raylib.d 79 KB

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  1. module raylib;
  2. public
  3. {
  4. import rlgl;
  5. import easings;
  6. import raymath;
  7. import raymathext;
  8. import raylib_types;
  9. }
  10. /**********************************************************************************************
  11. *
  12. * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  13. *
  14. * FEATURES:
  15. * - NO external dependencies, all required libraries included with raylib
  16. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
  17. * MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5.
  18. * - Written in plain C code (C99) in PascalCase/camelCase notation
  19. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
  20. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  21. * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
  22. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  23. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  24. * - Flexible Materials system, supporting classic maps and PBR maps
  25. * - Animated 3D models supported (skeletal bones animation) (IQM, glTF)
  26. * - Shaders support, including Model shaders and Postprocessing shaders
  27. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  28. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  29. * - VR stereo rendering with configurable HMD device parameters
  30. * - Bindings to multiple programming languages available!
  31. *
  32. * NOTES:
  33. * One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
  34. * One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2)
  35. * One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
  36. * One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
  37. *
  38. * DEPENDENCIES (included):
  39. * [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
  40. * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
  41. * [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management
  42. *
  43. * OPTIONAL DEPENDENCIES (included):
  44. * [core] msf_gif (Miles Fogle) for GIF recording
  45. * [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm
  46. * [core] sdefl (Micha Mettke) for DEFLATE compression algorythm
  47. * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  48. * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
  49. * [textures] stb_image_resize (Sean Barret) for image resizing algorithms
  50. * [textures] stb_perlin (Sean Barret) for Perlin noise image generation
  51. * [text] stb_truetype (Sean Barret) for ttf fonts loading
  52. * [text] stb_rect_pack (Sean Barret) for rectangles packing
  53. * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
  54. * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  55. * [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
  56. * [raudio] dr_wav (David Reid) for WAV audio file loading
  57. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  58. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  59. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  60. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  61. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  62. *
  63. *
  64. * LICENSE: zlib/libpng
  65. *
  66. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  67. * BSD-like license that allows static linking with closed source software:
  68. *
  69. * Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
  70. *
  71. * This software is provided "as-is", without any express or implied warranty. In no event
  72. * will the authors be held liable for any damages arising from the use of this software.
  73. *
  74. * Permission is granted to anyone to use this software for any purpose, including commercial
  75. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  76. *
  77. * 1. The origin of this software must not be misrepresented; you must not claim that you
  78. * wrote the original software. If you use this software in a product, an acknowledgment
  79. * in the product documentation would be appreciated but is not required.
  80. *
  81. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  82. * as being the original software.
  83. *
  84. * 3. This notice may not be removed or altered from any source distribution.
  85. *
  86. **********************************************************************************************/
  87. import core.stdc.config;
  88. import core.stdc.stdarg;
  89. extern (C) @nogc nothrow:
  90. // Required for: va_list - Only used by TraceLogCallback
  91. // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
  92. // We are building raylib as a Win32 shared library (.dll)
  93. // We are using raylib as a Win32 shared library (.dll)
  94. // We are building or using raylib as a static library // We are building or using raylib as a static library (or Linux shared library)
  95. //----------------------------------------------------------------------------------
  96. // Some basic Defines
  97. //----------------------------------------------------------------------------------
  98. enum PI = 3.14159265358979323846f;
  99. enum DEG2RAD = PI / 180.0f;
  100. enum RAD2DEG = 180.0f / PI;
  101. // Allow custom memory allocators
  102. // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
  103. // Plain structures in C++ (without constructors) can be initialized from { } initializers.
