/********************************************************************************************** * * raylib v4.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) * - 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 * - Animated 3D models supported (skeletal bones animation) (IQM) * - 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 default Font is loaded on InitWindow()->LoadFontDefault() [core, text] * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) * * DEPENDENCIES (included): * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): * [rcore] msf_gif (Miles Fogle) for GIF recording * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms * [rtext] stb_truetype (Sean Barret) for ttf fonts loading * [rtext] stb_rect_pack (Sean Barret) for rectangles packing * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) * [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * * * 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) 2013-2023 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * 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. * **********************************************************************************************/ module raylib; public { import raylib.rlgl; import raylib.reasings; import raylib.raymath; import raylib.rcamera; import raylib.raymathext; import raylib.raylib_types; import raylib.binding; } import core.stdc.config; import core.stdc.stdarg; extern (C) @nogc nothrow: // Required for: va_list - Only used by TraceLogCallback enum RAYLIB_VERSION_MAJOR = 4; enum RAYLIB_VERSION_MINOR = 5; enum RAYLIB_VERSION_PATCH = 0; enum RAYLIB_VERSION = "4.5"; // Function specifiers in case library is build/used as a shared library (Windows) // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll // We are building the library as a Win32 shared library (.dll) // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers) //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- enum PI = 3.14159265358979323846f; enum DEG2RAD = PI / 180.0f; enum RAD2DEG = 180.0f / PI; // Allow custom memory allocators // NOTE: Require recompiling raylib sources // NOTE: MSVC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized with { } extern (D) auto CLITERAL(T)(auto ref T type) { return type; } // NOTE: We set some defines with some data types declared by raylib // Other modules (raymath, rlgl) also require some of those types, so, // to be able to use those other modules as standalone (not depending on raylib) // this defines are very useful for internal check and avoid type (re)definitions // 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) //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- // Boolean type // Vector2, 2 components // Vector x component // Vector y component // Vector3, 3 components // Vector x component // Vector y component // Vector z component // Vector4, 4 components // Vector x component // Vector y component // Vector z component // Vector w component // Quaternion, 4 components (Vector4 alias) // Matrix, 4x4 components, column major, OpenGL style, right-handed // Matrix first row (4 components) // Matrix second row (4 components) // Matrix third row (4 components) // Matrix fourth row (4 components) // Color, 4 components, R8G8B8A8 (32bit) struct Color { ubyte r; // Color red value ubyte g; // Color green value ubyte b; // Color blue value ubyte a; // Color alpha value } // Rectangle, 4 components // Rectangle top-left corner position x // Rectangle top-left corner position y // Rectangle width // Rectangle height // Image, pixel 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) } // Texture, tex data stored in GPU memory (VRAM) struct Texture { 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) } // Texture2D, same as Texture alias Texture2D = Texture; // TextureCubemap, same as Texture alias TextureCubemap = Texture; // RenderTexture, fbo for texture rendering struct RenderTexture { uint id; // OpenGL framebuffer object id Texture texture; // Color buffer attachment texture Texture depth; // Depth buffer attachment texture } // RenderTexture2D, same as RenderTexture alias RenderTexture2D = RenderTexture; // NPatchInfo, n-patch layout info struct NPatchInfo { Rectangle source; // Texture source rectangle int left; // Left border offset int top; // Top border offset int right; // Right border offset int bottom; // Bottom border offset int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 } // GlyphInfo, font characters glyphs info struct GlyphInfo { 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, font texture and GlyphInfo array data struct Font { int baseSize; // Base size (default chars height) int glyphCount; // Number of glyph characters int glyphPadding; // Padding around the glyph characters Texture2D texture; // Texture atlas containing the glyphs Rectangle* recs; // Rectangles in texture for the glyphs GlyphInfo* glyphs; // Glyphs info data } // Camera, defines 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 aperture in Y (degrees) in perspective, used as near plane width in orthographic int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D // Camera2D, defines position/orientation in 2d space struct Camera2D { Vector2 offset; // Camera offset (displacement from target) Vector2 target; // Camera target (rotation and zoom origin) float rotation; // Camera rotation in degrees float zoom; // Camera zoom (scaling), should be 1.0f by default } // Mesh, vertex data and vao/vbo struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) // Vertex attributes 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 texture second coordinates (UV - 2 components per vertex) (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) ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) // OpenGL identifiers uint vaoId; // OpenGL Vertex Array Object id uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data) } // Shader struct Shader { uint id; // Shader program id int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) } // MaterialMap struct MaterialMap { Texture2D texture; // Material map texture Color color; // Material map color float value; // Material map value } // Material, includes shader and maps struct Material { Shader shader; // Material shader MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS) float[4] params; // Material generic parameters (if required) } // Transform, vertex transformation data struct Transform { Vector3 translation; // Translation Quaternion rotation; // Rotation Vector3 scale; // Scale } // Bone, skeletal animation bone struct BoneInfo { char[32] name; // Bone name int parent; // Bone parent } // Model, meshes, materials and animation data struct Model { Matrix transform; // Local transform matrix int meshCount; // Number of meshes int materialCount; // Number of materials Mesh* meshes; // Meshes array 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) } // ModelAnimation struct ModelAnimation { int boneCount; // Number of bones int frameCount; // Number of animation frames BoneInfo* bones; // Bones information (skeleton) Transform** framePoses; // Poses array by frame } // Ray, ray for raycasting struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } // RayCollision, ray hit information struct RayCollision { bool hit; // Did the ray hit something? float distance; // Distance to the nearest hit Vector3 point; // Point of the nearest hit Vector3 normal; // Surface normal of hit } // BoundingBox struct BoundingBox { Vector3 min; // Minimum vertex box-corner Vector3 max; // Maximum vertex box-corner } // Wave, audio wave data struct Wave { uint frameCount; // Total number of frames (considering channels) 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 } // Opaque structs declaration // NOTE: Actual structs are defined internally in raudio module struct rAudioBuffer; struct rAudioProcessor; // AudioStream, custom audio stream struct AudioStream { rAudioBuffer* buffer; // Pointer to internal data used by the audio system rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects 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, ...) } // Sound struct Sound { AudioStream stream; // Audio stream uint frameCount; // Total number of frames (considering channels) } // Music, audio stream, anything longer than ~10 seconds should be streamed struct Music { AudioStream stream; // Audio stream uint frameCount; // Total number of frames (considering channels) bool looping; // Music looping enable int ctxType; // Type of music context (audio filetype) void* ctxData; // Audio context data, depends on type } // VrDeviceInfo, Head-Mounted-Display device parameters struct VrDeviceInfo { int hResolution; // Horizontal resolution in pixels int vResolution; // Vertical resolution in pixels float hScreenSize; // Horizontal size in meters float vScreenSize; // Vertical size in meters float vScreenCenter; // Screen center in meters float eyeToScreenDistance; // Distance between eye and display in meters float lensSeparationDistance; // Lens separation distance in meters float interpupillaryDistance; // IPD (distance between pupils) in meters float[4] lensDistortionValues; // Lens distortion constant parameters float[4] chromaAbCorrection; // Chromatic aberration correction parameters } // VrStereoConfig, VR stereo rendering configuration for simulator struct VrStereoConfig { Matrix[2] projection; // VR projection matrices (per eye) Matrix[2] viewOffset; // VR view offset matrices (per eye) float[2] leftLensCenter; // VR left lens center float[2] rightLensCenter; // VR right lens center float[2] leftScreenCenter; // VR left screen center float[2] rightScreenCenter; // VR right screen center float[2] scale; // VR distortion scale float[2] scaleIn; // VR distortion scale in } // File path list struct FilePathList { uint capacity; // Filepaths max entries uint count; // Filepaths entries count char** paths; // Filepaths entries } //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- // System/Window config flags // NOTE: Every bit registers one state (use it with bit masks) // By default all flags are set to 0 enum ConfigFlags { FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) } // Trace log level // NOTE: Organized by priority level enum TraceLogLevel { LOG_ALL = 0, // Display all logs LOG_TRACE = 1, // Trace logging, intended for internal use only LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds LOG_INFO = 3, // Info logging, used for program execution info LOG_WARNING = 4, // Warning logging, used on recoverable failures LOG_ERROR = 5, // Error logging, used on unrecoverable