raylib.d 75 KB

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  1. module raylib;
  2. public
  3. {
  4. import rlgl;
  5. import raymath;
  6. import easings;
  7. import raymathext;
  8. }
  9. /**********************************************************************************************
  10. *
  11. * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  12. *
  13. * FEATURES:
  14. * - NO external dependencies, all required libraries included with raylib
  15. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
  16. * - Written in plain C code (C99) in PascalCase/camelCase notation
  17. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
  18. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  19. * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
  20. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  21. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  22. * - Flexible Materials system, supporting classic maps and PBR maps
  23. * - Skeletal Animation support (CPU bones-based animation)
  24. * - Shaders support, including Model shaders and Postprocessing shaders
  25. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  26. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  27. * - VR stereo rendering with configurable HMD device parameters
  28. * - Bindings to multiple programming languages available!
  29. *
  30. * NOTES:
  31. * One custom font is loaded by default when InitWindow () [core]
  32. * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
  33. * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
  34. *
  35. * DEPENDENCIES (included):
  36. * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
  37. * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
  38. * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
  39. *
  40. * OPTIONAL DEPENDENCIES (included):
  41. * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
  42. * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  43. * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
  44. * [textures] stb_image_resize (Sean Barret) for image resizing algorithms
  45. * [textures] stb_perlin (Sean Barret) for Perlin noise image generation
  46. * [text] stb_truetype (Sean Barret) for ttf fonts loading
  47. * [text] stb_rect_pack (Sean Barret) for rectangles packing
  48. * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
  49. * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  50. * [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
  51. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  52. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  53. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  54. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  55. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  56. *
  57. *
  58. * LICENSE: zlib/libpng
  59. *
  60. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  61. * BSD-like license that allows static linking with closed source software:
  62. *
  63. * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
  64. *
  65. * This software is provided "as-is", without any express or implied warranty. In no event
  66. * will the authors be held liable for any damages arising from the use of this software.
  67. *
  68. * Permission is granted to anyone to use this software for any purpose, including commercial
  69. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  70. *
  71. * 1. The origin of this software must not be misrepresented; you must not claim that you
  72. * wrote the original software. If you use this software in a product, an acknowledgment
  73. * in the product documentation would be appreciated but is not required.
  74. *
  75. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  76. * as being the original software.
  77. *
  78. * 3. This notice may not be removed or altered from any source distribution.
  79. *
  80. **********************************************************************************************/
  81. import core.stdc.config;
  82. import core.stdc.stdarg;
  83. import core.stdc.stdlib;
  84. extern (C) @nogc nothrow:
  85. // Required for: va_list - Only used by TraceLogCallback
  86. // We are building raylib as a Win32 shared library (.dll)
  87. // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
  88. //----------------------------------------------------------------------------------
  89. // Some basic Defines
  90. //----------------------------------------------------------------------------------
  91. enum PI = 3.14159265358979323846f;
  92. enum DEG2RAD = PI / 180.0f;
  93. enum RAD2DEG = 180.0f / PI;
  94. enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
  95. // Shader and material limits
  96. enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
  97. enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
  98. // Allow custom memory allocators
  99. alias RL_MALLOC = malloc;
  100. alias RL_CALLOC = calloc;
  101. alias RL_FREE = free;
  102. // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
  103. // Plain structures in C++ (without constructors) can be initialized from { } initializers.
  104. alias CLITERAL = Color;
  105. enum Colors {
  106. // Some Basic Colors
  107. // 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)
  108. LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
  109. GRAY = Color(130, 130, 130, 255), // Gray
  110. DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
  111. YELLOW = Color(253, 249, 0, 255), // Yellow
  112. GOLD = Color(255, 203, 0, 255), // Gold
  113. ORANGE = Color(255, 161, 0, 255), // Orange
  114. PINK = Color(255, 109, 194, 255), // Pink
  115. RED = Color(230, 41, 55, 255), // Red
  116. MAROON = Color(190, 33, 55, 255), // Maroon
  117. GREEN = Color(0, 228, 48, 255), // Green
  118. LIME = Color(0, 158, 47, 255), // Lime
  119. DARKGREEN = Color(0, 117, 44, 255), // Dark Green
  120. SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
  121. BLUE = Color(0, 121, 241, 255), // Blue
  122. DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
  123. PURPLE = Color(200, 122, 255, 255), // Purple
  124. VIOLET = Color(135, 60, 190, 255), // Violet
  125. DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
  126. BEIGE = Color(211, 176, 131, 255), // Beige
  127. BROWN = Color(127, 106, 79, 255), // Brown
  128. DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
  129. WHITE = Color(255, 255, 255, 255), // White
  130. BLACK = Color(0, 0, 0, 255), // Black
  131. BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
  132. MAGENTA = Color(255, 0, 255, 255), // Magenta
  133. RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
  134. }
  135. //----------------------------------------------------------------------------------
  136. // Structures Definition
  137. //----------------------------------------------------------------------------------
  138. // Vector2 type
  139. struct Vector2
  140. {
  141. float x = 0.0f;
  142. float y = 0.0f;
  143. mixin Linear;
  144. }
  145. struct Bivector2
  146. {
  147. float xy = 0.0f;
  148. alias xy this;
  149. mixin Linear;
  150. }
  151. // Vector3 type
  152. struct Vector3
  153. {
  154. float x = 0.0f;
  155. float y = 0.0f;
  156. float z = 0.0f;
  157. mixin Linear;
  158. }
  159. // Bivector3 type
  160. /// Beware of the field order
  161. /// xy is the first field
  162. struct Bivector3
  163. {
  164. float xy = 0.0f;
  165. float yz = 0.0f;
  166. float zx = 0.0f;
  167. mixin Linear;
  168. }
  169. // Rotor type
  170. struct Rotor3
  171. {
  172. float a = 1.0f;
  173. float xy = 0.0f;
  174. float yz = 0.0f;
  175. float zx = 0.0f;
  176. mixin Linear;
  177. alias i = yz;
  178. alias j = zx;
  179. alias k = xy;
  180. @property Bivector3 b()
  181. {
  182. return Bivector3(xy, yz, zx);
  183. }
  184. @property Bivector3 b(Bivector3 _b)
