karl2d.doc.odin 20 KB

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  1. // This file is purely documentational. It is generated from the contents of 'karl2d.odin'.
  2. #+build ignore
  3. package karl2d
  4. //-----------------------------------------------//
  5. // SETUP, WINDOW MANAGEMENT AND FRAME MANAGEMENT //
  6. //-----------------------------------------------//
  7. // Opens a window and initializes some internal state. The internal state will use `allocator` for
  8. // all dynamically allocated memory. The return value can be ignored unless you need to later call
  9. // `set_internal_state`.
  10. init :: proc(window_width: int, window_height: int, window_title: string,
  11. window_creation_flags := Window_Flags {},
  12. allocator := context.allocator, loc := #caller_location) -> ^State
  13. // Returns true if the program wants to shut down. This happens when for example pressing the close
  14. // button on the window. The application can decide if it wants to shut down or if it wants to show
  15. // some kind of confirmation dialogue and shut down later.
  16. //
  17. // Commonly used for creating the "main loop" of a game.
  18. shutdown_wanted :: proc() -> bool
  19. // Closes the window and cleans up the internal state.
  20. shutdown :: proc()
  21. // Clear the backbuffer with supplied color.
  22. clear :: proc(color: Color)
  23. // Present the backbuffer. Call at end of frame to make everything you've drawn appear on the
  24. // screen. Also clears the frame_allocator that Karl2D uses for allocations that have the lifetime
  25. // of a single frame.
  26. present :: proc()
  27. // Call at start or end of frame to process all events that have arrived to the window. This
  28. // includes keyboard, mouse, gamepad and window events.
  29. //
  30. // WARNING: Not calling this will make your program impossible to interact with.
  31. process_events :: proc()
  32. get_screen_width :: proc() -> int
  33. get_screen_height :: proc() -> int
  34. set_window_position :: proc(x: int, y: int)
  35. set_window_size :: proc(width: int, height: int)
  36. // Fetch the scale of the window. This usually comes from some DPI scaling setting in the OS.
  37. // 1 means 100% scale, 1.5 means 150% etc.
  38. get_window_scale :: proc() -> f32
  39. set_window_flags :: proc(flags: Window_Flags)
  40. // Flushes the current batch. This sends off everything to the GPU that has been queued in the
  41. // current batch. Normally, you do not need to do this manually. It is done automatically when these
  42. // procedures run:
  43. //
  44. // - present
  45. // - set_camera
  46. // - set_shader
  47. // - set_shader_constant
  48. // - set_scissor_rect
  49. // - draw_texture_* IF previous draw did not use the same texture (1)
  50. // - draw_rect_*, draw_circle_*, draw_line IF previous draw did not use the shapes drawing texture (2)
  51. //
  52. // (1) When drawing textures, the current texture is fed into the active shader. Everything within
  53. // the same batch must use the same texture. So drawing with a new texture will draw the current
  54. // batch. You can combine several textures into an atlas to get bigger batches.
  55. //
  56. // (2) In order to use the same shader for shapes drawing and textured drawing, the shapes drawing
  57. // uses a blank, white texture. For the same reasons as (1), drawing something else than shapes
  58. // before drawing a shape will break up the batches. TODO: Add possibility to customize shape
  59. // drawing texture so that you can put it into an atlas.
  60. //
  61. // The batch has maximum size of VERTEX_BUFFER_MAX bytes. The shader dictates how big a vertex is
  62. // so the maximum number of vertices that can be drawn in each batch is
  63. // VERTEX_BUFFER_MAX / shader.vertex_size
  64. draw_current_batch :: proc()
  65. //-------//
  66. // INPUT //
  67. //-------//
  68. // Returns true if a keyboard key went down between the current and the previous frame. Set when
  69. // 'process_events' runs (probably once per frame).
  70. key_went_down :: proc(key: Keyboard_Key) -> bool
  71. // Returns true if a keyboard key went up (was released) between the current and the previous frame.
  72. // Set when 'process_events' runs (probably once per frame).
  73. key_went_up :: proc(key: Keyboard_Key) -> bool
  74. // Returns true if a keyboard is currently being held down. Set when 'process_events' runs (probably
  75. // once per frame).
