raylib.d 88 KB

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  1. module raylib;
  2. public
  3. {
  4. import rlgl;
  5. import easings;
  6. import raymath;
  7. import raymathext;
  8. import raylib_types;
  9. import raylib_config;
  10. }
  11. /**********************************************************************************************
  12. *
  13. * raylib v4.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  14. *
  15. * FEATURES:
  16. * - NO external dependencies, all required libraries included with raylib
  17. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
  18. * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
  19. * - Written in plain C code (C99) in PascalCase/camelCase notation
  20. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
  21. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  22. * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
  23. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  24. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  25. * - Flexible Materials system, supporting classic maps and PBR maps
  26. * - Animated 3D models supported (skeletal bones animation) (IQM)
  27. * - Shaders support, including Model shaders and Postprocessing shaders
  28. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  29. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  30. * - VR stereo rendering with configurable HMD device parameters
  31. * - Bindings to multiple programming languages available!
  32. *
  33. * NOTES:
  34. * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
  35. * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
  36. * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
  37. * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
  38. *
  39. * DEPENDENCIES (included):
  40. * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
  41. * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
  42. * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
  43. *
  44. * OPTIONAL DEPENDENCIES (included):
  45. * [rcore] msf_gif (Miles Fogle) for GIF recording
  46. * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorythm
  47. * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorythm
  48. * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  49. * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
  50. * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
  51. * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
  52. * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
  53. * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
  54. * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  55. * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
  56. * [raudio] dr_wav (David Reid) for WAV audio file loading
  57. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  58. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  59. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  60. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  61. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  62. *
  63. *
  64. * LICENSE: zlib/libpng
  65. *
  66. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  67. * BSD-like license that allows static linking with closed source software:
  68. *
  69. * Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
  70. *
  71. * This software is provided "as-is", without any express or implied warranty. In no event
  72. * will the authors be held liable for any damages arising from the use of this software.
  73. *
  74. * Permission is granted to anyone to use this software for any purpose, including commercial
  75. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  76. *
  77. * 1. The origin of this software must not be misrepresented; you must not claim that you
  78. * wrote the original software. If you use this software in a product, an acknowledgment
  79. * in the product documentation would be appreciated but is not required.
  80. *
  81. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  82. * as being the original software.
  83. *
  84. * 3. This notice may not be removed or altered from any source distribution.
  85. *
  86. **********************************************************************************************/
  87. import core.stdc.config;
  88. import core.stdc.stdarg;
  89. extern (C) @nogc nothrow:
  90. // Required for: va_list - Only used by TraceLogCallback
  91. enum RAYLIB_VERSION = "4.0";
  92. // Function specifiers in case library is build/used as a shared library (Windows)
  93. // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
  94. // We are building the library as a Win32 shared library (.dll)
  95. // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
  96. //----------------------------------------------------------------------------------
  97. // Some basic Defines
  98. //----------------------------------------------------------------------------------
  99. enum PI = 3.14159265358979323846f;
  100. enum DEG2RAD = PI / 180.0f;
  101. enum RAD2DEG = 180.0f / PI;
  102. // Allow custom memory allocators
  103. // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
  104. // Plain structures in C++ (without constructors) can be initialized with { }
  105. extern (D) auto CLITERAL(T)(auto ref T type)
  106. {
  107. return type;
  108. }
  109. // NOTE: We set some defines with some data types declared by raylib
  110. // Other modules (raymath, rlgl) also require some of those types, so,
  111. // to be able to use those other modules as standalone (not depending on raylib)
  112. // this defines are very useful for internal check and avoid type (re)definitions
  113. // Some Basic Colors
  114. // 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)
  115. //----------------------------------------------------------------------------------
  116. // Structures Definition
  117. //----------------------------------------------------------------------------------
  118. // Boolean type
  119. // Vector2, 2 components
  120. // Vector x component
  121. // Vector y component
  122. // Vector3, 3 components
  123. // Vector x component
  124. // Vector y component
  125. // Vector z component
  126. // Vector4, 4 components
  127. // Vector x component
  128. // Vector y component
  129. // Vector z component
  130. // Vector w component
  131. // Quaternion, 4 components (Vector4 alias)
  132. // Matrix, 4x4 components, column major, OpenGL style, right handed
  133. // Matrix first row (4 components)
  134. // Matrix second row (4 components)
  135. // Matrix third row (4 components)
  136. // Matrix fourth row (4 components)
  137. // Color, 4 components, R8G8B8A8 (32bit)