  185. {
  186. xy = _b.xy;
  187. yz = _b.yz;
  188. zx = _b.zx;
  189. return _b;
  190. }
  191. this(float _a, Bivector3 _b)
  192. {
  193. a = _a;
  194. b = _b;
  195. }
  196. this(float _a, float _xy, float _yz, float _zx)
  197. {
  198. a = _a;
  199. xy = _xy;
  200. yz = _yz;
  201. zx = _zx;
  202. }
  203. }
  204. alias Quaternion = Rotor3;
  205. // Vector4 type
  206. struct Vector4
  207. {
  208. float x = 0.0f;
  209. float y = 0.0f;
  210. float z = 0.0f;
  211. float w = 0.0f;
  212. mixin Linear;
  213. }
  214. // Matrix type (OpenGL style 4x4 - right handed, column major)
  215. struct Matrix4
  216. {
  217. float m0 = 0.0f;
  218. float m4 = 0.0f;
  219. float m8 = 0.0f;
  220. float m12 = 0.0f;
  221. float m1 = 0.0f;
  222. float m5 = 0.0f;
  223. float m9 = 0.0f;
  224. float m13 = 0.0f;
  225. float m2 = 0.0f;
  226. float m6 = 0.0f;
  227. float m10 = 0.0f;
  228. float m14 = 0.0f;
  229. float m3 = 0.0f;
  230. float m7 = 0.0f;
  231. float m11 = 0.0f;
  232. float m15 = 0.0f;
  233. mixin Linear;
  234. }
  235. alias Matrix = Matrix4;
  236. // Color type, RGBA (32bit)
  237. struct Color
  238. {
  239. ubyte r;
  240. ubyte g;
  241. ubyte b;
  242. ubyte a;
  243. }
  244. // Rectangle type
  245. struct Rectangle
  246. {
  247. float x = 0.0f;
  248. float y = 0.0f;
  249. float width = 0.0f;
  250. float height = 0.0f;
  251. alias w = width;
  252. alias h = height;
  253. }
  254. // Image type, bpp always RGBA (32bit)
  255. // NOTE: Data stored in CPU memory (RAM)
  256. struct Image
  257. {
  258. void* data; // Image raw data
  259. int width; // Image base width
  260. int height; // Image base height
  261. int mipmaps; // Mipmap levels, 1 by default
  262. int format; // Data format (PixelFormat type)
  263. }
  264. // Texture2D type
  265. // NOTE: Data stored in GPU memory
  266. struct Texture2D
  267. {
  268. uint id; // OpenGL texture id
  269. int width; // Texture base width
  270. int height; // Texture base height
  271. int mipmaps; // Mipmap levels, 1 by default
  272. int format; // Data format (PixelFormat type)
  273. }
  274. // Texture type, same as Texture2D
  275. alias Texture = Texture2D;
  276. // TextureCubemap type, actually, same as Texture2D
  277. alias TextureCubemap = Texture2D;
  278. // RenderTexture2D type, for texture rendering
  279. struct RenderTexture2D
  280. {
  281. uint id; // OpenGL Framebuffer Object (FBO) id
  282. Texture2D texture; // Color buffer attachment texture
  283. Texture2D depth; // Depth buffer attachment texture
  284. bool depthTexture; // Track if depth attachment is a texture or renderbuffer
  285. }
  286. // RenderTexture type, same as RenderTexture2D
  287. alias RenderTexture = RenderTexture2D;
  288. // N-Patch layout info
  289. struct NPatchInfo
  290. {
  291. Rectangle sourceRec; // Region in the texture
  292. int left; // left border offset
  293. int top; // top border offset
  294. int right; // right border offset
  295. int bottom; // bottom border offset
  296. int type; // layout of the n-patch: 3x3, 1x3 or 3x1
  297. }
  298. // Font character info
  299. struct CharInfo
  300. {
  301. int value; // Character value (Unicode)
  302. int offsetX; // Character offset X when drawing
  303. int offsetY; // Character offset Y when drawing
  304. int advanceX; // Character advance position X
  305. Image image; // Character image data
  306. }
  307. // Font type, includes texture and charSet array data
  308. struct Font
  309. {
  310. int baseSize; // Base size (default chars height)
  311. int charsCount; // Number of characters
  312. Texture2D texture; // Characters texture atlas
  313. Rectangle* recs; // Characters rectangles in texture
  314. CharInfo* chars; // Characters info data
  315. }
  316. alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
  317. // Camera type, defines a camera position/orientation in 3d space
  318. struct Camera3D
  319. {
  320. Vector3 position; // Camera position
  321. Vector3 target; // Camera target it looks-at
  322. Vector3 up; // Camera up vector (rotation over its axis)
  323. float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
  324. CameraType type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  325. }
  326. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  327. // Camera2D type, defines a 2d camera
  328. struct Camera2D
  329. {
  330. Vector2 offset; // Camera offset (displacement from target)
  331. Vector2 target; // Camera target (rotation and zoom origin)
  332. float rotation = 0.0f; // Camera rotation in degrees
  333. float zoom = 1.0f; // Camera zoom (scaling), should be 1.0f by default
  334. }
  335. // Vertex data definning a mesh
  336. // NOTE: Data stored in CPU memory (and GPU)
  337. struct Mesh
  338. {
  339. int vertexCount; // Number of vertices stored in arrays
  340. int triangleCount; // Number of triangles stored (indexed or not)
  341. // Default vertex data
  342. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  343. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  344. float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
  345. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  346. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  347. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  348. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  349. // Animation vertex data
  350. float* animVertices; // Animated vertex positions (after bones transformations)
  351. float* animNormals; // Animated normals (after bones transformations)
  352. int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
  353. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  354. // OpenGL identifiers
  355. uint vaoId; // OpenGL Vertex Array Object id
  356. uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  357. }
  358. // Shader type (generic)
  359. struct Shader
  360. {
  361. uint id; // Shader program id
  362. int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
  363. }
  364. // Material texture map
  365. struct MaterialMap
  366. {
  367. Texture2D texture; // Material map texture
  368. Color color; // Material map color
  369. float value; // Material map value
  370. }
  371. // Material type (generic)
  372. struct Material
  373. {
  374. Shader shader; // Material shader
  375. MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
  376. float* params; // Material generic parameters (if required)
  377. }
  378. // Transformation properties
  379. struct Transform
  380. {
  381. Vector3 translation; // Translation
  382. Quaternion rotation; // Rotation
  383. Vector3 scale; // Scale
  384. }
  385. // Bone information
  386. struct BoneInfo
  387. {
  388. char[32] name; // Bone name
  389. int parent; // Bone parent
  390. }
  391. // Model type
  392. struct Model
  393. {
  394. Matrix transform; // Local transform matrix
  395. int meshCount; // Number of meshes
  396. Mesh* meshes; // Meshes array
  397. int materialCount; // Number of materials
  398. Material* materials; // Materials array
  399. int* meshMaterial; // Mesh material number
  400. // Animation data
  401. int boneCount; // Number of bones
  402. BoneInfo* bones; // Bones information (skeleton)
  403. Transform* bindPose; // Bones base transformation (pose)
  404. }
  405. // Model animation
  406. struct ModelAnimation
  407. {
  408. int boneCount; // Number of bones
  409. BoneInfo* bones; // Bones information (skeleton)
  410. int frameCount; // Number of animation frames
  411. Transform** framePoses; // Poses array by frame
  412. }
  413. // Ray type (useful for raycast)
  414. struct Ray
  415. {
  416. Vector3 position; // Ray position (origin)
  417. Vector3 direction; // Ray direction
  418. }
  419. // Raycast hit information
  420. struct RayHitInfo
  421. {
  422. bool hit; // Did the ray hit something?
