Merge branch 'main' into main

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AICDG 2024-12-27 11:00:41 +08:00 committed by GitHub
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@ -8,5 +8,6 @@ if(NOT MSVC)
add_subdirectory("examples/raylib-sidebar-scrolling-container")
add_subdirectory("examples/cairo-pdf-rendering")
add_subdirectory("examples/clay-official-website")
add_subdirectory("examples/introducing-clay-video-demo")
add_subdirectory("examples/minimal-imgui")
endif()

125
README.md
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@ -12,6 +12,8 @@
Take a look at the [clay website](https://nicbarker.com/clay) for an example of clay compiled to wasm and running in the browser, or others in the [examples directory](https://github.com/nicbarker/clay/tree/main/examples).
You can also watch the [introduction video](https://youtu.be/DYWTw19_8r4) for an overview of the motivation behind Clay's development and a short demo of its usage.
<img width="1394" alt="A screenshot of a code IDE with lots of visual and textual elements" src="https://github.com/user-attachments/assets/9986149a-ee0f-449a-a83e-64a392267e3d">
_An example GUI application built with clay_
@ -410,15 +412,12 @@ Clay supports C preprocessor directives to modulate functionality at compile tim
The supported directives are:
- `CLAY_MAX_ELEMENT_COUNT` - Controls the maximum number of clay elements that memory is pre-allocated for. Defaults to **8192**, which should be more than enough for the majority of use cases. Napkin math is ~450 bytes of memory overhead per element (8192 elements is ~3.5mb of memory)
- `CLAY_DISABLE_CULLING` - Disables [Visibility Culling](#visibility-culling) of render commands.
- `CLAY_WASM` - Required when targeting Web Assembly.
- `CLAY_OVERFLOW_TRAP` - By default, clay will continue to allow function calls without crashing even when it exhausts all its available pre-allocated memory. This can produce erroneous layout results that are difficult to interpret. If `CLAY_OVERFLOW_TRAP` is defined, clay will raise a `SIGTRAP` signal that will be caught by your debugger. Relies on `signal.h` being available in your environment.
- `CLAY_DEBUG` - Used for debugging clay's internal implementation. Useful if you want to modify or debug clay, or learn how things work. It enables a number of debug features such as preserving source strings for hash IDs to make debugging easier.
- `CLAY_EXTEND_CONFIG_RECTANGLE` - Provide additional struct members to `CLAY_RECTANGLE` that will be passed through with output render commands.
- `CLAY_EXTEND_CONFIG_TEXT` - Provide additional struct members to `CLAY_TEXT_CONFIG` that will be passed through with output render commands.
- `CLAY_EXTEND_CONFIG_IMAGE` - Provide additional struct members to `CLAY_IMAGE_CONFIG` that will be passed through with output render commands.
- `CLAY_EXTEND_CONFIG_CUSTOM` - Provide additional struct members to `CLAY_IMAGE_CONFIG` that will be passed through with output render commands.
- `CLAY_EXTEND_CONFIG_CUSTOM` - Provide additional struct members to `CLAY_CUSTOM_CONFIG` that will be passed through with output render commands.
### Bindings for non C
@ -483,11 +482,29 @@ Takes a pointer to a function that can be used to measure the `width, height` di
**Note 2: It is essential that this function is as fast as possible.** For text heavy use-cases this function is called many times, and despite the fact that clay caches text measurements internally, it can easily become the dominant overall layout cost if the provided function is slow. **This is on the hot path!**
### Clay_SetMaxElementCount
`void Clay_SetMaxElementCount(uint32_t maxElementCount)`
Updates the internal maximum element count, allowing clay to allocate larger UI hierarchies.
**Note: You will need to reinitialize clay, after calling [Clay_MinMemorySize()](#clay_minmemorysize) to calculate updated memory requirements.**
### Clay_SetMaxMeasureTextCacheWordCount
`void Clay_SetMaxMeasureTextCacheWordCount(uint32_t maxMeasureTextCacheWordCount)`
Updates the internal text measurement cache size, allowing clay to allocate more text. The value represents how many seperate words can be stored in the text measurement cache.
**Note: You will need to reinitialize clay, after calling [Clay_MinMemorySize()](#clay_minmemorysize) to calculate updated memory requirements.**
### Clay_Initialize
`void Clay_Initialize(Clay_Arena arena, Clay_Dimensions layoutDimensions)`
`void Clay_Initialize(Clay_Arena arena, Clay_Dimensions layoutDimensions, Clay_ErrorHandler errorHandler)`
Initializes the internal memory mapping, and sets the internal dimensions for layout.
Initializes the internal memory mapping, sets the internal dimensions for layout, and binds an error handler for clay to use when something goes wrong.
Reference: [Clay_Arena](#clay_createarenawithcapacityandmemory), [Clay_ErrorHandler](#clay_errorhandler)
### Clay_SetLayoutDimensions
@ -1545,6 +1562,29 @@ Element is subject to [culling](#visibility-culling). Otherwise, a single `Clay_
## Data Structures & Definitions
### Clay_String
```C
typedef struct {
int length;
const char *chars;
} Clay_String;
```
`Clay_String` is a string container that clay uses internally to represent all strings.