  138. struct Color
  139. {
  140. ubyte r; // Color red value
  141. ubyte g; // Color green value
  142. ubyte b; // Color blue value
  143. ubyte a; // Color alpha value
  144. }
  145. // Rectangle, 4 components
  146. // Rectangle top-left corner position x
  147. // Rectangle top-left corner position y
  148. // Rectangle width
  149. // Rectangle height
  150. // Image, pixel data stored in CPU memory (RAM)
  151. struct Image
  152. {
  153. void* data; // Image raw data
  154. int width; // Image base width
  155. int height; // Image base height
  156. int mipmaps; // Mipmap levels, 1 by default
  157. int format; // Data format (PixelFormat type)
  158. }
  159. // Texture, tex data stored in GPU memory (VRAM)
  160. struct Texture
  161. {
  162. uint id; // OpenGL texture id
  163. int width; // Texture base width
  164. int height; // Texture base height
  165. int mipmaps; // Mipmap levels, 1 by default
  166. int format; // Data format (PixelFormat type)
  167. }
  168. // Texture2D, same as Texture
  169. alias Texture2D = Texture;
  170. // TextureCubemap, same as Texture
  171. alias TextureCubemap = Texture;
  172. // RenderTexture, fbo for texture rendering
  173. struct RenderTexture
  174. {
  175. uint id; // OpenGL framebuffer object id
  176. Texture texture; // Color buffer attachment texture
  177. Texture depth; // Depth buffer attachment texture
  178. }
  179. // RenderTexture2D, same as RenderTexture
  180. alias RenderTexture2D = RenderTexture;
  181. // NPatchInfo, n-patch layout info
  182. struct NPatchInfo
  183. {
  184. Rectangle source; // Texture source rectangle
  185. int left; // Left border offset
  186. int top; // Top border offset
  187. int right; // Right border offset
  188. int bottom; // Bottom border offset
  189. int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
  190. }
  191. // GlyphInfo, font characters glyphs info
  192. struct GlyphInfo
  193. {
  194. int value; // Character value (Unicode)
  195. int offsetX; // Character offset X when drawing
  196. int offsetY; // Character offset Y when drawing
  197. int advanceX; // Character advance position X
  198. Image image; // Character image data
  199. }
  200. // Font, font texture and GlyphInfo array data
  201. struct Font
  202. {
  203. int baseSize; // Base size (default chars height)
  204. int glyphCount; // Number of glyph characters
  205. int glyphPadding; // Padding around the glyph characters
  206. Texture2D texture; // Texture atlas containing the glyphs
  207. Rectangle* recs; // Rectangles in texture for the glyphs
  208. GlyphInfo* glyphs; // Glyphs info data
  209. }
  210. // Camera, defines position/orientation in 3d space
  211. struct Camera3D
  212. {
  213. Vector3 position; // Camera position
  214. Vector3 target; // Camera target it looks-at
  215. Vector3 up; // Camera up vector (rotation over its axis)
  216. float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
  217. int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  218. }
  219. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  220. // Camera2D, defines position/orientation in 2d space
  221. struct Camera2D
  222. {
  223. Vector2 offset; // Camera offset (displacement from target)
  224. Vector2 target; // Camera target (rotation and zoom origin)
  225. float rotation; // Camera rotation in degrees
  226. float zoom; // Camera zoom (scaling), should be 1.0f by default
  227. }
  228. // Mesh, vertex data and vao/vbo
  229. struct Mesh
  230. {
  231. int vertexCount; // Number of vertices stored in arrays
  232. int triangleCount; // Number of triangles stored (indexed or not)
  233. // Vertex attributes data
  234. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  235. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  236. float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
  237. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  238. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  239. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  240. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  241. // Animation vertex data
  242. float* animVertices; // Animated vertex positions (after bones transformations)
  243. float* animNormals; // Animated normals (after bones transformations)
  244. ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
  245. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  246. // OpenGL identifiers
  247. uint vaoId; // OpenGL Vertex Array Object id
  248. uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  249. }
  250. // Shader
  251. struct Shader
  252. {
  253. uint id; // Shader program id
  254. int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
  255. }
  256. // MaterialMap
  257. struct MaterialMap
  258. {
  259. Texture2D texture; // Material map texture
  260. Color color; // Material map color
  261. float value; // Material map value
  262. }
  263. // Material, includes shader and maps
  264. struct Material
  265. {
  266. Shader shader; // Material shader
  267. MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
  268. float[4] params; // Material generic parameters (if required)
  269. }
  270. // Transform, vectex transformation data
  271. struct Transform
  272. {
  273. Vector3 translation; // Translation
  274. Quaternion rotation; // Rotation
  275. Vector3 scale; // Scale
  276. }
  277. // Bone, skeletal animation bone
  278. struct BoneInfo
  279. {
  280. char[32] name; // Bone name
  281. int parent; // Bone parent
  282. }
  283. // Model, meshes, materials and animation data
  284. struct Model
  285. {
  286. Matrix transform; // Local transform matrix
  287. int meshCount; // Number of meshes
  288. int materialCount; // Number of materials
  289. Mesh* meshes; // Meshes array
  290. Material* materials; // Materials array
  291. int* meshMaterial; // Mesh material number
  292. // Animation data
  293. int boneCount; // Number of bones
  294. BoneInfo* bones; // Bones information (skeleton)
  295. Transform* bindPose; // Bones base transformation (pose)
  296. }
  297. // ModelAnimation
  298. struct ModelAnimation
  299. {
  300. int boneCount; // Number of bones
  301. int frameCount; // Number of animation frames
  302. BoneInfo* bones; // Bones information (skeleton)
  303. Transform** framePoses; // Poses array by frame
  304. }
  305. // Ray, ray for raycasting
  306. struct Ray
  307. {
  308. Vector3 position; // Ray position (origin)
  309. Vector3 direction; // Ray direction
  310. }
  311. // RayCollision, ray hit information
  312. struct RayCollision
  313. {
  314. bool hit; // Did the ray hit something?
