package.d 102 KB

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  1. /**********************************************************************************************
  2. *
  3. * raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  4. *
  5. * FEATURES:
  6. * - NO external dependencies, all required libraries included with raylib
  7. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
  8. * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
  9. * - Written in plain C code (C99) in PascalCase/camelCase notation
  10. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
  11. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  12. * - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
  13. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  14. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  15. * - Flexible Materials system, supporting classic maps and PBR maps
  16. * - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
  17. * - Shaders support, including Model shaders and Postprocessing shaders
  18. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  19. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
  20. * - VR stereo rendering with configurable HMD device parameters
  21. * - Bindings to multiple programming languages available!
  22. *
  23. * NOTES:
  24. * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
  25. * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
  26. * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
  27. * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
  28. *
  29. * DEPENDENCIES (included):
  30. * [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
  31. * [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
  32. * [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
  33. * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
  34. *
  35. * OPTIONAL DEPENDENCIES (included):
  36. * [rcore] msf_gif (Miles Fogle) for GIF recording
  37. * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
  38. * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
  39. * [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
  40. * [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
  41. * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  42. * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
  43. * [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
  44. * [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
  45. * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
  46. * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
  47. * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
  48. * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  49. * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
  50. * [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
  51. * [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
  52. * [raudio] dr_wav (David Reid) for WAV audio file loading
  53. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  54. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  55. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  56. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  57. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  58. * [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
  59. *
  60. *
  61. * LICENSE: zlib/libpng
  62. *
  63. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  64. * BSD-like license that allows static linking with closed source software:
  65. *
  66. * Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
  67. *
  68. * This software is provided "as-is", without any express or implied warranty. In no event
  69. * will the authors be held liable for any damages arising from the use of this software.
  70. *
  71. * Permission is granted to anyone to use this software for any purpose, including commercial
  72. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  73. *
  74. * 1. The origin of this software must not be misrepresented; you must not claim that you
  75. * wrote the original software. If you use this software in a product, an acknowledgment
  76. * in the product documentation would be appreciated but is not required.
  77. *
  78. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  79. * as being the original software.
  80. *
  81. * 3. This notice may not be removed or altered from any source distribution.
  82. *
  83. **********************************************************************************************/
  84. module raylib;
  85. public
  86. {
  87. import raylib.rlgl;
  88. import raylib.reasings;
  89. import raylib.raymath;
  90. import raylib.raymathext;
  91. import raylib.raylib_types;
  92. import raylib.binding;
  93. }
  94. import core.stdc.config;
  95. import core.stdc.stdarg;
  96. extern (C) @nogc nothrow:
  97. // Required for: va_list - Only used by TraceLogCallback
  98. enum RAYLIB_VERSION_MAJOR = 5;
  99. enum RAYLIB_VERSION_MINOR = 5;
  100. enum RAYLIB_VERSION_PATCH = 0;
  101. enum RAYLIB_VERSION = "5.5";
  102. // Function specifiers in case library is build/used as a shared library
  103. // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
  104. // NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
  105. // We are building the library as a Win32 shared library (.dll)
  106. // We are using the library as a Win32 shared library (.dll)
  107. // We are building as a Unix shared library (.so/.dylib) // Functions defined as 'extern' by default (implicit specifiers)
  108. //----------------------------------------------------------------------------------
  109. // Some basic Defines
  110. //----------------------------------------------------------------------------------
  111. enum PI = 3.14159265358979323846f;
  112. enum DEG2RAD = PI / 180.0f;
  113. enum RAD2DEG = 180.0f / PI;
  114. // Allow custom memory allocators
  115. // NOTE: Require recompiling raylib sources
  116. // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
  117. // Plain structures in C++ (without constructors) can be initialized with { }
  118. // This is called aggregate initialization (C++11 feature)
  119. extern (D) auto CLITERAL(T)(auto ref T type)
  120. {
  121. return type;
  122. }
  123. // Some compilers (mostly macos clang) default to C++98,
  124. // where aggregate initialization can't be used
  125. // So, give a more clear error stating how to fix this
  126. // NOTE: We set some defines with some data types declared by raylib
  127. // Other modules (raymath, rlgl) also require some of those types, so,
  128. // to be able to use those other modules as standalone (not depending on raylib)
  129. // this defines are very useful for internal check and avoid type (re)definitions
  130. // Some Basic Colors
  131. // 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)
  132. //----------------------------------------------------------------------------------
  133. // Structures Definition
  134. //----------------------------------------------------------------------------------
  135. // Boolean type
  136. // Vector2, 2 components
  137. // Vector x component
  138. // Vector y component
  139. // Vector3, 3 components
  140. // Vector x component
  141. // Vector y component
  142. // Vector z component
  143. // Vector4, 4 components
  144. // Vector x component
  145. // Vector y component
  146. // Vector z component
  147. // Vector w component
  148. // Quaternion, 4 components (Vector4 alias)
  149. // Matrix, 4x4 components, column major, OpenGL style, right-handed
  150. // Matrix first row (4 components)
  151. // Matrix second row (4 components)
  152. // Matrix third row (4 components)
  153. // Matrix fourth row (4 components)
  154. // Color, 4 components, R8G8B8A8 (32bit)
  155. // Color red value
  156. // Color green value
  157. // Color blue value
  158. // Color alpha value
  159. // Rectangle, 4 components
  160. // Rectangle top-left corner position x
  161. // Rectangle top-left corner position y
  162. // Rectangle width
  163. // Rectangle height
  164. // Image, pixel data stored in CPU memory (RAM)
  165. struct Image
  166. {
  167. void* data; // Image raw data
  168. int width; // Image base width
  169. int height; // Image base height
  170. int mipmaps; // Mipmap levels, 1 by default
  171. int format; // Data format (PixelFormat type)
  172. }
  173. // Texture, tex data stored in GPU memory (VRAM)
  174. struct Texture
  175. {
  176. uint id; // OpenGL texture id
  177. int width; // Texture base width
  178. int height; // Texture base height
  179. int mipmaps; // Mipmap levels, 1 by default
  180. int format; // Data format (PixelFormat type)
  181. }
  182. // Texture2D, same as Texture
  183. alias Texture2D = Texture;
  184. // TextureCubemap, same as Texture
  185. alias TextureCubemap = Texture;
  186. // RenderTexture, fbo for texture rendering
  187. struct RenderTexture
  188. {
  189. uint id; // OpenGL framebuffer object id
  190. Texture texture; // Color buffer attachment texture
  191. Texture depth; // Depth buffer attachment texture
  192. }
  193. // RenderTexture2D, same as RenderTexture
  194. alias RenderTexture2D = RenderTexture;
  195. // NPatchInfo, n-patch layout info
  196. struct NPatchInfo
  197. {
  198. Rectangle source; // Texture source rectangle
  199. int left; // Left border offset
  200. int top; // Top border offset
  201. int right; // Right border offset
  202. int bottom; // Bottom border offset
  203. int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
  204. }
  205. // GlyphInfo, font characters glyphs info
  206. struct GlyphInfo
  207. {
  208. int value; // Character value (Unicode)
  209. int offsetX; // Character offset X when drawing
  210. int offsetY; // Character offset Y when drawing
  211. int advanceX; // Character advance position X
  212. Image image; // Character image data
  213. }
  214. // Font, font texture and GlyphInfo array data
  215. struct Font
  216. {
  217. int baseSize; // Base size (default chars height)
  218. int glyphCount; // Number of glyph characters
  219. int glyphPadding; // Padding around the glyph characters
