (pre-defined)
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[ CCode ( cprefix = " BLEND_ " , has_type_id = false ) ]
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public enum BlendMode {
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ALPHA , // Blend textures considering alpha (default)
ADDITIVE , // Blend textures adding colors
MULTIPLIED // Blend textures multiplying colors
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}
// Gestures type
// NOTE: It could be used as flags to enable only some gestures
[ Flags ]
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[ CCode ( cprefix = " GESTURE_ " , has_type_id = false ) ]
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public enum GestureType {
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NONE ,
TAP ,
DOUBLETAP ,
HOLD ,
DRAG ,
SWIPE_RIGHT ,
SWIPE_LEFT ,
SWIPE_UP ,
SWIPE_DOWN ,
PINCH_IN ,
PINCH_OUT
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}
// Camera system modes
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[ CCode ( cprefix = " CAMERA_ " , has_type_id = false ) ]
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public enum CameraMode {
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CUSTOM ,
FREE ,
ORBITAL ,
FIRST_PERSON ,
THIRD_PERSON
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}
// Camera projection modes
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[ CCode ( cprefix = " CAMERA_ " , has_type_id = false ) ]
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public enum CameraType {
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PERSPECTIVE ,
ORTHOGRAPHIC
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}
// Type of n-patch
[ CCode ( cprefix = " " , has_type_id = false ) ]
public enum NPatchType {
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NPT_9PATCH , // Npatch defined by 3x3 tiles
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NPT_3PATCH_VERTICAL , // Npatch defined by 1x3 tiles
NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
}
// Callbacks to be implemented by users
//typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
[ CCode ( cname = " LIGHTGRAY " ) ] public const Color LIGHTGRAY ;
[ CCode ( cname = " GRAY " ) ] public const Color GRAY ;
[ CCode ( cname = " DARKGRAY " ) ] public const Color DARKGRAY ;
[ CCode ( cname = " YELLOW " ) ] public const Color YELLOW ;
[ CCode ( cname = " GOLD " ) ] public const Color GOLD ;
[ CCode ( cname = " ORANGE " ) ] public const Color ORANGE ;
[ CCode ( cname = " PINK " ) ] public const Color PINK ;
[ CCode ( cname = " RED " ) ] public const Color RED ;
[ CCode ( cname = " MAROON " ) ] public const Color MAROON ;
[ CCode ( cname = " GREEN " ) ] public const Color GREEN ;
[ CCode ( cname = " LIME " ) ] public const Color LIME ;
[ CCode ( cname = " DARKGREEN " ) ] public const Color DARKGREEN ;
[ CCode ( cname = " SKYBLUE " ) ] public const Color SKYBLUE ;
[ CCode ( cname = " BLUE " ) ] public const Color BLUE ;
[ CCode ( cname = " DARKBLUE " ) ] public const Color DARKBLUE ;
[ CCode ( cname = " PURPLE " ) ] public const Color PURPLE ;
[ CCode ( cname = " VIOLET " ) ] public const Color VIOLET ;
[ CCode ( cname = " DARKPURPLE " ) ] public const Color DARKPURPLE ;
[ CCode ( cname = " BEIGE " ) ] public const Color BEIGE ;
[ CCode ( cname = " BROWN " ) ] public const Color BROWN ;
[ CCode ( cname = " DARKBROWN " ) ] public const Color DARKBROWN ;
[ CCode ( cname = " WHITE " ) ] public const Color WHITE ;
[ CCode ( cname = " BLACK " ) ] public const Color BLACK ;
[ CCode ( cname = " BLANK " ) ] public const Color BLANK ;
[ CCode ( cname = " MAGENTA " ) ] public const Color MAGENTA ;
[ CCode ( cname = " RAYWHITE " ) ] public const Color RAYWHITE ;
// Skip these - we'll assume nobody will use old codebases and if
// they do then they will have to upgrade as part of porting to Vala.