  423. float distance; // Distance to nearest hit
  424. Vector3 position; // Position of nearest hit
  425. Vector3 normal; // Surface normal of hit
  426. }
  427. // Bounding box type
  428. struct BoundingBox
  429. {
  430. Vector3 min; // Minimum vertex box-corner
  431. Vector3 max; // Maximum vertex box-corner
  432. }
  433. // Wave type, defines audio wave data
  434. struct Wave
  435. {
  436. uint sampleCount; // Number of samples
  437. uint sampleRate; // Frequency (samples per second)
  438. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  439. uint channels; // Number of channels (1-mono, 2-stereo)
  440. void* data; // Buffer data pointer
  441. }
  442. struct rAudioBuffer;
  443. // Audio stream type
  444. // NOTE: Useful to create custom audio streams not bound to a specific file
  445. struct AudioStream
  446. {
  447. uint sampleRate; // Frequency (samples per second)
  448. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  449. uint channels; // Number of channels (1-mono, 2-stereo)
  450. rAudioBuffer* buffer; // Pointer to internal data used by the audio system
  451. };
  452. // Sound source type
  453. struct Sound
  454. {
  455. uint sampleCount; // Total number of samples
  456. AudioStream stream; // Audio stream
  457. };
  458. // Music stream type (audio file streaming from memory)
  459. // NOTE: Anything longer than ~10 seconds should be streamed
  460. struct Music
  461. {
  462. int ctxType; // Type of music context (audio filetype)
  463. void* ctxData; // Audio context data, depends on type
  464. uint sampleCount; // Total number of samples
  465. uint loopCount; // Loops count (times music will play), 0 means infinite loop
  466. AudioStream stream; // Audio stream
  467. };
  468. // Head-Mounted-Display device parameters
  469. struct VrDeviceInfo
  470. {
  471. int hResolution; // HMD horizontal resolution in pixels
  472. int vResolution; // HMD vertical resolution in pixels
  473. float hScreenSize; // HMD horizontal size in meters
  474. float vScreenSize; // HMD vertical size in meters
  475. float vScreenCenter; // HMD screen center in meters
  476. float eyeToScreenDistance; // HMD distance between eye and display in meters
  477. float lensSeparationDistance; // HMD lens separation distance in meters
  478. float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
  479. float[4] lensDistortionValues; // HMD lens distortion constant parameters
  480. float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
  481. }
  482. //----------------------------------------------------------------------------------
  483. // Enumerators Definition
  484. //----------------------------------------------------------------------------------
  485. // System config flags
  486. // NOTE: Used for bit masks
  487. enum ConfigFlag
  488. {
  489. FLAG_RESERVED = 1, // Reserved
  490. FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
  491. FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
  492. FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
  493. FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
  494. FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
  495. FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
  496. FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
  497. FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
  498. }
  499. // Trace log type
  500. enum TraceLogType
  501. {
  502. LOG_ALL = 0, // Display all logs
  503. LOG_TRACE = 1,
  504. LOG_DEBUG = 2,
  505. LOG_INFO = 3,
  506. LOG_WARNING = 4,
  507. LOG_ERROR = 5,
  508. LOG_FATAL = 6,
  509. LOG_NONE = 7 // Disable logging
  510. }
  511. // Keyboard keys
  512. enum KeyboardKey
  513. {
  514. // Alphanumeric keys
  515. KEY_APOSTROPHE = 39,
  516. KEY_COMMA = 44,
  517. KEY_MINUS = 45,
  518. KEY_PERIOD = 46,
  519. KEY_SLASH = 47,
  520. KEY_ZERO = 48,
  521. KEY_ONE = 49,
  522. KEY_TWO = 50,
  523. KEY_THREE = 51,
  524. KEY_FOUR = 52,
  525. KEY_FIVE = 53,
  526. KEY_SIX = 54,
  527. KEY_SEVEN = 55,
  528. KEY_EIGHT = 56,
  529. KEY_NINE = 57,
  530. KEY_SEMICOLON = 59,
  531. KEY_EQUAL = 61,
  532. KEY_A = 65,
  533. KEY_B = 66,
  534. KEY_C = 67,
  535. KEY_D = 68,
  536. KEY_E = 69,
  537. KEY_F = 70,
  538. KEY_G = 71,
  539. KEY_H = 72,
  540. KEY_I = 73,
  541. KEY_J = 74,
  542. KEY_K = 75,
  543. KEY_L = 76,
  544. KEY_M = 77,
  545. KEY_N = 78,
  546. KEY_O = 79,
  547. KEY_P = 80,
  548. KEY_Q = 81,
  549. KEY_R = 82,
  550. KEY_S = 83,
  551. KEY_T = 84,
  552. KEY_U = 85,
  553. KEY_V = 86,
  554. KEY_W = 87,
  555. KEY_X = 88,
  556. KEY_Y = 89,
  557. KEY_Z = 90,
  558. // Function keys
  559. KEY_SPACE = 32,
  560. KEY_ESCAPE = 256,
  561. KEY_ENTER = 257,
  562. KEY_TAB = 258,
  563. KEY_BACKSPACE = 259,
  564. KEY_INSERT = 260,
  565. KEY_DELETE = 261,
  566. KEY_RIGHT = 262,
  567. KEY_LEFT = 263,
  568. KEY_DOWN = 264,
  569. KEY_UP = 265,
  570. KEY_PAGE_UP = 266,
  571. KEY_PAGE_DOWN = 267,
  572. KEY_HOME = 268,
  573. KEY_END = 269,
  574. KEY_CAPS_LOCK = 280,
  575. KEY_SCROLL_LOCK = 281,
  576. KEY_NUM_LOCK = 282,
  577. KEY_PRINT_SCREEN = 283,