failures LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) LOG_NONE = 7 // Disable logging } // Keyboard keys (US keyboard layout) // NOTE: Use GetKeyPressed() to allow redefining // required keys for alternative layouts enum KeyboardKey { KEY_NULL = 0, // Key: NULL, used for no key pressed // Alphanumeric keys KEY_APOSTROPHE = 39, // Key: ' KEY_COMMA = 44, // Key: , KEY_MINUS = 45, // Key: - KEY_PERIOD = 46, // Key: . KEY_SLASH = 47, // Key: / KEY_ZERO = 48, // Key: 0 KEY_ONE = 49, // Key: 1 KEY_TWO = 50, // Key: 2 KEY_THREE = 51, // Key: 3 KEY_FOUR = 52, // Key: 4 KEY_FIVE = 53, // Key: 5 KEY_SIX = 54, // Key: 6 KEY_SEVEN = 55, // Key: 7 KEY_EIGHT = 56, // Key: 8 KEY_NINE = 57, // Key: 9 KEY_SEMICOLON = 59, // Key: ; KEY_EQUAL = 61, // Key: = KEY_A = 65, // Key: A | a KEY_B = 66, // Key: B | b KEY_C = 67, // Key: C | c KEY_D = 68, // Key: D | d KEY_E = 69, // Key: E | e KEY_F = 70, // Key: F | f KEY_G = 71, // Key: G | g KEY_H = 72, // Key: H | h KEY_I = 73, // Key: I | i KEY_J = 74, // Key: J | j KEY_K = 75, // Key: K | k KEY_L = 76, // Key: L | l KEY_M = 77, // Key: M | m KEY_N = 78, // Key: N | n KEY_O = 79, // Key: O | o KEY_P = 80, // Key: P | p KEY_Q = 81, // Key: Q | q KEY_R = 82, // Key: R | r KEY_S = 83, // Key: S | s KEY_T = 84, // Key: T | t KEY_U = 85, // Key: U | u KEY_V = 86, // Key: V | v KEY_W = 87, // Key: W | w KEY_X = 88, // Key: X | x KEY_Y = 89, // Key: Y | y KEY_Z = 90, // Key: Z | z KEY_LEFT_BRACKET = 91, // Key: [ KEY_BACKSLASH = 92, // Key: '\' KEY_RIGHT_BRACKET = 93, // Key: ] KEY_GRAVE = 96, // Key: ` // Function keys KEY_SPACE = 32, // Key: Space KEY_ESCAPE = 256, // Key: Esc KEY_ENTER = 257, // Key: Enter KEY_TAB = 258, // Key: Tab KEY_BACKSPACE = 259, // Key: Backspace KEY_INSERT = 260, // Key: Ins KEY_DELETE = 261, // Key: Del KEY_RIGHT = 262, // Key: Cursor right KEY_LEFT = 263, // Key: Cursor left KEY_DOWN = 264, // Key: Cursor down KEY_UP = 265, // Key: Cursor up KEY_PAGE_UP = 266, // Key: Page up KEY_PAGE_DOWN = 267, // Key: Page down KEY_HOME = 268, // Key: Home KEY_END = 269, // Key: End KEY_CAPS_LOCK = 280, // Key: Caps lock KEY_SCROLL_LOCK = 281, // Key: Scroll down KEY_NUM_LOCK = 282, // Key: Num lock KEY_PRINT_SCREEN = 283, // Key: Print screen KEY_PAUSE = 284, // Key: Pause KEY_F1 = 290, // Key: F1 KEY_F2 = 291, // Key: F2 KEY_F3 = 292, // Key: F3 KEY_F4 = 293, // Key: F4 KEY_F5 = 294, // Key: F5 KEY_F6 = 295, // Key: F6 KEY_F7 = 296, // Key: F7 KEY_F8 = 297, // Key: F8 KEY_F9 = 298, // Key: F9 KEY_F10 = 299, // Key: F10 KEY_F11 = 300, // Key: F11 KEY_F12 = 301, // Key: F12 KEY_LEFT_SHIFT = 340, // Key: Shift left KEY_LEFT_CONTROL = 341, // Key: Control left KEY_LEFT_ALT = 342, // Key: Alt left KEY_LEFT_SUPER = 343, // Key: Super left KEY_RIGHT_SHIFT = 344, // Key: Shift right KEY_RIGHT_CONTROL = 345, // Key: Control right KEY_RIGHT_ALT = 346, // Key: Alt right KEY_RIGHT_SUPER = 347, // Key: Super right KEY_KB_MENU = 348, // Key: KB menu // Keypad keys KEY_KP_0 = 320, // Key: Keypad 0 KEY_KP_1 = 321, // Key: Keypad 1 KEY_KP_2 = 322, // Key: Keypad 2 KEY_KP_3 = 323, // Key: Keypad 3 KEY_KP_4 = 324, // Key: Keypad 4 KEY_KP_5 = 325, // Key: Keypad 5 KEY_KP_6 = 326, // Key: Keypad 6 KEY_KP_7 = 327, // Key: Keypad 7 KEY_KP_8 = 328, // Key: Keypad 8 KEY_KP_9 = 329, // Key: Keypad 9 KEY_KP_DECIMAL = 330, // Key: Keypad . KEY_KP_DIVIDE = 331, // Key: Keypad / KEY_KP_MULTIPLY = 332, // Key: Keypad * KEY_KP_SUBTRACT = 333, // Key: Keypad - KEY_KP_ADD = 334, // Key: Keypad + KEY_KP_ENTER = 335, // Key: Keypad Enter KEY_KP_EQUAL = 336, // Key: Keypad = // Android key buttons KEY_BACK = 4, // Key: Android back button KEY_MENU = 82, // Key: Android menu button KEY_VOLUME_UP = 24, // Key: Android volume up button KEY_VOLUME_DOWN = 25 // Key: Android volume down button } // Add backwards compatibility support for deprecated names enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT; enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT; enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE; // Mouse buttons enum MouseButton { MOUSE_BUTTON_LEFT = 0, // Mouse button left MOUSE_BUTTON_RIGHT = 1, // Mouse button right MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device) } // Mouse cursor enum MouseCursor { MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape MOUSE_CURSOR_ARROW = 1, // Arrow shape MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape } // Gamepad buttons enum GamepadButton { GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X) GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select) GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start) GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right } // Gamepad axis enum GamepadAxis { GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] } // Material map index enum MaterialMapIndex { MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR) MATERIAL_MAP_NORMAL = 2, // Normal material MATERIAL_MAP_ROUGHNESS = 3, // Roughness material MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material MATERIAL_MAP_EMISSION = 5, // Emission material MATERIAL_MAP_HEIGHT = 6, // Heightmap material MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_BRDF = 10 // Brdf material } enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO; enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS; // Shader