//
// Temporal hack to avoid breaking old codebases using
// deprecated raylib implementation of these functions
// #define FormatText TextFormat
// #define SubText TextSubtext
// #define ShowWindow UnhideWindow
// #define LoadText LoadFileText
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
/ * *
* Window object encapsulating static window related functions
*
* Unless I ' m mistaken , only a single Raylib window can exist at once . For this reason
* ( I presume ) the C API does not expose a struct or handle to the current Window apart
* from with one method .
*
* Because of this it really feels like we should implement a Window class but the best I
* can come up with is static methods to group the functionality together . There may be a
* better way ?
* /
[ Compact ]
public class Window {
/ * *
* Initialize window and OpenGL context
* /
[ CCode ( cname = " InitWindow " ) ]
public static void init ( int width , int height , string title ) ;
/ * *
* Close window and unload OpenGL context
* /
[ CCode ( cname = " CloseWindow " ) ]
public static void close ( ) ;
/ * *
* Check if KEY_ESCAPE pressed or Close icon pressed
* /
[ CCode ( cname = " WindowShouldClose " ) ]
public static bool should_close ( ) ;
/ * *
* Check if window has been initialized successfully
* /
[ CCode ( cname = " IsWindowReady " ) ]
public static bool is_ready ( ) ;
/ * *
* Check if window has been minimized ( or lost focus )
* /
[ CCode ( cname = " IsWindowMinimized " ) ]
public static bool is_minimized ( ) ;
/ * *
* Check if window has been resized
* /
[ CCode ( cname = " IsWindowResized " ) ]
public static bool is_resized ( ) ;
/ * *
* Check if window is currently hidden
* /
[ CCode ( cname = " IsWindowHidden " ) ]
public static bool is_hidden ( ) ;
/ * *
* Check if window is currently fullscreen
* /
[ CCode ( cname = " IsWindowFullScreen " ) ]
public static bool is_fullscreen ( ) ;
/ * *
* Toggle fullscreen mode ( only PLATFORM_DESKTOP )
* /
[ CCode ( cname = " ToggleFullScreen " ) ]
public static void toggle_fullscreen ( ) ;
/ * *
* Show the window
* /
[ CCode ( cname = " UnhideWindow " ) ]
public static void unhide ( ) ;
/ * *
* Hide the window
* /
[ CCode ( cname = " HideWindow " ) ]
public static void hide ( ) ;
/ * *
* Set icon for window ( only PLATFORM_DESKTOP )
* /
//[CCode (cname = "SetWindowIcon")]
//public static void set_icon(Image image);
/ * *
* Set title for window ( only PLATFORM_DESKTOP )
* /
[ CCode ( cname = " SetWindowTitle " ) ]
public static void set_title ( string title ) ;
/ * *
* Set window position on screen ( only PLATFORM_DESKTOP )
* /
[ CCode ( cname = " SetWindowPosition " ) ]
public static void set_position ( int x , int y ) ;
/ * *
* Set monitor for the current window ( fullscreen mode )
* /
[ CCode ( cname = " SetWindowMonitor " ) ]
public static void set_monitor ( int monitor ) ;
/ * *
* Set window minimum dimensions ( for FLAG_WINDOW_RESIZABLE )
* /
[ CCode ( cname = " SetWindowMinSize " ) ]
public static void set_min_size ( int width , int height ) ;
/ * *
* Set window dimensions
* /
[ CCode ( cname = " SetWindowSize " ) ]
public static void set_size ( int width , int height ) ;
/ * *
* Get native window handle
* /
//[CCode (cname = "GetWindowHandle")]
//public static void *get_handle();
/ * *
* Get window position XY on monitor
* /
[ CCode ( cname = " GetWindowPosition " ) ]
public static Vector2 get_position ( ) ;
}
/ * *
* Get current screen width
* /
[ CCode ( cname = " GetScreenWidth " ) ]
public static int get_screen_width ( ) ;
/ * *
* Get current screen height
* /
[ CCode ( cname = " GetScreenHeight " ) ]
public static int get_screen_height ( ) ;
/ * *
* Get number of connected monitors
* /
[ CCode ( cname = " GetMonitorCount " ) ]
public static int get_monitor_count ( ) ;
/ * *
* Get primary monitor width
* /
[ CCode ( cname = " GetMonitorWidth " ) ]
public static int get_monitor_width ( int monitor ) ;
/ * *
* Get primary monitor height
* /
[ CCode ( cname = " GetMonitorHeight " ) ]
public static int get_monitor_height ( int monitor ) ;
/ * *
* Get primary monitor physical width in millimetres