  315. float distance; // Distance to nearest hit
  316. Vector3 point; // Point of nearest hit
  317. Vector3 normal; // Surface normal of hit
  318. }
  319. // BoundingBox
  320. struct BoundingBox
  321. {
  322. Vector3 min; // Minimum vertex box-corner
  323. Vector3 max; // Maximum vertex box-corner
  324. }
  325. // Wave, audio wave data
  326. struct Wave
  327. {
  328. uint frameCount; // Total number of frames (considering channels)
  329. uint sampleRate; // Frequency (samples per second)
  330. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  331. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  332. void* data; // Buffer data pointer
  333. }
  334. struct rAudioBuffer;
  335. // AudioStream, custom audio stream
  336. struct AudioStream
  337. {
  338. rAudioBuffer* buffer; // Pointer to internal data used by the audio system
  339. uint sampleRate; // Frequency (samples per second)
  340. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  341. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  342. }
  343. // Sound
  344. struct Sound
  345. {
  346. AudioStream stream; // Audio stream
  347. uint frameCount; // Total number of frames (considering channels)
  348. }
  349. // Music, audio stream, anything longer than ~10 seconds should be streamed
  350. struct Music
  351. {
  352. AudioStream stream; // Audio stream
  353. uint frameCount; // Total number of frames (considering channels)
  354. bool looping; // Music looping enable
  355. int ctxType; // Type of music context (audio filetype)
  356. void* ctxData; // Audio context data, depends on type
  357. }
  358. // VrDeviceInfo, Head-Mounted-Display device parameters
  359. struct VrDeviceInfo
  360. {
  361. int hResolution; // Horizontal resolution in pixels
  362. int vResolution; // Vertical resolution in pixels
  363. float hScreenSize; // Horizontal size in meters
  364. float vScreenSize; // Vertical size in meters
  365. float vScreenCenter; // Screen center in meters
  366. float eyeToScreenDistance; // Distance between eye and display in meters
  367. float lensSeparationDistance; // Lens separation distance in meters
  368. float interpupillaryDistance; // IPD (distance between pupils) in meters
  369. float[4] lensDistortionValues; // Lens distortion constant parameters
  370. float[4] chromaAbCorrection; // Chromatic aberration correction parameters
  371. }
  372. // VrStereoConfig, VR stereo rendering configuration for simulator
  373. struct VrStereoConfig
  374. {
  375. Matrix[2] projection; // VR projection matrices (per eye)
  376. Matrix[2] viewOffset; // VR view offset matrices (per eye)
  377. float[2] leftLensCenter; // VR left lens center
  378. float[2] rightLensCenter; // VR right lens center
  379. float[2] leftScreenCenter; // VR left screen center
  380. float[2] rightScreenCenter; // VR right screen center
  381. float[2] scale; // VR distortion scale
  382. float[2] scaleIn; // VR distortion scale in
  383. }
  384. //----------------------------------------------------------------------------------
  385. // Enumerators Definition
  386. //----------------------------------------------------------------------------------
  387. // System/Window config flags
  388. // NOTE: Every bit registers one state (use it with bit masks)
  389. // By default all flags are set to 0
  390. enum ConfigFlags
  391. {
  392. FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
  393. FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
  394. FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
  395. FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
  396. FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
  397. FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
  398. FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
  399. FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
  400. FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
  401. FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
  402. FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
  403. FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
  404. FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
  405. FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
  406. }
  407. // Trace log level
  408. // NOTE: Organized by priority level
  409. enum TraceLogLevel
  410. {
  411. LOG_ALL = 0, // Display all logs
  412. LOG_TRACE = 1, // Trace logging, intended for internal use only
  413. LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
  414. LOG_INFO = 3, // Info logging, used for program execution info
  415. LOG_WARNING = 4, // Warning logging, used on recoverable failures
  416. LOG_ERROR = 5, // Error logging, used on unrecoverable failures
  417. LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  418. LOG_NONE = 7 // Disable logging
  419. }
  420. // Keyboard keys (US keyboard layout)
  421. // NOTE: Use GetKeyPressed() to allow redefining
  422. // required keys for alternative layouts
  423. enum KeyboardKey
  424. {
  425. KEY_NULL = 0, // Key: NULL, used for no key pressed
  426. // Alphanumeric keys
  427. KEY_APOSTROPHE = 39, // Key: '
  428. KEY_COMMA = 44, // Key: ,
  429. KEY_MINUS = 45, // Key: -
  430. KEY_PERIOD = 46, // Key: .
  431. KEY_SLASH = 47, // Key: /
  432. KEY_ZERO = 48, // Key: 0
  433. KEY_ONE = 49, // Key: 1
  434. KEY_TWO = 50, // Key: 2
  435. KEY_THREE = 51, // Key: 3
  436. KEY_FOUR = 52, // Key: 4
  437. KEY_FIVE = 53, // Key: 5
  438. KEY_SIX = 54, // Key: 6
  439. KEY_SEVEN = 55, // Key: 7
  440. KEY_EIGHT = 56, // Key: 8
  441. KEY_NINE = 57, // Key: 9
  442. KEY_SEMICOLON = 59, // Key: ;
  443. KEY_EQUAL = 61, // Key: =
  444. KEY_A = 65, // Key: A | a
  445. KEY_B = 66, // Key: B | b
  446. KEY_C = 67, // Key: C | c
  447. KEY_D = 68, // Key: D | d
  448. KEY_E = 69, // Key: E | e
  449. KEY_F = 70, // Key: F | f
  450. KEY_G = 71, // Key: G | g
  451. KEY_H = 72, // Key: H | h
  452. KEY_I = 73, // Key: I | i
  453. KEY_J = 74, // Key: J | j
  454. KEY_K = 75, // Key: K | k
  455. KEY_L = 76, // Key: L | l
  456. KEY_M = 77, // Key: M | m
  457. KEY_N = 78, // Key: N | n
  458. KEY_O = 79, // Key: O | o
  459. KEY_P = 80, // Key: P | p
  460. KEY_Q = 81, // Key: Q | q
  461. KEY_R = 82, // Key: R | r
  462. KEY_S = 83, // Key: S | s
  463. KEY_T = 84, // Key: T | t
  464. KEY_U = 85, // Key: U | u
  465. KEY_V = 86, // Key: V | v
  466. KEY_W = 87, // Key: W | w
  467. KEY_X = 88, // Key: X | x
  468. KEY_Y = 89, // Key: Y | y
  469. KEY_Z = 90, // Key: Z | z
  470. KEY_LEFT_BRACKET = 91, // Key: [
  471. KEY_BACKSLASH = 92, // Key: '\'
  472. KEY_RIGHT_BRACKET = 93, // Key: ]
  473. KEY_GRAVE = 96, // Key: `
  474. // Function keys
  475. KEY_SPACE = 32, // Key: Space
  476. KEY_ESCAPE = 256, // Key: Esc
  477. KEY_ENTER = 257, // Key: Enter
  478. KEY_TAB = 258, // Key: Tab
  479. KEY_BACKSPACE = 259, // Key: Backspace
  480. KEY_INSERT = 260, // Key: Ins
  481. KEY_DELETE = 261, // Key: Del
  482. KEY_RIGHT = 262, // Key: Cursor right
  483. KEY_LEFT = 263, // Key: Cursor left
  484. KEY_DOWN = 264, // Key: Cursor down
  485. KEY_UP = 265, // Key: Cursor up
  486. KEY_PAGE_UP = 266, // Key: Page up
  487. KEY_PAGE_DOWN = 267, // Key: Page down
  488. KEY_HOME = 268, // Key: Home
  489. KEY_END = 269, // Key: End