  220. Texture2D texture; // Texture atlas containing the glyphs
  221. Rectangle* recs; // Rectangles in texture for the glyphs
  222. GlyphInfo* glyphs; // Glyphs info data
  223. }
  224. // Camera, defines position/orientation in 3d space
  225. struct Camera3D
  226. {
  227. Vector3 position; // Camera position
  228. Vector3 target; // Camera target it looks-at
  229. Vector3 up; // Camera up vector (rotation over its axis)
  230. float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
  231. int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  232. }
  233. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  234. // Camera2D, defines position/orientation in 2d space
  235. struct Camera2D
  236. {
  237. Vector2 offset; // Camera offset (displacement from target)
  238. Vector2 target; // Camera target (rotation and zoom origin)
  239. float rotation; // Camera rotation in degrees
  240. float zoom; // Camera zoom (scaling), should be 1.0f by default
  241. }
  242. // Mesh, vertex data and vao/vbo
  243. struct Mesh
  244. {
  245. int vertexCount; // Number of vertices stored in arrays
  246. int triangleCount; // Number of triangles stored (indexed or not)
  247. // Vertex attributes data
  248. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  249. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  250. float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
  251. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  252. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  253. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  254. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  255. // Animation vertex data
  256. float* animVertices; // Animated vertex positions (after bones transformations)
  257. float* animNormals; // Animated normals (after bones transformations)
  258. ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
  259. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
  260. Matrix* boneMatrices; // Bones animated transformation matrices
  261. int boneCount; // Number of bones
  262. // OpenGL identifiers
  263. uint vaoId; // OpenGL Vertex Array Object id
  264. uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  265. }
  266. // Shader
  267. struct Shader
  268. {
  269. uint id; // Shader program id
  270. int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
  271. }
  272. // MaterialMap
  273. struct MaterialMap
  274. {
  275. Texture2D texture; // Material map texture
  276. Color color; // Material map color
  277. float value; // Material map value
  278. }
  279. // Material, includes shader and maps
  280. struct Material
  281. {
  282. Shader shader; // Material shader
  283. MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
  284. float[4] params; // Material generic parameters (if required)
  285. }
  286. // Transform, vertex transformation data
  287. struct Transform
  288. {
  289. Vector3 translation; // Translation
  290. Quaternion rotation; // Rotation
  291. Vector3 scale; // Scale
  292. }
  293. // Bone, skeletal animation bone
  294. struct BoneInfo
  295. {
  296. char[32] name; // Bone name
  297. int parent; // Bone parent
  298. }
  299. // Model, meshes, materials and animation data
  300. struct Model
  301. {
  302. Matrix transform; // Local transform matrix
  303. int meshCount; // Number of meshes
  304. int materialCount; // Number of materials
  305. Mesh* meshes; // Meshes array
  306. Material* materials; // Materials array
  307. int* meshMaterial; // Mesh material number
  308. // Animation data
  309. int boneCount; // Number of bones
  310. BoneInfo* bones; // Bones information (skeleton)
  311. Transform* bindPose; // Bones base transformation (pose)
  312. }
  313. // ModelAnimation
  314. struct ModelAnimation
  315. {
  316. int boneCount; // Number of bones
  317. int frameCount; // Number of animation frames
  318. BoneInfo* bones; // Bones information (skeleton)
  319. Transform** framePoses; // Poses array by frame
  320. char[32] name; // Animation name
  321. }
  322. // Ray, ray for raycasting
  323. struct Ray
  324. {
  325. Vector3 position; // Ray position (origin)
  326. Vector3 direction; // Ray direction (normalized)
  327. }
  328. // RayCollision, ray hit information
  329. struct RayCollision
  330. {
  331. bool hit; // Did the ray hit something?
  332. float distance; // Distance to the nearest hit
  333. Vector3 point; // Point of the nearest hit
  334. Vector3 normal; // Surface normal of hit
  335. }
  336. // BoundingBox
  337. struct BoundingBox
  338. {
  339. Vector3 min; // Minimum vertex box-corner
  340. Vector3 max; // Maximum vertex box-corner
  341. }
  342. // Wave, audio wave data
  343. struct Wave
  344. {
  345. uint frameCount; // Total number of frames (considering channels)
  346. uint sampleRate; // Frequency (samples per second)
  347. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  348. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  349. void* data; // Buffer data pointer
  350. }
  351. // Opaque structs declaration
  352. // NOTE: Actual structs are defined internally in raudio module
  353. struct rAudioBuffer;
  354. struct rAudioProcessor;
  355. // AudioStream, custom audio stream
  356. struct AudioStream
  357. {
  358. rAudioBuffer* buffer; // Pointer to internal data used by the audio system
  359. rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
  360. uint sampleRate; // Frequency (samples per second)
  361. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  362. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  363. }
  364. // Sound
  365. struct Sound
  366. {
  367. AudioStream stream; // Audio stream
  368. uint frameCount; // Total number of frames (considering channels)
  369. }
  370. // Music, audio stream, anything longer than ~10 seconds should be streamed
  371. struct Music
  372. {
  373. AudioStream stream; // Audio stream
  374. uint frameCount; // Total number of frames (considering channels)
  375. bool looping; // Music looping enable
  376. int ctxType; // Type of music context (audio filetype)
  377. void* ctxData; // Audio context data, depends on type
  378. }
  379. // VrDeviceInfo, Head-Mounted-Display device parameters
  380. struct VrDeviceInfo
  381. {
  382. int hResolution; // Horizontal resolution in pixels
  383. int vResolution; // Vertical resolution in pixels
  384. float hScreenSize; // Horizontal size in meters
  385. float vScreenSize; // Vertical size in meters
  386. float eyeToScreenDistance; // Distance between eye and display in meters
  387. float lensSeparationDistance; // Lens separation distance in meters
  388. float interpupillaryDistance; // IPD (distance between pupils) in meters
  389. float[4] lensDistortionValues; // Lens distortion constant parameters
  390. float[4] chromaAbCorrection; // Chromatic aberration correction parameters
  391. }
  392. // VrStereoConfig, VR stereo rendering configuration for simulator
  393. struct VrStereoConfig
  394. {
  395. Matrix[2] projection; // VR projection matrices (per eye)
  396. Matrix[2] viewOffset; // VR view offset matrices (per eye)
  397. float[2] leftLensCenter; // VR left lens center
  398. float[2] rightLensCenter; // VR right lens center
  399. float[2] leftScreenCenter; // VR left screen center
  400. float[2] rightScreenCenter; // VR right screen center
  401. float[2] scale; // VR distortion scale
  402. float[2] scaleIn; // VR distortion scale in
  403. }
  404. // File path list
  405. struct FilePathList
  406. {
  407. uint capacity; // Filepaths max entries
  408. uint count; // Filepaths entries count
  409. char** paths; // Filepaths entries
  410. }
  411. // Automation event
  412. struct AutomationEvent
  413. {
  414. uint frame; // Event frame
  415. uint type; // Event type (AutomationEventType)
  416. int[4] params; // Event parameters (if required)
  417. }
  418. // Automation event list
  419. struct AutomationEventList
  420. {
  421. uint capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
  422. uint count; // Events entries count
  423. AutomationEvent* events; // Events entries
  424. }
  425. //----------------------------------------------------------------------------------
  426. // Enumerators Definition
  427. //----------------------------------------------------------------------------------
  428. // System/Window config flags
  429. // NOTE: Every bit registers one state (use it with bit masks)
  430. // By default all flags are set to 0
  431. enum ConfigFlags
  432. {
  433. FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
  434. FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
  435. FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
  436. FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
  437. FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
  438. FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
  439. FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
  440. FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
  441. FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
  442. FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
  443. FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
  444. FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
  445. FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
  446. FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
  447. FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
  448. FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
  449. }
  450. // Trace log level
  451. // NOTE: Organized by priority level
  452. enum TraceLogLevel
  453. {
  454. LOG_ALL = 0, // Display all logs
  455. LOG_TRACE = 1, // Trace logging, intended for internal use only
  456. LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
  457. LOG_INFO = 3, // Info logging, used for program execution info
  458. LOG_WARNING = 4, // Warning logging, used on recoverable failures
  459. LOG_ERROR = 5, // Error logging, used on unrecoverable failures
  460. LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  461. LOG_NONE = 7 // Disable logging
  462. }
  463. // Keyboard keys (US keyboard layout)
