package.d 98 KB

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  1. /**********************************************************************************************
  2. *
  3. * raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  4. *
  5. * FEATURES:
  6. * - NO external dependencies, all required libraries included with raylib
  7. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
  8. * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
  9. * - Written in plain C code (C99) in PascalCase/camelCase notation
  10. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
  11. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  12. * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
  13. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  14. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  15. * - Flexible Materials system, supporting classic maps and PBR maps
  16. * - Animated 3D models supported (skeletal bones animation) (IQM)
  17. * - Shaders support, including Model shaders and Postprocessing shaders
  18. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  19. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  20. * - VR stereo rendering with configurable HMD device parameters
  21. * - Bindings to multiple programming languages available!
  22. *
  23. * NOTES:
  24. * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
  25. * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
  26. * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
  27. * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
  28. *
  29. * DEPENDENCIES (included):
  30. * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
  31. * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
  32. * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
  33. *
  34. * OPTIONAL DEPENDENCIES (included):
  35. * [rcore] msf_gif (Miles Fogle) for GIF recording
  36. * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
  37. * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
  38. * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  39. * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
  40. * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
  41. * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
  42. * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
  43. * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
  44. * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  45. * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
  46. * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
  47. * [raudio] dr_wav (David Reid) for WAV audio file loading
  48. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  49. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  50. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  51. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  52. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  53. *
  54. *
  55. * LICENSE: zlib/libpng
  56. *
  57. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  58. * BSD-like license that allows static linking with closed source software:
  59. *
  60. * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
  61. *
  62. * This software is provided "as-is", without any express or implied warranty. In no event
  63. * will the authors be held liable for any damages arising from the use of this software.
  64. *
  65. * Permission is granted to anyone to use this software for any purpose, including commercial
  66. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  67. *
  68. * 1. The origin of this software must not be misrepresented; you must not claim that you
  69. * wrote the original software. If you use this software in a product, an acknowledgment
  70. * in the product documentation would be appreciated but is not required.
  71. *
  72. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  73. * as being the original software.
  74. *
  75. * 3. This notice may not be removed or altered from any source distribution.
  76. *
  77. **********************************************************************************************/
  78. module raylib;
  79. public
  80. {
  81. import raylib.rlgl;
  82. import raylib.reasings;
  83. import raylib.raymath;
  84. import raylib.raymathext;
  85. import raylib.rcamera;
  86. import raylib.raylib_types;
  87. import raylib.binding;
  88. }
  89. import core.stdc.config;
  90. import core.stdc.stdarg;
  91. extern (C) @nogc nothrow:
  92. // Required for: va_list - Only used by TraceLogCallback
  93. enum RAYLIB_VERSION_MAJOR = 5;
  94. enum RAYLIB_VERSION_MINOR = 0;
  95. enum RAYLIB_VERSION_PATCH = 0;
  96. enum RAYLIB_VERSION = "5.0";
  97. // Function specifiers in case library is build/used as a shared library (Windows)
  98. // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
  99. // We are building the library as a Win32 shared library (.dll)
  100. // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
  101. //----------------------------------------------------------------------------------
  102. // Some basic Defines
  103. //----------------------------------------------------------------------------------
  104. enum PI = 3.14159265358979323846f;
  105. enum DEG2RAD = PI / 180.0f;
  106. enum RAD2DEG = 180.0f / PI;
  107. // Allow custom memory allocators
  108. // NOTE: Require recompiling raylib sources
  109. // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
  110. // Plain structures in C++ (without constructors) can be initialized with { }
  111. // This is called aggregate initialization (C++11 feature)
  112. extern (D) auto CLITERAL(T)(auto ref T type)
  113. {
  114. return type;
  115. }
  116. // Some compilers (mostly macos clang) default to C++98,
  117. // where aggregate initialization can't be used
  118. // So, give a more clear error stating how to fix this
  119. // NOTE: We set some defines with some data types declared by raylib
  120. // Other modules (raymath, rlgl) also require some of those types, so,
  121. // to be able to use those other modules as standalone (not depending on raylib)
  122. // this defines are very useful for internal check and avoid type (re)definitions
  123. // Some Basic Colors
  124. // 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)
  125. //----------------------------------------------------------------------------------
  126. // Structures Definition
  127. //----------------------------------------------------------------------------------
  128. // Boolean type
  129. // Vector2, 2 components
  130. // Vector x component
  131. // Vector y component
  132. // Vector3, 3 components
  133. // Vector x component
  134. // Vector y component
  135. // Vector z component
  136. // Vector4, 4 components
  137. // Vector x component
  138. // Vector y component
  139. // Vector z component
  140. // Vector w component
  141. // Quaternion, 4 components (Vector4 alias)
  142. // Matrix, 4x4 components, column major, OpenGL style, right-handed
  143. // Matrix first row (4 components)
  144. // Matrix second row (4 components)
  145. // Matrix third row (4 components)
  146. // Matrix fourth row (4 components)
  147. // Color, 4 components, R8G8B8A8 (32bit)
  148. struct Color
  149. {
