]> git.seodisparate.com - RockPaperScissorsDuel/commitdiff
Use latest ems/Raylib, fixes for version bump
authorStephen Seo <seo.disparate@gmail.com>
Sun, 17 Sep 2023 10:51:02 +0000 (19:51 +0900)
committerStephen Seo <seo.disparate@gmail.com>
Sun, 17 Sep 2023 10:51:02 +0000 (19:51 +0900)
emsdk_version
wasm_build/client.js
wasm_build/custom_shell.html
wasm_includes/raylib.h
wasm_includes/raymath.h
wasm_libs/libraylib.a

index ab6c88e86d3625a3f73e41918e1633e8d05c94ef..e6af1c45482075257b0bfa02ba45845037c004d4 100644 (file)
@@ -1 +1 @@
-3.1.28
+3.1.44
index d95fb72caad98f0e54909b2dac75882e32d1b1c7..0eaf148f111907ad64fdcc3581af9aa8ac6f7fe7 100644 (file)
@@ -85,8 +85,7 @@ Rune.initClient({
 let em_checking_interval_id = setInterval(
     () => {
         if (typeof Module !== "undefined"
-                && typeof Module.ccall !== "undefined"
-                && typeof Module.asm !== "undefined") {
+                && typeof Module.ccall !== "undefined") {
             do_rune_init();
             clearInterval(em_checking_interval_id);
             console.log("Rune initialized!");
index 7c621a678d488955557046b4dd1deaca8167350b..f9e99beeba7543bb55ef2355310cf31fed9a4bd2 100644 (file)
@@ -3,7 +3,7 @@
   <head>
     <meta charset="utf-8">
     <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
-    <title>Hexagonal Crawler</title>
+    <title>RockPaperScissorsDuel</title>
     <style>
         body { margin: 0; background-color: black }
         .emscripten {
@@ -28,7 +28,7 @@
     </style>
   </head>
   <body>
-    <script src="https://cdn.jsdelivr.net/npm/rune-games-sdk@4/multiplayer.js"></script>
+    <script src="https://cdn.jsdelivr.net/npm/rune-games-sdk@4/multiplayer-dev.js"></script>
     <script src="logic.js" defer></script>
     <script src="client.js" defer></script>
     <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
index 8a5d50c26977bfd50fb14675c9d37dea1ed28a64..4cd9e4349e5f36be9a7fc85924e86323fcba8dd7 100644 (file)
@@ -1,6 +1,6 @@
 /**********************************************************************************************
 *
-*   raylib v4.2 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*   raylib v4.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
 *
 *   FEATURES:
 *       - NO external dependencies, all required libraries included with raylib
@@ -43,6 +43,7 @@
 *       [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)
 *       [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
@@ -56,7 +57,7 @@
 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
 *   BSD-like license that allows static linking with closed source software:
 *
-*   Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
 *
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   will the authors be held liable for any damages arising from the use of this software.
 
 #include <stdarg.h>     // Required for: va_list - Only used by TraceLogCallback
 
-#define RAYLIB_VERSION  "4.2"
+#define RAYLIB_VERSION_MAJOR 4
+#define RAYLIB_VERSION_MINOR 5
+#define RAYLIB_VERSION_PATCH 0
+#define RAYLIB_VERSION  "4.5"
 
 // Function specifiers in case library is build/used as a shared library (Windows)
 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@@ -212,7 +216,7 @@ typedef struct Vector4 {
 // Quaternion, 4 components (Vector4 alias)
 typedef Vector4 Quaternion;
 
-// Matrix, 4x4 components, column major, OpenGL style, right handed
+// Matrix, 4x4 components, column major, OpenGL style, right-handed
 typedef struct Matrix {
     float m0, m4, m8, m12;  // Matrix first row (4 components)
     float m1, m5, m9, m13;  // Matrix second row (4 components)
@@ -304,7 +308,7 @@ typedef struct Camera3D {
     Vector3 position;       // Camera position
     Vector3 target;         // Camera target it looks-at
     Vector3 up;             // Camera up vector (rotation over its axis)
-    float fovy;             // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+    float fovy;             // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
     int projection;         // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
 } Camera3D;
 
@@ -363,7 +367,7 @@ typedef struct Material {
     float params[4];        // Material generic parameters (if required)
 } Material;
 