  490. KEY_CAPS_LOCK = 280, // Key: Caps lock
  491. KEY_SCROLL_LOCK = 281, // Key: Scroll down
  492. KEY_NUM_LOCK = 282, // Key: Num lock
  493. KEY_PRINT_SCREEN = 283, // Key: Print screen
  494. KEY_PAUSE = 284, // Key: Pause
  495. KEY_F1 = 290, // Key: F1
  496. KEY_F2 = 291, // Key: F2
  497. KEY_F3 = 292, // Key: F3
  498. KEY_F4 = 293, // Key: F4
  499. KEY_F5 = 294, // Key: F5
  500. KEY_F6 = 295, // Key: F6
  501. KEY_F7 = 296, // Key: F7
  502. KEY_F8 = 297, // Key: F8
  503. KEY_F9 = 298, // Key: F9
  504. KEY_F10 = 299, // Key: F10
  505. KEY_F11 = 300, // Key: F11
  506. KEY_F12 = 301, // Key: F12
  507. KEY_LEFT_SHIFT = 340, // Key: Shift left
  508. KEY_LEFT_CONTROL = 341, // Key: Control left
  509. KEY_LEFT_ALT = 342, // Key: Alt left
  510. KEY_LEFT_SUPER = 343, // Key: Super left
  511. KEY_RIGHT_SHIFT = 344, // Key: Shift right
  512. KEY_RIGHT_CONTROL = 345, // Key: Control right
  513. KEY_RIGHT_ALT = 346, // Key: Alt right
  514. KEY_RIGHT_SUPER = 347, // Key: Super right
  515. KEY_KB_MENU = 348, // Key: KB menu
  516. // Keypad keys
  517. KEY_KP_0 = 320, // Key: Keypad 0
  518. KEY_KP_1 = 321, // Key: Keypad 1
  519. KEY_KP_2 = 322, // Key: Keypad 2
  520. KEY_KP_3 = 323, // Key: Keypad 3
  521. KEY_KP_4 = 324, // Key: Keypad 4
  522. KEY_KP_5 = 325, // Key: Keypad 5
  523. KEY_KP_6 = 326, // Key: Keypad 6
  524. KEY_KP_7 = 327, // Key: Keypad 7
  525. KEY_KP_8 = 328, // Key: Keypad 8
  526. KEY_KP_9 = 329, // Key: Keypad 9
  527. KEY_KP_DECIMAL = 330, // Key: Keypad .
  528. KEY_KP_DIVIDE = 331, // Key: Keypad /
  529. KEY_KP_MULTIPLY = 332, // Key: Keypad *
  530. KEY_KP_SUBTRACT = 333, // Key: Keypad -
  531. KEY_KP_ADD = 334, // Key: Keypad +
  532. KEY_KP_ENTER = 335, // Key: Keypad Enter
  533. KEY_KP_EQUAL = 336, // Key: Keypad =
  534. // Android key buttons
  535. KEY_BACK = 4, // Key: Android back button
  536. KEY_MENU = 82, // Key: Android menu button
  537. KEY_VOLUME_UP = 24, // Key: Android volume up button
  538. KEY_VOLUME_DOWN = 25 // Key: Android volume down button
  539. }
  540. // Add backwards compatibility support for deprecated names
  541. enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT;
  542. enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT;
  543. enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE;
  544. // Mouse buttons
  545. enum MouseButton
  546. {
  547. MOUSE_BUTTON_LEFT = 0, // Mouse button left
  548. MOUSE_BUTTON_RIGHT = 1, // Mouse button right
  549. MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
  550. MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
  551. MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
  552. MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
  553. MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
  554. // backwards compatibility support for deprecated names
  555. MOUSE_LEFT_BUTTON = MOUSE_BUTTON_LEFT,
  556. MOUSE_RIGHT_BUTTON = MOUSE_BUTTON_RIGHT,
  557. MOUSE_MIDDLE_BUTTON = MOUSE_BUTTON_MIDDLE,
  558. }
  559. // Mouse cursor
  560. enum MouseCursor
  561. {
  562. MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
  563. MOUSE_CURSOR_ARROW = 1, // Arrow shape
  564. MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
  565. MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
  566. MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
  567. MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
  568. MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
  569. MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
  570. MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
  571. MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
  572. MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
  573. }
  574. // Gamepad buttons
  575. enum GamepadButton
  576. {
  577. GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
  578. GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
  579. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
  580. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
  581. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
  582. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
  583. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
  584. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
  585. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
  586. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
  587. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
  588. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
  589. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
  590. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
  591. GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
  592. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
  593. GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
  594. GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
  595. }
  596. // Gamepad axis
  597. enum GamepadAxis
  598. {
  599. GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
  600. GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
  601. GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
  602. GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
  603. GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
  604. GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
  605. }
  606. // Material map index
  607. enum MaterialMapIndex
  608. {
  609. MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
  610. MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
  611. MATERIAL_MAP_NORMAL = 2, // Normal material
  612. MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
  613. MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
  614. MATERIAL_MAP_EMISSION = 5, // Emission material
  615. MATERIAL_MAP_HEIGHT = 6, // Heightmap material
  616. MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  617. MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  618. MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  619. MATERIAL_MAP_BRDF = 10 // Brdf material
  620. }
  621. enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
  622. enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
  623. // Shader location index
  624. enum ShaderLocationIndex
  625. {
  626. SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
  627. SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
  628. SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
  629. SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
  630. SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
  631. SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
  632. SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
  633. SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
  634. SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
  635. SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
  636. SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
  637. SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
  638. SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
  639. SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
  640. SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
  641. SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
  642. SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