**Fields**
**`.length`** - `int`
The number of characters in the string, _not including an optional null terminator._
---
**`.chars`** - `const char *`
A pointer to the contents of the string. This data is not guaranteed to be null terminated, so if you are passing it to code that expects standard null terminated C strings, you will need to copy the data and append a null terminator.
### Clay_ElementId
```C
@ -1770,4 +1810,77 @@ An enum value representing the current "state" of the pointer interaction. As an
---
### Clay_ErrorHandler
```C
typedef struct
{
void (*errorHandlerFunction)(Clay_ErrorData errorText);
uintptr_t userData;
} Clay_ErrorHandler;
```
**Fields**
**`.errorHandlerFunction`** - `void (Clay_ErrorData errorText) {}`
A function pointer to an error handler function, which takes `Clay_ErrorData` as an argument. This function will be called whenever Clay encounters an internal error.
---
**`.userData`** - `uintptr_t`
A generic pointer to extra userdata that is transparently passed through from `Clay_Initialize` to Clay's error handler callback. Defaults to NULL.
---
### Clay_ErrorData
```C
typedef struct
{
Clay_ErrorType errorType;
Clay_String errorText;
uintptr_t userData;
} Clay_ErrorData;
```
**Fields**
**`.errorType`** - `Clay_ErrorType`
```C
typedef enum {
CLAY_ERROR_TYPE_TEXT_MEASUREMENT_FUNCTION_NOT_PROVIDED,
CLAY_ERROR_TYPE_ARENA_CAPACITY_EXCEEDED,
CLAY_ERROR_TYPE_ELEMENTS_CAPACITY_EXCEEDED,
CLAY_ERROR_TYPE_TEXT_MEASUREMENT_CAPACITY_EXCEEDED,
CLAY_ERROR_TYPE_DUPLICATE_ID,
CLAY_ERROR_TYPE_FLOATING_CONTAINER_PARENT_NOT_FOUND,
CLAY_ERROR_TYPE_INTERNAL_ERROR,
} Clay_ErrorType;
```
An enum representing the type of error Clay encountered. It's up to the user to handle on a case by case basis, but as some general guidance:
- `CLAY_ERROR_TYPE_TEXT_MEASUREMENT_FUNCTION_NOT_PROVIDED` - The user is attempting to use `CLAY_TEXT` and either forgot to call [Clay_SetMeasureTextFunction](#clay_setmeasuretextfunction) or accidentally passed a null function pointer.
- `CLAY_ERROR_TYPE_ARENA_CAPACITY_EXCEEDED` - Clay was initialized with an Arena that was too small for the configured [Clay_SetMaxElementCount](#clay_setmaxelementcount). Try using [Clay_MinMemorySize()](#clay_minmemorysize) to get the exact number of bytes required by the current configuration.
- `CLAY_ERROR_TYPE_ELEMENTS_CAPACITY_EXCEEDED` - The declared UI hierarchy has too many elements for the configured max element count. Use [Clay_SetMaxElementCount](#clay_setmaxelementcount) to increase the max, then call [Clay_MinMemorySize()](#clay_minmemorysize) again and reinitialize clay's memory with the required size.
- `CLAY_ERROR_TYPE_ELEMENTS_CAPACITY_EXCEEDED` - The declared UI hierarchy has too much text for the configured text measure cache size. Use [Clay_SetMaxMeasureTextCacheWordCount](#clay_setmeasuretextcachesize) to increase the max, then call [Clay_MinMemorySize()](#clay_minmemorysize) again and reinitialize clay's memory with the required size.
- `CLAY_ERROR_TYPE_DUPLICATE_ID` - Two elements in Clays UI Hierarchy have been declared with exactly the same ID. Set a breakpoint in your error handler function for a stack trace back to exactly where this occured.
- `CLAY_ERROR_TYPE_FLOATING_CONTAINER_PARENT_NOT_FOUND` - A `CLAY_FLOATING` element was declared with the `.parentId` property, but no element with that ID was found. Set a breakpoint in your error handler function for a stack trace back to exactly where this occured.
- `CLAY_ERROR_TYPE_INTERNAL_ERROR` - Clay has encountered an internal logic or memory error. Please report this as a bug with a stack trace to help us fix these!
---
**`.errorText`** - `Clay_String`
A [Clay_String](#clay_string) that provides a human readable description of the error. May change in future and should not be relied on to detect error types.
---
**`.userData`** - `uintptr_t`
A generic pointer to extra userdata that is transparently passed through from `Clay_Initialize` to Clay's error handler callback. Defaults to NULL.
