so://phie

freezo

A retro platform game
git clone git://soophie.de/freezo

Initial commit


commit: f4094724e84227a14b6c84f6b2ea6090fdb5798f
author: typable <contact@typable.dev>
time: 2024-06-02 22:44

diff --git a/Makefile b/Makefile

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+++ b/Makefile

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2+build:

3+ cc -o freezo -I/opt/homebrew/Cellar/raylib/5.0/include -L/opt/homebrew/Cellar/raylib/5.0/lib -lraylib -rdynamic -Wall -Wextra -Werror -pedantic src/*.c

4+

5+run: build

6+ ./freezo

7

8

diff --git a/README.md b/README.md

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+++ b/README.md

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2+# freezo

3+

4+A retro platform game

5

6

diff --git a/assets/entities.png b/assets/entities.png

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diff --git a/assets/font.png b/assets/font.png

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diff --git a/assets/images.png b/assets/images.png

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diff --git a/assets/tiles.png b/assets/tiles.png

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diff --git a/src/const.h b/src/const.h

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+++ b/src/const.h

1@@ -0,0 +1,14 @@

2+#define SCALE 3

3+#define TILE_WIDTH 8 * SCALE

4+#define TILE_HEIGHT 8 * SCALE

5+#define WINDOW_WIDTH 24 * TILE_WIDTH

6+#define WINDOW_HEIGHT 16 * TILE_HEIGHT

7+#define PLAYER_WIDTH 8 * SCALE

8+#define PLAYER_HEIGHT 12 *SCALE

9+#define ENEMY_WIDTH 8 * SCALE

10+#define ENEMY_HEIGHT 12 * SCALE

11+#define PLAYER_HEALTH 6

12+#define PLAYER_SHOOTING_RANGE 2 * TILE_WIDTH

13+#define PLAYER_GRAVITY 10

14+#define FONT_WIDTH 5 * (SCALE - 1)

15+#define FONT_HEIGHT 7 * (SCALE - 1)

16

17

diff --git a/src/effect.c b/src/effect.c

new file mode 100644

index 0000000..c87fec6

--- /dev/null

+++ b/src/effect.c

1@@ -0,0 +1,73 @@

2+#include <stdlib.h>

3+

4+#include "effect.h"

5+#include "util.h"

6+#include "const.h"

7+

8+effect_t *effect_create(pos_t pos, effect_e type) {

9+ effect_t *effect = malloc(sizeof(effect_t));

10+ effect->type = type;

11+ effect->pos = pos;

12+ switch (type) {

13+ case EFFECT_FALL:

14+ effect->timer = timer_create(7, 3);

15+ break;

16+ case EFFECT_BREAK:

17+ effect->timer = timer_create(10, 3);

18+ break;

19+ case EFFECT_PARTICLE:

20+ effect->timer = timer_create(14, 4);

21+ break;

22+ }

23+ effect->count = 0;

24+ return effect;

25+}

26+

27+void effect_update(effect_t *effect, game_t *game) {

28+ timer_update(effect->timer);

29+ if (timer_check(effect->timer)) {

30+ effect->count++;

31+ }

32+ // remove effect after one iteration

33+ if (effect->count > 0) {

34+ for (int i = 0; i < game->effects_len; i++) {

35+ if (game->effects[i] == effect) {

36+ if (i + 1 < game->effects_len) {

37+ for (int j = i; j < game->effects_len - 1; j++) {

38+ game->effects[j] = game->effects[j + 1];

39+ }

40+ }

41+ game->effects_len--;

42+ game->effects = realloc(game->effects, sizeof(effect_t) * game->effects_len);

43+ break;

44+ }

45+ }

46+ }

47+}

48+

49+void effect_draw(effect_t *effect, game_t *game) {

50+ int x;

51+ switch (effect->type) {

52+ case EFFECT_FALL:

53+ x = 1;

54+ break;

55+ case EFFECT_BREAK:

56+ x = 0;

57+ break;

58+ case EFFECT_PARTICLE:

59+ x = 3;

60+ break;

61+ }

62+ int frame = timer_get(effect->timer);

63+ DrawTextureRec(game->assets.entities, texture_rect(frame, x, PLAYER_WIDTH, PLAYER_HEIGHT), pos_snap(effect->pos), WHITE);

64+}

65+

66+void effect_free(effect_t *effect) {

67+ free(effect);

68+}

69+

70+void effect_play(pos_t pos, effect_e type, game_t *game) {

71+ game->effects = realloc(game->effects, sizeof(effect_t) * (game->effects_len + 1));

72+ game->effects[game->effects_len] = effect_create(pos, type);

73+ game->effects_len++;

74+}

75

76

diff --git a/src/effect.h b/src/effect.h

new file mode 100644

index 0000000..e37b19a

--- /dev/null

+++ b/src/effect.h

1@@ -0,0 +1,26 @@

2+#pragma once

3+

4+typedef struct Effect effect_t;

5+

6+#include "game.h"

7+#include "util.h"

8+

9+typedef enum {

10+ EFFECT_FALL,

11+ EFFECT_BREAK,

12+ EFFECT_PARTICLE,

13+} effect_e;

14+

15+struct Effect {

16+ effect_e type;

17+ pos_t pos;

18+ timer_t *timer;

19+ int count;

20+};

21+

22+effect_t *effect_create(pos_t pos, effect_e type);

23+void effect_update(effect_t *effect, game_t *game);

24+void effect_draw(effect_t *effect, game_t *game);

25+void effect_free(effect_t *effect);

26+

27+void effect_play(pos_t pos, effect_e type, game_t *game);

28

29

diff --git a/src/enemy.c b/src/enemy.c

new file mode 100644

index 0000000..466e1e4

--- /dev/null

+++ b/src/enemy.c

1@@ -0,0 +1,224 @@

2+#include <stdlib.h>

3+#include <math.h>

4+

5+#include "enemy.h"

6+#include "const.h"

7+#include "entity.h"

8+#include "effect.h"

9+

10+enemy_t *enemy_create(pos_t pos, enemy_e type) {

11+ enemy_t *enemy = malloc(sizeof(enemy_t));

12+ enemy->pos = pos;

13+ enemy->type = type;

14+ enemy->on_ground = false;

15+ enemy->velocity = 0.0;

16+ enemy->gravity = 0.0;

17+ enemy->dir = 1;

18+ enemy->stunned = false;

19+ enemy->frozen = false;

20+ enemy->frozen_timer = 0;

21+ enemy->fall_height = 0.0;

22+ enemy->timer_walking = timer_create(9, 8);

23+ enemy->timer_sneaking = timer_create(9, 16);

24+ return enemy;

25+}

26+

27+void enemy_update(enemy_t *enemy, game_t *game) {

28+ enemy->stunned = false;

29+ bool on_ground = false;

30+ // not beeing held

31+ if (game->player->held_enemy != enemy) {

32+ // detect on ground

33+ if (!(enemy->velocity > 0.0)) {

34+ for (int i = 0; i < game->tiles_len; i++) {

35+ tile_t *tile = game->tiles[i];

36+ if (tile_ground(tile)) {

37+ if (

38+ enemy->pos.x + PLAYER_WIDTH > tile->pos.x &&

39+ enemy->pos.x < tile->pos.x + TILE_WIDTH

40+ ) {

41+ float tolerance = 4.0;

42+ if (enemy->gravity > tolerance) {

43+ tolerance = enemy->gravity;

44+ }

45+ if (fabs(enemy->pos.y + PLAYER_HEIGHT - tile->pos.y) < tolerance) {

46+ enemy->pos.y = tile->pos.y - PLAYER_HEIGHT;

47+ on_ground = true;

48+ if (enemy->fall_height >= 2 * TILE_HEIGHT) {

49+ effect_play(enemy->pos, EFFECT_BREAK, game);

50+ effect_play(enemy->pos, EFFECT_PARTICLE, game);

51+ enemy_kill(enemy, game);

52+ }

53+ }

54+ }

55+ }

56+ }

57+ }

58+ enemy->on_ground = on_ground;

59+ if (enemy->on_ground) {

60+ enemy->gravity = 0.0;

61+ enemy->fall_height = 0.0;

62+ }

63+ else {

64+ enemy->pos.y += enemy->gravity;

65+ enemy->fall_height += enemy->gravity;

66+ if (enemy->gravity < PLAYER_GRAVITY) {

67+ enemy->gravity += 0.2;

68+ }

69+ else {

70+ enemy->gravity = PLAYER_GRAVITY;

71+ }

72+ }

73+ // handle shooting

74+ if (

75+ game->player->shooting &&

76+ game->player->target_entity != NULL &&

77+ game->player->target_entity->type == ENTITY_ENEMY &&

78+ game->player->target_entity->enemy == enemy

79+ ) {

80+ if (enemy->frozen) {

81+ if (game->player->dir > 0) {

82+ enemy->pos.x += 2.0;

83+ }

84+ else {

85+ enemy->pos.x -= 2.0;

86+ }

87+ }

88+ else {

89+ enemy->stunned = true;

90+ }

91+ }

92+ }

93+ // handle freezing

94+ if (!enemy->frozen) {

95+ if (enemy->stunned) {

96+ if (enemy->frozen_timer >= 100) {

97+ enemy->frozen = true;

98+ enemy->frozen_timer = 0;

99+ }

100+ enemy->frozen_timer++;

101+ }

102+ else if (enemy->frozen_timer > 0) {

103+ enemy->frozen_timer--;

104+ }

105+ }

106+ else {

107+ if (enemy->frozen_timer >= 1500) {

108+ enemy->frozen = false;

109+ enemy->frozen_timer = 0;

110+ if (game->player->held_enemy == enemy) {

111+ game->player->held_enemy = NULL;

112+ }

113+ }

114+ enemy->frozen_timer++;

115+ }

116+ // handle movement

117+ tile_t *next_ground_tile = tile_get(game, enemy->pos.x + ENEMY_WIDTH / 2.0 + enemy->dir * ENEMY_WIDTH / 2.0, enemy->pos.y + ENEMY_HEIGHT + 1);

118+ if (!enemy->frozen) {

119+ if (enemy->on_ground && (next_ground_tile == NULL || next_ground_tile->type == TILE_AIR)) {

120+ enemy->dir = -enemy->dir;

121+ }

122+ if (enemy->stunned) {

123+ enemy->pos.x += enemy->dir * 0.1;

124+ }

125+ else {

126+ enemy->pos.x += enemy->dir * 0.5;

127+ }

128+ }

129+ // detect wall

130+ for (int i = 0; i < game->tiles_len; i++) {

131+ tile_t *tile = game->tiles[i];

132+ if (tile_wall(tile)) {

133+ if (

134+ enemy->pos.y + ENEMY_HEIGHT > tile->pos.y &&

135+ enemy->pos.y < tile->pos.y + TILE_HEIGHT

136+ ) {

137+ float tolerance = 4.0;

138+ if (enemy->dir > 0) {

139+ if (fabs((enemy->pos.x + ENEMY_WIDTH - 0.4 * TILE_WIDTH) - tile->pos.x) < tolerance) {

140+ enemy->dir = -enemy->dir;

141+ }

142+ }

143+ else {

144+ if (fabs((enemy->pos.x + 0.4 * TILE_WIDTH) - (tile->pos.x + TILE_WIDTH)) < tolerance) {

145+ enemy->dir = -enemy->dir;

146+ }

147+ }

148+ }

149+ }

150+ }

151+ // fall out of map

152+ if (enemy->pos.y > TILE_HEIGHT * game->level->height) {

153+ pos_t pos = { enemy->pos.x, enemy->pos.y - ENEMY_HEIGHT + ENEMY_HEIGHT / 3.0 };

154+ effect_play(pos, EFFECT_PARTICLE, game);

155+ enemy_kill(enemy, game);

156+ }

157+ // update timer

158+ if (enemy->on_ground && !enemy->frozen) {

159+ timer_update(enemy->timer_walking);

160+ timer_update(enemy->timer_sneaking);

161+ }

162+ else {

163+ timer_reset(enemy->timer_walking);

164+ timer_reset(enemy->timer_sneaking);

165+ }

166+}

167+

168+void enemy_draw(enemy_t *enemy, game_t *game) {

169+ pos_t pos = pos_snap(enemy->pos);

170+ int frame_walking = timer_get(enemy->timer_walking);

171+ int frame_sneaking = timer_get(enemy->timer_sneaking);

172+ if (enemy->dir > 0) {

173+ DrawTextureRec(game->assets.entities, texture_rect(enemy->stunned ? frame_sneaking : frame_walking, 8, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

174+ }

175+ else {

176+ DrawTextureRec(game->assets.entities, texture_rect(enemy->stunned ? frame_sneaking : frame_walking, 9, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

177+ }

178+ if (enemy->frozen) {

179+ if (enemy->frozen_timer <= 1200) {

180+ DrawTextureRec(game->assets.entities, texture_rect(3, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

181+ }

182+ else if (enemy->frozen_timer <= 1350) {

183+ DrawTextureRec(game->assets.entities, texture_rect(4, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

184+ }

185+ else if (enemy->frozen_timer <= 1450) {

186+ DrawTextureRec(game->assets.entities, texture_rect(5, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

187+ }

188+ else {

189+ DrawTextureRec(game->assets.entities, texture_rect(6, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

190+ }

191+ }

192+ else if (enemy->stunned) {

193+ if (enemy->frozen_timer <= 33) {

194+ DrawTextureRec(game->assets.entities, texture_rect(0, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

195+ }

196+ else if (enemy->frozen_timer <= 66) {

197+ DrawTextureRec(game->assets.entities, texture_rect(1, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

198+ }

199+ else {

200+ DrawTextureRec(game->assets.entities, texture_rect(2, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

201+ }

202+ }

203+}

204+

205+void enemy_kill(enemy_t *enemy, game_t *game) {

206+ for (int i = 0; i < game->entities_len; i++) {

207+ if (game->entities[i].type == ENTITY_ENEMY && game->entities[i].enemy == enemy) {

208+ if (i + 1 < game->entities_len) {

209+ for (int j = i; j < game->entities_len - 1; j++) {

210+ game->entities[j] = game->entities[j + 1];

211+ }

212+ }

213+ game->entities_len--;

214+ game->entities = realloc(game->entities, sizeof(entity_t) * game->entities_len);

215+ game->xp += 10;

216+ break;

217+ }

218+ }

219+}

220+

221+void enemy_free(enemy_t *enemy) {

222+ timer_free(enemy->timer_walking);

223+ timer_free(enemy->timer_sneaking);

224+ free(enemy);

225+}

226

227

diff --git a/src/enemy.h b/src/enemy.h

new file mode 100644

index 0000000..657bd44

--- /dev/null

+++ b/src/enemy.h

1@@ -0,0 +1,31 @@

2+#pragma once

3+

4+typedef struct Enemy enemy_t;

5+

6+#include "game.h"

7+#include "util.h"

8+

9+typedef enum {

10+ ENEMY_TEST,

11+} enemy_e;

12+

13+struct Enemy {

14+ pos_t pos;

15+ enemy_e type;

16+ bool on_ground;

17+ float velocity;

18+ float gravity;

19+ int dir;

20+ bool stunned;

21+ bool frozen;

22+ int frozen_timer;

23+ float fall_height;

24+ timer_t *timer_walking;

25+ timer_t *timer_sneaking;

26+};

27+

28+enemy_t *enemy_create(pos_t pos, enemy_e type);

29+void enemy_update(enemy_t *enemy, game_t *game);

30+void enemy_draw(enemy_t *enemy, game_t *game);

31+void enemy_kill(enemy_t *enemy, game_t *game);

32+void enemy_free(enemy_t *enemy);

33

34

diff --git a/src/entity.c b/src/entity.c

new file mode 100644

index 0000000..a1d9ba2

--- /dev/null

+++ b/src/entity.c

1@@ -0,0 +1,48 @@

2+#include <stdlib.h>

3+

4+#include "entity.h"

5+#include "enemy.h"

6+#include "gate.h"

7+

8+entity_t *entity_create(entity_e type) {

9+ entity_t *entity = malloc(sizeof(entity_t));

10+ entity->type = type;

11+ return entity;

12+}

13+

14+void entity_update(entity_t *entity, game_t *game) {

15+ switch (entity->type) {

16+ case ENTITY_ENEMY:

17+ enemy_update(entity->enemy, game);

18+ break;

19+ case ENTITY_GATE:

20+ gate_update(entity->gate, game);

21+ break;

22+ }

23+}

24+

25+void entity_draw(entity_t *entity, game_t *game) {

26+ switch (entity->type) {

27+ case ENTITY_ENEMY:

28+ enemy_draw(entity->enemy, game);

29+ break;

30+ case ENTITY_GATE:

31+ gate_draw(entity->gate, game);

32+ break;

33+ }

34+}

35+

36+void entity_detach(entity_t *entity) {

37+ switch (entity->type) {

38+ case ENTITY_ENEMY:

39+ enemy_free(entity->enemy);

40+ break;

41+ case ENTITY_GATE:

42+ gate_free(entity->gate);

43+ break;

44+ }

45+}

46+

47+void entity_free(entity_t *entity) {

48+ free(entity);

49+}

50

51

diff --git a/src/entity.h b/src/entity.h

new file mode 100644

index 0000000..0524eee

--- /dev/null

+++ b/src/entity.h

1@@ -0,0 +1,26 @@

2+#pragma once

3+

4+typedef struct Entity entity_t;

5+

6+#include "enemy.h"

7+#include "gate.h"

8+#include "game.h"

9+

10+typedef enum {

11+ ENTITY_ENEMY,

12+ ENTITY_GATE,

13+} entity_e;

14+

15+struct Entity {

16+ entity_e type;

17+ union {

18+ enemy_t *enemy;

19+ gate_t *gate;

20+ };

21+};

22+

23+entity_t *entity_create(entity_e type);

24+void entity_update(entity_t *entity, game_t *game);

25+void entity_draw(entity_t *entity, game_t *game);

26+void entity_detach(entity_t *entity);

27+void entity_free(entity_t *entity);

28

29

diff --git a/src/game.c b/src/game.c

new file mode 100644

index 0000000..11f1b44

--- /dev/null

+++ b/src/game.c

1@@ -0,0 +1,206 @@

2+#include <stdio.h>

3+#include <stdlib.h>

4+#include <string.h>

5+

6+#include "libs/raylib.h"

7+#include "entity.h"

8+#include "game.h"

9+#include "tile.h"

10+#include "util.h"

11+#include "player.h"

12+#include "const.h"

13+#include "level.h"

14+

15+game_t *game_create(void) {

16+ game_t *game = malloc(sizeof(game_t));

17+ game->state = STATE_GAME;

18+ game->level = NULL,

19+ game->quit = false;

20+ game->defeat = false;

21+ game->victory = false;

22+ game->menu = menu_create();

23+ game->player = NULL;

24+ game->tiles = NULL;

25+ game->tiles_len = 0;

26+ game->entities = NULL;

27+ game->entities_len = 0;

28+ game->effects = NULL;

29+ game->effects_len = 0;

30+ game->assets.tiles = texture_load("assets/tiles.png", SCALE);

31+ game->assets.entities = texture_load("assets/entities.png", SCALE);

32+ game->assets.font = texture_load("assets/font.png", SCALE - 1);

33+ game->assets.images = texture_load("assets/images.png", SCALE);

34+ game->camera = (Camera2D) {

35+ .offset = (pos_t) { 0.0, 0.0 },

36+ .zoom = 1,

37+ };

38+ game->xp = 0;

39+ game->sceen_timer = 0;

40+ level_load(game, LEVEL_1);

41+ return game;

42+}

43+

44+void game_update(game_t *game) {

45+ switch (game->state) {

46+ case STATE_MENU: {

47+ menu_update(game->menu, game);

48+ break;

49+ }

50+ case STATE_GAME: {

51+ if (IsKeyPressed(KEY_ESCAPE)) {

52+ game->state = STATE_MENU;

53+ game->menu->idx = 0;

54+ }

55+ if (game->level != NULL) {

56+ // defeat

57+ if (game->defeat) {

58+ if (game->sceen_timer == 100) {

59+ level_unload(game);

60+ level_load(game, LEVEL_1);

61+ game->defeat = false;

62+ game->xp = 0;

63+ game->sceen_timer = 0;

64+ }

65+ else {

66+ game->sceen_timer++;

67+ }

68+ }

69+ // victory

70+ int enemies_len = 0;

71+ bool gates_frozen = true;

72+ for (int i = 0; i < game->entities_len; i++) {

73+ if(game->entities[i].type == ENTITY_ENEMY) {

74+ enemies_len++;

75+ }

76+ if(game->entities[i].type == ENTITY_GATE) {

77+ if (!game->entities[i].gate->frozen) {

78+ gates_frozen = false;

79+ }

80+ }

81+ }

82+ if (enemies_len == 0 && gates_frozen) {

83+ game->victory = true;

84+ if (game->victory) {

85+ if (game->sceen_timer == 100) {

86+ if (game->level->type < LEVELS) {

87+ level_e level = game->level->type;

88+ level++;

89+ level_unload(game);

90+ level_load(game, level);

91+ }

92+ game->victory = false;

93+ game->sceen_timer = 0;

94+ }

95+ else {

96+ game->sceen_timer++;

97+ }

98+ }

99+ }

100+ if (!game->victory && !game->defeat) {

101+ player_update(game->player, game);

102+ }

103+ for (int i = 0; i < game->tiles_len; i++) {

104+ tile_update(game->tiles[i], game);

105+ }

106+ for (int i = 0; i < game->entities_len; i++) {

107+ int len = game->entities_len;

108+ entity_update(&game->entities[i], game);

109+ // check if entity was removed

110+ if (game->entities_len < len) {

111+ i--;

112+ }

113+ }

114+ for (int i = 0; i < game->effects_len; i++) {

115+ int len = game->effects_len;

116+ effect_update(game->effects[i], game);

117+ // check if enemy was removed

118+ if (game->effects_len < len) {

119+ i--;

120+ }

121+ }

122+ pos_t camera_pos = (pos_t) {

123+ .x = WINDOW_WIDTH / 2.0 - game->player->pos.x - PLAYER_WIDTH / 2.0,

124+ .y = WINDOW_HEIGHT / 2.0 - game->player->pos.y,

125+ };

126+ if (camera_pos.x > 0.0) {

127+ camera_pos.x = 0.0;

128+ }

129+ if (camera_pos.x + TILE_WIDTH * game->level->width < WINDOW_WIDTH) {

130+ camera_pos.x = WINDOW_WIDTH - TILE_WIDTH * game->level->width;

131+ }

132+ if (camera_pos.y > 0.0) {

133+ camera_pos.y = 0.0;

134+ }

135+ if (camera_pos.y + TILE_HEIGHT * game->level->height < WINDOW_HEIGHT) {

136+ camera_pos.y = WINDOW_HEIGHT - TILE_HEIGHT * game->level->height;

137+ }

138+ game->camera.offset = pos_snap(camera_pos);

139+ }

140+ break;

141+ }

142+ }

143+}

144+

145+void game_draw(game_t *game) {

146+ BeginDrawing();

147+ ClearBackground(BLACK);

148+ if (game->level != LEVEL_NULL) {

149+ BeginMode2D(game->camera);

150+ for (int i = 0; i < game->tiles_len; i++) {

151+ tile_draw(game->tiles[i], game);

152+ }

153+ for (int i = 0; i < game->entities_len; i++) {

154+ entity_draw(&game->entities[i], game);

155+ }

156+ player_draw(game->player, game);