  578. KEY_PAUSE = 284,
  579. KEY_F1 = 290,
  580. KEY_F2 = 291,
  581. KEY_F3 = 292,
  582. KEY_F4 = 293,
  583. KEY_F5 = 294,
  584. KEY_F6 = 295,
  585. KEY_F7 = 296,
  586. KEY_F8 = 297,
  587. KEY_F9 = 298,
  588. KEY_F10 = 299,
  589. KEY_F11 = 300,
  590. KEY_F12 = 301,
  591. KEY_LEFT_SHIFT = 340,
  592. KEY_LEFT_CONTROL = 341,
  593. KEY_LEFT_ALT = 342,
  594. KEY_LEFT_SUPER = 343,
  595. KEY_RIGHT_SHIFT = 344,
  596. KEY_RIGHT_CONTROL = 345,
  597. KEY_RIGHT_ALT = 346,
  598. KEY_RIGHT_SUPER = 347,
  599. KEY_KB_MENU = 348,
  600. KEY_LEFT_BRACKET = 91,
  601. KEY_BACKSLASH = 92,
  602. KEY_RIGHT_BRACKET = 93,
  603. KEY_GRAVE = 96,
  604. // Keypad keys
  605. KEY_KP_0 = 320,
  606. KEY_KP_1 = 321,
  607. KEY_KP_2 = 322,
  608. KEY_KP_3 = 323,
  609. KEY_KP_4 = 324,
  610. KEY_KP_5 = 325,
  611. KEY_KP_6 = 326,
  612. KEY_KP_7 = 327,
  613. KEY_KP_8 = 328,
  614. KEY_KP_9 = 329,
  615. KEY_KP_DECIMAL = 330,
  616. KEY_KP_DIVIDE = 331,
  617. KEY_KP_MULTIPLY = 332,
  618. KEY_KP_SUBTRACT = 333,
  619. KEY_KP_ADD = 334,
  620. KEY_KP_ENTER = 335,
  621. KEY_KP_EQUAL = 336
  622. }
  623. // Android buttons
  624. enum AndroidButton
  625. {
  626. KEY_BACK = 4,
  627. KEY_MENU = 82,
  628. KEY_VOLUME_UP = 24,
  629. KEY_VOLUME_DOWN = 25
  630. }
  631. // Mouse buttons
  632. enum MouseButton
  633. {
  634. MOUSE_LEFT_BUTTON = 0,
  635. MOUSE_RIGHT_BUTTON = 1,
  636. MOUSE_MIDDLE_BUTTON = 2
  637. }
  638. // Gamepad number
  639. enum GamepadNumber
  640. {
  641. GAMEPAD_PLAYER1 = 0,
  642. GAMEPAD_PLAYER2 = 1,
  643. GAMEPAD_PLAYER3 = 2,
  644. GAMEPAD_PLAYER4 = 3
  645. }
  646. // Gamepad Buttons
  647. enum GamepadButton
  648. {
  649. // This is here just for error checking
  650. GAMEPAD_BUTTON_UNKNOWN = 0,
  651. // This is normally a DPAD
  652. GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
  653. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
  654. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
  655. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
  656. // This normally corresponds with PlayStation and Xbox controllers
  657. // XBOX: [Y,X,A,B]
  658. // PS3: [Triangle,Square,Cross,Circle]
  659. // No support for 6 button controllers though..
  660. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
  661. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
  662. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
  663. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
  664. // Triggers
  665. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
  666. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
  667. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
  668. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
  669. // These are buttons in the center of the gamepad
  670. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
  671. GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
  672. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
  673. // These are the joystick press in buttons
  674. GAMEPAD_BUTTON_LEFT_THUMB = 16,
  675. GAMEPAD_BUTTON_RIGHT_THUMB = 17
  676. }
  677. enum GamepadAxis
  678. {
  679. // This is here just for error checking
  680. GAMEPAD_AXIS_UNKNOWN = 0,
  681. // Left stick
  682. GAMEPAD_AXIS_LEFT_X = 1,
  683. GAMEPAD_AXIS_LEFT_Y = 2,
  684. // Right stick
  685. GAMEPAD_AXIS_RIGHT_X = 3,
  686. GAMEPAD_AXIS_RIGHT_Y = 4,
  687. // Pressure levels for the back triggers
  688. GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
  689. GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
  690. }
  691. // Shader location point type
  692. enum ShaderLocationIndex
  693. {
  694. LOC_VERTEX_POSITION = 0,
  695. LOC_VERTEX_TEXCOORD01 = 1,
  696. LOC_VERTEX_TEXCOORD02 = 2,
  697. LOC_VERTEX_NORMAL = 3,
  698. LOC_VERTEX_TANGENT = 4,
  699. LOC_VERTEX_COLOR = 5,
  700. LOC_MATRIX_MVP = 6,
  701. LOC_MATRIX_MODEL = 7,
  702. LOC_MATRIX_VIEW = 8,
  703. LOC_MATRIX_PROJECTION = 9,
  704. LOC_VECTOR_VIEW = 10,
  705. LOC_COLOR_DIFFUSE = 11,
  706. LOC_COLOR_SPECULAR = 12,
  707. LOC_COLOR_AMBIENT = 13,
  708. LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
  709. LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
  710. LOC_MAP_NORMAL = 16,
  711. LOC_MAP_ROUGHNESS = 17,
  712. LOC_MAP_OCCLUSION = 18,
  713. LOC_MAP_EMISSION = 19,
  714. LOC_MAP_HEIGHT = 20,
  715. LOC_MAP_CUBEMAP = 21,
  716. LOC_MAP_IRRADIANCE = 22,
  717. LOC_MAP_PREFILTER = 23,
  718. LOC_MAP_BRDF = 24
  719. }
  720. enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
  721. enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
  722. // Shader uniform data types
  723. enum ShaderUniformDataType
  724. {
  725. UNIFORM_FLOAT = 0,
  726. UNIFORM_VEC2 = 1,
  727. UNIFORM_VEC3 = 2,
  728. UNIFORM_VEC4 = 3,
  729. UNIFORM_INT = 4,
  730. UNIFORM_IVEC2 = 5,
  731. UNIFORM_IVEC3 = 6,
  732. UNIFORM_IVEC4 = 7,
  733. UNIFORM_SAMPLER2D = 8
  734. }
  735. // Material map type
  736. enum MaterialMapType
  737. {
  738. MAP_ALBEDO = 0, // MAP_DIFFUSE
  739. MAP_METALNESS = 1, // MAP_SPECULAR
  740. MAP_NORMAL = 2,
  741. MAP_ROUGHNESS = 3,
