raylib.d 80 KB

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