5 Commits

Author SHA1 Message Date
Sebastian ce675b1430 virtual ports working - ui needs some work 2026-06-24 00:38:49 +02:00
Sebastian 3de17a3b43 Merge branch 'refactor-orbit-ui' into orbit-ui 2026-06-23 09:52:30 +02:00
Sebastian d69368322e show ui only on selected nodes 2026-05-04 13:42:31 +02:00
Sebastian @ HfG 2cc6839009 upgrade to libremidi 5.1, raylib and raygui latest 2025-06-13 19:16:35 +02:00
Sebastian @ HfG 62454960d1 cmath define added for windows - failing at coroutine handle void 2025-06-13 19:14:16 +02:00
23 changed files with 2420 additions and 1044 deletions
@@ -32,6 +32,7 @@ NAMESPACE_LIBREMIDI {
} }
#endif #endif
#include <init/Microsoft.Windows.Devices.Midi2.Initialization.hpp>
// clang-format on // clang-format on
namespace midi2 = winrt::Microsoft::Windows::Devices::Midi2; namespace midi2 = winrt::Microsoft::Windows::Devices::Midi2;
+27
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@@ -0,0 +1,27 @@
## style: dark
Classical dark style with an extra high-def colour touch! Elegant and professional, perfect for the expensive tools!
![dark style table](style_dark.png)
## style: provided files
Several options are provided to add the style to a `raygui` application, choose the one that better fits the project.
| file name | description |
| :-------- | :---------- |
| `style_dark.rgs` | Binary style file (raygui 4.0), font data compressed (recs, glyphs) |
| `style_dark.txt.rgs` | Text style file, no font data, requires external font provided |
| `style_dark.old.rgs` | Binary style file (raygui 3.x), font data uncompressed (recs, glyphs) |
| `style_dark.h` | Embeddable style as code file, self-contained, includes font data |
| `style_dark.png` | Style table image, contains `rGSf` chunk with binary `rgs` file data |
## screenshot
![dark style screen](screenshot.png)
## about font
"Pixel Operator" font by de Jayvee Enaguas.
CC0 1.0 Universal, downloaded from dafont.com: [pixel-operator](https://www.dafont.com/pixel-operator.font)
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+218 -218
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@@ -7,7 +7,7 @@
// more info and bugs-report: github.com/raysan5/raygui // // more info and bugs-report: github.com/raysan5/raygui //
// feedback and support: ray[at]raylibtech.com // // feedback and support: ray[at]raylibtech.com //
// // // //
// Copyright (c) 2020-2024 raylib technologies (@raylibtech) // // Copyright (c) 2020-2025 raylib technologies (@raylibtech) //
// // // //
////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////
@@ -15,144 +15,144 @@
// Custom style name: Dark // Custom style name: Dark
static const GuiStyleProp darkStyleProps[DARK_STYLE_PROPS_COUNT] = { static const GuiStyleProp darkStyleProps[DARK_STYLE_PROPS_COUNT] = {
{ 0, 0, (long int)0x878787ff }, // DEFAULT_BORDER_COLOR_NORMAL { 0, 0, (int)0x878787ff }, // DEFAULT_BORDER_COLOR_NORMAL
{ 0, 1, (long int)0x2c2c2cff }, // DEFAULT_BASE_COLOR_NORMAL { 0, 1, (int)0x2c2c2cff }, // DEFAULT_BASE_COLOR_NORMAL
{ 0, 2, (long int)0xc3c3c3ff }, // DEFAULT_TEXT_COLOR_NORMAL { 0, 2, (int)0xc3c3c3ff }, // DEFAULT_TEXT_COLOR_NORMAL
{ 0, 3, (long int)0xe1e1e1ff }, // DEFAULT_BORDER_COLOR_FOCUSED { 0, 3, (int)0xe1e1e1ff }, // DEFAULT_BORDER_COLOR_FOCUSED
{ 0, 4, (long int)0x848484ff }, // DEFAULT_BASE_COLOR_FOCUSED { 0, 4, (int)0x848484ff }, // DEFAULT_BASE_COLOR_FOCUSED
{ 0, 5, (long int)0x181818ff }, // DEFAULT_TEXT_COLOR_FOCUSED { 0, 5, (int)0x181818ff }, // DEFAULT_TEXT_COLOR_FOCUSED
{ 0, 6, (long int)0x000000ff }, // DEFAULT_BORDER_COLOR_PRESSED { 0, 6, (int)0x000000ff }, // DEFAULT_BORDER_COLOR_PRESSED
{ 0, 7, (long int)0xefefefff }, // DEFAULT_BASE_COLOR_PRESSED { 0, 7, (int)0xefefefff }, // DEFAULT_BASE_COLOR_PRESSED
{ 0, 8, (long int)0x202020ff }, // DEFAULT_TEXT_COLOR_PRESSED { 0, 8, (int)0x202020ff }, // DEFAULT_TEXT_COLOR_PRESSED
{ 0, 9, (long int)0x6a6a6aff }, // DEFAULT_BORDER_COLOR_DISABLED { 0, 9, (int)0x6a6a6aff }, // DEFAULT_BORDER_COLOR_DISABLED
{ 0, 10, (long int)0x818181ff }, // DEFAULT_BASE_COLOR_DISABLED { 0, 10, (int)0x818181ff }, // DEFAULT_BASE_COLOR_DISABLED
{ 0, 11, (long int)0x606060ff }, // DEFAULT_TEXT_COLOR_DISABLED { 0, 11, (int)0x606060ff }, // DEFAULT_TEXT_COLOR_DISABLED
{ 0, 16, (long int)0x00000010 }, // DEFAULT_TEXT_SIZE { 0, 16, (int)0x00000010 }, // DEFAULT_TEXT_SIZE
{ 0, 17, (long int)0x00000000 }, // DEFAULT_TEXT_SPACING { 0, 17, (int)0x00000000 }, // DEFAULT_TEXT_SPACING
{ 0, 18, (long int)0x9d9d9dff }, // DEFAULT_LINE_COLOR { 0, 18, (int)0x9d9d9dff }, // DEFAULT_LINE_COLOR
{ 0, 19, (long int)0x3c3c3cff }, // DEFAULT_BACKGROUND_COLOR { 0, 19, (int)0x3c3c3cff }, // DEFAULT_BACKGROUND_COLOR
{ 0, 20, (long int)0x00000018 }, // DEFAULT_TEXT_LINE_SPACING { 0, 20, (int)0x00000018 }, // DEFAULT_TEXT_LINE_SPACING
