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- module raylib;
- public
- {
- import rlgl;
- import raymath;
- import easings;
- import raymathext;
- }
- /**********************************************************************************************
- *
- * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
- *
- * FEATURES:
- * - NO external dependencies, all required libraries included with raylib
- * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
- * MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5.
- * - Written in plain C code (C99) in PascalCase/camelCase notation
- * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
- * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
- * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
- * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
- * - Flexible Materials system, supporting classic maps and PBR maps
- * - Animated 3D models supported (skeletal bones animation) (IQM, glTF)
- * - Shaders support, including Model shaders and Postprocessing shaders
- * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
- * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
- * - VR stereo rendering with configurable HMD device parameters
- * - Bindings to multiple programming languages available!
- *
- * NOTES:
- * One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
- * One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2)
- * One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
- * One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
- *
- * DEPENDENCIES (included):
- * [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
- * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
- * [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management
- *
- * OPTIONAL DEPENDENCIES (included):
- * [core] msf_gif (Miles Fogle) for GIF recording
- * [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm
- * [core] sdefl (Micha Mettke) for DEFLATE compression algorythm
- * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
- * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
- * [textures] stb_image_resize (Sean Barret) for image resizing algorithms
- * [textures] stb_perlin (Sean Barret) for Perlin noise image generation
- * [text] stb_truetype (Sean Barret) for ttf fonts loading
- * [text] stb_rect_pack (Sean Barret) for rectangles packing
- * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
- * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
- * [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
- * [raudio] dr_wav (David Reid) for WAV audio file loading
- * [raudio] dr_flac (David Reid) for FLAC audio file loading
- * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
- * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
- * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
- * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
- *
- *
- * LICENSE: zlib/libpng
- *
- * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software:
- *
- * Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
- *
- * This software is provided "as-is", without any express or implied warranty. In no event
- * will the authors be held liable for any damages arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose, including commercial
- * applications, and to alter it and redistribute it freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not claim that you
- * wrote the original software. If you use this software in a product, an acknowledgment
- * in the product documentation would be appreciated but is not required.
- *
- * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
- * as being the original software.
- *
- * 3. This notice may not be removed or altered from any source distribution.
- *
- **********************************************************************************************/
- import core.stdc.config;
- import core.stdc.stdarg;
- import core.stdc.stdlib;
- extern (C) @nogc nothrow:
- // Required for: va_list - Only used by TraceLogCallback
- // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
- // We are building raylib as a Win32 shared library (.dll)
- // We are using raylib as a Win32 shared library (.dll)
- // We are building or using raylib as a static library // We are building or using raylib as a static library (or Linux shared library)
- //----------------------------------------------------------------------------------
- // Some basic Defines
- //----------------------------------------------------------------------------------
- enum PI = 3.14159265358979323846f;
- enum DEG2RAD = PI / 180.0f;
- enum RAD2DEG = 180.0f / PI;
- // Allow custom memory allocators
- alias RL_MALLOC = malloc;
- alias RL_CALLOC = calloc;
- alias RL_REALLOC = realloc;
- alias RL_FREE = free;
- // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
- // Plain structures in C++ (without constructors) can be initialized from { } initializers.
- enum Colors
- {
- // Some Basic Colors
- // NOTE: Custom raylib color palette for amazing visuals on WHITE background
- LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
- GRAY = Color(130, 130, 130, 255), // Gray
- DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
- YELLOW = Color(253, 249, 0, 255), // Yellow
- GOLD = Color(255, 203, 0, 255), // Gold
- ORANGE = Color(255, 161, 0, 255), // Orange
- PINK = Color(255, 109, 194, 255), // Pink
- RED = Color(230, 41, 55, 255), // Red
- MAROON = Color(190, 33, 55, 255), // Maroon
- GREEN = Color(0, 228, 48, 255), // Green
- LIME = Color(0, 158, 47, 255), // Lime
- DARKGREEN = Color(0, 117, 44, 255), // Dark Green
- SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
- BLUE = Color(0, 121, 241, 255), // Blue
- DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
- PURPLE = Color(200, 122, 255, 255), // Purple
- VIOLET = Color(135, 60, 190, 255), // Violet
- DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
- BEIGE = Color(211, 176, 131, 255), // Beige
- BROWN = Color(127, 106, 79, 255), // Brown
- DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
- WHITE = Color(255, 255, 255, 255), // White
- BLACK = Color(0, 0, 0, 255), // Black
- BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
- MAGENTA = Color(255, 0, 255, 255), // Magenta
- RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
- }
- // Temporal hacks to avoid breaking old codebases using
- // deprecated raylib implementation or definitions
- alias FormatText = TextFormat;
- alias LoadText = LoadFileText;
- alias GetExtension = GetFileExtension;