---

2
bindings/rust/README Normal file
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@ -0,0 +1,2 @@
https://github.com/clay-ui-rs/clay
https://crates.io/crates/clay-layout

481
clay.h

File diff suppressed because it is too large Load Diff

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@ -109,6 +109,10 @@ void Layout() {
}
}
void HandleClayErrors(Clay_ErrorData errorData) {
printf("%s", errorData.errorText.chars);
}
int main(void) {
// First we set up our cairo surface.
// In this example we will use the PDF backend,
@ -131,11 +135,11 @@ int main(void) {
Clay_Cairo_Initialize(cr);
uint64_t totalMemorySize = Clay_MinMemorySize();
Clay_Arena clayMemory = (Clay_Arena) { .label = CLAY_STRING("Clay Memory Arena"), .memory = malloc(totalMemorySize), .capacity = totalMemorySize };
Clay_Arena clayMemory = Clay_CreateArenaWithCapacityAndMemory(totalMemorySize, malloc(totalMemorySize));
Clay_SetMeasureTextFunction(Clay_Cairo_MeasureText);
// We initialize Clay with the same size
Clay_Initialize(clayMemory, (Clay_Dimensions) { width, height });
Clay_Initialize(clayMemory, (Clay_Dimensions) { width, height }, (Clay_ErrorHandler) { HandleClayErrors });
Clay_BeginLayout();

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@ -311,23 +311,26 @@
});
const importObject = {
clay: { measureTextFunction: (addressOfDimensions, textToMeasure, addressOfConfig) => {
let stringLength = memoryDataView.getUint32(textToMeasure, true);
let pointerToString = memoryDataView.getUint32(textToMeasure + 4, true);
let textConfig = readStructAtAddress(addressOfConfig, textConfigDefinition);
let textDecoder = new TextDecoder("utf-8");
let text = textDecoder.decode(memoryDataView.buffer.slice(pointerToString, pointerToString + stringLength));
let sourceDimensions = getTextDimensions(text, `${Math.round(textConfig.fontSize.value * GLOBAL_FONT_SCALING_FACTOR)}px ${fontsById[textConfig.fontId.value]}`);
memoryDataView.setFloat32(addressOfDimensions, sourceDimensions.width, true);
memoryDataView.setFloat32(addressOfDimensions + 4, sourceDimensions.height, true);
},
queryScrollOffsetFunction: (addressOfOffset, elementId) => {
let container = document.getElementById(elementId.toString());
if (container) {
memoryDataView.setFloat32(addressOfOffset, -container.scrollLeft, true);
memoryDataView.setFloat32(addressOfOffset + 4, -container.scrollTop, true);
clay: {
measureTextFunction: (addressOfDimensions, textToMeasure, addressOfConfig) => {
let stringLength = memoryDataView.getUint32(textToMeasure, true);
let pointerToString = memoryDataView.getUint32(textToMeasure + 4, true);
let textConfig = readStructAtAddress(addressOfConfig, textConfigDefinition);
let textDecoder = new TextDecoder("utf-8");
let text = textDecoder.decode(memoryDataView.buffer.slice(pointerToString, pointerToString + stringLength));
let sourceDimensions = getTextDimensions(text, `${Math.round(textConfig.fontSize.value * GLOBAL_FONT_SCALING_FACTOR)}px ${fontsById[textConfig.fontId.value]}`);
memoryDataView.setFloat32(addressOfDimensions, sourceDimensions.width, true);
memoryDataView.setFloat32(addressOfDimensions + 4, sourceDimensions.height, true);
},
queryScrollOffsetFunction: (addressOfOffset, elementId) => {
let container = document.getElementById(elementId.toString());
if (container) {
memoryDataView.setFloat32(addressOfOffset, -container.scrollLeft, true);
memoryDataView.setFloat32(addressOfOffset + 4, -container.scrollTop, true);
}
}
}},
},
};
const { instance } = await WebAssembly.instantiateStreaming(
fetch("/clay/index.wasm"), importObject

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@ -4,10 +4,14 @@
Clay_LayoutConfig layoutElement = Clay_LayoutConfig { .padding = {5} };
void HandleClayErrors(Clay_ErrorData errorData) {
printf("%s", errorData.errorText.chars);
}
int main(void) {
uint64_t totalMemorySize = Clay_MinMemorySize();
Clay_Arena clayMemory = Clay_Arena { .label = CLAY_STRING("Clay Memory Arena"), .capacity = totalMemorySize, .memory = (char *)malloc(totalMemorySize) };
Clay_Initialize(clayMemory, Clay_Dimensions {1024,768});
Clay_Arena clayMemory = Clay_CreateArenaWithCapacityAndMemory(totalMemorySize, (char *)malloc(totalMemorySize));
Clay_Initialize(clayMemory, Clay_Dimensions {1024,768}, Clay_ErrorHandler { HandleClayErrors });
Clay_BeginLayout();
CLAY(CLAY_RECTANGLE({ .color = {255,255,255,0} }), CLAY_LAYOUT(layoutElement)) {}
Clay_EndLayout();

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@ -0,0 +1,34 @@
cmake_minimum_required(VERSION 3.27)
project(clay_examples_introducing_clay_video_demo C)
set(CMAKE_C_STANDARD 99)
# Adding Raylib
include(FetchContent)
set(FETCHCONTENT_QUIET FALSE)
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games
FetchContent_Declare(
raylib
GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
GIT_TAG "master"
GIT_PROGRESS TRUE
GIT_SHALLOW TRUE
)
FetchContent_MakeAvailable(raylib)
add_executable(clay_examples_introducing_clay_video_demo main.c)
target_compile_options(clay_examples_introducing_clay_video_demo PUBLIC)
target_include_directories(clay_examples_introducing_clay_video_demo PUBLIC .)