{ 1, 5, (long int)0xf7f7f7ff }, // LABEL_TEXT_COLOR_FOCUSED { 1, 5, (int)0xf7f7f7ff }, // LABEL_TEXT_COLOR_FOCUSED
{ 1, 8, (long int)0x898989ff }, // LABEL_TEXT_COLOR_PRESSED { 1, 8, (int)0x898989ff }, // LABEL_TEXT_COLOR_PRESSED
{ 4, 5, (long int)0xb0b0b0ff }, // SLIDER_TEXT_COLOR_FOCUSED { 4, 5, (int)0xb0b0b0ff }, // SLIDER_TEXT_COLOR_FOCUSED
{ 5, 5, (long int)0x848484ff }, // PROGRESSBAR_TEXT_COLOR_FOCUSED { 5, 5, (int)0x848484ff }, // PROGRESSBAR_TEXT_COLOR_FOCUSED
{ 9, 5, (long int)0xf5f5f5ff }, // TEXTBOX_TEXT_COLOR_FOCUSED { 9, 5, (int)0xf5f5f5ff }, // TEXTBOX_TEXT_COLOR_FOCUSED
{ 10, 5, (long int)0xf6f6f6ff }, // VALUEBOX_TEXT_COLOR_FOCUSED { 10, 5, (int)0xf6f6f6ff }, // VALUEBOX_TEXT_COLOR_FOCUSED
}; };
// WARNING: This style uses a custom font: "PixelOperator.ttf" (size: 16, spacing: 0) // WARNING: This style uses a custom font: "PixelOperator.ttf" (size: 16, spacing: 0)
#define DARK_STYLE_FONT_ATLAS_COMP_SIZE 2126 #define DARK_STYLE_FONT_ATLAS_COMP_SIZE 2138
// Font atlas image pixels data: DEFLATE compressed // Font atlas image pixels data: DEFLATE compressed
static unsigned char darkFontData[DARK_STYLE_FONT_ATLAS_COMP_SIZE] = { 0xed, static unsigned char darkFontData[DARK_STYLE_FONT_ATLAS_COMP_SIZE] = { 0xed,
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0xea, 0x7f, 0x6e, 0xdc, 0x56, 0xff, 0x2b, 0x56, 0x8c, 0xf3, 0x9f, 0x7a, 0xc5, 0xf9, 0x7f, 0xef, 0x4c, 0xe3, 0xe7, 0xd7, 0x0b, 0x63, 0xe8, 0x35, 0x4f, 0xa1, 0xbc, 0x17, 0xff, 0x73, 0x77, 0x86, 0x4f, 0x1e, 0xff, 0x9f, 0x1e, 0xff, 0xb3, 0x57,
0x7f, 0x7d, 0xd2, 0xf9, 0x9a, 0xf3, 0xcd, 0x76, 0xe9, 0x77, 0x61, 0xee, 0xfa, 0x4e, 0xf2, 0x9e, 0x16, 0xb3, 0x66, 0xed, 0x25, 0x36, 0xcd, 0xff, 0x9f, 0x8e, 0x34, 0x7e, 0x7f, 0xfc, 0x8f, 0xad, 0x7b, 0xf7, 0xd7, 0xe7, 0x9b, 0xe3, 0xd0, 0x67,
0x23, 0xf3, 0x94, 0xde, 0xda, 0xa7, 0x39, 0xc5, 0xa2, 0x4a, 0xcf, 0x5d, 0xe5, 0xdd, 0x73, 0xfd, 0x7f, 0xef, 0x37, 0x8a, 0x61, 0xce, 0x79, 0x8a, 0xe3, 0xfd, 0x99, 0xcd, 0xfc, 0xae, 0xa8, 0xeb, 0xef, 0xff, 0x8f, 0x65, 0xfd, 0x7f, 0xef, 0x93,
0xaa, 0xb7, 0x50, 0xfd, 0x7f, 0xa3, 0x0f, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xdb, 0x2d, 0xbb, 0xee, 0xff, 0xef, 0x7d, 0xa2, 0xa8, 0xfb, 0x0c, 0xc5, 0xff, 0x37, 0xda, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0xee, 0xd0, 0xdb, 0x9b, 0xa8, 0x5f, 0x9f, 0x82, 0x71, 0x7b, 0xa2, 0xfe, 0xdb, 0x5d, 0x33, 0xed, 0xda, 0x44, 0xfd, 0xd6, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0xe2, 0x73, 0xf2, 0x2b, 0x72, 0xeb, 0xf7, 0xe7, 0xc3, 0x38, 0x3d, 0xb7, 0xfe,
0x95, 0x4c, 0xf4, 0xbd, 0x44, 0xfd, 0xdf, 0x78, 0xc7, 0xc7, 0x6d, 0x89, 0xfa, 0x75, 0x77, 0x4e, 0xdf, 0x9e, 0xa8, 0xdf, 0xdd, 0xfb, 0x33, 0xe3, 0xd8, 0xdc, 0xfa, 0xe3, 0x51, 0x8e, 0xa2, 0xef, 0xe5, 0xd6, 0xf7, 0xee, 0xc7, 0xd3, 0xb7, 0x64,
0x5e, 0xf2, 0x87, 0x6e, 0x4e, 0xd4, 0xcf, 0xdf, 0x3b, 0x75, 0x6b, 0xa2, 0x3e, 0x6b, 0xef, 0x98, 0xec, 0xed, 0xfb, 0xe3, 0xd6, 0xe5, 0xd6, 0xef, 0x7b, 0x87, 0xfa, 0xf4, 0xdc, 0xfa, 0xe3, 0x26, 0x13, 0xd1, 0xc9, 0xb9, 0xf5, 0xeb, 0x6f, 0x51,
0xe0, 0x31, 0x5b, 0x75, 0x77, 0x69, 0x7c, 0xf4, 0xce, 0xcf, 0xf1, 0x8c, 0xa6, 0x15, 0x3d, 0x4a, 0xe5, 0x5d, 0x9a, 0xeb, 0x9d, 0x9a, 0x5b, 0x9f, 0xb5, 0xef, 0x4e, 0x3e, 0x6d, 0xfb, 0xe3, 0xc5, 0x6b, 0xf6, 0x46, 0x36, 0x84, 0x93, 0x6b, 0x64,
0x13, 0xf5, 0x7f, 0x4a, 0xbd, 0xee, 0x4a, 0xd4, 0x7f, 0xcf, 0x19, 0x8b, 0x4d, 0xdb, 0x1f, 0x43, 0xf3, 0xc6, 0xb5, 0x89, 0x3e, 0x5b, 0xd3, 0x8a, 0x16, 0xa5, 0xf3, 0x7d, 0xcd, 0xb3, 0x73, 0xeb, 0x7f, 0x3d, 0xc6, 0xeb, 0xd9, 0x58, 0xa3, 0x9c,
0x5a, 0xcf, 0xfd, 0xe8, 0xbd, 0xcf, 0x47, 0xf8, 0x76, 0xa2, 0xf6, 0x6f, 0xab, 0xff, 0x55, 0xfb, 0x29, 0x8a, 0xaa, 0xae, 0xf3, 0xbe, 0xef, 0x5d, 0xed, 0x48, 0x8d, 0x1b, 0xd7, 0xe6, 0xd6, 0xba, 0x6e, 0x47, 0xcf, 0xdd, 0x29, 0xe1, 0xdb, 0xb9,
0xf7, 0x95, 0x7d, 0x59, 0x41, 0x75, 0xf5, 0x1f, 0xe5, 0xaf, 0xed, 0x4d, 0xd4, 0xca, 0xae, 0x27, 0xa8, 0xff, 0xef, 0xac, 0xb5, 0xc5, 0x7f, 0x4f, 0xab, 0x1b, 0x4d, 0x51, 0xf7, 0xf4, 0x93, 0x7d, 0x59, 0x83, 0xfa, 0xe2, 0x3f, 0xda, 0x3f, 0xdb,
0x01, 0xe4, 0xd6, 0xad, 0xe6, 0x12, 0x75, 0x4f, 0xb6, 0x80, 0x9d, 0x89, 0x5a, 0x5f, 0xaf, 0xff, 0xcc, 0xac, 0x5c, 0xfd, 0x9b, 0x5b, 0xab, 0xba, 0x9e, 0x20, 0xfe, 0x7f, 0x57, 0x3b, 0x90, 0x99, 0xd1, 0x3e, 0x29, 0xf7, 0x37, 0x6b, 0xc0, 0xce,
0xdf, 0x39, 0xff, 0x8f, 0xb2, 0x57, 0x32, 0xbd, 0x46, 0x7e, 0xfd, 0xff, 0xcb, 0x4f, 0xd4, 0xfa, 0x99, 0xf5, 0x7f, 0x47, 0xdc, 0x5a, 0x5f, 0x8f, 0xff, 0x4a, 0xff, 0x20, 0xfe, 0x7f, 0xcf, 0xf8, 0xbf, 0xaf, 0x2f, 0xaf, 0xaf, 0xff, 0x7f, 0x79,
0xa2, 0xae, 0xfa, 0x3f, 0x33, 0xff, 0x5f, 0xf7, 0x54, 0x82, 0x9d, 0x89, 0xba, 0xc6, 0xff, 0x55, 0x15, 0x71, 0x77, 0x95, 0x6f, 0xad, 0xdf, 0x19, 0xff, 0x67, 0xe4, 0xd6, 0x15, 0xff, 0xef, 0x8c, 0xff, 0x6b, 0xfb, 0x13, 0xac, 0x58, 0xcd, 0xed,
