raylib 5.5.0.0.dev2__cp311-cp311-manylinux2014_x86_64.whl → 5.5.0.1__cp311-cp311-manylinux2014_x86_64.whl

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raylib/build.py CHANGED
@@ -175,11 +175,13 @@ def build_unix():
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  else: #platform.system() == "Linux":
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  print("BUILDING FOR LINUX")
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  extra_link_args = get_lib_flags() + [ '-lm', '-lpthread', '-lGL',
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- '-lrt', '-lm', '-ldl', '-lX11', '-lpthread', '-latomic']
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+ '-lrt', '-lm', '-ldl', '-lpthread', '-latomic']
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  if RAYLIB_PLATFORM=="SDL":
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- extra_link_args += ['-lSDL2']
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+ extra_link_args += ['-lX11','-lSDL2']
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  elif RAYLIB_PLATFORM=="DRM":
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  extra_link_args += ['-lEGL', '-lgbm']
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+ else:
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+ extra_link_args += ['-lX11']
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  extra_compile_args = ["-Wno-incompatible-pointer-types", "-D_CFFI_NO_LIMITED_API"]
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  libraries = [] # Not sure why but we put them in extra_link_args instead so *shouldnt* be needed here
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raylib/defines.py CHANGED
@@ -3,7 +3,7 @@ import raylib
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  RAYLIB_VERSION_MAJOR: int = 5
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  RAYLIB_VERSION_MINOR: int = 5
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  RAYLIB_VERSION_PATCH: int = 0
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- RAYLIB_VERSION: str = "5.5-dev"
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+ RAYLIB_VERSION: str = "5.5"
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  PI: float = 3.141592653589793
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  DEG2RAD = PI / 180.0
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  RAD2DEG = 180.0 / PI
@@ -14,10 +14,7 @@ MATERIAL_MAP_DIFFUSE = raylib.MATERIAL_MAP_ALBEDO
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  MATERIAL_MAP_SPECULAR = raylib.MATERIAL_MAP_METALNESS
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  SHADER_LOC_MAP_DIFFUSE = raylib.SHADER_LOC_MAP_ALBEDO
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  SHADER_LOC_MAP_SPECULAR = raylib.SHADER_LOC_MAP_METALNESS
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- PI: float = 3.141592653589793
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  EPSILON: float = 1e-06
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- DEG2RAD = PI / 180.0
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- RAD2DEG = 180.0 / PI
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  RLGL_VERSION: str = "5.0"
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  RL_DEFAULT_BATCH_BUFFER_ELEMENTS: int = 8192
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  RL_DEFAULT_BATCH_BUFFERS: int = 1
@@ -102,9 +99,6 @@ RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS: int = 7
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  RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS: int = 8
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  RL_SHADER_LOC_MAP_DIFFUSE = raylib.RL_SHADER_LOC_MAP_ALBEDO
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  RL_SHADER_LOC_MAP_SPECULAR = raylib.RL_SHADER_LOC_MAP_METALNESS
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- PI: float = 3.141592653589793
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- DEG2RAD = PI / 180.0
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- RAD2DEG = 180.0 / PI
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  GL_SHADING_LANGUAGE_VERSION: int = 35724
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  GL_COMPRESSED_RGB_S3TC_DXT1_EXT: int = 33776
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  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: int = 33777
raylib/enums.py CHANGED
@@ -297,7 +297,6 @@ class CubemapLayout(IntEnum):
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  CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2
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  CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3
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  CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4
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- CUBEMAP_LAYOUT_PANORAMA = 5
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  class FontType(IntEnum):
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  FONT_DEFAULT = 0
raylib/py.typed ADDED
File without changes
raylib/raylib.h.modified CHANGED
@@ -1,22 +1,22 @@
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  /**********************************************************************************************
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  *
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- * raylib v5.5-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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+ * raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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  *
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  * FEATURES:
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  * - NO external dependencies, all required libraries included with raylib
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  * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
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  * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
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  * - Written in plain C code (C99) in PascalCase/camelCase notation
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- * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
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+ * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
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  * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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- * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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+ * - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
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  * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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  * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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  * - Flexible Materials system, supporting classic maps and PBR maps
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- * - Animated 3D models supported (skeletal bones animation) (IQM)
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+ * - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
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  * - Shaders support, including Model shaders and Postprocessing shaders
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  * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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- * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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+ * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
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  * - VR stereo rendering with configurable HMD device parameters
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  * - Bindings to multiple programming languages available!