  76. key_is_held :: proc(key: Keyboard_Key) -> bool
  77. mouse_button_went_down :: proc(button: Mouse_Button) -> bool
  78. mouse_button_went_up :: proc(button: Mouse_Button) -> bool
  79. mouse_button_is_held :: proc(button: Mouse_Button) -> bool
  80. get_mouse_wheel_delta :: proc() -> f32
  81. get_mouse_position :: proc() -> Vec2
  82. get_mouse_delta :: proc() -> Vec2
  83. is_gamepad_active :: proc(gamepad: Gamepad_Index) -> bool
  84. gamepad_button_went_down :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  85. gamepad_button_went_up :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  86. gamepad_button_is_held :: proc(gamepad: Gamepad_Index, button: Gamepad_Button) -> bool
  87. get_gamepad_axis :: proc(gamepad: Gamepad_Index, axis: Gamepad_Axis) -> f32
  88. // Set the left and right vibration motor speed. The range of left and right is 0 to 1. Note that on
  89. // most gamepads, the left motor is "low frequency" and the right motor is "high frequency". They do
  90. // not vibrate with the same speed.
  91. set_gamepad_vibration :: proc(gamepad: Gamepad_Index, left: f32, right: f32)
  92. //---------//
  93. // DRAWING //
  94. //---------//
  95. draw_rect :: proc(r: Rect, c: Color)
  96. draw_rect_vec :: proc(pos: Vec2, size: Vec2, c: Color)
  97. draw_rect_ex :: proc(r: Rect, origin: Vec2, rot: f32, c: Color)
  98. draw_rect_outline :: proc(r: Rect, thickness: f32, color: Color)
  99. draw_circle :: proc(center: Vec2, radius: f32, color: Color, segments := 16)
  100. draw_circle_outline :: proc(center: Vec2, radius: f32, thickness: f32, color: Color, segments := 16)
  101. draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color)
  102. draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE)
  103. draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE)
  104. draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rotation: f32, tint := WHITE)
  105. measure_text :: proc(text: string, font_size: f32) -> Vec2
  106. draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color)
  107. draw_text_ex :: proc(font: Font_Handle, text: string, pos: Vec2, font_size: f32, color: Color)
  108. //--------------------//
  109. // TEXTURE MANAGEMENT //
  110. //--------------------//
  111. create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture
  112. // Load a texture from disk and upload it to the GPU so you can draw it to the screen.
  113. // Supports PNG, BMP, TGA and baseline PNG. Note that progressive PNG files are not supported!
  114. //
  115. // The `options` parameter can be used to specify things things such as premultiplication of alpha.
  116. load_texture_from_file :: proc(filename: string, options: Load_Texture_Options = {}) -> Texture
  117. // TODO should we have an error here or rely on check the handle of the texture?
  118. load_texture_from_bytes :: proc(bytes: []u8, width: int, height: int, format: Pixel_Format) -> Texture
  119. // Get a rectangle that spans the whole texture. Coordinates will be (x, y) = (0, 0) and size
  120. // (w, h) = (texture_width, texture_height)
  121. get_texture_rect :: proc(t: Texture) -> Rect
  122. // Update a texture with new pixels. `bytes` is the new pixel data. `rect` is the rectangle in
  123. // `tex` where the new pixels should end up.
  124. update_texture :: proc(tex: Texture, bytes: []u8, rect: Rect) -> bool
  125. destroy_texture :: proc(tex: Texture)
  126. // Controls how a texture should be filtered. You can choose "point" or "linear" filtering. Which
  127. // means "pixly" or "smooth". This filter will be used for up and down-scaling as well as for
  128. // mipmap sampling. Use `set_texture_filter_ex` if you need to control these settings separately.
  129. set_texture_filter :: proc(t: Texture, filter: Texture_Filter)
  130. // Controls how a texture should be filtered. `scale_down_filter` and `scale_up_filter` controls how
  131. // the texture is filtered when we render the texture at a smaller or larger size.
  132. // `mip_filter` controls how the texture is filtered when it is sampled using _mipmapping_.
  133. //
  134. // TODO: Add mipmapping generation controls for texture and refer to it from here.