  643. SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
  644. SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
  645. SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
  646. SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
  647. SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
  648. SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
  649. SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
  650. SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
  651. SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
  652. }
  653. enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
  654. enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
  655. // Shader uniform data type
  656. enum ShaderUniformDataType
  657. {
  658. SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
  659. SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
  660. SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
  661. SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
  662. SHADER_UNIFORM_INT = 4, // Shader uniform type: int
  663. SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
  664. SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
  665. SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
  666. SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
  667. }
  668. // Shader attribute data types
  669. enum ShaderAttributeDataType
  670. {
  671. SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
  672. SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
  673. SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
  674. SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
  675. }
  676. // Pixel formats
  677. // NOTE: Support depends on OpenGL version and platform
  678. enum PixelFormat
  679. {
  680. PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  681. PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  682. PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  683. PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  684. PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  685. PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  686. PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  687. PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  688. PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  689. PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  690. PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
  691. PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
  692. PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
  693. PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
  694. PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
  695. PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
  696. PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
  697. PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
  698. PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
  699. PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
  700. PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
  701. }
  702. // Texture parameters: filter mode
  703. // NOTE 1: Filtering considers mipmaps if available in the texture
  704. // NOTE 2: Filter is accordingly set for minification and magnification
  705. enum TextureFilter
  706. {
  707. TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
  708. TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
  709. TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  710. TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  711. TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  712. TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  713. }
  714. // Texture parameters: wrap mode
  715. enum TextureWrap
  716. {
  717. TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
  718. TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  719. TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  720. TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  721. }
  722. // Cubemap layouts
  723. enum CubemapLayout
  724. {
  725. CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
  726. CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  727. CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
  728. CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  729. CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  730. CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
  731. }
  732. // Font type, defines generation method
  733. enum FontType
  734. {
  735. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  736. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  737. FONT_SDF = 2 // SDF font generation, requires external shader
  738. }
  739. // Color blending modes (pre-defined)
  740. enum BlendMode
  741. {
  742. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  743. BLEND_ADDITIVE = 1, // Blend textures adding colors
  744. BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
  745. BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
  746. BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
  747. BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use rlSetBlendMode())
  748. }
  749. // Gesture
  750. // NOTE: It could be used as flags to enable only some gestures
  751. enum Gesture
  752. {
  753. GESTURE_NONE = 0, // No gesture
  754. GESTURE_TAP = 1, // Tap gesture
  755. GESTURE_DOUBLETAP = 2, // Double tap gesture
  756. GESTURE_HOLD = 4, // Hold gesture
  757. GESTURE_DRAG = 8, // Drag gesture
  758. GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
  759. GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
  760. GESTURE_SWIPE_UP = 64, // Swipe up gesture
  761. GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
  762. GESTURE_PINCH_IN = 256, // Pinch in gesture
  763. GESTURE_PINCH_OUT = 512 // Pinch out gesture
  764. }
  765. // Camera system modes
  766. enum CameraMode
  767. {
  768. CAMERA_CUSTOM = 0, // Custom camera
  769. CAMERA_FREE = 1, // Free camera
  770. CAMERA_ORBITAL = 2, // Orbital camera
  771. CAMERA_FIRST_PERSON = 3, // First person camera
  772. CAMERA_THIRD_PERSON = 4 // Third person camera
  773. }
  774. // Camera projection
  775. enum CameraProjection
  776. {
  777. CAMERA_PERSPECTIVE = 0, // Perspective projection
  778. CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
  779. }
  780. // N-patch layout
  781. enum NPatchLayout
  782. {
  783. NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
  784. NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
  785. NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
  786. }
  787. // Callbacks to hook some internal functions
  788. // WARNING: This callbacks are intended for advance users
  789. alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
  790. alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data
  791. alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data
  792. alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
  793. alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
  794. //------------------------------------------------------------------------------------
  795. // Global Variables Definition
  796. //------------------------------------------------------------------------------------
  797. // It's lonely here...