* /
[ CCode ( cname = " GetMonitorPhysicalWidth " ) ]
public static int get_monitor_physical_width ( int monitor ) ;
/ * *
* Get primary monitor physical height in millimetres
* /
[ CCode ( cname = " GetMonitorPhysicalHeight " ) ]
public static int get_monitor_physical_height ( int monitor ) ;
/ * *
* Get the human - readable , UTF - 8 encoded name of the primary monitor
* /
[ CCode ( cname = " GetMonitorName " ) ]
public static string get_monitor_name ( int monitor ) ;
/ * *
* Get clipboard text content
* /
[ CCode ( cname = " GetClipboardText " ) ]
public static string get_clipboard_text ( ) ;
/ * *
* Set clipboard text content
* /
[ CCode ( cname = " SetClipboardText " ) ]
public static void set_clipboard_text ( string * text ) ;
// Cursor-related functions
/ * *
* Shows cursor
* /
[ CCode ( cname = " ShowCursor " ) ]
public void show_cursor ( ) ;
/ * *
* Hides cursor
* /
[ CCode ( cname = " HideCursor " ) ]
public void hide_cursor ( ) ;
/ * *
* Check if cursor is not visible
* /
[ CCode ( cname = " IsCursorHidden " ) ]
public bool is_cursor_hidden ( ) ;
/ * *
* Enables cursor ( unlock cursor )
* /
[ CCode ( cname = " EnableCursor " ) ]
public void enable_cursor ( ) ;
/ * *
* Disables cursor ( lock cursor )
* /
[ CCode ( cname = " DisableCursor " ) ]
public void disable_cursor ( ) ;
// Drawing-related functions
/ * *
* Set background color ( framebuffer clear color )
* /
[ CCode ( cname = " ClearBackground " ) ]
public void clear_background ( Color color ) ;
/ * *
* Setup canvas ( framebuffer ) to start drawing
* /
[ CCode ( cname = " BeginDrawing " ) ]
public void begin_drawing ( ) ;
/ * *
* End canvas drawing and swap buffers ( double buffering )
* /
[ CCode ( cname = " EndDrawing " ) ]
public void end_drawing ( ) ;
// void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
/ * *
* Ends 2 D mode with custom camera
* /
[ CCode ( cname = " EndMode2D " ) ]
public void end_mode_2D ( ) ;
// void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
/ * *
* Ends 3 D mode and returns to default 2 D orthographic mode
* /
[ CCode ( cname = " EndMode3D " ) ]
public void end_mode_3D ( ) ;
/ * *
* Initializes render texture for drawing
* /
//[CCode (cname = "BeginTextureMode")]
// void begin_texture_mode(RenderTexture2D target);
/ * *
* Ends drawing to render texture
* /
[ CCode ( cname = " EndTextureMode " ) ]
public void end_texture_mode ( ) ;
/ * *
* Begin scissor mode ( define screen area for following drawing )
* /
[ CCode ( cname = " BeginScissorMode " ) ]
public void begin_scissor_mode ( int x , int y , int width , int height ) ;
/ * *
* End scissor mode
* /
[ CCode ( cname = " EndScissorMode " ) ]
public void end_scissor_mode ( ) ;
// Screen-space-related functions
// Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
// Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
// Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
// Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
// Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
// Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
// Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
// Timing-related functions
/ * *
* Set target FPS ( maximum )
* /
[ CCode ( cname = " SetTargetFPS " ) ]
public void set_target_fps ( int fps ) ;
/ * *
* Returns current FPS
* /
[ CCode ( cname = " GetFPS " ) ]
public int get_fps ( ) ;
/ * *
* Returns time in seconds for last frame drawn
* /
[ CCode ( cname = " GetFrameTime " ) ]
public float get_frame_time ( ) ;
/ * *
* Returns elapsed time in seconds since InitWindow ( )
* /
[ CCode ( cname = " GetTime " ) ]
public double get_time ( ) ;
// Color-related functions
// int ColorToInt(Color color); // Returns hexadecimal value for a Color
// Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
// Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
// Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
// Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
// 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 SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS)