target_link_libraries(clay_examples_introducing_clay_video_demo PUBLIC raylib)
set(CMAKE_CXX_FLAGS_DEBUG "-Wall -Werror -DCLAY_DEBUG")
set(CMAKE_CXX_FLAGS_RELEASE "-O3")
add_custom_command(
TARGET clay_examples_introducing_clay_video_demo POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/resources
${CMAKE_CURRENT_BINARY_DIR}/resources)

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@ -0,0 +1,305 @@
#define CLAY_IMPLEMENTATION
#include "../../clay.h"
#include "../../renderers/raylib/clay_renderer_raylib.c"
const int FONT_ID_BODY_16 = 0;
Clay_Color COLOR_WHITE = { 255, 255, 255, 255};
void RenderHeaderButton(Clay_String text) {
CLAY(
CLAY_LAYOUT({ .padding = { 16, 8 }}),
CLAY_RECTANGLE({
.color = { 140, 140, 140, 255 },
.cornerRadius = 5
})
) {
CLAY_TEXT(text, CLAY_TEXT_CONFIG({
.fontId = FONT_ID_BODY_16,
.fontSize = 16,
.textColor = { 255, 255, 255, 255 }
}));
}
}
void RenderDropdownMenuItem(Clay_String text) {
CLAY(CLAY_LAYOUT({ .padding = { 16, 16 }})) {
CLAY_TEXT(text, CLAY_TEXT_CONFIG({
.fontId = FONT_ID_BODY_16,
.fontSize = 16,
.textColor = { 255, 255, 255, 255 }
}));
}
}
typedef struct {
Clay_String title;
Clay_String contents;
} Document;
typedef struct {
Document *documents;
uint32_t length;
} DocumentArray;
DocumentArray documents = {
.documents = (Document[]) {
{ .title = CLAY_STRING("Squirrels"), .contents = CLAY_STRING("The Secret Life of Squirrels: Nature's Clever Acrobats\n""Squirrels are often overlooked creatures, dismissed as mere park inhabitants or backyard nuisances. Yet, beneath their fluffy tails and twitching noses lies an intricate world of cunning, agility, and survival tactics that are nothing short of fascinating. As one of the most common mammals in North America, squirrels have adapted to a wide range of environments from bustling urban centers to tranquil forests and have developed a variety of unique behaviors that continue to intrigue scientists and nature enthusiasts alike.\n""\n""Master Tree Climbers\n""At the heart of a squirrel's skill set is its impressive ability to navigate trees with ease. Whether they're darting from branch to branch or leaping across wide gaps, squirrels possess an innate talent for acrobatics. Their powerful hind legs, which are longer than their front legs, give them remarkable jumping power. With a tail that acts as a counterbalance, squirrels can leap distances of up to ten times the length of their body, making them some of the best aerial acrobats in the animal kingdom.\n""But it's not just their agility that makes them exceptional climbers. Squirrels' sharp, curved claws allow them to grip tree bark with precision, while the soft pads on their feet provide traction on slippery surfaces. Their ability to run at high speeds and scale vertical trunks with ease is a testament to the evolutionary adaptations that have made them so successful in their arboreal habitats.\n""\n""Food Hoarders Extraordinaire\n""Squirrels are often seen frantically gathering nuts, seeds, and even fungi in preparation for winter. While this behavior may seem like instinctual hoarding, it is actually a survival strategy that has been honed over millions of years. Known as \"scatter hoarding,\" squirrels store their food in a variety of hidden locations, often burying it deep in the soil or stashing it in hollowed-out tree trunks.\n""Interestingly, squirrels have an incredible memory for the locations of their caches. Research has shown that they can remember thousands of hiding spots, often returning to them months later when food is scarce. However, they don't always recover every stash some forgotten caches eventually sprout into new trees, contributing to forest regeneration. This unintentional role as forest gardeners highlights the ecological importance of squirrels in their ecosystems.\n""\n""The Great Squirrel Debate: Urban vs. Wild\n""While squirrels are most commonly associated with rural or wooded areas, their adaptability has allowed them to thrive in urban environments as well. In cities, squirrels have become adept at finding food sources in places like parks, streets, and even garbage cans. However, their urban counterparts face unique challenges, including traffic, predators, and the lack of natural shelters. Despite these obstacles, squirrels in urban areas are often observed using human infrastructure such as buildings, bridges, and power lines as highways for their acrobatic escapades.