- alias GetImageData = LoadImageColors;
- alias FILTER_POINT = TextureFilter.TEXTURE_FILTER_POINT;
- alias FILTER_BILINEAR = TextureFilter.TEXTURE_FILTER_BILINEAR;
- alias MAP_DIFFUSE = MATERIAL_MAP_DIFFUSE;
- alias PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = PixelFormat.PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
- //----------------------------------------------------------------------------------
- // Structures Definition
- //----------------------------------------------------------------------------------
- // Boolean type
- // Vector2 type
- struct Vector2
- {
- float x = 0.0f;
- float y = 0.0f;
- mixin Linear;
- }
- // Vector3 type
- struct Vector3
- {
- float x = 0.0f;
- float y = 0.0f;
- float z = 0.0f;
- mixin Linear;
- }
- // Vector4 type
- struct Vector4
- {
- float x = 0.0f;
- float y = 0.0f;
- float z = 0.0f;
- float w = 0.0f;
- mixin Linear;
- }
- // Quaternion type, same as Vector4
- alias Quaternion = Vector4;
- // Matrix type (OpenGL style 4x4 - right handed, column major)
- struct Matrix
- {
- float m0 = 0.0f;
- float m4 = 0.0f;
- float m8 = 0.0f;
- float m12 = 0.0f;
- float m1 = 0.0f;
- float m5 = 0.0f;
- float m9 = 0.0f;
- float m13 = 0.0f;
- float m2 = 0.0f;
- float m6 = 0.0f;
- float m10 = 0.0f;
- float m14 = 0.0f;
- float m3 = 0.0f;
- float m7 = 0.0f;
- float m11 = 0.0f;
- float m15 = 0.0f;
- }
- // Color type, RGBA (32bit)
- struct Color
- {
- ubyte r;
- ubyte g;
- ubyte b;
- ubyte a;
- }
- // Rectangle type
- struct Rectangle
- {
- float x;
- float y;
- float width;
- float height;
- alias w = width;
- alias h = height;
- }
- // Image type, bpp always RGBA (32bit)
- // NOTE: Data stored in CPU memory (RAM)
- struct Image
- {
- void* data; // Image raw data
- int width; // Image base width
- int height; // Image base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
- }
- // Texture type
- // NOTE: Data stored in GPU memory
- struct Texture
- {
- uint id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
- }
- // Texture2D type, same as Texture
- alias Texture2D = Texture;
- // TextureCubemap type, actually, same as Texture
- alias TextureCubemap = Texture;
- // RenderTexture type, for texture rendering
- struct RenderTexture
- {
- uint id; // OpenGL framebuffer object id
- Texture texture; // Color buffer attachment texture
- Texture depth; // Depth buffer attachment texture
- }
- // RenderTexture2D type, same as RenderTexture
- alias RenderTexture2D = RenderTexture;
- // N-Patch layout info
- struct NPatchInfo
- {
- Rectangle source; // Texture source rectangle
- int left; // Left border offset
- int top; // Top border offset
- int right; // Right border offset
- int bottom; // Bottom border offset
- int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
- }
- // Font character info
- struct CharInfo
- {
- int value; // Character value (Unicode)
- int offsetX; // Character offset X when drawing
- int offsetY; // Character offset Y when drawing
- int advanceX; // Character advance position X
- Image image; // Character image data
- }
- // Font type, includes texture and charSet array data
- struct Font
- {
- int baseSize; // Base size (default chars height)
- int charsCount; // Number of characters
- int charsPadding; // Padding around the chars
- Texture2D texture; // Characters texture atlas
- Rectangle* recs; // Characters rectangles in texture
- CharInfo* chars; // Characters info data
- }
- alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
- // Camera type, defines a camera position/orientation in 3d space
- struct Camera3D
- {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
- int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
- }
- alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
- // Camera2D type, defines a 2d camera
- struct Camera2D
- {
- Vector2 offset; // Camera offset (displacement from target)
- Vector2 target; // Camera target (rotation and zoom origin)
- float rotation; // Camera rotation in degrees
- float zoom; // Camera zoom (scaling), should be 1.0f by default
- }
- // Vertex data definning a mesh
- // NOTE: Data stored in CPU memory (and GPU)
- struct Mesh
- {
- int vertexCount; // Number of vertices stored in arrays
- int triangleCount; // Number of triangles stored (indexed or not)
- // Default vertex data
- float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- ushort* indices; // Vertex indices (in case vertex data comes indexed)
- // Animation vertex data
- float* animVertices; // Animated vertex positions (after bones transformations)
- float* animNormals; // Animated normals (after bones transformations)
- int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
- float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
- // OpenGL identifiers
- uint vaoId; // OpenGL Vertex Array Object id
- uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
- }
- // Shader type (generic)
- struct Shader
- {
- uint id; // Shader program id
- int* locs; // Shader locations array (MAX_SHADER_LOCATIONS)
- }
- // Material texture map
- struct MaterialMap
- {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
- }
- // Material type (generic)
- struct Material
- {
- Shader shader; // Material shader
- MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
- float[4] params; // Material generic parameters (if required)
- }
- // Transformation properties
- struct Transform
- {
- Vector3 translation; // Translation
- Quaternion rotation; // Rotation
- Vector3 scale; // Scale
- }
- // Bone information
- struct BoneInfo
- {
- char[32] name; // Bone name
- int parent; // Bone parent
- }
- // Model type
- struct Model
- {
- Matrix transform; // Local transform matrix
- int meshCount; // Number of meshes
- int materialCount; // Number of materials
- Mesh* meshes; // Meshes array
- Material* materials; // Materials array
- int* meshMaterial; // Mesh material number
- // Animation data
- int boneCount; // Number of bones
- BoneInfo* bones; // Bones information (skeleton)
- Transform* bindPose; // Bones base transformation (pose)
- }
- // Model animation
- struct ModelAnimation
- {
- int boneCount; // Number of bones
- int frameCount; // Number of animation frames
- BoneInfo* bones; // Bones information (skeleton)
- Transform** framePoses; // Poses array by frame
- }
- // Ray type (useful for raycast)
- struct Ray
- {
- Vector3 position; // Ray position (origin)
- Vector3 direction; // Ray direction
- }
- // Raycast hit information
- struct RayHitInfo
- {
- bool hit; // Did the ray hit something?