  150. ubyte r; // Color red value
  151. ubyte g; // Color green value
  152. ubyte b; // Color blue value
  153. ubyte a = 255; // Color alpha value
  154. @safe @nogc nothrow:
  155. this(ubyte r, ubyte g, ubyte b, ubyte a) {
  156. this.r = r;
  157. this.g = g;
  158. this.b = b;
  159. this.a = a;
  160. }
  161. this(ubyte r, ubyte g, ubyte b) {
  162. this(r, g, b, 255);
  163. }
  164. this(ubyte[4] rgba) {
  165. this(rgba[0], rgba[1], rgba[2], rgba[3]);
  166. }
  167. this(ubyte[3] rgb) {
  168. this(rgb[0], rgb[1], rgb[2], 255);
  169. }
  170. this(uint rgba) {
  171. this(
  172. (rgba & 0xFF000000) >> 24,
  173. (rgba & 0xFF0000) >> 16,
  174. (rgba & 0xFF00) >> 8,
  175. (rgba & 0xFF),
  176. );
  177. }
  178. }
  179. // Rectangle, 4 components
  180. // Rectangle top-left corner position x
  181. // Rectangle top-left corner position y
  182. // Rectangle width
  183. // Rectangle height
  184. // Image, pixel data stored in CPU memory (RAM)
  185. struct Image
  186. {
  187. void* data; // Image raw data
  188. int width; // Image base width
  189. int height; // Image base height
  190. int mipmaps; // Mipmap levels, 1 by default
  191. int format; // Data format (PixelFormat type)
  192. }
  193. // Texture, tex data stored in GPU memory (VRAM)
  194. struct Texture
  195. {
  196. uint id; // OpenGL texture id
  197. int width; // Texture base width
  198. int height; // Texture base height
  199. int mipmaps; // Mipmap levels, 1 by default
  200. int format; // Data format (PixelFormat type)
  201. }
  202. // Texture2D, same as Texture
  203. alias Texture2D = Texture;
  204. // TextureCubemap, same as Texture
  205. alias TextureCubemap = Texture;
  206. // RenderTexture, fbo for texture rendering
  207. struct RenderTexture
  208. {
  209. uint id; // OpenGL framebuffer object id
  210. Texture texture; // Color buffer attachment texture
  211. Texture depth; // Depth buffer attachment texture
  212. }
  213. // RenderTexture2D, same as RenderTexture
  214. alias RenderTexture2D = RenderTexture;
  215. // NPatchInfo, n-patch layout info
  216. struct NPatchInfo
  217. {
  218. Rectangle source; // Texture source rectangle
  219. int left; // Left border offset
  220. int top; // Top border offset
  221. int right; // Right border offset
  222. int bottom; // Bottom border offset
  223. int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
  224. }
  225. // GlyphInfo, font characters glyphs info
  226. struct GlyphInfo
  227. {
  228. int value; // Character value (Unicode)
  229. int offsetX; // Character offset X when drawing
  230. int offsetY; // Character offset Y when drawing
  231. int advanceX; // Character advance position X
  232. Image image; // Character image data
  233. }
  234. // Font, font texture and GlyphInfo array data
  235. struct Font
  236. {
  237. int baseSize; // Base size (default chars height)
  238. int glyphCount; // Number of glyph characters
  239. int glyphPadding; // Padding around the glyph characters
  240. Texture2D texture; // Texture atlas containing the glyphs
  241. Rectangle* recs; // Rectangles in texture for the glyphs
  242. GlyphInfo* glyphs; // Glyphs info data
  243. }
  244. // Camera, defines position/orientation in 3d space
  245. struct Camera3D
  246. {
  247. Vector3 position; // Camera position
  248. Vector3 target; // Camera target it looks-at
  249. Vector3 up; // Camera up vector (rotation over its axis)
  250. float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
  251. int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  252. }
  253. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  254. // Camera2D, defines position/orientation in 2d space
  255. struct Camera2D
  256. {
  257. Vector2 offset; // Camera offset (displacement from target)
  258. Vector2 target; // Camera target (rotation and zoom origin)
  259. float rotation; // Camera rotation in degrees
  260. float zoom; // Camera zoom (scaling), should be 1.0f by default
  261. }
  262. // Mesh, vertex data and vao/vbo
  263. struct Mesh
  264. {
  265. int vertexCount; // Number of vertices stored in arrays
  266. int triangleCount; // Number of triangles stored (indexed or not)
  267. // Vertex attributes data
  268. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  269. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  270. float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
  271. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  272. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  273. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  274. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  275. // Animation vertex data
  276. float* animVertices; // Animated vertex positions (after bones transformations)
  277. float* animNormals; // Animated normals (after bones transformations)
  278. ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
  279. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  280. // OpenGL identifiers
  281. uint vaoId; // OpenGL Vertex Array Object id
  282. uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  283. }
  284. // Shader
  285. struct Shader
  286. {
  287. uint id; // Shader program id
  288. int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
  289. }
  290. // MaterialMap
  291. struct MaterialMap
  292. {
  293. Texture2D texture; // Material map texture
  294. Color color; // Material map color
  295. float value; // Material map value
  296. }
  297. // Material, includes shader and maps
  298. struct Material
  299. {
  300. Shader shader; // Material shader
  301. MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
  302. float[4] params; // Material generic parameters (if required)
  303. }
  304. // Transform, vertex transformation data
  305. struct Transform
  306. {
  307. Vector3 translation; // Translation
  308. Quaternion rotation; // Rotation
  309. Vector3 scale; // Scale
  310. }
  311. // Bone, skeletal animation bone
  312. struct BoneInfo
  313. {
  314. char[32] name; // Bone name
  315. int parent; // Bone parent
  316. }
  317. // Model, meshes, materials and animation data
  318. struct Model
  319. {
  320. Matrix transform; // Local transform matrix
  321. int meshCount; // Number of meshes
  322. int materialCount; // Number of materials
  323. Mesh* meshes; // Meshes array
  324. Material* materials; // Materials array
  325. int* meshMaterial; // Mesh material number
  326. // Animation data
  327. int boneCount; // Number of bones
  328. BoneInfo* bones; // Bones information (skeleton)
  329. Transform* bindPose; // Bones base transformation (pose)
  330. }
  331. // ModelAnimation
  332. struct ModelAnimation
  333. {
  334. int boneCount; // Number of bones
  335. int frameCount; // Number of animation frames
  336. BoneInfo* bones; // Bones information (skeleton)
  337. Transform** framePoses; // Poses array by frame
  338. char[32] name; // Animation name
  339. }
  340. // Ray, ray for raycasting
  341. struct Ray
  342. {
  343. Vector3 position; // Ray position (origin)
  344. Vector3 direction; // Ray direction
  345. }
  346. // RayCollision, ray hit information
  347. struct RayCollision
  348. {
  349. bool hit; // Did the ray hit something?
