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- module raylib;
- public {
- import rlgl;
- }
- /**********************************************************************************************
- *
- * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
- *
- * FEATURES:
- * - NO external dependencies, all required libraries included with raylib
- * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
- * - Written in plain C code (C99) in PascalCase/camelCase notation
- * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
- * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
- * - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF)
- * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
- * - Flexible Materials system, supporting classic maps and PBR maps
- * - Skeletal Animation support (CPU bones-based animation)
- * - Shaders support, including Model shaders and Postprocessing shaders
- * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
- * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
- * - VR stereo rendering with configurable HMD device parameters
- * - Bindings to multiple programming languages available!
- *
- * NOTES:
- * One custom font is loaded by default when InitWindow() [core]
- * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
- * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
- *
- * DEPENDENCIES (included):
- * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
- * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
- * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
- *
- * OPTIONAL DEPENDENCIES (included):
- * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
- * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
- * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
- * [textures] stb_image_resize (Sean Barret) for image resizing algorythms
- * [textures] stb_perlin (Sean Barret) for Perlin noise image generation
- * [text] stb_truetype (Sean Barret) for ttf fonts loading
- * [text] stb_rect_pack (Sean Barret) for rectangles packing
- * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
- * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
- * [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
- * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
- * [raudio] dr_flac (David Reid) for FLAC audio file loading
- * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
- * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
- * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
- *
- *
- * LICENSE: zlib/libpng
- *
- * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software:
- *
- * Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
- *
- * This software is provided "as-is", without any express or implied warranty. In no event
- * will the authors be held liable for any damages arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose, including commercial
- * applications, and to alter it and redistribute it freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not claim that you
- * wrote the original software. If you use this software in a product, an acknowledgment
- * in the product documentation would be appreciated but is not required.
- *
- * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
- * as being the original software.
- *
- * 3. This notice may not be removed or altered from any source distribution.
- *
- **********************************************************************************************/
- import core.stdc.config;
- import core.stdc.stdarg;
- import core.stdc.stdlib;
- extern (C) @nogc nothrow:
- // Required for: va_list - Only used by TraceLogCallback
- // We are building raylib as a Win32 shared library (.dll)
- // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
- //----------------------------------------------------------------------------------
- // Some basic Defines
- //----------------------------------------------------------------------------------
- enum PI = 3.14159265358979323846f;
- enum DEG2RAD = PI / 180.0f;
- enum RAD2DEG = 180.0f / PI;
- enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
- // Shader and material limits
- enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
- enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
- // Allow custom memory allocators
- alias RL_MALLOC = malloc;
- alias RL_CALLOC = calloc;
- alias RL_FREE = free;
- // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
- // Plain structures in C++ (without constructors) can be initialized from { } initializers.
- alias CLITERAL = Color;
- // Some Basic Colors
- // 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)
- const LIGHTGRAY = Color( 200, 200, 200, 255 ); // Light Gray
- const GRAY = Color( 130, 130, 130, 255 ); // Gray
- const DARKGRAY = Color( 80, 80, 80, 255 ); // Dark Gray
- const YELLOW = Color( 253, 249, 0, 255 ); // Yellow
- const GOLD = Color( 255, 203, 0, 255 ); // Gold
- const ORANGE = Color( 255, 161, 0, 255 ); // Orange
- const PINK = Color( 255, 109, 194, 255 ); // Pink
- const RED = Color( 230, 41, 55, 255 ); // Red
- const MAROON = Color( 190, 33, 55, 255 ); // Maroon
- const GREEN = Color( 0, 228, 48, 255 ); // Green
- const LIME = Color( 0, 158, 47, 255 ); // Lime
- const DARKGREEN = Color( 0, 117, 44, 255 ); // Dark Green
- const SKYBLUE = Color( 102, 191, 255, 255 ); // Sky Blue
- const BLUE = Color( 0, 121, 241, 255 ); // Blue
- const DARKBLUE = Color( 0, 82, 172, 255 ); // Dark Blue
- const PURPLE = Color( 200, 122, 255, 255 ); // Purple
- const VIOLET = Color( 135, 60, 190, 255 ); // Violet
- const DARKPURPLE= Color( 112, 31, 126, 255 ); // Dark Purple
- const BEIGE = Color( 211, 176, 131, 255 ); // Beige
- const BROWN = Color( 127, 106, 79, 255 ); // Brown
- const DARKBROWN = Color( 76, 63, 47, 255 ); // Dark Brown
- const WHITE = Color( 255, 255, 255, 255 ); // White
- const BLACK = Color( 0, 0, 0, 255 ); // Black
- const BLANK = Color( 0, 0, 0, 0 ); // Transparent
- const MAGENTA = Color( 255, 0, 255, 255 ); // Magenta
- const RAYWHITE = Color( 245, 245, 245, 255 ); // Ray White
- //----------------------------------------------------------------------------------
- // Structures Definition
- //----------------------------------------------------------------------------------
- // Vector2 type
- struct Vector2
- {
- float x;
- float y;
- }
- // Vector3 type
- struct Vector3
- {
- float x;
- float y;
- float z;
- }
- // Vector4 type
- struct Vector4
- {
- float x;
- float y;
- float z;
- float w;
- }
- // Quaternion type, same as Vector4
- alias Quaternion = Vector4;
- // Matrix type (OpenGL style 4x4 - right handed, column major)
- struct Matrix
- {
- float m0;
- float m4;