- float distance; // Distance to nearest hit
- Vector3 position; // Position of nearest hit
- Vector3 normal; // Surface normal of hit
- }
- // Bounding box type
- struct BoundingBox
- {
- Vector3 min; // Minimum vertex box-corner
- Vector3 max; // Maximum vertex box-corner
- }
- // Wave type, defines audio wave data
- struct Wave
- {
- uint sampleCount; // Total number of samples
- uint sampleRate; // Frequency (samples per second)
- uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- uint channels; // Number of channels (1-mono, 2-stereo)
- void* data; // Buffer data pointer
- }
- struct rAudioBuffer;
- // Audio stream type
- // NOTE: Useful to create custom audio streams not bound to a specific file
- struct AudioStream
- {
- rAudioBuffer* buffer; // Pointer to internal data used by the audio system
- uint sampleRate; // Frequency (samples per second)
- uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- uint channels; // Number of channels (1-mono, 2-stereo)
- }
- // Sound source type
- struct Sound
- {
- AudioStream stream; // Audio stream
- uint sampleCount; // Total number of samples
- }
- // Music stream type (audio file streaming from memory)
- // NOTE: Anything longer than ~10 seconds should be streamed
- struct Music
- {
- AudioStream stream; // Audio stream
- uint sampleCount; // Total number of samples
- bool looping; // Music looping enable
- int ctxType; // Type of music context (audio filetype)
- void* ctxData; // Audio context data, depends on type
- }
- // Head-Mounted-Display device parameters
- struct VrDeviceInfo
- {
- int hResolution; // Horizontal resolution in pixels
- int vResolution; // Vertical resolution in pixels
- float hScreenSize; // Horizontal size in meters
- float vScreenSize; // Vertical size in meters
- float vScreenCenter; // Screen center in meters
- float eyeToScreenDistance; // Distance between eye and display in meters
- float lensSeparationDistance; // Lens separation distance in meters
- float interpupillaryDistance; // IPD (distance between pupils) in meters
- float[4] lensDistortionValues; // Lens distortion constant parameters
- float[4] chromaAbCorrection; // Chromatic aberration correction parameters
- }
- // VR Stereo rendering configuration for simulator
- struct VrStereoConfig
- {
- Matrix[2] projection; // VR projection matrices (per eye)
- Matrix[2] viewOffset; // VR view offset matrices (per eye)
- float[2] leftLensCenter; // VR left lens center
- float[2] rightLensCenter; // VR right lens center
- float[2] leftScreenCenter; // VR left screen center
- float[2] rightScreenCenter; // VR right screen center
- float[2] scale; // VR distortion scale
- float[2] scaleIn; // VR distortion scale in
- }
- //----------------------------------------------------------------------------------
- // Enumerators Definition
- //----------------------------------------------------------------------------------
- // System/Window config flags
- // NOTE: Every bit registers one state (use it with bit masks)
- // By default all flags are set to 0
- enum ConfigFlags
- {
- FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
- FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
- FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
- FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
- FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
- FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
- FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
- FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
- FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
- FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
- FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
- FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
- FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
- FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
- }
- // Trace log level
- enum TraceLogLevel
- {
- LOG_ALL = 0, // Display all logs
- LOG_TRACE = 1,
- LOG_DEBUG = 2,
- LOG_INFO = 3,
- LOG_WARNING = 4,
- LOG_ERROR = 5,
- LOG_FATAL = 6,
- LOG_NONE = 7 // Disable logging
- }
- // Keyboard keys (US keyboard layout)
- // NOTE: Use GetKeyPressed() to allow redefining
- // required keys for alternative layouts
- enum KeyboardKey
- {
- KEY_NULL = 0,
- // Alphanumeric keys
- KEY_APOSTROPHE = 39,
- KEY_COMMA = 44,
- KEY_MINUS = 45,
- KEY_PERIOD = 46,
- KEY_SLASH = 47,
- KEY_ZERO = 48,
- KEY_ONE = 49,
- KEY_TWO = 50,
- KEY_THREE = 51,
- KEY_FOUR = 52,
- KEY_FIVE = 53,
- KEY_SIX = 54,
- KEY_SEVEN = 55,
- KEY_EIGHT = 56,
- KEY_NINE = 57,
- KEY_SEMICOLON = 59,
- KEY_EQUAL = 61,
- KEY_A = 65,
- KEY_B = 66,
- KEY_C = 67,
- KEY_D = 68,
- KEY_E = 69,
- KEY_F = 70,
- KEY_G = 71,
- KEY_H = 72,
- KEY_I = 73,
- KEY_J = 74,
- KEY_K = 75,
- KEY_L = 76,
- KEY_M = 77,
- KEY_N = 78,
- KEY_O = 79,
- KEY_P = 80,
- KEY_Q = 81,
- KEY_R = 82,
- KEY_S = 83,
- KEY_T = 84,
- KEY_U = 85,
- KEY_V = 86,
- KEY_W = 87,
- KEY_X = 88,
- KEY_Y = 89,
- KEY_Z = 90,
- // Function keys
- KEY_SPACE = 32,
- KEY_ESCAPE = 256,
- KEY_ENTER = 257,
- KEY_TAB = 258,
- KEY_BACKSPACE = 259,
- KEY_INSERT = 260,
- KEY_DELETE = 261,
- KEY_RIGHT = 262,
- KEY_LEFT = 263,
- KEY_DOWN = 264,
- KEY_UP = 265,
- KEY_PAGE_UP = 266,
- KEY_PAGE_DOWN = 267,
- KEY_HOME = 268,
- KEY_END = 269,
- KEY_CAPS_LOCK = 280,
- KEY_SCROLL_LOCK = 281,
- KEY_NUM_LOCK = 282,
- KEY_PRINT_SCREEN = 283,
- KEY_PAUSE = 284,
- KEY_F1 = 290,
- KEY_F2 = 291,
- KEY_F3 = 292,
- KEY_F4 = 293,
- KEY_F5 = 294,
- KEY_F6 = 295,
- KEY_F7 = 296,
- KEY_F8 = 297,
- KEY_F9 = 298,
- KEY_F10 = 299,
- KEY_F11 = 300,
- KEY_F12 = 301,
- KEY_LEFT_SHIFT = 340,
- KEY_LEFT_CONTROL = 341,
- KEY_LEFT_ALT = 342,
- KEY_LEFT_SUPER = 343,
- KEY_RIGHT_SHIFT = 344,
- KEY_RIGHT_CONTROL = 345,
- KEY_RIGHT_ALT = 346,
- KEY_RIGHT_SUPER = 347,
- KEY_KB_MENU = 348,
- KEY_LEFT_BRACKET = 91,
- KEY_BACKSLASH = 92,
- KEY_RIGHT_BRACKET = 93,
- KEY_GRAVE = 96,
- // Keypad keys
- KEY_KP_0 = 320,
- KEY_KP_1 = 321,
- KEY_KP_2 = 322,
- KEY_KP_3 = 323,
- KEY_KP_4 = 324,
- KEY_KP_5 = 325,
- KEY_KP_6 = 326,
- KEY_KP_7 = 327,
- KEY_KP_8 = 328,
- KEY_KP_9 = 329,
- KEY_KP_DECIMAL = 330,
- KEY_KP_DIVIDE = 331,
- KEY_KP_MULTIPLY = 332,
- KEY_KP_SUBTRACT = 333,
- KEY_KP_ADD = 334,
- KEY_KP_ENTER = 335,
- KEY_KP_EQUAL = 336,
- // Android key buttons
- KEY_BACK = 4,
- KEY_MENU = 82,
- KEY_VOLUME_UP = 24,
- KEY_VOLUME_DOWN = 25
- }
- // Mouse buttons
- enum MouseButton
- {
- MOUSE_LEFT_BUTTON = 0,
- MOUSE_RIGHT_BUTTON = 1,
- MOUSE_MIDDLE_BUTTON = 2
- }
- // Mouse cursor
- enum MouseCursor
- {
- MOUSE_CURSOR_DEFAULT = 0,
- MOUSE_CURSOR_ARROW = 1,
- MOUSE_CURSOR_IBEAM = 2,
- MOUSE_CURSOR_CROSSHAIR = 3,
- MOUSE_CURSOR_POINTING_HAND = 4,
- MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
- MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
- }
- // Gamepad buttons
- enum GamepadButton
- {
- // This is here just for error checking
- GAMEPAD_BUTTON_UNKNOWN = 0,
- // This is normally a DPAD
- GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
- GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
- GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
- // This normally corresponds with PlayStation and Xbox controllers
- // XBOX: [Y,X,A,B]
- // PS3: [Triangle,Square,Cross,Circle]
- // No support for 6 button controllers though..
- GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
- // Triggers
- GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
- GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
- // These are buttons in the center of the gamepad
- GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // PS3 Select
- GAMEPAD_BUTTON_MIDDLE = 14, // PS Button/XBOX Button
- GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // PS3 Start
- // These are the joystick press in buttons
- GAMEPAD_BUTTON_LEFT_THUMB = 16,
- GAMEPAD_BUTTON_RIGHT_THUMB = 17
- }
- // Gamepad axis
- enum GamepadAxis
- {
- // Left stick
- GAMEPAD_AXIS_LEFT_X = 0,
- GAMEPAD_AXIS_LEFT_Y = 1,
- // Right stick
- GAMEPAD_AXIS_RIGHT_X = 2,
- GAMEPAD_AXIS_RIGHT_Y = 3,
- // Pressure levels for the back triggers
- GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
- GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
- }
- // Material map index
- enum MaterialMapIndex
- {
- MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
- MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
- MATERIAL_MAP_NORMAL = 2,
- MATERIAL_MAP_ROUGHNESS = 3,
- MATERIAL_MAP_OCCLUSION = 4,
- MATERIAL_MAP_EMISSION = 5,
- MATERIAL_MAP_HEIGHT = 6,
- MATERIAL_MAP_BRDG = 7,
- MATERIAL_MAP_CUBEMAP = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MATERIAL_MAP_IRRADIANCE = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MATERIAL_MAP_PREFILTER = 10 // NOTE: Uses GL_TEXTURE_CUBE_MAP
- }
- enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
- enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
- // Shader location index
- enum ShaderLocationIndex
- {
- SHADER_LOC_VERTEX_POSITION = 0,
- SHADER_LOC_VERTEX_TEXCOORD01 = 1,
- SHADER_LOC_VERTEX_TEXCOORD02 = 2,
- SHADER_LOC_VERTEX_NORMAL = 3,
- SHADER_LOC_VERTEX_TANGENT = 4,
- SHADER_LOC_VERTEX_COLOR = 5,
- SHADER_LOC_MATRIX_MVP = 6,
- SHADER_LOC_MATRIX_VIEW = 7,
- SHADER_LOC_MATRIX_PROJECTION = 8,
- SHADER_LOC_MATRIX_MODEL = 9,
- SHADER_LOC_MATRIX_NORMAL = 10,
- SHADER_LOC_VECTOR_VIEW = 11,
- SHADER_LOC_COLOR_DIFFUSE = 12,
- SHADER_LOC_COLOR_SPECULAR = 13,
- SHADER_LOC_COLOR_AMBIENT = 14,
- SHADER_LOC_MAP_ALBEDO = 15, // SHADER_LOC_MAP_DIFFUSE
- SHADER_LOC_MAP_METALNESS = 16, // SHADER_LOC_MAP_SPECULAR
- SHADER_LOC_MAP_NORMAL = 17,
- SHADER_LOC_MAP_ROUGHNESS = 18,
- SHADER_LOC_MAP_OCCLUSION = 19,
- SHADER_LOC_MAP_EMISSION = 20,
- SHADER_LOC_MAP_HEIGHT = 21,
- SHADER_LOC_MAP_CUBEMAP = 22,
- SHADER_LOC_MAP_IRRADIANCE = 23,
- SHADER_LOC_MAP_PREFILTER = 24,
- SHADER_LOC_MAP_BRDF = 25
- }
- enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
- enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
- // Shader uniform data type
- enum ShaderUniformDataType
- {
- SHADER_UNIFORM_FLOAT = 0,
- SHADER_UNIFORM_VEC2 = 1,
- SHADER_UNIFORM_VEC3 = 2,
- SHADER_UNIFORM_VEC4 = 3,
- SHADER_UNIFORM_INT = 4,
- SHADER_UNIFORM_IVEC2 = 5,
- SHADER_UNIFORM_IVEC3 = 6,
- SHADER_UNIFORM_IVEC4 = 7,
- SHADER_UNIFORM_SAMPLER2D = 8
- }
- // Pixel formats
- // NOTE: Support depends on OpenGL version and platform
- enum PixelFormat
- {
- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
- PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
- PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
- PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
- PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
- PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
- PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
- PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
- PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
- PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
- }
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- enum TextureFilter
- {
- TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
- TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
- TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
- TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
- TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
- TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
- }
- // Texture parameters: wrap mode
- enum TextureWrap
- {
- TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
- TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
- TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
- TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
- }
- // Cubemap layouts
- enum CubemapLayout
- {
- CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
- CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
- CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
- CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
- }
- // Font type, defines generation method
- enum FontType
- {
- FONT_DEFAULT = 0, // Default font generation, anti-aliased
- FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
- FONT_SDF = 2 // SDF font generation, requires external shader
- }
- // Color blending modes (pre-defined)
- enum BlendMode
- {
- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- BLEND_ADDITIVE = 1, // Blend textures adding colors
- BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
- BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
- BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
- BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use rlSetBlendMode())
- }
- // Gestures
- // NOTE: It could be used as flags to enable only some gestures
- enum Gestures
- {
- GESTURE_NONE = 0,
- GESTURE_TAP = 1,
- GESTURE_DOUBLETAP = 2,
- GESTURE_HOLD = 4,
- GESTURE_DRAG = 8,
- GESTURE_SWIPE_RIGHT = 16,
- GESTURE_SWIPE_LEFT = 32,
- GESTURE_SWIPE_UP = 64,
- GESTURE_SWIPE_DOWN = 128,
- GESTURE_PINCH_IN = 256,
- GESTURE_PINCH_OUT = 512
- }
- // Camera system modes
- enum CameraMode
- {
- CAMERA_CUSTOM = 0,
- CAMERA_FREE = 1,
- CAMERA_ORBITAL = 2,
- CAMERA_FIRST_PERSON = 3,
- CAMERA_THIRD_PERSON = 4
- }
- // Camera projection
- enum CameraProjection
- {
- CAMERA_PERSPECTIVE = 0,
- CAMERA_ORTHOGRAPHIC = 1
- }
- // N-patch layout
- enum NPatchLayout
- {
- NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
- NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
- NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
- }
- // Callbacks to hook some internal functions
- // WARNING: This callbacks are intended for advance users
- alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
- alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data
- alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data
- alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
- alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
- // Prevents name mangling of functions
- //------------------------------------------------------------------------------------
- // Global Variables Definition
- //------------------------------------------------------------------------------------
- // It's lonely here...