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  *
@@ -27,29 +27,35 @@
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  * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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  *
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  * DEPENDENCIES (included):
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- * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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- * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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+ * [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
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+ * [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
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+ * [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
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  * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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  *
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  * OPTIONAL DEPENDENCIES (included):
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  * [rcore] msf_gif (Miles Fogle) for GIF recording
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  * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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  * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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+ * [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
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+ * [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
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  * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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  * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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- * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
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+ * [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
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+ * [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
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  * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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  * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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  * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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  * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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  * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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- * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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+ * [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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+ * [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
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  * [raudio] dr_wav (David Reid) for WAV audio file loading
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  * [raudio] dr_flac (David Reid) for FLAC audio file loading
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  * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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  * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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  * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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  * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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+ * [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
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  *
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  *
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  * LICENSE: zlib/libpng
@@ -700,8 +706,7 @@ typedef enum {
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  CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
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  CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
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  CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
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- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
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- CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
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+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
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  } CubemapLayout;
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  // Font type, defines generation method
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  typedef enum {
@@ -774,36 +779,36 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
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  bool IsWindowReady(void); // Check if window has been initialized successfully
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  bool IsWindowFullscreen(void); // Check if window is currently fullscreen
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- bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
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- bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
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- bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
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- bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
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+ bool IsWindowHidden(void); // Check if window is currently hidden
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+ bool IsWindowMinimized(void); // Check if window is currently minimized
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+ bool IsWindowMaximized(void); // Check if window is currently maximized
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+ bool IsWindowFocused(void); // Check if window is currently focused
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  bool IsWindowResized(void); // Check if window has been resized last frame
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  bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
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- void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
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+ void SetWindowState(unsigned int flags); // Set window configuration state using flags
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  void ClearWindowState(unsigned int flags); // Clear window configuration state flags
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- void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)
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- void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)
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- void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
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- void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
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- void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
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- void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
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- void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
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- void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
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- void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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+ void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
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+ void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
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+ void MaximizeWindow(void); // Set window state: maximized, if resizable
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+ void MinimizeWindow(void); // Set window state: minimized, if resizable
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+ void RestoreWindow(void); // Set window state: not minimized/maximized
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+ void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
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+ void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
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+ void SetWindowTitle(const char *title); // Set title for window
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+ void SetWindowPosition(int x, int y); // Set window position on screen
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  void SetWindowMonitor(int monitor); // Set monitor for the current window
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  void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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  void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
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  void SetWindowSize(int width, int height); // Set window dimensions
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- void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
