raylib.d 69 KB

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  1. module raylib;
  2. /**********************************************************************************************
  3. *
  4. * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  5. *
  6. * FEATURES:
  7. * - NO external dependencies, all required libraries included with raylib
  8. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
  9. * - Written in plain C code (C99) in PascalCase/camelCase notation
  10. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
  11. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  12. * - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF)
  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. * - Skeletal Animation support (CPU bones-based animation)
  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, XM, MOD)
  20. * - VR stereo rendering with configurable HMD device parameters
  21. * - Bindings to multiple programming languages available!
  22. *
  23. * NOTES:
  24. * One custom font is loaded by default when InitWindow() [core]
  25. * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
  26. * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
  27. *
  28. * DEPENDENCIES (included):
  29. * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
  30. * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
  31. * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
  32. *
  33. * OPTIONAL DEPENDENCIES (included):
  34. * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
  35. * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  36. * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
  37. * [textures] stb_image_resize (Sean Barret) for image resizing algorythms
  38. * [textures] stb_perlin (Sean Barret) for Perlin noise image generation
  39. * [text] stb_truetype (Sean Barret) for ttf fonts loading
  40. * [text] stb_rect_pack (Sean Barret) for rectangles packing
  41. * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
  42. * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  43. * [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
  44. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  45. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  46. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  47. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  48. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  49. *
  50. *
  51. * LICENSE: zlib/libpng
  52. *
  53. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  54. * BSD-like license that allows static linking with closed source software:
  55. *
  56. * Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
  57. *
  58. * This software is provided "as-is", without any express or implied warranty. In no event
  59. * will the authors be held liable for any damages arising from the use of this software.
  60. *
  61. * Permission is granted to anyone to use this software for any purpose, including commercial
  62. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  63. *
  64. * 1. The origin of this software must not be misrepresented; you must not claim that you
  65. * wrote the original software. If you use this software in a product, an acknowledgment
  66. * in the product documentation would be appreciated but is not required.
  67. *
  68. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  69. * as being the original software.
  70. *
  71. * 3. This notice may not be removed or altered from any source distribution.
  72. *
  73. **********************************************************************************************/
  74. import core.stdc.config;
  75. import core.stdc.stdarg;
  76. import core.stdc.stdlib;
  77. extern (C):
  78. // Required for: va_list - Only used by TraceLogCallback
  79. // We are building raylib as a Win32 shared library (.dll)
  80. // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
  81. //----------------------------------------------------------------------------------
  82. // Some basic Defines
  83. //----------------------------------------------------------------------------------
  84. enum PI = 3.14159265358979323846f;
  85. enum DEG2RAD = PI / 180.0f;
  86. enum RAD2DEG = 180.0f / PI;
  87. enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
  88. // Shader and material limits
  89. enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
  90. enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
  91. // Allow custom memory allocators
  92. alias RL_MALLOC = malloc;
  93. alias RL_CALLOC = calloc;
  94. alias RL_FREE = free;
  95. // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
  96. // Plain structures in C++ (without constructors) can be initialized from { } initializers.
  97. alias CLITERAL = Color;
  98. // Some Basic Colors
  99. // 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)
  100. //----------------------------------------------------------------------------------
  101. // Structures Definition
  102. //----------------------------------------------------------------------------------
  103. // Vector2 type
  104. struct Vector2
  105. {
  106. float x;
  107. float y;
  108. }
  109. // Vector3 type
  110. struct Vector3
  111. {
  112. float x;
  113. float y;
  114. float z;
  115. }
  116. // Vector4 type
  117. struct Vector4
  118. {
  119. float x;
  120. float y;
  121. float z;
  122. float w;
  123. }
  124. // Quaternion type, same as Vector4
  125. alias Quaternion = Vector4;
  126. // Matrix type (OpenGL style 4x4 - right handed, column major)
  127. struct Matrix
  128. {
  129. float m0;
  130. float m4;
  131. float m8;
  132. float m12;
  133. float m1;
  134. float m5;
  135. float m9;
  136. float m13;
  137. float m2;
  138. float m6;
  139. float m10;
  140. float m14;
  141. float m3;
  142. float m7;
  143. float m11;
  144. float m15;
  145. }
  146. // Color type, RGBA (32bit)
  147. struct Color
  148. {
  149. ubyte r;
  150. ubyte g;
  151. ubyte b;
  152. ubyte a;
  153. }
  154. // Rectangle type
  155. struct Rectangle
  156. {
  157. float x;
  158. float y;
  159. float width;
  160. float height;
  161. }
  162. // Image type, bpp always RGBA (32bit)
  163. // NOTE: Data stored in CPU memory (RAM)
  164. struct Image
  165. {
  166. void* data; // Image raw data
  167. int width; // Image base width
  168. int height; // Image base height
  169. int mipmaps; // Mipmap levels, 1 by default
  170. int format; // Data format (PixelFormat type)
  171. }
  172. // Texture2D type
  173. // NOTE: Data stored in GPU memory
  174. struct Texture2D
  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. // Texture type, same as Texture2D
  183. alias Texture = Texture2D;
  184. // TextureCubemap type, actually, same as Texture2D