0xdf, 0x95, 0x9b, 0xfb, 0xcd, 0xf3, 0xff, 0xdc, 0x93, 0x40, 0xb3, 0x3d, 0xc0, 0xbe, 0x84, 0xd6, 0x13, 0x89, 0xfa, 0x12, 0x9d, 0x4d, 0x88, 0xff, 0xd5, 0x75, 0xe7, 0xa4, 0x9d, 0x21, 0xc4, 0x78, 0x7d, 0xfe, 0x5f, 0xdb, 0x13, 0xb4, 0xda, 0x02,
0x75, 0x67, 0x8e, 0xd7, 0xf3, 0xec, 0xef, 0x9b, 0xd7, 0x63, 0x6e, 0x9f, 0xff, 0xd7, 0x5e, 0xab, 0xf9, 0xe7, 0x9a, 0xd2, 0xec, 0xcb, 0xd5, 0xfa, 0x46, 0x6e, 0x7d, 0xb9, 0x75, 0x67, 0xae, 0xd7, 0xf5, 0xe8, 0xef, 0x9b, 0xf7, 0x63, 0x4e, 0x1f,
0xea, 0x15, 0xef, 0x55, 0xf3, 0xff, 0xda, 0x2b, 0x5b, 0x12, 0x75, 0xab, 0x8f, 0xda, 0x6f, 0x5f, 0xff, 0x3b, 0xdb, 0xd3, 0xff, 0xf7, 0xde, 0xab, 0xf9, 0xff, 0x35, 0xa5, 0xd5, 0x2b, 0xde, 0xab, 0xc6, 0xff, 0x2b, 0xda, 0xd8, 0x37, 0x4b, 0x63,
0xc0, 0xee, 0x79, 0xed, 0xf9, 0x9e, 0x10, 0xf8, 0xda, 0x37, 0xb9, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xcd, 0xbd, 0xa3, 0xfe, 0x33, 0x8c, 0xa6, 0xd1, 0x1f, 0xef, 0xb4, 0x1a, 0xb0, 0x66, 0x9c, 0xf1, 0x7e, 0x4b, 0x08, 0x7c,
0xed, 0x49, 0x2e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0xf9, 0xef, 0x3f, 0xfb, 0x01, 0xd4, 0x3f, 0x00, 0x00, 0x00, 0x80, 0x93, 0xfc, 0xfb, 0x9f, 0x72, 0x00, 0xf1, 0x0f, 0xfc, 0x75, 0xf1, 0xff, 0x2f };
0xf0, 0xeb, 0xea, 0xff, 0x3f };
// Font glyphs rectangles data (on atlas) // Font glyphs rectangles data (on atlas)
static const Rectangle darkFontRecs[189] = { static const Rectangle darkFontRecs[189] = {
@@ -257,100 +257,100 @@ static const Rectangle darkFontRecs[189] = {
{ 218, 52, 6 , 9 }, { 218, 52, 6 , 9 },
{ 232, 52, 5 , 9 }, { 232, 52, 5 , 9 },
{ 245, 52, 5 , 12 }, { 245, 52, 5 , 12 },
{ 258, 52, 5 , 9 }, { 258, 52, 0 , 0 },
{ 271, 52, 5 , 10 }, { 266, 52, 5 , 10 },
{ 284, 52, 7 , 9 }, { 279, 52, 7 , 9 },
{ 299, 52, 5 , 9 }, { 294, 52, 0 , 0 },
{ 312, 52, 6 , 5 }, { 302, 52, 6 , 5 },
{ 326, 52, 5 , 3 }, { 316, 52, 5 , 3 },
{ 339, 52, 7 , 9 }, { 329, 52, 7 , 9 },
{ 354, 52, 5 , 9 }, { 344, 52, 0 , 0 },
{ 367, 52, 4 , 4 }, { 352, 52, 4 , 4 },
{ 379, 52, 5 , 7 }, { 364, 52, 5 , 7 },
{ 392, 52, 5 , 9 }, { 377, 52, 0 , 0 },
{ 405, 52, 5 , 9 }, { 385, 52, 0 , 0 },
{ 418, 52, 5 , 12 }, { 393, 52, 5 , 12 },
{ 431, 52, 5 , 9 }, { 406, 52, 5 , 9 },
{ 444, 52, 7 , 9 }, { 419, 52, 7 , 9 },
{ 459, 52, 1 , 1 }, { 434, 52, 1 , 1 },
{ 468, 52, 5 , 10 }, { 443, 52, 5 , 10 },
{ 481, 52, 5 , 9 }, { 456, 52, 0 , 0 },
{ 494, 52, 5 , 9 }, { 464, 52, 0 , 0 },
{ 4, 76, 6 , 5 }, { 472, 52, 6 , 5 },
{ 18, 76, 9 , 9 }, { 486, 52, 9 , 9 },
{ 35, 76, 9 , 7 }, { 4, 76, 9 , 7 },
{ 52, 76, 5 , 11 }, { 21, 76, 5 , 11 },
{ 65, 76, 5 , 9 }, { 34, 76, 5 , 9 },
{ 78, 76, 5 , 12 }, { 47, 76, 5 , 12 },
{ 91, 76, 5 , 12 }, { 60, 76, 5 , 12 },
{ 104, 76, 5 , 12 }, { 73, 76, 5 , 12 },
{ 117, 76, 6 , 12 }, { 86, 76, 6 , 12 },
{ 131, 76, 5 , 11 }, { 100, 76, 5 , 11 },
{ 144, 76, 5 , 13 }, { 113, 76, 5 , 13 },
{ 157, 76, 9 , 9 }, { 126, 76, 9 , 9 },
{ 174, 76, 5 , 12 }, { 143, 76, 5 , 12 },
{ 187, 76, 5 , 12 }, { 156, 76, 5 , 12 },
{ 200, 76, 5 , 12 }, { 169, 76, 5 , 12 },
{ 213, 76, 5 , 12 }, { 182, 76, 5 , 12 },
{ 226, 76, 5 , 11 }, { 195, 76, 5 , 11 },
{ 239, 76, 2 , 12 }, { 208, 76, 2 , 12 },
{ 249, 76, 2 , 12 }, { 218, 76, 2 , 12 },
{ 259, 76, 3 , 12 }, { 228, 76, 3 , 12 },
{ 270, 76, 3 , 11 }, { 239, 76, 3 , 11 },
{ 281, 76, 6 , 9 }, { 250, 76, 6 , 9 },
{ 295, 76, 6 , 12 }, { 264, 76, 6 , 12 },
{ 309, 76, 5 , 12 }, { 278, 76, 5 , 12 },
{ 322, 76, 5 , 12 }, { 291, 76, 5 , 12 },
{ 335, 76, 5 , 12 }, { 304, 76, 5 , 12 },
{ 348, 76, 6 , 12 }, { 317, 76, 6 , 12 },
{ 362, 76, 5 , 11 }, { 331, 76, 5 , 11 },
{ 375, 76, 5 , 5 }, { 344, 76, 5 , 5 },
{ 388, 76, 7 , 9 }, { 357, 76, 7 , 9 },
{ 403, 76, 5 , 12 }, { 372, 76, 5 , 12 },
{ 416, 76, 5 , 12 }, { 385, 76, 5 , 12 },
{ 429, 76, 5 , 12 }, { 398, 76, 5 , 12 },
{ 442, 76, 5 , 11 }, { 411, 76, 5 , 11 },
{ 455, 76, 5 , 12 }, { 424, 76, 5 , 12 },
{ 468, 76, 5 , 9 }, { 437, 76, 5 , 9 },
{ 481, 76, 5 , 9 }, { 450, 76, 5 , 9 },
{ 494, 76, 5 , 10 }, { 463, 76, 5 , 10 },
{ 4, 100, 5 , 10 }, { 476, 76, 5 , 10 },
{ 17, 100, 5 , 10 }, { 489, 76, 5 , 10 },
{ 30, 100, 6 , 10 }, { 4, 100, 6 , 10 },
{ 44, 100, 5 , 9 }, { 18, 100, 5 , 9 },
{ 57, 100, 5 , 11 }, { 31, 100, 5 , 11 },
{ 70, 100, 9 , 7 }, { 44, 100, 9 , 7 },
{ 61, 100, 5 , 10 },
{ 74, 100, 5 , 10 },
{ 87, 100, 5 , 10 }, { 87, 100, 5 , 10 },
{ 100, 100, 5 , 10 }, { 100, 100, 5 , 10 },
{ 113, 100, 5 , 10 }, { 113, 100, 5 , 9 },
{ 126, 100, 5 , 10 }, { 126, 100, 2 , 10 },
{ 139, 100, 5 , 9 }, { 136, 100, 2 , 10 },
{ 152, 100, 2 , 10 }, { 146, 100, 3 , 10 },
{ 162, 100, 2 , 10 }, { 157, 100, 3 , 9 },
{ 172, 100, 3 , 10 }, { 168, 100, 6 , 9 },
{ 183, 100, 3 , 9 }, { 182, 100, 6 , 10 },
{ 194, 100, 6 , 9 }, { 196, 100, 5 , 10 },
{ 208, 100, 6 , 10 }, { 209, 100, 5 , 10 },
{ 222, 100, 5 , 10 }, { 222, 100, 5 , 10 },