  350. float distance; // Distance to the nearest hit
  351. Vector3 point; // Point of the nearest hit
  352. Vector3 normal; // Surface normal of hit
  353. }
  354. // BoundingBox
  355. struct BoundingBox
  356. {
  357. Vector3 min; // Minimum vertex box-corner
  358. Vector3 max; // Maximum vertex box-corner
  359. }
  360. // Wave, audio wave data
  361. struct Wave
  362. {
  363. uint frameCount; // Total number of frames (considering channels)
  364. uint sampleRate; // Frequency (samples per second)
  365. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  366. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  367. void* data; // Buffer data pointer
  368. }
  369. // Opaque structs declaration
  370. // NOTE: Actual structs are defined internally in raudio module
  371. struct rAudioBuffer;
  372. struct rAudioProcessor;
  373. // AudioStream, custom audio stream
  374. struct AudioStream
  375. {
  376. rAudioBuffer* buffer; // Pointer to internal data used by the audio system
  377. rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
  378. uint sampleRate; // Frequency (samples per second)
  379. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  380. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  381. }
  382. // Sound
  383. struct Sound
  384. {
  385. AudioStream stream; // Audio stream
  386. uint frameCount; // Total number of frames (considering channels)
  387. }
  388. // Music, audio stream, anything longer than ~10 seconds should be streamed
  389. struct Music
  390. {
  391. AudioStream stream; // Audio stream
  392. uint frameCount; // Total number of frames (considering channels)
  393. bool looping; // Music looping enable
  394. int ctxType; // Type of music context (audio filetype)
  395. void* ctxData; // Audio context data, depends on type
  396. }
  397. // VrDeviceInfo, Head-Mounted-Display device parameters
  398. struct VrDeviceInfo
  399. {
  400. int hResolution; // Horizontal resolution in pixels
  401. int vResolution; // Vertical resolution in pixels
  402. float hScreenSize; // Horizontal size in meters
  403. float vScreenSize; // Vertical size in meters
  404. float vScreenCenter; // Screen center in meters
  405. float eyeToScreenDistance; // Distance between eye and display in meters
  406. float lensSeparationDistance; // Lens separation distance in meters
  407. float interpupillaryDistance; // IPD (distance between pupils) in meters
  408. float[4] lensDistortionValues; // Lens distortion constant parameters
  409. float[4] chromaAbCorrection; // Chromatic aberration correction parameters
  410. }
  411. // VrStereoConfig, VR stereo rendering configuration for simulator
  412. struct VrStereoConfig
  413. {
  414. Matrix[2] projection; // VR projection matrices (per eye)
  415. Matrix[2] viewOffset; // VR view offset matrices (per eye)
  416. float[2] leftLensCenter; // VR left lens center
  417. float[2] rightLensCenter; // VR right lens center
  418. float[2] leftScreenCenter; // VR left screen center
  419. float[2] rightScreenCenter; // VR right screen center
  420. float[2] scale; // VR distortion scale
  421. float[2] scaleIn; // VR distortion scale in
  422. }
  423. // File path list
  424. struct FilePathList
  425. {
  426. uint capacity; // Filepaths max entries
  427. uint count; // Filepaths entries count
  428. char** paths; // Filepaths entries
  429. }
  430. // Automation event
  431. struct AutomationEvent
  432. {
  433. uint frame; // Event frame
  434. uint type; // Event type (AutomationEventType)
  435. int[4] params; // Event parameters (if required)
  436. }
  437. // Automation event list
  438. struct AutomationEventList
  439. {
  440. uint capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
  441. uint count; // Events entries count
  442. AutomationEvent* events; // Events entries
  443. }
  444. //----------------------------------------------------------------------------------
  445. // Enumerators Definition
  446. //----------------------------------------------------------------------------------
  447. // System/Window config flags
  448. // NOTE: Every bit registers one state (use it with bit masks)
  449. // By default all flags are set to 0
  450. enum ConfigFlags
  451. {
  452. FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
  453. FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
  454. FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
  455. FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
  456. FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
  457. FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
  458. FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
  459. FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
  460. FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
  461. FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
  462. FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
  463. FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
  464. FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
  465. FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
  466. FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
  467. FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
  468. }
  469. // Trace log level
  470. // NOTE: Organized by priority level
  471. enum TraceLogLevel
  472. {
  473. LOG_ALL = 0, // Display all logs
  474. LOG_TRACE = 1, // Trace logging, intended for internal use only
  475. LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
  476. LOG_INFO = 3, // Info logging, used for program execution info
  477. LOG_WARNING = 4, // Warning logging, used on recoverable failures
  478. LOG_ERROR = 5, // Error logging, used on unrecoverable failures
  479. LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  480. LOG_NONE = 7 // Disable logging
  481. }
  482. // Keyboard keys (US keyboard layout)
  483. // NOTE: Use GetKeyPressed() to allow redefining
  484. // required keys for alternative layouts
  485. enum KeyboardKey
  486. {
  487. KEY_NULL = 0, // Key: NULL, used for no key pressed
  488. // Alphanumeric keys
  489. KEY_APOSTROPHE = 39, // Key: '
  490. KEY_COMMA = 44, // Key: ,
  491. KEY_MINUS = 45, // Key: -
  492. KEY_PERIOD = 46, // Key: .
  493. KEY_SLASH = 47, // Key: /
  494. KEY_ZERO = 48, // Key: 0
  495. KEY_ONE = 49, // Key: 1
  496. KEY_TWO = 50, // Key: 2
  497. KEY_THREE = 51, // Key: 3
  498. KEY_FOUR = 52, // Key: 4
  499. KEY_FIVE = 53, // Key: 5
  500. KEY_SIX = 54, // Key: 6
  501. KEY_SEVEN = 55, // Key: 7
  502. KEY_EIGHT = 56, // Key: 8
  503. KEY_NINE = 57, // Key: 9
  504. KEY_SEMICOLON = 59, // Key: ;
  505. KEY_EQUAL = 61, // Key: =
  506. KEY_A = 65, // Key: A | a
  507. KEY_B = 66, // Key: B | b
  508. KEY_C = 67, // Key: C | c
  509. KEY_D = 68, // Key: D | d
  510. KEY_E = 69, // Key: E | e
  511. KEY_F = 70, // Key: F | f
  512. KEY_G = 71, // Key: G | g
  513. KEY_H = 72, // Key: H | h
  514. KEY_I = 73, // Key: I | i
  515. KEY_J = 74, // Key: J | j
  516. KEY_K = 75, // Key: K | k
  517. KEY_L = 76, // Key: L | l
  518. KEY_M = 77, // Key: M | m
  519. KEY_N = 78, // Key: N | n
  520. KEY_O = 79, // Key: O | o
  521. KEY_P = 80, // Key: P | p
  522. KEY_Q = 81, // Key: Q | q
  523. KEY_R = 82, // Key: R | r
  524. KEY_S = 83, // Key: S | s
  525. KEY_T = 84, // Key: T | t
  526. KEY_U = 85, // Key: U | u
  527. KEY_V = 86, // Key: V | v
  528. KEY_W = 87, // Key: W | w
  529. KEY_X = 88, // Key: X | x
  530. KEY_Y = 89, // Key: Y | y
  531. KEY_Z = 90, // Key: Z | z
  532. KEY_LEFT_BRACKET = 91, // Key: [
  533. KEY_BACKSLASH = 92, // Key: '\'
  534. KEY_RIGHT_BRACKET = 93, // Key: ]
  535. KEY_GRAVE = 96, // Key: `
  536. // Function keys
  537. KEY_SPACE = 32, // Key: Space
  538. KEY_ESCAPE = 256, // Key: Esc
  539. KEY_ENTER = 257, // Key: Enter
  540. KEY_TAB = 258, // Key: Tab
  541. KEY_BACKSPACE = 259, // Key: Backspace
  542. KEY_INSERT = 260, // Key: Ins
  543. KEY_DELETE = 261, // Key: Del
  544. KEY_RIGHT = 262, // Key: Cursor right
  545. KEY_LEFT = 263, // Key: Cursor left
  546. KEY_DOWN = 264, // Key: Cursor down
  547. KEY_UP = 265, // Key: Cursor up
  548. KEY_PAGE_UP = 266, // Key: Page up
  549. KEY_PAGE_DOWN = 267, // Key: Page down
  550. KEY_HOME = 268, // Key: Home
  551. KEY_END = 269, // Key: End
  552. KEY_CAPS_LOCK = 280, // Key: Caps lock
  553. KEY_SCROLL_LOCK = 281, // Key: Scroll down
  554. KEY_NUM_LOCK = 282, // Key: Num lock
  555. KEY_PRINT_SCREEN = 283, // Key: Print screen
  556. KEY_PAUSE = 284, // Key: Pause
  557. KEY_F1 = 290, // Key: F1
  558. KEY_F2 = 291, // Key: F2
  559. KEY_F3 = 292, // Key: F3
  560. KEY_F4 = 293, // Key: F4
  561. KEY_F5 = 294, // Key: F5
  562. KEY_F6 = 295, // Key: F6
  563. KEY_F7 = 296, // Key: F7
  564. KEY_F8 = 297, // Key: F8
  565. KEY_F9 = 298, // Key: F9
  566. KEY_F10 = 299, // Key: F10
  567. KEY_F11 = 300, // Key: F11
  568. KEY_F12 = 301, // Key: F12
  569. KEY_LEFT_SHIFT = 340, // Key: Shift left
  570. KEY_LEFT_CONTROL = 341, // Key: Control left
  571. KEY_LEFT_ALT = 342, // Key: Alt left
  572. KEY_LEFT_SUPER = 343, // Key: Super left
  573. KEY_RIGHT_SHIFT = 344, // Key: Shift right
  574. KEY_RIGHT_CONTROL = 345, // Key: Control right
  575. KEY_RIGHT_ALT = 346, // Key: Alt right
  576. KEY_RIGHT_SUPER = 347, // Key: Super right
  577. KEY_KB_MENU = 348, // Key: KB menu
  578. // Keypad keys
  579. KEY_KP_0 = 320, // Key: Keypad 0
  580. KEY_KP_1 = 321, // Key: Keypad 1
  581. KEY_KP_2 = 322, // Key: Keypad 2
  582. KEY_KP_3 = 323, // Key: Keypad 3
  583. KEY_KP_4 = 324, // Key: Keypad 4
  584. KEY_KP_5 = 325, // Key: Keypad 5
  585. KEY_KP_6 = 326, // Key: Keypad 6
  586. KEY_KP_7 = 327, // Key: Keypad 7
  587. KEY_KP_8 = 328, // Key: Keypad 8
  588. KEY_KP_9 = 329, // Key: Keypad 9
  589. KEY_KP_DECIMAL = 330, // Key: Keypad .
  590. KEY_KP_DIVIDE = 331, // Key: Keypad /
  591. KEY_KP_MULTIPLY = 332, // Key: Keypad *
  592. KEY_KP_SUBTRACT = 333, // Key: Keypad -
  593. KEY_KP_ADD = 334, // Key: Keypad +
  594. KEY_KP_ENTER = 335, // Key: Keypad Enter
  595. KEY_KP_EQUAL = 336, // Key: Keypad =
  596. // Android key buttons
  597. KEY_BACK = 4, // Key: Android back button
  598. KEY_MENU = 82, // Key: Android menu button
  599. KEY_VOLUME_UP = 24, // Key: Android volume up button
  600. KEY_VOLUME_DOWN = 25 // Key: Android volume down button
  601. }
  602. // Add backwards compatibility support for deprecated names
  603. enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT;
  604. enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT;
  605. enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE;
  606. // Mouse buttons
  607. enum MouseButton
  608. {
  609. MOUSE_BUTTON_LEFT = 0, // Mouse button left
  610. MOUSE_BUTTON_RIGHT = 1, // Mouse button right
  611. MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
  612. MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
  613. MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
  614. MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
  615. MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device)
  616. }
  617. // Mouse cursor
  618. enum MouseCursor
  619. {