  135. set_texture_filter_ex :: proc(
  136. t: Texture,
  137. scale_down_filter: Texture_Filter,
  138. scale_up_filter: Texture_Filter,
  139. mip_filter: Texture_Filter,
  140. )
  141. //-----------------//
  142. // RENDER TEXTURES //
  143. //-----------------//
  144. // Create a texture that you can render into. Meaning that you can draw into it instead of drawing
  145. // onto the screen. Set the texture using `set_render_texture`.
  146. create_render_texture :: proc(width: int, height: int) -> Render_Texture
  147. // Destroy a Render_Texture previously created using `create_render_texture`.
  148. destroy_render_texture :: proc(render_texture: Render_Texture)
  149. // Make all rendering go into a texture instead of onto the screen. Create the render texture using
  150. // `create_render_texture`. Pass `nil` to resume drawing onto the screen.
  151. set_render_texture :: proc(render_texture: Maybe(Render_Texture))
  152. //-------//
  153. // FONTS //
  154. //-------//
  155. load_font_from_file :: proc(filename: string) -> Font_Handle
  156. load_font_from_bytes :: proc(data: []u8) -> Font_Handle
  157. destroy_font :: proc(font: Font_Handle)
  158. get_default_font :: proc() -> Font_Handle
  159. //---------//
  160. // SHADERS //
  161. //---------//
  162. load_shader :: proc(
  163. vertex_shader_source: string,
  164. fragment_shader_source: string,
  165. layout_formats: []Pixel_Format = {},
  166. ) -> Shader
  167. destroy_shader :: proc(shader: Shader)
  168. get_default_shader :: proc() -> Shader
  169. set_shader :: proc(shader: Maybe(Shader))
  170. set_shader_constant :: proc(shd: Shader, loc: Shader_Constant_Location, val: any)
  171. override_shader_input :: proc(shader: Shader, input: int, val: any)
  172. pixel_format_size :: proc(f: Pixel_Format) -> int
  173. //-------------------------------//
  174. // CAMERA AND COORDINATE SYSTEMS //
  175. //-------------------------------//
  176. set_camera :: proc(camera: Maybe(Camera))
  177. screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2
  178. world_to_screen :: proc(pos: Vec2, camera: Camera) -> Vec2
  179. get_camera_view_matrix :: proc(c: Camera) -> Mat4
  180. get_camera_world_matrix :: proc(c: Camera) -> Mat4
  181. //------//
  182. // MISC //
  183. //------//
  184. // Choose how the alpha channel is used when mixing half-transparent color with what is already
  185. // drawn. The default is the .Alpha mode, but you also have the option of using .Premultiply_Alpha.
  186. set_blend_mode :: proc(mode: Blend_Mode)
  187. set_scissor_rect :: proc(scissor_rect: Maybe(Rect))
  188. // Restore the internal state using the pointer returned by `init`. Useful after reloading the
  189. // library (for example, when doing code hot reload).
  190. set_internal_state :: proc(state: ^State)
  191. //---------------------//
  192. // TYPES AND CONSTANTS //
  193. //---------------------//
  194. Vec2 :: [2]f32
  195. Vec3 :: [3]f32
  196. Vec4 :: [4]f32
  197. Mat4 :: matrix[4,4]f32
  198. // A two dimensional vector of integer numeric type.
  199. Vec2i :: [2]int
  200. // A rectangle that sits at position (x, y) and has size (w, h).
  201. Rect :: struct {
  202. x, y: f32,
  203. w, h: f32,
  204. }
  205. // An RGBA (Red, Green, Blue, Alpha) color. Each channel can have a value between 0 and 255.
  206. Color :: [4]u8
  207. WHITE :: Color { 255, 255, 255, 255 }
  208. BLACK :: Color { 0, 0, 0, 255 }
  209. GRAY :: Color { 127, 127, 127, 255 }
  210. RED :: Color { 198, 40, 90, 255 }
  211. GREEN :: Color { 30, 240, 30, 255 }
  212. BLANK :: Color { 0, 0, 0, 0 }
  213. BLUE :: Color { 30, 116, 240, 255 }
  214. // These are from Raylib. They are here so you can easily port a Raylib program to Karl2D.