{ 235, 100, 5 , 10 }, { 235, 100, 6 , 10 },
{ 248, 100, 5 , 10 }, { 249, 100, 5 , 9 },
{ 261, 100, 6 , 10 }, { 262, 100, 5 , 5 },
{ 275, 100, 5 , 9 }, { 275, 100, 7 , 7 },
{ 288, 100, 5 , 5 }, { 290, 100, 5 , 10 },
{ 301, 100, 7 , 7 }, { 303, 100, 5 , 10 },
{ 316, 100, 5 , 10 }, { 316, 100, 5 , 10 },
{ 329, 100, 5 , 10 }, { 329, 100, 5 , 9 },
{ 342, 100, 5 , 10 }, { 342, 100, 5 , 12 },
{ 355, 100, 5 , 9 }, { 355, 100, 5 , 11 },
{ 368, 100, 5 , 12 }, { 368, 100, 5 , 11 },
{ 381, 100, 5 , 11 },
{ 394, 100, 5 , 11 },
}; };
// Font glyphs info data // Font glyphs info data
// NOTE: No glyphs.image data provided // NOTE: No glyphs.image data provided
static const GlyphInfo darkFontGlyphs[189] = { static const GlyphInfo darkFontGlyphs[189] = {
{ 32, 0, 13, 4, { 0 }}, { 32, 0, 0, 4, { 0 }},
{ 33, 2, 4, 5, { 0 }}, { 33, 2, 4, 5, { 0 }},
{ 34, 2, 4, 7, { 0 }}, { 34, 2, 4, 7, { 0 }},
{ 35, 1, 4, 8, { 0 }}, { 35, 1, 4, 8, { 0 }},
@@ -451,25 +451,25 @@ static const GlyphInfo darkFontGlyphs[189] = {
{ 8364, 1, 4, 8, { 0 }}, { 8364, 1, 4, 8, { 0 }},
{ 165, 1, 4, 7, { 0 }}, { 165, 1, 4, 7, { 0 }},
{ 352, 1, 1, 7, { 0 }}, { 352, 1, 1, 7, { 0 }},
{ 167, 2, 4, 9, { 0 }}, { 167, 0, 0, 0, { 0 }},
{ 353, 1, 3, 7, { 0 }}, { 353, 1, 3, 7, { 0 }},
{ 169, 1, 4, 9, { 0 }}, { 169, 1, 4, 9, { 0 }},
{ 170, 2, 4, 9, { 0 }}, { 170, 0, 0, 0, { 0 }},
{ 171, 1, 6, 8, { 0 }}, { 171, 1, 6, 8, { 0 }},
{ 172, 1, 8, 7, { 0 }}, { 172, 1, 8, 7, { 0 }},
{ 174, 1, 4, 9, { 0 }}, { 174, 1, 4, 9, { 0 }},
{ 175, 2, 4, 9, { 0 }}, { 175, 0, 0, 0, { 0 }},
{ 176, 1, 4, 6, { 0 }}, { 176, 1, 4, 6, { 0 }},
{ 177, 1, 6, 7, { 0 }}, { 177, 1, 6, 7, { 0 }},
{ 178, 2, 4, 9, { 0 }}, { 178, 0, 0, 0, { 0 }},
{ 179, 2, 4, 9, { 0 }}, { 179, 0, 0, 0, { 0 }},
{ 381, 1, 1, 7, { 0 }}, { 381, 1, 1, 7, { 0 }},
{ 181, 1, 6, 7, { 0 }}, { 181, 1, 6, 7, { 0 }},
{ 182, 1, 4, 9, { 0 }}, { 182, 1, 4, 9, { 0 }},
{ 183, 2, 8, 5, { 0 }}, { 183, 2, 8, 5, { 0 }},
{ 382, 1, 3, 7, { 0 }}, { 382, 1, 3, 7, { 0 }},
{ 185, 2, 4, 9, { 0 }}, { 185, 0, 0, 0, { 0 }},
{ 186, 2, 4, 9, { 0 }}, { 186, 0, 0, 0, { 0 }},
{ 187, 1, 6, 8, { 0 }}, { 187, 1, 6, 8, { 0 }},
{ 338, 1, 4, 11, { 0 }}, { 338, 1, 4, 11, { 0 }},
{ 339, 1, 6, 11, { 0 }}, { 339, 1, 6, 11, { 0 }},
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@@ -1,22 +1,22 @@
/********************************************************************************************** /**********************************************************************************************
* *
* raylib v5.5-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * raylib v5.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* *
* FEATURES: * FEATURES:
* - NO external dependencies, all required libraries included with raylib * - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation * - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) * - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps * - Flexible Materials system, supporting classic maps and PBR maps
* - Animated 3D models supported (skeletal bones animation) (IQM) * - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
* - Shaders support, including Model shaders and Postprocessing shaders * - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters * - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available! * - Bindings to multiple programming languages available!
* *
@@ -27,29 +27,35 @@
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
* *
* DEPENDENCIES (included): * DEPENDENCIES (included):
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) * [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) * [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
* *
* OPTIONAL DEPENDENCIES (included): * OPTIONAL DEPENDENCIES (included):
* [rcore] msf_gif (Miles Fogle) for GIF recording * [rcore] msf_gif (Miles Fogle) for GIF recording
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms * [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) * [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
* [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_wav (David Reid) for WAV audio file loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
* *
* *
* LICENSE: zlib/libpng * LICENSE: zlib/libpng
@@ -57,7 +63,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software: * BSD-like license that allows static linking with closed source software:
* *
* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) * Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
* *
* This software is provided "as-is", without any express or implied warranty. In no event * This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software. * will the authors be held liable for any damages arising from the use of this software.