- //------------------------------------------------------------------------------------
- // Window and Graphics Device Functions (Module: core)
- //------------------------------------------------------------------------------------
- // Window-related functions
- void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
- bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
- void CloseWindow(); // Close window and unload OpenGL context
- bool IsWindowReady(); // Check if window has been initialized successfully
- bool IsWindowFullscreen(); // Check if window is currently fullscreen
- bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
- bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
- bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
- bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
- bool IsWindowResized(); // Check if window has been resized last frame
- bool IsWindowState(uint flag); // Check if one specific window flag is enabled
- void SetWindowState(uint flags); // Set window configuration state using flags
- void ClearWindowState(uint flags); // Clear window configuration state flags
- void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
- void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
- void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
- void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
- void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
- void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
- void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
- void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
- void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- void SetWindowSize(int width, int height); // Set window dimensions
- void* GetWindowHandle(); // Get native window handle
- int GetScreenWidth(); // Get current screen width
- int GetScreenHeight(); // Get current screen height
- int GetMonitorCount(); // Get number of connected monitors
- int GetCurrentMonitor(); // Get current connected monitor
- Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
- int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
- int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
- int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
- int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
- int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
- Vector2 GetWindowPosition(); // Get window position XY on monitor
- Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
- const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
- void SetClipboardText(const(char)* text); // Set clipboard text content
- const(char)* GetClipboardText(); // Get clipboard text content
- // Cursor-related functions
- void ShowCursor(); // Shows cursor
- void HideCursor(); // Hides cursor
- bool IsCursorHidden(); // Check if cursor is not visible
- void EnableCursor(); // Enables cursor (unlock cursor)
- void DisableCursor(); // Disables cursor (lock cursor)
- bool IsCursorOnScreen(); // Check if cursor is on the current screen.
- // Drawing-related functions
- void ClearBackground(Color color); // Set background color (framebuffer clear color)
- void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
- void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
- void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
- void EndMode2D(); // Ends 2D mode with custom camera
- void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
- void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
- void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
- void EndTextureMode(); // Ends drawing to render texture
- void BeginShaderMode(Shader shader); // Begin custom shader drawing
- void EndShaderMode(); // End custom shader drawing (use default shader)
- void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
- void EndBlendMode(); // End blending mode (reset to default: alpha blending)
- void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
- void EndScissorMode(); // End scissor mode
- void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
- void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
- // VR stereo config functions for VR simulator
- VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
- void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
- // Shader management functions
- // NOTE: Shader functionality is not available on OpenGL 1.1
- Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
- Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
- int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
- int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
- void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
- void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
- void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
- void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
- void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
- // Screen-space-related functions
- Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
- Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
- Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
- Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
- Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
- Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
- Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
- // Timing-related functions
- void SetTargetFPS(int fps); // Set target FPS (maximum)
- int GetFPS(); // Returns current FPS
- float GetFrameTime(); // Returns time in seconds for last frame drawn (delta time)
- double GetTime(); // Returns elapsed time in seconds since InitWindow()
- // Misc. functions
- int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
- void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
- void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
- void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
- void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
- void* MemAlloc(int size); // Internal memory allocator
- void* MemRealloc(void* ptr, int size); // Internal memory reallocator
- void MemFree(void* ptr); // Internal memory free
- // Set custom callbacks
- // WARNING: Callbacks setup is intended for advance users
- void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
- void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
- void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
- void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
- void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
- // Files management functions
- ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
- void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
- bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success
- char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
- void UnloadFileText(ubyte* text); // Unload file text data allocated by LoadFileText()
- bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
- bool FileExists(const(char)* fileName); // Check if file exists
- bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
- bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
- const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: ".png")
- const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
- const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
- const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
- const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
- const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
- char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
- void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
- bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
- bool IsFileDropped(); // Check if a file has been dropped into window
- char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
- void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
- c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
- ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorithm)
- ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorithm)
- // Persistent storage management
- bool SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position), returns true on success
- int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
- void OpenURL(const(char)* url); // Open URL with default system browser (if available)
- //------------------------------------------------------------------------------------
- // Input Handling Functions (Module: core)
- //------------------------------------------------------------------------------------
- // Input-related functions: keyboard
- bool IsKeyPressed(int key); // Detect if a key has been pressed once
- bool IsKeyDown(int key); // Detect if a key is being pressed
- bool IsKeyReleased(int key); // Detect if a key has been released once
- bool IsKeyUp(int key); // Detect if a key is NOT being pressed
- void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
- int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued
- int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued
- // Input-related functions: gamepads
- bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
- bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available)
- const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id
- bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
- bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
- bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
- bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
- int GetGamepadButtonPressed(); // Get the last gamepad button pressed
- int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
- float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
- int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
- // Input-related functions: mouse
- bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
- bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
- bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
- bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
- int GetMouseX(); // Returns mouse position X
- int GetMouseY(); // Returns mouse position Y
- Vector2 GetMousePosition(); // Returns mouse position XY
- void SetMousePosition(int x, int y); // Set mouse position XY
- void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
- void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
- float GetMouseWheelMove(); // Returns mouse wheel movement Y
- void SetMouseCursor(int cursor); // Set mouse cursor
- // Input-related functions: touch
- int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size)
- int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size)
- Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
- //------------------------------------------------------------------------------------
- // Gestures and Touch Handling Functions (Module: gestures)
- //------------------------------------------------------------------------------------
- void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
- bool IsGestureDetected(int gesture); // Check if a gesture have been detected
- int GetGestureDetected(); // Get latest detected gesture
- int GetTouchPointsCount(); // Get touch points count
- float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
- Vector2 GetGestureDragVector(); // Get gesture drag vector
- float GetGestureDragAngle(); // Get gesture drag angle
- Vector2 GetGesturePinchVector(); // Get gesture pinch delta
- float GetGesturePinchAngle(); // Get gesture pinch angle
- //------------------------------------------------------------------------------------
- // Camera System Functions (Module: camera)
- //------------------------------------------------------------------------------------