  464. // NOTE: Use GetKeyPressed() to allow redefining
  465. // required keys for alternative layouts
  466. enum KeyboardKey
  467. {
  468. KEY_NULL = 0, // Key: NULL, used for no key pressed
  469. // Alphanumeric keys
  470. KEY_APOSTROPHE = 39, // Key: '
  471. KEY_COMMA = 44, // Key: ,
  472. KEY_MINUS = 45, // Key: -
  473. KEY_PERIOD = 46, // Key: .
  474. KEY_SLASH = 47, // Key: /
  475. KEY_ZERO = 48, // Key: 0
  476. KEY_ONE = 49, // Key: 1
  477. KEY_TWO = 50, // Key: 2
  478. KEY_THREE = 51, // Key: 3
  479. KEY_FOUR = 52, // Key: 4
  480. KEY_FIVE = 53, // Key: 5
  481. KEY_SIX = 54, // Key: 6
  482. KEY_SEVEN = 55, // Key: 7
  483. KEY_EIGHT = 56, // Key: 8
  484. KEY_NINE = 57, // Key: 9
  485. KEY_SEMICOLON = 59, // Key: ;
  486. KEY_EQUAL = 61, // Key: =
  487. KEY_A = 65, // Key: A | a
  488. KEY_B = 66, // Key: B | b
  489. KEY_C = 67, // Key: C | c
  490. KEY_D = 68, // Key: D | d
  491. KEY_E = 69, // Key: E | e
  492. KEY_F = 70, // Key: F | f
  493. KEY_G = 71, // Key: G | g
  494. KEY_H = 72, // Key: H | h
  495. KEY_I = 73, // Key: I | i
  496. KEY_J = 74, // Key: J | j
  497. KEY_K = 75, // Key: K | k
  498. KEY_L = 76, // Key: L | l
  499. KEY_M = 77, // Key: M | m
  500. KEY_N = 78, // Key: N | n
  501. KEY_O = 79, // Key: O | o
  502. KEY_P = 80, // Key: P | p
  503. KEY_Q = 81, // Key: Q | q
  504. KEY_R = 82, // Key: R | r
  505. KEY_S = 83, // Key: S | s
  506. KEY_T = 84, // Key: T | t
  507. KEY_U = 85, // Key: U | u
  508. KEY_V = 86, // Key: V | v
  509. KEY_W = 87, // Key: W | w
  510. KEY_X = 88, // Key: X | x
  511. KEY_Y = 89, // Key: Y | y
  512. KEY_Z = 90, // Key: Z | z
  513. KEY_LEFT_BRACKET = 91, // Key: [
  514. KEY_BACKSLASH = 92, // Key: '\'
  515. KEY_RIGHT_BRACKET = 93, // Key: ]
  516. KEY_GRAVE = 96, // Key: `
  517. // Function keys
  518. KEY_SPACE = 32, // Key: Space
  519. KEY_ESCAPE = 256, // Key: Esc
  520. KEY_ENTER = 257, // Key: Enter
  521. KEY_TAB = 258, // Key: Tab
  522. KEY_BACKSPACE = 259, // Key: Backspace
  523. KEY_INSERT = 260, // Key: Ins
  524. KEY_DELETE = 261, // Key: Del
  525. KEY_RIGHT = 262, // Key: Cursor right
  526. KEY_LEFT = 263, // Key: Cursor left
  527. KEY_DOWN = 264, // Key: Cursor down
  528. KEY_UP = 265, // Key: Cursor up
  529. KEY_PAGE_UP = 266, // Key: Page up
  530. KEY_PAGE_DOWN = 267, // Key: Page down
  531. KEY_HOME = 268, // Key: Home
  532. KEY_END = 269, // Key: End
  533. KEY_CAPS_LOCK = 280, // Key: Caps lock
  534. KEY_SCROLL_LOCK = 281, // Key: Scroll down
  535. KEY_NUM_LOCK = 282, // Key: Num lock
  536. KEY_PRINT_SCREEN = 283, // Key: Print screen
  537. KEY_PAUSE = 284, // Key: Pause
  538. KEY_F1 = 290, // Key: F1
  539. KEY_F2 = 291, // Key: F2
  540. KEY_F3 = 292, // Key: F3
  541. KEY_F4 = 293, // Key: F4
  542. KEY_F5 = 294, // Key: F5
  543. KEY_F6 = 295, // Key: F6
  544. KEY_F7 = 296, // Key: F7
  545. KEY_F8 = 297, // Key: F8
  546. KEY_F9 = 298, // Key: F9
  547. KEY_F10 = 299, // Key: F10
  548. KEY_F11 = 300, // Key: F11
  549. KEY_F12 = 301, // Key: F12
  550. KEY_LEFT_SHIFT = 340, // Key: Shift left
  551. KEY_LEFT_CONTROL = 341, // Key: Control left
  552. KEY_LEFT_ALT = 342, // Key: Alt left
  553. KEY_LEFT_SUPER = 343, // Key: Super left
  554. KEY_RIGHT_SHIFT = 344, // Key: Shift right
  555. KEY_RIGHT_CONTROL = 345, // Key: Control right
  556. KEY_RIGHT_ALT = 346, // Key: Alt right
  557. KEY_RIGHT_SUPER = 347, // Key: Super right
  558. KEY_KB_MENU = 348, // Key: KB menu
  559. // Keypad keys
  560. KEY_KP_0 = 320, // Key: Keypad 0
  561. KEY_KP_1 = 321, // Key: Keypad 1
  562. KEY_KP_2 = 322, // Key: Keypad 2
  563. KEY_KP_3 = 323, // Key: Keypad 3
  564. KEY_KP_4 = 324, // Key: Keypad 4
  565. KEY_KP_5 = 325, // Key: Keypad 5
  566. KEY_KP_6 = 326, // Key: Keypad 6
  567. KEY_KP_7 = 327, // Key: Keypad 7
  568. KEY_KP_8 = 328, // Key: Keypad 8
  569. KEY_KP_9 = 329, // Key: Keypad 9
  570. KEY_KP_DECIMAL = 330, // Key: Keypad .
  571. KEY_KP_DIVIDE = 331, // Key: Keypad /
  572. KEY_KP_MULTIPLY = 332, // Key: Keypad *
  573. KEY_KP_SUBTRACT = 333, // Key: Keypad -
  574. KEY_KP_ADD = 334, // Key: Keypad +
  575. KEY_KP_ENTER = 335, // Key: Keypad Enter
  576. KEY_KP_EQUAL = 336, // Key: Keypad =
  577. // Android key buttons
  578. KEY_BACK = 4, // Key: Android back button
  579. KEY_MENU = 5, // Key: Android menu button
  580. KEY_VOLUME_UP = 24, // Key: Android volume up button
  581. KEY_VOLUME_DOWN = 25 // Key: Android volume down button
  582. }
  583. // Add backwards compatibility support for deprecated names
  584. enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT;
  585. enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT;
  586. enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE;
  587. // Mouse buttons
  588. enum MouseButton
  589. {
  590. MOUSE_BUTTON_LEFT = 0, // Mouse button left
  591. MOUSE_BUTTON_RIGHT = 1, // Mouse button right
  592. MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
  593. MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
  594. MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
  595. MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
  596. MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device)
  597. }
  598. // Mouse cursor
  599. enum MouseCursor
  600. {
  601. MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
  602. MOUSE_CURSOR_ARROW = 1, // Arrow shape
  603. MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
  604. MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
  605. MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
  606. MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
  607. MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
  608. MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
  609. MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
  610. MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
  611. MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
  612. }
  613. // Gamepad buttons
  614. enum GamepadButton
  615. {
  616. GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
  617. GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
  618. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
  619. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
  620. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
  621. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
  622. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
  623. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
  624. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
  625. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
  626. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
  627. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (first), it could be a trailing button
  628. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
  629. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
  630. GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
  631. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
  632. GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
  633. GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
  634. }
  635. // Gamepad axis
  636. enum GamepadAxis
  637. {
  638. GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
  639. GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
  640. GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
  641. GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
  642. GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
  643. GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
  644. }
  645. // Material map index
  646. enum MaterialMapIndex
  647. {
  648. MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
  649. MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
  650. MATERIAL_MAP_NORMAL = 2, // Normal material
  651. MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
  652. MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
  653. MATERIAL_MAP_EMISSION = 5, // Emission material
  654. MATERIAL_MAP_HEIGHT = 6, // Heightmap material
  655. MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  656. MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  657. MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  658. MATERIAL_MAP_BRDF = 10 // Brdf material
  659. }
  660. enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
  661. enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
  662. // Shader location index
  663. enum ShaderLocationIndex
  664. {
  665. SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
  666. SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
  667. SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
  668. SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
  669. SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
  670. SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
  671. SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
  672. SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
  673. SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
  674. SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
  675. SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
  676. SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
  677. SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
  678. SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
  679. SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
  680. SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
  681. SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
  682. SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
  683. SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
  684. SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
  685. SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
  686. SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
  687. SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
  688. SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
  689. SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
  690. SHADER_LOC_MAP_BRDF = 25, // Shader location: sampler2d texture: brdf
  691. SHADER_LOC_VERTEX_BONEIDS = 26, // Shader location: vertex attribute: boneIds
  692. SHADER_LOC_VERTEX_BONEWEIGHTS = 27, // Shader location: vertex attribute: boneWeights
  693. SHADER_LOC_BONE_MATRICES = 28 // Shader location: array of matrices uniform: boneMatrices
  694. }
  695. enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
  696. enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
  697. // Shader uniform data type
  698. enum ShaderUniformDataType
  699. {
  700. SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
  701. SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
  702. SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