// void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
// void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
// void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
// void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
// 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
// unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
// void SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write)
// char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
// void SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated
// bool FileExists(const char *fileName); // Check if file exists
// bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
// bool DirectoryExists(const char *dirPath); // Check if a directory path exists
// 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 *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
// const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
// const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
// const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
// char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
// void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
// 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 (memory should be freed)
// void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
// long GetFileModTime(const char *fileName); // Get file modification time (last write time)
// unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm)
// unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm)
// Persistent storage management
// void SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position)
// int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
// void OpenURL(const char *url); // Open URL with default system browser (if available)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
/ * *
* Detect if a key has been pressed once
* /
[ CCode ( cname = " IsKeyPressed " ) ]
public bool is_key_pressed ( int key ) ;
/ * *
* Detect if a key is being pressed
* /
[ CCode ( cname = " IsKeyDown " ) ]
public bool is_key_down ( int key ) ;
/ * *
* Detect if a key has been released once
* /
[ CCode ( cname = " IsKeyReleased " ) ]
public bool is_key_released ( int key ) ;
/ * *
* Detect if a key is NOT being pressed
* /
[ CCode ( cname = " IsKeyUp " ) ]
public bool is_key_up ( int key ) ;
/ * *
* Set a custom key to exit program ( default is ESC )
* /
[ CCode ( cname = " SetExitKey " ) ]
public void set_exit_key ( int key ) ;
/ * *
* Get key pressed , call it multiple times for chars queued
* /
[ CCode ( cname = " GetKeyPressed " ) ]
public int get_key_pressed ( ) ;
// These all take a gamepad as input, but it's not one we created by
// (eg) getting a reference to a gamepad, so we still cen't map as a class
// 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
/ * *
* Detect if a mouse button has been pressed once
* /
[ CCode ( cname = " IsMouseButtonPressed " ) ]
bool is_mouse_button_pressed ( int button ) ;
// 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
/ * *
* Returns mouse position XY
* /
[ CCode ( cname = " GetMousePosition " ) ]
public Vector2 get_mouse_position ( ) ;
// void SetMousePosition(int x, int y); // Set mouse position XY
// void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
// void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
/ * *
* Returns mouse wheel movement Y
* /
[ CCode ( cname = " GetMouseWheelMove " ) ]
public int get_mouse_wheel_move ( ) ;
// 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)
/ * *
* Draw a line
* /
[ CCode ( cname = " DrawLine " ) ]
public void draw_line ( int startPosX , int startPosY , int endPosX , int endPosY , Color color ) ;
// 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 DrawLineStrip(Vector2 *points, int numPoints, Color color); // Draw lines sequence
/ * *
* Draw a color - filled circle
* /
[ CCode ( cname = " DrawCircle " ) ]
public void draw_circle ( int centerX , int centerY , float radius , Color color ) ;
// void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
// void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
