module raylib; public { import rlgl; import raymath; import raymathext; } /********************************************************************************************** * * raylib - 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, UWP, Android, Raspberry Pi, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode 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 * - Skeletal Animation support (CPU bones-based animation) * - 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) * - VR stereo rendering with configurable HMD device parameters * - Bindings to multiple programming languages available! * * NOTES: * One custom font is loaded by default when InitWindow () [core] * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads * * DEPENDENCIES (included): * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP) * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) * [textures] stb_image_resize (Sean Barret) for image resizing algorithms * [textures] stb_perlin (Sean Barret) for Perlin noise image generation * [text] stb_truetype (Sean Barret) for ttf fonts loading * [text] stb_rect_pack (Sean Barret) for rectangles packing * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [models] cgltf (Johannes Kuhlmann) for models loading (glTF) * [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * * * LICENSE: zlib/libpng * * 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) 2013-2020 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. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ import core.stdc.config; import core.stdc.stdarg; import core.stdc.stdlib; extern (C) @nogc nothrow: // Required for: va_list - Only used by TraceLogCallback // We are building raylib as a Win32 shared library (.dll) // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library) //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- enum PI = 3.14159265358979323846f; enum DEG2RAD = PI / 180.0f; enum RAD2DEG = 180.0f / PI; enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported // Shader and material limits enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct // Allow custom memory allocators alias RL_MALLOC = malloc; alias RL_CALLOC = calloc; alias RL_FREE = free; // NOTE: MSC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized from { } initializers. alias CLITERAL = Color; // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background // Light Gray // Gray // Dark Gray // Yellow // Gold // Orange // Pink // Red // Maroon // Green // Lime // Dark Green // Sky Blue // Blue // Dark Blue // Purple // Violet // Dark Purple // Beige // Brown // Dark Brown // White // Black // Blank (Transparent) // Magenta // My own White (raylib logo) const LIGHTGRAY = Color(200, 200, 200, 255); // Light Gray const GRAY = Color(130, 130, 130, 255); // Gray const DARKGRAY = Color(80, 80, 80, 255); // Dark Gray const YELLOW = Color(253, 249, 0, 255); // Yellow const GOLD = Color(255, 203, 0, 255); // Gold const ORANGE = Color(255, 161, 0, 255); // Orange const PINK = Color(255, 109, 194, 255); // Pink const RED = Color(230, 41, 55, 255); // Red const MAROON = Color(190, 33, 55, 255); // Maroon const GREEN = Color(0, 228, 48, 255); // Green const LIME = Color(0, 158, 47, 255); // Lime const DARKGREEN = Color(0, 117, 44, 255); // Dark Green const SKYBLUE = Color(102, 191, 255, 255); // Sky Blue const BLUE = Color(0, 121, 241, 255); // Blue const DARKBLUE = Color(0, 82, 172, 255); // Dark Blue const PURPLE = Color(200, 122, 255, 255); // Purple const VIOLET = Color(135, 60, 190, 255); // Violet const DARKPURPLE = Color(112, 31, 126, 255); // Dark Purple const BEIGE = Color(211, 176, 131, 255); // Beige const BROWN = Color(127, 106, 79, 255); // Brown const DARKBROWN = Color(76, 63, 47, 255); // Dark Brown const WHITE = Color(255, 255, 255, 255); // White const BLACK = Color(0, 0, 0, 255); // Black const BLANK = Color(0, 0, 0, 0); // Blank (Transparent) const MAGENTA = Color(255, 0, 255, 255); // Magenta const RAYWHITE = Color(245, 245, 245, 255); // My own White (raylib logo) //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- // Vector2 type struct Vector2 { float x = 0.0f; float y = 0.0f; mixin Linear; } struct Bivector2 { float xy = 0.0f; alias xy this; mixin Linear; } // Vector3 type struct Vector3 { float x = 0.0f; float y = 0.0f; float z = 0.0f; mixin Linear; } // Bivector3 type /// Beware of the field order /// xy is the first field struct Bivector3 { float xy = 0.0f; float yz = 0.0f; float zx = 0.0f; mixin Linear; } // Rotor type struct Rotor3 { float a = 1.0f; float xy = 0.0f; float yz = 0.0f; float zx = 0.0f; mixin Linear; alias i = yz; alias j = zx; alias k = xy; @property Bivector3 b() { return Bivector3(xy, yz, zx); } @property Bivector3 b(Bivector3 _b) { xy = _b.xy; yz = _b.yz; zx = _b.zx; return _b; } this(float _a, Bivector3 _b) { a = _a; b = _b; } this(float _a, float _xy, float _yz, float _zx) { a = _a; xy = _xy; yz = _yz; zx = _zx; } } alias Quaternion = Rotor3; // Vector4 type struct Vector4 { float x = 0.0f; float y = 0.0f; float z = 0.0f; float w = 0.0f; mixin Linear; } // Matrix type (OpenGL style 4x4 - right handed, column major) struct Matrix4 { float m0 = 0.0f; float m4 = 0.0f; float m8 = 0.0f; float m12 = 0.0f; float m1 = 0.0f; float m5 = 0.0f; float m9 = 0.0f; float m13 = 0.0f; float m2 = 0.0f; float m6 = 0.0f; float m10 = 0.0f; float m14 = 0.0f; float m3 = 0.0f; float m7 = 0.0f; float m11 = 0.0f; float m15 = 0.0f; mixin Linear; } alias Matrix = Matrix4; // Color type, RGBA (32bit) struct Color { ubyte r; ubyte g; ubyte b; ubyte a; } // Rectangle type struct Rectangle { float x = 0.0f; float y = 0.0f; float width = 0.0f; float height = 0.0f; alias w = width; alias h = height; } // Image type, bpp always RGBA (32bit) // NOTE: Data stored in CPU memory (RAM) struct Image { void* data; // Image raw data int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (PixelFormat type) } // Texture2D type // NOTE: Data stored in GPU memory struct Texture2D { uint id; // OpenGL texture id int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (PixelFormat type) } // Texture type, same as Texture2D alias Texture = Texture2D; // TextureCubemap type, actually, same as Texture2D alias TextureCubemap = Texture2D; // RenderTexture2D type, for texture rendering struct RenderTexture2D { uint id; // OpenGL Framebuffer Object (FBO) id Texture2D texture; // Color buffer attachment texture Texture2D depth; // Depth buffer attachment texture bool depthTexture; // Track if depth attachment is a texture or renderbuffer } // RenderTexture type, same as RenderTexture2D alias RenderTexture = RenderTexture2D; // N-Patch layout info struct NPatchInfo { Rectangle sourceRec; // Region in the texture int left; // left border offset int top; // top border offset int right; // right border offset int bottom; // bottom border offset int type; // layout of the n-patch: 3x3, 1x3 or 3x1 } // Font character info struct CharInfo { int value; // Character value (Unicode) int offsetX; // Character offset X when drawing int offsetY; // Character offset Y when drawing int advanceX; // Character advance position X Image image; // Character image data } // Font type, includes texture and charSet array data struct Font { int baseSize; // Base size (default chars height) int charsCount; // Number of characters Texture2D texture; // Characters texture atlas Rectangle* recs; // Characters rectangles in texture CharInfo* chars; // Characters info data } alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font // Camera type, defines a camera position/orientation in 3d space 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 CameraType type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D // Camera2D type, defines a 2d camera struct Camera2D { Vector2 offset; // Camera offset (displacement from target) Vector2 target; // Camera target (rotation and zoom origin) float rotation = 0.0f; // Camera rotation in degrees float zoom = 1.0f; // Camera zoom (scaling), should be 1.0f by default } // Vertex data definning a mesh // NOTE: Data stored in CPU memory (and GPU) struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) // Default vertex data float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) ushort* indices; // Vertex indices (in case vertex data comes indexed) // Animation vertex data float* animVertices; // Animated vertex positions (after bones transformations) float* animNormals; // Animated normals (after bones transformations) int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) // OpenGL identifiers uint vaoId; // OpenGL Vertex Array Object id uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data) } // Shader type (generic) struct Shader { uint id; // Shader program id int[MAX_SHADER_LOCATIONS] locs; // Shader locations array } // Material texture map struct MaterialMap { Texture2D texture; // Material map texture Color color; // Material map color float value; // Material map value } // Material type (generic) struct Material { Shader shader; // Material shader MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps float* params; // Material generic parameters (if required) } // Transformation properties struct Transform { Vector3 translation; // Translation Quaternion rotation; // Rotation Vector3 scale; // Scale } // Bone information struct BoneInfo { char[32] name; // Bone name int parent; // Bone parent } // Model type struct Model { Matrix transform; // Local transform matrix int meshCount; // Number of meshes Mesh* meshes; // Meshes array int materialCount; // Number of materials Material* materials; // Materials array int* meshMaterial; // Mesh