  703. SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
  704. SHADER_UNIFORM_INT = 4, // Shader uniform type: int
  705. SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
  706. SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
  707. SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
  708. SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
  709. }
  710. // Shader attribute data types
  711. enum ShaderAttributeDataType
  712. {
  713. SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
  714. SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
  715. SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
  716. SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
  717. }
  718. // Pixel formats
  719. // NOTE: Support depends on OpenGL version and platform
  720. enum PixelFormat
  721. {
  722. PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  723. PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  724. PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  725. PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  726. PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  727. PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  728. PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  729. PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  730. PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  731. PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  732. PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float)
  733. PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float)
  734. PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float)
  735. PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha)
  736. PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha)
  737. PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp
  738. PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp
  739. PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp
  740. PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp
  741. PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp
  742. PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp
  743. PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp
  744. PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp
  745. PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp
  746. }
  747. // Texture parameters: filter mode
  748. // NOTE 1: Filtering considers mipmaps if available in the texture
  749. // NOTE 2: Filter is accordingly set for minification and magnification
  750. enum TextureFilter
  751. {
  752. TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
  753. TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
  754. TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  755. TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  756. TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  757. TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  758. }
  759. // Texture parameters: wrap mode
  760. enum TextureWrap
  761. {
  762. TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
  763. TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  764. TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  765. TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  766. }
  767. // Cubemap layouts
  768. enum CubemapLayout
  769. {
  770. CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
  771. CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  772. CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces
  773. CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  774. CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 // Layout is defined by a 4x3 cross with cubemap faces
  775. }
  776. // Font type, defines generation method
  777. enum FontType
  778. {
  779. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  780. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  781. FONT_SDF = 2 // SDF font generation, requires external shader
  782. }
  783. // Color blending modes (pre-defined)
  784. enum BlendMode
  785. {
  786. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  787. BLEND_ADDITIVE = 1, // Blend textures adding colors
  788. BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
  789. BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
  790. BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
  791. BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
  792. BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
  793. BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
  794. }
  795. // Gesture
  796. // NOTE: Provided as bit-wise flags to enable only desired gestures
  797. enum Gesture
  798. {
  799. GESTURE_NONE = 0, // No gesture
  800. GESTURE_TAP = 1, // Tap gesture
  801. GESTURE_DOUBLETAP = 2, // Double tap gesture
  802. GESTURE_HOLD = 4, // Hold gesture
  803. GESTURE_DRAG = 8, // Drag gesture
  804. GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
  805. GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
  806. GESTURE_SWIPE_UP = 64, // Swipe up gesture
  807. GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
  808. GESTURE_PINCH_IN = 256, // Pinch in gesture
  809. GESTURE_PINCH_OUT = 512 // Pinch out gesture
  810. }
  811. // Camera system modes
  812. enum CameraMode
  813. {
  814. CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
  815. CAMERA_FREE = 1, // Camera free mode
  816. CAMERA_ORBITAL = 2, // Camera orbital, around target, zoom supported
  817. CAMERA_FIRST_PERSON = 3, // Camera first person
  818. CAMERA_THIRD_PERSON = 4 // Camera third person
  819. }
  820. // Camera projection
  821. enum CameraProjection
  822. {
  823. CAMERA_PERSPECTIVE = 0, // Perspective projection
  824. CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
  825. }
  826. // N-patch layout
  827. enum NPatchLayout
  828. {
  829. NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
  830. NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
  831. NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
  832. }
  833. // Callbacks to hook some internal functions
  834. // WARNING: These callbacks are intended for advanced users
  835. alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
  836. alias LoadFileDataCallback = ubyte* function(const(char)* fileName, int* dataSize); // FileIO: Load binary data
  837. alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, int dataSize); // FileIO: Save binary data
  838. alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
  839. alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
  840. //------------------------------------------------------------------------------------
  841. // Global Variables Definition
  842. //------------------------------------------------------------------------------------
  843. // It's lonely here...
  844. //------------------------------------------------------------------------------------
  845. // Window and Graphics Device Functions (Module: core)
  846. //------------------------------------------------------------------------------------
  847. // Prevents name mangling of functions
  848. // Window-related functions
  849. void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
  850. void CloseWindow(); // Close window and unload OpenGL context
  851. bool WindowShouldClose(); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
  852. bool IsWindowReady(); // Check if window has been initialized successfully
  853. bool IsWindowFullscreen(); // Check if window is currently fullscreen
  854. bool IsWindowHidden(); // Check if window is currently hidden
  855. bool IsWindowMinimized(); // Check if window is currently minimized
  856. bool IsWindowMaximized(); // Check if window is currently maximized
  857. bool IsWindowFocused(); // Check if window is currently focused
  858. bool IsWindowResized(); // Check if window has been resized last frame
  859. bool IsWindowState(uint flag); // Check if one specific window flag is enabled
  860. void SetWindowState(uint flags); // Set window configuration state using flags
  861. void ClearWindowState(uint flags); // Clear window configuration state flags
  862. void ToggleFullscreen(); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
  863. void ToggleBorderlessWindowed(); // Toggle window state: borderless windowed, resizes window to match monitor resolution
  864. void MaximizeWindow(); // Set window state: maximized, if resizable
  865. void MinimizeWindow(); // Set window state: minimized, if resizable
  866. void RestoreWindow(); // Set window state: not minimized/maximized
  867. void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
  868. void SetWindowIcons(Image* images, int count); // Set icon for window (multiple images, RGBA 32bit)
  869. void SetWindowTitle(const(char)* title); // Set title for window
  870. void SetWindowPosition(int x, int y); // Set window position on screen
  871. void SetWindowMonitor(int monitor); // Set monitor for the current window
  872. void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  873. void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
  874. void SetWindowSize(int width, int height); // Set window dimensions
  875. void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
  876. void SetWindowFocused(); // Set window focused
  877. void* GetWindowHandle(); // Get native window handle
  878. int GetScreenWidth(); // Get current screen width
  879. int GetScreenHeight(); // Get current screen height
  880. int GetRenderWidth(); // Get current render width (it considers HiDPI)
  881. int GetRenderHeight(); // Get current render height (it considers HiDPI)
  882. int GetMonitorCount(); // Get number of connected monitors
  883. int GetCurrentMonitor(); // Get current monitor where window is placed
  884. Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
  885. int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
  886. int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
  887. int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
  888. int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
  889. int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
  890. Vector2 GetWindowPosition(); // Get window position XY on monitor
  891. Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
  892. const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
  893. void SetClipboardText(const(char)* text); // Set clipboard text content
  894. const(char)* GetClipboardText(); // Get clipboard text content
  895. Image GetClipboardImage(); // Get clipboard image content
  896. void EnableEventWaiting(); // Enable waiting for events on EndDrawing(), no automatic event polling