-// Transform, vectex transformation data
+// Transform, vertex transformation data
 typedef struct Transform {
     Vector3 translation;    // Translation
     Quaternion rotation;    // Rotation
@@ -409,8 +413,8 @@ typedef struct Ray {
 // RayCollision, ray hit information
 typedef struct RayCollision {
     bool hit;               // Did the ray hit something?
-    float distance;         // Distance to nearest hit
-    Vector3 point;          // Point of nearest hit
+    float distance;         // Distance to the nearest hit
+    Vector3 point;          // Point of the nearest hit
     Vector3 normal;         // Surface normal of hit
 } RayCollision;
 
@@ -662,7 +666,7 @@ typedef enum {
     MOUSE_BUTTON_MIDDLE  = 2,       // Mouse button middle (pressed wheel)
     MOUSE_BUTTON_SIDE    = 3,       // Mouse button side (advanced mouse device)
     MOUSE_BUTTON_EXTRA   = 4,       // Mouse button extra (advanced mouse device)
-    MOUSE_BUTTON_FORWARD = 5,       // Mouse button fordward (advanced mouse device)
+    MOUSE_BUTTON_FORWARD = 5,       // Mouse button forward (advanced mouse device)
     MOUSE_BUTTON_BACK    = 6,       // Mouse button back (advanced mouse device)
 } MouseButton;
 
@@ -677,7 +681,7 @@ typedef enum {
     MOUSE_CURSOR_RESIZE_NS     = 6,     // Vertical resize/move arrow shape
     MOUSE_CURSOR_RESIZE_NWSE   = 7,     // Top-left to bottom-right diagonal resize/move arrow shape
     MOUSE_CURSOR_RESIZE_NESW   = 8,     // The top-right to bottom-left diagonal resize/move arrow shape
-    MOUSE_CURSOR_RESIZE_ALL    = 9,     // The omni-directional resize/move cursor shape
+    MOUSE_CURSOR_RESIZE_ALL    = 9,     // The omnidirectional resize/move cursor shape
     MOUSE_CURSOR_NOT_ALLOWED   = 10     // The operation-not-allowed shape
 } MouseCursor;
 
@@ -715,7 +719,7 @@ typedef enum {
 
 // Material map index
 typedef enum {
-    MATERIAL_MAP_ALBEDO    = 0,     // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
+    MATERIAL_MAP_ALBEDO = 0,        // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
     MATERIAL_MAP_METALNESS,         // Metalness material (same as: MATERIAL_MAP_SPECULAR)
     MATERIAL_MAP_NORMAL,            // Normal material
     MATERIAL_MAP_ROUGHNESS,         // Roughness material
@@ -835,10 +839,10 @@ typedef enum {
 typedef enum {
     CUBEMAP_LAYOUT_AUTO_DETECT = 0,         // Automatically detect layout type
     CUBEMAP_LAYOUT_LINE_VERTICAL,           // Layout is defined by a vertical line with faces
-    CUBEMAP_LAYOUT_LINE_HORIZONTAL,         // Layout is defined by an horizontal line with faces
+    CUBEMAP_LAYOUT_LINE_HORIZONTAL,         // Layout is defined by a horizontal line with faces
     CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,     // Layout is defined by a 3x4 cross with cubemap faces
     CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,     // Layout is defined by a 4x3 cross with cubemap faces
-    CUBEMAP_LAYOUT_PANORAMA                 // Layout is defined by a panorama image (equirectangular map)
+    CUBEMAP_LAYOUT_PANORAMA                 // Layout is defined by a panorama image (equirrectangular map)
 } CubemapLayout;
 
 // Font type, defines generation method
@@ -856,11 +860,12 @@ typedef enum {
     BLEND_ADD_COLORS,               // Blend textures adding colors (alternative)
     BLEND_SUBTRACT_COLORS,          // Blend textures subtracting colors (alternative)
     BLEND_ALPHA_PREMULTIPLY,        // Blend premultiplied textures considering alpha
-    BLEND_CUSTOM                    // Blend textures using custom src/dst factors (use rlSetBlendMode())
+    BLEND_CUSTOM,                   // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+    BLEND_CUSTOM_SEPARATE           // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
 } BlendMode;
 
 // Gesture
-// NOTE: It could be used as flags to enable only some gestures
+// NOTE: Provided as bit-wise flags to enable only desired gestures
 typedef enum {
     GESTURE_NONE        = 0,        // No gesture
     GESTURE_TAP         = 1,        // Tap gesture
@@ -898,7 +903,7 @@ typedef enum {
 } NPatchLayout;
 
 // Callbacks to hook some internal functions
-// WARNING: This callbacks are intended for advance users
+// WARNING: These callbacks are intended for advance users
 typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);  // Logging: Redirect trace log messages
 typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead);      // FileIO: Load binary data
 typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite);  // FileIO: Save binary data
@@ -936,7 +941,8 @@ RLAPI void ToggleFullscreen(void);                                // Toggle wind
 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 (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)
 RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
 RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
@@ -966,7 +972,7 @@ RLAPI void DisableEventWaiting(void);                             // Disable wai
 