- void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
- void UpdateCamera(Camera* camera); // Update camera position for selected mode
- void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
- void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
- void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
- void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
- //------------------------------------------------------------------------------------
- // Basic Shapes Drawing Functions (Module: shapes)
- //------------------------------------------------------------------------------------
- // Set texture and rectangle to be used on shapes drawing
- // NOTE: It can be useful when using basic shapes and one single font,
- // defining a font char white rectangle would allow drawing everything in a single draw call
- void SetShapesTexture(Texture2D texture, Rectangle source);
- // Basic shapes drawing functions
- void DrawPixel(int posX, int posY, Color color); // Draw a pixel
- void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
- void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
- void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
- void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
- void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
- void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
- void DrawLineStrip(Vector2* points, int pointsCount, Color color); // Draw lines sequence
- void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
- void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
- void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
- void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
- void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
- void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
- void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
- void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
- void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
- void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
- void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
- void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
- void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
- void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
- void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
- void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
- void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
- void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
- void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
- void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
- void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
- void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
- void DrawTriangleFan(Vector2* points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
- void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
- void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
- void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
- // Basic shapes collision detection functions
- bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
- bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
- bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
- bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
- bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
- bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
- bool 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
- Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
- //------------------------------------------------------------------------------------
- // Texture Loading and Drawing Functions (Module: textures)
- //------------------------------------------------------------------------------------
- // Image loading functions
- // NOTE: This functions do not require GPU access
- Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
- Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
- Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
- Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png"
- void UnloadImage(Image image); // Unload image from CPU memory (RAM)
- bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
- bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
- // Image generation functions
- Image GenImageColor(int width, int height, Color color); // Generate image: plain color
- Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
- Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
- Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
- Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
- Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
- Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
- Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
- // Image manipulation functions
- Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
- Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
- Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
- Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
- void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
- void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
- void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
- void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
- void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
- void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
- void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
- void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
- void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
- void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
- void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
- void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- void ImageFlipVertical(Image* image); // Flip image vertically
- void ImageFlipHorizontal(Image* image); // Flip image horizontally
- void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
- void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
- void ImageColorTint(Image* image, Color color); // Modify image color: tint
- void ImageColorInvert(Image* image); // Modify image color: invert
- void ImageColorGrayscale(Image* image); // Modify image color: grayscale
- void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
- void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
- void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
- Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
- Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit)
- void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
- void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
- Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
- // Image drawing functions
- // NOTE: Image software-rendering functions (CPU)
- void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
- void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
- void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
- void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
- void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
- void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
- void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
- void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
- void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
- void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
- void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
- void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
- void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
- void ImageDrawTextEx(Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
- // Texture loading functions
- // NOTE: These functions require GPU access
- Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
- Texture2D LoadTextureFromImage(Image image); // Load texture from image data
- TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
- RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
- void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
- void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
- void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
- void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
- Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
- Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot)
- // Texture configuration functions
- void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
- void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
- void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
- // Texture drawing functions
- void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
- void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
- void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
- void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
- void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
- void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
- void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
- void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
- void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2* points, Vector2* texcoords, int pointsCount, Color tint); // Draw a textured polygon
- // Color/pixel related functions
- Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- int ColorToInt(Color color); // Returns hexadecimal value for a Color
- Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
- Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
- Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
- Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
- Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
- Color GetColor(int hexValue); // Get Color structure from hexadecimal value
- Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
- void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
- int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
- //------------------------------------------------------------------------------------
- // Font Loading and Text Drawing Functions (Module: text)
- //------------------------------------------------------------------------------------
- // Font loading/unloading functions
- Font GetFontDefault(); // Get the default Font
- Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
- Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
- Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
- Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
- CharInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
- Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
- void UnloadFontData(CharInfo* chars, int charsCount); // Unload font chars info data (RAM)
- void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
- // Text drawing functions
- void DrawFPS(int posX, int posY); // Draw current FPS
- void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
- void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
- void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
- void DrawTextRecEx(
- Font font,
- const(char)* text,
- Rectangle rec,
- float fontSize,
- float spacing,
- bool wordWrap,
- Color tint,
- int selectStart,
- int selectLength,
- Color selectTint,
- Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
- void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
- // Text misc. functions
- int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
- Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
- int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
- // Text strings management functions (no utf8 strings, only byte chars)
- // NOTE: Some strings allocate memory internally for returned strings, just be careful!