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- void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
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+ void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
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+ void SetWindowFocused(void); // Set window focused
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  void *GetWindowHandle(void); // Get native window handle
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  int GetScreenWidth(void); // Get current screen width
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  int GetScreenHeight(void); // Get current screen height
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  int GetRenderWidth(void); // Get current render width (it considers HiDPI)
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  int GetRenderHeight(void); // Get current render height (it considers HiDPI)
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  int GetMonitorCount(void); // Get number of connected monitors
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- int GetCurrentMonitor(void); // Get current connected monitor
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+ int GetCurrentMonitor(void); // Get current monitor where window is placed
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  Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
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  int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
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  int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
@@ -815,6 +820,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
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  void SetClipboardText(const char *text); // Set clipboard text content
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  const char *GetClipboardText(void); // Get clipboard text content
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+ Image GetClipboardImage(void); // Get clipboard image content
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  void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
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  void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
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  // Cursor-related functions
@@ -849,7 +855,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  // NOTE: Shader functionality is not available on OpenGL 1.1
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  Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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  Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
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- bool IsShaderReady(Shader shader); // Check if a shader is ready
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+ bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
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  int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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  int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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  void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@@ -938,6 +944,9 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
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  char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
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  unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
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+ unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
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+ unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
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+ unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
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  // Automation events functionality
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  AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
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  void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
@@ -952,7 +961,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  //------------------------------------------------------------------------------------
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  // Input-related functions: keyboard
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  bool IsKeyPressed(int key); // Check if a key has been pressed once
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- bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
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+ bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
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  bool IsKeyDown(int key); // Check if a key is being pressed
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  bool IsKeyReleased(int key); // Check if a key has been released once
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  bool IsKeyUp(int key); // Check if a key is NOT being pressed
@@ -970,7 +979,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
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  float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
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  int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
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- void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
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+ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
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  // Input-related functions: mouse
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  bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
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  bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
@@ -998,7 +1007,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
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  bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
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  int GetGestureDetected(void); // Get latest detected gesture
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- float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
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+ float GetGestureHoldDuration(void); // Get gesture hold time in seconds
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  Vector2 GetGestureDragVector(void); // Get gesture drag vector
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  float GetGestureDragAngle(void); // Get gesture drag angle
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  Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
@@ -1076,13 +1085,13 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
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  bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
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  bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
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+ bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
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  bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
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  bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
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  bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
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+ 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]
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  bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
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  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
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- 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]
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- bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
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  Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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  //------------------------------------------------------------------------------------
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  // Texture Loading and Drawing Functions (Module: textures)
@@ -1096,7 +1105,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
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  Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
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  Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
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- bool IsImageReady(Image image); // Check if an image is ready
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+ bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
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  void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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  bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
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  unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
@@ -1178,9 +1187,9 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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  Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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  TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