  185. alias TextureCubemap = Texture2D;
  186. // RenderTexture2D type, for texture rendering
  187. struct RenderTexture2D
  188. {
  189. uint id; // OpenGL Framebuffer Object (FBO) id
  190. Texture2D texture; // Color buffer attachment texture
  191. Texture2D depth; // Depth buffer attachment texture
  192. bool depthTexture; // Track if depth attachment is a texture or renderbuffer
  193. }
  194. // RenderTexture type, same as RenderTexture2D
  195. alias RenderTexture = RenderTexture2D;
  196. // N-Patch layout info
  197. struct NPatchInfo
  198. {
  199. Rectangle sourceRec; // Region in the texture
  200. int left; // left border offset
  201. int top; // top border offset
  202. int right; // right border offset
  203. int bottom; // bottom border offset
  204. int type; // layout of the n-patch: 3x3, 1x3 or 3x1
  205. }
  206. // Font character info
  207. struct CharInfo
  208. {
  209. int value; // Character value (Unicode)
  210. Rectangle rec; // Character rectangle in sprite font
  211. int offsetX; // Character offset X when drawing
  212. int offsetY; // Character offset Y when drawing
  213. int advanceX; // Character advance position X
  214. ubyte* data; // Character pixel data (grayscale)
  215. }
  216. // Font type, includes texture and charSet array data
  217. struct Font
  218. {
  219. Texture2D texture; // Font texture
  220. int baseSize; // Base size (default chars height)
  221. int charsCount; // Number of characters
  222. CharInfo* chars; // Characters info data
  223. }
  224. alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
  225. // Camera type, defines a camera position/orientation in 3d space
  226. struct Camera3D
  227. {
  228. Vector3 position; // Camera position
  229. Vector3 target; // Camera target it looks-at
  230. Vector3 up; // Camera up vector (rotation over its axis)
  231. float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
  232. int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  233. }
  234. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  235. // Camera2D type, defines a 2d camera
  236. struct Camera2D
  237. {
  238. Vector2 offset; // Camera offset (displacement from target)
  239. Vector2 target; // Camera target (rotation and zoom origin)
  240. float rotation; // Camera rotation in degrees
  241. float zoom; // Camera zoom (scaling), should be 1.0f by default
  242. }
  243. // Vertex data definning a mesh
  244. // NOTE: Data stored in CPU memory (and GPU)
  245. struct Mesh
  246. {
  247. int vertexCount; // Number of vertices stored in arrays
  248. int triangleCount; // Number of triangles stored (indexed or not)
  249. // Default vertex data
  250. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  251. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  252. float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
  253. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  254. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  255. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  256. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  257. // Animation vertex data
  258. float* animVertices; // Animated vertex positions (after bones transformations)
  259. float* animNormals; // Animated normals (after bones transformations)
  260. int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
  261. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  262. // OpenGL identifiers
  263. uint vaoId; // OpenGL Vertex Array Object id
  264. uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  265. }
  266. // Shader type (generic)
  267. struct Shader
  268. {
  269. uint id; // Shader program id
  270. int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
  271. }
  272. // Material texture map
  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 type (generic)
  280. struct Material
  281. {
  282. Shader shader; // Material shader
  283. MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
  284. float* params; // Material generic parameters (if required)
  285. }
  286. // Transformation properties
  287. struct Transform
  288. {
  289. Vector3 translation; // Translation
  290. Quaternion rotation; // Rotation
  291. Vector3 scale; // Scale
  292. }
  293. // Bone information
  294. struct BoneInfo
  295. {
  296. char[32] name; // Bone name
  297. int parent; // Bone parent
  298. }
  299. // Model type
  300. struct Model
  301. {
  302. Matrix transform; // Local transform matrix
  303. int meshCount; // Number of meshes
  304. Mesh* meshes; // Meshes array
  305. int materialCount; // Number of materials
  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. // Model animation
  314. struct ModelAnimation
  315. {
  316. int boneCount; // Number of bones
  317. BoneInfo* bones; // Bones information (skeleton)
  318. int frameCount; // Number of animation frames
  319. Transform** framePoses; // Poses array by frame
  320. }
  321. // Ray type (useful for raycast)
  322. struct Ray
  323. {
  324. Vector3 position; // Ray position (origin)
  325. Vector3 direction; // Ray direction
  326. }
  327. // Raycast hit information
  328. struct RayHitInfo
  329. {
  330. bool hit; // Did the ray hit something?
  331. float distance; // Distance to nearest hit
  332. Vector3 position; // Position of nearest hit
  333. Vector3 normal; // Surface normal of hit
  334. }
  335. // Bounding box type
  336. struct BoundingBox
  337. {
  338. Vector3 min; // Minimum vertex box-corner
  339. Vector3 max; // Maximum vertex box-corner
  340. }
  341. // Wave type, defines audio wave data
  342. struct Wave
  343. {
  344. uint sampleCount; // Number of samples
  345. uint sampleRate; // Frequency (samples per second)
  346. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  347. uint channels; // Number of channels (1-mono, 2-stereo)
  348. void* data; // Buffer data pointer
  349. }
  350. // Sound source type
  351. struct Sound
  352. {
  353. void* audioBuffer; // Pointer to internal data used by the audio system
  354. uint source; // Audio source id
  355. uint buffer; // Audio buffer id
  356. int format; // Audio format specifier
  357. }
  358. // Music type (file streaming from memory)
  359. // NOTE: Anything longer than ~10 seconds should be streamed
  360. struct MusicData;
  361. alias Music = MusicData*;
  362. // Audio stream type
  363. // NOTE: Useful to create custom audio streams not bound to a specific file
  364. struct AudioStream
  365. {
  366. uint sampleRate; // Frequency (samples per second)
  367. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  368. uint channels; // Number of channels (1-mono, 2-stereo)
  369. void* audioBuffer; // Pointer to internal data used by the audio system.