- float m8;
- float m12;
- float m1;
- float m5;
- float m9;
- float m13;
- float m2;
- float m6;
- float m10;
- float m14;
- float m3;
- float m7;
- float m11;
- float m15;
- }
- // Color type, RGBA (32bit)
- struct Color
- {
- ubyte r;
- ubyte g;
- ubyte b;
- ubyte a;
- }
- // Rectangle type
- struct Rectangle
- {
- float x;
- float y;
- float width;
- float height;
- }
- // Image type, bpp always RGBA (32bit)
- // NOTE: Data stored in CPU memory (RAM)
- struct Image
- {
- void* data; // Image raw data
- int width; // Image base width
- int height; // Image base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
- }
- // Texture2D type
- // NOTE: Data stored in GPU memory
- struct Texture2D
- {
- uint id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
- }
- // Texture type, same as Texture2D
- alias Texture = Texture2D;
- // TextureCubemap type, actually, same as Texture2D
- alias TextureCubemap = Texture2D;
- // RenderTexture2D type, for texture rendering
- struct RenderTexture2D
- {
- uint id; // OpenGL Framebuffer Object (FBO) id
- Texture2D texture; // Color buffer attachment texture
- Texture2D depth; // Depth buffer attachment texture
- bool depthTexture; // Track if depth attachment is a texture or renderbuffer
- }
- // RenderTexture type, same as RenderTexture2D
- alias RenderTexture = RenderTexture2D;
- // N-Patch layout info
- struct NPatchInfo
- {
- Rectangle sourceRec; // Region in the texture
- int left; // left border offset
- int top; // top border offset
- int right; // right border offset
- int bottom; // bottom border offset
- int type; // layout of the n-patch: 3x3, 1x3 or 3x1
- }
- // Font character info
- struct CharInfo
- {
- int value; // Character value (Unicode)
- Rectangle rec; // Character rectangle in sprite font
- int offsetX; // Character offset X when drawing
- int offsetY; // Character offset Y when drawing
- int advanceX; // Character advance position X
- ubyte* data; // Character pixel data (grayscale)
- }
- // Font type, includes texture and charSet array data
- struct Font
- {
- Texture2D texture; // Font texture
- int baseSize; // Base size (default chars height)
- int charsCount; // Number of characters
- CharInfo* chars; // Characters info data
- }
- alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
- // Camera type, defines a camera position/orientation in 3d space
- struct Camera3D
- {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
- int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
- }
- alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
- // Camera2D type, defines a 2d camera
- struct Camera2D
- {
- Vector2 offset; // Camera offset (displacement from target)
- Vector2 target; // Camera target (rotation and zoom origin)
- float rotation; // Camera rotation in degrees
- float zoom; // Camera zoom (scaling), should be 1.0f by default
- }
- // Vertex data definning a mesh
- // NOTE: Data stored in CPU memory (and GPU)
- struct Mesh
- {
- int vertexCount; // Number of vertices stored in arrays
- int triangleCount; // Number of triangles stored (indexed or not)
- // Default vertex data
- float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- ushort* indices; // Vertex indices (in case vertex data comes indexed)
- // Animation vertex data
- float* animVertices; // Animated vertex positions (after bones transformations)
- float* animNormals; // Animated normals (after bones transformations)
- int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
- float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
- // OpenGL identifiers
- uint vaoId; // OpenGL Vertex Array Object id
- uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
- }
- // Shader type (generic)
- struct Shader
- {
- uint id; // Shader program id
- int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
- }
- // Material texture map
- struct MaterialMap
- {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
- }
- // Material type (generic)
- struct Material
- {
- Shader shader; // Material shader
- MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
- float* params; // Material generic parameters (if required)
- }
- // Transformation properties
- struct Transform
- {
- Vector3 translation; // Translation
- Quaternion rotation; // Rotation
- Vector3 scale; // Scale
- }
- // Bone information
- struct BoneInfo
- {
- char[32] name; // Bone name
- int parent; // Bone parent
- }
- // Model type
- struct Model
- {
- Matrix transform; // Local transform matrix
- int meshCount; // Number of meshes
- Mesh* meshes; // Meshes array
- int materialCount; // Number of materials
- Material* materials; // Materials array
- int* meshMaterial; // Mesh material number
- // Animation data
- int boneCount; // Number of bones
- BoneInfo* bones; // Bones information (skeleton)
- Transform* bindPose; // Bones base transformation (pose)
- }
- // Model animation
- struct ModelAnimation
- {
- int boneCount; // Number of bones
- BoneInfo* bones; // Bones information (skeleton)
- int frameCount; // Number of animation frames
- Transform** framePoses; // Poses array by frame
- }
- // Ray type (useful for raycast)
- struct Ray
- {
- Vector3 position; // Ray position (origin)
- Vector3 direction; // Ray direction
- }
- // Raycast hit information
- struct RayHitInfo
- {
- bool hit; // Did the ray hit something?
- float distance; // Distance to nearest hit
- Vector3 position; // Position of nearest hit
- Vector3 normal; // Surface normal of hit
- }
- // Bounding box type
- struct BoundingBox
- {
- Vector3 min; // Minimum vertex box-corner
- Vector3 max; // Maximum vertex box-corner
- }
- // Wave type, defines audio wave data
- struct Wave
- {
- uint sampleCount; // Number of samples
- uint sampleRate; // Frequency (samples per second)
- uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- uint channels; // Number of channels (1-mono, 2-stereo)
- void* data; // Buffer data pointer
- }
- // Sound source type
- struct Sound
- {
- void* audioBuffer; // Pointer to internal data used by the audio system
- uint source; // Audio source id
- uint buffer; // Audio buffer id
- int format; // Audio format specifier
- }
- // Music type (file streaming from memory)
- // NOTE: Anything longer than ~10 seconds should be streamed
- struct MusicData;
- alias Music = MusicData*;
- // Audio stream type
- // NOTE: Useful to create custom audio streams not bound to a specific file
- struct AudioStream
- {
- uint sampleRate; // Frequency (samples per second)
- uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- uint channels; // Number of channels (1-mono, 2-stereo)
- void* audioBuffer; // Pointer to internal data used by the audio system.