  897. void DisableEventWaiting(); // Disable waiting for events on EndDrawing(), automatic events polling
  898. // Cursor-related functions
  899. void ShowCursor(); // Shows cursor
  900. void HideCursor(); // Hides cursor
  901. bool IsCursorHidden(); // Check if cursor is not visible
  902. void EnableCursor(); // Enables cursor (unlock cursor)
  903. void DisableCursor(); // Disables cursor (lock cursor)
  904. bool IsCursorOnScreen(); // Check if cursor is on the screen
  905. // Drawing-related functions
  906. void ClearBackground(Color color); // Set background color (framebuffer clear color)
  907. void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
  908. void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
  909. void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
  910. void EndMode2D(); // Ends 2D mode with custom camera
  911. void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
  912. void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
  913. void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
  914. void EndTextureMode(); // Ends drawing to render texture
  915. void BeginShaderMode(Shader shader); // Begin custom shader drawing
  916. void EndShaderMode(); // End custom shader drawing (use default shader)
  917. void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
  918. void EndBlendMode(); // End blending mode (reset to default: alpha blending)
  919. void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  920. void EndScissorMode(); // End scissor mode
  921. void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
  922. void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
  923. // VR stereo config functions for VR simulator
  924. VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
  925. void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
  926. // Shader management functions
  927. // NOTE: Shader functionality is not available on OpenGL 1.1
  928. Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  929. Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
  930. bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
  931. int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
  932. int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
  933. void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
  934. void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  935. void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
  936. void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
  937. void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
  938. // Screen-space-related functions
  939. alias GetMouseRay = GetScreenToWorldRay; // Compatibility hack for previous raylib versions
  940. Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
  941. Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
  942. Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
  943. Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
  944. Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
  945. Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
  946. Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
  947. Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
  948. // Timing-related functions
  949. void SetTargetFPS(int fps); // Set target FPS (maximum)
  950. float GetFrameTime(); // Get time in seconds for last frame drawn (delta time)
  951. double GetTime(); // Get elapsed time in seconds since InitWindow()
  952. int GetFPS(); // Get current FPS
  953. // Custom frame control functions
  954. // NOTE: Those functions are intended for advanced users that want full control over the frame processing
  955. // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
  956. // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
  957. void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing)
  958. void PollInputEvents(); // Register all input events
  959. void WaitTime(double seconds); // Wait for some time (halt program execution)
  960. // Random values generation functions
  961. void SetRandomSeed(uint seed); // Set the seed for the random number generator
  962. int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
  963. int* LoadRandomSequence(uint count, int min, int max); // Load random values sequence, no values repeated
  964. void UnloadRandomSequence(int* sequence); // Unload random values sequence
  965. // Misc. functions
  966. void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
  967. void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
  968. void OpenURL(const(char)* url); // Open URL with default system browser (if available)
  969. // NOTE: Following functions implemented in module [utils]
  970. //------------------------------------------------------------------
  971. void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
  972. void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
  973. void* MemAlloc(uint size); // Internal memory allocator
  974. void* MemRealloc(void* ptr, uint size); // Internal memory reallocator
  975. void MemFree(void* ptr); // Internal memory free
  976. // Set custom callbacks
  977. // WARNING: Callbacks setup is intended for advanced users
  978. void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
  979. void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
  980. void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
  981. void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
  982. void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
  983. // Files management functions
  984. ubyte* LoadFileData(const(char)* fileName, int* dataSize); // Load file data as byte array (read)
  985. void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
  986. bool SaveFileData(const(char)* fileName, void* data, int dataSize); // Save data to file from byte array (write), returns true on success
  987. bool ExportDataAsCode(const(ubyte)* data, int dataSize, const(char)* fileName); // Export data to code (.h), returns true on success
  988. char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
  989. void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText()
  990. bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
  991. //------------------------------------------------------------------
  992. // File system functions
  993. bool FileExists(const(char)* fileName); // Check if file exists
  994. bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
  995. bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
  996. int GetFileLength(const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
  997. const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
  998. const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
  999. const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
  1000. const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
  1001. const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
  1002. const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
  1003. const(char)* GetApplicationDirectory(); // Get the directory of the running application (uses static string)
  1004. int MakeDirectory(const(char)* dirPath); // Create directories (including full path requested), returns 0 on success
  1005. bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
  1006. bool IsPathFile(const(char)* path); // Check if a given path is a file or a directory
  1007. bool IsFileNameValid(const(char)* fileName); // Check if fileName is valid for the platform/OS
  1008. FilePathList LoadDirectoryFiles(const(char)* dirPath); // Load directory filepaths
  1009. FilePathList LoadDirectoryFilesEx(const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
  1010. void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
  1011. bool IsFileDropped(); // Check if a file has been dropped into window
  1012. FilePathList LoadDroppedFiles(); // Load dropped filepaths
  1013. void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
  1014. c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
  1015. // Compression/Encoding functionality
  1016. ubyte* CompressData(const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
  1017. ubyte* DecompressData(const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
  1018. char* EncodeDataBase64(const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree()
  1019. ubyte* DecodeDataBase64(const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree()
  1020. uint ComputeCRC32(ubyte* data, int dataSize); // Compute CRC32 hash code
  1021. uint* ComputeMD5(ubyte* data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
  1022. uint* ComputeSHA1(ubyte* data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
  1023. // Automation events functionality
  1024. AutomationEventList LoadAutomationEventList(const(char)* fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
  1025. void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
  1026. bool ExportAutomationEventList(AutomationEventList list, const(char)* fileName); // Export automation events list as text file
  1027. void SetAutomationEventList(AutomationEventList* list); // Set automation event list to record to
  1028. void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
  1029. void StartAutomationEventRecording(); // Start recording automation events (AutomationEventList must be set)
  1030. void StopAutomationEventRecording(); // Stop recording automation events
  1031. void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
  1032. //------------------------------------------------------------------------------------
  1033. // Input Handling Functions (Module: core)
  1034. //------------------------------------------------------------------------------------
  1035. // Input-related functions: keyboard
  1036. bool IsKeyPressed(int key); // Check if a key has been pressed once
  1037. bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
  1038. bool IsKeyDown(int key); // Check if a key is being pressed
  1039. bool IsKeyReleased(int key); // Check if a key has been released once
  1040. bool IsKeyUp(int key); // Check if a key is NOT being pressed
  1041. int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
  1042. int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
  1043. void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
  1044. // Input-related functions: gamepads
  1045. bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
  1046. const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id
  1047. bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
  1048. bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
  1049. bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
  1050. bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