  104. extern (D) auto CLITERAL(T)(auto ref T type)
  105. {
  106. return type;
  107. }
  108. // Some Basic Colors
  109. // 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)
  110. // Temporal hacks to avoid breaking old codebases using
  111. // deprecated raylib implementation or definitions
  112. alias FormatText = TextFormat;
  113. alias LoadText = LoadFileText;
  114. alias GetExtension = GetFileExtension;
  115. alias GetImageData = LoadImageColors;
  116. alias FILTER_POINT = TextureFilter.TEXTURE_FILTER_POINT;
  117. alias FILTER_BILINEAR = TextureFilter.TEXTURE_FILTER_BILINEAR;
  118. alias MAP_DIFFUSE = MATERIAL_MAP_DIFFUSE;
  119. alias PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = PixelFormat.PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
  120. //----------------------------------------------------------------------------------
  121. // Structures Definition
  122. //----------------------------------------------------------------------------------
  123. // Boolean type
  124. // Vector2 type
  125. // Vector3 type
  126. // Vector4 type
  127. // Quaternion type, same as Vector4
  128. // Matrix type (OpenGL style 4x4 - right handed, column major)
  129. // Color type, RGBA (32bit)
  130. struct Color
  131. {
  132. ubyte r;
  133. ubyte g;
  134. ubyte b;
  135. ubyte a;
  136. }
  137. // Rectangle type
  138. // Image type, bpp always RGBA (32bit)
  139. // NOTE: Data stored in CPU memory (RAM)
  140. struct Image
  141. {
  142. void* data; // Image raw data
  143. int width; // Image base width
  144. int height; // Image base height
  145. int mipmaps; // Mipmap levels, 1 by default
  146. int format; // Data format (PixelFormat type)
  147. }
  148. // Texture type
  149. // NOTE: Data stored in GPU memory
  150. struct Texture
  151. {
  152. uint id; // OpenGL texture id
  153. int width; // Texture base width
  154. int height; // Texture base height
  155. int mipmaps; // Mipmap levels, 1 by default
  156. int format; // Data format (PixelFormat type)
  157. }
  158. // Texture2D type, same as Texture
  159. alias Texture2D = Texture;
  160. // TextureCubemap type, actually, same as Texture
  161. alias TextureCubemap = Texture;
  162. // RenderTexture type, for texture rendering
  163. struct RenderTexture
  164. {
  165. uint id; // OpenGL framebuffer object id
  166. Texture texture; // Color buffer attachment texture
  167. Texture depth; // Depth buffer attachment texture
  168. }
  169. // RenderTexture2D type, same as RenderTexture
  170. alias RenderTexture2D = RenderTexture;
  171. // N-Patch layout info
  172. struct NPatchInfo
  173. {
  174. Rectangle source; // Texture source rectangle
  175. int left; // Left border offset
  176. int top; // Top border offset
  177. int right; // Right border offset
  178. int bottom; // Bottom border offset
  179. int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
  180. }
  181. // Font character info
  182. struct CharInfo
  183. {
  184. int value; // Character value (Unicode)
  185. int offsetX; // Character offset X when drawing
  186. int offsetY; // Character offset Y when drawing
  187. int advanceX; // Character advance position X
  188. Image image; // Character image data
  189. }
  190. // Font type, includes texture and charSet array data
  191. struct Font
  192. {
  193. int baseSize; // Base size (default chars height)
  194. int charsCount; // Number of characters
  195. int charsPadding; // Padding around the chars
  196. Texture2D texture; // Characters texture atlas
  197. Rectangle* recs; // Characters rectangles in texture
  198. CharInfo* chars; // Characters info data
  199. }
  200. alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
  201. // Camera type, defines a camera position/orientation in 3d space
  202. struct Camera3D
  203. {
  204. Vector3 position; // Camera position
  205. Vector3 target; // Camera target it looks-at
  206. Vector3 up; // Camera up vector (rotation over its axis)
  207. float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
  208. int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  209. }
  210. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  211. // Camera2D type, defines a 2d camera
  212. struct Camera2D
  213. {
  214. Vector2 offset; // Camera offset (displacement from target)
  215. Vector2 target; // Camera target (rotation and zoom origin)
  216. float rotation; // Camera rotation in degrees
  217. float zoom; // Camera zoom (scaling), should be 1.0f by default
  218. }
  219. // Vertex data definning a mesh
  220. // NOTE: Data stored in CPU memory (and GPU)
  221. struct Mesh
  222. {
  223. int vertexCount; // Number of vertices stored in arrays
  224. int triangleCount; // Number of triangles stored (indexed or not)
  225. // Default vertex data
  226. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  227. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  228. float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
  229. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  230. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  231. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  232. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  233. // Animation vertex data
  234. float* animVertices; // Animated vertex positions (after bones transformations)
  235. float* animNormals; // Animated normals (after bones transformations)
  236. int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
  237. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  238. // OpenGL identifiers
  239. uint vaoId; // OpenGL Vertex Array Object id
  240. uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  241. }
  242. // Shader type (generic)
  243. struct Shader
  244. {
  245. uint id; // Shader program id
  246. int* locs; // Shader locations array (MAX_SHADER_LOCATIONS)
  247. }
  248. // Material texture map
  249. struct MaterialMap
  250. {
  251. Texture2D texture; // Material map texture
  252. Color color; // Material map color
  253. float value; // Material map value
  254. }
  255. // Material type (generic)
  256. struct Material
  257. {
  258. Shader shader; // Material shader
  259. MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
  260. float[4] params; // Material generic parameters (if required)
  261. }
  262. // Transformation properties
  263. struct Transform
  264. {
  265. Vector3 translation; // Translation
  266. Quaternion rotation; // Rotation
  267. Vector3 scale; // Scale
  268. }
  269. // Bone information
  270. struct BoneInfo
  271. {
  272. char[32] name; // Bone name
  273. int parent; // Bone parent
  274. }
  275. // Model type
  276. struct Model
  277. {
  278. Matrix transform; // Local transform matrix
  279. int meshCount; // Number of meshes
  280. int materialCount; // Number of materials
  281. Mesh* meshes; // Meshes array
  282. Material* materials; // Materials array
  283. int* meshMaterial; // Mesh material number
  284. // Animation data
  285. int boneCount; // Number of bones
  286. BoneInfo* bones; // Bones information (skeleton)
  287. Transform* bindPose; // Bones base transformation (pose)
  288. }
  289. // Model animation
  290. struct ModelAnimation
  291. {
  292. int boneCount; // Number of bones
  293. int frameCount; // Number of animation frames
  294. BoneInfo* bones; // Bones information (skeleton)
  295. Transform** framePoses; // Poses array by frame
  296. }
  297. // Ray type (useful for raycast)
  298. struct Ray
  299. {
  300. Vector3 position; // Ray position (origin)
  301. Vector3 direction; // Ray direction
  302. }
  303. // Raycast hit information
  304. struct RayHitInfo
  305. {
  306. bool hit; // Did the ray hit something?