 // Custom frame control functions
 // NOTE: Those functions are intended for advance users that want full control over the frame processing
-// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
 RLAPI void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
 RLAPI void PollInputEvents(void);                                 // Register all input events
@@ -1007,6 +1013,7 @@ 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 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
@@ -1038,8 +1045,8 @@ RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init
 
 RLAPI void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
 RLAPI void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
-RLAPI void *MemAlloc(int size);                                   // Internal memory allocator
-RLAPI void *MemRealloc(void *ptr, int size);                      // Internal memory reallocator
+RLAPI void *MemAlloc(unsigned int size);                          // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size);             // Internal memory reallocator
 RLAPI void MemFree(void *ptr);                                    // Internal memory free
 
 RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
@@ -1056,7 +1063,7 @@ RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom
 RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead);       // Load file data as byte array (read)
 RLAPI void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
 RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite);   // Save data to file from byte array (write), returns true on success
-RLAPI bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
 RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
 RLAPI void UnloadFileText(char *text);                            // Unload file text data allocated by LoadFileText()
 RLAPI bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
@@ -1150,13 +1157,8 @@ RLAPI float GetGesturePinchAngle(void);                 // Get gesture pinch ang
 //------------------------------------------------------------------------------------
 // Camera System Functions (Module: rcamera)
 //------------------------------------------------------------------------------------
-RLAPI void SetCameraMode(Camera camera, int mode);      // Set camera mode (multiple camera modes available)
-RLAPI void UpdateCamera(Camera *camera);                // Update camera position for selected mode
-
-RLAPI void SetCameraPanControl(int keyPan);             // Set camera pan key to combine with mouse movement (free camera)
-RLAPI void SetCameraAltControl(int keyAlt);             // Set camera alt key to combine with mouse movement (free camera)
-RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
-RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
+RLAPI void UpdateCamera(Camera *camera, int mode);      // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
 
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
@@ -1212,6 +1214,7 @@ RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);
 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 CheckCollisionPointPoly(Vector2 point, 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
@@ -1221,13 +1224,14 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
 //------------------------------------------------------------------------------------
 
 // Image loading functions
-// NOTE: This functions do not require GPU access
+// 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 LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
 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 void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
 RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
@@ -1239,7 +1243,9 @@ RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);
 RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
 RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
 RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
 RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text);                                       // Generate image: grayscale image from text data
 
 // Image manipulation functions
 RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
@@ -1253,6 +1259,7 @@ RLAPI void ImageAlphaCrop(Image *image, float threshold);
 RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
 RLAPI void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize);                                                // Apply Gaussian blur using a box blur approximation
 RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
 RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
 RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill);  // Resize canvas and fill with color
@@ -1282,8 +1289,10 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
 RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
 RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
 RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
-RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw circle within an image
-RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw circle within an image (Vector version)
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color);          // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color);                   // Draw circle outline within an image (Vector version)
 RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
 RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
 RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image
@@ -1298,7 +1307,9 @@ 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 void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureReady(RenderTexture2D target);                                                       // Check if a render texture is ready
 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
@@ -1313,11 +1324,8 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
 RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);            // Draw a part of a texture defined by a rectangle
-RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);  // Draw texture quad with tiling and offset parameters
-RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
-RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);           // Draw a part of a texture defined by a rectangle with 'pro' parameters
-RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint);   // Draws a texture (or part of it) that stretches or shrinks nicely
-RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);       // Draw a textured polygon
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
 
 // Color/pixel related functions
 RLAPI Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
@@ -1326,6 +1334,9 @@ RLAPI Vector4 ColorNormalize(Color color);                                  // G
 RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
 RLAPI Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
 RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint);                             // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor);                     // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+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 GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
@@ -1343,6 +1354,7 @@ RLAPI Font LoadFont(const char *fileName);
 RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount);  // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
 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 *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontReady(Font font);                                                          // Check if a font is ready
 RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
 RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
 RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount);                                // Unload font chars info data (RAM)
@@ -1365,12 +1377,15 @@ RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);
 RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint);                                 // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
 