  798. //------------------------------------------------------------------------------------
  799. // Window and Graphics Device Functions (Module: core)
  800. //------------------------------------------------------------------------------------
  801. // Prevents name mangling of functions
  802. // Window-related functions
  803. void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
  804. bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
  805. void CloseWindow(); // Close window and unload OpenGL context
  806. bool IsWindowReady(); // Check if window has been initialized successfully
  807. bool IsWindowFullscreen(); // Check if window is currently fullscreen
  808. bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
  809. bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
  810. bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
  811. bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
  812. bool IsWindowResized(); // Check if window has been resized last frame
  813. bool IsWindowState(uint flag); // Check if one specific window flag is enabled
  814. void SetWindowState(uint flags); // Set window configuration state using flags
  815. void ClearWindowState(uint flags); // Clear window configuration state flags
  816. void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
  817. void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
  818. void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
  819. void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
  820. void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
  821. void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
  822. void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  823. void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
  824. void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  825. void SetWindowSize(int width, int height); // Set window dimensions
  826. void* GetWindowHandle(); // Get native window handle
  827. int GetScreenWidth(); // Get current screen width
  828. int GetScreenHeight(); // Get current screen height
  829. int GetMonitorCount(); // Get number of connected monitors
  830. int GetCurrentMonitor(); // Get current connected monitor
  831. Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
  832. int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
  833. int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
  834. int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
  835. int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
  836. int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
  837. Vector2 GetWindowPosition(); // Get window position XY on monitor
  838. Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
  839. const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
  840. void SetClipboardText(const(char)* text); // Set clipboard text content
  841. const(char)* GetClipboardText(); // Get clipboard text content
  842. // Custom frame control functions
  843. // NOTE: Those functions are intended for advance users that want full control over the frame processing
  844. // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
  845. // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
  846. void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing)
  847. void PollInputEvents(); // Register all input events
  848. void WaitTime(float ms); // Wait for some milliseconds (halt program execution)
  849. // Cursor-related functions
  850. void ShowCursor(); // Shows cursor
  851. void HideCursor(); // Hides cursor
  852. bool IsCursorHidden(); // Check if cursor is not visible
  853. void EnableCursor(); // Enables cursor (unlock cursor)
  854. void DisableCursor(); // Disables cursor (lock cursor)
  855. bool IsCursorOnScreen(); // Check if cursor is on the screen
  856. // Drawing-related functions
  857. void ClearBackground(Color color); // Set background color (framebuffer clear color)
  858. void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
  859. void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
  860. void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
  861. void EndMode2D(); // Ends 2D mode with custom camera
  862. void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
  863. void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
  864. void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
  865. void EndTextureMode(); // Ends drawing to render texture
  866. void BeginShaderMode(Shader shader); // Begin custom shader drawing
  867. void EndShaderMode(); // End custom shader drawing (use default shader)
  868. void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
  869. void EndBlendMode(); // End blending mode (reset to default: alpha blending)
  870. void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  871. void EndScissorMode(); // End scissor mode
  872. void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
  873. void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
  874. // VR stereo config functions for VR simulator
  875. VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
  876. void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
  877. // Shader management functions
  878. // NOTE: Shader functionality is not available on OpenGL 1.1
  879. Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  880. Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
  881. int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
  882. int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
  883. void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
  884. void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  885. void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
  886. void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
  887. void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
  888. // Screen-space-related functions
  889. Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
  890. Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
  891. Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
  892. Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
  893. Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
  894. Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
  895. Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
  896. // Timing-related functions
  897. void SetTargetFPS(int fps); // Set target FPS (maximum)
  898. int GetFPS(); // Get current FPS
  899. float GetFrameTime(); // Get time in seconds for last frame drawn (delta time)
  900. double GetTime(); // Get elapsed time in seconds since InitWindow()
  901. // Misc. functions
  902. int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
  903. void SetRandomSeed(uint seed); // Set the seed for the random number generator
  904. void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
  905. void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
  906. void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
  907. void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
  908. void* MemAlloc(int size); // Internal memory allocator
  909. void* MemRealloc(void* ptr, int size); // Internal memory reallocator
  910. void MemFree(void* ptr); // Internal memory free
  911. // Set custom callbacks
  912. // WARNING: Callbacks setup is intended for advance users
  913. void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
  914. void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
  915. void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
  916. void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
  917. void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
  918. // Files management functions
  919. ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
  920. void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
  921. bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success
  922. char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
  923. void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText()
  924. bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
  925. bool FileExists(const(char)* fileName); // Check if file exists
  926. bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
  927. bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
  928. const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
  929. const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
  930. const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
  931. const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
  932. const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
  933. const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
  934. char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
  935. void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
  936. bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
  937. bool IsFileDropped(); // Check if a file has been dropped into window
  938. char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
  939. void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
  940. c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
  941. // Compression/Encoding functionality
  942. ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorithm)
  943. ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorithm)
  944. char* EncodeDataBase64(const(ubyte)* data, int dataLength, int* outputLength); // Encode data to Base64 string
  945. ubyte* DecodeDataBase64(ubyte* data, int* outputLength); // Decode Base64 string data
  946. // Persistent storage management
  947. bool SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position), returns true on success
  948. int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
  949. void OpenURL(const(char)* url); // Open URL with default system browser (if available)
  950. //------------------------------------------------------------------------------------
  951. // Input Handling Functions (Module: core)
  952. //------------------------------------------------------------------------------------
  953. // Input-related functions: keyboard
  954. bool IsKeyPressed(int key); // Check if a key has been pressed once
  955. bool IsKeyDown(int key); // Check if a key is being pressed
  956. bool IsKeyReleased(int key); // Check if a key has been released once
  957. bool IsKeyUp(int key); // Check if a key is NOT being pressed
  958. void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
  959. int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
  960. int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
  961. // Input-related functions: gamepads
  962. bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
  963. const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id
  964. bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
  965. bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
  966. bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
  967. bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
  968. int GetGamepadButtonPressed(); // Get the last gamepad button pressed
  969. int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
  970. float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
  971. int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
  972. // Input-related functions: mouse
  973. bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
  974. bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
  975. bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
  976. bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
  977. int GetMouseX(); // Get mouse position X
  978. int GetMouseY(); // Get mouse position Y
  979. Vector2 GetMousePosition(); // Get mouse position XY
  980. Vector2 GetMouseDelta(); // Get mouse delta between frames
  981. void SetMousePosition(int x, int y); // Set mouse position XY
  982. void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
  983. void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
  984. float GetMouseWheelMove(); // Get mouse wheel movement Y
  985. void SetMouseCursor(int cursor); // Set mouse cursor
  986. // Input-related functions: touch
  987. int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size)
  988. int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size)
  989. Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
  990. int GetTouchPointId(int index); // Get touch point identifier for given index
  991. int GetTouchPointCount(); // Get number of touch points
  992. //------------------------------------------------------------------------------------
  993. // Gestures and Touch Handling Functions (Module: rgestures)