material number // Animation data int boneCount; // Number of bones BoneInfo* bones; // Bones information (skeleton) Transform* bindPose; // Bones base transformation (pose) } // Model animation struct ModelAnimation { int boneCount; // Number of bones BoneInfo* bones; // Bones information (skeleton) int frameCount; // Number of animation frames Transform** framePoses; // Poses array by frame } // Ray type (useful for raycast) struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } // Raycast hit information struct RayHitInfo { bool hit; // Did the ray hit something? float distance; // Distance to nearest hit Vector3 position; // Position of nearest hit Vector3 normal; // Surface normal of hit } // Bounding box type struct BoundingBox { Vector3 min; // Minimum vertex box-corner Vector3 max; // Maximum vertex box-corner } // Wave type, defines audio wave data struct Wave { uint sampleCount; // Number of samples uint sampleRate; // Frequency (samples per second) uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) uint channels; // Number of channels (1-mono, 2-stereo) void* data; // Buffer data pointer } struct rAudioBuffer; // Audio stream type // NOTE: Useful to create custom audio streams not bound to a specific file struct AudioStream { uint sampleRate; // Frequency (samples per second) uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) uint channels; // Number of channels (1-mono, 2-stereo) rAudioBuffer* buffer; // Pointer to internal data used by the audio system }; // Sound source type struct Sound { uint sampleCount; // Total number of samples AudioStream stream; // Audio stream }; // Music stream type (audio file streaming from memory) // NOTE: Anything longer than ~10 seconds should be streamed struct Music { int ctxType; // Type of music context (audio filetype) void* ctxData; // Audio context data, depends on type uint sampleCount; // Total number of samples uint loopCount; // Loops count (times music will play), 0 means infinite loop AudioStream stream; // Audio stream }; // Head-Mounted-Display device parameters struct VrDeviceInfo { int hResolution; // HMD horizontal resolution in pixels int vResolution; // HMD vertical resolution in pixels float hScreenSize; // HMD horizontal size in meters float vScreenSize; // HMD vertical size in meters float vScreenCenter; // HMD screen center in meters float eyeToScreenDistance; // HMD distance between eye and display in meters float lensSeparationDistance; // HMD lens separation distance in meters float interpupillaryDistance; // HMD IPD (distance between pupils) in meters float[4] lensDistortionValues; // HMD lens distortion constant parameters float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters } //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- // System config flags // NOTE: Used for bit masks enum ConfigFlag { FLAG_RESERVED = 1, // Reserved FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons) FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU } // Trace log type enum TraceLogType { LOG_ALL = 0, // Display all logs LOG_TRACE = 1, LOG_DEBUG = 2, LOG_INFO = 3, LOG_WARNING = 4, LOG_ERROR = 5, LOG_FATAL = 6, LOG_NONE = 7 // Disable logging } // Keyboard keys enum KeyboardKey { // Alphanumeric keys KEY_APOSTROPHE = 39, KEY_COMMA = 44, KEY_MINUS = 45, KEY_PERIOD = 46, KEY_SLASH = 47, KEY_ZERO = 48, KEY_ONE = 49, KEY_TWO = 50, KEY_THREE = 51, KEY_FOUR = 52, KEY_FIVE = 53, KEY_SIX = 54, KEY_SEVEN = 55, KEY_EIGHT = 56, KEY_NINE = 57, KEY_SEMICOLON = 59, KEY_EQUAL = 61, KEY_A = 65, KEY_B = 66, KEY_C = 67, KEY_D = 68, KEY_E = 69, KEY_F = 70, KEY_G = 71, KEY_H = 72, KEY_I = 73, KEY_J = 74, KEY_K = 75, KEY_L = 76, KEY_M = 77, KEY_N = 78, KEY_O = 79, KEY_P = 80, KEY_Q = 81, KEY_R = 82, KEY_S = 83, KEY_T = 84, KEY_U = 85, KEY_V = 86, KEY_W = 87, KEY_X = 88, KEY_Y = 89, KEY_Z = 90, // Function keys KEY_SPACE = 32, KEY_ESCAPE = 256, KEY_ENTER = 257, KEY_TAB = 258, KEY_BACKSPACE = 259, KEY_INSERT = 260, KEY_DELETE = 261, KEY_RIGHT = 262, KEY_LEFT = 263, KEY_DOWN = 264, KEY_UP = 265, KEY_PAGE_UP = 266, KEY_PAGE_DOWN = 267, KEY_HOME = 268, KEY_END = 269, KEY_CAPS_LOCK = 280, KEY_SCROLL_LOCK = 281, KEY_NUM_LOCK = 282, KEY_PRINT_SCREEN = 283, KEY_PAUSE = 284, KEY_F1 = 290, KEY_F2 = 291, KEY_F3 = 292, KEY_F4 = 293, KEY_F5 = 294, KEY_F6 = 295, KEY_F7 = 296, KEY_F8 = 297, KEY_F9 = 298, KEY_F10 = 299, KEY_F11 = 300, KEY_F12 = 301, KEY_LEFT_SHIFT = 340, KEY_LEFT_CONTROL = 341, KEY_LEFT_ALT = 342, KEY_LEFT_SUPER = 343, KEY_RIGHT_SHIFT = 344, KEY_RIGHT_CONTROL = 345, KEY_RIGHT_ALT = 346, KEY_RIGHT_SUPER = 347, KEY_KB_MENU = 348, KEY_LEFT_BRACKET = 91, KEY_BACKSLASH = 92, KEY_RIGHT_BRACKET = 93, KEY_GRAVE = 96, // Keypad keys KEY_KP_0 = 320, KEY_KP_1 = 321, KEY_KP_2 = 322, KEY_KP_3 = 323, KEY_KP_4 = 324, KEY_KP_5 = 325, KEY_KP_6 = 326, KEY_KP_7 = 327, KEY_KP_8 = 328, KEY_KP_9 = 329, KEY_KP_DECIMAL = 330, KEY_KP_DIVIDE = 331, KEY_KP_MULTIPLY = 332, KEY_KP_SUBTRACT = 333, KEY_KP_ADD = 334, KEY_KP_ENTER = 335, KEY_KP_EQUAL = 336 } // Android buttons enum AndroidButton { KEY_BACK = 4, KEY_MENU = 82, KEY_VOLUME_UP = 24, KEY_VOLUME_DOWN = 25 } // Mouse buttons enum MouseButton { MOUSE_LEFT_BUTTON = 0, MOUSE_RIGHT_BUTTON = 1, MOUSE_MIDDLE_BUTTON = 2 } // Gamepad number enum GamepadNumber { GAMEPAD_PLAYER1 = 0, GAMEPAD_PLAYER2 = 1, GAMEPAD_PLAYER3 = 2, GAMEPAD_PLAYER4 = 3 } // Gamepad Buttons enum GamepadButton { // This is here just for error checking GAMEPAD_BUTTON_UNKNOWN = 0, // This is normally a DPAD GAMEPAD_BUTTON_LEFT_FACE_UP = 1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // This normally corresponds with PlayStation and Xbox controllers // XBOX: [Y,X,A,B] // PS3: [Triangle,Square,Cross,Circle] // No support for 6 button controllers though.. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Triggers GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // These are buttons in the center of the gamepad GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start // These are the joystick press in buttons GAMEPAD_BUTTON_LEFT_THUMB = 16, GAMEPAD_BUTTON_RIGHT_THUMB = 17 } enum GamepadAxis { // This is here just for error checking GAMEPAD_AXIS_UNKNOWN = 0, // Left stick GAMEPAD_AXIS_LEFT_X = 1, GAMEPAD_AXIS_LEFT_Y = 2, // Right stick GAMEPAD_AXIS_RIGHT_X = 3, GAMEPAD_AXIS_RIGHT_Y = 4, // Pressure levels for the back triggers GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level) GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level) } // Shader location point type enum ShaderLocationIndex { LOC_VERTEX_POSITION = 0, LOC_VERTEX_TEXCOORD01 = 1, LOC_VERTEX_TEXCOORD02 = 2, LOC_VERTEX_NORMAL = 3, LOC_VERTEX_TANGENT = 4, LOC_VERTEX_COLOR = 5, LOC_MATRIX_MVP = 6, LOC_MATRIX_MODEL = 7, LOC_MATRIX_VIEW = 8, LOC_MATRIX_PROJECTION = 9, LOC_VECTOR_VIEW = 10, LOC_COLOR_DIFFUSE = 11, LOC_COLOR_SPECULAR = 12, LOC_COLOR_AMBIENT = 13, LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR LOC_MAP_NORMAL = 16, LOC_MAP_ROUGHNESS = 17, LOC_MAP_OCCLUSION = 18, LOC_MAP_EMISSION = 19, LOC_MAP_HEIGHT = 20, LOC_MAP_CUBEMAP = 21, LOC_MAP_IRRADIANCE = 22, LOC_MAP_PREFILTER = 23, LOC_MAP_BRDF = 24 } enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO; enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS; // Shader uniform data types enum ShaderUniformDataType { UNIFORM_FLOAT = 0, UNIFORM_VEC2 = 1, UNIFORM_VEC3 = 2, UNIFORM_VEC4 = 3, UNIFORM_INT = 4, UNIFORM_IVEC2 = 5, UNIFORM_IVEC3 = 6, UNIFORM_IVEC4 = 7, UNIFORM_SAMPLER2D = 8 } // Material map type enum MaterialMapType { MAP_ALBEDO = 0, // MAP_DIFFUSE MAP_METALNESS = 1, // MAP_SPECULAR MAP_NORMAL = 2, MAP_ROUGHNESS = 3, MAP_OCCLUSION = 4, MAP_EMISSION = 5, MAP_HEIGHT = 6, MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP MAP_BRDF = 10 } enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO; enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS; // Pixel formats // NOTE: Support depends on OpenGL version and platform enum PixelFormat { UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) UNCOMPRESSED_R5G6B5 = 3, // 16 bpp UNCOMPRESSED_R8G8B8 = 4, // 24 bpp UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha) COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha) COMPRESSED_DXT3_RGBA = 13, // 8 bpp COMPRESSED_DXT5_RGBA = 14, // 8 bpp COMPRESSED_ETC1_RGB = 15, // 4 bpp COMPRESSED_ETC2_RGB = 16, // 4 bpp COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp COMPRESSED_PVRT_RGB = 18, // 4 bpp COMPRESSED_PVRT_RGBA = 19, // 4 bpp COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp } // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification enum TextureFilterMode { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR = 1, // Linear filtering FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x } // Cubemap layout type enum CubemapLayoutType { CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map) } // Texture parameters: wrap mode enum TextureWrapMode { WRAP_REPEAT = 0, // Repeats texture in tiled mode WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode } // Font type, defines generation method enum FontType { FONT_DEFAULT = 0, // Default font generation, anti-aliased FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing FONT_SDF = 2 // SDF font generation, requires external shader } // Color blending modes (pre-defined) enum BlendMode { BLEND_ALPHA = 0, // Blend textures considering alpha (default) BLEND_ADDITIVE = 1, // Blend textures adding colors BLEND_MULTIPLIED = 2 // Blend textures multiplying colors } // Gestures type // NOTE: It could be used as flags to enable only some gestures enum GestureType { GESTURE_NONE = 0, GESTURE_TAP = 1, GESTURE_DOUBLETAP = 2, GESTURE_HOLD = 4, GESTURE_DRAG = 8, GESTURE_SWIPE_RIGHT = 16, GESTURE_SWIPE_LEFT = 32, GESTURE_SWIPE_UP = 64, GESTURE_SWIPE_DOWN = 128, GESTURE_PINCH_IN = 256, GESTURE_PINCH_OUT = 512 } // Camera system modes enum CameraMode { CAMERA_CUSTOM = 0, CAMERA_FREE = 1, CAMERA_ORBITAL = 2, CAMERA_FIRST_PERSON = 3, CAMERA_THIRD_PERSON = 4 } // Camera projection modes enum CameraType : int { CAMERA_PERSPECTIVE = 0, CAMERA_ORTHOGRAPHIC = 1 } // Type of n-patch enum NPatchType { NPT_9PATCH = 0, // Npatch defined by 3x3 tiles NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles } // Callbacks to be implemented by users alias TraceLogCallback = void function(int logType, const(char)* text, va_list args); // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ // Window-related functions void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed void CloseWindow(); // Close window and unload OpenGL context bool IsWindowReady(); // Check if window has been initialized successfully bool IsWindowMinimized(); // Check if window has been minimized (or lost focus) bool IsWindowResized(); // Check if window has been resized bool IsWindowHidden(); // Check if window is currently hidden bool IsWindowFullscreen(); // Check if window is currently fullscreen void ToggleFullscreen(); // Toggle fullscreen mode (only PLATFORM_DESKTOP) void UnhideWindow(); // Show the window void HideWindow(); // Hide the window void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP) void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) void SetWindowSize(int width, int height); // Set window dimensions void* GetWindowHandle(); // Get native window handle int GetScreenWidth(); // Get current screen width int GetScreenHeight(); // Get current screen height int GetMonitorCount(); // Get number of connected monitors int GetMonitorWidth(int monitor); // Get primary monitor width int GetMonitorHeight(int monitor); // Get primary monitor height int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres Vector2 GetWindowPosition(); // Get window position XY on monitor const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor const(char)* GetClipboardText(); // Get clipboard text content void SetClipboardText(const(char)* text); // Set clipboard text content // Cursor-related functions void ShowCursor(); // Shows cursor void HideCursor(); // Hides cursor bool IsCursorHidden(); // Check if cursor is not visible void EnableCursor(); // Enables cursor (unlock cursor) void DisableCursor(); // Disables cursor (lock cursor) // Drawing-related functions void ClearBackground(Color color); // Set background color (framebuffer clear color) void BeginDrawing(); // Setup canvas (framebuffer) to start drawing void EndDrawing(); // End canvas drawing and swap buffers (double buffering) void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) void EndMode2D(); // Ends 2D mode with custom camera void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing void EndTextureMode(); // Ends drawing to render texture void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) void EndScissorMode(); // End scissor mode // Screen-space-related functions Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position // Timing-related functions void SetTargetFPS(int fps); // Set target FPS (maximum) int GetFPS(); // Returns current FPS float GetFrameTime(); // Returns time in seconds for last frame drawn double GetTime(); // Returns elapsed time in seconds since InitWindow () // Color-related functions int ColorToInt(Color color); // Returns hexadecimal value for a Color Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1] Vector3 ColorToHSV(Color color); // Returns HSV values for a Color Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f // Misc. functions void SetConfigFlags(ubyte flags); // Setup window configuration flags (view FLAGS) void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging void TraceLog(int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (saved a .png) int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) // Files management functions ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read) void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write) char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated bool FileExists(const(char)* fileName); // Check if file exists bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists const(char)* GetExtension(const(char)* fileName); // Get pointer to extension for a filename string const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string) const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string) const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string) const(char)* GetWorkingDirectory(); // Get current working directory (uses static string) char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed) void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory) bool