157+ for (int i = 0; i < game->effects_len; i++) {

158+ effect_draw(game->effects[i], game);

159+ }

160+ EndMode2D();

161+ // draw interface

162+ int i = 0;

163+ for (i = 0; i < game->player->health / 2; i++) {

164+ DrawTextureRec(game->assets.tiles, texture_rect(0, 1, TILE_WIDTH, TILE_HEIGHT), (pos_t) { TILE_WIDTH / 2.0 + i * (TILE_WIDTH + TILE_WIDTH / 4.0), TILE_WIDTH / 2.0 }, WHITE);

165+ }

166+ if (game->player->health % 2 != 0) {

167+ DrawTextureRec(game->assets.tiles, texture_rect(1, 1, TILE_WIDTH, TILE_HEIGHT), (pos_t) { TILE_WIDTH / 2.0 + i * (TILE_WIDTH + TILE_WIDTH / 4.0), TILE_WIDTH / 2.0 }, WHITE);

168+ i++;

169+ }

170+ for (; i < PLAYER_HEALTH / 2; i++) {

171+ DrawTextureRec(game->assets.tiles, texture_rect(2, 1, TILE_WIDTH, TILE_HEIGHT), (pos_t) { TILE_WIDTH / 2.0 + i * (TILE_WIDTH + TILE_WIDTH / 4.0), TILE_WIDTH / 2.0 }, WHITE);

172+ }

173+ char xp_text[10];

174+ snprintf(xp_text, 10, "%dXP", game->xp);

175+ pos_t xp_pos = (pos_t) {

176+ .x = WINDOW_WIDTH - TILE_WIDTH / 2.0,

177+ .y = TILE_WIDTH / 1.5,

178+ };

179+ text_draw(xp_pos, xp_text, TEXT_ALIGNMENT_RIGHT, game);

180+ char level_text[10];

181+ snprintf(level_text, 10, "L%d", game->level->type);

182+ pos_t level_pos = (pos_t) {

183+ .x = WINDOW_WIDTH - TILE_WIDTH / 2.0,

184+ .y = TILE_WIDTH / 1.5 + 25,

185+ };

186+ text_draw(level_pos, level_text, TEXT_ALIGNMENT_RIGHT, game);

187+ if (game->defeat || game->victory) {

188+ DrawRectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, (Color) { 0, 0, 0, 255 / 100 * game->sceen_timer });

189+ }

190+ }

191+ if (game->state == STATE_MENU) {

192+ menu_draw(game->menu, game);

193+ }

194+ EndDrawing();

195+}

196+

197+void game_free(game_t *game) {

198+ menu_free(game->menu);

199+ if (game->level != LEVEL_NULL) {

200+ level_unload(game);

201+ }

202+ UnloadTexture(game->assets.tiles);

203+ UnloadTexture(game->assets.entities);

204+ UnloadTexture(game->assets.font);

205+ UnloadTexture(game->assets.images);

206+ free(game);

207+}

208

209

diff --git a/src/game.h b/src/game.h

new file mode 100644

index 0000000..cb8e14b

--- /dev/null

+++ b/src/game.h

1@@ -0,0 +1,48 @@

2+#pragma once

3+

4+typedef struct Assets assets_t;

5+typedef struct Game game_t;

6+

7+#include "entity.h"

8+#include "player.h"

9+#include "tile.h"

10+#include "menu.h"

11+#include "level.h"

12+#include "effect.h"

13+

14+typedef enum {

15+ STATE_MENU,

16+ STATE_GAME,

17+} state_e;

18+

19+struct Assets {

20+ Texture2D tiles;

21+ Texture2D entities;

22+ Texture2D font;

23+ Texture2D images;

24+};

25+

26+struct Game {

27+ state_e state;

28+ level_t *level;

29+ bool quit;

30+ bool defeat;

31+ bool victory;

32+ menu_t *menu;

33+ player_t *player;

34+ tile_t **tiles;

35+ int tiles_len;

36+ entity_t *entities;

37+ int entities_len;

38+ effect_t **effects;

39+ int effects_len;

40+ assets_t assets;

41+ Camera2D camera;

42+ int xp;

43+ int sceen_timer;

44+};

45+

46+game_t *game_create(void);

47+void game_update(game_t *game);

48+void game_draw(game_t *game);

49+void game_free(game_t *game);

50

51

diff --git a/src/gate.c b/src/gate.c

new file mode 100644

index 0000000..53dac9b

--- /dev/null

+++ b/src/gate.c

1@@ -0,0 +1,99 @@

2+#include <stdlib.h>

3+

4+#include "entity.h"

5+#include "gate.h"

6+#include "const.h"

7+

8+gate_t *gate_create(pos_t pos, int enemy_max, int time) {

9+ gate_t *gate = malloc(sizeof(gate_t));

10+ gate->pos = pos;

11+ gate->enemy_max = enemy_max;

12+ gate->timer_spawn = timer_create(1, time);

13+ gate->frozen = false;

14+ gate->frozen_timer = 0;

15+ return gate;

16+}

17+

18+void gate_update(gate_t *gate, game_t *game) {

19+ if (!gate->frozen) {

20+ bool stunned = false;

21+ if (

22+ game->player->shooting &&

23+ game->player->target_entity != NULL &&

24+ game->player->target_entity->type == ENTITY_GATE &&

25+ game->player->target_entity->gate == gate

26+ ) {

27+ if (gate->frozen) {

28+ if (game->player->dir > 0) {

29+ gate->pos.x += 2.0;

30+ }

31+ else {

32+ gate->pos.x -= 2.0;

33+ }

34+ }

35+ else {

36+ stunned = true;

37+ }

38+ }

39+ // handle freezing

40+ if (stunned) {

41+ if (gate->frozen_timer >= 300) {

42+ gate->frozen = true;

43+ gate->frozen_timer = 0;

44+ }

45+ gate->frozen_timer++;

46+ }

47+ else if (gate->frozen_timer > 0) {

48+ gate->frozen_timer--;

49+ }

50+ // handle spawning

51+ timer_update(gate->timer_spawn);

52+ int enemies_len = 0;

53+ for (int i = 0; i < game->entities_len; i++) {

54+ if(game->entities[i].type == ENTITY_ENEMY) {

55+ enemies_len++;

56+ }

57+ }

58+ if (timer_check(gate->timer_spawn) && enemies_len < gate->enemy_max) {

59+ game->entities = realloc(game->entities, sizeof(entity_t) * (game->entities_len + 1));

60+ enemy_t *enemy = enemy_create((pos_t) {

61+ .x = gate->pos.x + (TILE_WIDTH - ENEMY_WIDTH) / 2.0,

62+ .y = gate->pos.y + TILE_HEIGHT - ENEMY_HEIGHT,

63+ }, ENEMY_TEST);

64+ enemy->dir = (rand() & 1) ? 1 : -1;

65+ game->entities[game->entities_len] = (entity_t) {

66+ .type = ENTITY_ENEMY,

67+ .enemy = enemy,

68+ };

69+ game->entities_len++;

70+ }

71+ }

72+}

73+

74+void gate_draw(gate_t *gate, game_t *game) {

75+ DrawTextureRec(game->assets.tiles, texture_rect(0, 2, TILE_WIDTH, TILE_HEIGHT), (pos_t) { gate->pos.x, gate->pos.y - TILE_HEIGHT }, WHITE);

76+ DrawTextureRec(game->assets.tiles, texture_rect(0, 3, TILE_WIDTH, TILE_HEIGHT), gate->pos, WHITE);

77+ pos_t pos = pos_snap((pos_t) {

78+ .x = gate->pos.x,

79+ .y = gate->pos.y - (ENEMY_HEIGHT - TILE_HEIGHT),

80+ });

81+ if (gate->frozen) {

82+ DrawTextureRec(game->assets.entities, texture_rect(3, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

83+ }

84+ if (!gate->frozen && gate->frozen_timer > 0) {

85+ if (gate->frozen_timer <= 100) {

86+ DrawTextureRec(game->assets.entities, texture_rect(0, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

87+ }

88+ else if (gate->frozen_timer <= 200) {

89+ DrawTextureRec(game->assets.entities, texture_rect(1, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

90+ }

91+ else {

92+ DrawTextureRec(game->assets.entities, texture_rect(2, 2, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

93+ }

94+ }

95+}

96+

97+void gate_free(gate_t *gate) {

98+ free(gate->timer_spawn);

99+ free(gate);

100+}

101

102

diff --git a/src/gate.h b/src/gate.h

new file mode 100644

index 0000000..5b644d6

--- /dev/null

+++ b/src/gate.h

1@@ -0,0 +1,19 @@

2+#pragma once

3+

4+typedef struct Gate gate_t;

5+

6+#include "game.h"

7+#include "util.h"

8+

9+struct Gate {

10+ pos_t pos;

11+ int enemy_max;

12+ timer_t *timer_spawn;

13+ bool frozen;

14+ int frozen_timer;

15+};

16+

17+gate_t *gate_create(pos_t pos, int enemy_max, int time);

18+void gate_update(gate_t *gate, game_t *game);

19+void gate_draw(gate_t *gate, game_t *game);

20+void gate_free(gate_t *gate);

21

22

diff --git a/src/level.c b/src/level.c

new file mode 100644

index 0000000..9359d7b

--- /dev/null

+++ b/src/level.c

1@@ -0,0 +1,208 @@

2+#include <stdlib.h>

3+

4+#include "enemy.h"

5+#include "level.h"

6+#include "const.h"

7+#include "tile.h"

8+#include "entity.h"

9+

10+const char *LEVEL_MAP_1 = {

11+ "........................"

12+ "........................"

13+ "........................"

14+ "........................"

15+ "........................"

16+ "........................"

17+ "......e................."

18+ "....xxxx................"

19+ "........................"

20+ "...........--...xxx....."

21+ "................e......."

22+ "...............--xxxxx.."

23+ "....p..................."

24+ "..ggggggggg---xxxxxxxx.."

25+ "........................"

26+ "........................"

27+};

28+

29+const char *LEVEL_MAP_2 = {

30+ "........................"

31+ "........................"

32+ "........................"

33+ "........................"

34+ "........................"

35+ "..............xxxx......"

36+ "........s.e............."

37+ "....xxxxxxxxxtxxx--x...."

38+ ".............w.........."

39+ ".............w...--....."

40+ ".............w.........."

41+ ".........----x...--....."

42+ "....p...............e..."

43+ "..ggggg....xxxxxxxxxxx.."

44+ "........................"

45+ "........................"

46+};

47+

48+const char *LEVEL_MAP_3 = {

49+ "........................................"

50+ "........................................"

51+ "........................................"

52+ "........................................"

53+ "........................................"

54+ "........................................"

55+ "........................................"

56+ "........................................"

57+ "........................................"

58+ "........................................"

59+ "......e..................e...s.........."

60+ "....ggggg...--...xxxxxxxxxxxxxxxxx......"

61+ "........................................"

62+ "............--.........................."

63+ "....................e..................."

64+ "............--...xxxxxxxxt-............."

65+ ".........................w.............."

66+ "............--...........w-............."

67+ "..............e.......s..w..e..........."

68+ "..........xxxxxxxxxxxxxxxxxxxxxxxt--x..."

69+ ".................................w......"

70+ ".................................w--...."

71+ ".................................w......"

72+ ".................................w--...."

73+ "........................e........w......"

74+ "....................xxtxxxtxx----x--...."

75+ "....p.......e.........w...w............."

76+ "..ggggg..-----...xxxxxxxxxxxxxxxxxxxxx.."

77+ "........................................"

78+ "........................................"

79+};

80+

81+void level_generate(game_t *game, const char *map, int width, int height) {

82+ game->player = NULL;

83+ game->tiles = malloc(sizeof(tile_t) * width * height);

84+ game->tiles_len = width * height;

85+ game->entities = NULL;

86+ game->entities_len = 0;

87+ game->effects = NULL;

88+ game->effects_len = 0;

89+ for (int y = 0; y < height; y++) {

90+ for (int x = 0; x < width; x++) {

91+ int idx = y * width + x;

92+ char c = map[idx];

93+ game->tiles[idx] = tile_create((pos_t) {

94+ .x = x * TILE_WIDTH,

95+ .y = y * TILE_HEIGHT,

96+ }, TILE_AIR);

97+ tile_t *tile = game->tiles[idx];

98+ // generate tile types

99+ switch (c) {

100+ case 'x':

101+ tile->type = TILE_STONE;

102+ break;

103+ case 'g':

104+ tile->type = TILE_GRASS;

105+ break;

106+ case '-':

107+ tile->type = TILE_WOOD_PLATFORM;

108+ break;

109+ case 't':

110+ tile->type = TILE_STONE_JOINT;

111+ break;

112+ case 'w':

113+ tile->type = TILE_STONE_WALL;

114+ break;

115+ case 'i':

116+ tile->type = TILE_SNOW;

117+ break;

118+ case 'n':

119+ tile->type = TILE_SAND;

120+ break;

121+ default:

122+ break;

123+ }

124+ // spawn entities

125+ switch (c) {

126+ case 'p': {

127+ game->player = player_create((pos_t) {

128+ .x = x * TILE_WIDTH + (TILE_WIDTH - PLAYER_WIDTH) / 2.0,

129+ .y = y * TILE_HEIGHT + TILE_HEIGHT - PLAYER_HEIGHT,

130+ });

131+ break;

132+ }

133+ case 'e': {

134+ game->entities = realloc(game->entities, sizeof(enemy_t) * (game->entities_len + 1));

135+ enemy_t *enemy = enemy_create((pos_t) {

136+ .x = x * TILE_WIDTH + (TILE_WIDTH - ENEMY_WIDTH) / 2.0,

137+ .y = y * TILE_HEIGHT + TILE_HEIGHT - ENEMY_HEIGHT,

138+ }, ENEMY_TEST);

139+ game->entities[game->entities_len] = (entity_t) {

140+ .type = ENTITY_ENEMY,

141+ .enemy = enemy,

142+ };

143+ game->entities_len++;

144+ break;

145+ }

146+ case 's': {

147+ game->entities = realloc(game->entities, sizeof(enemy_t) * (game->entities_len + 1));

148+ gate_t *gate = gate_create((pos_t) {

149+ .x = x * TILE_WIDTH + (TILE_WIDTH - ENEMY_WIDTH) / 2.0,

150+ .y = y * TILE_HEIGHT,

151+ }, 5, 500);

152+ game->entities[game->entities_len] = (entity_t) {

153+ .type = ENTITY_GATE,

154+ .gate = gate,

155+ };

156+ game->entities_len++;

157+ break;

158+ }

159+ default:

160+ break;

161+ }

162+ }

163+ }

164+}

165+

166+void level_load(game_t *game, level_e type) {

167+ level_t *level = malloc(sizeof(level_t));

168+ level->type = type;

169+ switch (type) {

170+ case LEVEL_NULL:

171+ break;

172+ case LEVEL_1: {

173+ level_generate(game, LEVEL_MAP_1, 24, 16);

174+ level->width = 24;

175+ level->height = 16;

176+ break;

177+ }

178+ case LEVEL_2: {

179+ level_generate(game, LEVEL_MAP_2, 24, 16);

180+ level->width = 24;

181+ level->height = 16;

182+ break;

183+ }

184+ case LEVEL_3: {

185+ level_generate(game, LEVEL_MAP_3, 40, 30);

186+ level->width = 40;

187+ level->height = 30;

188+ break;

189+ }

190+ }

191+ game->level = level;

192+}

193+

194+void level_unload(game_t *game) {

195+ player_free(game->player);

196+ for (int i = 0; i < game->tiles_len; i++) {

197+ tile_free(game->tiles[i]);

198+ }

199+ free(game->tiles);

200+ for (int i = 0; i < game->entities_len; i++) {

201+ entity_detach(&game->entities[i]);

202+ }

203+ free(game->entities);

204+ for (int i = 0; i < game->effects_len; i++) {

205+ effect_free(game->effects[i]);

206+ }

207+ free(game->effects);

208+ free(game->level);

209+}

210

211

diff --git a/src/level.h b/src/level.h

new file mode 100644

index 0000000..d6b96ba

--- /dev/null

+++ b/src/level.h

1@@ -0,0 +1,23 @@

2+#pragma once

3+

4+#define LEVELS 3

5+

6+typedef struct Level level_t;

7+

8+typedef enum {

9+ LEVEL_NULL,

10+ LEVEL_1,

11+ LEVEL_2,

12+ LEVEL_3,

13+} level_e;

14+

15+#include "game.h"

16+

17+struct Level {

18+ level_e type;

19+ int width;

20+ int height;

21+};

22+

23+void level_load(game_t *game, level_e type);

24+void level_unload(game_t *game);

25

26

diff --git a/src/libs/raylib.h b/src/libs/raylib.h

new file mode 100644

index 0000000..5ff2399

--- /dev/null

+++ b/src/libs/raylib.h

1@@ -0,0 +1,1673 @@

2+/**********************************************************************************************

3+*

4+* raylib v5.1-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)

5+*

6+* FEATURES:

7+* - NO external dependencies, all required libraries included with raylib

8+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,

9+* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.

10+* - Written in plain C code (C99) in PascalCase/camelCase notation

11+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)

12+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]

13+* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)

14+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)

15+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!

16+* - Flexible Materials system, supporting classic maps and PBR maps

17+* - Animated 3D models supported (skeletal bones animation) (IQM)

18+* - Shaders support, including Model shaders and Postprocessing shaders

19+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]

20+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)

21+* - VR stereo rendering with configurable HMD device parameters

22+* - Bindings to multiple programming languages available!

23+*

24+* NOTES:

25+* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]

26+* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)

27+* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)

28+* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)

29+*

30+* DEPENDENCIES (included):

31+* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)

32+* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)

33+* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management

34+*

35+* OPTIONAL DEPENDENCIES (included):

36+* [rcore] msf_gif (Miles Fogle) for GIF recording

37+* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm

38+* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm

39+* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)

40+* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)

41+* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms

42+* [rtext] stb_truetype (Sean Barret) for ttf fonts loading

43+* [rtext] stb_rect_pack (Sean Barret) for rectangles packing

44+* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation

45+* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)

46+* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)

47+* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)

48+* [raudio] dr_wav (David Reid) for WAV audio file loading

49+* [raudio] dr_flac (David Reid) for FLAC audio file loading

50+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading

51+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading

52+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading

53+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading

54+*

55+*

56+* LICENSE: zlib/libpng

57+*

58+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,

59+* BSD-like license that allows static linking with closed source software:

60+*

61+* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)

62+*

63+* This software is provided "as-is", without any express or implied warranty. In no event

64+* will the authors be held liable for any damages arising from the use of this software.

65+*

66+* Permission is granted to anyone to use this software for any purpose, including commercial

67+* applications, and to alter it and redistribute it freely, subject to the following restrictions:

68+*

69+* 1. The origin of this software must not be misrepresented; you must not claim that you

70+* wrote the original software. If you use this software in a product, an acknowledgment

71+* in the product documentation would be appreciated but is not required.

72+*

73+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented

74+* as being the original software.

75+*

76+* 3. This notice may not be removed or altered from any source distribution.

77+*

78+**********************************************************************************************/

79+

80+#ifndef RAYLIB_H

81+#define RAYLIB_H

82+

83+#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback

84+

85+#define RAYLIB_VERSION_MAJOR 5

86+#define RAYLIB_VERSION_MINOR 1

87+#define RAYLIB_VERSION_PATCH 0

88+#define RAYLIB_VERSION "5.1-dev"

89+

90+// Function specifiers in case library is build/used as a shared library

91+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll

92+// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden

93+#if defined(_WIN32)

94+ #if defined(__TINYC__)

95+ #define __declspec(x) __attribute__((x))

96+ #endif

97+ #if defined(BUILD_LIBTYPE_SHARED)

98+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)

99+ #elif defined(USE_LIBTYPE_SHARED)

100+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)

101+ #endif

102+#else

103+ #if defined(BUILD_LIBTYPE_SHARED)

104+ #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)

105+ #endif

106+#endif

107+

108+#ifndef RLAPI

109+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)

110+#endif

111+

112+//----------------------------------------------------------------------------------

113+// Some basic Defines

114+//----------------------------------------------------------------------------------

115+#ifndef PI

116+ #define PI 3.14159265358979323846f

117+#endif

118+#ifndef DEG2RAD

119+ #define DEG2RAD (PI/180.0f)

120+#endif

121+#ifndef RAD2DEG

122+ #define RAD2DEG (180.0f/PI)

123+#endif

124+

125+// Allow custom memory allocators

126+// NOTE: Require recompiling raylib sources

127+#ifndef RL_MALLOC

128+ #define RL_MALLOC(sz) malloc(sz)

129+#endif

130+#ifndef RL_CALLOC

131+ #define RL_CALLOC(n,sz) calloc(n,sz)

132+#endif

133+#ifndef RL_REALLOC

134+ #define RL_REALLOC(ptr,sz) realloc(ptr,sz)

135+#endif

136+#ifndef RL_FREE

137+ #define RL_FREE(ptr) free(ptr)

138+#endif

139+

140+// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)

141+// Plain structures in C++ (without constructors) can be initialized with { }

142+// This is called aggregate initialization (C++11 feature)

143+#if defined(__cplusplus)

144+ #define CLITERAL(type) type

145+#else

146+ #define CLITERAL(type) (type)

147+#endif

148+

149+// Some compilers (mostly macos clang) default to C++98,

150+// where aggregate initialization can't be used

151+// So, give a more clear error stating how to fix this

152+// #if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)

153+// #error "C++11 or later is required. Add -std=c++11"

154+// #endif

155+

156+// NOTE: We set some defines with some data types declared by raylib

157+// Other modules (raymath, rlgl) also require some of those types, so,

158+// to be able to use those other modules as standalone (not depending on raylib)

159+// this defines are very useful for internal check and avoid type (re)definitions

160+#define RL_COLOR_TYPE

161+#define RL_RECTANGLE_TYPE

162+#define RL_VECTOR2_TYPE

163+#define RL_VECTOR3_TYPE

164+#define RL_VECTOR4_TYPE

165+#define RL_QUATERNION_TYPE

166+#define RL_MATRIX_TYPE

167+

168+// Some Basic Colors

169+// NOTE: Custom raylib color palette for amazing visuals on WHITE background

170+#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray

171+#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray

172+#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray

173+#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow

174+#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold

175+#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange

176+#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink

177+#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red

178+#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon

179+#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green

180+#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime

181+#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green

182+#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue

183+#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue

184+#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue

185+#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple

186+#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet

187+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple

188+#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige

189+#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown

190+#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown

191+

192+#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White

193+#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black

194+#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)

195+#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta

196+#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)

197+

198+//----------------------------------------------------------------------------------

199+// Structures Definition

200+//----------------------------------------------------------------------------------

201+// Boolean type

202+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)

203+ #include <stdbool.h>

204+#elif !defined(__cplusplus) && !defined(bool)

205+ typedef enum bool { false = 0, true = !false } bool;

206+ #define RL_BOOL_TYPE

207+#endif

208+

209+// Vector2, 2 components

210+typedef struct Vector2 {

211+ float x; // Vector x component

212+ float y; // Vector y component

213+} Vector2;

214+

215+// Vector3, 3 components

216+typedef struct Vector3 {

217+ float x; // Vector x component

218+ float y; // Vector y component

219+ float z; // Vector z component

220+} Vector3;

221+

222+// Vector4, 4 components

223+typedef struct Vector4 {

224+ float x; // Vector x component

225+ float y; // Vector y component

226+ float z; // Vector z component

227+ float w; // Vector w component

228+} Vector4;