  1051. int GetGamepadButtonPressed(); // Get the last gamepad button pressed
  1052. int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
  1053. float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
  1054. int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
  1055. void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
  1056. // Input-related functions: mouse
  1057. bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
  1058. bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
  1059. bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
  1060. bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
  1061. int GetMouseX(); // Get mouse position X
  1062. int GetMouseY(); // Get mouse position Y
  1063. Vector2 GetMousePosition(); // Get mouse position XY
  1064. Vector2 GetMouseDelta(); // Get mouse delta between frames
  1065. void SetMousePosition(int x, int y); // Set mouse position XY
  1066. void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
  1067. void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
  1068. float GetMouseWheelMove(); // Get mouse wheel movement for X or Y, whichever is larger
  1069. Vector2 GetMouseWheelMoveV(); // Get mouse wheel movement for both X and Y
  1070. void SetMouseCursor(int cursor); // Set mouse cursor
  1071. // Input-related functions: touch
  1072. int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size)
  1073. int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size)
  1074. Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
  1075. int GetTouchPointId(int index); // Get touch point identifier for given index
  1076. int GetTouchPointCount(); // Get number of touch points
  1077. //------------------------------------------------------------------------------------
  1078. // Gestures and Touch Handling Functions (Module: rgestures)
  1079. //------------------------------------------------------------------------------------
  1080. void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
  1081. bool IsGestureDetected(uint gesture); // Check if a gesture have been detected
  1082. int GetGestureDetected(); // Get latest detected gesture
  1083. float GetGestureHoldDuration(); // Get gesture hold time in seconds
  1084. Vector2 GetGestureDragVector(); // Get gesture drag vector
  1085. float GetGestureDragAngle(); // Get gesture drag angle
  1086. Vector2 GetGesturePinchVector(); // Get gesture pinch delta
  1087. float GetGesturePinchAngle(); // Get gesture pinch angle
  1088. //------------------------------------------------------------------------------------
  1089. // Camera System Functions (Module: rcamera)
  1090. //------------------------------------------------------------------------------------
  1091. void UpdateCamera(Camera* camera, int mode); // Update camera position for selected mode
  1092. void UpdateCameraPro(Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
  1093. //------------------------------------------------------------------------------------
  1094. // Basic Shapes Drawing Functions (Module: shapes)
  1095. //------------------------------------------------------------------------------------
  1096. // Set texture and rectangle to be used on shapes drawing
  1097. // NOTE: It can be useful when using basic shapes and one single font,
  1098. // defining a font char white rectangle would allow drawing everything in a single draw call
  1099. void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
  1100. Texture2D GetShapesTexture(); // Get texture that is used for shapes drawing
  1101. Rectangle GetShapesTextureRectangle(); // Get texture source rectangle that is used for shapes drawing
  1102. // Basic shapes drawing functions
  1103. void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
  1104. void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
  1105. void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  1106. void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
  1107. void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
  1108. void DrawLineStrip(const(Vector2)* points, int pointCount, Color color); // Draw lines sequence (using gl lines)
  1109. void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
  1110. void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  1111. void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
  1112. void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
  1113. void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
  1114. void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  1115. void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
  1116. void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
  1117. void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
  1118. void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
  1119. void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
  1120. void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
  1121. void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  1122. void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  1123. void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
  1124. void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  1125. void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
  1126. void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
  1127. void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
  1128. void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  1129. void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
  1130. void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  1131. void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
  1132. void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
  1133. void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1134. void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
  1135. void DrawTriangleFan(const(Vector2)* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
  1136. void DrawTriangleStrip(const(Vector2)* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1137. void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  1138. void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
  1139. void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
  1140. // Splines drawing functions
  1141. void DrawSplineLinear(const(Vector2)* points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
  1142. void DrawSplineBasis(const(Vector2)* points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
  1143. void DrawSplineCatmullRom(const(Vector2)* points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
  1144. void DrawSplineBezierQuadratic(const(Vector2)* points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
  1145. void DrawSplineBezierCubic(const(Vector2)* points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
  1146. void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
  1147. void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
  1148. void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
  1149. void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
  1150. void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
  1151. // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
  1152. Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
  1153. Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
  1154. Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
  1155. Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
  1156. Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
  1157. // Basic shapes collision detection functions
  1158. bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  1159. bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  1160. bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  1161. bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
  1162. bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
  1163. bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  1164. bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  1165. 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]
  1166. bool CheckCollisionPointPoly(Vector2 point, const(Vector2)* points, int pointCount); // Check if point is within a polygon described by array of vertices
  1167. 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
  1168. Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  1169. //------------------------------------------------------------------------------------
  1170. // Texture Loading and Drawing Functions (Module: textures)
  1171. //------------------------------------------------------------------------------------
  1172. // Image loading functions
  1173. // NOTE: These functions do not require GPU access
  1174. Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
  1175. Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  1176. Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
  1177. Image LoadImageAnimFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int* frames); // Load image sequence from memory buffer
  1178. Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
  1179. Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
  1180. Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot)
  1181. bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
  1182. void UnloadImage(Image image); // Unload image from CPU memory (RAM)
  1183. bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
  1184. ubyte* ExportImageToMemory(Image image, const(char)* fileType, int* fileSize); // Export image to memory buffer
  1185. bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
  1186. // Image generation functions
  1187. Image GenImageColor(int width, int height, Color color); // Generate image: plain color
  1188. Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
  1189. Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1190. Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
  1191. Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1192. Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
  1193. Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1194. Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
  1195. Image GenImageText(int width, int height, const(char)* text); // Generate image: grayscale image from text data
  1196. // Image manipulation functions
  1197. Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
  1198. Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
  1199. Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
  1200. Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1201. Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1202. void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
  1203. void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
  1204. void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