  215. RL_LIGHTGRAY :: Color { 200, 200, 200, 255 }
  216. RL_GRAY :: Color { 130, 130, 130, 255 }
  217. RL_DARKGRAY :: Color { 80, 80, 80, 255 }
  218. RL_YELLOW :: Color { 253, 249, 0, 255 }
  219. RL_GOLD :: Color { 255, 203, 0, 255 }
  220. RL_ORANGE :: Color { 255, 161, 0, 255 }
  221. RL_PINK :: Color { 255, 109, 194, 255 }
  222. RL_RED :: Color { 230, 41, 55, 255 }
  223. RL_MAROON :: Color { 190, 33, 55, 255 }
  224. RL_GREEN :: Color { 0, 228, 48, 255 }
  225. RL_LIME :: Color { 0, 158, 47, 255 }
  226. RL_DARKGREEN :: Color { 0, 117, 44, 255 }
  227. RL_SKYBLUE :: Color { 102, 191, 255, 255 }
  228. RL_BLUE :: Color { 0, 121, 241, 255 }
  229. RL_DARKBLUE :: Color { 0, 82, 172, 255 }
  230. RL_PURPLE :: Color { 200, 122, 255, 255 }
  231. RL_VIOLET :: Color { 135, 60, 190, 255 }
  232. RL_DARKPURPLE :: Color { 112, 31, 126, 255 }
  233. RL_BEIGE :: Color { 211, 176, 131, 255 }
  234. RL_BROWN :: Color { 127, 106, 79, 255 }
  235. RL_DARKBROWN :: Color { 76, 63, 47, 255 }
  236. RL_WHITE :: WHITE
  237. RL_BLACK :: BLACK
  238. RL_BLANK :: BLANK
  239. RL_MAGENTA :: Color { 255, 0, 255, 255 }
  240. RL_RAYWHITE :: Color { 245, 245, 245, 255 }
  241. Texture :: struct {
  242. handle: Texture_Handle,
  243. width: int,
  244. height: int,
  245. }
  246. Load_Texture_Option :: enum {
  247. Premultiply_Alpha,
  248. }
  249. Load_Texture_Options :: bit_set[Load_Texture_Option]
  250. Blend_Mode :: enum {
  251. Alpha,
  252. Premultiplied_Alpha, // Requires the alpha-channel to be multiplied into texture RGB channels.
  253. }
  254. Render_Texture :: struct {
  255. texture: Texture,
  256. render_target: Render_Target_Handle,
  257. }
  258. Texture_Filter :: enum {
  259. Point, // Similar to "nearest neighbor". Pixly texture scaling.
  260. Linear, // Smoothed texture scaling.
  261. }
  262. Camera :: struct {
  263. target: Vec2,
  264. offset: Vec2,
  265. rotation: f32,
  266. zoom: f32,
  267. }
  268. Window_Flag :: enum {
  269. Resizable,
  270. }
  271. Window_Flags :: bit_set[Window_Flag]
  272. Shader_Handle :: distinct Handle
  273. SHADER_NONE :: Shader_Handle {}
  274. Shader_Constant_Location :: struct {
  275. offset: int,
  276. size: int,
  277. }
  278. Shader :: struct {
  279. handle: Shader_Handle,
  280. // We store the CPU-side value of all constants in a single buffer to have less allocations.
  281. // The 'constants' array says where in this buffer each constant is, and 'constant_lookup'
  282. // maps a name to a constant location.
  283. constants_data: []u8,
  284. constants: []Shader_Constant_Location,
  285. constant_lookup: map[string]Shader_Constant_Location,
  286. // Maps built in constant types such as "model view projection matrix" to a location.