  370. int format; // Audio format specifier
  371. uint source; // Audio source id
  372. uint[2] buffers; // Audio buffers (double buffering)
  373. }
  374. // Head-Mounted-Display device parameters
  375. struct VrDeviceInfo
  376. {
  377. int hResolution; // HMD horizontal resolution in pixels
  378. int vResolution; // HMD vertical resolution in pixels
  379. float hScreenSize; // HMD horizontal size in meters
  380. float vScreenSize; // HMD vertical size in meters
  381. float vScreenCenter; // HMD screen center in meters
  382. float eyeToScreenDistance; // HMD distance between eye and display in meters
  383. float lensSeparationDistance; // HMD lens separation distance in meters
  384. float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
  385. float[4] lensDistortionValues; // HMD lens distortion constant parameters
  386. float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
  387. }
  388. //----------------------------------------------------------------------------------
  389. // Enumerators Definition
  390. //----------------------------------------------------------------------------------
  391. // System config flags
  392. // NOTE: Used for bit masks
  393. enum ConfigFlag
  394. {
  395. FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
  396. FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
  397. FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
  398. FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
  399. FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
  400. FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
  401. FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
  402. FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
  403. }
  404. // Trace log type
  405. enum TraceLogType
  406. {
  407. LOG_ALL = 0, // Display all logs
  408. LOG_TRACE = 1,
  409. LOG_DEBUG = 2,
  410. LOG_INFO = 3,
  411. LOG_WARNING = 4,
  412. LOG_ERROR = 5,
  413. LOG_FATAL = 6,
  414. LOG_NONE = 7 // Disable logging
  415. }
  416. // Keyboard keys
  417. enum KeyboardKey
  418. {
  419. // Alphanumeric keys
  420. KEY_APOSTROPHE = 39,
  421. KEY_COMMA = 44,
  422. KEY_MINUS = 45,
  423. KEY_PERIOD = 46,
  424. KEY_SLASH = 47,
  425. KEY_ZERO = 48,
  426. KEY_ONE = 49,
  427. KEY_TWO = 50,
  428. KEY_THREE = 51,
  429. KEY_FOUR = 52,
  430. KEY_FIVE = 53,
  431. KEY_SIX = 54,
  432. KEY_SEVEN = 55,
  433. KEY_EIGHT = 56,
  434. KEY_NINE = 57,
  435. KEY_SEMICOLON = 59,
  436. KEY_EQUAL = 61,
  437. KEY_A = 65,
  438. KEY_B = 66,
  439. KEY_C = 67,
  440. KEY_D = 68,
  441. KEY_E = 69,
  442. KEY_F = 70,
  443. KEY_G = 71,
  444. KEY_H = 72,
  445. KEY_I = 73,
  446. KEY_J = 74,
  447. KEY_K = 75,
  448. KEY_L = 76,
  449. KEY_M = 77,
  450. KEY_N = 78,
  451. KEY_O = 79,
  452. KEY_P = 80,
  453. KEY_Q = 81,
  454. KEY_R = 82,
  455. KEY_S = 83,
  456. KEY_T = 84,
  457. KEY_U = 85,
  458. KEY_V = 86,
  459. KEY_W = 87,
  460. KEY_X = 88,
  461. KEY_Y = 89,
  462. KEY_Z = 90,
  463. // Function keys
  464. KEY_SPACE = 32,
  465. KEY_ESCAPE = 256,
  466. KEY_ENTER = 257,
  467. KEY_TAB = 258,
  468. KEY_BACKSPACE = 259,
  469. KEY_INSERT = 260,
  470. KEY_DELETE = 261,
  471. KEY_RIGHT = 262,
  472. KEY_LEFT = 263,
  473. KEY_DOWN = 264,
  474. KEY_UP = 265,
  475. KEY_PAGE_UP = 266,
  476. KEY_PAGE_DOWN = 267,
  477. KEY_HOME = 268,
  478. KEY_END = 269,
  479. KEY_CAPS_LOCK = 280,
  480. KEY_SCROLL_LOCK = 281,
  481. KEY_NUM_LOCK = 282,
  482. KEY_PRINT_SCREEN = 283,
  483. KEY_PAUSE = 284,
  484. KEY_F1 = 290,
  485. KEY_F2 = 291,
  486. KEY_F3 = 292,
  487. KEY_F4 = 293,
  488. KEY_F5 = 294,
  489. KEY_F6 = 295,
  490. KEY_F7 = 296,
  491. KEY_F8 = 297,
  492. KEY_F9 = 298,
  493. KEY_F10 = 299,
  494. KEY_F11 = 300,
  495. KEY_F12 = 301,
  496. KEY_LEFT_SHIFT = 340,
  497. KEY_LEFT_CONTROL = 341,
  498. KEY_LEFT_ALT = 342,
  499. KEY_LEFT_SUPER = 343,
  500. KEY_RIGHT_SHIFT = 344,
  501. KEY_RIGHT_CONTROL = 345,
  502. KEY_RIGHT_ALT = 346,
  503. KEY_RIGHT_SUPER = 347,
  504. KEY_KB_MENU = 348,
  505. KEY_LEFT_BRACKET = 91,
  506. KEY_BACKSLASH = 92,
  507. KEY_RIGHT_BRACKET = 93,
  508. KEY_GRAVE = 96,
  509. // Keypad keys
  510. KEY_KP_0 = 320,
  511. KEY_KP_1 = 321,
  512. KEY_KP_2 = 322,
  513. KEY_KP_3 = 323,
  514. KEY_KP_4 = 324,
  515. KEY_KP_5 = 325,
  516. KEY_KP_6 = 326,
  517. KEY_KP_7 = 327,
  518. KEY_KP_8 = 328,
  519. KEY_KP_9 = 329,
  520. KEY_KP_DECIMAL = 330,
  521. KEY_KP_DIVIDE = 331,
  522. KEY_KP_MULTIPLY = 332,
  523. KEY_KP_SUBTRACT = 333,
  524. KEY_KP_ADD = 334,
  525. KEY_KP_ENTER = 335,
  526. KEY_KP_EQUAL = 336
  527. }
  528. // Android buttons
  529. enum AndroidButton
  530. {
  531. KEY_BACK = 4,
  532. KEY_MENU = 82,
  533. KEY_VOLUME_UP = 24,
  534. KEY_VOLUME_DOWN = 25
  535. }
  536. // Mouse buttons
  537. enum MouseButton
  538. {
  539. MOUSE_LEFT_BUTTON = 0,
  540. MOUSE_RIGHT_BUTTON = 1,
  541. MOUSE_MIDDLE_BUTTON = 2
  542. }
  543. // Gamepad number
  544. enum GamepadNumber
  545. {
  546. GAMEPAD_PLAYER1 = 0,
  547. GAMEPAD_PLAYER2 = 1,
  548. GAMEPAD_PLAYER3 = 2,
  549. GAMEPAD_PLAYER4 = 3
  550. }
  551. // Gamepad Buttons
  552. enum GamepadButton
  553. {
  554. // This is here just for error checking
  555. GAMEPAD_BUTTON_UNKNOWN = 0,
  556. // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
  557. // No support for 6 button controllers though..