@@ -82,9 +88,9 @@
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback #include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#define RAYLIB_VERSION_MAJOR 5 #define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 5 #define RAYLIB_VERSION_MINOR 6
#define RAYLIB_VERSION_PATCH 0 #define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.5-dev" #define RAYLIB_VERSION "5.6-dev"
// Function specifiers in case library is build/used as a shared library // Function specifiers in case library is build/used as a shared library
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@@ -737,7 +743,7 @@ typedef enum {
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
} GamepadButton; } GamepadButton;
// Gamepad axis // Gamepad axes
typedef enum { typedef enum {
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
@@ -795,7 +801,8 @@ typedef enum {
SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform
} ShaderLocationIndex; } ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
@@ -811,6 +818,10 @@ typedef enum {
SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} ShaderUniformDataType; } ShaderUniformDataType;
@@ -877,8 +888,7 @@ typedef enum {
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
} CubemapLayout; } CubemapLayout;
// Font type, defines generation method // Font type, defines generation method
@@ -944,7 +954,7 @@ typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data typedef bool (*SaveFileTextCallback)(const char *fileName, const char *text); // FileIO: Save text data
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Global Variables Definition // Global Variables Definition
@@ -965,36 +975,36 @@ RLAPI void CloseWindow(void); // Close windo
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) RLAPI bool IsWindowFocused(void); // Check if window is currently focused
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP) RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP) RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) RLAPI void RestoreWindow(void); // Restore window from being minimized/maximized
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) RLAPI void SetWindowTitle(const char *title); // Set title for window
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) RLAPI void SetWindowFocused(void); // Set window focused
RLAPI void *GetWindowHandle(void); // Get native window handle RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI) RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI) RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
RLAPI int GetMonitorCount(void); // Get number of connected monitors RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
@@ -1006,6 +1016,7 @@ RLAPI Vector2 GetWindowScaleDPI(void); // Get window
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void SetClipboardText(const char *text); // Set clipboard text content RLAPI void SetClipboardText(const char *text); // Set clipboard text content
RLAPI const char *GetClipboardText(void); // Get clipboard text content RLAPI const char *GetClipboardText(void); // Get clipboard text content
RLAPI Image GetClipboardImage(void); // Get clipboard image content
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
@@ -1044,13 +1055,13 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1 // NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value and bind the texture (sampler2d)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions // Screen-space-related functions
@@ -1112,7 +1123,7 @@ RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save
RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success RLAPI bool SaveFileText(const char *fileName, const char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
//------------------------------------------------------------------ //------------------------------------------------------------------
// File system functions // File system functions
@@ -1142,8 +1153,11 @@ RLAPI long GetFileModTime(const char *fileName); // Get file mo
// Compression/Encoding functionality // Compression/Encoding functionality
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() RLAPI unsigned char *DecodeDataBase64(const char *text, int *outputSize); // Decode Base64 string (expected NULL terminated), memory must be MemFree()
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
// Automation events functionality // Automation events functionality
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
@@ -1161,12 +1175,13 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
// Input-related functions: keyboard // Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads // Input-related functions: gamepads
@@ -1177,10 +1192,10 @@ RLAPI bool IsGamepadButtonDown(int gamepad, int button);
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
// Input-related functions: mouse // Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
@@ -1211,7 +1226,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
@@ -1249,7 +1264,9 @@ RLAPI void DrawCircleV(Vector2 center, float radius, Color color);
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseV(Vector2 center, float radiusH, float radiusV, Color color); // Draw ellipse (Vector version)
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawEllipseLinesV(Vector2 center, float radiusH, float radiusV, Color color); // Draw ellipse outline (Vector version)
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
@@ -1258,7 +1275,7 @@ RLAPI void DrawRectangleRec(Rectangle rec, Color color);
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color bottomRight, Color topRight); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
@@ -1295,13 +1312,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
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]
RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
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 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
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]
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
@@ -1317,7 +1334,7 @@ RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *f
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
@@ -1350,7 +1367,7 @@ RLAPI void ImageAlphaPremultiply(Image *image);
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
@@ -1391,8 +1408,8 @@ RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color c
RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center) RLAPI void ImageDrawTriangleFan(Image *dst, const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image RLAPI void ImageDrawTriangleStrip(Image *dst, const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
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) 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)
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) 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)
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) 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)
@@ -1403,9 +1420,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@@ -1452,7 +1469,7 @@ RLAPI Font LoadFont(const char *fileName);
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, font size is provided in pixels height 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, font size is provided in pixels height
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
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' 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'
RLAPI bool IsFontReady(Font font); // Check if a font is ready RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@@ -1487,7 +1504,8 @@ RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get p
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars) // Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful! // WARNING 1: Most of these functions use internal static buffers, it's recommended to store returned data on user-side for re-use
// WARNING 2: Some strings allocate memory internally for the returned strings, those strings must be free by user using MemFree()
RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
@@ -1495,18 +1513,18 @@ RLAPI const char *TextFormat(const char *text, ...);
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI char *TextJoin(char **textList, int count, const char *delimiter); // Join text strings with delimiter
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string RLAPI char *TextToUpper(const char *text); // Get upper case version of provided string
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI char *TextToLower(const char *text); // Get lower case version of provided string
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string RLAPI char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string RLAPI char *TextToSnake(const char *text); // Get Snake case notation version of provided string
RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string RLAPI char *TextToCamel(const char *text); // Get Camel case notation version of provided string
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) RLAPI int TextToInteger(const char *text); // Get integer value from text
RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported) RLAPI float TextToFloat(const char *text); // Get float value from text
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models) // Basic 3d Shapes Drawing Functions (Module: models)
@@ -1542,7 +1560,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions // Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@@ -1585,18 +1603,18 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions // Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions // Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
// Collision detection functions // Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
@@ -1623,11 +1641,11 @@ RLAPI float GetMasterVolume(void); // Get mas
// Wave/Sound loading/unloading functions // Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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 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
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI void UnloadSound(Sound sound); // Unload sound
@@ -1653,7 +1671,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions // Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@@ -1670,7 +1688,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions // AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
@@ -1685,10 +1703,10 @@ RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float' RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives frames x 2 samples as 'float' (stereo)
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float' RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
#if defined(__cplusplus) #if defined(__cplusplus)
+389 -6
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@@ -1,6 +1,6 @@
/********************************************************************************************** /**********************************************************************************************
* *
* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions * raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
* *
* CONVENTIONS: * CONVENTIONS:
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
@@ -12,7 +12,7 @@
* - Functions are always self-contained, no function use another raymath function inside, * - Functions are always self-contained, no function use another raymath function inside,
* required code is directly re-implemented inside * required code is directly re-implemented inside
* - Functions input parameters are always received by value (2 unavoidable exceptions) * - Functions input parameters are always received by value (2 unavoidable exceptions)
* - Functions use always a "result" variable for return * - Functions use always a "result" variable for return (except C++ operators)
* - Functions are always defined inline * - Functions are always defined inline
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
* - No compound literals used to make sure libray is compatible with C++ * - No compound literals used to make sure libray is compatible with C++
@@ -27,10 +27,12 @@
* Define static inline functions code, so #include header suffices for use. * Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory. * This may use up lots of memory.
* *
* #define RAYMATH_DISABLE_CPP_OPERATORS
* Disables C++ operator overloads for raymath types.
* *
* LICENSE: zlib/libpng * LICENSE: zlib/libpng
* *
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) * Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
* *
* This software is provided "as-is", without any express or implied warranty. In no event * This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software. * will the authors be held liable for any damages arising from the use of this software.