  742. MAP_OCCLUSION = 4,
  743. MAP_EMISSION = 5,
  744. MAP_HEIGHT = 6,
  745. MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  746. MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  747. MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  748. MAP_BRDF = 10
  749. }
  750. enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
  751. enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
  752. // Pixel formats
  753. // NOTE: Support depends on OpenGL version and platform
  754. enum PixelFormat
  755. {
  756. UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  757. UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  758. UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  759. UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  760. UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  761. UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  762. UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  763. UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  764. UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  765. UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  766. COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
  767. COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
  768. COMPRESSED_DXT3_RGBA = 13, // 8 bpp
  769. COMPRESSED_DXT5_RGBA = 14, // 8 bpp
  770. COMPRESSED_ETC1_RGB = 15, // 4 bpp
  771. COMPRESSED_ETC2_RGB = 16, // 4 bpp
  772. COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
  773. COMPRESSED_PVRT_RGB = 18, // 4 bpp
  774. COMPRESSED_PVRT_RGBA = 19, // 4 bpp
  775. COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
  776. COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
  777. }
  778. // Texture parameters: filter mode
  779. // NOTE 1: Filtering considers mipmaps if available in the texture
  780. // NOTE 2: Filter is accordingly set for minification and magnification
  781. enum TextureFilterMode
  782. {
  783. FILTER_POINT = 0, // No filter, just pixel aproximation
  784. FILTER_BILINEAR = 1, // Linear filtering
  785. FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  786. FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  787. FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  788. FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  789. }
  790. // Cubemap layout type
  791. enum CubemapLayoutType
  792. {
  793. CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
  794. CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  795. CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
  796. CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  797. CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  798. CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
  799. }
  800. // Texture parameters: wrap mode
  801. enum TextureWrapMode
  802. {
  803. WRAP_REPEAT = 0, // Repeats texture in tiled mode
  804. WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  805. WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  806. WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  807. }
  808. // Font type, defines generation method
  809. enum FontType
  810. {
  811. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  812. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  813. FONT_SDF = 2 // SDF font generation, requires external shader
  814. }
  815. // Color blending modes (pre-defined)
  816. enum BlendMode
  817. {
  818. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  819. BLEND_ADDITIVE = 1, // Blend textures adding colors
  820. BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
  821. }
  822. // Gestures type
  823. // NOTE: It could be used as flags to enable only some gestures
  824. enum GestureType
  825. {
  826. GESTURE_NONE = 0,
  827. GESTURE_TAP = 1,
  828. GESTURE_DOUBLETAP = 2,
  829. GESTURE_HOLD = 4,
  830. GESTURE_DRAG = 8,
  831. GESTURE_SWIPE_RIGHT = 16,
  832. GESTURE_SWIPE_LEFT = 32,
  833. GESTURE_SWIPE_UP = 64,
  834. GESTURE_SWIPE_DOWN = 128,
  835. GESTURE_PINCH_IN = 256,
  836. GESTURE_PINCH_OUT = 512
  837. }
  838. // Camera system modes
  839. enum CameraMode
  840. {
  841. CAMERA_CUSTOM = 0,
  842. CAMERA_FREE = 1,
  843. CAMERA_ORBITAL = 2,
  844. CAMERA_FIRST_PERSON = 3,
  845. CAMERA_THIRD_PERSON = 4
  846. }
  847. // Camera projection modes
  848. enum CameraType : int
  849. {
  850. CAMERA_PERSPECTIVE = 0,
  851. CAMERA_ORTHOGRAPHIC = 1
  852. }
  853. // Type of n-patch
  854. enum NPatchType
  855. {
  856. NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
  857. NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
  858. NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
  859. }
  860. // Callbacks to be implemented by users
  861. alias TraceLogCallback = void function(int logType, const(char)* text, va_list args);
  862. // Prevents name mangling of functions
  863. //------------------------------------------------------------------------------------
  864. // Global Variables Definition
  865. //------------------------------------------------------------------------------------
  866. // It's lonely here...