229+

230+// Quaternion, 4 components (Vector4 alias)

231+typedef Vector4 Quaternion;

232+

233+// Matrix, 4x4 components, column major, OpenGL style, right-handed

234+typedef struct Matrix {

235+ float m0, m4, m8, m12; // Matrix first row (4 components)

236+ float m1, m5, m9, m13; // Matrix second row (4 components)

237+ float m2, m6, m10, m14; // Matrix third row (4 components)

238+ float m3, m7, m11, m15; // Matrix fourth row (4 components)

239+} Matrix;

240+

241+// Color, 4 components, R8G8B8A8 (32bit)

242+typedef struct Color {

243+ unsigned char r; // Color red value

244+ unsigned char g; // Color green value

245+ unsigned char b; // Color blue value

246+ unsigned char a; // Color alpha value

247+} Color;

248+

249+// Rectangle, 4 components

250+typedef struct Rectangle {

251+ float x; // Rectangle top-left corner position x

252+ float y; // Rectangle top-left corner position y

253+ float width; // Rectangle width

254+ float height; // Rectangle height

255+} Rectangle;

256+

257+// Image, pixel data stored in CPU memory (RAM)

258+typedef struct Image {

259+ void *data; // Image raw data

260+ int width; // Image base width

261+ int height; // Image base height

262+ int mipmaps; // Mipmap levels, 1 by default

263+ int format; // Data format (PixelFormat type)

264+} Image;

265+

266+// Texture, tex data stored in GPU memory (VRAM)

267+typedef struct Texture {

268+ unsigned int id; // OpenGL texture id

269+ int width; // Texture base width

270+ int height; // Texture base height

271+ int mipmaps; // Mipmap levels, 1 by default

272+ int format; // Data format (PixelFormat type)

273+} Texture;

274+

275+// Texture2D, same as Texture

276+typedef Texture Texture2D;

277+

278+// TextureCubemap, same as Texture

279+typedef Texture TextureCubemap;

280+

281+// RenderTexture, fbo for texture rendering

282+typedef struct RenderTexture {

283+ unsigned int id; // OpenGL framebuffer object id

284+ Texture texture; // Color buffer attachment texture

285+ Texture depth; // Depth buffer attachment texture

286+} RenderTexture;

287+

288+// RenderTexture2D, same as RenderTexture

289+typedef RenderTexture RenderTexture2D;

290+

291+// NPatchInfo, n-patch layout info

292+typedef struct NPatchInfo {

293+ Rectangle source; // Texture source rectangle

294+ int left; // Left border offset

295+ int top; // Top border offset

296+ int right; // Right border offset

297+ int bottom; // Bottom border offset

298+ int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1

299+} NPatchInfo;

300+

301+// GlyphInfo, font characters glyphs info

302+typedef struct GlyphInfo {

303+ int value; // Character value (Unicode)

304+ int offsetX; // Character offset X when drawing

305+ int offsetY; // Character offset Y when drawing

306+ int advanceX; // Character advance position X

307+ Image image; // Character image data

308+} GlyphInfo;

309+

310+// Font, font texture and GlyphInfo array data

311+typedef struct Font {

312+ int baseSize; // Base size (default chars height)

313+ int glyphCount; // Number of glyph characters

314+ int glyphPadding; // Padding around the glyph characters

315+ Texture2D texture; // Texture atlas containing the glyphs

316+ Rectangle *recs; // Rectangles in texture for the glyphs

317+ GlyphInfo *glyphs; // Glyphs info data

318+} Font;

319+

320+// Camera, defines position/orientation in 3d space

321+typedef struct Camera3D {

322+ Vector3 position; // Camera position

323+ Vector3 target; // Camera target it looks-at

324+ Vector3 up; // Camera up vector (rotation over its axis)

325+ float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic

326+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC

327+} Camera3D;

328+

329+typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D

330+

331+// Camera2D, defines position/orientation in 2d space

332+typedef struct Camera2D {

333+ Vector2 offset; // Camera offset (displacement from target)

334+ Vector2 target; // Camera target (rotation and zoom origin)

335+ float rotation; // Camera rotation in degrees

336+ float zoom; // Camera zoom (scaling), should be 1.0f by default

337+} Camera2D;

338+

339+// Mesh, vertex data and vao/vbo

340+typedef struct Mesh {

341+ int vertexCount; // Number of vertices stored in arrays

342+ int triangleCount; // Number of triangles stored (indexed or not)

343+

344+ // Vertex attributes data

345+ float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)

346+ float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)

347+ float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)

348+ float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)

349+ float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)

350+ unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)

351+ unsigned short *indices; // Vertex indices (in case vertex data comes indexed)

352+

353+ // Animation vertex data

354+ float *animVertices; // Animated vertex positions (after bones transformations)

355+ float *animNormals; // Animated normals (after bones transformations)

356+ unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)

357+ float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)

358+

359+ // OpenGL identifiers

360+ unsigned int vaoId; // OpenGL Vertex Array Object id

361+ unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)

362+} Mesh;

363+

364+// Shader

365+typedef struct Shader {

366+ unsigned int id; // Shader program id

367+ int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)

368+} Shader;

369+

370+// MaterialMap

371+typedef struct MaterialMap {

372+ Texture2D texture; // Material map texture

373+ Color color; // Material map color

374+ float value; // Material map value

375+} MaterialMap;

376+

377+// Material, includes shader and maps

378+typedef struct Material {

379+ Shader shader; // Material shader

380+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)

381+ float params[4]; // Material generic parameters (if required)

382+} Material;

383+

384+// Transform, vertex transformation data

385+typedef struct Transform {

386+ Vector3 translation; // Translation

387+ Quaternion rotation; // Rotation

388+ Vector3 scale; // Scale

389+} Transform;

390+

391+// Bone, skeletal animation bone

392+typedef struct BoneInfo {

393+ char name[32]; // Bone name

394+ int parent; // Bone parent

395+} BoneInfo;

396+

397+// Model, meshes, materials and animation data

398+typedef struct Model {

399+ Matrix transform; // Local transform matrix

400+

401+ int meshCount; // Number of meshes

402+ int materialCount; // Number of materials

403+ Mesh *meshes; // Meshes array

404+ Material *materials; // Materials array

405+ int *meshMaterial; // Mesh material number

406+

407+ // Animation data

408+ int boneCount; // Number of bones

409+ BoneInfo *bones; // Bones information (skeleton)

410+ Transform *bindPose; // Bones base transformation (pose)

411+} Model;

412+

413+// ModelAnimation

414+typedef struct ModelAnimation {

415+ int boneCount; // Number of bones

416+ int frameCount; // Number of animation frames

417+ BoneInfo *bones; // Bones information (skeleton)

418+ Transform **framePoses; // Poses array by frame

419+ char name[32]; // Animation name

420+} ModelAnimation;

421+

422+// Ray, ray for raycasting

423+typedef struct Ray {

424+ Vector3 position; // Ray position (origin)

425+ Vector3 direction; // Ray direction

426+} Ray;

427+

428+// RayCollision, ray hit information

429+typedef struct RayCollision {

430+ bool hit; // Did the ray hit something?

431+ float distance; // Distance to the nearest hit

432+ Vector3 point; // Point of the nearest hit

433+ Vector3 normal; // Surface normal of hit

434+} RayCollision;

435+

436+// BoundingBox

437+typedef struct BoundingBox {

438+ Vector3 min; // Minimum vertex box-corner

439+ Vector3 max; // Maximum vertex box-corner

440+} BoundingBox;

441+

442+// Wave, audio wave data

443+typedef struct Wave {

444+ unsigned int frameCount; // Total number of frames (considering channels)

445+ unsigned int sampleRate; // Frequency (samples per second)

446+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)

447+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)

448+ void *data; // Buffer data pointer

449+} Wave;

450+

451+// Opaque structs declaration

452+// NOTE: Actual structs are defined internally in raudio module

453+typedef struct rAudioBuffer rAudioBuffer;

454+typedef struct rAudioProcessor rAudioProcessor;

455+

456+// AudioStream, custom audio stream

457+typedef struct AudioStream {

458+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system

459+ rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects

460+

461+ unsigned int sampleRate; // Frequency (samples per second)

462+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)

463+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)

464+} AudioStream;

465+

466+// Sound

467+typedef struct Sound {

468+ AudioStream stream; // Audio stream

469+ unsigned int frameCount; // Total number of frames (considering channels)

470+} Sound;

471+

472+// Music, audio stream, anything longer than ~10 seconds should be streamed

473+typedef struct Music {

474+ AudioStream stream; // Audio stream

475+ unsigned int frameCount; // Total number of frames (considering channels)

476+ bool looping; // Music looping enable

477+

478+ int ctxType; // Type of music context (audio filetype)

479+ void *ctxData; // Audio context data, depends on type

480+} Music;

481+

482+// VrDeviceInfo, Head-Mounted-Display device parameters

483+typedef struct VrDeviceInfo {

484+ int hResolution; // Horizontal resolution in pixels

485+ int vResolution; // Vertical resolution in pixels

486+ float hScreenSize; // Horizontal size in meters

487+ float vScreenSize; // Vertical size in meters

488+ float eyeToScreenDistance; // Distance between eye and display in meters

489+ float lensSeparationDistance; // Lens separation distance in meters

490+ float interpupillaryDistance; // IPD (distance between pupils) in meters

491+ float lensDistortionValues[4]; // Lens distortion constant parameters

492+ float chromaAbCorrection[4]; // Chromatic aberration correction parameters

493+} VrDeviceInfo;

494+

495+// VrStereoConfig, VR stereo rendering configuration for simulator

496+typedef struct VrStereoConfig {

497+ Matrix projection[2]; // VR projection matrices (per eye)

498+ Matrix viewOffset[2]; // VR view offset matrices (per eye)

499+ float leftLensCenter[2]; // VR left lens center

500+ float rightLensCenter[2]; // VR right lens center

501+ float leftScreenCenter[2]; // VR left screen center

502+ float rightScreenCenter[2]; // VR right screen center

503+ float scale[2]; // VR distortion scale

504+ float scaleIn[2]; // VR distortion scale in

505+} VrStereoConfig;

506+

507+// File path list

508+typedef struct FilePathList {

509+ unsigned int capacity; // Filepaths max entries

510+ unsigned int count; // Filepaths entries count

511+ char **paths; // Filepaths entries

512+} FilePathList;

513+

514+// Automation event

515+typedef struct AutomationEvent {

516+ unsigned int frame; // Event frame

517+ unsigned int type; // Event type (AutomationEventType)

518+ int params[4]; // Event parameters (if required)

519+} AutomationEvent;

520+

521+// Automation event list

522+typedef struct AutomationEventList {

523+ unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)

524+ unsigned int count; // Events entries count

525+ AutomationEvent *events; // Events entries

526+} AutomationEventList;

527+

528+//----------------------------------------------------------------------------------

529+// Enumerators Definition

530+//----------------------------------------------------------------------------------

531+// System/Window config flags

532+// NOTE: Every bit registers one state (use it with bit masks)

533+// By default all flags are set to 0

534+typedef enum {

535+ FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU

536+ FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen

537+ FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window

538+ FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)

539+ FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window

540+ FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)

541+ FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)

542+ FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused

543+ FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top

544+ FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized

545+ FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer

546+ FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI

547+ FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED

548+ FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode

549+ FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X

550+ FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)

551+} ConfigFlags;

552+

553+// Trace log level

554+// NOTE: Organized by priority level

555+typedef enum {

556+ LOG_ALL = 0, // Display all logs

557+ LOG_TRACE, // Trace logging, intended for internal use only

558+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds

559+ LOG_INFO, // Info logging, used for program execution info

560+ LOG_WARNING, // Warning logging, used on recoverable failures

561+ LOG_ERROR, // Error logging, used on unrecoverable failures

562+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)

563+ LOG_NONE // Disable logging

564+} TraceLogLevel;

565+

566+// Keyboard keys (US keyboard layout)

567+// NOTE: Use GetKeyPressed() to allow redefining

568+// required keys for alternative layouts

569+typedef enum {

570+ KEY_NULL = 0, // Key: NULL, used for no key pressed

571+ // Alphanumeric keys

572+ KEY_APOSTROPHE = 39, // Key: '

573+ KEY_COMMA = 44, // Key: ,

574+ KEY_MINUS = 45, // Key: -

575+ KEY_PERIOD = 46, // Key: .

576+ KEY_SLASH = 47, // Key: /

577+ KEY_ZERO = 48, // Key: 0

578+ KEY_ONE = 49, // Key: 1

579+ KEY_TWO = 50, // Key: 2

580+ KEY_THREE = 51, // Key: 3

581+ KEY_FOUR = 52, // Key: 4

582+ KEY_FIVE = 53, // Key: 5

583+ KEY_SIX = 54, // Key: 6

584+ KEY_SEVEN = 55, // Key: 7

585+ KEY_EIGHT = 56, // Key: 8

586+ KEY_NINE = 57, // Key: 9

587+ KEY_SEMICOLON = 59, // Key: ;

588+ KEY_EQUAL = 61, // Key: =

589+ KEY_A = 65, // Key: A | a

590+ KEY_B = 66, // Key: B | b

591+ KEY_C = 67, // Key: C | c

592+ KEY_D = 68, // Key: D | d

593+ KEY_E = 69, // Key: E | e

594+ KEY_F = 70, // Key: F | f

595+ KEY_G = 71, // Key: G | g

596+ KEY_H = 72, // Key: H | h

597+ KEY_I = 73, // Key: I | i

598+ KEY_J = 74, // Key: J | j

599+ KEY_K = 75, // Key: K | k

600+ KEY_L = 76, // Key: L | l

601+ KEY_M = 77, // Key: M | m

602+ KEY_N = 78, // Key: N | n

603+ KEY_O = 79, // Key: O | o

604+ KEY_P = 80, // Key: P | p

605+ KEY_Q = 81, // Key: Q | q

606+ KEY_R = 82, // Key: R | r

607+ KEY_S = 83, // Key: S | s

608+ KEY_T = 84, // Key: T | t

609+ KEY_U = 85, // Key: U | u

610+ KEY_V = 86, // Key: V | v

611+ KEY_W = 87, // Key: W | w

612+ KEY_X = 88, // Key: X | x

613+ KEY_Y = 89, // Key: Y | y

614+ KEY_Z = 90, // Key: Z | z

615+ KEY_LEFT_BRACKET = 91, // Key: [

616+ KEY_BACKSLASH = 92, // Key: '\'

617+ KEY_RIGHT_BRACKET = 93, // Key: ]

618+ KEY_GRAVE = 96, // Key: `

619+ // Function keys

620+ KEY_SPACE = 32, // Key: Space

621+ KEY_ESCAPE = 256, // Key: Esc

622+ KEY_ENTER = 257, // Key: Enter

623+ KEY_TAB = 258, // Key: Tab

624+ KEY_BACKSPACE = 259, // Key: Backspace

625+ KEY_INSERT = 260, // Key: Ins

626+ KEY_DELETE = 261, // Key: Del

627+ KEY_RIGHT = 262, // Key: Cursor right

628+ KEY_LEFT = 263, // Key: Cursor left

629+ KEY_DOWN = 264, // Key: Cursor down

630+ KEY_UP = 265, // Key: Cursor up

631+ KEY_PAGE_UP = 266, // Key: Page up

632+ KEY_PAGE_DOWN = 267, // Key: Page down

633+ KEY_HOME = 268, // Key: Home

634+ KEY_END = 269, // Key: End

635+ KEY_CAPS_LOCK = 280, // Key: Caps lock

636+ KEY_SCROLL_LOCK = 281, // Key: Scroll down

637+ KEY_NUM_LOCK = 282, // Key: Num lock

638+ KEY_PRINT_SCREEN = 283, // Key: Print screen

639+ KEY_PAUSE = 284, // Key: Pause

640+ KEY_F1 = 290, // Key: F1

641+ KEY_F2 = 291, // Key: F2

642+ KEY_F3 = 292, // Key: F3

643+ KEY_F4 = 293, // Key: F4

644+ KEY_F5 = 294, // Key: F5

645+ KEY_F6 = 295, // Key: F6

646+ KEY_F7 = 296, // Key: F7

647+ KEY_F8 = 297, // Key: F8

648+ KEY_F9 = 298, // Key: F9

649+ KEY_F10 = 299, // Key: F10

650+ KEY_F11 = 300, // Key: F11

651+ KEY_F12 = 301, // Key: F12

652+ KEY_LEFT_SHIFT = 340, // Key: Shift left

653+ KEY_LEFT_CONTROL = 341, // Key: Control left

654+ KEY_LEFT_ALT = 342, // Key: Alt left

655+ KEY_LEFT_SUPER = 343, // Key: Super left

656+ KEY_RIGHT_SHIFT = 344, // Key: Shift right

657+ KEY_RIGHT_CONTROL = 345, // Key: Control right

658+ KEY_RIGHT_ALT = 346, // Key: Alt right

659+ KEY_RIGHT_SUPER = 347, // Key: Super right

660+ KEY_KB_MENU = 348, // Key: KB menu

661+ // Keypad keys

662+ KEY_KP_0 = 320, // Key: Keypad 0

663+ KEY_KP_1 = 321, // Key: Keypad 1

664+ KEY_KP_2 = 322, // Key: Keypad 2

665+ KEY_KP_3 = 323, // Key: Keypad 3

666+ KEY_KP_4 = 324, // Key: Keypad 4

667+ KEY_KP_5 = 325, // Key: Keypad 5

668+ KEY_KP_6 = 326, // Key: Keypad 6

669+ KEY_KP_7 = 327, // Key: Keypad 7

670+ KEY_KP_8 = 328, // Key: Keypad 8

671+ KEY_KP_9 = 329, // Key: Keypad 9

672+ KEY_KP_DECIMAL = 330, // Key: Keypad .

673+ KEY_KP_DIVIDE = 331, // Key: Keypad /

674+ KEY_KP_MULTIPLY = 332, // Key: Keypad *

675+ KEY_KP_SUBTRACT = 333, // Key: Keypad -

676+ KEY_KP_ADD = 334, // Key: Keypad +

677+ KEY_KP_ENTER = 335, // Key: Keypad Enter

678+ KEY_KP_EQUAL = 336, // Key: Keypad =

679+ // Android key buttons

680+ KEY_BACK = 4, // Key: Android back button

681+ KEY_MENU = 5, // Key: Android menu button

682+ KEY_VOLUME_UP = 24, // Key: Android volume up button

683+ KEY_VOLUME_DOWN = 25 // Key: Android volume down button

684+} KeyboardKey;

685+

686+// Add backwards compatibility support for deprecated names

687+#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT

688+#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT

689+#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE

690+

691+// Mouse buttons

692+typedef enum {

693+ MOUSE_BUTTON_LEFT = 0, // Mouse button left

694+ MOUSE_BUTTON_RIGHT = 1, // Mouse button right

695+ MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)

696+ MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)

697+ MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)

698+ MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)

699+ MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)

700+} MouseButton;

701+

702+// Mouse cursor

703+typedef enum {

704+ MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape

705+ MOUSE_CURSOR_ARROW = 1, // Arrow shape

706+ MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape

707+ MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape

708+ MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor

709+ MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape

710+ MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape

711+ MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape

712+ MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape

713+ MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape

714+ MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape

715+} MouseCursor;

716+

717+// Gamepad buttons

718+typedef enum {

719+ GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking

720+ GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button

721+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button

722+ GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button

723+ GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button

724+ GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)

725+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)

726+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)

727+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)

728+ GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button

729+ GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button

730+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button

731+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button

732+ GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)

733+ GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)

734+ GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)

735+ GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left

736+ GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right

737+} GamepadButton;

738+

739+// Gamepad axis

740+typedef enum {

741+ GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis

742+ GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis

743+ GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis

744+ GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis

745+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]

746+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]

747+} GamepadAxis;

748+

749+// Material map index

750+typedef enum {

751+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)

752+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)

753+ MATERIAL_MAP_NORMAL, // Normal material

754+ MATERIAL_MAP_ROUGHNESS, // Roughness material

755+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material

756+ MATERIAL_MAP_EMISSION, // Emission material

757+ MATERIAL_MAP_HEIGHT, // Heightmap material

758+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)

759+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)

760+ MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)

761+ MATERIAL_MAP_BRDF // Brdf material

762+} MaterialMapIndex;

763+

764+#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO

765+#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS

766+

767+// Shader location index

768+typedef enum {

769+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position

770+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01

771+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02

772+ SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal

773+ SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent

774+ SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color

775+ SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection

776+ SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)

777+ SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection

778+ SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)

779+ SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal

780+ SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view

781+ SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color

782+ SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color

783+ SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color

784+ SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)

785+ SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)

786+ SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal

787+ SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness

788+ SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion

789+ SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission

790+ SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height

791+ SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap

792+ SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance

793+ SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter

794+ SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf

795+} ShaderLocationIndex;

796+

797+#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO

798+#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS

799+

800+// Shader uniform data type

801+typedef enum {

802+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float

803+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)

804+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)

805+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)

806+ SHADER_UNIFORM_INT, // Shader uniform type: int

807+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)

808+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)

809+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)

810+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d

811+} ShaderUniformDataType;

812+

813+// Shader attribute data types

814+typedef enum {

815+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float

816+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)

817+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)

818+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)

819+} ShaderAttributeDataType;

820+

821+// Pixel formats

822+// NOTE: Support depends on OpenGL version and platform

823+typedef enum {

824+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)

825+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)

826+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp

827+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp

828+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)

829+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)

830+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp

831+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)

832+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)

833+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)

834+ PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)

835+ PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)

836+ PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)

837+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)

838+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)

839+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp

840+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp

841+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp

842+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp

843+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp

844+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp

845+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp

846+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp

847+ PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp

848+} PixelFormat;

849+

850+// Texture parameters: filter mode

851+// NOTE 1: Filtering considers mipmaps if available in the texture

852+// NOTE 2: Filter is accordingly set for minification and magnification

853+typedef enum {

854+ TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation

855+ TEXTURE_FILTER_BILINEAR, // Linear filtering

856+ TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)

857+ TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x

858+ TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x

859+ TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x

860+} TextureFilter;

861+

862+// Texture parameters: wrap mode

863+typedef enum {

864+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode

865+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode

866+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode

867+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode

868+} TextureWrap;

869+

870+// Cubemap layouts

871+typedef enum {

872+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type

873+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces

874+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces

875+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces

876+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces

877+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)

878+} CubemapLayout;

879+

880+// Font type, defines generation method

881+typedef enum {

882+ FONT_DEFAULT = 0, // Default font generation, anti-aliased

883+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing

884+ FONT_SDF // SDF font generation, requires external shader

885+} FontType;

886+

887+// Color blending modes (pre-defined)

888+typedef enum {

889+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)

890+ BLEND_ADDITIVE, // Blend textures adding colors

891+ BLEND_MULTIPLIED, // Blend textures multiplying colors

892+ BLEND_ADD_COLORS, // Blend textures adding colors (alternative)

893+ BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)

894+ BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha

895+ BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())

896+ BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())

897+} BlendMode;

898+

899+// Gesture

900+// NOTE: Provided as bit-wise flags to enable only desired gestures

901+typedef enum {

902+ GESTURE_NONE = 0, // No gesture

903+ GESTURE_TAP = 1, // Tap gesture

904+ GESTURE_DOUBLETAP = 2, // Double tap gesture

905+ GESTURE_HOLD = 4, // Hold gesture

906+ GESTURE_DRAG = 8, // Drag gesture

907+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture

908+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture

909+ GESTURE_SWIPE_UP = 64, // Swipe up gesture

910+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture

911+ GESTURE_PINCH_IN = 256, // Pinch in gesture

912+ GESTURE_PINCH_OUT = 512 // Pinch out gesture

913+} Gesture;

914+

915+// Camera system modes

916+typedef enum {

917+ CAMERA_CUSTOM = 0, // Custom camera

918+ CAMERA_FREE, // Free camera

919+ CAMERA_ORBITAL, // Orbital camera

920+ CAMERA_FIRST_PERSON, // First person camera

921+ CAMERA_THIRD_PERSON // Third person camera

922+} CameraMode;

923+

924+// Camera projection

925+typedef enum {

926+ CAMERA_PERSPECTIVE = 0, // Perspective projection

927+ CAMERA_ORTHOGRAPHIC // Orthographic projection

928+} CameraProjection;

929+

930+// N-patch layout

931+typedef enum {

932+ NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles

933+ NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles

934+ NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles

935+} NPatchLayout;

936+

937+// Callbacks to hook some internal functions

938+// WARNING: These callbacks are intended for advance users

939+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages

940+typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data

941+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data

942+typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data

943+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data

944+

945+//------------------------------------------------------------------------------------

946+// Global Variables Definition

947+//------------------------------------------------------------------------------------

948+// It's lonely here...