  994. //------------------------------------------------------------------------------------
  995. void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
  996. bool IsGestureDetected(int gesture); // Check if a gesture have been detected
  997. int GetGestureDetected(); // Get latest detected gesture
  998. float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
  999. Vector2 GetGestureDragVector(); // Get gesture drag vector
  1000. float GetGestureDragAngle(); // Get gesture drag angle
  1001. Vector2 GetGesturePinchVector(); // Get gesture pinch delta
  1002. float GetGesturePinchAngle(); // Get gesture pinch angle
  1003. //------------------------------------------------------------------------------------
  1004. // Camera System Functions (Module: rcamera)
  1005. //------------------------------------------------------------------------------------
  1006. void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
  1007. void UpdateCamera(Camera* camera); // Update camera position for selected mode
  1008. void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
  1009. void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
  1010. void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
  1011. void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
  1012. //------------------------------------------------------------------------------------
  1013. // Basic Shapes Drawing Functions (Module: shapes)
  1014. //------------------------------------------------------------------------------------
  1015. // Set texture and rectangle to be used on shapes drawing
  1016. // NOTE: It can be useful when using basic shapes and one single font,
  1017. // defining a font char white rectangle would allow drawing everything in a single draw call
  1018. void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
  1019. // Basic shapes drawing functions
  1020. void DrawPixel(int posX, int posY, Color color); // Draw a pixel
  1021. void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
  1022. void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  1023. void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
  1024. void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
  1025. void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
  1026. void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
  1027. void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
  1028. void DrawLineStrip(Vector2* points, int pointCount, Color color); // Draw lines sequence
  1029. void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  1030. void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
  1031. void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
  1032. void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  1033. void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  1034. void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
  1035. void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
  1036. void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
  1037. void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
  1038. void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
  1039. void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  1040. void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  1041. void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
  1042. void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  1043. void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  1044. void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  1045. void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  1046. void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  1047. void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
  1048. void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  1049. void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
  1050. void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1051. void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
  1052. void DrawTriangleFan(Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
  1053. void DrawTriangleStrip(Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1054. void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  1055. void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
  1056. void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
  1057. // Basic shapes collision detection functions
  1058. bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  1059. bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  1060. bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  1061. bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
  1062. bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  1063. bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  1064. bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
  1065. bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
  1066. Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  1067. //------------------------------------------------------------------------------------
  1068. // Texture Loading and Drawing Functions (Module: textures)
  1069. //------------------------------------------------------------------------------------
  1070. // Image loading functions
  1071. // NOTE: This functions do not require GPU access
  1072. Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
  1073. Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  1074. Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
  1075. Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
  1076. Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
  1077. Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot)
  1078. void UnloadImage(Image image); // Unload image from CPU memory (RAM)
  1079. bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
  1080. bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
  1081. // Image generation functions
  1082. Image GenImageColor(int width, int height, Color color); // Generate image: plain color
  1083. Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
  1084. Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
  1085. Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1086. Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1087. Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
  1088. Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
  1089. // Image manipulation functions
  1090. Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
  1091. Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
  1092. Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1093. Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1094. void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
  1095. void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
  1096. void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
  1097. void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
  1098. void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
  1099. void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
  1100. void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
  1101. void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  1102. void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  1103. void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
  1104. void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image
  1105. void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  1106. void ImageFlipVertical(Image* image); // Flip image vertically
  1107. void ImageFlipHorizontal(Image* image); // Flip image horizontally
  1108. void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
  1109. void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
  1110. void ImageColorTint(Image* image, Color color); // Modify image color: tint
  1111. void ImageColorInvert(Image* image); // Modify image color: invert
  1112. void ImageColorGrayscale(Image* image); // Modify image color: grayscale
  1113. void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1114. void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1115. void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
  1116. Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
  1117. Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
  1118. void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
  1119. void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
  1120. Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
  1121. Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
  1122. // Image drawing functions
  1123. // NOTE: Image software-rendering functions (CPU)
  1124. void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
  1125. void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
  1126. void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
  1127. void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  1128. void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
  1129. void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
  1130. void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
  1131. void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
  1132. void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
  1133. void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1134. void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1135. void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
  1136. void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
  1137. void ImageDrawTextEx(Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
  1138. // Texture loading functions
  1139. // NOTE: These functions require GPU access
  1140. Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  1141. Texture2D LoadTextureFromImage(Image image); // Load texture from image data
  1142. TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
  1143. RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
  1144. void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
  1145. void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  1146. void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  1147. void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
  1148. // Texture configuration functions
  1149. void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
  1150. void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
  1151. void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
  1152. // Texture drawing functions
  1153. void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1154. void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1155. void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1156. void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1157. void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
  1158. void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
  1159. void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
  1160. void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
  1161. void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2* points, Vector2* texcoords, int pointCount, Color tint); // Draw a textured polygon
  1162. // Color/pixel related functions
  1163. Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1164. int ColorToInt(Color color); // Get hexadecimal value for a Color
  1165. Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
  1166. Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
  1167. Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
  1168. Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
  1169. Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1170. Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
  1171. Color GetColor(uint hexValue); // Get Color structure from hexadecimal value
  1172. Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
  1173. void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
  1174. int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
  1175. //------------------------------------------------------------------------------------
  1176. // Font Loading and Text Drawing Functions (Module: text)
  1177. //------------------------------------------------------------------------------------
  1178. // Font loading/unloading functions
  1179. Font GetFontDefault(); // Get the default Font
  1180. Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1181. Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int glyphCount); // Load font from file with extended parameters
  1182. Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1183. Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