  867. //------------------------------------------------------------------------------------
  868. // Window and Graphics Device Functions (Module: core)
  869. //------------------------------------------------------------------------------------
  870. // Window-related functions
  871. void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
  872. bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
  873. void CloseWindow(); // Close window and unload OpenGL context
  874. bool IsWindowReady(); // Check if window has been initialized successfully
  875. bool IsWindowMinimized(); // Check if window has been minimized (or lost focus)
  876. bool IsWindowResized(); // Check if window has been resized
  877. bool IsWindowHidden(); // Check if window is currently hidden
  878. bool IsWindowFullscreen(); // Check if window is currently fullscreen
  879. void ToggleFullscreen(); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
  880. void UnhideWindow(); // Show the window
  881. void HideWindow(); // Hide the window
  882. void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
  883. void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
  884. void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  885. void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
  886. void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  887. void SetWindowSize(int width, int height); // Set window dimensions
  888. void* GetWindowHandle(); // Get native window handle
  889. int GetScreenWidth(); // Get current screen width
  890. int GetScreenHeight(); // Get current screen height
  891. int GetMonitorCount(); // Get number of connected monitors
  892. int GetMonitorWidth(int monitor); // Get primary monitor width
  893. int GetMonitorHeight(int monitor); // Get primary monitor height
  894. int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
  895. int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
  896. Vector2 GetWindowPosition(); // Get window position XY on monitor
  897. const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
  898. const(char)* GetClipboardText(); // Get clipboard text content
  899. void SetClipboardText(const(char)* text); // Set clipboard text content
  900. // Cursor-related functions
  901. void ShowCursor(); // Shows cursor
  902. void HideCursor(); // Hides cursor
  903. bool IsCursorHidden(); // Check if cursor is not visible
  904. void EnableCursor(); // Enables cursor (unlock cursor)
  905. void DisableCursor(); // Disables cursor (lock cursor)
  906. // Drawing-related functions
  907. void ClearBackground(Color color); // Set background color (framebuffer clear color)
  908. void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
  909. void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
  910. void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
  911. void EndMode2D(); // Ends 2D mode with custom camera
  912. void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
  913. void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
  914. void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
  915. void EndTextureMode(); // Ends drawing to render texture
  916. void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  917. void EndScissorMode(); // End scissor mode
  918. // Screen-space-related functions
  919. Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
  920. Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
  921. Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
  922. Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
  923. Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
  924. Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
  925. Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
  926. // Timing-related functions
  927. void SetTargetFPS(int fps); // Set target FPS (maximum)
  928. int GetFPS(); // Returns current FPS
  929. float GetFrameTime(); // Returns time in seconds for last frame drawn
  930. double GetTime(); // Returns elapsed time in seconds since InitWindow ()
  931. // Color-related functions
  932. int ColorToInt(Color color); // Returns hexadecimal value for a Color
  933. Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
  934. Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
  935. Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
  936. Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
  937. Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
  938. Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
  939. // Misc. functions
  940. void SetConfigFlags(ubyte flags); // Setup window configuration flags (view FLAGS)
  941. void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
  942. void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
  943. void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
  944. void TraceLog(int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
  945. void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
  946. int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
  947. // Files management functions
  948. ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
  949. void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
  950. char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
  951. void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
  952. bool FileExists(const(char)* fileName); // Check if file exists
  953. bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
  954. bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
  955. const(char)* GetExtension(const(char)* fileName); // Get pointer to extension for a filename string
  956. const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
  957. const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
  958. const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
  959. const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
  960. const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
  961. char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
  962. void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
  963. bool ChangeDirectory(const(char)* dir); // Change working directory, returns true if success
  964. bool IsFileDropped(); // Check if a file has been dropped into window
  965. char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
  966. void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
  967. c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
  968. ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
  969. ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
  970. // Persistent storage management
  971. void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
  972. int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
  973. void OpenURL(const(char)* url); // Open URL with default system browser (if available)
  974. //------------------------------------------------------------------------------------
  975. // Input Handling Functions (Module: core)
  976. //------------------------------------------------------------------------------------
  977. // Input-related functions: keyboard
  978. bool IsKeyPressed(int key); // Detect if a key has been pressed once
  979. bool IsKeyDown(int key); // Detect if a key is being pressed
  980. bool IsKeyReleased(int key); // Detect if a key has been released once
  981. bool IsKeyUp(int key); // Detect if a key is NOT being pressed
  982. void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
  983. int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
  984. // Input-related functions: gamepads
  985. bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
  986. bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available)
  987. const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id
  988. bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
  989. bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
  990. bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
  991. bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
  992. int GetGamepadButtonPressed(); // Get the last gamepad button pressed
  993. int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
  994. float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
  995. // Input-related functions: mouse
  996. bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
  997. bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
  998. bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
  999. bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
  1000. int GetMouseX(); // Returns mouse position X
  1001. int GetMouseY(); // Returns mouse position Y
  1002. Vector2 GetMousePosition(); // Returns mouse position XY
  1003. void SetMousePosition(int x, int y); // Set mouse position XY
  1004. void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
  1005. void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
  1006. int GetMouseWheelMove(); // Returns mouse wheel movement Y
  1007. // Input-related functions: touch
  1008. int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size)
  1009. int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size)
  1010. Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
  1011. //------------------------------------------------------------------------------------
  1012. // Gestures and Touch Handling Functions (Module: gestures)
  1013. //------------------------------------------------------------------------------------
  1014. void SetGesturesEnabled(uint gestureFlags); // Enable a set of gestures using flags
  1015. bool IsGestureDetected(int gesture); // Check if a gesture have been detected
  1016. int GetGestureDetected(); // Get latest detected gesture
  1017. int GetTouchPointsCount(); // Get touch points count
  1018. float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
  1019. Vector2 GetGestureDragVector(); // Get gesture drag vector
  1020. float GetGestureDragAngle(); // Get gesture drag angle
  1021. Vector2 GetGesturePinchVector(); // Get gesture pinch delta
  1022. float GetGesturePinchAngle(); // Get gesture pinch angle
  1023. //------------------------------------------------------------------------------------
  1024. // Camera System Functions (Module: camera)
  1025. //------------------------------------------------------------------------------------
  1026. void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
  1027. void UpdateCamera(Camera* camera); // Update camera position for selected mode
  1028. void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
  1029. void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
  1030. void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
  1031. void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey,
  1032. int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
  1033. //------------------------------------------------------------------------------------
  1034. // Basic Shapes Drawing Functions (Module: shapes)
  1035. //------------------------------------------------------------------------------------
  1036. // Basic shapes drawing functions
  1037. void DrawPixel(int posX, int posY, Color color); // Draw a pixel
  1038. void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
  1039. void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  1040. void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
  1041. void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
  1042. void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
  1043. void DrawLineStrip(Vector2* points, int numPoints, Color color); // Draw lines sequence
  1044. void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  1045. void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle,
  1046. int segments, Color color); // Draw a piece of a circle
  1047. void DrawCircleSectorLines(Vector2 center, float radius, int startAngle,
  1048. int endAngle, int segments, Color color); // Draw circle sector outline
  1049. void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  1050. void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  1051. void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
  1052. void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
  1053. void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
  1054. void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle,
  1055. int endAngle, int segments, Color color); // Draw ring
  1056. void DrawRingLines(Vector2 center, float innerRadius, float outerRadius,
  1057. int startAngle, int endAngle, int segments, Color color); // Draw ring outline
  1058. void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  1059. void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  1060. void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