949+

950+//------------------------------------------------------------------------------------

951+// Window and Graphics Device Functions (Module: core)

952+//------------------------------------------------------------------------------------

953+

954+#if defined(__cplusplus)

955+extern "C" { // Prevents name mangling of functions

956+#endif

957+

958+// Window-related functions

959+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context

960+RLAPI void CloseWindow(void); // Close window and unload OpenGL context

961+RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)

962+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully

963+RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen

964+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)

965+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)

966+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)

967+RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)

968+RLAPI bool IsWindowResized(void); // Check if window has been resized last frame

969+RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled

970+RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)

971+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags

972+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)

973+RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)

974+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)

975+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)

976+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)

977+RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)

978+RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)

979+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)

980+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)

981+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window

982+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

983+RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

984+RLAPI void SetWindowSize(int width, int height); // Set window dimensions

985+RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)

986+RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)

987+RLAPI void *GetWindowHandle(void); // Get native window handle

988+RLAPI int GetScreenWidth(void); // Get current screen width

989+RLAPI int GetScreenHeight(void); // Get current screen height

990+RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)

991+RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)

992+RLAPI int GetMonitorCount(void); // Get number of connected monitors

993+RLAPI int GetCurrentMonitor(void); // Get current connected monitor

994+RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position

995+RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)

996+RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)

997+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres

998+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres

999+RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate

1000+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor

1001+RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor

1002+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor

1003+RLAPI void SetClipboardText(const char *text); // Set clipboard text content

1004+RLAPI const char *GetClipboardText(void); // Get clipboard text content

1005+RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling

1006+RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling

1007+

1008+// Cursor-related functions

1009+RLAPI void ShowCursor(void); // Shows cursor

1010+RLAPI void HideCursor(void); // Hides cursor

1011+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible

1012+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)

1013+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)

1014+RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen

1015+

1016+// Drawing-related functions

1017+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)

1018+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing

1019+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)

1020+RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)

1021+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera

1022+RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)

1023+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode

1024+RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture

1025+RLAPI void EndTextureMode(void); // Ends drawing to render texture

1026+RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing

1027+RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)

1028+RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)

1029+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)

1030+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)

1031+RLAPI void EndScissorMode(void); // End scissor mode

1032+RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)

1033+RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)

1034+

1035+// VR stereo config functions for VR simulator

1036+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters

1037+RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config

1038+

1039+// Shader management functions

1040+// NOTE: Shader functionality is not available on OpenGL 1.1

1041+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations

1042+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations

1043+RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready

1044+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location

1045+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location

1046+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value

1047+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector

1048+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)

1049+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)

1050+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)

1051+

1052+// Screen-space-related functions

1053+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position

1054+RLAPI Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport

1055+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position

1056+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position

1057+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position

1058+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position

1059+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)

1060+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix

1061+

1062+// Timing-related functions

1063+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)

1064+RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)

1065+RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()

1066+RLAPI int GetFPS(void); // Get current FPS

1067+

1068+// Custom frame control functions

1069+// NOTE: Those functions are intended for advance users that want full control over the frame processing

1070+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()

1071+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL

1072+RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)

1073+RLAPI void PollInputEvents(void); // Register all input events

1074+RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)

1075+

1076+// Random values generation functions

1077+RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator

1078+RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)

1079+RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated

1080+RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence

1081+

1082+// Misc. functions

1083+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)

1084+RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)

1085+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)

1086+

1087+// NOTE: Following functions implemented in module [utils]

1088+//------------------------------------------------------------------

1089+RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)

1090+RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level

1091+RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator

1092+RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator

1093+RLAPI void MemFree(void *ptr); // Internal memory free

1094+

1095+// Set custom callbacks

1096+// WARNING: Callbacks setup is intended for advance users

1097+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log

1098+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader

1099+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver

1100+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader

1101+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver

1102+

1103+// Files management functions

1104+RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)

1105+RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()

1106+RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success

1107+RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success

1108+RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string

1109+RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()

1110+RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success

1111+//------------------------------------------------------------------

1112+

1113+// File system functions

1114+RLAPI bool FileExists(const char *fileName); // Check if file exists

1115+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists

1116+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)

1117+RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)

1118+RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')

1119+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string

1120+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)

1121+RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)

1122+RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)

1123+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)

1124+RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)

1125+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success

1126+RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory

1127+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths

1128+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan

1129+RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths

1130+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window

1131+RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths

1132+RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths

1133+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)

1134+

1135+// Compression/Encoding functionality

1136+RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()

1137+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()

1138+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()

1139+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()

1140+

1141+// Automation events functionality

1142+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS

1143+RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file

1144+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file

1145+RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to

1146+RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording

1147+RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)

1148+RLAPI void StopAutomationEventRecording(void); // Stop recording automation events

1149+RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event

1150+

1151+//------------------------------------------------------------------------------------

1152+// Input Handling Functions (Module: core)

1153+//------------------------------------------------------------------------------------

1154+

1155+// Input-related functions: keyboard

1156+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once

1157+RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)

1158+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed

1159+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once

1160+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed

1161+RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty

1162+RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty

1163+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)

1164+

1165+// Input-related functions: gamepads

1166+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available

1167+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id

1168+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once

1169+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed

1170+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once

1171+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed

1172+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed

1173+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad

1174+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis

1175+RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)

1176+

1177+// Input-related functions: mouse

1178+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once

1179+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed

1180+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once

1181+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed

1182+RLAPI int GetMouseX(void); // Get mouse position X

1183+RLAPI int GetMouseY(void); // Get mouse position Y

1184+RLAPI Vector2 GetMousePosition(void); // Get mouse position XY

1185+RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames

1186+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY

1187+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset

1188+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling

1189+RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger

1190+RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y

1191+RLAPI void SetMouseCursor(int cursor); // Set mouse cursor

1192+

1193+// Input-related functions: touch

1194+RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)

1195+RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)

1196+RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)

1197+RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index

1198+RLAPI int GetTouchPointCount(void); // Get number of touch points

1199+

1200+//------------------------------------------------------------------------------------

1201+// Gestures and Touch Handling Functions (Module: rgestures)

1202+//------------------------------------------------------------------------------------

1203+RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags

1204+RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected

1205+RLAPI int GetGestureDetected(void); // Get latest detected gesture

1206+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds

1207+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector

1208+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle

1209+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta

1210+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle

1211+

1212+//------------------------------------------------------------------------------------

1213+// Camera System Functions (Module: rcamera)

1214+//------------------------------------------------------------------------------------

1215+RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode

1216+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation

1217+

1218+//------------------------------------------------------------------------------------

1219+// Basic Shapes Drawing Functions (Module: shapes)

1220+//------------------------------------------------------------------------------------

1221+// Set texture and rectangle to be used on shapes drawing

1222+// NOTE: It can be useful when using basic shapes and one single font,

1223+// defining a font char white rectangle would allow drawing everything in a single draw call

1224+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing

1225+RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing

1226+RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing

1227+

1228+// Basic shapes drawing functions

1229+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel

1230+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)

1231+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line

1232+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)

1233+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)

1234+RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)

1235+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation

1236+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle

1237+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle

1238+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline

1239+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle

1240+RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)

1241+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline

1242+RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)

1243+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse

1244+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline

1245+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring

1246+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline

1247+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle

1248+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)

1249+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle

1250+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters

1251+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle

1252+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle

1253+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors

1254+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline

1255+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters

1256+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges

1257+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline

1258+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)

1259+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)

1260+RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)

1261+RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points

1262+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)

1263+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides

1264+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters

1265+

1266+// Splines drawing functions

1267+RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points

1268+RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points

1269+RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points

1270+RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]

1271+RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]

1272+RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points

1273+RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points

1274+RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points

1275+RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point

1276+RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points

1277+

1278+// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]

1279+RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear

1280+RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline

1281+RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom

1282+RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier

1283+RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier

1284+

1285+// Basic shapes collision detection functions

1286+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles

1287+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles

1288+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle

1289+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle

1290+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle

1291+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle

1292+RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices

1293+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference

1294+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]

1295+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision

1296+

1297+//------------------------------------------------------------------------------------

1298+// Texture Loading and Drawing Functions (Module: textures)

1299+//------------------------------------------------------------------------------------

1300+

1301+// Image loading functions

1302+// NOTE: These functions do not require GPU access

1303+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)

1304+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data

1305+RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size

1306+RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)

1307+RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer

1308+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'

1309+RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data

1310+RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)

1311+RLAPI bool IsImageReady(Image image); // Check if an image is ready

1312+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)

1313+RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success

1314+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer

1315+RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success

1316+

1317+// Image generation functions

1318+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color

1319+RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient

1320+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient

1321+RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient

1322+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked

1323+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise

1324+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise

1325+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells

1326+RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data

1327+

1328+// Image manipulation functions

1329+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)

1330+RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece

1331+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)

1332+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)

1333+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format

1334+RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)

1335+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle

1336+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value

1337+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color

1338+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image

1339+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel

1340+RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation

1341+RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel

1342+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)

1343+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)

1344+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color

1345+RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image

1346+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)

1347+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically

1348+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally

1349+RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)

1350+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg

1351+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg

1352+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint

1353+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert

1354+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale

1355+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)

1356+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)

1357+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color

1358+RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)

1359+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)

1360+RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()

1361+RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()

1362+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle

1363+RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position

1364+

1365+// Image drawing functions

1366+// NOTE: Image software-rendering functions (CPU)

1367+RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color

1368+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image

1369+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)

1370+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image

1371+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)

1372+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image

1373+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)

1374+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image

1375+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)

1376+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image

1377+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)

1378+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image

1379+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image

1380+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)

1381+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)

1382+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)

1383+

1384+// Texture loading functions

1385+// NOTE: These functions require GPU access

1386+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)

1387+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data

1388+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported

1389+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)

1390+RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready

1391+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)

1392+RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready

1393+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)

1394+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data

1395+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data

1396+

1397+// Texture configuration functions

1398+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture

1399+RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode

1400+RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode

1401+

1402+// Texture drawing functions

1403+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D

1404+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2

1405+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters

1406+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle

1407+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters

1408+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely

1409+

1410+// Color/pixel related functions

1411+RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f

1412+RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color

1413+RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]

1414+RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]

1415+RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]

1416+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]

1417+RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color

1418+RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f

1419+RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f

1420+RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f

1421+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint

1422+RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value

1423+RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format

1424+RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer

1425+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format

1426+

1427+//------------------------------------------------------------------------------------

1428+// Font Loading and Text Drawing Functions (Module: text)

1429+//------------------------------------------------------------------------------------

1430+

1431+// Font loading/unloading functions

1432+RLAPI Font GetFontDefault(void); // Get the default Font

1433+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)

1434+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set

1435+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)

1436+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'

1437+RLAPI bool IsFontReady(Font font); // Check if a font is ready

1438+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use

1439+RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info

1440+RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)

1441+RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)

1442+RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success

1443+

1444+// Text drawing functions

1445+RLAPI void DrawFPS(int posX, int posY); // Draw current FPS

1446+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)

1447+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters

1448+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)

1449+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)

1450+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)

1451+

1452+// Text font info functions

1453+RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks

1454+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font

1455+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font

1456+RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found

1457+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found

1458+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found

1459+

1460+// Text codepoints management functions (unicode characters)

1461+RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array

1462+RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array

1463+RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter

1464+RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory

1465+RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string

1466+RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

1467+RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

1468+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

1469+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)

1470+

1471+// Text strings management functions (no UTF-8 strings, only byte chars)

1472+// NOTE: Some strings allocate memory internally for returned strings, just be careful!

1473+RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied

1474+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal

1475+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending

1476+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)

1477+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string

1478+RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)

1479+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)

1480+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter

1481+RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings

1482+RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!

1483+RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string

1484+RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string

1485+RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string

1486+RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string

1487+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)

1488+RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported)

1489+

1490+//------------------------------------------------------------------------------------

1491+// Basic 3d Shapes Drawing Functions (Module: models)

1492+//------------------------------------------------------------------------------------

1493+

1494+// Basic geometric 3D shapes drawing functions

1495+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space

1496+RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line

1497+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space

1498+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)

1499+RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points

1500+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube

1501+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)

1502+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires

1503+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)

1504+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere

1505+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters

1506+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires

1507+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone

1508+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos

1509+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires

1510+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos

1511+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos

1512+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos

1513+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ

1514+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line

1515+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))

1516+

1517+//------------------------------------------------------------------------------------

1518+// Model 3d Loading and Drawing Functions (Module: models)

1519+//------------------------------------------------------------------------------------

1520+

1521+// Model management functions

1522+RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)

1523+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)

1524+RLAPI bool IsModelReady(Model model); // Check if a model is ready

1525+RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)

1526+RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)

1527+

1528+// Model drawing functions

1529+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)

1530+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters

1531+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)

1532+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters

1533+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)

1534+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture

1535+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source

1536+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation

1537+

1538+// Mesh management functions

1539+RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids

1540+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index

1541+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU

1542+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform

1543+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms

1544+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits

1545+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents

1546+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success

1547+RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes

1548+

1549+// Mesh generation functions

1550+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh

1551+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)

1552+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh

1553+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)

1554+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)

1555+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh

1556+RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh

1557+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh

1558+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh

1559+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data

1560+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data

1561+

1562+// Material loading/unloading functions

1563+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file

1564+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)

1565+RLAPI bool IsMaterialReady(Material material); // Check if a material is ready

1566+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)

1567+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)

1568+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh

1569+

1570+// Model animations loading/unloading functions

1571+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file

1572+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose

1573+RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data

1574+RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data

1575+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match

1576+

1577+// Collision detection functions

1578+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres

1579+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes

1580+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere

1581+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere

1582+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box

1583+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh

1584+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle

1585+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad

1586+

1587+//------------------------------------------------------------------------------------

1588+// Audio Loading and Playing Functions (Module: audio)

1589+//------------------------------------------------------------------------------------

1590+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);

1591+

1592+// Audio device management functions

1593+RLAPI void InitAudioDevice(void); // Initialize audio device and context

1594+RLAPI void CloseAudioDevice(void); // Close the audio device and context

1595+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully

1596+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)

1597+RLAPI float GetMasterVolume(void); // Get master volume (listener)

1598+

1599+// Wave/Sound loading/unloading functions

1600+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file

1601+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'

1602+RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready

1603+RLAPI Sound LoadSound(const char *fileName); // Load sound from file

1604+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data

1605+RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data

1606+RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready

1607+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data

1608+RLAPI void UnloadWave(Wave wave); // Unload wave data

1609+RLAPI void UnloadSound(Sound sound); // Unload sound

1610+RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)

1611+RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success

1612+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success

1613+

1614+// Wave/Sound management functions

1615+RLAPI void PlaySound(Sound sound); // Play a sound

1616+RLAPI void StopSound(Sound sound); // Stop playing a sound

1617+RLAPI void PauseSound(Sound sound); // Pause a sound

1618+RLAPI void ResumeSound(Sound sound); // Resume a paused sound

1619+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing

1620+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)

1621+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)

1622+RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)

1623+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave

1624+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range

1625+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format

1626+RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array

1627+RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()

1628+

1629+// Music management functions

1630+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file

1631+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data

1632+RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready

1633+RLAPI void UnloadMusicStream(Music music); // Unload music stream

1634+RLAPI void PlayMusicStream(Music music); // Start music playing

1635+RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing

1636+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming

1637+RLAPI void StopMusicStream(Music music); // Stop music playing

1638+RLAPI void PauseMusicStream(Music music); // Pause music playing

1639+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music

1640+RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)

1641+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)

1642+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)

1643+RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)

1644+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)

1645+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)

1646+

1647+// AudioStream management functions

1648+RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)

1649+RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready

1650+RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory

1651+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data

1652+RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill

1653+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream

1654+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream

1655+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream

1656+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing

1657+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream

1658+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)

1659+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)

1660+RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)

1661+RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams

1662+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data

1663+

1664+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s

1665+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream

1666+

1667+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s

1668+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline

1669+

1670+#if defined(__cplusplus)

1671+}

1672+#endif

1673+

1674+#endif // RAYLIB_H

1675

1676

diff --git a/src/libs/raymath.h b/src/libs/raymath.h

new file mode 100644

index 0000000..15e403c

--- /dev/null

+++ b/src/libs/raymath.h

1@@ -0,0 +1,2191 @@

2+/**********************************************************************************************

3+*

4+* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions

5+*

6+* CONVENTIONS:

7+* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all

8+* math operations performed by the library consider the structure as it was column-major

9+* It is like transposed versions of the matrices are used for all the maths

10+* It benefits some functions making them cache-friendly and also avoids matrix

11+* transpositions sometimes required by OpenGL

12+* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]

13+* - Functions are always self-contained, no function use another raymath function inside,

14+* required code is directly re-implemented inside

15+* - Functions input parameters are always received by value (2 unavoidable exceptions)

16+* - Functions use always a "result" variable for return

17+* - Functions are always defined inline

18+* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)

19+* - No compound literals used to make sure libray is compatible with C++

20+*

21+* CONFIGURATION:

22+* #define RAYMATH_IMPLEMENTATION

23+* Generates the implementation of the library into the included file.

24+* If not defined, the library is in header only mode and can be included in other headers

25+* or source files without problems. But only ONE file should hold the implementation.

26+*

27+* #define RAYMATH_STATIC_INLINE

28+* Define static inline functions code, so #include header suffices for use.

29+* This may use up lots of memory.

30+*

31+*

32+* LICENSE: zlib/libpng

33+*

34+* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)

35+*

36+* This software is provided "as-is", without any express or implied warranty. In no event

37+* will the authors be held liable for any damages arising from the use of this software.

38+*

39+* Permission is granted to anyone to use this software for any purpose, including commercial

40+* applications, and to alter it and redistribute it freely, subject to the following restrictions:

41+*

42+* 1. The origin of this software must not be misrepresented; you must not claim that you

43+* wrote the original software. If you use this software in a product, an acknowledgment

44+* in the product documentation would be appreciated but is not required.

45+*

46+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented

47+* as being the original software.

48+*

49+* 3. This notice may not be removed or altered from any source distribution.

50+*

51+**********************************************************************************************/

52+

53+#ifndef RAYMATH_H

54+#define RAYMATH_H

55+

56+#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)

57+ #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"

58+#endif

59+

60+// Function specifiers definition

61+#if defined(RAYMATH_IMPLEMENTATION)

62+ #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)

63+ #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)

64+ #elif defined(BUILD_LIBTYPE_SHARED)

65+ #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)

66+ #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)

67+ #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)

68+ #else

69+ #define RMAPI extern inline // Provide external definition

70+ #endif

71+#elif defined(RAYMATH_STATIC_INLINE)

72+ #define RMAPI static inline // Functions may be inlined, no external out-of-line definition

73+#else

74+ #if defined(__TINYC__)

75+ #define RMAPI static inline // plain inline not supported by tinycc (See issue #435)

76+ #else

77+ #define RMAPI inline // Functions may be inlined or external definition used

78+ #endif

79+#endif

80+

81+//----------------------------------------------------------------------------------

82+// Defines and Macros

83+//----------------------------------------------------------------------------------

84+#ifndef PI

85+ #define PI 3.14159265358979323846f

86+#endif

87+

88+#ifndef EPSILON

89+ #define EPSILON 0.000001f

90+#endif

91+

92+#ifndef DEG2RAD

93+ #define DEG2RAD (PI/180.0f)

94+#endif

95+

96+#ifndef RAD2DEG

97+ #define RAD2DEG (180.0f/PI)

98+#endif

99+

100+// Get float vector for Matrix

101+#ifndef MatrixToFloat

102+ #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)

103+#endif

104+

105+// Get float vector for Vector3

106+#ifndef Vector3ToFloat

107+ #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)

108+#endif

109+

110+//----------------------------------------------------------------------------------

111+// Types and Structures Definition

112+//----------------------------------------------------------------------------------

113+#if !defined(RL_VECTOR2_TYPE)

114+// Vector2 type

115+typedef struct Vector2 {

116+ float x;

117+ float y;

118+} Vector2;

119+#define RL_VECTOR2_TYPE

120+#endif

121+

122+#if !defined(RL_VECTOR3_TYPE)

123+// Vector3 type

124+typedef struct Vector3 {

125+ float x;

126+ float y;

127+ float z;

128+} Vector3;

129+#define RL_VECTOR3_TYPE

130+#endif

131+

132+#if !defined(RL_VECTOR4_TYPE)

133+// Vector4 type

134+typedef struct Vector4 {

135+ float x;

136+ float y;

137+ float z;

138+ float w;

139+} Vector4;

140+#define RL_VECTOR4_TYPE

141+#endif

142+

143+#if !defined(RL_QUATERNION_TYPE)

144+// Quaternion type

145+typedef Vector4 Quaternion;

146+#define RL_QUATERNION_TYPE

147+#endif

148+

149+#if !defined(RL_MATRIX_TYPE)

150+// Matrix type (OpenGL style 4x4 - right handed, column major)

151+typedef struct Matrix {

152+ float m0, m4, m8, m12; // Matrix first row (4 components)

153+ float m1, m5, m9, m13; // Matrix second row (4 components)

154+ float m2, m6, m10, m14; // Matrix third row (4 components)

155+ float m3, m7, m11, m15; // Matrix fourth row (4 components)

156+} Matrix;

157+#define RL_MATRIX_TYPE

158+#endif

159+

160+// NOTE: Helper types to be used instead of array return types for *ToFloat functions

161+typedef struct float3 {

162+ float v[3];

163+} float3;

164+

165+typedef struct float16 {

166+ float v[16];

167+} float16;

168+

169+#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()

170+

171+//----------------------------------------------------------------------------------

172+// Module Functions Definition - Utils math

173+//----------------------------------------------------------------------------------

174+

175+// Clamp float value

176+RMAPI float Clamp(float value, float min, float max)