\n""There is, however, a growing concern regarding the impact of urban life on squirrel populations. Pollution, deforestation, and the loss of natural habitats are making it more difficult for squirrels to find adequate food and shelter. As a result, conservationists are focusing on creating squirrel-friendly spaces within cities, with the goal of ensuring these resourceful creatures continue to thrive in both rural and urban landscapes.\n""\n""A Symbol of Resilience\n""In many cultures, squirrels are symbols of resourcefulness, adaptability, and preparation. Their ability to thrive in a variety of environments while navigating challenges with agility and grace serves as a reminder of the resilience inherent in nature. Whether you encounter them in a quiet forest, a city park, or your own backyard, squirrels are creatures that never fail to amaze with their endless energy and ingenuity.\n""In the end, squirrels may be small, but they are mighty in their ability to survive and thrive in a world that is constantly changing. So next time you spot one hopping across a branch or darting across your lawn, take a moment to appreciate the remarkable acrobat at work a true marvel of the natural world.\n") },
{ .title = CLAY_STRING("Lorem Ipsum"), .contents = CLAY_STRING("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.") },
{ .title = CLAY_STRING("Vacuum Instructions"), .contents = CLAY_STRING("Chapter 3: Getting Started - Unpacking and Setup\n""\n""Congratulations on your new SuperClean Pro 5000 vacuum cleaner! In this section, we will guide you through the simple steps to get your vacuum up and running. Before you begin, please ensure that you have all the components listed in the \"Package Contents\" section on page 2.\n""\n""1. Unboxing Your Vacuum\n""Carefully remove the vacuum cleaner from the box. Avoid using sharp objects that could damage the product. Once removed, place the unit on a flat, stable surface to proceed with the setup. Inside the box, you should find:\n""\n"" The main vacuum unit\n"" A telescoping extension wand\n"" A set of specialized cleaning tools (crevice tool, upholstery brush, etc.)\n"" A reusable dust bag (if applicable)\n"" A power cord with a 3-prong plug\n"" A set of quick-start instructions\n""\n""2. Assembling Your Vacuum\n""Begin by attaching the extension wand to the main body of the vacuum cleaner. Line up the connectors and twist the wand into place until you hear a click. Next, select the desired cleaning tool and firmly attach it to the wand's end, ensuring it is securely locked in.\n""\n""For models that require a dust bag, slide the bag into the compartment at the back of the vacuum, making sure it is properly aligned with the internal mechanism. If your vacuum uses a bagless system, ensure the dust container is correctly seated and locked in place before use.\n""\n""3. Powering On\n""To start the vacuum, plug the power cord into a grounded electrical outlet. Once plugged in, locate the power switch, usually positioned on the side of the handle or body of the unit, depending on your model. Press the switch to the \"On\" position, and you should hear the motor begin to hum. If the vacuum does not power on, check that the power cord is securely plugged in, and ensure there are no blockages in the power switch.\n""\n""Note: Before first use, ensure that the vacuum filter (if your model has one) is properly installed. If unsure, refer to \"Section 5: Maintenance\" for filter installation instructions.") },
{ .title = CLAY_STRING("Article 4"), .contents = CLAY_STRING("Article 4") },
{ .title = CLAY_STRING("Article 5"), .contents = CLAY_STRING("Article 5") },
},
.length = 5
};
uint32_t selectedDocumentIndex = 0;
void HandleSidebarInteraction(
Clay_ElementId elementId,
Clay_PointerData pointerData,
intptr_t userData
) {
// If this button was clicked
if (pointerData.state == CLAY_POINTER_DATA_PRESSED_THIS_FRAME) {
if (userData >= 0 && userData < documents.length) {
// Select the corresponding document
selectedDocumentIndex = userData;
}
}
}
// This function is new since the video was published
void HandleClayErrors(Clay_ErrorData errorData) {
printf("%s", errorData.errorText.chars);
}
int main(void) {
Clay_Raylib_Initialize(1024, 768, "Introducing Clay Demo", FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI | FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT); // Extra parameters to this function are new since the video was published