  1205. void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
  1206. void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
  1207. void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
  1208. void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
  1209. void ImageBlurGaussian(Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation
  1210. void ImageKernelConvolution(Image* image, const(float)* kernel, int kernelSize); // Apply custom square convolution kernel to image
  1211. void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  1212. void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  1213. void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
  1214. void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image
  1215. void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  1216. void ImageFlipVertical(Image* image); // Flip image vertically
  1217. void ImageFlipHorizontal(Image* image); // Flip image horizontally
  1218. void ImageRotate(Image* image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
  1219. void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
  1220. void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
  1221. void ImageColorTint(Image* image, Color color); // Modify image color: tint
  1222. void ImageColorInvert(Image* image); // Modify image color: invert
  1223. void ImageColorGrayscale(Image* image); // Modify image color: grayscale
  1224. void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1225. void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1226. void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
  1227. Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
  1228. Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
  1229. void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
  1230. void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
  1231. Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
  1232. Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
  1233. // Image drawing functions
  1234. // NOTE: Image software-rendering functions (CPU)
  1235. void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
  1236. void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
  1237. void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
  1238. void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  1239. void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
  1240. void ImageDrawLineEx(Image* dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
  1241. void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
  1242. void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
  1243. void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
  1244. void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
  1245. void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
  1246. void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
  1247. void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1248. void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1249. void ImageDrawTriangle(Image* dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
  1250. void ImageDrawTriangleEx(Image* dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
  1251. void ImageDrawTriangleLines(Image* dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
  1252. void ImageDrawTriangleFan(Image* dst, Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
  1253. void ImageDrawTriangleStrip(Image* dst, Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
  1254. void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
  1255. void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
  1256. 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)
  1257. // Texture loading functions
  1258. // NOTE: These functions require GPU access
  1259. Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  1260. Texture2D LoadTextureFromImage(Image image); // Load texture from image data
  1261. TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
  1262. RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
  1263. bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
  1264. void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
  1265. bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
  1266. void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  1267. void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  1268. void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
  1269. // Texture configuration functions
  1270. void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
  1271. void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
  1272. void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
  1273. // Texture drawing functions
  1274. void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1275. void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1276. void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1277. void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1278. 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
  1279. 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
  1280. // Color/pixel related functions
  1281. bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
  1282. Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1283. int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
  1284. Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
  1285. Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
  1286. Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
  1287. Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
  1288. Color ColorTint(Color color, Color tint); // Get color multiplied with another color
  1289. Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
  1290. Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
  1291. Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1292. Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
  1293. Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
  1294. Color GetColor(uint hexValue); // Get Color structure from hexadecimal value
  1295. Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
  1296. void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
  1297. int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
  1298. //------------------------------------------------------------------------------------
  1299. // Font Loading and Text Drawing Functions (Module: text)
  1300. //------------------------------------------------------------------------------------
  1301. // Font loading/unloading functions
  1302. Font GetFontDefault(); // Get the default Font
  1303. Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1304. Font LoadFontEx(const(char)* fileName, int fontSize, int* codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
  1305. Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1306. Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
  1307. bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
  1308. GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount, int type); // Load font data for further use
  1309. Image GenImageFontAtlas(const(GlyphInfo)* glyphs, Rectangle** glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1310. void UnloadFontData(GlyphInfo* glyphs, int glyphCount); // Unload font chars info data (RAM)
  1311. void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
  1312. bool ExportFontAsCode(Font font, const(char)* fileName); // Export font as code file, returns true on success
  1313. // Text drawing functions
  1314. void DrawFPS(int posX, int posY); // Draw current FPS
  1315. void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1316. void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  1317. 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)
  1318. void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
  1319. void DrawTextCodepoints(Font font, const(int)* codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
  1320. // Text font info functions
  1321. void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
  1322. int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
  1323. Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1324. int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
  1325. GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
  1326. Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
  1327. // Text codepoints management functions (unicode characters)
  1328. char* LoadUTF8(const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array
  1329. void UnloadUTF8(char* text); // Unload UTF-8 text encoded from codepoints array
  1330. int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
  1331. void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory
  1332. int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
  1333. int GetCodepoint(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1334. int GetCodepointNext(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1335. int GetCodepointPrevious(const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1336. const(char)* CodepointToUTF8(int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
  1337. // Text strings management functions (no UTF-8 strings, only byte chars)
  1338. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1339. int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
  1340. bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
  1341. uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
  1342. const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style)
  1343. const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
  1344. char* TextReplace(const(char)* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
  1345. char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
  1346. const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1347. const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1348. void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1349. int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
  1350. const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
  1351. const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
  1352. const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
  1353. const(char)* TextToSnake(const(char)* text); // Get Snake case notation version of provided string
  1354. const(char)* TextToCamel(const(char)* text); // Get Camel case notation version of provided string
  1355. int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
  1356. float TextToFloat(const(char)* text); // Get float value from text (negative values not supported)
  1357. //------------------------------------------------------------------------------------