177+{

178+ float result = (value < min) ? min : value;

179+

180+ if (result > max) result = max;

181+

182+ return result;

183+}

184+

185+// Calculate linear interpolation between two floats

186+RMAPI float Lerp(float start, float end, float amount)

187+{

188+ float result = start + amount*(end - start);

189+

190+ return result;

191+}

192+

193+// Normalize input value within input range

194+RMAPI float Normalize(float value, float start, float end)

195+{

196+ float result = (value - start)/(end - start);

197+

198+ return result;

199+}

200+

201+// Remap input value within input range to output range

202+RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)

203+{

204+ float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;

205+

206+ return result;

207+}

208+

209+// Wrap input value from min to max

210+RMAPI float Wrap(float value, float min, float max)

211+{

212+ float result = value - (max - min)*floorf((value - min)/(max - min));

213+

214+ return result;

215+}

216+

217+// Check whether two given floats are almost equal

218+RMAPI int FloatEquals(float x, float y)

219+{

220+#if !defined(EPSILON)

221+ #define EPSILON 0.000001f

222+#endif

223+

224+ int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));

225+

226+ return result;

227+}

228+

229+//----------------------------------------------------------------------------------

230+// Module Functions Definition - Vector2 math

231+//----------------------------------------------------------------------------------

232+

233+// Vector with components value 0.0f

234+RMAPI Vector2 Vector2Zero(void)

235+{

236+ Vector2 result = { 0.0f, 0.0f };

237+

238+ return result;

239+}

240+

241+// Vector with components value 1.0f

242+RMAPI Vector2 Vector2One(void)

243+{

244+ Vector2 result = { 1.0f, 1.0f };

245+

246+ return result;

247+}

248+

249+// Add two vectors (v1 + v2)

250+RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)

251+{

252+ Vector2 result = { v1.x + v2.x, v1.y + v2.y };

253+

254+ return result;

255+}

256+

257+// Add vector and float value

258+RMAPI Vector2 Vector2AddValue(Vector2 v, float add)

259+{

260+ Vector2 result = { v.x + add, v.y + add };

261+

262+ return result;

263+}

264+

265+// Subtract two vectors (v1 - v2)

266+RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)

267+{

268+ Vector2 result = { v1.x - v2.x, v1.y - v2.y };

269+

270+ return result;

271+}

272+

273+// Subtract vector by float value

274+RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)

275+{

276+ Vector2 result = { v.x - sub, v.y - sub };

277+

278+ return result;

279+}

280+

281+// Calculate vector length

282+RMAPI float Vector2Length(Vector2 v)

283+{

284+ float result = sqrtf((v.x*v.x) + (v.y*v.y));

285+

286+ return result;

287+}

288+

289+// Calculate vector square length

290+RMAPI float Vector2LengthSqr(Vector2 v)

291+{

292+ float result = (v.x*v.x) + (v.y*v.y);

293+

294+ return result;

295+}

296+

297+// Calculate two vectors dot product

298+RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)

299+{

300+ float result = (v1.x*v2.x + v1.y*v2.y);

301+

302+ return result;

303+}

304+

305+// Calculate distance between two vectors

306+RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)

307+{

308+ float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));

309+

310+ return result;

311+}

312+

313+// Calculate square distance between two vectors

314+RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)

315+{

316+ float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));

317+

318+ return result;

319+}

320+

321+// Calculate angle between two vectors

322+// NOTE: Angle is calculated from origin point (0, 0)

323+RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)

324+{

325+ float result = 0.0f;

326+

327+ float dot = v1.x*v2.x + v1.y*v2.y;

328+ float det = v1.x*v2.y - v1.y*v2.x;

329+

330+ result = atan2f(det, dot);

331+

332+ return result;

333+}

334+

335+// Calculate angle defined by a two vectors line

336+// NOTE: Parameters need to be normalized

337+// Current implementation should be aligned with glm::angle

338+RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)

339+{

340+ float result = 0.0f;

341+

342+ // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior

343+ result = -atan2f(end.y - start.y, end.x - start.x);

344+

345+ return result;

346+}

347+

348+// Scale vector (multiply by value)

349+RMAPI Vector2 Vector2Scale(Vector2 v, float scale)

350+{

351+ Vector2 result = { v.x*scale, v.y*scale };

352+

353+ return result;

354+}

355+

356+// Multiply vector by vector

357+RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)

358+{

359+ Vector2 result = { v1.x*v2.x, v1.y*v2.y };

360+

361+ return result;

362+}

363+

364+// Negate vector

365+RMAPI Vector2 Vector2Negate(Vector2 v)

366+{

367+ Vector2 result = { -v.x, -v.y };

368+

369+ return result;

370+}

371+

372+// Divide vector by vector

373+RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)

374+{

375+ Vector2 result = { v1.x/v2.x, v1.y/v2.y };

376+

377+ return result;

378+}

379+

380+// Normalize provided vector

381+RMAPI Vector2 Vector2Normalize(Vector2 v)

382+{

383+ Vector2 result = { 0 };

384+ float length = sqrtf((v.x*v.x) + (v.y*v.y));

385+

386+ if (length > 0)

387+ {

388+ float ilength = 1.0f/length;

389+ result.x = v.x*ilength;

390+ result.y = v.y*ilength;

391+ }

392+

393+ return result;

394+}

395+

396+// Transforms a Vector2 by a given Matrix

397+RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)

398+{

399+ Vector2 result = { 0 };

400+

401+ float x = v.x;

402+ float y = v.y;

403+ float z = 0;

404+

405+ result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;

406+ result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;

407+

408+ return result;

409+}

410+

411+// Calculate linear interpolation between two vectors

412+RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)

413+{

414+ Vector2 result = { 0 };

415+

416+ result.x = v1.x + amount*(v2.x - v1.x);

417+ result.y = v1.y + amount*(v2.y - v1.y);

418+

419+ return result;

420+}

421+

422+// Calculate reflected vector to normal

423+RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)

424+{

425+ Vector2 result = { 0 };

426+

427+ float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product

428+

429+ result.x = v.x - (2.0f*normal.x)*dotProduct;

430+ result.y = v.y - (2.0f*normal.y)*dotProduct;

431+

432+ return result;

433+}

434+

435+// Rotate vector by angle

436+RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)

437+{

438+ Vector2 result = { 0 };

439+

440+ float cosres = cosf(angle);

441+ float sinres = sinf(angle);

442+

443+ result.x = v.x*cosres - v.y*sinres;

444+ result.y = v.x*sinres + v.y*cosres;

445+

446+ return result;

447+}

448+

449+// Move Vector towards target

450+RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)

451+{

452+ Vector2 result = { 0 };

453+

454+ float dx = target.x - v.x;

455+ float dy = target.y - v.y;

456+ float value = (dx*dx) + (dy*dy);

457+

458+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;

459+

460+ float dist = sqrtf(value);

461+

462+ result.x = v.x + dx/dist*maxDistance;

463+ result.y = v.y + dy/dist*maxDistance;

464+

465+ return result;

466+}

467+

468+// Invert the given vector

469+RMAPI Vector2 Vector2Invert(Vector2 v)

470+{

471+ Vector2 result = { 1.0f/v.x, 1.0f/v.y };

472+

473+ return result;

474+}

475+

476+// Clamp the components of the vector between

477+// min and max values specified by the given vectors

478+RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)

479+{

480+ Vector2 result = { 0 };

481+

482+ result.x = fminf(max.x, fmaxf(min.x, v.x));

483+ result.y = fminf(max.y, fmaxf(min.y, v.y));

484+

485+ return result;

486+}

487+

488+// Clamp the magnitude of the vector between two min and max values

489+RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)

490+{

491+ Vector2 result = v;

492+

493+ float length = (v.x*v.x) + (v.y*v.y);

494+ if (length > 0.0f)

495+ {

496+ length = sqrtf(length);

497+

498+ float scale = 1; // By default, 1 as the neutral element.

499+ if (length < min)

500+ {

501+ scale = min/length;

502+ }

503+ else if (length > max)

504+ {

505+ scale = max/length;

506+ }

507+

508+ result.x = v.x*scale;

509+ result.y = v.y*scale;

510+ }

511+

512+ return result;

513+}

514+

515+// Check whether two given vectors are almost equal

516+RMAPI int Vector2Equals(Vector2 p, Vector2 q)

517+{

518+#if !defined(EPSILON)

519+ #define EPSILON 0.000001f

520+#endif

521+

522+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&

523+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));

524+

525+ return result;

526+}

527+

528+//----------------------------------------------------------------------------------

529+// Module Functions Definition - Vector3 math

530+//----------------------------------------------------------------------------------

531+

532+// Vector with components value 0.0f

533+RMAPI Vector3 Vector3Zero(void)

534+{

535+ Vector3 result = { 0.0f, 0.0f, 0.0f };

536+

537+ return result;

538+}

539+

540+// Vector with components value 1.0f

541+RMAPI Vector3 Vector3One(void)

542+{

543+ Vector3 result = { 1.0f, 1.0f, 1.0f };

544+

545+ return result;

546+}

547+

548+// Add two vectors

549+RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2)

550+{

551+ Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };

552+

553+ return result;

554+}

555+

556+// Add vector and float value

557+RMAPI Vector3 Vector3AddValue(Vector3 v, float add)

558+{

559+ Vector3 result = { v.x + add, v.y + add, v.z + add };

560+

561+ return result;

562+}

563+

564+// Subtract two vectors

565+RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)

566+{

567+ Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };

568+

569+ return result;

570+}

571+

572+// Subtract vector by float value

573+RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)

574+{

575+ Vector3 result = { v.x - sub, v.y - sub, v.z - sub };

576+

577+ return result;

578+}

579+

580+// Multiply vector by scalar

581+RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)

582+{

583+ Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };

584+

585+ return result;

586+}

587+

588+// Multiply vector by vector

589+RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)

590+{

591+ Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };

592+

593+ return result;

594+}

595+

596+// Calculate two vectors cross product

597+RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)

598+{

599+ Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };

600+

601+ return result;

602+}

603+

604+// Calculate one vector perpendicular vector

605+RMAPI Vector3 Vector3Perpendicular(Vector3 v)

606+{

607+ Vector3 result = { 0 };

608+

609+ float min = fabsf(v.x);

610+ Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};

611+

612+ if (fabsf(v.y) < min)

613+ {

614+ min = fabsf(v.y);

615+ Vector3 tmp = {0.0f, 1.0f, 0.0f};

616+ cardinalAxis = tmp;

617+ }

618+

619+ if (fabsf(v.z) < min)

620+ {

621+ Vector3 tmp = {0.0f, 0.0f, 1.0f};

622+ cardinalAxis = tmp;

623+ }

624+

625+ // Cross product between vectors

626+ result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;

627+ result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;

628+ result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;

629+

630+ return result;

631+}

632+

633+// Calculate vector length

634+RMAPI float Vector3Length(const Vector3 v)

635+{

636+ float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

637+

638+ return result;

639+}

640+

641+// Calculate vector square length

642+RMAPI float Vector3LengthSqr(const Vector3 v)

643+{

644+ float result = v.x*v.x + v.y*v.y + v.z*v.z;

645+

646+ return result;

647+}

648+

649+// Calculate two vectors dot product

650+RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2)

651+{

652+ float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);

653+

654+ return result;

655+}

656+

657+// Calculate distance between two vectors

658+RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)

659+{

660+ float result = 0.0f;

661+

662+ float dx = v2.x - v1.x;

663+ float dy = v2.y - v1.y;

664+ float dz = v2.z - v1.z;

665+ result = sqrtf(dx*dx + dy*dy + dz*dz);

666+

667+ return result;

668+}

669+

670+// Calculate square distance between two vectors

671+RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)

672+{

673+ float result = 0.0f;

674+

675+ float dx = v2.x - v1.x;

676+ float dy = v2.y - v1.y;

677+ float dz = v2.z - v1.z;

678+ result = dx*dx + dy*dy + dz*dz;

679+

680+ return result;

681+}

682+

683+// Calculate angle between two vectors

684+RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)

685+{

686+ float result = 0.0f;

687+

688+ Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };

689+ float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);

690+ float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);

691+ result = atan2f(len, dot);

692+

693+ return result;

694+}

695+

696+// Negate provided vector (invert direction)

697+RMAPI Vector3 Vector3Negate(Vector3 v)

698+{

699+ Vector3 result = { -v.x, -v.y, -v.z };

700+

701+ return result;

702+}

703+

704+// Divide vector by vector

705+RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)

706+{

707+ Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };

708+

709+ return result;

710+}

711+

712+// Normalize provided vector

713+RMAPI Vector3 Vector3Normalize(Vector3 v)

714+{

715+ Vector3 result = v;

716+

717+ float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

718+ if (length != 0.0f)

719+ {

720+ float ilength = 1.0f/length;

721+

722+ result.x *= ilength;

723+ result.y *= ilength;

724+ result.z *= ilength;

725+ }

726+

727+ return result;

728+}

729+

730+//Calculate the projection of the vector v1 on to v2

731+RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)

732+{

733+ Vector3 result = { 0 };

734+

735+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);

736+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);

737+

738+ float mag = v1dv2/v2dv2;

739+

740+ result.x = v2.x*mag;

741+ result.y = v2.y*mag;

742+ result.z = v2.z*mag;

743+

744+ return result;

745+}

746+

747+//Calculate the rejection of the vector v1 on to v2

748+RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)

749+{

750+ Vector3 result = { 0 };

751+

752+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);

753+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);

754+

755+ float mag = v1dv2/v2dv2;

756+

757+ result.x = v1.x - (v2.x*mag);

758+ result.y = v1.y - (v2.y*mag);

759+ result.z = v1.z - (v2.z*mag);

760+

761+ return result;

762+}

763+

764+// Orthonormalize provided vectors

765+// Makes vectors normalized and orthogonal to each other

766+// Gram-Schmidt function implementation

767+RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)

768+{

769+ float length = 0.0f;

770+ float ilength = 0.0f;

771+

772+ // Vector3Normalize(*v1);

773+ Vector3 v = *v1;

774+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

775+ if (length == 0.0f) length = 1.0f;

776+ ilength = 1.0f/length;

777+ v1->x *= ilength;

778+ v1->y *= ilength;

779+ v1->z *= ilength;

780+

781+ // Vector3CrossProduct(*v1, *v2)

782+ Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };

783+

784+ // Vector3Normalize(vn1);

785+ v = vn1;

786+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

787+ if (length == 0.0f) length = 1.0f;

788+ ilength = 1.0f/length;

789+ vn1.x *= ilength;

790+ vn1.y *= ilength;

791+ vn1.z *= ilength;

792+

793+ // Vector3CrossProduct(vn1, *v1)

794+ Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };

795+

796+ *v2 = vn2;

797+}

798+

799+// Transforms a Vector3 by a given Matrix

800+RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat)

801+{

802+ Vector3 result = { 0 };

803+

804+ float x = v.x;

805+ float y = v.y;

806+ float z = v.z;

807+

808+ result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;

809+ result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;

810+ result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;

811+

812+ return result;

813+}

814+

815+// Transform a vector by quaternion rotation

816+RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)

817+{

818+ Vector3 result = { 0 };

819+

820+ result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);

821+ result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);

822+ result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);

823+

824+ return result;

825+}

826+

827+// Rotates a vector around an axis

828+RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)

829+{

830+ // Using Euler-Rodrigues Formula

831+ // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula

832+

833+ Vector3 result = v;

834+

835+ // Vector3Normalize(axis);

836+ float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);

837+ if (length == 0.0f) length = 1.0f;

838+ float ilength = 1.0f/length;

839+ axis.x *= ilength;

840+ axis.y *= ilength;

841+ axis.z *= ilength;

842+

843+ angle /= 2.0f;

844+ float a = sinf(angle);

845+ float b = axis.x*a;

846+ float c = axis.y*a;

847+ float d = axis.z*a;

848+ a = cosf(angle);

849+ Vector3 w = { b, c, d };

850+

851+ // Vector3CrossProduct(w, v)

852+ Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };

853+

854+ // Vector3CrossProduct(w, wv)

855+ Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };

856+

857+ // Vector3Scale(wv, 2*a)

858+ a *= 2;

859+ wv.x *= a;

860+ wv.y *= a;

861+ wv.z *= a;

862+

863+ // Vector3Scale(wwv, 2)

864+ wwv.x *= 2;

865+ wwv.y *= 2;

866+ wwv.z *= 2;

867+

868+ result.x += wv.x;

869+ result.y += wv.y;

870+ result.z += wv.z;

871+

872+ result.x += wwv.x;

873+ result.y += wwv.y;

874+ result.z += wwv.z;

875+

876+ return result;

877+}

878+

879+// Calculate linear interpolation between two vectors

880+RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)

881+{

882+ Vector3 result = { 0 };

883+

884+ result.x = v1.x + amount*(v2.x - v1.x);

885+ result.y = v1.y + amount*(v2.y - v1.y);

886+ result.z = v1.z + amount*(v2.z - v1.z);

887+

888+ return result;

889+}

890+

891+// Calculate reflected vector to normal

892+RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)

893+{

894+ Vector3 result = { 0 };

895+

896+ // I is the original vector

897+ // N is the normal of the incident plane

898+ // R = I - (2*N*(DotProduct[I, N]))

899+

900+ float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);

901+

902+ result.x = v.x - (2.0f*normal.x)*dotProduct;

903+ result.y = v.y - (2.0f*normal.y)*dotProduct;

904+ result.z = v.z - (2.0f*normal.z)*dotProduct;

905+

906+ return result;

907+}

908+

909+// Get min value for each pair of components

910+RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2)

911+{

912+ Vector3 result = { 0 };

913+

914+ result.x = fminf(v1.x, v2.x);

915+ result.y = fminf(v1.y, v2.y);

916+ result.z = fminf(v1.z, v2.z);

917+

918+ return result;

919+}

920+

921+// Get max value for each pair of components

922+RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2)

923+{

924+ Vector3 result = { 0 };

925+

926+ result.x = fmaxf(v1.x, v2.x);

927+ result.y = fmaxf(v1.y, v2.y);

928+ result.z = fmaxf(v1.z, v2.z);

929+

930+ return result;

931+}

932+

933+// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)

934+// NOTE: Assumes P is on the plane of the triangle

935+RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)

936+{

937+ Vector3 result = { 0 };

938+

939+ Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a)

940+ Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a)

941+ Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a)

942+ float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0)

943+ float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1)

944+ float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1)

945+ float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0)

946+ float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1)

947+

948+ float denom = d00*d11 - d01*d01;

949+

950+ result.y = (d11*d20 - d01*d21)/denom;

951+ result.z = (d00*d21 - d01*d20)/denom;

952+ result.x = 1.0f - (result.z + result.y);

953+

954+ return result;

955+}

956+

957+// Projects a Vector3 from screen space into object space

958+// NOTE: We are avoiding calling other raymath functions despite available

959+RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)

960+{

961+ Vector3 result = { 0 };

962+

963+ // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it

964+ Matrix matViewProj = { // MatrixMultiply(view, projection);

965+ view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,

966+ view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,

967+ view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,

968+ view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,

969+ view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,

970+ view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,

971+ view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,

972+ view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,

973+ view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,

974+ view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,

975+ view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,

976+ view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,

977+ view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,

978+ view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,

979+ view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,

980+ view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };

981+

982+ // Calculate inverted matrix -> MatrixInvert(matViewProj);

983+ // Cache the matrix values (speed optimization)

984+ float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;

985+ float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;

986+ float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;

987+ float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15;

988+

989+ float b00 = a00*a11 - a01*a10;

990+ float b01 = a00*a12 - a02*a10;

991+ float b02 = a00*a13 - a03*a10;

992+ float b03 = a01*a12 - a02*a11;

993+ float b04 = a01*a13 - a03*a11;

994+ float b05 = a02*a13 - a03*a12;

995+ float b06 = a20*a31 - a21*a30;

996+ float b07 = a20*a32 - a22*a30;

997+ float b08 = a20*a33 - a23*a30;

998+ float b09 = a21*a32 - a22*a31;

999+ float b10 = a21*a33 - a23*a31;

1000+ float b11 = a22*a33 - a23*a32;

1001+

1002+ // Calculate the invert determinant (inlined to avoid double-caching)

1003+ float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);

1004+

1005+ Matrix matViewProjInv = {

1006+ (a11*b11 - a12*b10 + a13*b09)*invDet,

1007+ (-a01*b11 + a02*b10 - a03*b09)*invDet,

1008+ (a31*b05 - a32*b04 + a33*b03)*invDet,

1009+ (-a21*b05 + a22*b04 - a23*b03)*invDet,

1010+ (-a10*b11 + a12*b08 - a13*b07)*invDet,

1011+ (a00*b11 - a02*b08 + a03*b07)*invDet,

1012+ (-a30*b05 + a32*b02 - a33*b01)*invDet,

1013+ (a20*b05 - a22*b02 + a23*b01)*invDet,

1014+ (a10*b10 - a11*b08 + a13*b06)*invDet,

1015+ (-a00*b10 + a01*b08 - a03*b06)*invDet,

1016+ (a30*b04 - a31*b02 + a33*b00)*invDet,

1017+ (-a20*b04 + a21*b02 - a23*b00)*invDet,

1018+ (-a10*b09 + a11*b07 - a12*b06)*invDet,

1019+ (a00*b09 - a01*b07 + a02*b06)*invDet,

1020+ (-a30*b03 + a31*b01 - a32*b00)*invDet,

1021+ (a20*b03 - a21*b01 + a22*b00)*invDet };

1022+

1023+ // Create quaternion from source point

1024+ Quaternion quat = { source.x, source.y, source.z, 1.0f };

1025+

1026+ // Multiply quat point by unprojecte matrix

1027+ Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)

1028+ matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,

1029+ matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,

1030+ matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,

1031+ matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };

1032+

1033+ // Normalized world points in vectors

1034+ result.x = qtransformed.x/qtransformed.w;

1035+ result.y = qtransformed.y/qtransformed.w;

1036+ result.z = qtransformed.z/qtransformed.w;

1037+

1038+ return result;

1039+}

1040+

1041+// Get Vector3 as float array

1042+RMAPI float3 Vector3ToFloatV(Vector3 v)

1043+{

1044+ float3 buffer = { 0 };

1045+

1046+ buffer.v[0] = v.x;

1047+ buffer.v[1] = v.y;

1048+ buffer.v[2] = v.z;

1049+

1050+ return buffer;

1051+}

1052+

1053+// Invert the given vector

1054+RMAPI Vector3 Vector3Invert(Vector3 v)

1055+{

1056+ Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };

1057+

1058+ return result;

1059+}

1060+

1061+// Clamp the components of the vector between

1062+// min and max values specified by the given vectors

1063+RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)

1064+{

1065+ Vector3 result = { 0 };

1066+

1067+ result.x = fminf(max.x, fmaxf(min.x, v.x));

1068+ result.y = fminf(max.y, fmaxf(min.y, v.y));

1069+ result.z = fminf(max.z, fmaxf(min.z, v.z));

1070+

1071+ return result;

1072+}

1073+

1074+// Clamp the magnitude of the vector between two values

1075+RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)

1076+{

1077+ Vector3 result = v;

1078+

1079+ float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);

1080+ if (length > 0.0f)

1081+ {

1082+ length = sqrtf(length);

1083+

1084+ float scale = 1; // By default, 1 as the neutral element.