- int format; // Audio format specifier
- uint source; // Audio source id
- uint[2] buffers; // Audio buffers (double buffering)
- }
- // Head-Mounted-Display device parameters
- struct VrDeviceInfo
- {
- int hResolution; // HMD horizontal resolution in pixels
- int vResolution; // HMD vertical resolution in pixels
- float hScreenSize; // HMD horizontal size in meters
- float vScreenSize; // HMD vertical size in meters
- float vScreenCenter; // HMD screen center in meters
- float eyeToScreenDistance; // HMD distance between eye and display in meters
- float lensSeparationDistance; // HMD lens separation distance in meters
- float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
- float[4] lensDistortionValues; // HMD lens distortion constant parameters
- float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
- }
- //----------------------------------------------------------------------------------
- // Enumerators Definition
- //----------------------------------------------------------------------------------
- // System config flags
- // NOTE: Used for bit masks
- enum ConfigFlag
- {
- FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
- FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
- FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
- FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
- FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
- FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
- FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
- FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
- }
- // Trace log type
- enum TraceLogType
- {
- LOG_ALL = 0, // Display all logs
- LOG_TRACE = 1,
- LOG_DEBUG = 2,
- LOG_INFO = 3,
- LOG_WARNING = 4,
- LOG_ERROR = 5,
- LOG_FATAL = 6,
- LOG_NONE = 7 // Disable logging
- }
- // Keyboard keys
- enum KeyboardKey
- {
- // Alphanumeric keys
- KEY_APOSTROPHE = 39,
- KEY_COMMA = 44,
- KEY_MINUS = 45,
- KEY_PERIOD = 46,
- KEY_SLASH = 47,
- KEY_ZERO = 48,
- KEY_ONE = 49,
- KEY_TWO = 50,
- KEY_THREE = 51,
- KEY_FOUR = 52,
- KEY_FIVE = 53,
- KEY_SIX = 54,
- KEY_SEVEN = 55,
- KEY_EIGHT = 56,
- KEY_NINE = 57,
- KEY_SEMICOLON = 59,
- KEY_EQUAL = 61,
- KEY_A = 65,
- KEY_B = 66,
- KEY_C = 67,
- KEY_D = 68,
- KEY_E = 69,
- KEY_F = 70,
- KEY_G = 71,
- KEY_H = 72,
- KEY_I = 73,
- KEY_J = 74,
- KEY_K = 75,
- KEY_L = 76,
- KEY_M = 77,
- KEY_N = 78,
- KEY_O = 79,
- KEY_P = 80,
- KEY_Q = 81,
- KEY_R = 82,
- KEY_S = 83,
- KEY_T = 84,
- KEY_U = 85,
- KEY_V = 86,
- KEY_W = 87,
- KEY_X = 88,
- KEY_Y = 89,
- KEY_Z = 90,
- // Function keys
- KEY_SPACE = 32,
- KEY_ESCAPE = 256,
- KEY_ENTER = 257,
- KEY_TAB = 258,
- KEY_BACKSPACE = 259,
- KEY_INSERT = 260,
- KEY_DELETE = 261,
- KEY_RIGHT = 262,
- KEY_LEFT = 263,
- KEY_DOWN = 264,
- KEY_UP = 265,
- KEY_PAGE_UP = 266,
- KEY_PAGE_DOWN = 267,
- KEY_HOME = 268,
- KEY_END = 269,
- KEY_CAPS_LOCK = 280,
- KEY_SCROLL_LOCK = 281,
- KEY_NUM_LOCK = 282,
- KEY_PRINT_SCREEN = 283,
- KEY_PAUSE = 284,
- KEY_F1 = 290,
- KEY_F2 = 291,
- KEY_F3 = 292,
- KEY_F4 = 293,
- KEY_F5 = 294,
- KEY_F6 = 295,
- KEY_F7 = 296,
- KEY_F8 = 297,
- KEY_F9 = 298,
- KEY_F10 = 299,
- KEY_F11 = 300,
- KEY_F12 = 301,
- KEY_LEFT_SHIFT = 340,
- KEY_LEFT_CONTROL = 341,
- KEY_LEFT_ALT = 342,
- KEY_LEFT_SUPER = 343,
- KEY_RIGHT_SHIFT = 344,
- KEY_RIGHT_CONTROL = 345,
- KEY_RIGHT_ALT = 346,
- KEY_RIGHT_SUPER = 347,
- KEY_KB_MENU = 348,
- KEY_LEFT_BRACKET = 91,
- KEY_BACKSLASH = 92,
- KEY_RIGHT_BRACKET = 93,
- KEY_GRAVE = 96,
- // Keypad keys
- KEY_KP_0 = 320,
- KEY_KP_1 = 321,
- KEY_KP_2 = 322,
- KEY_KP_3 = 323,
- KEY_KP_4 = 324,
- KEY_KP_5 = 325,
- KEY_KP_6 = 326,
- KEY_KP_7 = 327,
- KEY_KP_8 = 328,
- KEY_KP_9 = 329,
- KEY_KP_DECIMAL = 330,
- KEY_KP_DIVIDE = 331,
- KEY_KP_MULTIPLY = 332,
- KEY_KP_SUBTRACT = 333,
- KEY_KP_ADD = 334,
- KEY_KP_ENTER = 335,
- KEY_KP_EQUAL = 336
- }
- // Android buttons
- enum AndroidButton
- {
- KEY_BACK = 4,
- KEY_MENU = 82,
- KEY_VOLUME_UP = 24,
- KEY_VOLUME_DOWN = 25
- }
- // Mouse buttons
- enum MouseButton
- {
- MOUSE_LEFT_BUTTON = 0,
- MOUSE_RIGHT_BUTTON = 1,
- MOUSE_MIDDLE_BUTTON = 2
- }
- // Gamepad number
- enum GamepadNumber
- {
- GAMEPAD_PLAYER1 = 0,
- GAMEPAD_PLAYER2 = 1,
- GAMEPAD_PLAYER3 = 2,
- GAMEPAD_PLAYER4 = 3
- }
- // Gamepad Buttons
- enum GamepadButton
- {
- // This is here just for error checking
- GAMEPAD_BUTTON_UNKNOWN = 0,
- // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
- // No support for 6 button controllers though..
- GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
- GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
- GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
- // This is normally a DPAD
- GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
- // Triggers
- GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
- GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
- // These are buttons in the center of the gamepad
- GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
- GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
- GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
- // These are the joystick press in buttons
- GAMEPAD_BUTTON_LEFT_THUMB = 16,
- GAMEPAD_BUTTON_RIGHT_THUMB = 17
- }
- enum GamepadAxis
- {
- // This is here just for error checking
- GAMEPAD_AXIS_UNKNOWN = 0,
- // Left stick
- GAMEPAD_AXIS_LEFT_X = 1,
- GAMEPAD_AXIS_LEFT_Y = 2,
- // Right stick
- GAMEPAD_AXIS_RIGHT_X = 3,
- GAMEPAD_AXIS_RIGHT_Y = 4,
- // Pressure levels for the back triggers
- GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
- GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
- }
- // Shader location point type
- enum ShaderLocationIndex
- {
- LOC_VERTEX_POSITION = 0,
- LOC_VERTEX_TEXCOORD01 = 1,
- LOC_VERTEX_TEXCOORD02 = 2,
- LOC_VERTEX_NORMAL = 3,
- LOC_VERTEX_TANGENT = 4,
- LOC_VERTEX_COLOR = 5,
- LOC_MATRIX_MVP = 6,
- LOC_MATRIX_MODEL = 7,
- LOC_MATRIX_VIEW = 8,
- LOC_MATRIX_PROJECTION = 9,
- LOC_VECTOR_VIEW = 10,
- LOC_COLOR_DIFFUSE = 11,
- LOC_COLOR_SPECULAR = 12,
- LOC_COLOR_AMBIENT = 13,
- LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
- LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
- LOC_MAP_NORMAL = 16,
- LOC_MAP_ROUGHNESS = 17,
- LOC_MAP_OCCLUSION = 18,
- LOC_MAP_EMISSION = 19,
- LOC_MAP_HEIGHT = 20,
- LOC_MAP_CUBEMAP = 21,
- LOC_MAP_IRRADIANCE = 22,
- LOC_MAP_PREFILTER = 23,
- LOC_MAP_BRDF = 24
- }
- enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
- enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
- // Shader uniform data types
- enum ShaderUniformDataType
- {
- UNIFORM_FLOAT = 0,
- UNIFORM_VEC2 = 1,
- UNIFORM_VEC3 = 2,
- UNIFORM_VEC4 = 3,
- UNIFORM_INT = 4,
- UNIFORM_IVEC2 = 5,
- UNIFORM_IVEC3 = 6,
- UNIFORM_IVEC4 = 7,
- UNIFORM_SAMPLER2D = 8
- }
- // Material map type
- enum MaterialMapType
- {
- MAP_ALBEDO = 0, // MAP_DIFFUSE
- MAP_METALNESS = 1, // MAP_SPECULAR
- MAP_NORMAL = 2,
- MAP_ROUGHNESS = 3,
- MAP_OCCLUSION = 4,
- MAP_EMISSION = 5,
- MAP_HEIGHT = 6,
- MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_BRDF = 10
- }
- enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
- enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
- // Pixel formats
- // NOTE: Support depends on OpenGL version and platform
- enum PixelFormat
- {
- UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
- UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
- UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
- UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
- UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
- UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
- UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
- UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
- UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
- COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
- COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
- COMPRESSED_DXT3_RGBA = 13, // 8 bpp
- COMPRESSED_DXT5_RGBA = 14, // 8 bpp
- COMPRESSED_ETC1_RGB = 15, // 4 bpp
- COMPRESSED_ETC2_RGB = 16, // 4 bpp
- COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
- COMPRESSED_PVRT_RGB = 18, // 4 bpp
- COMPRESSED_PVRT_RGBA = 19, // 4 bpp
- COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
- COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
- }
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- enum TextureFilterMode
- {
- FILTER_POINT = 0, // No filter, just pixel aproximation
- FILTER_BILINEAR = 1, // Linear filtering
- FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
- FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
- FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
- FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
- }
- // Cubemap layout type
- enum CubemapLayoutType
- {
- CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
- CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
- CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
- CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
- CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
- CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
- }
- // Texture parameters: wrap mode
- enum TextureWrapMode
- {
- WRAP_REPEAT = 0, // Repeats texture in tiled mode
- WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
- WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
- WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
- }
- // Font type, defines generation method
- enum FontType
- {
- FONT_DEFAULT = 0, // Default font generation, anti-aliased
- FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
- FONT_SDF = 2 // SDF font generation, requires external shader
- }
- // Color blending modes (pre-defined)
- enum BlendMode
- {
- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- BLEND_ADDITIVE = 1, // Blend textures adding colors
- BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
- }
- // Gestures type
- // NOTE: It could be used as flags to enable only some gestures
- enum GestureType
- {
- GESTURE_NONE = 0,
- GESTURE_TAP = 1,
- GESTURE_DOUBLETAP = 2,
- GESTURE_HOLD = 4,
- GESTURE_DRAG = 8,
- GESTURE_SWIPE_RIGHT = 16,
- GESTURE_SWIPE_LEFT = 32,
- GESTURE_SWIPE_UP = 64,
- GESTURE_SWIPE_DOWN = 128,
- GESTURE_PINCH_IN = 256,
- GESTURE_PINCH_OUT = 512
- }
- // Camera system modes
- enum CameraMode
- {
- CAMERA_CUSTOM = 0,
- CAMERA_FREE = 1,
- CAMERA_ORBITAL = 2,
- CAMERA_FIRST_PERSON = 3,
- CAMERA_THIRD_PERSON = 4
- }
- // Camera projection modes
- enum CameraType
- {
- CAMERA_PERSPECTIVE = 0,
- CAMERA_ORTHOGRAPHIC = 1
- }
- // Type of n-patch
- enum NPatchType
- {
- NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
- NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
- NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
- }
- // Callbacks to be implemented by users
- alias TraceLogCallback = void function (int logType, const(char)* text, va_list args);
- // Prevents name mangling of functions
- //------------------------------------------------------------------------------------
- // Global Variables Definition
- //------------------------------------------------------------------------------------
- // It's lonely here...
- //------------------------------------------------------------------------------------
- // Window and Graphics Device Functions (Module: core)
- //------------------------------------------------------------------------------------
- // Window-related functions
- void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
- bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed
- void CloseWindow (); // Close window and unload OpenGL context
- bool IsWindowReady (); // Check if window has been initialized successfully
- bool IsWindowMinimized (); // Check if window has been minimized (or lost focus)
- bool IsWindowResized (); // Check if window has been resized