  558. GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
  559. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
  560. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
  561. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
  562. // This is normally a DPAD
  563. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
  564. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
  565. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
  566. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
  567. // Triggers
  568. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
  569. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
  570. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
  571. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
  572. // These are buttons in the center of the gamepad
  573. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
  574. GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
  575. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
  576. // These are the joystick press in buttons
  577. GAMEPAD_BUTTON_LEFT_THUMB = 16,
  578. GAMEPAD_BUTTON_RIGHT_THUMB = 17
  579. }
  580. enum GamepadAxis
  581. {
  582. // This is here just for error checking
  583. GAMEPAD_AXIS_UNKNOWN = 0,
  584. // Left stick
  585. GAMEPAD_AXIS_LEFT_X = 1,
  586. GAMEPAD_AXIS_LEFT_Y = 2,
  587. // Right stick
  588. GAMEPAD_AXIS_RIGHT_X = 3,
  589. GAMEPAD_AXIS_RIGHT_Y = 4,
  590. // Pressure levels for the back triggers
  591. GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
  592. GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
  593. }
  594. // Shader location point type
  595. enum ShaderLocationIndex
  596. {
  597. LOC_VERTEX_POSITION = 0,
  598. LOC_VERTEX_TEXCOORD01 = 1,
  599. LOC_VERTEX_TEXCOORD02 = 2,
  600. LOC_VERTEX_NORMAL = 3,
  601. LOC_VERTEX_TANGENT = 4,
  602. LOC_VERTEX_COLOR = 5,
  603. LOC_MATRIX_MVP = 6,
  604. LOC_MATRIX_MODEL = 7,
  605. LOC_MATRIX_VIEW = 8,
  606. LOC_MATRIX_PROJECTION = 9,
  607. LOC_VECTOR_VIEW = 10,
  608. LOC_COLOR_DIFFUSE = 11,
  609. LOC_COLOR_SPECULAR = 12,
  610. LOC_COLOR_AMBIENT = 13,
  611. LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
  612. LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
  613. LOC_MAP_NORMAL = 16,
  614. LOC_MAP_ROUGHNESS = 17,
  615. LOC_MAP_OCCLUSION = 18,
  616. LOC_MAP_EMISSION = 19,
  617. LOC_MAP_HEIGHT = 20,
  618. LOC_MAP_CUBEMAP = 21,
  619. LOC_MAP_IRRADIANCE = 22,
  620. LOC_MAP_PREFILTER = 23,
  621. LOC_MAP_BRDF = 24
  622. }
  623. enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
  624. enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
  625. // Shader uniform data types
  626. enum ShaderUniformDataType
  627. {
  628. UNIFORM_FLOAT = 0,
  629. UNIFORM_VEC2 = 1,
  630. UNIFORM_VEC3 = 2,
  631. UNIFORM_VEC4 = 3,
  632. UNIFORM_INT = 4,
  633. UNIFORM_IVEC2 = 5,
  634. UNIFORM_IVEC3 = 6,
  635. UNIFORM_IVEC4 = 7,
  636. UNIFORM_SAMPLER2D = 8
  637. }
  638. // Material map type
  639. enum MaterialMapType
  640. {
  641. MAP_ALBEDO = 0, // MAP_DIFFUSE
  642. MAP_METALNESS = 1, // MAP_SPECULAR
  643. MAP_NORMAL = 2,
  644. MAP_ROUGHNESS = 3,
  645. MAP_OCCLUSION = 4,
  646. MAP_EMISSION = 5,
  647. MAP_HEIGHT = 6,
  648. MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  649. MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  650. MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  651. MAP_BRDF = 10
  652. }
  653. enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
  654. enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
  655. // Pixel formats
  656. // NOTE: Support depends on OpenGL version and platform
  657. enum PixelFormat
  658. {
  659. UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  660. UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  661. UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  662. UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  663. UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  664. UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  665. UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  666. UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  667. UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  668. UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  669. COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
  670. COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
  671. COMPRESSED_DXT3_RGBA = 13, // 8 bpp
  672. COMPRESSED_DXT5_RGBA = 14, // 8 bpp
  673. COMPRESSED_ETC1_RGB = 15, // 4 bpp
  674. COMPRESSED_ETC2_RGB = 16, // 4 bpp
  675. COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
  676. COMPRESSED_PVRT_RGB = 18, // 4 bpp
  677. COMPRESSED_PVRT_RGBA = 19, // 4 bpp
  678. COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
  679. COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
  680. }
  681. // Texture parameters: filter mode
  682. // NOTE 1: Filtering considers mipmaps if available in the texture
  683. // NOTE 2: Filter is accordingly set for minification and magnification
  684. enum TextureFilterMode
  685. {
  686. FILTER_POINT = 0, // No filter, just pixel aproximation
  687. FILTER_BILINEAR = 1, // Linear filtering
  688. FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  689. FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  690. FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  691. FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  692. }
  693. // Cubemap layout type
  694. enum CubemapLayoutType
  695. {
  696. CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
  697. CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  698. CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
  699. CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  700. CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  701. CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
  702. }
  703. // Texture parameters: wrap mode
  704. enum TextureWrapMode
  705. {
  706. WRAP_REPEAT = 0, // Repeats texture in tiled mode
  707. WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  708. WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  709. WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  710. }
  711. // Font type, defines generation method
  712. enum FontType
  713. {
  714. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  715. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  716. FONT_SDF = 2 // SDF font generation, requires external shader
  717. }
  718. // Color blending modes (pre-defined)
  719. enum BlendMode
  720. {
  721. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  722. BLEND_ADDITIVE = 1, // Blend textures adding colors
  723. BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
  724. }
  725. // Gestures type
  726. // NOTE: It could be used as flags to enable only some gestures
  727. enum GestureType
  728. {
  729. GESTURE_NONE = 0,
  730. GESTURE_TAP = 1,
  731. GESTURE_DOUBLETAP = 2,
  732. GESTURE_HOLD = 4,
  733. GESTURE_DRAG = 8,
  734. GESTURE_SWIPE_RIGHT = 16,
  735. GESTURE_SWIPE_LEFT = 32,
  736. GESTURE_SWIPE_UP = 64,
  737. GESTURE_SWIPE_DOWN = 128,
  738. GESTURE_PINCH_IN = 256,
  739. GESTURE_PINCH_OUT = 512
  740. }
  741. // Camera system modes
  742. enum CameraMode
  743. {
  744. CAMERA_CUSTOM = 0,
  745. CAMERA_FREE = 1,
  746. CAMERA_ORBITAL = 2,
  747. CAMERA_FIRST_PERSON = 3,
  748. CAMERA_THIRD_PERSON = 4
  749. }
  750. // Camera projection modes
  751. enum CameraType
  752. {
  753. CAMERA_PERSPECTIVE = 0,
  754. CAMERA_ORTHOGRAPHIC = 1
  755. }
  756. // Type of n-patch
  757. enum NPatchType
  758. {
  759. NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
  760. NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
  761. NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
  762. }
  763. // Callbacks to be implemented by users
  764. alias TraceLogCallback = void function (int logType, const(char)* text, va_list args);
  765. // Prevents name mangling of functions
  766. //------------------------------------------------------------------------------------
  767. // Global Variables Definition
  768. //------------------------------------------------------------------------------------
  769. // It's lonely here...