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  RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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- bool IsTextureReady(Texture2D texture); // Check if a texture is ready
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+ bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
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  void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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- bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
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+ bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
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1193
  void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1185
1194
  void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
1186
1195
  void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@@ -1222,7 +1231,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
1222
1231
  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
1223
1232
  Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
1224
1233
  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'
1225
- bool IsFontReady(Font font); // Check if a font is ready
1234
+ bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
1226
1235
  GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
1227
1236
  Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1228
1237
  void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@@ -1303,7 +1312,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
1303
1312
  // Model management functions
1304
1313
  Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
1305
1314
  Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
1306
- bool IsModelReady(Model model); // Check if a model is ready
1315
+ bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
1307
1316
  void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
1308
1317
  BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
1309
1318
  // Model drawing functions
@@ -1342,17 +1351,17 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
1342
1351
  // Material loading/unloading functions
1343
1352
  Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
1344
1353
  Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1345
- bool IsMaterialReady(Material material); // Check if a material is ready
1354
+ bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
1346
1355
  void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
1347
1356
  void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
1348
1357
  void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
1349
1358
  // Model animations loading/unloading functions
1350
1359
  ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
1351
- void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
1360
+ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
1361
+ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
1352
1362
  void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
1353
1363
  void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
1354
1364
  bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
1355
- void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
1356
1365
  // Collision detection functions
1357
1366
  bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
1358
1367
  bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
@@ -1375,11 +1384,11 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
1375
1384
  // Wave/Sound loading/unloading functions
1376
1385
  Wave LoadWave(const char *fileName); // Load wave data from file
1377
1386
  Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
1378
- bool IsWaveReady(Wave wave); // Checks if wave data is ready
1387
+ bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
1379
1388
  Sound LoadSound(const char *fileName); // Load sound from file
1380
1389
  Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
1381
1390
  Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
1382
- bool IsSoundReady(Sound sound); // Checks if a sound is ready
1391
+ bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
1383
1392
  void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
1384
1393
  void UnloadWave(Wave wave); // Unload wave data
1385
1394
  void UnloadSound(Sound sound); // Unload sound
@@ -1403,7 +1412,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
1403
1412
  // Music management functions
1404
1413
  Music LoadMusicStream(const char *fileName); // Load music stream from file
1405
1414
  Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
1406
- bool IsMusicReady(Music music); // Checks if a music stream is ready
1415
+ bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
1407
1416
  void UnloadMusicStream(Music music); // Unload music stream
1408
1417
  void PlayMusicStream(Music music); // Start music playing
1409
1418
  bool IsMusicStreamPlaying(Music music); // Check if music is playing
@@ -1419,7 +1428,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
1419
1428
  float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
1420
1429
  // AudioStream management functions
1421
1430
  AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
1422
- bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
1431
+ bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
1423
1432
  void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
1424
1433
  void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
1425
1434
  bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
raylib/raymath.h.modified CHANGED
@@ -1,6 +1,6 @@
1
1
  /**********************************************************************************************
2
2
  *
3
- * raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
3
+ * raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
4
4
  *
5
5
  * CONVENTIONS:
6
6
  * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
@@ -12,7 +12,7 @@
12
12
  * - Functions are always self-contained, no function use another raymath function inside,
13
13
  * required code is directly re-implemented inside
14
14
  * - Functions input parameters are always received by value (2 unavoidable exceptions)
15
- * - Functions use always a "result" variable for return
15
+ * - Functions use always a "result" variable for return (except C++ operators)
16
16
  * - Functions are always defined inline
17
17
  * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
18
18
  * - No compound literals used to make sure libray is compatible with C++
@@ -26,6 +26,8 @@
26
26
  * #define RAYMATH_STATIC_INLINE
27
27
  * This may use up lots of memory.
28
28
  *
29
+ * #define RAYMATH_DISABLE_CPP_OPERATORS
30
+ * Disables C++ operator overloads for raymath types.
29
31
  *
30
32
  * LICENSE: zlib/libpng
31
33
  *
raylib/rlgl.h.modified CHANGED
@@ -3,22 +3,22 @@
3
3
  * rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
4
4
  *
5
5
  * DESCRIPTION:
6
- * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
6
+ * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0)
7
7
  * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
8
8
  *
9
9
  * ADDITIONAL NOTES:
10
10
  * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
11
- * initialized on rlglInit() to accumulate vertex data.
11
+ * initialized on rlglInit() to accumulate vertex data
12
12
  *
13
13
  * When an internal state change is required all the stored vertex data is renderer in batch,
14
- * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
14
+ * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
15
15
  *
16
16
  * Some resources are also loaded for convenience, here the complete list:
17
17
  * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
18
18
  * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
19
19
  * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
20
20
  *
21
- * Internal buffer (and resources) must be manually unloaded calling rlglClose().
21
+ * Internal buffer (and resources) must be manually unloaded calling rlglClose()
22
22
  *
23
23
  * CONFIGURATION:
24
24
  * #define GRAPHICS_API_OPENGL_11
@@ -32,9 +32,9 @@
32
32
  * required by any other module, use rlGetVersion() to check it
33
33
  *
34
34
  * #define RLGL_IMPLEMENTATION
35
- * Generates the implementation of the library into the included file.
35
+ * Generates the implementation of the library into the included file
36
36
  * If not defined, the library is in header only mode and can be included in other headers
37
- * or source files without problems. But only ONE file should hold the implementation.
37
+ * or source files without problems. But only ONE file should hold the implementation
38
38
  *
39
39
  * #define RLGL_RENDER_TEXTURES_HINT
40
40
  * Enable framebuffer objects (fbo) support (enabled by default)
@@ -464,7 +464,7 @@ typedef enum {
464
464
  // Textures management
465
465
  unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
466
466
  unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
467
- unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data
467
+ unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
468
468
  void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
469
469
  void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
470
470
  const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
raylib/version.py CHANGED
@@ -1 +1 @@
1
- __version__ = "5.5.0.0.dev2"
1
+ __version__ = "5.5.0.1"