  1061. void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  1062. void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  1063. void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  1064. void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  1065. void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  1066. void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
  1067. void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  1068. void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments,
  1069. int lineThick, Color color); // Draw rectangle with rounded edges outline
  1070. void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1071. void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
  1072. void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
  1073. void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
  1074. void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  1075. void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
  1076. // Basic shapes collision detection functions
  1077. bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  1078. bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  1079. bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  1080. Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  1081. bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
  1082. bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  1083. bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  1084. //------------------------------------------------------------------------------------
  1085. // Texture Loading and Drawing Functions (Module: textures)
  1086. //------------------------------------------------------------------------------------
  1087. // Image loading functions
  1088. // NOTE: This functions do not require GPU access
  1089. Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
  1090. Image LoadImageEx(Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
  1091. Image LoadImagePro(void* data, int width, int height, int format); // Load image from raw data with parameters
  1092. Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  1093. void UnloadImage(Image image); // Unload image from CPU memory (RAM)
  1094. void ExportImage(Image image, const(char)* fileName); // Export image data to file
  1095. void ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes
  1096. Color* GetImageData(Image image); // Get pixel data from image as a Color struct array
  1097. Vector4* GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
  1098. // Image generation functions
  1099. Image GenImageColor(int width, int height, Color color); // Generate image: plain color
  1100. Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
  1101. Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
  1102. Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1103. Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1104. Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
  1105. Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1106. Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
  1107. // Image manipulation functions
  1108. Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
  1109. Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
  1110. Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1111. Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1112. void ImageToPOT(Image* image, Color fillColor); // Convert image to POT (power-of-two)
  1113. void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
  1114. void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
  1115. void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
  1116. void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
  1117. void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
  1118. void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
  1119. void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  1120. void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  1121. void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX,
  1122. int offsetY, Color color); // Resize canvas and fill with color
  1123. void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
  1124. void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  1125. void ImageFlipVertical(Image* image); // Flip image vertically
  1126. void ImageFlipHorizontal(Image* image); // Flip image horizontally
  1127. void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
  1128. void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
  1129. void ImageColorTint(Image* image, Color color); // Modify image color: tint
  1130. void ImageColorInvert(Image* image); // Modify image color: invert
  1131. void ImageColorGrayscale(Image* image); // Modify image color: grayscale
  1132. void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1133. void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1134. void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
  1135. Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
  1136. Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
  1137. // Image drawing functions
  1138. // NOTE: Image software-rendering functions (CPU)
  1139. void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
  1140. void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
  1141. void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
  1142. void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  1143. void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
  1144. void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
  1145. void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
  1146. void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
  1147. void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
  1148. void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1149. void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1150. void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
  1151. void ImageDrawText(Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
  1152. void ImageDrawTextEx(Image* dst, Vector2 position, Font font, const(char)* text,
  1153. float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
  1154. // Texture loading functions
  1155. // NOTE: These functions require GPU access
  1156. Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  1157. Texture2D LoadTextureFromImage(Image image); // Load texture from image data
  1158. TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
  1159. RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
  1160. void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
  1161. void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  1162. void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  1163. Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
  1164. Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot)
  1165. // Texture2D configuration functions
  1166. void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
  1167. void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
  1168. void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
  1169. // Texture2D drawing functions
  1170. void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1171. void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1172. void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1173. void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1174. void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
  1175. void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec,
  1176. Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
  1177. void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo,
  1178. Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
  1179. // Image/Texture misc functions
  1180. int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
  1181. //------------------------------------------------------------------------------------
  1182. // Font Loading and Text Drawing Functions (Module: text)
  1183. //------------------------------------------------------------------------------------
  1184. // Font loading/unloading functions
  1185. Font GetFontDefault(); // Get the default Font
  1186. Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1187. Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
  1188. Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1189. CharInfo* LoadFontData(const(char)* fileName, int fontSize, int* fontChars,
  1190. int charsCount, int type); // Load font data for further use
  1191. Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs,
  1192. int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1193. void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
  1194. // Text drawing functions
  1195. void DrawFPS(int posX, int posY); // Shows current FPS
  1196. void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1197. void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize,
  1198. float spacing, Color tint); // Draw text using font and additional parameters
  1199. void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize,
  1200. float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
  1201. void DrawTextRecEx(Font font, const(char)* text, Rectangle rec, float fontSize,
  1202. float spacing, bool wordWrap, Color tint, int selectStart,
  1203. int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
  1204. void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
  1205. // Text misc. functions
  1206. int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
  1207. Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1208. int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
  1209. // Text strings management functions (no utf8 strings, only byte chars)
  1210. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1211. int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
  1212. bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
  1213. uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
  1214. const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style)
  1215. const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
  1216. char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
  1217. char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!)
  1218. const(char)* TextJoin(const(char)** textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1219. const(char)** TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1220. void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1221. int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
  1222. const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
  1223. const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
  1224. const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
  1225. int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
  1226. char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
  1227. // UTF8 text strings management functions
  1228. int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
  1229. int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
  1230. int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
  1231. const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
  1232. //------------------------------------------------------------------------------------
  1233. // Basic 3d Shapes Drawing Functions (Module: models)
  1234. //------------------------------------------------------------------------------------
  1235. // Basic geometric 3D shapes drawing functions
  1236. void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1237. void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
  1238. void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
  1239. float rotationAngle, Color color); // Draw a circle in 3D world space
  1240. void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
  1241. void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1242. void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1243. void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1244. void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
  1245. float height, float length, Color color); // Draw cube textured
  1246. void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
  1247. void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1248. void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1249. void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom,
  1250. float height, int slices, Color color); // Draw a cylinder/cone
  1251. void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom,
  1252. float height, int slices, Color color); // Draw a cylinder/cone wires
  1253. void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1254. void DrawRay(Ray ray, Color color); // Draw a ray line
  1255. void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1256. void DrawGizmo(Vector3 position); // Draw simple gizmo
  1257. //DrawTorus (), DrawTeapot () could be useful?