  770. //------------------------------------------------------------------------------------
  771. // Window and Graphics Device Functions (Module: core)
  772. //------------------------------------------------------------------------------------
  773. // Window-related functions
  774. void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
  775. bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed
  776. void CloseWindow (); // Close window and unload OpenGL context
  777. bool IsWindowReady (); // Check if window has been initialized successfully
  778. bool IsWindowMinimized (); // Check if window has been minimized (or lost focus)
  779. bool IsWindowResized (); // Check if window has been resized
  780. bool IsWindowHidden (); // Check if window is currently hidden
  781. void ToggleFullscreen (); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
  782. void UnhideWindow (); // Show the window
  783. void HideWindow (); // Hide the window
  784. void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP)
  785. void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
  786. void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  787. void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode)
  788. void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  789. void SetWindowSize (int width, int height); // Set window dimensions
  790. void* GetWindowHandle (); // Get native window handle
  791. int GetScreenWidth (); // Get current screen width
  792. int GetScreenHeight (); // Get current screen height
  793. int GetMonitorCount (); // Get number of connected monitors
  794. int GetMonitorWidth (int monitor); // Get primary monitor width
  795. int GetMonitorHeight (int monitor); // Get primary monitor height
  796. int GetMonitorPhysicalWidth (int monitor); // Get primary monitor physical width in millimetres
  797. int GetMonitorPhysicalHeight (int monitor); // Get primary monitor physical height in millimetres
  798. const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
  799. const(char)* GetClipboardText (); // Get clipboard text content
  800. void SetClipboardText (const(char)* text); // Set clipboard text content
  801. // Cursor-related functions
  802. void ShowCursor (); // Shows cursor
  803. void HideCursor (); // Hides cursor
  804. bool IsCursorHidden (); // Check if cursor is not visible
  805. void EnableCursor (); // Enables cursor (unlock cursor)
  806. void DisableCursor (); // Disables cursor (lock cursor)
  807. // Drawing-related functions
  808. void ClearBackground (Color color); // Set background color (framebuffer clear color)
  809. void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
  810. void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
  811. void BeginMode2D (Camera2D camera); // Initialize 2D mode with custom camera (2D)
  812. void EndMode2D (); // Ends 2D mode with custom camera
  813. void BeginMode3D (Camera3D camera); // Initializes 3D mode with custom camera (3D)
  814. void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
  815. void BeginTextureMode (RenderTexture2D target); // Initializes render texture for drawing
  816. void EndTextureMode (); // Ends drawing to render texture
  817. // Screen-space-related functions
  818. Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
  819. Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
  820. Matrix GetCameraMatrix (Camera camera); // Returns camera transform matrix (view matrix)
  821. // Timing-related functions
  822. void SetTargetFPS (int fps); // Set target FPS (maximum)
  823. int GetFPS (); // Returns current FPS
  824. float GetFrameTime (); // Returns time in seconds for last frame drawn
  825. double GetTime (); // Returns elapsed time in seconds since InitWindow()
  826. // Color-related functions
  827. int ColorToInt (Color color); // Returns hexadecimal value for a Color
  828. Vector4 ColorNormalize (Color color); // Returns color normalized as float [0..1]
  829. Vector3 ColorToHSV (Color color); // Returns HSV values for a Color
  830. Color ColorFromHSV (Vector3 hsv); // Returns a Color from HSV values
  831. Color GetColor (int hexValue); // Returns a Color struct from hexadecimal value
  832. Color Fade (Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
  833. // Misc. functions
  834. void SetConfigFlags (ubyte flags); // Setup window configuration flags (view FLAGS)
  835. void SetTraceLogLevel (int logType); // Set the current threshold (minimum) log level
  836. void SetTraceLogExit (int logType); // Set the exit threshold (minimum) log level
  837. void SetTraceLogCallback (TraceLogCallback callback); // Set a trace log callback to enable custom logging
  838. void TraceLog (int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
  839. void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
  840. int GetRandomValue (int min, int max); // Returns a random value between min and max (both included)
  841. // Files management functions
  842. bool FileExists (const(char)* fileName); // Check if file exists
  843. bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension
  844. const(char)* GetExtension (const(char)* fileName); // Get pointer to extension for a filename string
  845. const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
  846. const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (memory should be freed)
  847. const(char)* GetDirectoryPath (const(char)* fileName); // Get full path for a given fileName (uses static string)
  848. const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
  849. char** GetDirectoryFiles (const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
  850. void ClearDirectoryFiles (); // Clear directory files paths buffers (free memory)
  851. bool ChangeDirectory (const(char)* dir); // Change working directory, returns true if success
  852. bool IsFileDropped (); // Check if a file has been dropped into window
  853. char** GetDroppedFiles (int* count); // Get dropped files names (memory should be freed)
  854. void ClearDroppedFiles (); // Clear dropped files paths buffer (free memory)
  855. c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
  856. // Persistent storage management
  857. void StorageSaveValue (int position, int value); // Save integer value to storage file (to defined position)
  858. int StorageLoadValue (int position); // Load integer value from storage file (from defined position)
  859. void OpenURL (const(char)* url); // Open URL with default system browser (if available)
  860. //------------------------------------------------------------------------------------
  861. // Input Handling Functions (Module: core)
  862. //------------------------------------------------------------------------------------
  863. // Input-related functions: keyboard
  864. bool IsKeyPressed (int key); // Detect if a key has been pressed once
  865. bool IsKeyDown (int key); // Detect if a key is being pressed
  866. bool IsKeyReleased (int key); // Detect if a key has been released once
  867. bool IsKeyUp (int key); // Detect if a key is NOT being pressed
  868. int GetKeyPressed (); // Get latest key pressed
  869. void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
  870. // Input-related functions: gamepads
  871. bool IsGamepadAvailable (int gamepad); // Detect if a gamepad is available
  872. bool IsGamepadName (int gamepad, const(char)* name); // Check gamepad name (if available)
  873. const(char)* GetGamepadName (int gamepad); // Return gamepad internal name id
  874. bool IsGamepadButtonPressed (int gamepad, int button); // Detect if a gamepad button has been pressed once
  875. bool IsGamepadButtonDown (int gamepad, int button); // Detect if a gamepad button is being pressed
  876. bool IsGamepadButtonReleased (int gamepad, int button); // Detect if a gamepad button has been released once
  877. bool IsGamepadButtonUp (int gamepad, int button); // Detect if a gamepad button is NOT being pressed
  878. int GetGamepadButtonPressed (); // Get the last gamepad button pressed