  620. MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
  621. MOUSE_CURSOR_ARROW = 1, // Arrow shape
  622. MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
  623. MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
  624. MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
  625. MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
  626. MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
  627. MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
  628. MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
  629. MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
  630. MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
  631. }
  632. // Gamepad buttons
  633. enum GamepadButton
  634. {
  635. GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
  636. GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
  637. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
  638. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
  639. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
  640. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
  641. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
  642. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
  643. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
  644. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
  645. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
  646. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
  647. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
  648. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
  649. GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
  650. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
  651. GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
  652. GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
  653. }
  654. // Gamepad axis
  655. enum GamepadAxis
  656. {
  657. GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
  658. GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
  659. GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
  660. GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
  661. GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
  662. GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
  663. }
  664. // Material map index
  665. enum MaterialMapIndex
  666. {
  667. MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
  668. MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
  669. MATERIAL_MAP_NORMAL = 2, // Normal material
  670. MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
  671. MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
  672. MATERIAL_MAP_EMISSION = 5, // Emission material
  673. MATERIAL_MAP_HEIGHT = 6, // Heightmap material
  674. MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  675. MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  676. MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  677. MATERIAL_MAP_BRDF = 10 // Brdf material
  678. }
  679. enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
  680. enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
  681. // Shader location index
  682. enum ShaderLocationIndex
  683. {
  684. SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
  685. SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
  686. SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
  687. SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
  688. SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
  689. SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
  690. SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
  691. SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
  692. SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
  693. SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
  694. SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
  695. SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
  696. SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
  697. SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
  698. SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
  699. SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
  700. SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
  701. SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
  702. SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
  703. SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
  704. SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
  705. SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
  706. SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
  707. SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
  708. SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
  709. SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
  710. }
  711. enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
  712. enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
  713. // Shader uniform data type
  714. enum ShaderUniformDataType
  715. {
  716. SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
  717. SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
  718. SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
  719. SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
  720. SHADER_UNIFORM_INT = 4, // Shader uniform type: int
  721. SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
  722. SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
  723. SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
  724. SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
  725. }
  726. // Shader attribute data types
  727. enum ShaderAttributeDataType
  728. {
  729. SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
  730. SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
  731. SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
  732. SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
  733. }
  734. // Pixel formats
  735. // NOTE: Support depends on OpenGL version and platform
  736. enum PixelFormat
  737. {
  738. PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  739. PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  740. PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  741. PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  742. PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  743. PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  744. PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  745. PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  746. PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  747. PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  748. PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float)
  749. PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float)
  750. PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float)
  751. PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha)
  752. PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha)
  753. PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp
  754. PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp
  755. PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp
  756. PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp
  757. PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp
  758. PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp
  759. PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp
  760. PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp
  761. PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp
  762. }
  763. // Texture parameters: filter mode
  764. // NOTE 1: Filtering considers mipmaps if available in the texture
  765. // NOTE 2: Filter is accordingly set for minification and magnification
  766. enum TextureFilter
  767. {
  768. TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
  769. TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
  770. TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  771. TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  772. TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  773. TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  774. }
  775. // Texture parameters: wrap mode
  776. enum TextureWrap
  777. {
  778. TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
  779. TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  780. TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  781. TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  782. }
  783. // Cubemap layouts
  784. enum CubemapLayout
  785. {
  786. CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
  787. CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  788. CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces
  789. CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  790. CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  791. CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map)
  792. }
  793. // Font type, defines generation method
  794. enum FontType
  795. {
  796. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  797. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  798. FONT_SDF = 2 // SDF font generation, requires external shader
  799. }
  800. // Color blending modes (pre-defined)
  801. enum BlendMode
  802. {
  803. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  804. BLEND_ADDITIVE = 1, // Blend textures adding colors
  805. BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
  806. BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
  807. BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
  808. BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
  809. BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
  810. BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
  811. }
  812. // Gesture
  813. // NOTE: Provided as bit-wise flags to enable only desired gestures
  814. enum Gesture
  815. {
  816. GESTURE_NONE = 0, // No gesture
  817. GESTURE_TAP = 1, // Tap gesture
  818. GESTURE_DOUBLETAP = 2, // Double tap gesture
  819. GESTURE_HOLD = 4, // Hold gesture
  820. GESTURE_DRAG = 8, // Drag gesture
  821. GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
  822. GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
  823. GESTURE_SWIPE_UP = 64, // Swipe up gesture
  824. GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
  825. GESTURE_PINCH_IN = 256, // Pinch in gesture
  826. GESTURE_PINCH_OUT = 512 // Pinch out gesture
  827. }
  828. // Camera system modes
  829. enum CameraMode
  830. {
  831. CAMERA_CUSTOM = 0, // Custom camera
  832. CAMERA_FREE = 1, // Free camera
  833. CAMERA_ORBITAL = 2, // Orbital camera
  834. CAMERA_FIRST_PERSON = 3, // First person camera
  835. CAMERA_THIRD_PERSON = 4 // Third person camera
  836. }
  837. // Camera projection
  838. enum CameraProjection
  839. {
  840. CAMERA_PERSPECTIVE = 0, // Perspective projection
  841. CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
  842. }
  843. // N-patch layout
  844. enum NPatchLayout
  845. {
  846. NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
  847. NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
  848. NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
  849. }