  1258. //------------------------------------------------------------------------------------
  1259. // Model 3d Loading and Drawing Functions (Module: models)
  1260. //------------------------------------------------------------------------------------
  1261. // Model loading/unloading functions
  1262. Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
  1263. Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
  1264. void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
  1265. // Mesh loading/unloading functions
  1266. Mesh* LoadMeshes(const(char)* fileName, int* meshCount); // Load meshes from model file
  1267. void ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file
  1268. void UnloadMesh(Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
  1269. // Material loading/unloading functions
  1270. Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
  1271. Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1272. void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
  1273. void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
  1274. void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
  1275. // Model animations loading/unloading functions
  1276. ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file
  1277. void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
  1278. void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
  1279. bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
  1280. // Mesh generation functions
  1281. Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
  1282. Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1283. Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
  1284. Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1285. Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1286. Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
  1287. Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
  1288. Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1289. Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1290. Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1291. // Mesh manipulation functions
  1292. BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
  1293. void MeshTangents(Mesh* mesh); // Compute mesh tangents
  1294. void MeshBinormals(Mesh* mesh); // Compute mesh binormals
  1295. // Model drawing functions
  1296. void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1297. void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
  1298. float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1299. void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1300. void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
  1301. float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
  1302. void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
  1303. void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
  1304. void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
  1305. Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
  1306. // Collision detection functions
  1307. bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
  1308. bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
  1309. bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
  1310. bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
  1311. bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
  1312. bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
  1313. RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
  1314. RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1315. RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
  1316. //------------------------------------------------------------------------------------
  1317. // Shaders System Functions (Module: rlgl)
  1318. // NOTE: This functions are useless when using OpenGL 1.1
  1319. //------------------------------------------------------------------------------------
  1320. // Shader loading/unloading functions
  1321. Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  1322. Shader LoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
  1323. void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
  1324. Shader GetShaderDefault(); // Get default shader
  1325. Texture2D GetTextureDefault(); // Get default texture
  1326. Texture2D GetShapesTexture(); // Get texture to draw shapes
  1327. Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
  1328. void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
  1329. // Shader configuration functions
  1330. int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
  1331. void SetShaderValue(Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
  1332. void SetShaderValueV(Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  1333. void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
  1334. void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
  1335. void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
  1336. void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
  1337. Matrix GetMatrixModelview(); // Get internal modelview matrix
  1338. Matrix GetMatrixProjection(); // Get internal projection matrix
  1339. // Texture maps generation (PBR)
  1340. // NOTE: Required shaders should be provided
  1341. Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
  1342. Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
  1343. Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
  1344. Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
  1345. // Shading begin/end functions
  1346. void BeginShaderMode(Shader shader); // Begin custom shader drawing
  1347. void EndShaderMode(); // End custom shader drawing (use default shader)
  1348. void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
  1349. void EndBlendMode(); // End blending mode (reset to default: alpha blending)
  1350. // VR control functions
  1351. void InitVrSimulator(); // Init VR simulator for selected device parameters
  1352. void CloseVrSimulator(); // Close VR simulator for current device
  1353. void UpdateVrTracking(Camera* camera); // Update VR tracking (position and orientation) and camera
  1354. void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
  1355. bool IsVrSimulatorReady(); // Detect if VR simulator is ready
  1356. void ToggleVrMode(); // Enable/Disable VR experience
  1357. void BeginVrDrawing(); // Begin VR simulator stereo rendering
  1358. void EndVrDrawing(); // End VR simulator stereo rendering
  1359. //------------------------------------------------------------------------------------
  1360. // Audio Loading and Playing Functions (Module: audio)
  1361. //------------------------------------------------------------------------------------
  1362. // Audio device management functions
  1363. void InitAudioDevice(); // Initialize audio device and context
  1364. void CloseAudioDevice(); // Close the audio device and context
  1365. bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
  1366. void SetMasterVolume(float volume); // Set master volume (listener)
  1367. // Wave/Sound loading/unloading functions
  1368. Wave LoadWave(const(char)* fileName); // Load wave data from file
  1369. Sound LoadSound(const(char)* fileName); // Load sound from file
  1370. Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
  1371. void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
  1372. void UnloadWave(Wave wave); // Unload wave data
  1373. void UnloadSound(Sound sound); // Unload sound
  1374. void ExportWave(Wave wave, const(char)* fileName); // Export wave data to file
  1375. void ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
  1376. // Wave/Sound management functions
  1377. void PlaySound(Sound sound); // Play a sound
  1378. void StopSound(Sound sound); // Stop playing a sound
  1379. void PauseSound(Sound sound); // Pause a sound
  1380. void ResumeSound(Sound sound); // Resume a paused sound
  1381. void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
  1382. void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
  1383. int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
  1384. bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
  1385. void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1386. void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1387. void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1388. Wave WaveCopy(Wave wave); // Copy a wave to a new wave
  1389. void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1390. float* GetWaveData(Wave wave); // Get samples data from wave as a floats array
  1391. // Music management functions
  1392. Music LoadMusicStream(const(char)* fileName); // Load music stream from file
  1393. void UnloadMusicStream(Music music); // Unload music stream
  1394. void PlayMusicStream(Music music); // Start music playing
  1395. void UpdateMusicStream(Music music); // Updates buffers for music streaming
  1396. void StopMusicStream(Music music); // Stop music playing
  1397. void PauseMusicStream(Music music); // Pause music playing
  1398. void ResumeMusicStream(Music music); // Resume playing paused music
  1399. bool IsMusicPlaying(Music music); // Check if music is playing
  1400. void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
  1401. void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1402. void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
  1403. float GetMusicTimeLength(Music music); // Get music time length (in seconds)
  1404. float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
  1405. // AudioStream management functions
  1406. AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
  1407. void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
  1408. void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
  1409. bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
  1410. void PlayAudioStream(AudioStream stream); // Play audio stream
  1411. void PauseAudioStream(AudioStream stream); // Pause audio stream
  1412. void ResumeAudioStream(AudioStream stream); // Resume audio stream
  1413. bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
  1414. void StopAudioStream(AudioStream stream); // Stop audio stream
  1415. void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1416. void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1417. void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
  1418. //------------------------------------------------------------------------------------
  1419. // Network (Module: network)
  1420. //------------------------------------------------------------------------------------
  1421. // IN PROGRESS: Check rnet.h for reference
  1422. // RAYLIB_H