  879. int GetGamepadAxisCount (int gamepad); // Return gamepad axis count for a gamepad
  880. float GetGamepadAxisMovement (int gamepad, int axis); // Return axis movement value for a gamepad axis
  881. // Input-related functions: mouse
  882. bool IsMouseButtonPressed (int button); // Detect if a mouse button has been pressed once
  883. bool IsMouseButtonDown (int button); // Detect if a mouse button is being pressed
  884. bool IsMouseButtonReleased (int button); // Detect if a mouse button has been released once
  885. bool IsMouseButtonUp (int button); // Detect if a mouse button is NOT being pressed
  886. int GetMouseX (); // Returns mouse position X
  887. int GetMouseY (); // Returns mouse position Y
  888. Vector2 GetMousePosition (); // Returns mouse position XY
  889. void SetMousePosition (int x, int y); // Set mouse position XY
  890. void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
  891. void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
  892. int GetMouseWheelMove (); // Returns mouse wheel movement Y
  893. // Input-related functions: touch
  894. int GetTouchX (); // Returns touch position X for touch point 0 (relative to screen size)
  895. int GetTouchY (); // Returns touch position Y for touch point 0 (relative to screen size)
  896. Vector2 GetTouchPosition (int index); // Returns touch position XY for a touch point index (relative to screen size)
  897. //------------------------------------------------------------------------------------
  898. // Gestures and Touch Handling Functions (Module: gestures)
  899. //------------------------------------------------------------------------------------
  900. void SetGesturesEnabled (uint gestureFlags); // Enable a set of gestures using flags
  901. bool IsGestureDetected (int gesture); // Check if a gesture have been detected
  902. int GetGestureDetected (); // Get latest detected gesture
  903. int GetTouchPointsCount (); // Get touch points count
  904. float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
  905. Vector2 GetGestureDragVector (); // Get gesture drag vector
  906. float GetGestureDragAngle (); // Get gesture drag angle
  907. Vector2 GetGesturePinchVector (); // Get gesture pinch delta
  908. float GetGesturePinchAngle (); // Get gesture pinch angle
  909. //------------------------------------------------------------------------------------
  910. // Camera System Functions (Module: camera)
  911. //------------------------------------------------------------------------------------
  912. void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available)
  913. void UpdateCamera (Camera* camera); // Update camera position for selected mode
  914. void SetCameraPanControl (int panKey); // Set camera pan key to combine with mouse movement (free camera)
  915. void SetCameraAltControl (int altKey); // Set camera alt key to combine with mouse movement (free camera)
  916. void SetCameraSmoothZoomControl (int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
  917. void SetCameraMoveControls (int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
  918. //------------------------------------------------------------------------------------
  919. // Basic Shapes Drawing Functions (Module: shapes)
  920. //------------------------------------------------------------------------------------
  921. // Basic shapes drawing functions
  922. void DrawPixel (int posX, int posY, Color color); // Draw a pixel
  923. void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
  924. void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  925. void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
  926. void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
  927. void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
  928. void DrawLineStrip (Vector2* points, int numPoints, Color color); // Draw lines sequence
  929. void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  930. void DrawCircleSector (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
  931. void DrawCircleSectorLines (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
  932. void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  933. void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  934. void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
  935. void DrawRing (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
  936. void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
  937. void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  938. void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  939. void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
  940. void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  941. void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  942. void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  943. void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  944. void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  945. void DrawRectangleLinesEx (Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
  946. void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  947. void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
  948. void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
  949. void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
  950. void DrawTriangleFan (Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points
  951. void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  952. void SetShapesTexture (Texture2D texture, Rectangle source); // Define default texture used to draw shapes
  953. // Basic shapes collision detection functions
  954. bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  955. bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  956. bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  957. Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  958. bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
  959. bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  960. bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  961. //------------------------------------------------------------------------------------
  962. // Texture Loading and Drawing Functions (Module: textures)
  963. //------------------------------------------------------------------------------------
  964. // Image/Texture2D data loading/unloading/saving functions
  965. Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
  966. Image LoadImageEx (Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
  967. Image LoadImagePro (void* data, int width, int height, int format); // Load image from raw data with parameters
  968. Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  969. void ExportImage (Image image, const(char)* fileName); // Export image data to file
  970. void ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes
  971. Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  972. Texture2D LoadTextureFromImage (Image image); // Load texture from image data
  973. TextureCubemap LoadTextureCubemap (Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
  974. RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
  975. void UnloadImage (Image image); // Unload image from CPU memory (RAM)
  976. void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
  977. void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  978. Color* GetImageData (Image image); // Get pixel data from image as a Color struct array
  979. Vector4* GetImageDataNormalized (Image image); // Get pixel data from image as Vector4 array (float normalized)
  980. int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes (image or texture)
  981. Image GetTextureData (Texture2D texture); // Get pixel data from GPU texture and return an Image
  982. Image GetScreenData (); // Get pixel data from screen buffer and return an Image (screenshot)
  983. void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  984. // Image manipulation functions
  985. Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
  986. void ImageToPOT (Image* image, Color fillColor); // Convert image to POT (power-of-two)