- bool IsWindowHidden (); // Check if window is currently hidden
- void ToggleFullscreen (); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
- void UnhideWindow (); // Show the window
- void HideWindow (); // Hide the window
- void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP)
- void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
- void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
- void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode)
- void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- void SetWindowSize (int width, int height); // Set window dimensions
- void* GetWindowHandle (); // Get native window handle
- int GetScreenWidth (); // Get current screen width
- int GetScreenHeight (); // Get current screen height
- int GetMonitorCount (); // Get number of connected monitors
- int GetMonitorWidth (int monitor); // Get primary monitor width
- int GetMonitorHeight (int monitor); // Get primary monitor height
- int GetMonitorPhysicalWidth (int monitor); // Get primary monitor physical width in millimetres
- int GetMonitorPhysicalHeight (int monitor); // Get primary monitor physical height in millimetres
- const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
- const(char)* GetClipboardText (); // Get clipboard text content
- void SetClipboardText (const(char)* text); // Set clipboard text content
- // Cursor-related functions
- void ShowCursor (); // Shows cursor
- void HideCursor (); // Hides cursor
- bool IsCursorHidden (); // Check if cursor is not visible
- void EnableCursor (); // Enables cursor (unlock cursor)
- void DisableCursor (); // Disables cursor (lock cursor)
- // Drawing-related functions
- void ClearBackground (Color color); // Set background color (framebuffer clear color)
- void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
- void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
- void BeginMode2D (Camera2D camera); // Initialize 2D mode with custom camera (2D)
- void EndMode2D (); // Ends 2D mode with custom camera
- void BeginMode3D (Camera3D camera); // Initializes 3D mode with custom camera (3D)
- void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
- void BeginTextureMode (RenderTexture2D target); // Initializes render texture for drawing
- void EndTextureMode (); // Ends drawing to render texture
- // Screen-space-related functions
- Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
- Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
- Matrix GetCameraMatrix (Camera camera); // Returns camera transform matrix (view matrix)
- // Timing-related functions
- void SetTargetFPS (int fps); // Set target FPS (maximum)
- int GetFPS (); // Returns current FPS
- float GetFrameTime (); // Returns time in seconds for last frame drawn
- double GetTime (); // Returns elapsed time in seconds since InitWindow()
- // Color-related functions
- int ColorToInt (Color color); // Returns hexadecimal value for a Color
- Vector4 ColorNormalize (Color color); // Returns color normalized as float [0..1]
- Vector3 ColorToHSV (Color color); // Returns HSV values for a Color
- Color ColorFromHSV (Vector3 hsv); // Returns a Color from HSV values
- Color GetColor (int hexValue); // Returns a Color struct from hexadecimal value
- Color Fade (Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
- // Misc. functions
- void SetConfigFlags (ubyte flags); // Setup window configuration flags (view FLAGS)
- void SetTraceLogLevel (int logType); // Set the current threshold (minimum) log level
- void SetTraceLogExit (int logType); // Set the exit threshold (minimum) log level
- void SetTraceLogCallback (TraceLogCallback callback); // Set a trace log callback to enable custom logging
- void TraceLog (int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
- void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
- int GetRandomValue (int min, int max); // Returns a random value between min and max (both included)
- // Files management functions
- bool FileExists (const(char)* fileName); // Check if file exists
- bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension
- const(char)* GetExtension (const(char)* fileName); // Get pointer to extension for a filename string
- const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
- const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (memory should be freed)
- const(char)* GetDirectoryPath (const(char)* fileName); // Get full path for a given fileName (uses static string)
- const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
- char** GetDirectoryFiles (const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
- void ClearDirectoryFiles (); // Clear directory files paths buffers (free memory)
- bool ChangeDirectory (const(char)* dir); // Change working directory, returns true if success
- bool IsFileDropped (); // Check if a file has been dropped into window
- char** GetDroppedFiles (int* count); // Get dropped files names (memory should be freed)
- void ClearDroppedFiles (); // Clear dropped files paths buffer (free memory)
- c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
- // Persistent storage management
- void StorageSaveValue (int position, int value); // Save integer value to storage file (to defined position)
- int StorageLoadValue (int position); // Load integer value from storage file (from defined position)
- void OpenURL (const(char)* url); // Open URL with default system browser (if available)
- //------------------------------------------------------------------------------------
- // Input Handling Functions (Module: core)
- //------------------------------------------------------------------------------------
- // Input-related functions: keyboard
- bool IsKeyPressed (int key); // Detect if a key has been pressed once
- bool IsKeyDown (int key); // Detect if a key is being pressed
- bool IsKeyReleased (int key); // Detect if a key has been released once
- bool IsKeyUp (int key); // Detect if a key is NOT being pressed
- int GetKeyPressed (); // Get latest key pressed
- void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
- // Input-related functions: gamepads
- bool IsGamepadAvailable (int gamepad); // Detect if a gamepad is available
- bool IsGamepadName (int gamepad, const(char)* name); // Check gamepad name (if available)
- const(char)* GetGamepadName (int gamepad); // Return gamepad internal name id
- bool IsGamepadButtonPressed (int gamepad, int button); // Detect if a gamepad button has been pressed once
- bool IsGamepadButtonDown (int gamepad, int button); // Detect if a gamepad button is being pressed
- bool IsGamepadButtonReleased (int gamepad, int button); // Detect if a gamepad button has been released once
- bool IsGamepadButtonUp (int gamepad, int button); // Detect if a gamepad button is NOT being pressed
- int GetGamepadButtonPressed (); // Get the last gamepad button pressed
- int GetGamepadAxisCount (int gamepad); // Return gamepad axis count for a gamepad
- float GetGamepadAxisMovement (int gamepad, int axis); // Return axis movement value for a gamepad axis
- // Input-related functions: mouse
- bool IsMouseButtonPressed (int button); // Detect if a mouse button has been pressed once
- bool IsMouseButtonDown (int button); // Detect if a mouse button is being pressed