/ * *
* Draw a gradient - filled circle
* /
[ CCode ( cname = " DrawCircleGradient " ) ]
public void draw_circle_gradient ( int centerX , int centerY , float radius , Color color1 , Color color2 ) ;
/ * *
* Draw a color - filled circle ( Vector version )
* /
[ CCode ( cname = " DrawCircleV " ) ]
public void draw_circle_v ( Vector2 center , float radius , Color color ) ;
/ * *
* Draw circle outline
* /
[ CCode ( cname = " DrawCircleLines " ) ]
public void draw_circle_lines ( int centerX , int centerY , float radius , Color color ) ;
// void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
// void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
// void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
// void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
/ * *
* Draw a color - filled rectangle
* /
[ CCode ( cname = " DrawRectangle " ) ]
public void draw_rectangle ( int posX , int posY , int width , int height , Color color ) ;
// 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
/ * *
* Draw a vertical - gradient - filled rectangle
* /
[ CCode ( cname = " DrawRectangleGradientV " ) ]
public void draw_rectangle_gradient_v ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ;
/ * *
* Draw a horizontal - gradient - filled rectangle
* /
[ CCode ( cname = " DrawRectangleGradientH " ) ]
public void draw_rectangle_gradient_h ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ;
// void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
/ * *
* Draw rectangle outline
* /
[ CCode ( cname = " DrawRectangleLines " ) ]
public void draw_rectangle_lines ( int posX , int posY , int width , int height , Color color ) ;
// void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
/ * *
* Draw rectangle with rounded edges
* /
[ CCode ( cname = " DrawRectangleRounded " ) ]
public void draw_rectangle_rounded ( Rectangle rec , float roundness , int segments , Color color ) ;
// void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
/ * *
* Draw a color - filled triangle ( vertex in counter - clockwise order ! )
* /
[ CCode ( cname = " DrawTriangle " ) ]
public void draw_triangle ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ;
/ * *
* Draw triangle outline ( vertex in counter - clockwise order ! )
* /
[ CCode ( cname = " DrawTriangleLines " ) ]
public void draw_triangle_lines ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ;
// void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
// void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
/ * *
* Draw a regular polygon ( Vector version )
* /
[ CCode ( cname = " DrawPoly " ) ]
public void draw_poly ( Vector2 center , int sides , float radius , float rotation , Color color ) ;
// void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
// 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)
//------------------------------------------------------------------------------------
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// Texture2D type
// NOTE: Data stored in GPU memory
[ SimpleType ]
[ CCode ( cname = " Texture2D " ) ]
public struct Texture2D {
uint id ; // OpenGL texture id
int width ; // Texture base width
int height ; // Texture base height
int mipmaps ; // Mipmap levels, 1 by default
int format ; // Data format (PixelFormat type)
}
// // Texture type, same as Texture2D
// typedef Texture2D Texture;
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// // TextureCubemap type, actually, same as Texture2D
// typedef Texture2D TextureCubemap;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
[ SimpleType ]
[ CCode ( cname = " Image " ) ]
public struct ImageT {
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)
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}
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//[CCode (cname = "struct bar", free_function = "bar_close", has_type_id = false)]
//[Compact]
//public class Bar {
// [CCode (cname = "bar_open")]
// public static Bar? open (string filename);
//}
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// Probable class here...