location index enum ShaderLocationIndex { SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf } enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO; enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS; // Shader uniform data type enum ShaderUniformDataType { SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) SHADER_UNIFORM_INT = 4, // Shader uniform type: int SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d } // Shader attribute data types enum ShaderAttributeDataType { SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) } // Pixel formats // NOTE: Support depends on OpenGL version and platform enum PixelFormat { PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha) PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha) PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp PIXELFORMAT_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 TextureFilter { TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation TEXTURE_FILTER_BILINEAR = 1, // Linear filtering TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x } // Texture parameters: wrap mode enum TextureWrap { TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode } // Cubemap layouts enum CubemapLayout { CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map) } // 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 BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) } // Gesture // NOTE: Provided as bit-wise flags to enable only desired gestures enum Gesture { GESTURE_NONE = 0, // No gesture GESTURE_TAP = 1, // Tap gesture GESTURE_DOUBLETAP = 2, // Double tap gesture GESTURE_HOLD = 4, // Hold gesture GESTURE_DRAG = 8, // Drag gesture GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture GESTURE_SWIPE_LEFT = 32, // Swipe left gesture GESTURE_SWIPE_UP = 64, // Swipe up gesture GESTURE_SWIPE_DOWN = 128, // Swipe down gesture GESTURE_PINCH_IN = 256, // Pinch in gesture GESTURE_PINCH_OUT = 512 // Pinch out gesture } // Camera system modes enum CameraMode { CAMERA_CUSTOM = 0, // Custom camera CAMERA_FREE = 1, // Free camera CAMERA_ORBITAL = 2, // Orbital camera CAMERA_FIRST_PERSON = 3, // First person camera CAMERA_THIRD_PERSON = 4 // Third person camera } // Camera projection enum CameraProjection { CAMERA_PERSPECTIVE = 0, // Perspective projection CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection } // N-patch layout enum NPatchLayout { NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles } // Callbacks to hook some internal functions // WARNING: These callbacks are intended for advance users alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ // Prevents name mangling of functions // 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 IsWindowFullscreen(); // Check if window is currently fullscreen bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP) bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP) bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP) bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP) bool IsWindowResized(); // Check if window has been resized last frame bool IsWindowState(uint flag); // Check if one specific window flag is enabled void SetWindowState(uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) void ClearWindowState(uint flags); // Clear window configuration state flags void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) void SetWindowIcons(Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, 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 SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) void* GetWindowHandle(); // Get native window handle int GetScreenWidth(); // Get current screen width int GetScreenHeight(); // Get current screen height int GetRenderWidth(); // Get current render width (it considers HiDPI) int GetRenderHeight(); // Get current render height (it considers HiDPI) int GetMonitorCount(); // Get number of connected monitors int GetCurrentMonitor(); // Get current connected monitor Vector2 GetMonitorPosition(int monitor); // Get specified monitor position int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate Vector2 GetWindowPosition(); // Get window position XY on monitor Vector2 GetWindowScaleDPI(); // Get window scale DPI factor const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor void SetClipboardText(const(char)* text); // Set clipboard text content const(char)* GetClipboardText(); // Get clipboard text content void EnableEventWaiting(); // Enable waiting for events on EndDrawing(), no automatic event polling void DisableEventWaiting(); // Disable waiting for events on EndDrawing(), automatic events polling // Custom frame control functions // NOTE: Those functions are intended for advance users that want full control over the frame processing // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing) void PollInputEvents(); // Register all input events void WaitTime(double seconds); // Wait for some time (halt program execution) // 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) bool IsCursorOnScreen(); // Check if cursor is on the screen // 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); // Begin 2D mode with custom camera (2D) void EndMode2D(); // Ends 2D mode with custom camera void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture void EndTextureMode(); // Ends drawing to render texture 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, subtract, custom) void EndBlendMode(); // End blending mode (reset to default: alpha blending) void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) void EndScissorMode(); // End scissor mode void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) void EndVrStereoMode(); // End stereo rendering (requires VR simulator) // VR stereo config functions for VR simulator VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config // Shader management functions // NOTE: Shader functionality is not available on OpenGL 1.1 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations bool IsShaderReady(Shader shader); // Check if a shader is ready int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position // Timing-related functions void SetTargetFPS(int fps); // Set target FPS (maximum) int GetFPS(); // Get current FPS float GetFrameTime(); // Get time in seconds for last frame drawn (delta time) double GetTime(); // Get elapsed time in seconds since InitWindow() // Misc. functions int GetRandomValue(int min, int max); // Get a random value between min and max (both included) void SetRandomSeed(uint seed); // Set the seed for the random number generator void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format) void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS) void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level void* MemAlloc(uint size); // Internal memory allocator void* MemRealloc(void* ptr, uint size); // Internal memory reallocator void MemFree(void* ptr); // Internal memory free void OpenURL(const(char)* url); // Open URL with default system browser (if available) // Set custom callbacks // WARNING: Callbacks setup is intended for advance users void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver // Files management functions ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read) void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData() bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success bool ExportDataAsCode(const(ubyte)* data, uint size, const(char)* fileName); // Export data to code (.h), returns true on success char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText() bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success bool FileExists(const(char)* fileName); // Check if file exists bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav) int GetFileLength(const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png') 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) const(char)* GetApplicationDirectory(); // Get the directory if the running application (uses static string) bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success bool IsPathFile(const(char)* path); // Check if a given path is a file or a directory FilePathList LoadDirectoryFiles(const(char)* dirPath); // Load directory filepaths FilePathList LoadDirectoryFilesEx(const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan void UnloadDirectoryFiles(FilePathList files); // Unload filepaths bool IsFileDropped(); // Check if a file has been dropped into window FilePathList LoadDroppedFiles(); // Load dropped filepaths void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time) // Compression/Encoding functionality ubyte* CompressData(const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() ubyte* DecompressData(const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() char* EncodeDataBase64(const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree() ubyte* DecodeDataBase64(const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree() //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard bool IsKeyPressed(int key); // Check if a key has been pressed once bool IsKeyDown(int key); // Check if a key is being pressed bool IsKeyReleased(int key); // Check if a key has been released once bool IsKeyUp(int key); // Check 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 (keycode), call it multiple times for keys queued, returns 0 when the queue is empty int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty // Input-related functions: gamepads bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed int GetGamepadButtonPressed(); // Get the last gamepad button pressed int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed int GetMouseX(); // Get mouse position X int GetMouseY(); // Get mouse position Y Vector2 GetMousePosition(); // Get mouse position XY Vector2 GetMouseDelta(); // Get mouse delta between frames 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 float GetMouseWheelMove(); // Get mouse wheel movement for X or Y, whichever is larger Vector2 GetMouseWheelMoveV(); // Get mouse wheel movement for both X and Y void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size) int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size) Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) int GetTouchPointId(int index); // Get touch point identifier for given index int GetTouchPointCount(); // Get number of touch points //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: rgestures) //------------------------------------------------------------------------------------ void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags bool IsGestureDetected(int gesture); // Check if a gesture have been detected int GetGestureDetected(); // Get latest detected gesture 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: rcamera) //------------------------------------------------------------------------------------ void UpdateCamera(Camera* camera, int mode); // Update camera position for selected mode void UpdateCameraPro(Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ // Set texture and rectangle to be used on shapes drawing // NOTE: It can be useful when using basic shapes and one single font, // defining a font char white rectangle would allow drawing everything in a single draw call void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing // 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 DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points void DrawLineStrip(Vector2* points, int pointCount, 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, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float 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, float startAngle, float endAngle, int segments, Color color); // Draw ring void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float 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, float 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, float 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 pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) void DrawTriangleStrip(Vector2* points, int pointCount, 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 void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters // 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 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 bool CheckCollisionPointPoly(Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ // Image loading functions // NOTE: These functions do not require GPU access Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM) Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data) Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot) bool IsImageReady(Image image); // Check if an image is ready void UnloadImage(Image image); // Unload image from CPU memory (RAM) bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success // 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 GenImageText(int width, int height, const(char)* text); // Generate image: grayscale image from text data // 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 ImageFormat(Image* image, int newFormat); // Convert image data to desired format void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two) void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel void ImageBlurGaussian(Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation 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 fill); // Resize canvas and fill with color void ImageMipmaps(Image* image); // Compute 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* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors() void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette() Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position // 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 a filled circle within an image void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); // Draw circle outline 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, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) void ImageDrawTextEx(Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // 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 layout); // Load cubemap from image, multiple image cubemap layouts supported RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) bool IsTextureReady(Texture2D texture); // Check if a texture is ready void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data // Texture configuration functions void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode // Texture 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 source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely // Color/pixel related functions Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f int ColorToInt(Color color); // Get hexadecimal value for a Color Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] Color ColorTint(Color color, Color tint); // Get color multiplied with another color Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint Color GetColor(uint hexValue); // Get Color structure from hexadecimal value Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format //------------------------------------------------------------------------------------ // 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 glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' bool IsFontReady(Font font); // Check if a font is ready GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount, int type); // Load font data for further use Image GenImageFontAtlas(const(GlyphInfo)* chars, Rectangle** recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info void UnloadFontData(GlyphInfo* chars, int glyphCount); // Unload font chars info data (RAM) void UnloadFont(Font font); // Unload font from GPU memory (VRAM) bool ExportFontAsCode(Font font, const(char)* fileName); // Export font as code file, returns