  850. // Callbacks to hook some internal functions
  851. // WARNING: These callbacks are intended for advance users
  852. alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
  853. alias LoadFileDataCallback = ubyte* function(const(char)* fileName, int* dataSize); // FileIO: Load binary data
  854. alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, int dataSize); // FileIO: Save binary data
  855. alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
  856. alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
  857. //------------------------------------------------------------------------------------
  858. // Global Variables Definition
  859. //------------------------------------------------------------------------------------
  860. // It's lonely here...
  861. //------------------------------------------------------------------------------------
  862. // Window and Graphics Device Functions (Module: core)
  863. //------------------------------------------------------------------------------------
  864. // Prevents name mangling of functions
  865. // Window-related functions
  866. void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
  867. void CloseWindow(); // Close window and unload OpenGL context
  868. bool WindowShouldClose(); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
  869. bool IsWindowReady(); // Check if window has been initialized successfully
  870. bool IsWindowFullscreen(); // Check if window is currently fullscreen
  871. bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
  872. bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
  873. bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
  874. bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
  875. bool IsWindowResized(); // Check if window has been resized last frame
  876. bool IsWindowState(uint flag); // Check if one specific window flag is enabled
  877. void SetWindowState(uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
  878. void ClearWindowState(uint flags); // Clear window configuration state flags
  879. void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
  880. void ToggleBorderlessWindowed(); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
  881. void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
  882. void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
  883. void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
  884. void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
  885. void SetWindowIcons(Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
  886. void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
  887. void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  888. void SetWindowMonitor(int monitor); // Set monitor for the current window
  889. void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  890. void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
  891. void SetWindowSize(int width, int height); // Set window dimensions
  892. void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
  893. void SetWindowFocused(); // Set window focused (only PLATFORM_DESKTOP)
  894. void* GetWindowHandle(); // Get native window handle
  895. int GetScreenWidth(); // Get current screen width
  896. int GetScreenHeight(); // Get current screen height
  897. int GetRenderWidth(); // Get current render width (it considers HiDPI)
  898. int GetRenderHeight(); // Get current render height (it considers HiDPI)
  899. int GetMonitorCount(); // Get number of connected monitors
  900. int GetCurrentMonitor(); // Get current connected monitor
  901. Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
  902. int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
  903. int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
  904. int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
  905. int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
  906. int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
  907. Vector2 GetWindowPosition(); // Get window position XY on monitor
  908. Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
  909. const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
  910. void SetClipboardText(const(char)* text); // Set clipboard text content
  911. const(char)* GetClipboardText(); // Get clipboard text content
  912. void EnableEventWaiting(); // Enable waiting for events on EndDrawing(), no automatic event polling
  913. void DisableEventWaiting(); // Disable waiting for events on EndDrawing(), automatic events polling
  914. // Cursor-related functions
  915. void ShowCursor(); // Shows cursor
  916. void HideCursor(); // Hides cursor
  917. bool IsCursorHidden(); // Check if cursor is not visible
  918. void EnableCursor(); // Enables cursor (unlock cursor)
  919. void DisableCursor(); // Disables cursor (lock cursor)
  920. bool IsCursorOnScreen(); // Check if cursor is on the screen
  921. // Drawing-related functions
  922. void ClearBackground(Color color); // Set background color (framebuffer clear color)
  923. void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
  924. void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
  925. void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
  926. void EndMode2D(); // Ends 2D mode with custom camera
  927. void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
  928. void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
  929. void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
  930. void EndTextureMode(); // Ends drawing to render texture
  931. void BeginShaderMode(Shader shader); // Begin custom shader drawing
  932. void EndShaderMode(); // End custom shader drawing (use default shader)
  933. void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
  934. void EndBlendMode(); // End blending mode (reset to default: alpha blending)
  935. void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  936. void EndScissorMode(); // End scissor mode
  937. void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
  938. void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
  939. // VR stereo config functions for VR simulator
  940. VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
  941. void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
  942. // Shader management functions
  943. // NOTE: Shader functionality is not available on OpenGL 1.1
  944. Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  945. Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
  946. bool IsShaderReady(Shader shader); // Check if a shader is ready
  947. int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
  948. int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
  949. void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
  950. void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  951. void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
  952. void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
  953. void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
  954. // Screen-space-related functions
  955. Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
  956. Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
  957. Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
  958. Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
  959. Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
  960. Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
  961. Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
  962. // Timing-related functions
  963. void SetTargetFPS(int fps); // Set target FPS (maximum)
  964. float GetFrameTime(); // Get time in seconds for last frame drawn (delta time)
  965. double GetTime(); // Get elapsed time in seconds since InitWindow()
  966. int GetFPS(); // Get current FPS
  967. // Custom frame control functions
  968. // NOTE: Those functions are intended for advance users that want full control over the frame processing
  969. // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
  970. // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
  971. void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing)
  972. void PollInputEvents(); // Register all input events
  973. void WaitTime(double seconds); // Wait for some time (halt program execution)
  974. // Random values generation functions
  975. void SetRandomSeed(uint seed); // Set the seed for the random number generator
  976. int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
  977. int* LoadRandomSequence(uint count, int min, int max); // Load random values sequence, no values repeated
  978. void UnloadRandomSequence(int* sequence); // Unload random values sequence
  979. // Misc. functions
  980. void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
  981. void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
  982. void OpenURL(const(char)* url); // Open URL with default system browser (if available)
  983. // NOTE: Following functions implemented in module [utils]
  984. //------------------------------------------------------------------
  985. void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
  986. void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
  987. void* MemAlloc(uint size); // Internal memory allocator
  988. void* MemRealloc(void* ptr, uint size); // Internal memory reallocator
  989. void MemFree(void* ptr); // Internal memory free
  990. // Set custom callbacks
  991. // WARNING: Callbacks setup is intended for advance users
  992. void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
  993. void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
  994. void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
  995. void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
  996. void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
  997. // Files management functions
  998. ubyte* LoadFileData(const(char)* fileName, int* dataSize); // Load file data as byte array (read)
  999. void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
  1000. bool SaveFileData(const(char)* fileName, void* data, int dataSize); // Save data to file from byte array (write), returns true on success
  1001. bool ExportDataAsCode(const(ubyte)* data, int dataSize, const(char)* fileName); // Export data to code (.h), returns true on success
  1002. char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
  1003. void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText()
  1004. bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
  1005. //------------------------------------------------------------------
  1006. // File system functions
  1007. bool FileExists(const(char)* fileName); // Check if file exists
  1008. bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
  1009. bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
  1010. int GetFileLength(const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
  1011. const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
  1012. const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
  1013. const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
  1014. const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
  1015. const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