ChangeDirectory(const(char)* dir); // Change working directory, returns true if success bool IsFileDropped(); // Check if a file has been dropped into window char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed) void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory) c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time) ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm) ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm) // Persistent storage management void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position) int LoadStorageValue(uint position); // Load integer value from storage file (from defined position) void OpenURL(const(char)* url); // Open URL with default system browser (if available) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard bool IsKeyPressed(int key); // Detect if a key has been pressed once bool IsKeyDown(int key); // Detect if a key is being pressed bool IsKeyReleased(int key); // Detect if a key has been released once bool IsKeyUp(int key); // Detect if a key is NOT being pressed void SetExitKey(int key); // Set a custom key to exit program (default is ESC) int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued // Input-related functions: gamepads bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available) const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed int GetGamepadButtonPressed(); // Get the last gamepad button pressed int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis // Input-related functions: mouse bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed int GetMouseX(); // Returns mouse position X int GetMouseY(); // Returns mouse position Y Vector2 GetMousePosition(); // Returns mouse position XY void SetMousePosition(int x, int y); // Set mouse position XY void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling int GetMouseWheelMove(); // Returns mouse wheel movement Y // Input-related functions: touch int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size) int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size) Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ void SetGesturesEnabled(uint gestureFlags); // Enable a set of gestures using flags bool IsGestureDetected(int gesture); // Check if a gesture have been detected int GetGestureDetected(); // Get latest detected gesture int GetTouchPointsCount(); // Get touch points count float GetGestureHoldDuration(); // Get gesture hold time in milliseconds Vector2 GetGestureDragVector(); // Get gesture drag vector float GetGestureDragAngle(); // Get gesture drag angle Vector2 GetGesturePinchVector(); // Get gesture pinch delta float GetGesturePinchAngle(); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) void UpdateCamera(Camera* camera); // Update camera position for selected mode void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ // Basic shapes drawing functions void DrawPixel(int posX, int posY, Color color); // Draw a pixel void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out void DrawLineStrip(Vector2* points, int numPoints, Color color); // Draw lines sequence void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center) void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides // Basic shapes collision detection functions bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ // Image loading functions // NOTE: This functions do not require GPU access Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM) Image LoadImageEx(Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) Image LoadImagePro(void* data, int width, int height, int format); // Load image from raw data with parameters Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data void UnloadImage(Image image); // Unload image from CPU memory (RAM) void ExportImage(Image image, const(char)* fileName); // Export image data to file void ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes Color* GetImageData(Image image); // Get pixel data from image as a Color struct array Vector4* GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) // Image generation functions Image GenImageColor(int width, int height, Color color); // Generate image: plain color Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells // Image manipulation functions Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font) Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) void ImageToPOT(Image* image, Color fillColor); // Convert image to POT (power-of-two) void ImageFormat(Image* image, int newFormat); // Convert image data to desired format void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) void ImageFlipVertical(Image* image); // Flip image vertically void ImageFlipHorizontal(Image* image); // Flip image horizontally