  1358. // Basic 3d Shapes Drawing Functions (Module: models)
  1359. //------------------------------------------------------------------------------------
  1360. // Basic geometric 3D shapes drawing functions
  1361. void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1362. void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
  1363. void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  1364. void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1365. void DrawTriangleStrip3D(const(Vector3)* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1366. void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
  1367. void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1368. void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1369. void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1370. void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
  1371. void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1372. void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1373. void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  1374. 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
  1375. void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  1376. 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
  1377. 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
  1378. 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
  1379. void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1380. void DrawRay(Ray ray, Color color); // Draw a ray line
  1381. void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1382. //------------------------------------------------------------------------------------
  1383. // Model 3d Loading and Drawing Functions (Module: models)
  1384. //------------------------------------------------------------------------------------
  1385. // Model management functions
  1386. Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
  1387. Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
  1388. bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
  1389. void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
  1390. BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
  1391. // Model drawing functions
  1392. void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1393. void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1394. void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1395. 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
  1396. void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
  1397. void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
  1398. void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
  1399. void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
  1400. void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
  1401. 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
  1402. // Mesh management functions
  1403. void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
  1404. void UpdateMeshBuffer(Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
  1405. void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
  1406. void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
  1407. void DrawMeshInstanced(Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms
  1408. BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
  1409. void GenMeshTangents(Mesh* mesh); // Compute mesh tangents
  1410. bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
  1411. bool ExportMeshAsCode(Mesh mesh, const(char)* fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
  1412. // Mesh generation functions
  1413. Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
  1414. Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1415. Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
  1416. Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1417. Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1418. Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
  1419. Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
  1420. Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
  1421. Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1422. Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1423. Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1424. // Material loading/unloading functions
  1425. Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
  1426. Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1427. bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
  1428. void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
  1429. void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
  1430. void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
  1431. // Model animations loading/unloading functions
  1432. ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animCount); // Load model animations from file
  1433. void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
  1434. void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
  1435. void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
  1436. void UnloadModelAnimations(ModelAnimation* animations, int animCount); // Unload animation array data
  1437. bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
  1438. // Collision detection functions
  1439. bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
  1440. bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
  1441. bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
  1442. RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
  1443. RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
  1444. RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
  1445. RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1446. RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
  1447. //------------------------------------------------------------------------------------
  1448. // Audio Loading and Playing Functions (Module: audio)
  1449. //------------------------------------------------------------------------------------
  1450. alias AudioCallback = void function(void* bufferData, uint frames);
  1451. // Audio device management functions
  1452. void InitAudioDevice(); // Initialize audio device and context
  1453. void CloseAudioDevice(); // Close the audio device and context
  1454. bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
  1455. void SetMasterVolume(float volume); // Set master volume (listener)
  1456. float GetMasterVolume(); // Get master volume (listener)
  1457. // Wave/Sound loading/unloading functions
  1458. Wave LoadWave(const(char)* fileName); // Load wave data from file
  1459. Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
  1460. bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
  1461. Sound LoadSound(const(char)* fileName); // Load sound from file
  1462. Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
  1463. Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
  1464. bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
  1465. void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
  1466. void UnloadWave(Wave wave); // Unload wave data
  1467. void UnloadSound(Sound sound); // Unload sound
  1468. void UnloadSoundAlias(Sound alias_); // Unload a sound alias (does not deallocate sample data)
  1469. bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
  1470. bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
  1471. // Wave/Sound management functions
  1472. void PlaySound(Sound sound); // Play a sound
  1473. void StopSound(Sound sound); // Stop playing a sound
  1474. void PauseSound(Sound sound); // Pause a sound
  1475. void ResumeSound(Sound sound); // Resume a paused sound
  1476. bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
  1477. void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1478. void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1479. void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
  1480. Wave WaveCopy(Wave wave); // Copy a wave to a new wave
  1481. void WaveCrop(Wave* wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
  1482. void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1483. float* LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
  1484. void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
  1485. // Music management functions
  1486. Music LoadMusicStream(const(char)* fileName); // Load music stream from file
  1487. Music LoadMusicStreamFromMemory(const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data
  1488. bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
  1489. void UnloadMusicStream(Music music); // Unload music stream
  1490. void PlayMusicStream(Music music); // Start music playing
  1491. bool IsMusicStreamPlaying(Music music); // Check if music is playing
  1492. void UpdateMusicStream(Music music); // Updates buffers for music streaming
  1493. void StopMusicStream(Music music); // Stop music playing
  1494. void PauseMusicStream(Music music); // Pause music playing
  1495. void ResumeMusicStream(Music music); // Resume playing paused music
  1496. void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
  1497. void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
  1498. void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1499. void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
  1500. float GetMusicTimeLength(Music music); // Get music time length (in seconds)
  1501. float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
  1502. // AudioStream management functions
  1503. AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
  1504. bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
  1505. void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
  1506. void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
  1507. bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
  1508. void PlayAudioStream(AudioStream stream); // Play audio stream
  1509. void PauseAudioStream(AudioStream stream); // Pause audio stream
  1510. void ResumeAudioStream(AudioStream stream); // Resume audio stream
  1511. bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
  1512. void StopAudioStream(AudioStream stream); // Stop audio stream
  1513. void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1514. void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1515. void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
  1516. void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
  1517. void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
  1518. void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
  1519. void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
  1520. void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
  1521. void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
  1522. // RAYLIB_H