  1016. const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
  1017. const(char)* GetApplicationDirectory(); // Get the directory of the running application (uses static string)
  1018. bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
  1019. bool IsPathFile(const(char)* path); // Check if a given path is a file or a directory
  1020. FilePathList LoadDirectoryFiles(const(char)* dirPath); // Load directory filepaths
  1021. FilePathList LoadDirectoryFilesEx(const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
  1022. void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
  1023. bool IsFileDropped(); // Check if a file has been dropped into window
  1024. FilePathList LoadDroppedFiles(); // Load dropped filepaths
  1025. void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
  1026. c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
  1027. // Compression/Encoding functionality
  1028. ubyte* CompressData(const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
  1029. ubyte* DecompressData(const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
  1030. char* EncodeDataBase64(const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree()
  1031. ubyte* DecodeDataBase64(const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree()
  1032. // Automation events functionality
  1033. AutomationEventList LoadAutomationEventList(const(char)* fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
  1034. void UnloadAutomationEventList(AutomationEventList* list); // Unload automation events list from file
  1035. bool ExportAutomationEventList(AutomationEventList list, const(char)* fileName); // Export automation events list as text file
  1036. void SetAutomationEventList(AutomationEventList* list); // Set automation event list to record to
  1037. void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
  1038. void StartAutomationEventRecording(); // Start recording automation events (AutomationEventList must be set)
  1039. void StopAutomationEventRecording(); // Stop recording automation events
  1040. void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
  1041. //------------------------------------------------------------------------------------
  1042. // Input Handling Functions (Module: core)
  1043. //------------------------------------------------------------------------------------
  1044. // Input-related functions: keyboard
  1045. bool IsKeyPressed(int key); // Check if a key has been pressed once
  1046. bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
  1047. bool IsKeyDown(int key); // Check if a key is being pressed
  1048. bool IsKeyReleased(int key); // Check if a key has been released once
  1049. bool IsKeyUp(int key); // Check if a key is NOT being pressed
  1050. int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
  1051. int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
  1052. void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
  1053. // Input-related functions: gamepads
  1054. bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
  1055. const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id
  1056. bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
  1057. bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
  1058. bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
  1059. bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
  1060. int GetGamepadButtonPressed(); // Get the last gamepad button pressed
  1061. int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
  1062. float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
  1063. int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
  1064. // Input-related functions: mouse
  1065. bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
  1066. bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
  1067. bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
  1068. bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
  1069. int GetMouseX(); // Get mouse position X
  1070. int GetMouseY(); // Get mouse position Y
  1071. Vector2 GetMousePosition(); // Get mouse position XY
  1072. Vector2 GetMouseDelta(); // Get mouse delta between frames
  1073. void SetMousePosition(int x, int y); // Set mouse position XY
  1074. void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
  1075. void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
  1076. float GetMouseWheelMove(); // Get mouse wheel movement for X or Y, whichever is larger
  1077. Vector2 GetMouseWheelMoveV(); // Get mouse wheel movement for both X and Y
  1078. void SetMouseCursor(int cursor); // Set mouse cursor
  1079. // Input-related functions: touch
  1080. int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size)
  1081. int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size)
  1082. Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
  1083. int GetTouchPointId(int index); // Get touch point identifier for given index
  1084. int GetTouchPointCount(); // Get number of touch points
  1085. //------------------------------------------------------------------------------------
  1086. // Gestures and Touch Handling Functions (Module: rgestures)
  1087. //------------------------------------------------------------------------------------
  1088. void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
  1089. bool IsGestureDetected(uint gesture); // Check if a gesture have been detected
  1090. int GetGestureDetected(); // Get latest detected gesture
  1091. float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
  1092. Vector2 GetGestureDragVector(); // Get gesture drag vector
  1093. float GetGestureDragAngle(); // Get gesture drag angle
  1094. Vector2 GetGesturePinchVector(); // Get gesture pinch delta
  1095. float GetGesturePinchAngle(); // Get gesture pinch angle
  1096. //------------------------------------------------------------------------------------
  1097. // Camera System Functions (Module: rcamera)
  1098. //------------------------------------------------------------------------------------
  1099. void UpdateCamera(Camera* camera, int mode); // Update camera position for selected mode
  1100. void UpdateCameraPro(Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
  1101. //------------------------------------------------------------------------------------
  1102. // Basic Shapes Drawing Functions (Module: shapes)
  1103. //------------------------------------------------------------------------------------
  1104. // Set texture and rectangle to be used on shapes drawing
  1105. // NOTE: It can be useful when using basic shapes and one single font,
  1106. // defining a font char white rectangle would allow drawing everything in a single draw call
  1107. void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
  1108. // Basic shapes drawing functions
  1109. void DrawPixel(int posX, int posY, Color color); // Draw a pixel
  1110. void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
  1111. void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  1112. void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
  1113. void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
  1114. void DrawLineStrip(Vector2* points, int pointCount, Color color); // Draw lines sequence (using gl lines)
  1115. void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
  1116. void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  1117. void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
  1118. void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
  1119. void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  1120. void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  1121. void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
  1122. void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
  1123. void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
  1124. void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
  1125. void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
  1126. void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
  1127. void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  1128. void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  1129. void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
  1130. void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  1131. void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  1132. void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  1133. void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  1134. void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  1135. void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
  1136. void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  1137. void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
  1138. void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1139. void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
  1140. void DrawTriangleFan(Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
  1141. void DrawTriangleStrip(Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1142. void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  1143. void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
  1144. void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
  1145. // Splines drawing functions
  1146. void DrawSplineLinear(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
  1147. void DrawSplineBasis(Vector2* points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
  1148. void DrawSplineCatmullRom(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
  1149. void DrawSplineBezierQuadratic(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
  1150. void DrawSplineBezierCubic(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
  1151. void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
  1152. void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
  1153. void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
  1154. void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
  1155. void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
  1156. // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
  1157. Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
  1158. Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
  1159. Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
  1160. Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
  1161. Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
  1162. // Basic shapes collision detection functions
  1163. bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  1164. bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  1165. bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  1166. bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
  1167. bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  1168. bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  1169. bool CheckCollisionPointPoly(Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices
  1170. 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
  1171. 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]