 // Text codepoints management functions (unicode characters)
-RLAPI int *LoadCodepoints(const char *text, int *count);              // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
-RLAPI void UnloadCodepoints(int *codepoints);                         // Unload codepoints data from memory
-RLAPI int GetCodepointCount(const char *text);                        // Get total number of codepoints in a UTF-8 encoded string
-RLAPI int GetCodepoint(const char *text, int *bytesProcessed);        // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize);      // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
-RLAPI char *TextCodepointsToUTF8(const int *codepoints, int length);  // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
+RLAPI char *LoadUTF8(const int *codepoints, int length);                // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text);                                      // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count);                // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints);                           // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text);                          // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize);           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize);       // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize);   // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size);        // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
 
 // Text strings management functions (no UTF-8 strings, only byte chars)
 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
@@ -1404,8 +1419,6 @@ RLAPI void DrawCube(Vector3 position, float width, float height, float length, C
 RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
 RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
 RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
-RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
-RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
 RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
 RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
 RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
@@ -1413,6 +1426,8 @@ RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, f
 RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
 RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
 RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
 RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
 RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
 RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
@@ -1424,16 +1439,16 @@ 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 void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
-RLAPI void UnloadModelKeepMeshes(Model model);                                              // Unload model (but not meshes) from memory (RAM and/or VRAM)
 RLAPI BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)
 
 // Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);               // Draw a model (with texture if set)
 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 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 DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
+RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                   // Draw bounding box (wires)
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, 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
 RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
@@ -1464,6 +1479,7 @@ 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 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
@@ -1499,8 +1515,10 @@ RLAPI void SetMasterVolume(float volume);                             // Set 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 Sound LoadSound(const char *fileName);                          // Load sound from file
 RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
+RLAPI bool IsSoundReady(Sound sound);                                 // Checks if a sound is ready
 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
@@ -1512,9 +1530,6 @@ RLAPI void PlaySound(Sound sound);                                    // Play a
 RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
-RLAPI void PlaySoundMulti(Sound sound);                               // Play a sound (using multichannel buffer pool)
-RLAPI void StopSoundMulti(void);                                      // Stop any sound playing (using multichannel buffer pool)
-RLAPI int GetSoundsPlaying(void);                                     // Get number of sounds playing in the multichannel
 RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
 RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
 RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
@@ -1528,6 +1543,7 @@ 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 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
@@ -1544,6 +1560,7 @@ 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 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
@@ -1561,6 +1578,9 @@ RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);
 RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
 RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
 
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
 #if defined(__cplusplus)
 }
 #endif
index fbe4ceadc5934113a91e0608fb61844ca5cbca13..422a42eeeef0c7d1f2c59a00d66badc394e196b7 100644 (file)
@@ -25,7 +25,7 @@
 *
 *   LICENSE: zlib/libpng
 *
-*   Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
 *
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   will the authors be held liable for any damages arising from the use of this software.
@@ -306,10 +306,33 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
     return result;
 }
 
-// Calculate angle from two vectors
+// Calculate angle between two vectors
+// NOTE: Angle is calculated from origin point (0, 0)
 RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
 {
-    float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x);
+    float result = atan2f(v2.y - v1.y, v2.x - v1.x);
+
+    return result;
+}
+
+// Calculate angle defined by a two vectors line
+// NOTE: Parameters need to be normalized
+// Current implementation should be aligned with glm::angle
+RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
+{
+    float result = 0.0f;
+
+    float dot = start.x*end.x + start.y*end.y;      // Dot product
+
+    float dotClamp = (dot < -1.0f)? -1.0f : dot;    // Clamp
+    if (dotClamp > 1.0f) dotClamp = 1.0f;
+
+    result = acosf(dotClamp);
+
+    // Alternative implementation, more costly
+    //float v1Length = sqrtf((start.x*start.x) + (start.y*start.y));
+    //float v2Length = sqrtf((end.x*end.x) + (end.y*end.y));
+    //float result = -acosf((start.x*end.x + start.y*end.y)/(v1Length*v2Length));
 
     return result;
 }
@@ -889,7 +912,7 @@ RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
 {
     Vector3 result = { 0 };
 
-    // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
+    // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
     Matrix matViewProj = {      // MatrixMultiply(view, projection);
         view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
         view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
@@ -952,7 +975,7 @@ RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
     // Create quaternion from source point
     Quaternion quat = { source.x, source.y, source.z, 1.0f };
 
-    // Multiply quat point by unproject matrix
+    // Multiply quat point by unprojecte matrix
     Quaternion qtransformed = {     // QuaternionTransform(quat, matViewProjInv)
         matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
         matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
index bcc4351e98420a49e322cc243b5b63041b8eaf1e..5aa9bef4bbfeaa7479e66fc2dace1bb2880a7920 100644 (file)
Binary files a/wasm_libs/libraylib.a and b/wasm_libs/libraylib.a differ