void ImageRotateCW(Image* image); // Rotate image clockwise 90deg void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg void ImageColorTint(Image* image, Color color); // Modify image color: tint void ImageColorInvert(Image* image); // Modify image color: invert void ImageColorGrayscale(Image* image); // Modify image color: grayscale void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100) void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255) void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed) Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle // Image drawing functions // NOTE: Image software-rendering functions (CPU) void ImageClearBackground(Image* dst, Color color); // Clear image background with given color void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version) void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) void ImageDrawText(Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination) void ImageDrawTextEx(Image* dst, Vector2 position, Font font, const(char)* text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) // Texture loading functions // NOTE: These functions require GPU access Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM) Texture2D LoadTextureFromImage(Image image); // Load texture from image data TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot) // Texture2D configuration functions void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode // Texture2D drawing functions void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely // Image/Texture misc functions int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ // Font loading/unloading functions Font GetFontDefault(); // Get the default Font Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM) Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) CharInfo* LoadFontData(const(char)* fileName, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions void DrawFPS(int posX, int posY); // Shows current FPS void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits void DrawTextRecEx(Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint) // Text misc. functions int MeasureText(const(char)* text, int fontSize); // Measure string width for default font Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font // Text strings management functions (no utf8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal uint TextLength(const(char)* text); // Get text length, checks for '\0' ending const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style) const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!) char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!) const(char)* TextJoin(const(char)** textList, int count, const(char)* delimiter); // Join text strings with delimiter const(char)** TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor! int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string const(char)* TextToLower(const(char)* text); // Get lower case version of provided string const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported) char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!) // UTF8 text strings management functions int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Basic geometric 3D shapes drawing functions void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ void DrawRay(Ray ray, Color color); // Draw a ray line void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo //DrawTorus (), DrawTeapot () could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model loading/unloading functions Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials) Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) // Mesh loading/unloading functions Mesh* LoadMeshes(const(char)* fileName, int* meshCount); // Load meshes from model file void ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file void UnloadMesh(Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM) // Material loading/unloading functions Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose void UnloadModelAnimation(ModelAnimation anim); // Unload animation data bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Mesh generation functions Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Mesh manipulation functions BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits void MeshTangents(Mesh* mesh); // Compute mesh tangents void MeshBinormals(Mesh* mesh); // Compute mesh binormals // Model drawing functions void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) 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 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec // Collision detection functions bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ // Shader loading/unloading functions Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations Shader LoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) Shader GetShaderDefault(); // Get default shader Texture2D GetTextureDefault(); // Get default texture Texture2D GetShapesTexture(); // Get texture to draw shapes Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes // Shader configuration functions int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location void SetShaderValue(Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value void SetShaderValueV(Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) Matrix GetMatrixModelview(); // Get internal modelview matrix Matrix GetMatrixProjection(); // Get internal projection matrix // Texture maps generation (PBR) // NOTE: Required shaders should be provided Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture // Shading begin/end functions void BeginShaderMode(Shader shader); // Begin custom shader drawing void EndShaderMode(); // End custom shader drawing (use default shader) void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) void EndBlendMode(); // End blending mode (reset to default: alpha blending) // VR control functions void InitVrSimulator(); // Init VR simulator for selected device parameters void CloseVrSimulator(); // Close VR simulator for current device void UpdateVrTracking(Camera* camera); // Update VR tracking (position and orientation) and camera void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters bool IsVrSimulatorReady(); // Detect if VR simulator is ready void ToggleVrMode(); // Enable/Disable VR experience void BeginVrDrawing(); // Begin VR simulator stereo rendering void EndVrDrawing(); // End VR simulator stereo rendering //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ // Audio device management functions void InitAudioDevice(); // Initialize audio device and context void CloseAudioDevice(); // Close the audio device and context bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully void SetMasterVolume(float volume); // Set master volume (listener) // Wave/Sound loading/unloading functions Wave LoadWave(const(char)* fileName); // Load wave data from file Sound LoadSound(const(char)* fileName); // Load sound from file Sound LoadSoundFromWave(Wave wave); // Load sound from wave data void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data void UnloadWave(Wave wave); // Unload wave data void UnloadSound(Sound sound); // Unload sound void ExportWave(Wave wave, const(char)* fileName); // Export wave data to file void ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h) // Wave/Sound management functions void PlaySound(Sound sound); // Play a sound void StopSound(Sound sound); // Stop playing a sound void PauseSound(Sound sound); // Pause a sound void ResumeSound(Sound sound); // Resume a paused sound void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool) void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool) int GetSoundsPlaying(); // Get number of sounds playing in the multichannel bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format Wave WaveCopy(Wave wave); // Copy a wave to a new wave void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range float* GetWaveData(Wave wave); // Get samples data from wave as a floats array // Music management functions Music LoadMusicStream(const(char)* fileName); // Load music stream from file void UnloadMusicStream(Music music); // Unload music stream void PlayMusicStream(Music music); // Start music playing void UpdateMusicStream(Music music); // Updates buffers for music streaming void StopMusicStream(Music music); // Stop music playing void PauseMusicStream(Music music); // Pause music playing void ResumeMusicStream(Music music); // Resume playing paused music bool IsMusicPlaying(Music music); // Check if music is playing void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) float GetMusicTimeLength(Music music); // Get music time length (in seconds) float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data) void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data void CloseAudioStream(AudioStream stream); // Close audio stream and free memory bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill void PlayAudioStream(AudioStream stream); // Play audio stream void PauseAudioStream(AudioStream stream); // Pause audio stream void ResumeAudioStream(AudioStream stream); // Resume audio stream bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing void StopAudioStream(AudioStream stream); // Stop audio stream void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams //------------------------------------------------------------------------------------ // Network (Module: network) //------------------------------------------------------------------------------------ // IN PROGRESS: Check rnet.h for reference // RAYLIB_H