  1172. Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  1173. //------------------------------------------------------------------------------------
  1174. // Texture Loading and Drawing Functions (Module: textures)
  1175. //------------------------------------------------------------------------------------
  1176. // Image loading functions
  1177. // NOTE: These functions do not require GPU access
  1178. Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
  1179. Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  1180. Image LoadImageSvg(const(char)* fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
  1181. Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
  1182. Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
  1183. Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
  1184. Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot)
  1185. bool IsImageReady(Image image); // Check if an image is ready
  1186. void UnloadImage(Image image); // Unload image from CPU memory (RAM)
  1187. bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
  1188. ubyte* ExportImageToMemory(Image image, const(char)* fileType, int* fileSize); // Export image to memory buffer
  1189. bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
  1190. // Image generation functions
  1191. Image GenImageColor(int width, int height, Color color); // Generate image: plain color
  1192. Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
  1193. Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1194. Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
  1195. Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1196. Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
  1197. Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1198. Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
  1199. Image GenImageText(int width, int height, const(char)* text); // Generate image: grayscale image from text data
  1200. // Image manipulation functions
  1201. Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
  1202. Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
  1203. Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1204. Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1205. void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
  1206. void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
  1207. void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
  1208. void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
  1209. void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
  1210. void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
  1211. void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
  1212. void ImageBlurGaussian(Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation
  1213. void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  1214. void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  1215. void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
  1216. void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image
  1217. void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  1218. void ImageFlipVertical(Image* image); // Flip image vertically
  1219. void ImageFlipHorizontal(Image* image); // Flip image horizontally
  1220. void ImageRotate(Image* image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
  1221. void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
  1222. void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
  1223. void ImageColorTint(Image* image, Color color); // Modify image color: tint
  1224. void ImageColorInvert(Image* image); // Modify image color: invert
  1225. void ImageColorGrayscale(Image* image); // Modify image color: grayscale
  1226. void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1227. void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1228. void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
  1229. Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
  1230. Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
  1231. void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
  1232. void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
  1233. Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
  1234. Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
  1235. // Image drawing functions
  1236. // NOTE: Image software-rendering functions (CPU)
  1237. void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
  1238. void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
  1239. void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
  1240. void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  1241. void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
  1242. void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
  1243. void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
  1244. void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
  1245. void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
  1246. void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
  1247. void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
  1248. void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1249. void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1250. void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
  1251. void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
  1252. 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)
  1253. // Texture loading functions
  1254. // NOTE: These functions require GPU access
  1255. Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  1256. Texture2D LoadTextureFromImage(Image image); // Load texture from image data
  1257. TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
  1258. RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
  1259. bool IsTextureReady(Texture2D texture); // Check if a texture is ready
  1260. void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
  1261. bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
  1262. void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  1263. void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  1264. void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
  1265. // Texture configuration functions
  1266. void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
  1267. void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
  1268. void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
  1269. // Texture drawing functions
  1270. void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1271. void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1272. void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1273. void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1274. 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
  1275. 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
  1276. // Color/pixel related functions
  1277. Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1278. int ColorToInt(Color color); // Get hexadecimal value for a Color
  1279. Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
  1280. Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
  1281. Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
  1282. Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
  1283. Color ColorTint(Color color, Color tint); // Get color multiplied with another color
  1284. Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
  1285. Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
  1286. Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1287. Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
  1288. Color GetColor(uint hexValue); // Get Color structure from hexadecimal value
  1289. Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
  1290. void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
  1291. int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
  1292. //------------------------------------------------------------------------------------
  1293. // Font Loading and Text Drawing Functions (Module: text)
  1294. //------------------------------------------------------------------------------------
  1295. // Font loading/unloading functions
  1296. Font GetFontDefault(); // Get the default Font
  1297. Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1298. Font LoadFontEx(const(char)* fileName, int fontSize, int* codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
  1299. Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1300. Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
  1301. bool IsFontReady(Font font); // Check if a font is ready
  1302. GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount, int type); // Load font data for further use
  1303. Image GenImageFontAtlas(const(GlyphInfo)* glyphs, Rectangle** glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1304. void UnloadFontData(GlyphInfo* glyphs, int glyphCount); // Unload font chars info data (RAM)
  1305. void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
  1306. bool ExportFontAsCode(Font font, const(char)* fileName); // Export font as code file, returns true on success
  1307. // Text drawing functions
  1308. void DrawFPS(int posX, int posY); // Draw current FPS
  1309. void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1310. void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  1311. 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)
  1312. void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
  1313. void DrawTextCodepoints(Font font, const(int)* codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
  1314. // Text font info functions
  1315. void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
  1316. int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
  1317. Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1318. int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
  1319. GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
  1320. Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
  1321. // Text codepoints management functions (unicode characters)
  1322. char* LoadUTF8(const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array
  1323. void UnloadUTF8(char* text); // Unload UTF-8 text encoded from codepoints array
  1324. int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
  1325. void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory
  1326. int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
  1327. int GetCodepoint(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1328. int GetCodepointNext(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1329. int GetCodepointPrevious(const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1330. const(char)* CodepointToUTF8(int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
  1331. // Text strings management functions (no UTF-8 strings, only byte chars)
  1332. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1333. int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
  1334. bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
  1335. uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
  1336. const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style)
  1337. const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
  1338. char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