@@ -302,6 +304,14 @@ RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
return result; return result;
} }
// Calculate two vectors cross product
RMAPI float Vector2CrossProduct(Vector2 v1, Vector2 v2)
{
float result = (v1.x*v2.y - v1.y*v2.x);
return result;
}
// Calculate distance between two vectors // Calculate distance between two vectors
RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
{ {
@@ -318,8 +328,9 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
return result; return result;
} }
// Calculate angle between two vectors // Calculate the signed angle from v1 to v2, relative to the origin (0, 0)
// NOTE: Angle is calculated from origin point (0, 0) // NOTE: Coordinate system convention: positive X right, positive Y down,
// positive angles appear clockwise, and negative angles appear counterclockwise
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{ {
float result = 0.0f; float result = 0.0f;
@@ -1457,19 +1468,35 @@ RMAPI int Vector4Equals(Vector4 p, Vector4 q)
RMAPI float MatrixDeterminant(Matrix mat) RMAPI float MatrixDeterminant(Matrix mat)
{ {
float result = 0.0f; float result = 0.0f;
/*
// Cache the matrix values (speed optimization) // Cache the matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
// NOTE: It takes 72 multiplication to calculate 4x4 matrix determinant
result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
*/
// Using Laplace expansion (https://en.wikipedia.org/wiki/Laplace_expansion),
// previous operation can be simplified to 40 multiplications, decreasing matrix
// size from 4x4 to 2x2 using minors
// Cache the matrix values (speed optimization)
float m0 = mat.m0, m1 = mat.m1, m2 = mat.m2, m3 = mat.m3;
float m4 = mat.m4, m5 = mat.m5, m6 = mat.m6, m7 = mat.m7;
float m8 = mat.m8, m9 = mat.m9, m10 = mat.m10, m11 = mat.m11;
float m12 = mat.m12, m13 = mat.m13, m14 = mat.m14, m15 = mat.m15;
result = (m0*((m5*(m10*m15 - m11*m14) - m9*(m6*m15 - m7*m14) + m13*(m6*m11 - m7*m10))) -
m4*((m1*(m10*m15 - m11*m14) - m9*(m2*m15 - m3*m14) + m13*(m2*m11 - m3*m10))) +
m8*((m1*(m6*m15 - m7*m14) - m5*(m2*m15 - m3*m14) + m13*(m2*m7 - m3*m6))) -
m12*((m1*(m6*m11 - m7*m10) - m5*(m2*m11 - m3*m10) + m9*(m2*m7 - m3*m6))));
return result; return result;
} }
@@ -2567,7 +2594,13 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
if (!FloatEquals(det, 0)) if (!FloatEquals(det, 0))
{ {
clone.m0 /= s.x; clone.m0 /= s.x;
clone.m4 /= s.x;
clone.m8 /= s.x;
clone.m1 /= s.y;
clone.m5 /= s.y; clone.m5 /= s.y;
clone.m9 /= s.y;
clone.m2 /= s.z;
clone.m6 /= s.z;
clone.m10 /= s.z; clone.m10 /= s.z;
// Extract rotation // Extract rotation
@@ -2580,4 +2613,354 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
} }
} }
#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
// Optional C++ math operators
//-------------------------------------------------------------------------------
// Vector2 operators
static constexpr Vector2 Vector2Zeros = { 0, 0 };
static constexpr Vector2 Vector2Ones = { 1, 1 };
static constexpr Vector2 Vector2UnitX = { 1, 0 };
static constexpr Vector2 Vector2UnitY = { 0, 1 };
inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Add(lhs, rhs);
}
inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Add(lhs, rhs);
return lhs;
}
inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Subtract(lhs, rhs);
}
inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Subtract(lhs, rhs);
return lhs;
}
inline Vector2 operator * (const Vector2& lhs, const float& rhs)
{
return Vector2Scale(lhs, rhs);
}
inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
{
lhs = Vector2Scale(lhs, rhs);
return lhs;
}
inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Multiply(lhs, rhs);
}
inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Multiply(lhs, rhs);
return lhs;
}
inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
{
return Vector2Transform(lhs, rhs);
}
inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs)
{
lhs = Vector2Transform(lhs, rhs);
return lhs;
}
inline Vector2 operator / (const Vector2& lhs, const float& rhs)
{
return Vector2Scale(lhs, 1.0f/rhs);
}
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
{
lhs = Vector2Scale(lhs, 1.0f/rhs);
return lhs;
}
inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Divide(lhs, rhs);
}
inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Divide(lhs, rhs);
return lhs;
}
inline bool operator == (const Vector2& lhs, const Vector2& rhs)
{
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
}
inline bool operator != (const Vector2& lhs, const Vector2& rhs)
{
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
}
// Vector3 operators
static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Add(lhs, rhs);
}
inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Add(lhs, rhs);
return lhs;
}
inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Subtract(lhs, rhs);
}
inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Subtract(lhs, rhs);
return lhs;
}
inline Vector3 operator * (const Vector3& lhs, const float& rhs)
{
return Vector3Scale(lhs, rhs);
}
inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
{
lhs = Vector3Scale(lhs, rhs);
return lhs;
}
inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Multiply(lhs, rhs);
}
inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Multiply(lhs, rhs);
return lhs;
}
inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
{
return Vector3Transform(lhs, rhs);
}
inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs)
{
lhs = Vector3Transform(lhs, rhs);
return lhs;
}
inline Vector3 operator / (const Vector3& lhs, const float& rhs)
{
return Vector3Scale(lhs, 1.0f/rhs);
}
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
{
lhs = Vector3Scale(lhs, 1.0f/rhs);
return lhs;
}
inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Divide(lhs, rhs);
}
inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Divide(lhs, rhs);
return lhs;
}
inline bool operator == (const Vector3& lhs, const Vector3& rhs)
{
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
}
inline bool operator != (const Vector3& lhs, const Vector3& rhs)
{
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
}
// Vector4 operators
static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Add(lhs, rhs);
}
inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Add(lhs, rhs);
return lhs;
}
inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Subtract(lhs, rhs);
}
inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Subtract(lhs, rhs);
return lhs;
}
inline Vector4 operator * (const Vector4& lhs, const float& rhs)
{
return Vector4Scale(lhs, rhs);
}
inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
{
lhs = Vector4Scale(lhs, rhs);
return lhs;
}
inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Multiply(lhs, rhs);
}
inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Multiply(lhs, rhs);
return lhs;
}
inline Vector4 operator / (const Vector4& lhs, const float& rhs)
{
return Vector4Scale(lhs, 1.0f/rhs);
}
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
{
lhs = Vector4Scale(lhs, 1.0f/rhs);
return lhs;
}
inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Divide(lhs, rhs);
}
inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Divide(lhs, rhs);
return lhs;
}
inline bool operator == (const Vector4& lhs, const Vector4& rhs)
{
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
}
inline bool operator != (const Vector4& lhs, const Vector4& rhs)
{