true on success // Text drawing functions void DrawFPS(int posX, int posY); // Draw 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 DrawTextPro(Font font, const(char)* text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) void DrawTextCodepoints(Font font, const(int)* codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) // Text font info 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 glyph index position in font for a codepoint (unicode character), fallback to '?' if not found GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found // Text codepoints management functions (unicode characters) char* LoadUTF8(const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array void UnloadUTF8(char* text); // Unload UTF-8 text encoded from codepoints array int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string int GetCodepoint(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure int GetCodepointNext(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure int GetCodepointPrevious(const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure const(char)* CodepointToUTF8(int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) // Text strings management functions (no UTF-8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! 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 (WARNING: memory must be freed!) char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: 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) //------------------------------------------------------------------------------------ // 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 DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points 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 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 DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos 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)) //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model management functions Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials) Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) bool IsModelReady(Model model); // Check if a model is ready void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) // 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 position, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation // Mesh management functions void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids void UpdateMeshBuffer(Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform void DrawMeshInstanced(Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits void GenMeshTangents(Mesh* mesh); // Compute mesh tangents // 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 GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid 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 // 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) bool IsMaterialReady(Material material); // Check if a material is ready 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 (MATERIAL_MAP_DIFFUSE, MATERIAL_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, uint* animCount); // Load model animations from file void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose void UnloadModelAnimation(ModelAnimation anim); // Unload animation data void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ alias AudioCallback = void function(void* bufferData, uint frames); // 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 Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' bool IsWaveReady(Wave wave); // Checks if wave data is ready Sound LoadSound(const(char)* fileName); // Load sound from file Sound LoadSoundFromWave(Wave wave); // Load sound from wave data bool IsSoundReady(Sound sound); // Checks if a sound is ready void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data void UnloadWave(Wave wave); // Unload wave data void UnloadSound(Sound sound); // Unload sound bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success // 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 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 SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) 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 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format float* LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples() // Music management functions Music LoadMusicStream(const(char)* fileName); // Load music stream from file Music LoadMusicStreamFromMemory(const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data bool IsMusicReady(Music music); // Checks if a music stream is ready void UnloadMusicStream(Music music); // Unload music stream void PlayMusicStream(Music music); // Start music playing bool IsMusicStreamPlaying(Music music); // Check if music is 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 void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) 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 SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) 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 LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data) bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data 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 SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline // RAYLIB_H