1085+ if (length < min)

1086+ {

1087+ scale = min/length;

1088+ }

1089+ else if (length > max)

1090+ {

1091+ scale = max/length;

1092+ }

1093+

1094+ result.x = v.x*scale;

1095+ result.y = v.y*scale;

1096+ result.z = v.z*scale;

1097+ }

1098+

1099+ return result;

1100+}

1101+

1102+// Check whether two given vectors are almost equal

1103+RMAPI int Vector3Equals(Vector3 p, Vector3 q)

1104+{

1105+#if !defined(EPSILON)

1106+ #define EPSILON 0.000001f

1107+#endif

1108+

1109+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&

1110+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&

1111+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));

1112+

1113+ return result;

1114+}

1115+

1116+// Compute the direction of a refracted ray

1117+// v: normalized direction of the incoming ray

1118+// n: normalized normal vector of the interface of two optical media

1119+// r: ratio of the refractive index of the medium from where the ray comes

1120+// to the refractive index of the medium on the other side of the surface

1121+RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)

1122+{

1123+ Vector3 result = { 0 };

1124+

1125+ float dot = v.x*n.x + v.y*n.y + v.z*n.z;

1126+ float d = 1.0f - r*r*(1.0f - dot*dot);

1127+

1128+ if (d >= 0.0f)

1129+ {

1130+ d = sqrtf(d);

1131+ v.x = r*v.x - (r*dot + d)*n.x;

1132+ v.y = r*v.y - (r*dot + d)*n.y;

1133+ v.z = r*v.z - (r*dot + d)*n.z;

1134+

1135+ result = v;

1136+ }

1137+

1138+ return result;

1139+}

1140+

1141+//----------------------------------------------------------------------------------

1142+// Module Functions Definition - Matrix math

1143+//----------------------------------------------------------------------------------

1144+

1145+// Compute matrix determinant

1146+RMAPI float MatrixDeterminant(Matrix mat)

1147+{

1148+ float result = 0.0f;

1149+

1150+ // Cache the matrix values (speed optimization)

1151+ float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;

1152+ float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;

1153+ float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;

1154+ float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;

1155+

1156+ result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +

1157+ a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +

1158+ a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +

1159+ a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +

1160+ a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +

1161+ a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;

1162+

1163+ return result;

1164+}

1165+

1166+// Get the trace of the matrix (sum of the values along the diagonal)

1167+RMAPI float MatrixTrace(Matrix mat)

1168+{

1169+ float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);

1170+

1171+ return result;

1172+}

1173+

1174+// Transposes provided matrix

1175+RMAPI Matrix MatrixTranspose(Matrix mat)

1176+{

1177+ Matrix result = { 0 };

1178+

1179+ result.m0 = mat.m0;

1180+ result.m1 = mat.m4;

1181+ result.m2 = mat.m8;

1182+ result.m3 = mat.m12;

1183+ result.m4 = mat.m1;

1184+ result.m5 = mat.m5;

1185+ result.m6 = mat.m9;

1186+ result.m7 = mat.m13;

1187+ result.m8 = mat.m2;

1188+ result.m9 = mat.m6;

1189+ result.m10 = mat.m10;

1190+ result.m11 = mat.m14;

1191+ result.m12 = mat.m3;

1192+ result.m13 = mat.m7;

1193+ result.m14 = mat.m11;

1194+ result.m15 = mat.m15;

1195+

1196+ return result;

1197+}

1198+

1199+// Invert provided matrix

1200+RMAPI Matrix MatrixInvert(Matrix mat)

1201+{

1202+ Matrix result = { 0 };

1203+

1204+ // Cache the matrix values (speed optimization)

1205+ float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;

1206+ float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;

1207+ float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;

1208+ float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;

1209+

1210+ float b00 = a00*a11 - a01*a10;

1211+ float b01 = a00*a12 - a02*a10;

1212+ float b02 = a00*a13 - a03*a10;

1213+ float b03 = a01*a12 - a02*a11;

1214+ float b04 = a01*a13 - a03*a11;

1215+ float b05 = a02*a13 - a03*a12;

1216+ float b06 = a20*a31 - a21*a30;

1217+ float b07 = a20*a32 - a22*a30;

1218+ float b08 = a20*a33 - a23*a30;

1219+ float b09 = a21*a32 - a22*a31;

1220+ float b10 = a21*a33 - a23*a31;

1221+ float b11 = a22*a33 - a23*a32;

1222+

1223+ // Calculate the invert determinant (inlined to avoid double-caching)

1224+ float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);

1225+

1226+ result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;

1227+ result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;

1228+ result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;

1229+ result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;

1230+ result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;

1231+ result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;

1232+ result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;

1233+ result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;

1234+ result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;

1235+ result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;

1236+ result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;

1237+ result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;

1238+ result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;

1239+ result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;

1240+ result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;

1241+ result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;

1242+

1243+ return result;

1244+}

1245+

1246+// Get identity matrix

1247+RMAPI Matrix MatrixIdentity(void)

1248+{

1249+ Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,

1250+ 0.0f, 1.0f, 0.0f, 0.0f,

1251+ 0.0f, 0.0f, 1.0f, 0.0f,

1252+ 0.0f, 0.0f, 0.0f, 1.0f };

1253+

1254+ return result;

1255+}

1256+

1257+// Add two matrices

1258+RMAPI Matrix MatrixAdd(Matrix left, Matrix right)

1259+{

1260+ Matrix result = { 0 };

1261+

1262+ result.m0 = left.m0 + right.m0;

1263+ result.m1 = left.m1 + right.m1;

1264+ result.m2 = left.m2 + right.m2;

1265+ result.m3 = left.m3 + right.m3;

1266+ result.m4 = left.m4 + right.m4;

1267+ result.m5 = left.m5 + right.m5;

1268+ result.m6 = left.m6 + right.m6;

1269+ result.m7 = left.m7 + right.m7;

1270+ result.m8 = left.m8 + right.m8;

1271+ result.m9 = left.m9 + right.m9;

1272+ result.m10 = left.m10 + right.m10;

1273+ result.m11 = left.m11 + right.m11;

1274+ result.m12 = left.m12 + right.m12;

1275+ result.m13 = left.m13 + right.m13;

1276+ result.m14 = left.m14 + right.m14;

1277+ result.m15 = left.m15 + right.m15;

1278+

1279+ return result;

1280+}

1281+

1282+// Subtract two matrices (left - right)

1283+RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)

1284+{

1285+ Matrix result = { 0 };

1286+

1287+ result.m0 = left.m0 - right.m0;

1288+ result.m1 = left.m1 - right.m1;

1289+ result.m2 = left.m2 - right.m2;

1290+ result.m3 = left.m3 - right.m3;

1291+ result.m4 = left.m4 - right.m4;

1292+ result.m5 = left.m5 - right.m5;

1293+ result.m6 = left.m6 - right.m6;

1294+ result.m7 = left.m7 - right.m7;

1295+ result.m8 = left.m8 - right.m8;

1296+ result.m9 = left.m9 - right.m9;

1297+ result.m10 = left.m10 - right.m10;

1298+ result.m11 = left.m11 - right.m11;

1299+ result.m12 = left.m12 - right.m12;

1300+ result.m13 = left.m13 - right.m13;

1301+ result.m14 = left.m14 - right.m14;

1302+ result.m15 = left.m15 - right.m15;

1303+

1304+ return result;

1305+}

1306+

1307+// Get two matrix multiplication

1308+// NOTE: When multiplying matrices... the order matters!

1309+RMAPI Matrix MatrixMultiply(Matrix left, Matrix right)

1310+{

1311+ Matrix result = { 0 };

1312+

1313+ result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;

1314+ result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;

1315+ result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;

1316+ result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;

1317+ result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;

1318+ result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;

1319+ result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;

1320+ result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;

1321+ result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;

1322+ result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;

1323+ result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;

1324+ result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;

1325+ result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;

1326+ result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;

1327+ result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;

1328+ result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;

1329+

1330+ return result;

1331+}

1332+

1333+// Get translation matrix

1334+RMAPI Matrix MatrixTranslate(float x, float y, float z)

1335+{

1336+ Matrix result = { 1.0f, 0.0f, 0.0f, x,

1337+ 0.0f, 1.0f, 0.0f, y,

1338+ 0.0f, 0.0f, 1.0f, z,

1339+ 0.0f, 0.0f, 0.0f, 1.0f };

1340+

1341+ return result;

1342+}

1343+

1344+// Create rotation matrix from axis and angle

1345+// NOTE: Angle should be provided in radians

1346+RMAPI Matrix MatrixRotate(Vector3 axis, float angle)

1347+{

1348+ Matrix result = { 0 };

1349+

1350+ float x = axis.x, y = axis.y, z = axis.z;

1351+

1352+ float lengthSquared = x*x + y*y + z*z;

1353+

1354+ if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))

1355+ {

1356+ float ilength = 1.0f/sqrtf(lengthSquared);

1357+ x *= ilength;

1358+ y *= ilength;

1359+ z *= ilength;

1360+ }

1361+

1362+ float sinres = sinf(angle);

1363+ float cosres = cosf(angle);

1364+ float t = 1.0f - cosres;

1365+

1366+ result.m0 = x*x*t + cosres;

1367+ result.m1 = y*x*t + z*sinres;

1368+ result.m2 = z*x*t - y*sinres;

1369+ result.m3 = 0.0f;

1370+

1371+ result.m4 = x*y*t - z*sinres;

1372+ result.m5 = y*y*t + cosres;

1373+ result.m6 = z*y*t + x*sinres;

1374+ result.m7 = 0.0f;

1375+

1376+ result.m8 = x*z*t + y*sinres;

1377+ result.m9 = y*z*t - x*sinres;

1378+ result.m10 = z*z*t + cosres;

1379+ result.m11 = 0.0f;

1380+

1381+ result.m12 = 0.0f;

1382+ result.m13 = 0.0f;

1383+ result.m14 = 0.0f;

1384+ result.m15 = 1.0f;

1385+

1386+ return result;

1387+}

1388+

1389+// Get x-rotation matrix

1390+// NOTE: Angle must be provided in radians

1391+RMAPI Matrix MatrixRotateX(float angle)

1392+{

1393+ Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,

1394+ 0.0f, 1.0f, 0.0f, 0.0f,

1395+ 0.0f, 0.0f, 1.0f, 0.0f,

1396+ 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()

1397+

1398+ float cosres = cosf(angle);

1399+ float sinres = sinf(angle);

1400+

1401+ result.m5 = cosres;

1402+ result.m6 = sinres;

1403+ result.m9 = -sinres;

1404+ result.m10 = cosres;

1405+

1406+ return result;

1407+}

1408+

1409+// Get y-rotation matrix

1410+// NOTE: Angle must be provided in radians

1411+RMAPI Matrix MatrixRotateY(float angle)

1412+{

1413+ Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,

1414+ 0.0f, 1.0f, 0.0f, 0.0f,

1415+ 0.0f, 0.0f, 1.0f, 0.0f,

1416+ 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()

1417+

1418+ float cosres = cosf(angle);

1419+ float sinres = sinf(angle);

1420+

1421+ result.m0 = cosres;

1422+ result.m2 = -sinres;

1423+ result.m8 = sinres;

1424+ result.m10 = cosres;

1425+

1426+ return result;

1427+}

1428+

1429+// Get z-rotation matrix

1430+// NOTE: Angle must be provided in radians

1431+RMAPI Matrix MatrixRotateZ(float angle)

1432+{

1433+ Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,

1434+ 0.0f, 1.0f, 0.0f, 0.0f,

1435+ 0.0f, 0.0f, 1.0f, 0.0f,

1436+ 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()

1437+

1438+ float cosres = cosf(angle);

1439+ float sinres = sinf(angle);

1440+

1441+ result.m0 = cosres;

1442+ result.m1 = sinres;

1443+ result.m4 = -sinres;

1444+ result.m5 = cosres;

1445+

1446+ return result;

1447+}

1448+

1449+

1450+// Get xyz-rotation matrix

1451+// NOTE: Angle must be provided in radians

1452+RMAPI Matrix MatrixRotateXYZ(Vector3 angle)

1453+{

1454+ Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,

1455+ 0.0f, 1.0f, 0.0f, 0.0f,

1456+ 0.0f, 0.0f, 1.0f, 0.0f,

1457+ 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()

1458+

1459+ float cosz = cosf(-angle.z);

1460+ float sinz = sinf(-angle.z);

1461+ float cosy = cosf(-angle.y);

1462+ float siny = sinf(-angle.y);

1463+ float cosx = cosf(-angle.x);

1464+ float sinx = sinf(-angle.x);

1465+

1466+ result.m0 = cosz*cosy;

1467+ result.m1 = (cosz*siny*sinx) - (sinz*cosx);

1468+ result.m2 = (cosz*siny*cosx) + (sinz*sinx);

1469+

1470+ result.m4 = sinz*cosy;

1471+ result.m5 = (sinz*siny*sinx) + (cosz*cosx);

1472+ result.m6 = (sinz*siny*cosx) - (cosz*sinx);

1473+

1474+ result.m8 = -siny;

1475+ result.m9 = cosy*sinx;

1476+ result.m10= cosy*cosx;

1477+

1478+ return result;

1479+}

1480+

1481+// Get zyx-rotation matrix

1482+// NOTE: Angle must be provided in radians

1483+RMAPI Matrix MatrixRotateZYX(Vector3 angle)

1484+{

1485+ Matrix result = { 0 };

1486+

1487+ float cz = cosf(angle.z);

1488+ float sz = sinf(angle.z);

1489+ float cy = cosf(angle.y);

1490+ float sy = sinf(angle.y);

1491+ float cx = cosf(angle.x);

1492+ float sx = sinf(angle.x);

1493+

1494+ result.m0 = cz*cy;

1495+ result.m4 = cz*sy*sx - cx*sz;

1496+ result.m8 = sz*sx + cz*cx*sy;

1497+ result.m12 = 0;

1498+

1499+ result.m1 = cy*sz;

1500+ result.m5 = cz*cx + sz*sy*sx;

1501+ result.m9 = cx*sz*sy - cz*sx;

1502+ result.m13 = 0;

1503+

1504+ result.m2 = -sy;

1505+ result.m6 = cy*sx;

1506+ result.m10 = cy*cx;

1507+ result.m14 = 0;

1508+

1509+ result.m3 = 0;

1510+ result.m7 = 0;

1511+ result.m11 = 0;

1512+ result.m15 = 1;

1513+

1514+ return result;

1515+}

1516+

1517+// Get scaling matrix

1518+RMAPI Matrix MatrixScale(float x, float y, float z)

1519+{

1520+ Matrix result = { x, 0.0f, 0.0f, 0.0f,

1521+ 0.0f, y, 0.0f, 0.0f,

1522+ 0.0f, 0.0f, z, 0.0f,

1523+ 0.0f, 0.0f, 0.0f, 1.0f };

1524+

1525+ return result;

1526+}

1527+

1528+// Get perspective projection matrix

1529+RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)

1530+{

1531+ Matrix result = { 0 };

1532+

1533+ float rl = (float)(right - left);

1534+ float tb = (float)(top - bottom);

1535+ float fn = (float)(far - near);

1536+

1537+ result.m0 = ((float)near*2.0f)/rl;

1538+ result.m1 = 0.0f;

1539+ result.m2 = 0.0f;

1540+ result.m3 = 0.0f;

1541+

1542+ result.m4 = 0.0f;

1543+ result.m5 = ((float)near*2.0f)/tb;

1544+ result.m6 = 0.0f;

1545+ result.m7 = 0.0f;

1546+

1547+ result.m8 = ((float)right + (float)left)/rl;

1548+ result.m9 = ((float)top + (float)bottom)/tb;

1549+ result.m10 = -((float)far + (float)near)/fn;

1550+ result.m11 = -1.0f;

1551+

1552+ result.m12 = 0.0f;

1553+ result.m13 = 0.0f;

1554+ result.m14 = -((float)far*(float)near*2.0f)/fn;

1555+ result.m15 = 0.0f;

1556+

1557+ return result;

1558+}

1559+

1560+// Get perspective projection matrix

1561+// NOTE: Fovy angle must be provided in radians

1562+RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)

1563+{

1564+ Matrix result = { 0 };

1565+

1566+ double top = nearPlane*tan(fovY*0.5);

1567+ double bottom = -top;

1568+ double right = top*aspect;

1569+ double left = -right;

1570+

1571+ // MatrixFrustum(-right, right, -top, top, near, far);

1572+ float rl = (float)(right - left);

1573+ float tb = (float)(top - bottom);

1574+ float fn = (float)(farPlane - nearPlane);

1575+

1576+ result.m0 = ((float)nearPlane*2.0f)/rl;

1577+ result.m5 = ((float)nearPlane*2.0f)/tb;

1578+ result.m8 = ((float)right + (float)left)/rl;

1579+ result.m9 = ((float)top + (float)bottom)/tb;

1580+ result.m10 = -((float)farPlane + (float)nearPlane)/fn;

1581+ result.m11 = -1.0f;

1582+ result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;

1583+

1584+ return result;

1585+}

1586+

1587+// Get orthographic projection matrix

1588+RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)

1589+{

1590+ Matrix result = { 0 };

1591+

1592+ float rl = (float)(right - left);

1593+ float tb = (float)(top - bottom);

1594+ float fn = (float)(farPlane - nearPlane);

1595+

1596+ result.m0 = 2.0f/rl;

1597+ result.m1 = 0.0f;

1598+ result.m2 = 0.0f;

1599+ result.m3 = 0.0f;

1600+ result.m4 = 0.0f;

1601+ result.m5 = 2.0f/tb;

1602+ result.m6 = 0.0f;

1603+ result.m7 = 0.0f;

1604+ result.m8 = 0.0f;

1605+ result.m9 = 0.0f;

1606+ result.m10 = -2.0f/fn;

1607+ result.m11 = 0.0f;

1608+ result.m12 = -((float)left + (float)right)/rl;

1609+ result.m13 = -((float)top + (float)bottom)/tb;

1610+ result.m14 = -((float)farPlane + (float)nearPlane)/fn;

1611+ result.m15 = 1.0f;

1612+

1613+ return result;

1614+}

1615+

1616+// Get camera look-at matrix (view matrix)

1617+RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)

1618+{

1619+ Matrix result = { 0 };

1620+

1621+ float length = 0.0f;

1622+ float ilength = 0.0f;

1623+

1624+ // Vector3Subtract(eye, target)

1625+ Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };

1626+

1627+ // Vector3Normalize(vz)

1628+ Vector3 v = vz;

1629+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

1630+ if (length == 0.0f) length = 1.0f;

1631+ ilength = 1.0f/length;

1632+ vz.x *= ilength;

1633+ vz.y *= ilength;

1634+ vz.z *= ilength;

1635+

1636+ // Vector3CrossProduct(up, vz)

1637+ Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };

1638+

1639+ // Vector3Normalize(x)

1640+ v = vx;

1641+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

1642+ if (length == 0.0f) length = 1.0f;

1643+ ilength = 1.0f/length;

1644+ vx.x *= ilength;

1645+ vx.y *= ilength;

1646+ vx.z *= ilength;

1647+

1648+ // Vector3CrossProduct(vz, vx)

1649+ Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };

1650+

1651+ result.m0 = vx.x;

1652+ result.m1 = vy.x;

1653+ result.m2 = vz.x;

1654+ result.m3 = 0.0f;

1655+ result.m4 = vx.y;

1656+ result.m5 = vy.y;

1657+ result.m6 = vz.y;

1658+ result.m7 = 0.0f;

1659+ result.m8 = vx.z;

1660+ result.m9 = vy.z;

1661+ result.m10 = vz.z;

1662+ result.m11 = 0.0f;

1663+ result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye)

1664+ result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye)

1665+ result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye)

1666+ result.m15 = 1.0f;

1667+

1668+ return result;

1669+}

1670+

1671+// Get float array of matrix data

1672+RMAPI float16 MatrixToFloatV(Matrix mat)

1673+{

1674+ float16 result = { 0 };

1675+

1676+ result.v[0] = mat.m0;

1677+ result.v[1] = mat.m1;

1678+ result.v[2] = mat.m2;

1679+ result.v[3] = mat.m3;

1680+ result.v[4] = mat.m4;

1681+ result.v[5] = mat.m5;

1682+ result.v[6] = mat.m6;

1683+ result.v[7] = mat.m7;

1684+ result.v[8] = mat.m8;

1685+ result.v[9] = mat.m9;

1686+ result.v[10] = mat.m10;

1687+ result.v[11] = mat.m11;

1688+ result.v[12] = mat.m12;

1689+ result.v[13] = mat.m13;

1690+ result.v[14] = mat.m14;

1691+ result.v[15] = mat.m15;

1692+

1693+ return result;

1694+}

1695+

1696+//----------------------------------------------------------------------------------

1697+// Module Functions Definition - Quaternion math

1698+//----------------------------------------------------------------------------------

1699+

1700+// Add two quaternions

1701+RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)

1702+{

1703+ Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};

1704+

1705+ return result;

1706+}

1707+

1708+// Add quaternion and float value

1709+RMAPI Quaternion QuaternionAddValue(Quaternion q, float add)

1710+{

1711+ Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};

1712+

1713+ return result;

1714+}

1715+

1716+// Subtract two quaternions

1717+RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)

1718+{

1719+ Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};

1720+

1721+ return result;

1722+}

1723+

1724+// Subtract quaternion and float value

1725+RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)

1726+{

1727+ Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};

1728+

1729+ return result;

1730+}

1731+

1732+// Get identity quaternion

1733+RMAPI Quaternion QuaternionIdentity(void)

1734+{

1735+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };

1736+

1737+ return result;

1738+}

1739+

1740+// Computes the length of a quaternion

1741+RMAPI float QuaternionLength(Quaternion q)

1742+{

1743+ float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);

1744+

1745+ return result;

1746+}

1747+

1748+// Normalize provided quaternion

1749+RMAPI Quaternion QuaternionNormalize(Quaternion q)

1750+{

1751+ Quaternion result = { 0 };

1752+

1753+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);

1754+ if (length == 0.0f) length = 1.0f;

1755+ float ilength = 1.0f/length;

1756+

1757+ result.x = q.x*ilength;

1758+ result.y = q.y*ilength;

1759+ result.z = q.z*ilength;

1760+ result.w = q.w*ilength;

1761+

1762+ return result;

1763+}

1764+

1765+// Invert provided quaternion

1766+RMAPI Quaternion QuaternionInvert(Quaternion q)

1767+{

1768+ Quaternion result = q;

1769+

1770+ float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;

1771+

1772+ if (lengthSq != 0.0f)

1773+ {

1774+ float invLength = 1.0f/lengthSq;

1775+

1776+ result.x *= -invLength;

1777+ result.y *= -invLength;

1778+ result.z *= -invLength;

1779+ result.w *= invLength;

1780+ }

1781+

1782+ return result;

1783+}

1784+

1785+// Calculate two quaternion multiplication

1786+RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)

1787+{

1788+ Quaternion result = { 0 };

1789+

1790+ float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;

1791+ float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;

1792+

1793+ result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;

1794+ result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;

1795+ result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;

1796+ result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;

1797+

1798+ return result;

1799+}

1800+

1801+// Scale quaternion by float value

1802+RMAPI Quaternion QuaternionScale(Quaternion q, float mul)

1803+{

1804+ Quaternion result = { 0 };

1805+

1806+ result.x = q.x*mul;

1807+ result.y = q.y*mul;

1808+ result.z = q.z*mul;

1809+ result.w = q.w*mul;

1810+

1811+ return result;

1812+}

1813+

1814+// Divide two quaternions

1815+RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)

1816+{

1817+ Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w };

1818+

1819+ return result;

1820+}

1821+

1822+// Calculate linear interpolation between two quaternions

1823+RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)