- bool IsMouseButtonReleased (int button); // Detect if a mouse button has been released once
- bool IsMouseButtonUp (int button); // Detect if a mouse button is NOT being pressed
- int GetMouseX (); // Returns mouse position X
- int GetMouseY (); // Returns mouse position Y
- Vector2 GetMousePosition (); // Returns mouse position XY
- void SetMousePosition (int x, int y); // Set mouse position XY
- void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
- void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
- int GetMouseWheelMove (); // Returns mouse wheel movement Y
- // Input-related functions: touch
- int GetTouchX (); // Returns touch position X for touch point 0 (relative to screen size)
- int GetTouchY (); // Returns touch position Y for touch point 0 (relative to screen size)
- Vector2 GetTouchPosition (int index); // Returns touch position XY for a touch point index (relative to screen size)
- //------------------------------------------------------------------------------------
- // Gestures and Touch Handling Functions (Module: gestures)
- //------------------------------------------------------------------------------------
- void SetGesturesEnabled (uint gestureFlags); // Enable a set of gestures using flags
- bool IsGestureDetected (int gesture); // Check if a gesture have been detected
- int GetGestureDetected (); // Get latest detected gesture
- int GetTouchPointsCount (); // Get touch points count
- float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
- Vector2 GetGestureDragVector (); // Get gesture drag vector
- float GetGestureDragAngle (); // Get gesture drag angle
- Vector2 GetGesturePinchVector (); // Get gesture pinch delta
- float GetGesturePinchAngle (); // Get gesture pinch angle
- //------------------------------------------------------------------------------------
- // Camera System Functions (Module: camera)
- //------------------------------------------------------------------------------------
- void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available)
- void UpdateCamera (Camera* camera); // Update camera position for selected mode
- void SetCameraPanControl (int panKey); // Set camera pan key to combine with mouse movement (free camera)
- void SetCameraAltControl (int altKey); // Set camera alt key to combine with mouse movement (free camera)
- void SetCameraSmoothZoomControl (int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
- void SetCameraMoveControls (int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
- //------------------------------------------------------------------------------------
- // Basic Shapes Drawing Functions (Module: shapes)
- //------------------------------------------------------------------------------------
- // Basic shapes drawing functions
- void DrawPixel (int posX, int posY, Color color); // Draw a pixel
- void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
- void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
- void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
- void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
- void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
- void DrawLineStrip (Vector2* points, int numPoints, Color color); // Draw lines sequence
- void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
- void DrawCircleSector (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
- void DrawCircleSectorLines (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
- void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
- void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
- void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
- void DrawRing (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
- void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
- void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
- void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
- void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
- void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
- void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
- void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
- void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
- void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
- void DrawRectangleLinesEx (Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
- void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
- void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
- void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
- void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
- void DrawTriangleFan (Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points
- void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
- void SetShapesTexture (Texture2D texture, Rectangle source); // Define default texture used to draw shapes
- // Basic shapes collision detection functions
- bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
- bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
- bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
- Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
- bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
- bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
- bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
- //------------------------------------------------------------------------------------
- // Texture Loading and Drawing Functions (Module: textures)
- //------------------------------------------------------------------------------------
- // Image/Texture2D data loading/unloading/saving functions
- Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
- Image LoadImageEx (Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
- Image LoadImagePro (void* data, int width, int height, int format); // Load image from raw data with parameters
- Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
- void ExportImage (Image image, const(char)* fileName); // Export image data to file
- void ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes
- Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
- Texture2D LoadTextureFromImage (Image image); // Load texture from image data
- TextureCubemap LoadTextureCubemap (Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
- RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
- void UnloadImage (Image image); // Unload image from CPU memory (RAM)
- void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
- void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
- Color* GetImageData (Image image); // Get pixel data from image as a Color struct array
- Vector4* GetImageDataNormalized (Image image); // Get pixel data from image as Vector4 array (float normalized)
- int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes (image or texture)
- Image GetTextureData (Texture2D texture); // Get pixel data from GPU texture and return an Image
- Image GetScreenData (); // Get pixel data from screen buffer and return an Image (screenshot)
- void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
- // Image manipulation functions
- Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
- void ImageToPOT (Image* image, Color fillColor); // Convert image to POT (power-of-two)
- void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