  1339. char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
  1340. const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1341. const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1342. void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1343. int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
  1344. const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
  1345. const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
  1346. const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
  1347. int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
  1348. //------------------------------------------------------------------------------------
  1349. // Basic 3d Shapes Drawing Functions (Module: models)
  1350. //------------------------------------------------------------------------------------
  1351. // Basic geometric 3D shapes drawing functions
  1352. void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1353. void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
  1354. void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  1355. void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1356. void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1357. void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
  1358. void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1359. void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1360. void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1361. void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
  1362. void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1363. void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1364. void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  1365. 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
  1366. void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  1367. 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
  1368. void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
  1369. void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
  1370. void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1371. void DrawRay(Ray ray, Color color); // Draw a ray line
  1372. void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1373. //------------------------------------------------------------------------------------
  1374. // Model 3d Loading and Drawing Functions (Module: models)
  1375. //------------------------------------------------------------------------------------
  1376. // Model management functions
  1377. Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
  1378. Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
  1379. bool IsModelReady(Model model); // Check if a model is ready
  1380. void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
  1381. BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
  1382. // Model drawing functions
  1383. void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1384. void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1385. void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1386. 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
  1387. void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
  1388. void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
  1389. void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
  1390. 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
  1391. // Mesh management functions
  1392. void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
  1393. void UpdateMeshBuffer(Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
  1394. void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
  1395. void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
  1396. void DrawMeshInstanced(Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms
  1397. bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
  1398. BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
  1399. void GenMeshTangents(Mesh* mesh); // Compute mesh tangents
  1400. // Mesh generation functions
  1401. Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
  1402. Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1403. Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
  1404. Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1405. Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1406. Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
  1407. Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
  1408. Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
  1409. Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1410. Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1411. Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1412. // Material loading/unloading functions
  1413. Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
  1414. Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1415. bool IsMaterialReady(Material material); // Check if a material is ready
  1416. void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
  1417. void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
  1418. void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
  1419. // Model animations loading/unloading functions
  1420. ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animCount); // Load model animations from file
  1421. void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
  1422. void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
  1423. void UnloadModelAnimations(ModelAnimation* animations, int animCount); // Unload animation array data
  1424. bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
  1425. // Collision detection functions
  1426. bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
  1427. bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
  1428. bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
  1429. RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
  1430. RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
  1431. RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
  1432. RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1433. RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
  1434. //------------------------------------------------------------------------------------
  1435. // Audio Loading and Playing Functions (Module: audio)
  1436. //------------------------------------------------------------------------------------
  1437. alias AudioCallback = void function(void* bufferData, uint frames);
  1438. // Audio device management functions
  1439. void InitAudioDevice(); // Initialize audio device and context
  1440. void CloseAudioDevice(); // Close the audio device and context
  1441. bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
  1442. void SetMasterVolume(float volume); // Set master volume (listener)
  1443. float GetMasterVolume(); // Get master volume (listener)
  1444. // Wave/Sound loading/unloading functions
  1445. Wave LoadWave(const(char)* fileName); // Load wave data from file
  1446. Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
  1447. bool IsWaveReady(Wave wave); // Checks if wave data is ready
  1448. Sound LoadSound(const(char)* fileName); // Load sound from file
  1449. Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
  1450. Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
  1451. bool IsSoundReady(Sound sound); // Checks if a sound is ready
  1452. void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
  1453. void UnloadWave(Wave wave); // Unload wave data
  1454. void UnloadSound(Sound sound); // Unload sound
  1455. void UnloadSoundAlias(Sound alias_); // Unload a sound alias (does not deallocate sample data)
  1456. bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
  1457. bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
  1458. // Wave/Sound management functions
  1459. void PlaySound(Sound sound); // Play a sound
  1460. void StopSound(Sound sound); // Stop playing a sound
  1461. void PauseSound(Sound sound); // Pause a sound
  1462. void ResumeSound(Sound sound); // Resume a paused sound
  1463. bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
  1464. void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1465. void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1466. void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
  1467. Wave WaveCopy(Wave wave); // Copy a wave to a new wave
  1468. void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1469. void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1470. float* LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
  1471. void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
  1472. // Music management functions
  1473. Music LoadMusicStream(const(char)* fileName); // Load music stream from file
  1474. Music LoadMusicStreamFromMemory(const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data
  1475. bool IsMusicReady(Music music); // Checks if a music stream is ready
  1476. void UnloadMusicStream(Music music); // Unload music stream
  1477. void PlayMusicStream(Music music); // Start music playing
  1478. bool IsMusicStreamPlaying(Music music); // Check if music is playing
  1479. void UpdateMusicStream(Music music); // Updates buffers for music streaming
  1480. void StopMusicStream(Music music); // Stop music playing
  1481. void PauseMusicStream(Music music); // Pause music playing
  1482. void ResumeMusicStream(Music music); // Resume playing paused music
  1483. void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
  1484. void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
  1485. void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1486. void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
  1487. float GetMusicTimeLength(Music music); // Get music time length (in seconds)
  1488. float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
  1489. // AudioStream management functions
  1490. AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
  1491. bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
  1492. void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
  1493. void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
  1494. bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
  1495. void PlayAudioStream(AudioStream stream); // Play audio stream
  1496. void PauseAudioStream(AudioStream stream); // Pause audio stream
  1497. void ResumeAudioStream(AudioStream stream); // Resume audio stream
  1498. bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
  1499. void StopAudioStream(AudioStream stream); // Stop audio stream
  1500. void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1501. void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1502. void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
  1503. void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
  1504. void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
  1505. void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
  1506. void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
  1507. void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
  1508. void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
  1509. // RAYLIB_H