uint64_t clayRequiredMemory = Clay_MinMemorySize();
printf("%lld", clayRequiredMemory);
Clay_Arena clayMemory = (Clay_Arena) {
.memory = malloc((size_t)1024 * 1024 * 1024 * 1024),
.capacity = clayRequiredMemory
};
Clay_Initialize(clayMemory, (Clay_Dimensions) {
.width = GetScreenWidth(),
.height = GetScreenHeight()
}, (Clay_ErrorHandler) { HandleClayErrors }); // This final argument is new since the video was published
Clay_SetMeasureTextFunction(Raylib_MeasureText);
Raylib_fonts[FONT_ID_BODY_16] = (Raylib_Font) {
.font = LoadFontEx("resources/Roboto-Regular.ttf", 48, 0, 400),
.fontId = FONT_ID_BODY_16
};
SetTextureFilter(Raylib_fonts[FONT_ID_BODY_16].font.texture, TEXTURE_FILTER_BILINEAR);
while (!WindowShouldClose()) {
// Run once per frame
Clay_SetLayoutDimensions((Clay_Dimensions) {
.width = GetScreenWidth(),
.height = GetScreenHeight()
});
Vector2 mousePosition = GetMousePosition();
Vector2 scrollDelta = GetMouseWheelMoveV();
Clay_SetPointerState(
(Clay_Vector2) { mousePosition.x, mousePosition.y },
IsMouseButtonDown(0)
);
Clay_UpdateScrollContainers(
true,
(Clay_Vector2) { scrollDelta.x, scrollDelta.y },
GetFrameTime()
);
Clay_Sizing layoutExpand = {
.width = CLAY_SIZING_GROW(),
.height = CLAY_SIZING_GROW()
};
Clay_RectangleElementConfig contentBackgroundConfig = {
.color = { 90, 90, 90, 255 },
.cornerRadius = 8
};
Clay_BeginLayout();
// Build UI here
CLAY(
CLAY_ID("OuterContainer"),
CLAY_RECTANGLE({ .color = { 43, 41, 51, 255 } }),
CLAY_LAYOUT({
.layoutDirection = CLAY_TOP_TO_BOTTOM,
.sizing = layoutExpand,
.padding = { 16, 16 },
.childGap = 16
})
) {
// Child elements go inside braces
CLAY(
CLAY_ID("HeaderBar"),
CLAY_RECTANGLE(contentBackgroundConfig),
CLAY_LAYOUT({
.sizing = {
.height = CLAY_SIZING_FIXED(60),
.width = CLAY_SIZING_GROW()
},
.padding = { 16 },
.childGap = 16,
.childAlignment = {
.y = CLAY_ALIGN_Y_CENTER
}
})
) {
// Header buttons go here
CLAY(
CLAY_ID("FileButton"),
CLAY_LAYOUT({ .padding = { 16, 8 }}),
CLAY_RECTANGLE({
.color = { 140, 140, 140, 255 },
.cornerRadius = 5
})
) {
CLAY_TEXT(CLAY_STRING("File"), CLAY_TEXT_CONFIG({
.fontId = FONT_ID_BODY_16,
.fontSize = 16,
.textColor = { 255, 255, 255, 255 }
}));
bool fileMenuVisible =
Clay_PointerOver(Clay_GetElementId(CLAY_STRING("FileButton")))
||
Clay_PointerOver(Clay_GetElementId(CLAY_STRING("FileMenu")));
if (fileMenuVisible) { // Below has been changed slightly to fix the small bug where the menu would dismiss when mousing over the top gap
CLAY(
CLAY_ID("FileMenu"),
CLAY_FLOATING({
.attachment = {
.parent = CLAY_ATTACH_POINT_LEFT_BOTTOM
},
}),
CLAY_LAYOUT({
.padding = {0, 8 }
})
) {
CLAY(
CLAY_LAYOUT({
.layoutDirection = CLAY_TOP_TO_BOTTOM,
.sizing = {
.width = CLAY_SIZING_FIXED(200)
},
}),
CLAY_RECTANGLE({
.color = { 40, 40, 40, 255 },
.cornerRadius = 8
})
) {
// Render dropdown items here
RenderDropdownMenuItem(CLAY_STRING("New"));
RenderDropdownMenuItem(CLAY_STRING("Open"));
RenderDropdownMenuItem(CLAY_STRING("Close"));
}
}
}
}
RenderHeaderButton(CLAY_STRING("Edit"));
CLAY(CLAY_LAYOUT({ .sizing = { CLAY_SIZING_GROW() }})) {}
RenderHeaderButton(CLAY_STRING("Upload"));
RenderHeaderButton(CLAY_STRING("Media"));
RenderHeaderButton(CLAY_STRING("Support"));
}
CLAY(
CLAY_ID("LowerContent"),
CLAY_LAYOUT({ .sizing = layoutExpand, .childGap = 16 })
) {
CLAY(
CLAY_ID("Sidebar"),
CLAY_RECTANGLE(contentBackgroundConfig),
CLAY_LAYOUT({
.layoutDirection = CLAY_TOP_TO_BOTTOM,
.padding = { 16, 16 },
.childGap = 8,
.sizing = {
.width = CLAY_SIZING_FIXED(250),
.height = CLAY_SIZING_GROW()
}
})
) {
for (int i = 0; i < documents.length; i++) {
Document document = documents.documents[i];
Clay_LayoutConfig sidebarButtonLayout = {
.sizing = { .width = CLAY_SIZING_GROW() },
.padding = { 16, 16 }
};
if (i == selectedDocumentIndex) {
CLAY(
CLAY_LAYOUT(sidebarButtonLayout),
CLAY_RECTANGLE({
.color = { 120, 120, 120, 255 },
.cornerRadius = 8,
})
) {
CLAY_TEXT(document.title, CLAY_TEXT_CONFIG({
.fontId = FONT_ID_BODY_16,
.fontSize = 20,
.textColor = { 255, 255, 255, 255 }
}));
}
} else {
CLAY(
CLAY_LAYOUT(sidebarButtonLayout),
Clay_OnHover(HandleSidebarInteraction, i),
Clay_Hovered()
? CLAY_RECTANGLE({
.color = { 120, 120, 120, 120 },
.cornerRadius = 8
})
: 0
) {
CLAY_TEXT(document.title, CLAY_TEXT_CONFIG({
.fontId = FONT_ID_BODY_16,
.fontSize = 20,
.textColor = { 255, 255, 255, 255 }
}));