1824+{

1825+ Quaternion result = { 0 };

1826+

1827+ result.x = q1.x + amount*(q2.x - q1.x);

1828+ result.y = q1.y + amount*(q2.y - q1.y);

1829+ result.z = q1.z + amount*(q2.z - q1.z);

1830+ result.w = q1.w + amount*(q2.w - q1.w);

1831+

1832+ return result;

1833+}

1834+

1835+// Calculate slerp-optimized interpolation between two quaternions

1836+RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)

1837+{

1838+ Quaternion result = { 0 };

1839+

1840+ // QuaternionLerp(q1, q2, amount)

1841+ result.x = q1.x + amount*(q2.x - q1.x);

1842+ result.y = q1.y + amount*(q2.y - q1.y);

1843+ result.z = q1.z + amount*(q2.z - q1.z);

1844+ result.w = q1.w + amount*(q2.w - q1.w);

1845+

1846+ // QuaternionNormalize(q);

1847+ Quaternion q = result;

1848+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);

1849+ if (length == 0.0f) length = 1.0f;

1850+ float ilength = 1.0f/length;

1851+

1852+ result.x = q.x*ilength;

1853+ result.y = q.y*ilength;

1854+ result.z = q.z*ilength;

1855+ result.w = q.w*ilength;

1856+

1857+ return result;

1858+}

1859+

1860+// Calculates spherical linear interpolation between two quaternions

1861+RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)

1862+{

1863+ Quaternion result = { 0 };

1864+

1865+#if !defined(EPSILON)

1866+ #define EPSILON 0.000001f

1867+#endif

1868+

1869+ float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;

1870+

1871+ if (cosHalfTheta < 0)

1872+ {

1873+ q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;

1874+ cosHalfTheta = -cosHalfTheta;

1875+ }

1876+

1877+ if (fabsf(cosHalfTheta) >= 1.0f) result = q1;

1878+ else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);

1879+ else

1880+ {

1881+ float halfTheta = acosf(cosHalfTheta);

1882+ float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);

1883+

1884+ if (fabsf(sinHalfTheta) < EPSILON)

1885+ {

1886+ result.x = (q1.x*0.5f + q2.x*0.5f);

1887+ result.y = (q1.y*0.5f + q2.y*0.5f);

1888+ result.z = (q1.z*0.5f + q2.z*0.5f);

1889+ result.w = (q1.w*0.5f + q2.w*0.5f);

1890+ }

1891+ else

1892+ {

1893+ float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;

1894+ float ratioB = sinf(amount*halfTheta)/sinHalfTheta;

1895+

1896+ result.x = (q1.x*ratioA + q2.x*ratioB);

1897+ result.y = (q1.y*ratioA + q2.y*ratioB);

1898+ result.z = (q1.z*ratioA + q2.z*ratioB);

1899+ result.w = (q1.w*ratioA + q2.w*ratioB);

1900+ }

1901+ }

1902+

1903+ return result;

1904+}

1905+

1906+// Calculate quaternion based on the rotation from one vector to another

1907+RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)

1908+{

1909+ Quaternion result = { 0 };

1910+

1911+ float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)

1912+ Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)

1913+

1914+ result.x = cross.x;

1915+ result.y = cross.y;

1916+ result.z = cross.z;

1917+ result.w = 1.0f + cos2Theta;

1918+

1919+ // QuaternionNormalize(q);

1920+ // NOTE: Normalize to essentially nlerp the original and identity to 0.5

1921+ Quaternion q = result;

1922+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);

1923+ if (length == 0.0f) length = 1.0f;

1924+ float ilength = 1.0f/length;

1925+

1926+ result.x = q.x*ilength;

1927+ result.y = q.y*ilength;

1928+ result.z = q.z*ilength;

1929+ result.w = q.w*ilength;

1930+

1931+ return result;

1932+}

1933+

1934+// Get a quaternion for a given rotation matrix

1935+RMAPI Quaternion QuaternionFromMatrix(Matrix mat)

1936+{

1937+ Quaternion result = { 0 };

1938+

1939+ float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;

1940+ float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;

1941+ float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;

1942+ float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;

1943+

1944+ int biggestIndex = 0;

1945+ float fourBiggestSquaredMinus1 = fourWSquaredMinus1;

1946+ if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)

1947+ {

1948+ fourBiggestSquaredMinus1 = fourXSquaredMinus1;

1949+ biggestIndex = 1;

1950+ }

1951+

1952+ if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)

1953+ {

1954+ fourBiggestSquaredMinus1 = fourYSquaredMinus1;

1955+ biggestIndex = 2;

1956+ }

1957+

1958+ if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)

1959+ {

1960+ fourBiggestSquaredMinus1 = fourZSquaredMinus1;

1961+ biggestIndex = 3;

1962+ }

1963+

1964+ float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;

1965+ float mult = 0.25f/biggestVal;

1966+

1967+ switch (biggestIndex)

1968+ {

1969+ case 0:

1970+ result.w = biggestVal;

1971+ result.x = (mat.m6 - mat.m9)*mult;

1972+ result.y = (mat.m8 - mat.m2)*mult;

1973+ result.z = (mat.m1 - mat.m4)*mult;

1974+ break;

1975+ case 1:

1976+ result.x = biggestVal;

1977+ result.w = (mat.m6 - mat.m9)*mult;

1978+ result.y = (mat.m1 + mat.m4)*mult;

1979+ result.z = (mat.m8 + mat.m2)*mult;

1980+ break;

1981+ case 2:

1982+ result.y = biggestVal;

1983+ result.w = (mat.m8 - mat.m2)*mult;

1984+ result.x = (mat.m1 + mat.m4)*mult;

1985+ result.z = (mat.m6 + mat.m9)*mult;

1986+ break;

1987+ case 3:

1988+ result.z = biggestVal;

1989+ result.w = (mat.m1 - mat.m4)*mult;

1990+ result.x = (mat.m8 + mat.m2)*mult;

1991+ result.y = (mat.m6 + mat.m9)*mult;

1992+ break;

1993+ }

1994+

1995+ return result;

1996+}

1997+

1998+// Get a matrix for a given quaternion

1999+RMAPI Matrix QuaternionToMatrix(Quaternion q)

2000+{

2001+ Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,

2002+ 0.0f, 1.0f, 0.0f, 0.0f,

2003+ 0.0f, 0.0f, 1.0f, 0.0f,

2004+ 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()

2005+

2006+ float a2 = q.x*q.x;

2007+ float b2 = q.y*q.y;

2008+ float c2 = q.z*q.z;

2009+ float ac = q.x*q.z;

2010+ float ab = q.x*q.y;

2011+ float bc = q.y*q.z;

2012+ float ad = q.w*q.x;

2013+ float bd = q.w*q.y;

2014+ float cd = q.w*q.z;

2015+

2016+ result.m0 = 1 - 2*(b2 + c2);

2017+ result.m1 = 2*(ab + cd);

2018+ result.m2 = 2*(ac - bd);

2019+

2020+ result.m4 = 2*(ab - cd);

2021+ result.m5 = 1 - 2*(a2 + c2);

2022+ result.m6 = 2*(bc + ad);

2023+

2024+ result.m8 = 2*(ac + bd);

2025+ result.m9 = 2*(bc - ad);

2026+ result.m10 = 1 - 2*(a2 + b2);

2027+

2028+ return result;

2029+}

2030+

2031+// Get rotation quaternion for an angle and axis

2032+// NOTE: Angle must be provided in radians

2033+RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)

2034+{

2035+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };

2036+

2037+ float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);

2038+

2039+ if (axisLength != 0.0f)

2040+ {

2041+ angle *= 0.5f;

2042+

2043+ float length = 0.0f;

2044+ float ilength = 0.0f;

2045+

2046+ // Vector3Normalize(axis)

2047+ Vector3 v = axis;

2048+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

2049+ if (length == 0.0f) length = 1.0f;

2050+ ilength = 1.0f/length;

2051+ axis.x *= ilength;

2052+ axis.y *= ilength;

2053+ axis.z *= ilength;

2054+

2055+ float sinres = sinf(angle);

2056+ float cosres = cosf(angle);

2057+

2058+ result.x = axis.x*sinres;

2059+ result.y = axis.y*sinres;

2060+ result.z = axis.z*sinres;

2061+ result.w = cosres;

2062+

2063+ // QuaternionNormalize(q);

2064+ Quaternion q = result;

2065+ length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);

2066+ if (length == 0.0f) length = 1.0f;

2067+ ilength = 1.0f/length;

2068+ result.x = q.x*ilength;

2069+ result.y = q.y*ilength;

2070+ result.z = q.z*ilength;

2071+ result.w = q.w*ilength;

2072+ }

2073+

2074+ return result;

2075+}

2076+

2077+// Get the rotation angle and axis for a given quaternion

2078+RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)

2079+{

2080+ if (fabsf(q.w) > 1.0f)

2081+ {

2082+ // QuaternionNormalize(q);

2083+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);

2084+ if (length == 0.0f) length = 1.0f;

2085+ float ilength = 1.0f/length;

2086+

2087+ q.x = q.x*ilength;

2088+ q.y = q.y*ilength;

2089+ q.z = q.z*ilength;

2090+ q.w = q.w*ilength;

2091+ }

2092+

2093+ Vector3 resAxis = { 0.0f, 0.0f, 0.0f };

2094+ float resAngle = 2.0f*acosf(q.w);

2095+ float den = sqrtf(1.0f - q.w*q.w);

2096+

2097+ if (den > EPSILON)

2098+ {

2099+ resAxis.x = q.x/den;

2100+ resAxis.y = q.y/den;

2101+ resAxis.z = q.z/den;

2102+ }

2103+ else

2104+ {

2105+ // This occurs when the angle is zero.

2106+ // Not a problem: just set an arbitrary normalized axis.

2107+ resAxis.x = 1.0f;

2108+ }

2109+

2110+ *outAxis = resAxis;

2111+ *outAngle = resAngle;

2112+}

2113+

2114+// Get the quaternion equivalent to Euler angles

2115+// NOTE: Rotation order is ZYX

2116+RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)

2117+{

2118+ Quaternion result = { 0 };

2119+

2120+ float x0 = cosf(pitch*0.5f);

2121+ float x1 = sinf(pitch*0.5f);

2122+ float y0 = cosf(yaw*0.5f);

2123+ float y1 = sinf(yaw*0.5f);

2124+ float z0 = cosf(roll*0.5f);

2125+ float z1 = sinf(roll*0.5f);

2126+

2127+ result.x = x1*y0*z0 - x0*y1*z1;

2128+ result.y = x0*y1*z0 + x1*y0*z1;

2129+ result.z = x0*y0*z1 - x1*y1*z0;

2130+ result.w = x0*y0*z0 + x1*y1*z1;

2131+

2132+ return result;

2133+}

2134+

2135+// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)

2136+// NOTE: Angles are returned in a Vector3 struct in radians

2137+RMAPI Vector3 QuaternionToEuler(Quaternion q)

2138+{

2139+ Vector3 result = { 0 };

2140+

2141+ // Roll (x-axis rotation)

2142+ float x0 = 2.0f*(q.w*q.x + q.y*q.z);

2143+ float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);

2144+ result.x = atan2f(x0, x1);

2145+

2146+ // Pitch (y-axis rotation)

2147+ float y0 = 2.0f*(q.w*q.y - q.z*q.x);

2148+ y0 = y0 > 1.0f ? 1.0f : y0;

2149+ y0 = y0 < -1.0f ? -1.0f : y0;

2150+ result.y = asinf(y0);

2151+

2152+ // Yaw (z-axis rotation)

2153+ float z0 = 2.0f*(q.w*q.z + q.x*q.y);

2154+ float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);

2155+ result.z = atan2f(z0, z1);

2156+

2157+ return result;

2158+}

2159+

2160+// Transform a quaternion given a transformation matrix

2161+RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)

2162+{

2163+ Quaternion result = { 0 };

2164+

2165+ result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;

2166+ result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;

2167+ result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;

2168+ result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;

2169+

2170+ return result;

2171+}

2172+

2173+// Check whether two given quaternions are almost equal

2174+RMAPI int QuaternionEquals(Quaternion p, Quaternion q)

2175+{

2176+#if !defined(EPSILON)

2177+ #define EPSILON 0.000001f

2178+#endif

2179+

2180+ int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&

2181+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&

2182+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&

2183+ ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||

2184+ (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&

2185+ ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&

2186+ ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&

2187+ ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));

2188+

2189+ return result;

2190+}

2191+

2192+#endif // RAYMATH_H

2193

2194

diff --git a/src/main.c b/src/main.c

new file mode 100644

index 0000000..fb6de3a

--- /dev/null

+++ b/src/main.c

1@@ -0,0 +1,40 @@

2+#include <stdio.h>

3+#include <stdlib.h>

4+#include <signal.h>

5+#include <execinfo.h>

6+#include <unistd.h>

7+#include <time.h>

8+

9+#include "game.h"

10+#include "const.h"

11+#include "libs/raylib.h"

12+

13+void handle_segfault(int signal) {

14+ void *list[10];

15+ size_t size = backtrace(list, 10);

16+ fprintf(stderr, "ERROR: signal %d:\n", signal);

17+ backtrace_symbols_fd(list, size, STDERR_FILENO);

18+ exit(1);

19+}

20+

21+int main(void) {

22+ printf("PID: %d\n", getpid());

23+ time_t t;

24+ srand((unsigned) time(&t));

25+ struct sigaction sigint_action;

26+ sigint_action.sa_handler = handle_segfault;

27+ sigint_action.sa_flags = 0;

28+ sigemptyset(&sigint_action.sa_mask);

29+ sigaction(SIGSEGV, &sigint_action, NULL);

30+ InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Freezo");

31+ game_t *game = game_create();

32+ SetTargetFPS(60);

33+ SetExitKey(0);

34+ while (!game->quit && !WindowShouldClose()) {

35+ game_update(game);

36+ game_draw(game);

37+ }

38+ CloseWindow();

39+ game_free(game);

40+ return 0;

41+}

42

43

diff --git a/src/menu.c b/src/menu.c

new file mode 100644

index 0000000..7217dd3

--- /dev/null

+++ b/src/menu.c

1@@ -0,0 +1,83 @@

2+#include <stdlib.h>

3+

4+#include "libs/raylib.h"

5+#include "menu.h"

6+#include "util.h"

7+#include "const.h"

8+#include "game.h"

9+#include "level.h"

10+

11+menu_t *menu_create(void) {

12+ menu_t *menu = malloc(sizeof(menu_t));

13+ menu->idx = 0;

14+ return menu;

15+}

16+

17+void menu_update(menu_t *menu, game_t *game) {

18+ UNUSED(menu);

19+ UNUSED(game);

20+ if (IsKeyPressed(KEY_W)) {

21+ if (menu->idx > 0) {

22+ menu->idx--;

23+ }

24+ }

25+ if (IsKeyPressed(KEY_S)) {

26+ if (menu->idx < 2) {

27+ menu->idx++;

28+ }

29+ }

30+ if (IsKeyPressed(KEY_ENTER)) {

31+ switch (menu->idx) {

32+ case 0:

33+ game->state = STATE_GAME;

34+ break;

35+ case 1: {

36+ if (game->level != LEVEL_NULL) {

37+ level_e level = game->level->type;

38+ level_unload(game);

39+ level_load(game, level);

40+ game->victory = false;

41+ game->defeat = false;

42+ }

43+ game->state = STATE_GAME;

44+ break;

45+ }

46+ case 2:

47+ game->quit = true;

48+ break;

49+ default:

50+ break;

51+ }

52+ }

53+}

54+

55+void menu_draw(menu_t *menu, game_t *game) {

56+ UNUSED(menu);

57+ UNUSED(game);

58+ int shift = 20;

59+ DrawRectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, (Color) { 0, 0, 0, 125 });

60+ DrawRectangle(WINDOW_WIDTH / 2.0 - 100, WINDOW_HEIGHT / 2.0 - 75 + shift - 10, 200, 150, (Color) { 50, 50, 50, 255 });

61+ DrawTextureRec(

62+ game->assets.images,

63+ (rect_t) { 0, 0, 56 * SCALE, 28 * SCALE },

64+ pos_snap((pos_t) { WINDOW_WIDTH / 2.0 - 3.5 * TILE_WIDTH, WINDOW_HEIGHT / 2.0 - 115 }),

65+ WHITE

66+ );

67+ text_draw((pos_t) { WINDOW_WIDTH / 2.0, WINDOW_HEIGHT / 2.0 - FONT_HEIGHT / 2.0 - 30 + shift }, "RESUME", TEXT_ALIGNMENT_CENTER, game);

68+ text_draw((pos_t) { WINDOW_WIDTH / 2.0, WINDOW_HEIGHT / 2.0 - FONT_HEIGHT / 2.0 + shift }, "RESTART", TEXT_ALIGNMENT_CENTER, game);

69+ text_draw((pos_t) { WINDOW_WIDTH / 2.0, WINDOW_HEIGHT / 2.0 - FONT_HEIGHT / 2.0 + 30 + shift }, "QUIT", TEXT_ALIGNMENT_CENTER, game);

70+ pos_t cursor_pos = (pos_t) {

71+ .x = WINDOW_WIDTH / 2.0 - 70,

72+ .y = WINDOW_HEIGHT / 2.0 - FONT_HEIGHT / 2.0 - 30 + menu->idx * 30 + shift,

73+ };

74+ DrawTextureRec(

75+ game->assets.font,

76+ texture_rect(0, 4, FONT_WIDTH, FONT_HEIGHT),

77+ pos_snap(cursor_pos),

78+ WHITE

79+ );

80+}

81+

82+void menu_free(menu_t *menu) {

83+ free(menu);

84+}

85

86

diff --git a/src/menu.h b/src/menu.h

new file mode 100644

index 0000000..cd4cbb9

--- /dev/null

+++ b/src/menu.h

1@@ -0,0 +1,14 @@

2+#pragma once

3+

4+typedef struct Menu menu_t;

5+

6+#include "game.h"

7+

8+struct Menu {

9+ int idx;

10+};

11+

12+menu_t *menu_create(void);

13+void menu_update(menu_t *menu, game_t *game);

14+void menu_draw(menu_t *menu, game_t *game);

15+void menu_free(menu_t *menu);

16

17

diff --git a/src/player.c b/src/player.c

new file mode 100644

index 0000000..79a51e7

--- /dev/null

+++ b/src/player.c

1@@ -0,0 +1,404 @@

2+#include <stdlib.h>

3+#include <math.h>

4+

5+#include "player.h"

6+#include "const.h"

7+#include "tile.h"

8+#include "util.h"

9+#include "entity.h"

10+#include "effect.h"

11+

12+player_t *player_create(pos_t pos) {

13+ player_t *player = malloc(sizeof(player_t));

14+ player->pos = pos;

15+ player->health = 6;

16+ player->on_ground = false;

17+ player->velocity = 0.0;

18+ player->gravity = 0.0;

19+ player->dir = 1;

20+ player->sneaking = false;

21+ player->shooting = false;

22+ player->damage_timer = 0;

23+ player->fall_height = 0.0;

24+ player->held_enemy = NULL;

25+ player->moving = false;

26+ player->timer_walking = timer_create(9, 4);

27+ player->timer_sneaking = timer_create(9, 8);

28+ player->target_entity = NULL;

29+ player->shooting_distance = PLAYER_SHOOTING_RANGE;

30+ return player;

31+}

32+

33+void player_update(player_t *player, game_t *game) {

34+ float move = 0.0;

35+ bool go_down = false;

36+ bool sneaking = false;

37+ bool holding = false;

38+ player->shooting = false;

39+ player->moving = false;

40+ tile_t *left_ground_tile = tile_get(game, player->pos.x + 0.2 * TILE_WIDTH, player->pos.y + PLAYER_HEIGHT + 1);

41+ tile_t *right_ground_tile = tile_get(game, player->pos.x + PLAYER_WIDTH - 0.2 * TILE_WIDTH, player->pos.y + PLAYER_HEIGHT + 1);

42+ // game over

43+ if (player->health <= 0) {

44+ game->defeat = true;

45+ }

46+ if (IsKeyDown(KEY_A) && !IsKeyDown(KEY_D)) {

47+ move = -3.0;

48+ player->dir = -1;

49+ player->moving = true;

50+ }

51+ if (IsKeyDown(KEY_D) && !IsKeyDown(KEY_A)) {

52+ move = 3.0;

53+ player->dir = 1;

54+ player->moving = true;

55+ }

56+ if (IsKeyDown(KEY_S)) {

57+ sneaking = true;

58+ }

59+ if (IsKeyDown(KEY_S) && IsKeyDown(KEY_SPACE)) {

60+ if (

61+ (left_ground_tile == NULL || !tile_solid(left_ground_tile)) &&

62+ (right_ground_tile == NULL || !tile_solid(right_ground_tile))

63+ ) {

64+ go_down = true;

65+ }

66+ }

67+ if (IsKeyPressed(KEY_SPACE)) {

68+ if (player->on_ground && !player->sneaking && !go_down) {

69+ player->velocity = 13.0;

70+ }

71+ }

72+ if (IsKeyDown(KEY_ENTER)) {

73+ player->shooting = true;

74+ }

75+ if (IsKeyPressed(KEY_W)) {

76+ holding = true;

77+ }

78+ // detect on ground

79+ bool on_ground = false;

80+ if (!(player->velocity > 0.0)) {

81+ if (!go_down) {

82+ for (int i = 0; i < game->tiles_len; i++) {

83+ tile_t *tile = game->tiles[i];

84+ if (tile_ground(tile)) {

85+ if (

86+ player->pos.x + PLAYER_WIDTH > tile->pos.x &&

87+ player->pos.x < tile->pos.x + TILE_WIDTH

88+ ) {

89+ float tolerance = 4.0;

90+ if (player->gravity > tolerance) {

91+ tolerance = player->gravity;

92+ }

93+ if (fabs(player->pos.y + PLAYER_HEIGHT - tile->pos.y) < tolerance) {

94+ player->pos.y = tile->pos.y - PLAYER_HEIGHT;

95+ on_ground = true;

96+ if (player->fall_height >= 1.5 * TILE_HEIGHT) {

97+ effect_play(player->pos, EFFECT_FALL, game);

98+ }

99+ // fall damage

100+ if (player->fall_height >= 6 * TILE_HEIGHT) {

101+ if (player->damage_timer == 0) {

102+ if (player->health > 0) {

103+ player->health--;

104+ player->damage_timer = 80;

105+ player->velocity = 6.0;

106+ if (player->held_enemy != NULL) {

107+ player->held_enemy = NULL;

108+ }

109+ }

110+ }

111+ }

112+ }

113+ }

114+ }

115+ }

116+ }

117+ for (int i = 0; i < game->entities_len; i++) {

118+ if (game->entities[i].type == ENTITY_ENEMY) {

119+ enemy_t *enemy = game->entities[i].enemy;

120+ if (enemy->frozen) {

121+ if (

122+ player->pos.x + PLAYER_WIDTH > enemy->pos.x &&

123+ player->pos.x < enemy->pos.x + ENEMY_WIDTH

124+ ) {

125+ if (fabs(player->pos.y + PLAYER_HEIGHT - enemy->pos.y) < 4.0) {

126+ player->pos.y = enemy->pos.y - PLAYER_HEIGHT;

127+ on_ground = true;

128+ if (player->sneaking && player->fall_height >= 2 * TILE_HEIGHT) {

129+ effect_play(enemy->pos, EFFECT_BREAK, game);

130+ effect_play(enemy->pos, EFFECT_PARTICLE, game);

