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