}
}
}
}
CLAY(
CLAY_ID("MainContent"),
CLAY_RECTANGLE(contentBackgroundConfig),
CLAY_SCROLL({ .vertical = true }),
CLAY_LAYOUT({
.layoutDirection = CLAY_TOP_TO_BOTTOM,
.childGap = 16,
.padding = { 16, 16 },
.sizing = layoutExpand
})
) {
Document selectedDocument = documents.documents[selectedDocumentIndex];
CLAY_TEXT(selectedDocument.title, CLAY_TEXT_CONFIG({
.fontId = FONT_ID_BODY_16,
.fontSize = 24,
.textColor = COLOR_WHITE
}));
CLAY_TEXT(selectedDocument.contents, CLAY_TEXT_CONFIG({
.fontId = FONT_ID_BODY_16,
.fontSize = 24,
.textColor = COLOR_WHITE
}));
}
}
}
Clay_RenderCommandArray renderCommands = Clay_EndLayout();
BeginDrawing();
ClearBackground(BLACK);
Clay_Raylib_Render(renderCommands);
EndDrawing();
}
}

View File

@ -202,11 +202,24 @@ void UpdateDrawFrame(void)
//----------------------------------------------------------------------------------
}
bool reinitializeClay = false;
void HandleClayErrors(Clay_ErrorData errorData) {
printf("%s", errorData.errorText.chars);
if (errorData.errorType == CLAY_ERROR_TYPE_ELEMENTS_CAPACITY_EXCEEDED) {
reinitializeClay = true;
Clay_SetMaxElementCount(Clay__maxElementCount * 2);
} else if (errorData.errorType == CLAY_ERROR_TYPE_TEXT_MEASUREMENT_CAPACITY_EXCEEDED) {
reinitializeClay = true;
Clay_SetMaxMeasureTextCacheWordCount(Clay__maxMeasureTextCacheWordCount * 2);
}
}
int main(void) {
uint64_t totalMemorySize = Clay_MinMemorySize();
Clay_Arena clayMemory = (Clay_Arena) { .label = CLAY_STRING("Clay Memory Arena"), .memory = malloc(totalMemorySize), .capacity = totalMemorySize };
Clay_Arena clayMemory = Clay_CreateArenaWithCapacityAndMemory(totalMemorySize, malloc(totalMemorySize));
Clay_SetMeasureTextFunction(Raylib_MeasureText);
Clay_Initialize(clayMemory, (Clay_Dimensions) { (float)GetScreenWidth(), (float)GetScreenHeight() });
Clay_Initialize(clayMemory, (Clay_Dimensions) { (float)GetScreenWidth(), (float)GetScreenHeight() }, (Clay_ErrorHandler) { HandleClayErrors });
Clay_Raylib_Initialize(1024, 768, "Clay - Raylib Renderer Example", FLAG_VSYNC_HINT | FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI | FLAG_MSAA_4X_HINT);
profilePicture = LoadTextureFromImage(LoadImage("resources/profile-picture.png"));
Raylib_fonts[FONT_ID_BODY_24] = (Raylib_Font) {
@ -226,6 +239,13 @@ int main(void) {
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
if (reinitializeClay) {
Clay_SetMaxElementCount(8192);
totalMemorySize = Clay_MinMemorySize();
clayMemory = Clay_CreateArenaWithCapacityAndMemory(totalMemorySize, malloc(totalMemorySize));
Clay_Initialize(clayMemory, (Clay_Dimensions) { (float)GetScreenWidth(), (float)GetScreenHeight() }, (Clay_ErrorHandler) { HandleClayErrors });
reinitializeClay = false;
}
UpdateDrawFrame();
}
return 0;

View File

@ -1,5 +1,5 @@
$TYPE$ *$NAME$_Add($NAME$ *array, $TYPE$ item) {
if (Clay__Array_IncrementCapacityCheck(array->length, array->capacity)) {
if (Clay__Array_AddCapacityCheck(array->length, array->capacity)) {
array->internalArray[array->length++] = item;
return &array->internalArray[array->length - 1];
}

View File

@ -1,5 +1,5 @@
void $NAME$_Add($NAME$ *array, $TYPE$ item) {
if (Clay__Array_IncrementCapacityCheck(array->length, array->capacity)) {
if (Clay__Array_AddCapacityCheck(array->length, array->capacity)) {
array->internalArray[array->length++] = item;
}
}

View File

@ -1,13 +1,6 @@
void $NAME$_Set($NAME$ *array, int index, $TYPE$ value) {
if (index < array->capacity && index >= 0) {
if (Clay__Array_RangeCheck(index, array->capacity)) {
array->internalArray[index] = value;
array->length = index < array->length ? array->length : index + 1;
} else {
if (Clay__warningsEnabled) {
Clay__WarningArray_Add(&Clay_warnings, CLAY__INIT(Clay__Warning) { CLAY_STRING("Attempting to allocate array in arena, but arena is already at capacity and would overflow.") });
}
#ifdef CLAY_OVERFLOW_TRAP
raise(SIGTRAP);
#endif
}
}

View File

@ -1,22 +1,22 @@
/**********************************************************************************************
*
* raylib v5.5-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
* - 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]
* - 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)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - 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
* - 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
* - Bindings to multiple programming languages available!