  1184. GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount, int type); // Load font data for further use
  1185. Image GenImageFontAtlas(const(GlyphInfo)* chars, Rectangle** recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1186. void UnloadFontData(GlyphInfo* chars, int glyphCount); // Unload font chars info data (RAM)
  1187. void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
  1188. // Text drawing functions
  1189. void DrawFPS(int posX, int posY); // Draw current FPS
  1190. void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1191. void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  1192. void DrawTextPro(Font font, const(char)* text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
  1193. void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
  1194. // Text font info functions
  1195. int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
  1196. Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1197. int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
  1198. GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
  1199. Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
  1200. // Text codepoints management functions (unicode characters)
  1201. int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
  1202. void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory
  1203. int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
  1204. int GetCodepoint(const(char)* text, int* bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1205. const(char)* CodepointToUTF8(int codepoint, int* byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
  1206. char* TextCodepointsToUTF8(int* codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
  1207. // Text strings management functions (no UTF-8 strings, only byte chars)
  1208. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1209. int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
  1210. bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
  1211. uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
  1212. const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style)
  1213. const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
  1214. char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
  1215. char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
  1216. const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1217. const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1218. void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1219. int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
  1220. const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
  1221. const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
  1222. const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
  1223. int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
  1224. //------------------------------------------------------------------------------------
  1225. // Basic 3d Shapes Drawing Functions (Module: models)
  1226. //------------------------------------------------------------------------------------
  1227. // Basic geometric 3D shapes drawing functions
  1228. void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1229. void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
  1230. void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  1231. void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1232. void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1233. void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
  1234. void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1235. void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1236. void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1237. void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
  1238. void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
  1239. void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
  1240. void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1241. void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1242. void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  1243. void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
  1244. void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  1245. void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
  1246. void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1247. void DrawRay(Ray ray, Color color); // Draw a ray line
  1248. void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1249. //------------------------------------------------------------------------------------
  1250. // Model 3d Loading and Drawing Functions (Module: models)
  1251. //------------------------------------------------------------------------------------
  1252. // Model management functions
  1253. Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
  1254. Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
  1255. void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
  1256. void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
  1257. BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
  1258. // Model drawing functions
  1259. void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1260. void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1261. void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1262. 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
  1263. void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
  1264. void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
  1265. void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
  1266. void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
  1267. // Mesh management functions
  1268. void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
  1269. void UpdateMeshBuffer(Mesh mesh, int index, void* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
  1270. void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
  1271. void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
  1272. void DrawMeshInstanced(Mesh mesh, Material material, Matrix* transforms, int instances); // Draw multiple mesh instances with material and different transforms
  1273. bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
  1274. BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
  1275. void GenMeshTangents(Mesh* mesh); // Compute mesh tangents
  1276. void GenMeshBinormals(Mesh* mesh); // Compute mesh binormals
  1277. // Mesh generation functions
  1278. Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
  1279. Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1280. Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
  1281. Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1282. Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1283. Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
  1284. Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
  1285. Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
  1286. Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1287. Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1288. Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1289. // Material loading/unloading functions
  1290. Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
  1291. Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1292. void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
  1293. void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
  1294. void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
  1295. // Model animations loading/unloading functions
  1296. ModelAnimation* LoadModelAnimations(const(char)* fileName, uint* animCount); // Load model animations from file
  1297. void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
  1298. void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
  1299. void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data
  1300. bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
  1301. // Collision detection functions
  1302. bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
  1303. bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
  1304. bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
  1305. RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
  1306. RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
  1307. RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
  1308. RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
  1309. RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1310. RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
  1311. //------------------------------------------------------------------------------------
  1312. // Audio Loading and Playing Functions (Module: audio)
  1313. //------------------------------------------------------------------------------------
  1314. // Audio device management functions
  1315. void InitAudioDevice(); // Initialize audio device and context
  1316. void CloseAudioDevice(); // Close the audio device and context
  1317. bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
  1318. void SetMasterVolume(float volume); // Set master volume (listener)
  1319. // Wave/Sound loading/unloading functions
  1320. Wave LoadWave(const(char)* fileName); // Load wave data from file
  1321. Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
  1322. Sound LoadSound(const(char)* fileName); // Load sound from file
  1323. Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
  1324. void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
  1325. void UnloadWave(Wave wave); // Unload wave data
  1326. void UnloadSound(Sound sound); // Unload sound
  1327. bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
  1328. bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
  1329. // Wave/Sound management functions
  1330. void PlaySound(Sound sound); // Play a sound
  1331. void StopSound(Sound sound); // Stop playing a sound
  1332. void PauseSound(Sound sound); // Pause a sound
  1333. void ResumeSound(Sound sound); // Resume a paused sound
  1334. void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
  1335. void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
  1336. int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
  1337. bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
  1338. void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1339. void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1340. void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1341. Wave WaveCopy(Wave wave); // Copy a wave to a new wave
  1342. void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1343. float* LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
  1344. void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
  1345. // Music management functions
  1346. Music LoadMusicStream(const(char)* fileName); // Load music stream from file
  1347. Music LoadMusicStreamFromMemory(const(char)* fileType, ubyte* data, int dataSize); // Load music stream from data
  1348. void UnloadMusicStream(Music music); // Unload music stream
  1349. void PlayMusicStream(Music music); // Start music playing
  1350. bool IsMusicStreamPlaying(Music music); // Check if music is playing
  1351. void UpdateMusicStream(Music music); // Updates buffers for music streaming
  1352. void StopMusicStream(Music music); // Stop music playing
  1353. void PauseMusicStream(Music music); // Pause music playing
  1354. void ResumeMusicStream(Music music); // Resume playing paused music
  1355. void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
  1356. void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
  1357. void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1358. float GetMusicTimeLength(Music music); // Get music time length (in seconds)
  1359. float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
  1360. // AudioStream management functions
  1361. AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
  1362. void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
  1363. void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
  1364. bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
  1365. void PlayAudioStream(AudioStream stream); // Play audio stream
  1366. void PauseAudioStream(AudioStream stream); // Pause audio stream
  1367. void ResumeAudioStream(AudioStream stream); // Resume audio stream
  1368. bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
  1369. void StopAudioStream(AudioStream stream); // Stop audio stream
  1370. void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1371. void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1372. void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
  1373. // RAYLIB_H