  287. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  288. texture_bindpoints: []Texture_Handle,
  289. texture_lookup: map[string]int,
  290. default_texture_index: Maybe(int),
  291. inputs: []Shader_Input,
  292. input_overrides: []Shader_Input_Value_Override,
  293. default_input_offsets: [Shader_Default_Inputs]int,
  294. vertex_size: int,
  295. }
  296. SHADER_INPUT_VALUE_MAX_SIZE :: 256
  297. Shader_Input_Value_Override :: struct {
  298. val: [SHADER_INPUT_VALUE_MAX_SIZE]u8,
  299. used: int,
  300. }
  301. Shader_Input_Type :: enum {
  302. F32,
  303. Vec2,
  304. Vec3,
  305. Vec4,
  306. }
  307. Shader_Builtin_Constant :: enum {
  308. MVP,
  309. }
  310. Shader_Default_Inputs :: enum {
  311. Unknown,
  312. Position,
  313. UV,
  314. Color,
  315. }
  316. Shader_Input :: struct {
  317. name: string,
  318. register: int,
  319. type: Shader_Input_Type,
  320. format: Pixel_Format,
  321. }
  322. Pixel_Format :: enum {
  323. Unknown,
  324. RGBA_32_Float,
  325. RGB_32_Float,
  326. RG_32_Float,
  327. R_32_Float,
  328. RGBA_8_Norm,
  329. RG_8_Norm,
  330. R_8_Norm,
  331. R_8_UInt,
  332. }
  333. Font :: struct {
  334. atlas: Texture,
  335. // internal
  336. fontstash_handle: int,
  337. }
  338. Handle :: hm.Handle
  339. Texture_Handle :: distinct Handle
  340. Render_Target_Handle :: distinct Handle
  341. Font_Handle :: distinct int
  342. FONT_NONE :: Font_Handle {}
  343. TEXTURE_NONE :: Texture_Handle {}
  344. RENDER_TARGET_NONE :: Render_Target_Handle {}
  345. // This keeps track of the internal state of the library. Usually, you do not need to poke at it.
  346. // It is created and kept as a global variable when 'init' is called. However, 'init' also returns
  347. // the pointer to it, so you can later use 'set_internal_state' to restore it (after for example hot
  348. // reload).
  349. State :: struct {
  350. allocator: runtime.Allocator,
  351. frame_arena: runtime.Arena,
  352. frame_allocator: runtime.Allocator,
  353. win: Window_Interface,
  354. window_state: rawptr,
  355. rb: Render_Backend_Interface,
  356. rb_state: rawptr,
  357. fs: fs.FontContext,
  358. shutdown_wanted: bool,
  359. mouse_position: Vec2,
  360. mouse_delta: Vec2,
  361. mouse_wheel_delta: f32,
  362. key_went_down: #sparse [Keyboard_Key]bool,
  363. key_went_up: #sparse [Keyboard_Key]bool,
  364. key_is_held: #sparse [Keyboard_Key]bool,
  365. mouse_button_went_down: #sparse [Mouse_Button]bool,
  366. mouse_button_went_up: #sparse [Mouse_Button]bool,
  367. mouse_button_is_held: #sparse [Mouse_Button]bool,
  368. gamepad_button_went_down: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  369. gamepad_button_went_up: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  370. gamepad_button_is_held: [MAX_GAMEPADS]#sparse [Gamepad_Button]bool,
  371. window: Window_Handle,
  372. default_font: Font_Handle,
  373. fonts: [dynamic]Font,
  374. shape_drawing_texture: Texture_Handle,
  375. batch_font: Font_Handle,
  376. batch_camera: Maybe(Camera),
  377. batch_shader: Shader,
  378. batch_scissor: Maybe(Rect),
  379. batch_texture: Texture_Handle,
  380. batch_render_target: Render_Target_Handle,
  381. batch_blend_mode: Blend_Mode,
  382. view_matrix: Mat4,
  383. proj_matrix: Mat4,
  384. depth: f32,
  385. depth_start: f32,
  386. depth_increment: f32,
  387. vertex_buffer_cpu: []u8,
  388. vertex_buffer_cpu_used: int,
  389. default_shader: Shader,
  390. }
  391. // Support for up to 255 mouse buttons. Cast an int to type `Mouse_Button` to use things outside the
  392. // options presented here.