*
@ -27,29 +27,35 @@
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
*
* DEPENDENCIES (included):
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
* [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
*
* OPTIONAL DEPENDENCIES (included):
* [rcore] msf_gif (Miles Fogle) for GIF recording
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression 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_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_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [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_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] jar_xm (Joshua Reisenauer) for XM 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
@ -84,7 +90,7 @@
#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 5
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.5-dev"
#define RAYLIB_VERSION "5.5"
// 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
@ -352,8 +358,10 @@ typedef struct Mesh {
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
Matrix *boneMatrices; // Bones animated transformation matrices
int boneCount; // Number of bones
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
@ -790,7 +798,10 @@ typedef enum {
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
@ -872,8 +883,7 @@ typedef enum {
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_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_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
} CubemapLayout;
// Font type, defines generation method
@ -960,36 +970,36 @@ 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 IsWindowReady(void); // Check if window has been initialized successfully
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 IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
RLAPI bool IsWindowFocused(void); // Check if window is currently focused
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 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 ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (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
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized
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)
RLAPI void SetWindowTitle(const char *title); // Set title for window
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 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 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 SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
RLAPI void SetWindowFocused(void); // Set window focused
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetRenderWidth(void); // Get current render width (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 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 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)
@ -1001,6 +1011,7 @@ 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 void SetClipboardText(const char *text); // Set 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 DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
@ -1039,7 +1050,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// 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 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 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
@ -1122,11 +1133,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
@ -1138,6 +1150,10 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
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 unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, 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
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
@ -1155,7 +1171,7 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
// Input-related functions: keyboard
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 IsKeyReleased(int key); // Check if a key has been released once
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
@ -1174,7 +1190,7 @@ RLAPI int GetGamepadButtonPressed(void);
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
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
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
@ -1205,7 +1221,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
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 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 float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
@ -1228,8 +1244,8 @@ RLAPI Texture2D GetShapesTexture(void); // Get t
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
@ -1238,7 +1254,7 @@ RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color c
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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)
@ -1250,9 +1266,9 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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 color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
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 DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // 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 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
@ -1289,13 +1305,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool 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 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 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 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 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
//------------------------------------------------------------------------------------
@ -1306,13 +1322,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
// NOTE: These functions do not require GPU access
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
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 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 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
@ -1398,9 +1413,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
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 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 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 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
@ -1431,6 +1446,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
@ -1443,10 +1459,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G
// Font loading/unloading functions
RLAPI Font GetFontDefault(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
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
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 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 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)
@ -1536,7 +1552,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
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 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 BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@ -1545,6 +1561,8 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
@ -1577,14 +1595,15 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
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 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 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
// Model animations loading/unloading functions
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 UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
@ -1614,11 +1633,11 @@ RLAPI float GetMasterVolume(void); // Get mas
// Wave/Sound loading/unloading functions
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 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 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 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 UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -1644,7 +1663,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
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 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 PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -1661,7 +1680,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// 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 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 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

View File

@ -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:
* - 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,
* required code is directly re-implemented inside
* - 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
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
* - No compound literals used to make sure libray is compatible with C++
@ -27,6 +27,8 @@
* Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory.
*
* #define RAYMATH_DISABLE_CPP_OPERATORS
* Disables C++ operator overloads for raymath types.
*
* LICENSE: zlib/libpng
*
@ -2567,7 +2569,13 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
if (!FloatEquals(det, 0))
{
clone.m0 /= s.x;
clone.m4 /= s.x;
clone.m8 /= s.x;
clone.m1 /= s.y;
clone.m5 /= s.y;
clone.m9 /= s.y;
clone.m2 /= s.z;
clone.m6 /= s.z;
clone.m10 /= s.z;
// Extract rotation
@ -2580,4 +2588,354 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
}
}
#endif // RAYMATH_H
#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, 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, 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, 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