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
}
// Quaternion operators
static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
{
return QuaternionAddValue(lhs, rhs);
}
inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
{
lhs = QuaternionAddValue(lhs, rhs);
return lhs;
}
inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
{
return QuaternionSubtractValue(lhs, rhs);
}
inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
{
lhs = QuaternionSubtractValue(lhs, rhs);
return lhs;
}
inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
{
return QuaternionTransform(lhs, rhs);
}
inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
{
lhs = QuaternionTransform(lhs, rhs);
return lhs;
}
// Matrix operators
inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)
{
return MatrixAdd(lhs, rhs);
}
inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
{
lhs = MatrixAdd(lhs, rhs);
return lhs;
}
inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)
{
return MatrixSubtract(lhs, rhs);
}
inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
{
lhs = MatrixSubtract(lhs, rhs);
return lhs;
}
inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)
{
return MatrixMultiply(lhs, rhs);
}
inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
{
lhs = MatrixMultiply(lhs, rhs);
return lhs;
}
//-------------------------------------------------------------------------------
#endif // C++ operators
#endif // RAYMATH_H #endif // RAYMATH_H
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@@ -3,6 +3,7 @@
#include "interaction-manager.h" #include "interaction-manager.h"
#include "nlohmann/json.hpp" #include "nlohmann/json.hpp"
#include "graph-manager.h" #include "graph-manager.h"
#include "signal-manager.h"
#include "midi-node.h" #include "midi-node.h"
#include "state.h" #include "state.h"
#include "ui.h" #include "ui.h"
@@ -22,6 +23,12 @@ namespace VISEQ::APP{
std::ofstream file("state.json"); std::ofstream file("state.json");
file << json(*this); file << json(*this);
std::cout << std::setw(4) << json(*this) << std::endl; std::cout << std::setw(4) << json(*this) << std::endl;
sm->midi.all_notes_off();
for(auto &p : sm->midi.midi_outs){
p.second->close_port();
}
} }
void AppManager::startSignals(){ void AppManager::startSignals(){
@@ -110,11 +117,19 @@ namespace VISEQ::APP{
for(auto& n : gm->getMidiNodes()){ for(auto& n : gm->getMidiNodes()){
auto nc = std::dynamic_pointer_cast<MidiNode>(n.lock()); auto nc = std::dynamic_pointer_cast<MidiNode>(n.lock());
for(auto& mo : sm->midi.midi_out_ports){ for(auto& mo : sm->midi.midi_out_ports){
if(!nc->midi_outs.contains(mo.number) && mo.enabled){ if(!nc->selected_midi_outs.contains(mo.number) && mo.enabled){
nc->midi_outs[mo.number] = {mo.number, mo.port.port_name, false}; nc->selected_midi_outs[mo.number] = {mo.number, false, mo.port.port_name};
} }
if(nc->midi_outs.contains(mo.number) && !mo.enabled){ if(nc->selected_midi_outs.contains(mo.number) && !mo.enabled){
nc->midi_outs.erase(mo.number); nc->selected_midi_outs.erase(mo.number);
}
}
for(auto& mo : sm->midi.virtual_midi_out_ports){
if(!nc->selected_midi_outs.contains(mo.number) && mo.enabled){
nc->selected_midi_outs[mo.number] = {mo.number, false, mo.name};
}
if(nc->selected_midi_outs.contains(mo.number) && !mo.enabled){
nc->selected_midi_outs.erase(mo.number);
} }
} }
} }
+6
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@@ -89,6 +89,12 @@ namespace VISEQ::MIDI{
bool enabled; bool enabled;
}; };
struct VirtualMidiOutPort{
int number;
bool enabled;
std::string name;
};
struct MidiOut{ struct MidiOut{
libremidi::midi_out out; libremidi::midi_out out;
int number; int number;
+2
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@@ -4,6 +4,7 @@
* 2024 Sebastian Kujas * 2024 Sebastian Kujas
* *
*/ */
#define _USE_MATH_DEFINES
#define RAYGUI_IMPLEMENTATION #define RAYGUI_IMPLEMENTATION
#include <raylib.h> #include <raylib.h>
@@ -61,6 +62,7 @@ int main(){
} }
app.close(); app.close();
app.sm->midi.update();
CloseWindow(); CloseWindow();
+2 -1
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@@ -54,7 +54,8 @@ namespace VISEQ::GRAPH::NODES {
} }
void MidiNode::setMidiPort(int midi_port, bool _state){ void MidiNode::setMidiPort(int midi_port, bool _state){
midi_outs[midi_port].enabled = _state; selected_midi_outs[midi_port].enabled = _state;
std::cout << midi_port << " " << _state << std::endl;
} }
void MidiNode::trigger() { void MidiNode::trigger() {
+2 -2
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@@ -33,8 +33,8 @@ namespace VISEQ::GRAPH::NODES {
struct NodeMidiOut{ struct NodeMidiOut{
int i; int i;
std::string name;
bool enabled; bool enabled;
std::string name;
}; };
MidiNode() {init();} MidiNode() {init();}
@@ -51,7 +51,7 @@ namespace VISEQ::GRAPH::NODES {
int midi_out = -1; int midi_out = -1;
std::map<int, NodeMidiOut> midi_outs; std::map<int, NodeMidiOut> selected_midi_outs;
bool gui_midi_channel_edit = false; bool gui_midi_channel_edit = false;
bool gui_midi_note_edit = false; bool gui_midi_note_edit = false;
+43 -10
View File
@@ -5,26 +5,29 @@
#include <iostream> #include <iostream>
#include <memory> #include <memory>
#include <sstream>
#include "datatypes.h" #include "datatypes.h"
namespace VISEQ::MIDI { namespace VISEQ::MIDI {
void Midi::init(){
auto out_conf = libremidi::midi1::out_default_configuration();
for(int i = 0; i < 5; i++){
std::ostringstream port_name;
port_name << "viseq midi out " << i;
virtual_midi_out_ports.push_back({i+2000, false, port_name.str()});
}
}
void Midi::enumerate(){ void Midi::enumerate(){
std::cout << (int)obs.get_current_api() << std::endl; std::cout << (int)obs.get_current_api() << std::endl;
int i = 0; int i = 0;
midi_out_ports.clear(); midi_out_ports.clear();
for(const libremidi::output_port& port : obs.get_output_ports()){ for(const libremidi::output_port& port : obs.get_output_ports()){
midi_out_ports.push_back({port, i, false}); midi_out_ports.push_back({port, i, false});
i++; i++;
} }
auto out_conf = libremidi::midi1::out_default_configuration();
virtual_midi_out = libremidi::midi_out(libremidi::output_configuration(), out_conf);
virtual_midi_out.open_virtual_port("viseq out");
//midi_out_ports.push_back({&virtual_midi_out, 99, false});
} }
void Midi::open_midi_out(MidiOutPort *out_port){ void Midi::open_midi_out(MidiOutPort *out_port){
@@ -42,15 +45,30 @@ namespace VISEQ::MIDI {
} }
} }
void Midi::open_midi_out(VirtualMidiOutPort *out_port){
if(!midi_outs.contains(out_port->number)){
auto out = std::make_shared<libremidi::midi_out>();
out->open_virtual_port(out_port->name);
midi_outs[out_port->number] = out;
}
}
void Midi::close_midi_out(VirtualMidiOutPort *out_port){
if(midi_outs.contains(out_port->number)){
midi_outs[out_port->number]->close_port();
midi_outs.erase(out_port->number);
}
}
void Midi::note(int midi_out, int channel, int note, int velocity, int gate){ void Midi::note(int midi_out, int channel, int note, int velocity, int gate){
std::cout << "note on " << midi_out << " " << midi_outs.contains(midi_out) << std::endl;
if(midi_outs.contains(midi_out)){ if(midi_outs.contains(midi_out)){
if(midi_outs[midi_out]->is_port_open()){ if(midi_outs[midi_out]->is_port_open()){
midi_outs[midi_out]->send_message(libremidi::channel_events::note_on(channel, note, velocity)); midi_outs[midi_out]->send_message(libremidi::channel_events::note_on(channel, note, velocity));