  987. void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
  988. void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
  989. void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
  990. void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
  991. void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
  992. void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
  993. void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  994. void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  995. void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
  996. void ImageMipmaps (Image* image); // Generate all mipmap levels for a provided image
  997. void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  998. Color* ImageExtractPalette (Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
  999. Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1000. Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1001. void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
  1002. void ImageDrawRectangle (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1003. void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1004. void ImageDrawText (Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
  1005. void ImageDrawTextEx (Image* dst, Vector2 position, Font font, const(char)* text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
  1006. void ImageFlipVertical (Image* image); // Flip image vertically
  1007. void ImageFlipHorizontal (Image* image); // Flip image horizontally
  1008. void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
  1009. void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
  1010. void ImageColorTint (Image* image, Color color); // Modify image color: tint
  1011. void ImageColorInvert (Image* image); // Modify image color: invert
  1012. void ImageColorGrayscale (Image* image); // Modify image color: grayscale
  1013. void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1014. void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1015. void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
  1016. // Image generation functions
  1017. Image GenImageColor (int width, int height, Color color); // Generate image: plain color
  1018. Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient
  1019. Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient
  1020. Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1021. Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1022. Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
  1023. Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1024. Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
  1025. // Texture2D configuration functions
  1026. void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
  1027. void SetTextureFilter (Texture2D texture, int filterMode); // Set texture scaling filter mode
  1028. void SetTextureWrap (Texture2D texture, int wrapMode); // Set texture wrapping mode
  1029. // Texture2D drawing functions
  1030. void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1031. void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1032. void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1033. void DrawTextureRec (Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1034. void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
  1035. void DrawTexturePro (Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
  1036. void DrawTextureNPatch (Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
  1037. //------------------------------------------------------------------------------------
  1038. // Font Loading and Text Drawing Functions (Module: text)
  1039. //------------------------------------------------------------------------------------
  1040. // Font loading/unloading functions
  1041. Font GetFontDefault (); // Get the default Font
  1042. Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1043. Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
  1044. Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1045. CharInfo* LoadFontData (const(char)* fileName, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
  1046. Image GenImageFontAtlas (CharInfo* chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1047. void UnloadFont (Font font); // Unload Font from GPU memory (VRAM)
  1048. // Text drawing functions
  1049. void DrawFPS (int posX, int posY); // Shows current FPS
  1050. void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1051. void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  1052. void DrawTextRec (Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
  1053. void DrawTextRecEx (
  1054. Font font,
  1055. const(char)* text,
  1056. Rectangle rec,
  1057. float fontSize,
  1058. float spacing,
  1059. bool wordWrap,
  1060. Color tint,
  1061. int selectStart,
  1062. int selectLength,
  1063. Color selectText,
  1064. Color selectBack); // Draw text using font inside rectangle limits with support for text selection
  1065. // Text misc. functions
  1066. int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
  1067. Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1068. int GetGlyphIndex (Font font, int character); // Get index position for a unicode character on font
  1069. int GetNextCodepoint (const(char)* text, int* count); // Returns next codepoint in a UTF8 encoded string
  1070. // NOTE: 0x3f(`?`) is returned on failure, `count` will hold the total number of bytes processed
  1071. // Text strings management functions
  1072. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1073. bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
  1074. uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
  1075. uint TextCountCodepoints (const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
  1076. const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf style)
  1077. const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
  1078. const(char)* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (memory should be freed!)
  1079. const(char)* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (memory should be freed!)
  1080. const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1081. const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1082. void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1083. int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
  1084. const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
  1085. const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
  1086. const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
  1087. int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
  1088. //------------------------------------------------------------------------------------
  1089. // Basic 3d Shapes Drawing Functions (Module: models)
  1090. //------------------------------------------------------------------------------------
  1091. // Basic geometric 3D shapes drawing functions
  1092. void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1093. void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  1094. void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
  1095. void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1096. void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1097. void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1098. void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
  1099. void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
  1100. void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1101. void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1102. void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  1103. void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  1104. void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1105. void DrawRay (Ray ray, Color color); // Draw a ray line
  1106. void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1107. void DrawGizmo (Vector3 position); // Draw simple gizmo
  1108. //DrawTorus(), DrawTeapot() could be useful?