- void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
- void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
- void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
- void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
- void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
- void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
- void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
- void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
- void ImageMipmaps (Image* image); // Generate all mipmap levels for a provided image
- void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- Color* ImageExtractPalette (Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
- Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
- Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
- void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
- void ImageDrawRectangle (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
- void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
- void ImageDrawText (Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
- void ImageDrawTextEx (Image* dst, Vector2 position, Font font, const(char)* text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
- void ImageFlipVertical (Image* image); // Flip image vertically
- void ImageFlipHorizontal (Image* image); // Flip image horizontally
- void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
- void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
- void ImageColorTint (Image* image, Color color); // Modify image color: tint
- void ImageColorInvert (Image* image); // Modify image color: invert
- void ImageColorGrayscale (Image* image); // Modify image color: grayscale
- void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
- void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
- void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
- // Image generation functions
- Image GenImageColor (int width, int height, Color color); // Generate image: plain color
- Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient
- Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient
- Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
- Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
- Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
- Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
- Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
- // Texture2D configuration functions
- void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
- void SetTextureFilter (Texture2D texture, int filterMode); // Set texture scaling filter mode
- void SetTextureWrap (Texture2D texture, int wrapMode); // Set texture wrapping mode
- // Texture2D drawing functions
- void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
- void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
- void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
- void DrawTextureRec (Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
- void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
- void DrawTexturePro (Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
- void DrawTextureNPatch (Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
- //------------------------------------------------------------------------------------
- // Font Loading and Text Drawing Functions (Module: text)
- //------------------------------------------------------------------------------------
- // Font loading/unloading functions
- Font GetFontDefault (); // Get the default Font
- Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
- Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
- Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
- CharInfo* LoadFontData (const(char)* fileName, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
- Image GenImageFontAtlas (CharInfo* chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
- void UnloadFont (Font font); // Unload Font from GPU memory (VRAM)
- // Text drawing functions
- void DrawFPS (int posX, int posY); // Shows current FPS
- void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
- void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
- void DrawTextRec (Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
- void DrawTextRecEx (
- Font font,
- const(char)* text,
- Rectangle rec,
- float fontSize,
- float spacing,
- bool wordWrap,
- Color tint,
- int selectStart,
- int selectLength,
- Color selectText,
- Color selectBack); // Draw text using font inside rectangle limits with support for text selection
- // Text misc. functions
- int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
- Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
- int GetGlyphIndex (Font font, int character); // Get index position for a unicode character on font
- int GetNextCodepoint (const(char)* text, int* count); // Returns next codepoint in a UTF8 encoded string
- // NOTE: 0x3f(`?`) is returned on failure, `count` will hold the total number of bytes processed
- // Text strings management functions
- // NOTE: Some strings allocate memory internally for returned strings, just be careful!
- bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
- uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
- uint TextCountCodepoints (const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
- const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf style)
- const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
- const(char)* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (memory should be freed!)
- const(char)* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (memory should be freed!)
- const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
- const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
- void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
- int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
- const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
- const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
- const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
- int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
- //------------------------------------------------------------------------------------
- // Basic 3d Shapes Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- // Basic geometric 3D shapes drawing functions
- void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
- void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
- void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
- void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
- void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
- void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
- void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
- void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
- void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
- void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
- void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
- void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
- void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
- void DrawRay (Ray ray, Color color); // Draw a ray line
- void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
- void DrawGizmo (Vector3 position); // Draw simple gizmo
- //DrawTorus(), DrawTeapot() could be useful?