notes.emplace_back(midi_out, channel, note, velocity, GetTime(), gate); notes.emplace_back(midi_out, channel, note, velocity, GetTime(), gate);
std::cout << "note on " << midi_out << std::endl;
} }
} }
virtual_midi_out.send_message(libremidi::channel_events::note_on(channel, note, velocity));
notes.emplace_back(99, channel, note, velocity, GetTime(), gate);
} }
void Midi::cc(int midi_out, int channel, int cc, int value){ void Midi::cc(int midi_out, int channel, int cc, int value){
@@ -69,17 +87,32 @@ namespace VISEQ::MIDI {
} }
} }
void Midi::all_notes_off(){
for(auto &n : notes){
if(midi_outs.contains(n.midi_out) && midi_outs[n.midi_out]->is_port_open()) midi_outs[n.midi_out]->send_message(libremidi::channel_events::note_off(n.channel, n.note, n.velocity));
n.erase = true;
}
std::erase_if(notes, [](const auto& item){return item.erase;});
}
void Midi::update(){ void Midi::update(){
float time = GetTime(); float time = GetTime();
for(auto &n : notes){ for(auto &n : notes){
if(time - n.start >= (float)n.gate / 1000.0f){ if(time - n.start >= (float)n.gate / 1000.0f){
if(midi_outs.contains(n.midi_out) && midi_outs[n.midi_out]->is_port_open()) midi_outs[n.midi_out]->send_message(libremidi::channel_events::note_off(n.channel, n.note, n.velocity)); if(midi_outs.contains(n.midi_out) && midi_outs[n.midi_out]->is_port_open()) midi_outs[n.midi_out]->send_message(libremidi::channel_events::note_off(n.channel, n.note, n.velocity));
virtual_midi_out.send_message(libremidi::channel_events::note_off(n.channel, n.note, n.velocity));
n.erase = true; n.erase = true;
} }
} }
std::erase_if(notes, [](const auto& item){return item.erase;}); std::erase_if(notes, [](const auto& item){return item.erase;});
for(auto& p : virtual_midi_out_ports){
if(p.enabled) {
open_midi_out(&p);
} else if(!p.enabled) {
close_midi_out(&p);
}
}
for(auto& p : midi_out_ports){ for(auto& p : midi_out_ports){
if(p.enabled) { if(p.enabled) {
open_midi_out(&p); open_midi_out(&p);
+7 -1
View File
@@ -26,6 +26,7 @@ namespace VISEQ::MIDI {
public: public:
Midi() { Midi() {
init();
enumerate(); enumerate();
} }
@@ -34,19 +35,24 @@ namespace VISEQ::MIDI {
std::map<int, std::shared_ptr<libremidi::midi_out>> midi_outs; std::map<int, std::shared_ptr<libremidi::midi_out>> midi_outs;
std::vector<libremidi::input_port> midi_in_ports; std::vector<libremidi::input_port> midi_in_ports;
std::vector<MidiOutPort> midi_out_ports; std::vector<MidiOutPort> midi_out_ports;
std::vector<VirtualMidiOutPort> virtual_midi_out_ports;
libremidi::midi_out virtual_midi_out;
std::vector<NoteTimer> notes; std::vector<NoteTimer> notes;
float timer; float timer;
void init();
void enumerate(); void enumerate();
void open_midi_out(MidiOutPort *out_port); void open_midi_out(MidiOutPort *out_port);
void close_midi_out(MidiOutPort *out_port); void close_midi_out(MidiOutPort *out_port);
void open_midi_out(VirtualMidiOutPort *out_port);
void close_midi_out(VirtualMidiOutPort *out_port);
void note(int midi_out, int channel, int note, int velocity, int gate); void note(int midi_out, int channel, int note, int velocity, int gate);
void cc(int midi_out, int channel, int cc, int value); void cc(int midi_out, int channel, int cc, int value);
void pitch_bend(int midi_out, int channel, int pitch_value); void pitch_bend(int midi_out, int channel, int pitch_value);
void all_notes_off();
void update(); void update();
}; };
+2 -2
View File
@@ -98,14 +98,14 @@ namespace VISEQ::SIGNAL {
if(next_node.lock() != s->next.lock() && !next_node.expired() && s->next.lock()->getNodeType() == NodeType::MIDINODE) { if(next_node.lock() != s->next.lock() && !next_node.expired() && s->next.lock()->getNodeType() == NodeType::MIDINODE) {
auto midinode = std::dynamic_pointer_cast<MidiNode>(s->next.lock()); auto midinode = std::dynamic_pointer_cast<MidiNode>(s->next.lock());
for(auto &m : midinode->midi_outs){ for(auto &m : midinode->selected_midi_outs){
std::cout << m.second.name << " " << m.second.i << " " << m.second.enabled << std::endl;
if(m.second.enabled) { if(m.second.enabled) {
if(midinode->send_note) midi.note(m.second.i, midinode->getNotes().channel, (int)Clamp(midinode->getNotes().note + s->midi_note_offset, 0, 127), midinode->getNotes().velocity, midinode->getNotes().gate); if(midinode->send_note) midi.note(m.second.i, midinode->getNotes().channel, (int)Clamp(midinode->getNotes().note + s->midi_note_offset, 0, 127), midinode->getNotes().velocity, midinode->getNotes().gate);
if(midinode->send_cc) midi.cc(m.second.i, midinode->getCC().channel, midinode->getCC().control, (int)Clamp(midinode->getCC().value + s->midi_cc_offset, 0, 127)); if(midinode->send_cc) midi.cc(m.second.i, midinode->getCC().channel, midinode->getCC().control, (int)Clamp(midinode->getCC().value + s->midi_cc_offset, 0, 127));
if(midinode->send_pitch_bend) midi.pitch_bend(m.second.i, midinode->getPitchBend().channel, midinode->getPitchBend().value); if(midinode->send_pitch_bend) midi.pitch_bend(m.second.i, midinode->getPitchBend().channel, midinode->getPitchBend().value);
} }
} }
if(midinode->send_note) midi.note(99, midinode->getNotes().channel, (int)Clamp(midinode->getNotes().note + s->midi_note_offset, 0, 127), midinode->getNotes().velocity, midinode->getNotes().gate);
s->last = s->next; s->last = s->next;
s->next = next_node; s->next = next_node;
} }
+12 -1
View File
@@ -9,6 +9,7 @@
#include <memory> #include <memory>
#include <ranges> #include <ranges>
#include <sstream>
namespace VISEQ::APP::UI{ namespace VISEQ::APP::UI{
void AppUI::init(){ void AppUI::init(){
@@ -37,6 +38,11 @@ namespace VISEQ::APP::UI{
if(GuiButton((Rectangle){200, (float)s_midi, 60, 20}, "RELOAD")) sm->midi.enumerate(); if(GuiButton((Rectangle){200, (float)s_midi, 60, 20}, "RELOAD")) sm->midi.enumerate();
int i = 0; int i = 0;
for(auto& vo : sm->midi.virtual_midi_out_ports){
GuiCheckBox((Rectangle){20, (float)s_midi + 25 + i*20.0f, 20, 20}, vo.name.substr(0,32).c_str(), &vo.enabled);
i++;
}
i++;
for(auto& mo : sm->midi.midi_out_ports){ for(auto& mo : sm->midi.midi_out_ports){
GuiCheckBox((Rectangle){20, (float)s_midi + 25 + i*20.0f, 20, 20}, mo.port.port_name.substr(0,32).c_str(), &mo.enabled); GuiCheckBox((Rectangle){20, (float)s_midi + 25 + i*20.0f, 20, 20}, mo.port.port_name.substr(0,32).c_str(), &mo.enabled);
i++; i++;
@@ -48,6 +54,11 @@ namespace VISEQ::APP::UI{
gm->setMidiPortForAll(midis.number, true); gm->setMidiPortForAll(midis.number, true);
} }
} }
for(auto &midis : sm->midi.virtual_midi_out_ports){
if(midis.enabled){
gm->setMidiPortForAll(midis.number, true);
}
}
} }
int s_signal = s_midi + 100 + i*20; int s_signal = s_midi + 100 + i*20;
@@ -119,7 +130,7 @@ namespace VISEQ::APP::UI{
int i = 0; int i = 0;
if(n->getNodeType() == NodeType::MIDINODE){ if(n->getNodeType() == NodeType::MIDINODE){
std::shared_ptr<MidiNode> mn = std::dynamic_pointer_cast<MidiNode>(n); std::shared_ptr<MidiNode> mn = std::dynamic_pointer_cast<MidiNode>(n);
for(auto& mo : mn->midi_outs){ for(auto& mo : mn->selected_midi_outs){
GuiCheckBox((Rectangle){np.x + 20, np.y + y_midi + 20 + i*20.0f, 20, 20}, mo.second.name.c_str(), &mo.second.enabled); GuiCheckBox((Rectangle){np.x + 20, np.y + y_midi + 20 + i*20.0f, 20, 20}, mo.second.name.c_str(), &mo.second.enabled);
i++; i++;
} }
+2
View File
@@ -1,7 +1,9 @@
#pragma once #pragma once
#include "raylib.h" #include "raylib.h"
#include <cmath> #include <cmath>
#include <iostream> #include <iostream>
#include "nlohmann/json.hpp" #include "nlohmann/json.hpp"