[ Compact ]
[ CCode ( cname = " struct Image " , free_function = " UnloadImage " , has_type_id = false ) ]
public class Image {
[ CCode ( cname = " LoadImage " ) ]
public Image . from_file ( string file_name ) { }
[ CCode ( cname = " LoadImageRaw " ) ]
public Image . from_file_raw ( string file_name , int width , int height , int format , int header_size ) { }
[ CCode ( cname = " ExportImage " ) ]
public void export ( string file_name ) ;
}
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// Image loading functions
// NOTE: This functions do not require GPU access
// 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 UnloadImage(Image image); // Unload image from CPU memory (RAM)
// void ExportImage(Image image, const char *fileName); // Export image data to file
// void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
// 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)
// 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
// Image manipulation functions
// Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
// Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
// 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 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 (Bicubic scaling algorithm)
// 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)
// 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
// Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
// Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
// void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
// void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
// void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
// void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
// void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
// void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
// void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
// void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
// void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
// void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
// void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
// void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
// 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)
// Texture loading functions
// NOTE: These functions require GPU access
// Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
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[ CCode ( cname = " LoadTextureFromImage " ) ]
public Texture2D load_texture_from_image ( ImageT image ) ; // Load texture from image data
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// TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
// RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
// void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
// void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
// void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
// Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
// Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
// Texture 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
// Texture 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 DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
// 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
// void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Image/Texture misc functions
// int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
//------------------------------------------------------------------------------------
// 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 *fontChars, int charsCount); // Load font from file with extended parameters
// Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
// CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
// Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
// void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
/ * *
* Shows current FPS
* /
[ CCode ( cname = " DrawFPS " ) ]
public void draw_fps ( int posX , int posY ) ;
/ * *
* Draw text ( using default font )
* /
[ CCode ( cname = " DrawText " ) ]
public void draw_text ( string text , int posX , int posY , int fontSize , Color color ) ;
// void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
// void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
// void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
// int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
// void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
// 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
// int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
// Text strings management functions (no utf8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
// int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
// bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
// unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
/ * *
* Text formatting with variables ( sprintf style )
* /
[ CCode ( cname = " TextFormat " ) ]
public unowned string text_format ( string text , . . . ) ;
// const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
// char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!)
// char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!)
// const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
// const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
// void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
// int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
/ * *
* Get upper case version of provided string
* /
[ CCode ( cname = " TextToUpper " ) ]
public unowned string text_to_upper ( string text ) ;
/ * *
* Get lower case version of provided string
* /
[ CCode ( cname = " TextToLower " ) ]
public unowned string text_to_lower ( string text ) ;
/ * *
* Get Pascal case notation version of provided string
* /
[ CCode ( cname = " TextToPascal " ) ]
public unowned string text_to_pascal ( string text ) ;
/ * *
* Get integer value from text ( negative values not supported )
* /
[ CCode ( cname = " TextToInteger " ) ]
public int TextToInteger ( string text ) ;
/ * *
* Encode text codepoint into utf8 text ( memory must be freed ! )
* /
//[CCode (cname = "TextToUtf8")]
//public string text_to_UTF8(int *codepoints, int length);
// UTF8 text strings management functions
// int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
// int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
// int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
// const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
//------------------------------------------------------------------------------------
// 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 DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
// 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 DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
// 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 (meshes and materials)
// Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
// void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
// Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
// void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
// void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
// Material loading/unloading functions
// Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
// Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
// void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
// void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
// void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
// ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
// void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
// void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
// bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Mesh generation functions
// Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
// 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
// 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
// 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 center, float radius); // Detect collision between box and sphere
// bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
// bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, 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
// Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
// Shader LoadShaderCode(const char *vsCode, const 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
// Texture2D GetShapesTexture(void); // Get texture to draw shapes
// Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
// void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
// int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
// void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
// void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
// void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
// void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
// 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(void); // Get internal modelview matrix
// Matrix GetMatrixProjection(void); // Get internal projection matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
// Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D 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, int size); // Generate BRDF texture
// 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
// void InitVrSimulator(void); // Init VR simulator for selected device parameters
// void CloseVrSimulator(void); // Close VR simulator for current device
// void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
// void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
// bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
// 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
// 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
// void ExportWave(Wave wave, const char *fileName); // Export wave data to file
// void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
// Wave/Sound management functions
// void PlaySound(Sound sound); // Play a sound
// void StopSound(Sound sound); // Stop playing a sound
// void PauseSound(Sound sound); // Pause a sound
// void ResumeSound(Sound sound); // Resume a paused sound
// void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
// void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
// int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
// 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 IsAudioStreamProcessed(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)
// void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
//------------------------------------------------------------------------------------
// Network (Module: network)
//------------------------------------------------------------------------------------
// IN PROGRESS: Check rnet.h for reference
}