131+ enemy_kill(enemy, game);

132+ i--;

133+ player->velocity = 6.0;

134+ }

135+ }

136+ }

137+ }

138+ }

139+ }

140+ }

141+ // detect ceiling

142+ if (player->velocity > 0.0) {

143+ for (int i = 0; i < game->tiles_len; i++) {

144+ tile_t *tile = game->tiles[i];

145+ if (tile_solid(tile)) {

146+ if (

147+ player->pos.x + PLAYER_WIDTH - 0.2 * TILE_WIDTH > tile->pos.x &&

148+ player->pos.x + 0.2 * TILE_WIDTH < tile->pos.x + TILE_WIDTH

149+ ) {

150+ float tolerance = 4.0;

151+ if (player->velocity > tolerance) {

152+ tolerance = player->velocity;

153+ }

154+ if (fabs(player->pos.y - (tile->pos.y + 0.2 * TILE_HEIGHT)) < tolerance) {

155+ player->pos.y = tile->pos.y + 0.2 * TILE_HEIGHT;

156+ player->velocity = 0.0;

157+ }

158+ }

159+ }

160+ }

161+ }

162+ // detect wall

163+ if (fabs(move) > 0.0) {

164+ for (int i = 0; i < game->tiles_len; i++) {

165+ tile_t *tile = game->tiles[i];

166+ if (tile_wall(tile)) {

167+ if (

168+ player->pos.y + PLAYER_HEIGHT > tile->pos.y &&

169+ player->pos.y < tile->pos.y + TILE_HEIGHT

170+ ) {

171+ float tolerance = 4.0;

172+ if (move > tolerance) {

173+ tolerance = player->velocity;

174+ }

175+ if (player->dir > 0) {

176+ if (fabs((player->pos.x + PLAYER_WIDTH - 0.2 * TILE_WIDTH) - tile->pos.x) < tolerance) {

177+ player->pos.x = tile->pos.x - (PLAYER_WIDTH - 0.2 * TILE_WIDTH);

178+ }

179+ }

180+ else {

181+ if (fabs((player->pos.x + 0.2 * TILE_WIDTH) - (tile->pos.x + TILE_WIDTH)) < tolerance) {

182+ player->pos.x = tile->pos.x + TILE_WIDTH - 0.2 * TILE_WIDTH;

183+ }

184+ }

185+ }

186+ }

187+ }

188+ }

189+ player->on_ground = on_ground;

190+ player->sneaking = sneaking;

191+ // handle move

192+ if (player->sneaking || player->shooting) {

193+ player->pos.x += 0.5 * move;

194+ }

195+ else {

196+ player->pos.x += move;

197+ }

198+ // handle map border

199+ if (player->pos.x < 0.0) {

200+ player->pos.x = 0.0;

201+ }

202+ if (player->pos.x + PLAYER_WIDTH > TILE_WIDTH * game->level->width) {

203+ player->pos.x = TILE_WIDTH * game->level->width - PLAYER_WIDTH;

204+ }

205+ // handle jump

206+ if (player->velocity > 0.0) {

207+ player->pos.y -= player->velocity;

208+ player->velocity -= 1.1;

209+ }

210+ if (player->on_ground) {

211+ player->gravity = 0.0;

212+ player->fall_height = 0.0;

213+ }

214+ else {

215+ player->pos.y += player->gravity;

216+ player->fall_height += player->gravity;

217+ if (player->gravity < PLAYER_GRAVITY) {

218+ player->gravity += 0.2;

219+ }

220+ else {

221+ player->gravity = PLAYER_GRAVITY;

222+ }

223+ }

224+ if (player->damage_timer > 0) {

225+ player->damage_timer--;

226+ }

227+ // detect shooting

228+ if (player->shooting) {

229+ // determine target

230+ float shooting_range = 2 * TILE_WIDTH;

231+ rect_t shooting_rect = {

232+ .x = player->dir > 0 ? player->pos.x + PLAYER_WIDTH : player->pos.x - shooting_range,

233+ .y = player->sneaking ? player->pos.y + 8 * SCALE : player->pos.y + 7 * SCALE,

234+ .width = shooting_range,

235+ .height = SCALE,

236+ };

237+ float closest_distance = shooting_range;

238+ entity_t *closest_entity = NULL;

239+ bool target_in_range = false;

240+ for (int i = 0; i < game->entities_len; i++) {

241+ entity_t *entity = &game->entities[i];

242+ // ignore held enemies

243+ if (entity->type == ENTITY_ENEMY && player->held_enemy == entity->enemy) {

244+ continue;

245+ }

246+ // ignore frozen gates

247+ if (entity->type == ENTITY_GATE && entity->gate->frozen) {

248+ continue;

249+ }

250+ rect_t entity_rect;

251+ switch (entity->type) {

252+ case ENTITY_ENEMY:

253+ entity_rect = rect_from_pos(entity->enemy->pos, ENEMY_WIDTH, ENEMY_HEIGHT);

254+ break;

255+ case ENTITY_GATE:

256+ entity_rect = rect_from_pos((pos_t) { entity->gate->pos.x, entity->gate->pos.y - TILE_HEIGHT }, ENEMY_WIDTH, ENEMY_HEIGHT);

257+ break;

258+ }

259+ if (rect_collide(shooting_rect, entity_rect)) {

260+ float entity_x = entity_rect.x + entity_rect.width / 2.0;

261+ float entity_distance = fabs(entity_x - (player->dir > 0 ? player->pos.x + PLAYER_WIDTH : player->pos.x));

262+ if (player->target_entity != NULL && player->target_entity == entity) {

263+ target_in_range = true;

264+ }

265+ if (entity_distance < closest_distance) {

266+ closest_distance = entity_distance;

267+ closest_entity = entity;

268+ }

269+ }

270+ }

271+ if (closest_entity != NULL) {

272+ player->shooting_distance = closest_distance;

273+ if (!target_in_range) {

274+ player->target_entity = closest_entity;

275+ }

276+ }

277+ else {

278+ player->target_entity = NULL;

279+ player->shooting_distance = PLAYER_SHOOTING_RANGE;

280+ }

281+ }

282+ else {

283+ player->target_entity = NULL;

284+ player->shooting_distance = PLAYER_SHOOTING_RANGE;

285+ }

286+ // detect holding

287+ if (holding) {

288+ bool picked_up = false;

289+ for (int i = 0; i < game->entities_len; i++) {

290+ if (game->entities[i].type == ENTITY_ENEMY) {

291+ enemy_t *enemy = game->entities[i].enemy;

292+ if (enemy->frozen) {

293+ float tolerance = 0.0;

294+ if (

295+ player->pos.x <= enemy->pos.x + ENEMY_WIDTH - tolerance &&

296+ player->pos.x + PLAYER_WIDTH >= enemy->pos.x + tolerance &&

297+ player->pos.y <= enemy->pos.y + ENEMY_HEIGHT - tolerance &&

298+ player->pos.y + PLAYER_HEIGHT >= enemy->pos.y + tolerance

299+ ) {

300+ if (player->held_enemy == NULL) {

301+ player->held_enemy = enemy;

302+ picked_up = true;

303+ }

304+ }

305+ }

306+ }

307+ }

308+ if (!picked_up && player->held_enemy != NULL) {

309+ player->held_enemy = NULL;

310+ }

311+ }

312+ if (player->held_enemy != NULL) {

313+ player->held_enemy->pos = (pos_t) {

314+ .x = player->pos.x,

315+ .y = player->pos.y - (player->sneaking ? 0.3 : 0.5) * TILE_HEIGHT,

316+ };

317+ }

318+ // detect damage

319+ for (int i = 0; i < game->entities_len; i++) {

320+ if (game->entities[i].type == ENTITY_ENEMY) {

321+ enemy_t *enemy = game->entities[i].enemy;

322+ if (!enemy->frozen) {

323+ float tolerance = TILE_WIDTH / 5.0;

324+ if (

325+ player->pos.x <= enemy->pos.x + ENEMY_WIDTH - tolerance &&

326+ player->pos.x + PLAYER_WIDTH >= enemy->pos.x + tolerance &&

327+ player->pos.y <= enemy->pos.y + ENEMY_HEIGHT - tolerance &&

328+ player->pos.y + PLAYER_HEIGHT >= enemy->pos.y + tolerance

329+ ) {

330+ if (player->damage_timer == 0) {

331+ if (player->health > 0) {

332+ player->health--;

333+ player->damage_timer = 80;

334+ player->velocity = 8.0;

335+ if (player->pos.x + PLAYER_WIDTH / 2.0 > enemy->pos.x + ENEMY_WIDTH / 2.0) {

336+ player->pos.x += 20.0;

337+ }

338+ else {

339+ player->pos.x -= 20.0;

340+ }

341+ if (player->held_enemy != NULL) {

342+ player->held_enemy = NULL;

343+ }

344+ }

345+ }

346+ }

347+ }

348+ }

349+ }

350+ // fall out of map

351+ if (player->pos.y > TILE_HEIGHT * game->level->height) {

352+ if (player->health > 0) {

353+ player->health = 0;

354+ }

355+ }

356+ // update timer

357+ if (player->on_ground && player->moving) {

358+ timer_update(player->timer_walking);

359+ timer_update(player->timer_sneaking);

360+ }

361+ else {

362+ timer_reset(player->timer_walking);

363+ timer_reset(player->timer_sneaking);

364+ }

365+}

366+

367+void player_draw(player_t *player, game_t *game) {

368+ pos_t pos = pos_snap(player->pos);

369+ int frame = (player->sneaking || player->shooting)

370+ ? timer_get(player->timer_sneaking)

371+ : timer_get(player->timer_walking);

372+ if (player->damage_timer / 4 % 2 == 0) {

373+ if (player->sneaking) {

374+ if (player->dir > 0) {

375+ DrawTextureRec(game->assets.entities, texture_rect(frame, 6, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

376+ }

377+ else {

378+ DrawTextureRec(game->assets.entities, texture_rect(frame, 7, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

379+ }

380+ }

381+ else {

382+ if (player->dir > 0) {

383+ DrawTextureRec(game->assets.entities, texture_rect(frame, 4, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

384+ }

385+ else {

386+ DrawTextureRec(game->assets.entities, texture_rect(frame, 5, PLAYER_WIDTH, PLAYER_HEIGHT), pos, WHITE);

387+ }

388+ }

389+ if (player->shooting) {

390+ float y = player->sneaking ? pos.y + 8 * SCALE : pos.y + 7 * SCALE;

391+ if (player->dir > 0) {

392+ DrawRectangle(pos.x + PLAYER_WIDTH, y, player->shooting_distance, 1 * SCALE, BLUE);

393+ }

394+ else {

395+ DrawRectangle(pos.x - player->shooting_distance, y, player->shooting_distance, 1 * SCALE, BLUE);

396+ }

397+ }

398+ }

399+}

400+

401+void player_free(player_t *player) {

402+ timer_free(player->timer_walking);

403+ timer_free(player->timer_sneaking);

404+ free(player);

405+}

406

407

diff --git a/src/player.h b/src/player.h

new file mode 100644

index 0000000..3a2ee9c

--- /dev/null

+++ b/src/player.h

1@@ -0,0 +1,32 @@

2+#pragma once

3+

4+typedef struct Player player_t;

5+

6+#include "util.h"

7+#include "enemy.h"

8+#include "game.h"

9+#include "entity.h"

10+

11+struct Player {

12+ pos_t pos;

13+ int health;

14+ bool on_ground;

15+ float velocity;

16+ float gravity;

17+ int dir;

18+ bool sneaking;

19+ bool shooting;

20+ int damage_timer;

21+ float fall_height;

22+ enemy_t *held_enemy;

23+ bool moving;

24+ timer_t *timer_walking;

25+ timer_t *timer_sneaking;

26+ entity_t *target_entity;

27+ float shooting_distance;

28+};

29+

30+player_t *player_create(pos_t pos);

31+void player_update(player_t *player, game_t *game);

32+void player_draw(player_t *player, game_t *game);

33+void player_free(player_t *player);

34

35

diff --git a/src/tile.c b/src/tile.c

new file mode 100644

index 0000000..9ac095f

--- /dev/null

+++ b/src/tile.c

1@@ -0,0 +1,110 @@

2+#include <stdlib.h>

3+

4+#include "entity.h"

5+#include "tile.h"

6+#include "const.h"

7+#include "util.h"

8+

9+/* ########################################################################## */

10+/* # Tile # */

11+/* ########################################################################## */

12+

13+tile_t *tile_create(pos_t pos, tile_e type) {

14+ tile_t *tile = malloc(sizeof(tile_t));

15+ tile->pos = pos;

16+ tile->type = type;

17+ return tile;

18+}

19+

20+void tile_update(tile_t *tile, game_t *game) {

21+ UNUSED(tile);

22+ UNUSED(game);

23+}

24+

25+void tile_draw(tile_t *tile, game_t *game) {

26+ switch (tile->type) {

27+ case TILE_AIR: {

28+ break;

29+ }

30+ case TILE_STONE: {

31+ DrawTextureRec(game->assets.tiles, texture_rect(0, 0, TILE_WIDTH, TILE_HEIGHT), tile->pos, WHITE);

32+ break;

33+ }

34+ case TILE_STONE_JOINT: {

35+ DrawTextureRec(game->assets.tiles, texture_rect(1, 0, TILE_WIDTH, TILE_HEIGHT), tile->pos, WHITE);

36+ break;

37+ }

38+ case TILE_STONE_WALL: {

39+ DrawTextureRec(game->assets.tiles, texture_rect(2, 0, TILE_WIDTH, TILE_HEIGHT), tile->pos, WHITE);

40+ break;

41+ }

42+ case TILE_GRASS: {

43+ DrawTextureRec(game->assets.tiles, texture_rect(3, 0, TILE_WIDTH, TILE_HEIGHT), tile->pos, WHITE);

44+ break;

45+ }

46+ case TILE_WOOD_PLATFORM: {

47+ DrawTextureRec(game->assets.tiles, texture_rect(4, 0, TILE_WIDTH, TILE_HEIGHT), tile->pos, WHITE);

48+ break;

49+ }

50+ case TILE_SNOW: {

51+ DrawTextureRec(game->assets.tiles, texture_rect(5, 0, TILE_WIDTH, TILE_HEIGHT), tile->pos, WHITE);

52+ break;

53+ }

54+ case TILE_SAND: {

55+ DrawTextureRec(game->assets.tiles, texture_rect(6, 0, TILE_WIDTH, TILE_HEIGHT), tile->pos, WHITE);

56+ break;

57+ }

58+ }

59+}

60+

61+tile_t *tile_get(game_t *game, int x, int y) {

62+ for (int i = 0; i < game->tiles_len; i++) {

63+ tile_t *tile = game->tiles[i];

64+ if (x >= tile->pos.x && x <= tile->pos.x + TILE_WIDTH) {

65+ if (y >= tile->pos.y && y <= tile->pos.y + TILE_HEIGHT) {

66+ return tile;

67+ }

68+ }

69+ }

70+ return NULL;

71+}

72+

73+bool tile_ground(tile_t *tile) {

74+ switch (tile->type) {

75+ case TILE_STONE:

76+ case TILE_GRASS:

77+ case TILE_WOOD_PLATFORM:

78+ case TILE_STONE_JOINT:

79+ case TILE_SNOW:

80+ case TILE_SAND:

81+ return true;

82+ default:

83+ return false;

84+ }

85+}

86+

87+bool tile_solid(tile_t *tile) {

88+ switch (tile->type) {

89+ case TILE_STONE:

90+ case TILE_GRASS:

91+ case TILE_STONE_JOINT:

92+ case TILE_SNOW:

93+ case TILE_SAND:

94+ return true;

95+ default:

96+ return false;

97+ }

98+}

99+

100+bool tile_wall(tile_t *tile) {

101+ switch (tile->type) {

102+ case TILE_STONE_WALL:

103+ return true;

104+ default:

105+ return false;

106+ }

107+}

108+

109+void tile_free(tile_t *tile) {

110+ free(tile);

111+}

112

113

diff --git a/src/tile.h b/src/tile.h

new file mode 100644

index 0000000..11b4976

--- /dev/null

+++ b/src/tile.h

1@@ -0,0 +1,31 @@

2+#pragma once

3+

4+typedef struct Tile tile_t;

5+

6+#include "util.h"

7+#include "game.h"

8+

9+typedef enum {

10+ TILE_AIR,

11+ TILE_WOOD_PLATFORM,

12+ TILE_STONE_JOINT,

13+ TILE_STONE_WALL,

14+ TILE_GRASS,

15+ TILE_STONE,

16+ TILE_SNOW,

17+ TILE_SAND,

18+} tile_e;

19+

20+struct Tile {

21+ pos_t pos;

22+ tile_e type;

23+};

24+

25+tile_t *tile_create(pos_t pos, tile_e type);

26+void tile_update(tile_t *tile, game_t *game);

27+void tile_draw(tile_t *tile, game_t *game);

28+tile_t *tile_get(game_t *game, int x, int y);

29+bool tile_ground(tile_t *tile);

30+bool tile_solid(tile_t *tile);

31+bool tile_wall(tile_t *tile);

32+void tile_free(tile_t *tile);

33

34

diff --git a/src/util.c b/src/util.c

new file mode 100644

index 0000000..a26987f

--- /dev/null

+++ b/src/util.c

1@@ -0,0 +1,124 @@

2+#include <stdlib.h>

3+#include <string.h>

4+

5+#include "util.h"

6+#include "const.h"

7+

8+timer_t *timer_create(int frames, int step) {

9+ timer_t *timer = malloc(sizeof(timer_t));

10+ timer->frames = step * frames;

11+ timer->count = 0;

12+ timer->step = step;

13+ return timer;

14+}

15+

16+bool timer_check(timer_t *timer) {

17+ return timer->count == 0;

18+}

19+

20+void timer_update(timer_t *timer) {

21+ if (timer->count >= timer->frames) {

22+ timer->count = 0;

23+ }

24+ else {

25+ timer->count++;

26+ }

27+}

28+

29+void timer_reset(timer_t *timer) {

30+ timer->count = 0;

31+}

32+

33+int timer_get(timer_t *timer) {

34+ return timer->count / timer->step;

35+}

36+

37+void timer_free(timer_t *timer) {

38+ free(timer);

39+}

40+

41+pos_t pos_snap(pos_t vec) {

42+ return (pos_t) { (int) vec.x, (int) vec.y };

43+}

44+

45+rect_t rect_from_pos(pos_t pos, int width, int height) {

46+ return (rect_t) { pos.x, pos.y, width, height };

47+}

48+

49+bool rect_collide(rect_t a, rect_t b) {

50+ return !(

51+ a.x > b.x + b.width ||

52+ a.x + a.width < b.x ||

53+ a.y + a.height < b.y ||

54+ a.y > b.y + b.height

55+ );

56+}

57+

58+Texture2D texture_load(char *filename, int scale) {

59+ Image image = LoadImage(filename);

60+ ImageResizeNN(&image, scale * image.width, scale * image.height);

61+ Texture2D texture = LoadTextureFromImage(image);

62+ UnloadImage(image);

63+ return texture;

64+}

65+

66+Rectangle texture_rect(int x, int y, int width, int height) {

67+ return (Rectangle) { x * width, y * height, width, height };

68+}

69+

70+

71+void text_draw(pos_t pos, char *text, text_alignment_e alignment, game_t *game) {

72+ pos_t text_pos = pos;

73+ int text_len = strlen(text);

74+ float text_width = text_len * (FONT_WIDTH + FONT_WIDTH / 3.0);

75+ switch (alignment) {

76+ case TEXT_ALIGNMENT_LEFT:

77+ break;

78+ case TEXT_ALIGNMENT_RIGHT:

79+ text_pos.x -= text_width;

80+ break;

81+ case TEXT_ALIGNMENT_CENTER: {

82+ text_pos.x -= text_width / 2.0;

83+ break;

84+ }

85+ }

86+ for (int i = 0; i < text_len; i++) {

87+ char c = text[i];

88+ int x = 0;

89+ int y = 0;

90+ if (c >= 48 && c <= 58) {

91+ x = text[i] - 48;

92+ y = 0;

93+ }

94+ else if (c >= 65 && c <= 90) {

95+ x = (text[i] - 65) % 10;

96+ y = (text[i] - 65) / 10 + 1;

97+ }

98+ else if (c >= 97 && c <= 122) {

99+ x = (text[i] - 97) % 10;

100+ y = (text[i] - 97) / 10 + 1;

101+ }

102+ else if (c == ' ') {

103+ x = 9;

104+ y = 3;

105+ }

106+ else if (c == '+') {

107+ x = 7;

108+ y = 3;

109+ }

110+ else if (c == '-') {

111+ x = 8;

112+ y = 3;

113+ }

114+ else {

115+ x = 6;

116+ y = 3;

117+ }

118+ DrawTextureRec(

119+ game->assets.font,

120+ texture_rect(x, y, FONT_WIDTH, FONT_HEIGHT),

121+ pos_snap((pos_t) { text_pos.x + i * (FONT_WIDTH + FONT_WIDTH / 3.0), text_pos.y }),

122+ WHITE

123+ );

124+ }

125+}

126

127

diff --git a/src/util.h b/src/util.h

new file mode 100644

index 0000000..3b7b2b0

--- /dev/null

+++ b/src/util.h

1@@ -0,0 +1,42 @@

2+#pragma once

3+

4+#include <stdbool.h>

5+

6+#include "libs/raylib.h"

7+

8+#define UNUSED(x) (void)(x)

9+

10+typedef Vector2 pos_t;

11+typedef Rectangle rect_t;

12+typedef struct Timer timer_t;

13+

14+#include "game.h"

15+

16+struct Timer {

17+ int frames;

18+ int count;

19+ int step;

20+};

21+

22+timer_t *timer_create(int frames, int step);

23+bool timer_check(timer_t *timer);

24+void timer_update(timer_t *timer);

25+void timer_reset(timer_t *timer);

26+int timer_get(timer_t *timer);

27+void timer_free(timer_t *timer);

28+

29+pos_t pos_snap(pos_t vec);

30+

31+rect_t rect_from_pos(pos_t pos, int width, int height);

32+bool rect_collide(rect_t a, rect_t b);

33+

34+Texture texture_load(char *filename, int scale);

35+Rectangle texture_rect(int x, int y, int width, int height);

36+

37+typedef enum {

38+ TEXT_ALIGNMENT_LEFT,

39+ TEXT_ALIGNMENT_RIGHT,

40+ TEXT_ALIGNMENT_CENTER,

41+} text_alignment_e;

42+

43+void text_draw(pos_t pos, char *text, text_alignment_e alignment, game_t *game);

44

45

diff --git a/todo.md b/todo.md

new file mode 100644

index 0000000..be5c238

--- /dev/null

+++ b/todo.md

1@@ -0,0 +1,17 @@

2+Todos

3+=====

4+

5+- [x] Improve freeze target detection

6+- [x] Adjust win conditions (check if all gates are frozen)

7+- [x] Add ceiling collision

8+- [x] Victory/Defeat screen (delay)

9+- [x] Add title screen

10+- [ ] Create a file format for designing levels (also entity/tile state)

11+- [ ] Add wall collision

12+- [ ] Add move velocity (for damage and maybe icy surfaces)

13+- [x] Stop enemy movement on walls

14+- [ ] Stop freeze laser on walls

15+- [ ] Add hitboxes (make them visible in debug mode)

16+- [ ] Add countdown

17+- [ ] Add new enemies

18+- [ ] Add boss

19

20