- int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
- bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
- uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
- const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style)
- const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
- char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
- char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!)
- const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
- const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
- void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
- int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
- const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
- const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
- const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
- int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
- char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
- // UTF8 text strings management functions
- int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
- int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
- int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
- const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
- //------------------------------------------------------------------------------------
- // Basic 3d Shapes Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- // Basic geometric 3D shapes drawing functions
- void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
- void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
- void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
- void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- void DrawTriangleStrip3D(Vector3* points, int pointsCount, Color color); // Draw a triangle strip defined by points
- void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
- void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
- void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
- void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
- void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
- void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
- void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
- void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
- void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
- void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
- void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
- void DrawRay(Ray ray, Color color); // Draw a ray line
- void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
- //------------------------------------------------------------------------------------
- // Model 3d Loading and Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- // Model loading/unloading functions
- Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
- Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
- void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
- void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
- // Mesh loading/unloading functions
- void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
- void UpdateMeshBuffer(Mesh mesh, int index, void* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
- void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
- void DrawMeshInstanced(Mesh mesh, Material material, Matrix* transforms, int instances); // Draw multiple mesh instances with material and different transforms
- void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
- bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
- // Material loading/unloading functions
- Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
- Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
- void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
- void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
- // Model animations loading/unloading functions
- ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file
- void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
- void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
- void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data
- bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
- // Mesh generation functions
- Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
- Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
- Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
- Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
- Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
- Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
- Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
- Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
- Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
- Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
- // Mesh manipulation functions
- BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
- void MeshTangents(Mesh* mesh); // Compute mesh tangents
- void MeshBinormals(Mesh* mesh); // Compute mesh binormals
- // Model drawing functions
- void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
- void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
- void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
- void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
- void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
- void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
- void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
- // Collision detection functions
- bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
- bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
- bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
- bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
- bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
- bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
- RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
- RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
- RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
- RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
- //------------------------------------------------------------------------------------
- // Audio Loading and Playing Functions (Module: audio)
- //------------------------------------------------------------------------------------
- // Audio device management functions
- void InitAudioDevice(); // Initialize audio device and context
- void CloseAudioDevice(); // Close the audio device and context
- bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
- void SetMasterVolume(float volume); // Set master volume (listener)
- // Wave/Sound loading/unloading functions
- Wave LoadWave(const(char)* fileName); // Load wave data from file
- Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
- Sound LoadSound(const(char)* fileName); // Load sound from file
- Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
- void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
- void UnloadWave(Wave wave); // Unload wave data
- void UnloadSound(Sound sound); // Unload sound
- bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
- bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
- // Wave/Sound management functions
- void PlaySound(Sound sound); // Play a sound
- void StopSound(Sound sound); // Stop playing a sound
- void PauseSound(Sound sound); // Pause a sound
- void ResumeSound(Sound sound); // Resume a paused sound
- void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
- void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
- int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
- bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
- void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
- void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
- void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
- Wave WaveCopy(Wave wave); // Copy a wave to a new wave
- void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
- float* LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
- void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
- // Music management functions
- Music LoadMusicStream(const(char)* fileName); // Load music stream from file
- Music LoadMusicStreamFromMemory(const(char)* fileType, ubyte* data, int dataSize); // Load music stream from data
- void UnloadMusicStream(Music music); // Unload music stream
- void PlayMusicStream(Music music); // Start music playing
- bool IsMusicPlaying(Music music); // Check if music is playing
- void UpdateMusicStream(Music music); // Updates buffers for music streaming
- void StopMusicStream(Music music); // Stop music playing
- void PauseMusicStream(Music music); // Pause music playing
- void ResumeMusicStream(Music music); // Resume playing paused music
- void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
- void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
- float GetMusicTimeLength(Music music); // Get music time length (in seconds)
- float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
- // AudioStream management functions
- AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
- void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
- void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
- bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
- void PlayAudioStream(AudioStream stream); // Play audio stream
- void PauseAudioStream(AudioStream stream); // Pause audio stream
- void ResumeAudioStream(AudioStream stream); // Resume audio stream
- bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
- void StopAudioStream(AudioStream stream); // Stop audio stream
- void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
- void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
- void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
- // RAYLIB_H
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