  393. Mouse_Button :: enum {
  394. Left,
  395. Right,
  396. Middle,
  397. Max = 255,
  398. }
  399. // Based on Raylib / GLFW
  400. Keyboard_Key :: enum {
  401. None = 0,
  402. // Numeric keys (top row)
  403. N0 = 48,
  404. N1 = 49,
  405. N2 = 50,
  406. N3 = 51,
  407. N4 = 52,
  408. N5 = 53,
  409. N6 = 54,
  410. N7 = 55,
  411. N8 = 56,
  412. N9 = 57,
  413. // Letter keys
  414. A = 65,
  415. B = 66,
  416. C = 67,
  417. D = 68,
  418. E = 69,
  419. F = 70,
  420. G = 71,
  421. H = 72,
  422. I = 73,
  423. J = 74,
  424. K = 75,
  425. L = 76,
  426. M = 77,
  427. N = 78,
  428. O = 79,
  429. P = 80,
  430. Q = 81,
  431. R = 82,
  432. S = 83,
  433. T = 84,
  434. U = 85,
  435. V = 86,
  436. W = 87,
  437. X = 88,
  438. Y = 89,
  439. Z = 90,
  440. // Special characters
  441. Apostrophe = 39,
  442. Comma = 44,
  443. Minus = 45,
  444. Period = 46,
  445. Slash = 47,
  446. Semicolon = 59,
  447. Equal = 61,
  448. Left_Bracket = 91,
  449. Backslash = 92,
  450. Right_Bracket = 93,
  451. Grave_Accent = 96,
  452. // Function keys, modifiers, caret control etc
  453. Space = 32,
  454. Escape = 256,
  455. Enter = 257,
  456. Tab = 258,
  457. Backspace = 259,
  458. Insert = 260,
  459. Delete = 261,
  460. Right = 262,
  461. Left = 263,
  462. Down = 264,
  463. Up = 265,
  464. Page_Up = 266,
  465. Page_Down = 267,
  466. Home = 268,
  467. End = 269,
  468. Caps_Lock = 280,
  469. Scroll_Lock = 281,
  470. Num_Lock = 282,
  471. Print_Screen = 283,
  472. Pause = 284,
  473. F1 = 290,
  474. F2 = 291,
  475. F3 = 292,
  476. F4 = 293,
  477. F5 = 294,
  478. F6 = 295,
  479. F7 = 296,
  480. F8 = 297,
  481. F9 = 298,
  482. F10 = 299,
  483. F11 = 300,
  484. F12 = 301,
  485. Left_Shift = 340,
  486. Left_Control = 341,
  487. Left_Alt = 342,
  488. Left_Super = 343,
  489. Right_Shift = 344,
  490. Right_Control = 345,
  491. Right_Alt = 346,
  492. Right_Super = 347,
  493. Menu = 348,
  494. // Numpad keys
  495. NP_0 = 320,
  496. NP_1 = 321,
  497. NP_2 = 322,
  498. NP_3 = 323,
  499. NP_4 = 324,
  500. NP_5 = 325,
  501. NP_6 = 326,
  502. NP_7 = 327,
  503. NP_8 = 328,
  504. NP_9 = 329,
  505. NP_Decimal = 330,
  506. NP_Divide = 331,
  507. NP_Multiply = 332,
  508. NP_Subtract = 333,
  509. NP_Add = 334,
  510. NP_Enter = 335,
  511. NP_Equal = 336,
  512. }
  513. MAX_GAMEPADS :: 4
  514. // A value between 0 and MAX_GAMEPADS - 1
  515. Gamepad_Index :: int
  516. Gamepad_Axis :: enum {
  517. Left_Stick_X,
  518. Left_Stick_Y,
  519. Right_Stick_X,
  520. Right_Stick_Y,
  521. Left_Trigger,
  522. Right_Trigger,
  523. }
  524. Gamepad_Button :: enum {
  525. // DPAD buttons
  526. Left_Face_Up,
  527. Left_Face_Down,
  528. Left_Face_Left,
  529. Left_Face_Right,
  530. Right_Face_Up, // XBOX: Y, PS: Triangle
  531. Right_Face_Down, // XBOX: A, PS: X
  532. Right_Face_Left, // XBOX: X, PS: Square
  533. Right_Face_Right, // XBOX: B, PS: Circle
  534. Left_Shoulder,
  535. Left_Trigger,
  536. Right_Shoulder,
  537. Right_Trigger,
  538. Left_Stick_Press, // Clicking the left analogue stick
  539. Right_Stick_Press, // Clicking the right analogue stick
  540. Middle_Face_Left, // Select / back / options button
  541. Middle_Face_Middle, // PS button (not available on XBox)
  542. Middle_Face_Right, // Start
  543. }