- //------------------------------------------------------------------------------------
- // Model 3d Loading and Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- // Model loading/unloading functions
- Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
- Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
- void UnloadModel (Model model); // Unload model from memory (RAM and/or VRAM)
- // Mesh loading/unloading functions
- Mesh* LoadMeshes (const(char)* fileName, int* meshCount); // Load meshes from model file
- void ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file
- void UnloadMesh (Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
- // Material loading/unloading functions
- Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
- Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
- void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
- void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
- // Model animations loading/unloading functions
- ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animsCount); // Load model animations from file
- void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
- void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
- bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
- // Mesh generation functions
- Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
- Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
- Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
- Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
- Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
- Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
- Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
- Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
- Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
- Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
- // Mesh manipulation functions
- BoundingBox MeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
- void MeshTangents (Mesh* mesh); // Compute mesh tangents
- void MeshBinormals (Mesh* mesh); // Compute mesh binormals
- // Model drawing functions
- void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
- void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
- void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
- void DrawModelWiresEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
- void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
- void DrawBillboard (Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
- void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
- // Collision detection functions
- bool CheckCollisionSpheres (Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
- bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
- bool CheckCollisionBoxSphere (BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
- bool CheckCollisionRaySphere (Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
- bool CheckCollisionRaySphereEx (Ray ray, Vector3 spherePosition, float sphereRadius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
- bool CheckCollisionRayBox (Ray ray, BoundingBox box); // Detect collision between ray and box
- RayHitInfo GetCollisionRayModel (Ray ray, Model* model); // Get collision info between ray and model
- RayHitInfo GetCollisionRayTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
- RayHitInfo GetCollisionRayGround (Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
- //------------------------------------------------------------------------------------
- // Shaders System Functions (Module: rlgl)
- // NOTE: This functions are useless when using OpenGL 1.1
- //------------------------------------------------------------------------------------
- // Shader loading/unloading functions
- char* LoadText (const(char)* fileName); // Load chars array from text file
- Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
- Shader LoadShaderCode (char* vsCode, char* fsCode); // Load shader from code strings and bind default locations
- void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
- Shader GetShaderDefault (); // Get default shader
- Texture2D GetTextureDefault (); // Get default texture
- // Shader configuration functions
- int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
- void SetShaderValue (Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
- void SetShaderValueV (Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
- void SetShaderValueMatrix (Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
- void SetShaderValueTexture (Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
- void SetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
- void SetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
- Matrix GetMatrixModelview (); // Get internal modelview matrix
- // Texture maps generation (PBR)
- // NOTE: Required shaders should be provided
- Texture2D GenTextureCubemap (Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
- Texture2D GenTextureIrradiance (Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
- Texture2D GenTexturePrefilter (Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
- Texture2D GenTextureBRDF (Shader shader, int size); // Generate BRDF texture
- // Shading begin/end functions
- void BeginShaderMode (Shader shader); // Begin custom shader drawing
- void EndShaderMode (); // End custom shader drawing (use default shader)
- void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied)
- void EndBlendMode (); // End blending mode (reset to default: alpha blending)
- void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
- void EndScissorMode (); // End scissor mode
- // VR control functions
- void InitVrSimulator (); // Init VR simulator for selected device parameters
- void CloseVrSimulator (); // Close VR simulator for current device
- void UpdateVrTracking (Camera* camera); // Update VR tracking (position and orientation) and camera
- void SetVrConfiguration (VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
- bool IsVrSimulatorReady (); // Detect if VR simulator is ready
- void ToggleVrMode (); // Enable/Disable VR experience
- void BeginVrDrawing (); // Begin VR simulator stereo rendering
- void EndVrDrawing (); // End VR simulator stereo rendering
- //------------------------------------------------------------------------------------
- // Audio Loading and Playing Functions (Module: audio)
- //------------------------------------------------------------------------------------
- // Audio device management functions
- void InitAudioDevice (); // Initialize audio device and context
- void CloseAudioDevice (); // Close the audio device and context
- bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
- void SetMasterVolume (float volume); // Set master volume (listener)
- // Wave/Sound loading/unloading functions
- Wave LoadWave (const(char)* fileName); // Load wave data from file
- Wave LoadWaveEx (void* data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
- Sound LoadSound (const(char)* fileName); // Load sound from file
- Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
- void UpdateSound (Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
- void UnloadWave (Wave wave); // Unload wave data
- void UnloadSound (Sound sound); // Unload sound
- void ExportWave (Wave wave, const(char)* fileName); // Export wave data to file
- void ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
- // Wave/Sound management functions
- void PlaySound (Sound sound); // Play a sound
- void PauseSound (Sound sound); // Pause a sound
- void ResumeSound (Sound sound); // Resume a paused sound
- void StopSound (Sound sound); // Stop playing a sound
- bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
- void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
- void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
- void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
- Wave WaveCopy (Wave wave); // Copy a wave to a new wave
- void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
- float* GetWaveData (Wave wave); // Get samples data from wave as a floats array
- // Music management functions
- Music LoadMusicStream (const(char)* fileName); // Load music stream from file
- void UnloadMusicStream (Music music); // Unload music stream
- void PlayMusicStream (Music music); // Start music playing
- void UpdateMusicStream (Music music); // Updates buffers for music streaming
- void StopMusicStream (Music music); // Stop music playing
- void PauseMusicStream (Music music); // Pause music playing
- void ResumeMusicStream (Music music); // Resume playing paused music
- bool IsMusicPlaying (Music music); // Check if music is playing
- void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
- void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
- void SetMusicLoopCount (Music music, int count); // Set music loop count (loop repeats)
- float GetMusicTimeLength (Music music); // Get music time length (in seconds)
- float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
- // AudioStream management functions
- AudioStream InitAudioStream (uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
- void UpdateAudioStream (AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
- void CloseAudioStream (AudioStream stream); // Close audio stream and free memory
- bool IsAudioBufferProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
- void PlayAudioStream (AudioStream stream); // Play audio stream
- void PauseAudioStream (AudioStream stream); // Pause audio stream
- void ResumeAudioStream (AudioStream stream); // Resume audio stream
- bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
- void StopAudioStream (AudioStream stream); // Stop audio stream
- void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
- void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
- //------------------------------------------------------------------------------------
- // Network (Module: network)
- //------------------------------------------------------------------------------------
- // IN PROGRESS: Check rnet.h for reference
- // RAYLIB_H
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