  1109. //------------------------------------------------------------------------------------
  1110. // Model 3d Loading and Drawing Functions (Module: models)
  1111. //------------------------------------------------------------------------------------
  1112. // Model loading/unloading functions
  1113. Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
  1114. Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
  1115. void UnloadModel (Model model); // Unload model from memory (RAM and/or VRAM)
  1116. // Mesh loading/unloading functions
  1117. Mesh* LoadMeshes (const(char)* fileName, int* meshCount); // Load meshes from model file
  1118. void ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file
  1119. void UnloadMesh (Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
  1120. // Material loading/unloading functions
  1121. Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
  1122. Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1123. void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
  1124. void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
  1125. void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
  1126. // Model animations loading/unloading functions
  1127. ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animsCount); // Load model animations from file
  1128. void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
  1129. void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
  1130. bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
  1131. // Mesh generation functions
  1132. Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
  1133. Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1134. Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
  1135. Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1136. Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1137. Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
  1138. Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
  1139. Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1140. Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1141. Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1142. // Mesh manipulation functions
  1143. BoundingBox MeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
  1144. void MeshTangents (Mesh* mesh); // Compute mesh tangents
  1145. void MeshBinormals (Mesh* mesh); // Compute mesh binormals
  1146. // Model drawing functions
  1147. void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1148. void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1149. void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1150. 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
  1151. void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
  1152. void DrawBillboard (Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
  1153. void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
  1154. // Collision detection functions
  1155. bool CheckCollisionSpheres (Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
  1156. bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
  1157. bool CheckCollisionBoxSphere (BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
  1158. bool CheckCollisionRaySphere (Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
  1159. bool CheckCollisionRaySphereEx (Ray ray, Vector3 spherePosition, float sphereRadius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
  1160. bool CheckCollisionRayBox (Ray ray, BoundingBox box); // Detect collision between ray and box
  1161. RayHitInfo GetCollisionRayModel (Ray ray, Model* model); // Get collision info between ray and model
  1162. RayHitInfo GetCollisionRayTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1163. RayHitInfo GetCollisionRayGround (Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
  1164. //------------------------------------------------------------------------------------
  1165. // Shaders System Functions (Module: rlgl)
  1166. // NOTE: This functions are useless when using OpenGL 1.1
  1167. //------------------------------------------------------------------------------------
  1168. // Shader loading/unloading functions
  1169. char* LoadText (const(char)* fileName); // Load chars array from text file
  1170. Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  1171. Shader LoadShaderCode (char* vsCode, char* fsCode); // Load shader from code strings and bind default locations
  1172. void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
  1173. Shader GetShaderDefault (); // Get default shader
  1174. Texture2D GetTextureDefault (); // Get default texture
  1175. // Shader configuration functions
  1176. int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
  1177. void SetShaderValue (Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
  1178. void SetShaderValueV (Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  1179. void SetShaderValueMatrix (Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
  1180. void SetShaderValueTexture (Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
  1181. void SetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
  1182. void SetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
  1183. Matrix GetMatrixModelview (); // Get internal modelview matrix
  1184. // Texture maps generation (PBR)
  1185. // NOTE: Required shaders should be provided
  1186. Texture2D GenTextureCubemap (Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
  1187. Texture2D GenTextureIrradiance (Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
  1188. Texture2D GenTexturePrefilter (Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
  1189. Texture2D GenTextureBRDF (Shader shader, int size); // Generate BRDF texture
  1190. // Shading begin/end functions
  1191. void BeginShaderMode (Shader shader); // Begin custom shader drawing
  1192. void EndShaderMode (); // End custom shader drawing (use default shader)
  1193. void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied)
  1194. void EndBlendMode (); // End blending mode (reset to default: alpha blending)
  1195. void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  1196. void EndScissorMode (); // End scissor mode
  1197. // VR control functions
  1198. void InitVrSimulator (); // Init VR simulator for selected device parameters
  1199. void CloseVrSimulator (); // Close VR simulator for current device
  1200. void UpdateVrTracking (Camera* camera); // Update VR tracking (position and orientation) and camera
  1201. void SetVrConfiguration (VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
  1202. bool IsVrSimulatorReady (); // Detect if VR simulator is ready
  1203. void ToggleVrMode (); // Enable/Disable VR experience
  1204. void BeginVrDrawing (); // Begin VR simulator stereo rendering
  1205. void EndVrDrawing (); // End VR simulator stereo rendering
  1206. //------------------------------------------------------------------------------------
  1207. // Audio Loading and Playing Functions (Module: audio)
  1208. //------------------------------------------------------------------------------------
  1209. // Audio device management functions
  1210. void InitAudioDevice (); // Initialize audio device and context
  1211. void CloseAudioDevice (); // Close the audio device and context
  1212. bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
  1213. void SetMasterVolume (float volume); // Set master volume (listener)
  1214. // Wave/Sound loading/unloading functions
  1215. Wave LoadWave (const(char)* fileName); // Load wave data from file
  1216. Wave LoadWaveEx (void* data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
  1217. Sound LoadSound (const(char)* fileName); // Load sound from file
  1218. Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
  1219. void UpdateSound (Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
  1220. void UnloadWave (Wave wave); // Unload wave data
  1221. void UnloadSound (Sound sound); // Unload sound
  1222. void ExportWave (Wave wave, const(char)* fileName); // Export wave data to file
  1223. void ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
  1224. // Wave/Sound management functions
  1225. void PlaySound (Sound sound); // Play a sound
  1226. void PauseSound (Sound sound); // Pause a sound
  1227. void ResumeSound (Sound sound); // Resume a paused sound
  1228. void StopSound (Sound sound); // Stop playing a sound
  1229. bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
  1230. void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1231. void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1232. void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1233. Wave WaveCopy (Wave wave); // Copy a wave to a new wave
  1234. void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1235. float* GetWaveData (Wave wave); // Get samples data from wave as a floats array
  1236. // Music management functions
  1237. Music LoadMusicStream (const(char)* fileName); // Load music stream from file
  1238. void UnloadMusicStream (Music music); // Unload music stream
  1239. void PlayMusicStream (Music music); // Start music playing
  1240. void UpdateMusicStream (Music music); // Updates buffers for music streaming
  1241. void StopMusicStream (Music music); // Stop music playing
  1242. void PauseMusicStream (Music music); // Pause music playing
  1243. void ResumeMusicStream (Music music); // Resume playing paused music
  1244. bool IsMusicPlaying (Music music); // Check if music is playing
  1245. void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
  1246. void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1247. void SetMusicLoopCount (Music music, int count); // Set music loop count (loop repeats)
  1248. float GetMusicTimeLength (Music music); // Get music time length (in seconds)
  1249. float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
  1250. // AudioStream management functions
  1251. AudioStream InitAudioStream (uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
  1252. void UpdateAudioStream (AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
  1253. void CloseAudioStream (AudioStream stream); // Close audio stream and free memory
  1254. bool IsAudioBufferProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
  1255. void PlayAudioStream (AudioStream stream); // Play audio stream
  1256. void PauseAudioStream (AudioStream stream); // Pause audio stream
  1257. void ResumeAudioStream (AudioStream stream); // Resume audio stream
  1258. bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
  1259. void StopAudioStream (AudioStream stream); // Stop audio stream
  1260. void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1261. void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1262. //------------------------------------------------------------------------------------
  1263. // Network (Module: network)
  1264. //------------------------------------------------------------------------------------
  1265. // IN PROGRESS: Check rnet.h for reference
  1266. // RAYLIB_H