  307. float distance; // Distance to nearest hit
  308. Vector3 position; // Position of nearest hit
  309. Vector3 normal; // Surface normal of hit
  310. }
  311. // Bounding box type
  312. struct BoundingBox
  313. {
  314. Vector3 min; // Minimum vertex box-corner
  315. Vector3 max; // Maximum vertex box-corner
  316. }
  317. // Wave type, defines audio wave data
  318. struct Wave
  319. {
  320. uint sampleCount; // Total number of samples
  321. uint sampleRate; // Frequency (samples per second)
  322. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  323. uint channels; // Number of channels (1-mono, 2-stereo)
  324. void* data; // Buffer data pointer
  325. }
  326. struct rAudioBuffer;
  327. // Audio stream type
  328. // NOTE: Useful to create custom audio streams not bound to a specific file
  329. struct AudioStream
  330. {
  331. rAudioBuffer* buffer; // Pointer to internal data used by the audio system
  332. uint sampleRate; // Frequency (samples per second)
  333. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  334. uint channels; // Number of channels (1-mono, 2-stereo)
  335. }
  336. // Sound source type
  337. struct Sound
  338. {
  339. AudioStream stream; // Audio stream
  340. uint sampleCount; // Total number of samples
  341. }
  342. // Music stream type (audio file streaming from memory)
  343. // NOTE: Anything longer than ~10 seconds should be streamed
  344. struct Music
  345. {
  346. AudioStream stream; // Audio stream
  347. uint sampleCount; // Total number of samples
  348. bool looping; // Music looping enable
  349. int ctxType; // Type of music context (audio filetype)
  350. void* ctxData; // Audio context data, depends on type
  351. }
  352. // Head-Mounted-Display device parameters
  353. struct VrDeviceInfo
  354. {
  355. int hResolution; // Horizontal resolution in pixels
  356. int vResolution; // Vertical resolution in pixels
  357. float hScreenSize; // Horizontal size in meters
  358. float vScreenSize; // Vertical size in meters
  359. float vScreenCenter; // Screen center in meters
  360. float eyeToScreenDistance; // Distance between eye and display in meters
  361. float lensSeparationDistance; // Lens separation distance in meters
  362. float interpupillaryDistance; // IPD (distance between pupils) in meters
  363. float[4] lensDistortionValues; // Lens distortion constant parameters
  364. float[4] chromaAbCorrection; // Chromatic aberration correction parameters
  365. }
  366. // VR Stereo rendering configuration for simulator
  367. struct VrStereoConfig
  368. {
  369. Matrix[2] projection; // VR projection matrices (per eye)
  370. Matrix[2] viewOffset; // VR view offset matrices (per eye)
  371. float[2] leftLensCenter; // VR left lens center
  372. float[2] rightLensCenter; // VR right lens center
  373. float[2] leftScreenCenter; // VR left screen center
  374. float[2] rightScreenCenter; // VR right screen center
  375. float[2] scale; // VR distortion scale
  376. float[2] scaleIn; // VR distortion scale in
  377. }
  378. //----------------------------------------------------------------------------------
  379. // Enumerators Definition
  380. //----------------------------------------------------------------------------------
  381. // System/Window config flags
  382. // NOTE: Every bit registers one state (use it with bit masks)
  383. // By default all flags are set to 0
  384. enum ConfigFlags
  385. {
  386. FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
  387. FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
  388. FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
  389. FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
  390. FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
  391. FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
  392. FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
  393. FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
  394. FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
  395. FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
  396. FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
  397. FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
  398. FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
  399. FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
  400. }
  401. // Trace log level
  402. enum TraceLogLevel
  403. {
  404. LOG_ALL = 0, // Display all logs
  405. LOG_TRACE = 1,
  406. LOG_DEBUG = 2,
  407. LOG_INFO = 3,
  408. LOG_WARNING = 4,
  409. LOG_ERROR = 5,
  410. LOG_FATAL = 6,
  411. LOG_NONE = 7 // Disable logging
  412. }
  413. // Keyboard keys (US keyboard layout)
  414. // NOTE: Use GetKeyPressed() to allow redefining
  415. // required keys for alternative layouts
  416. enum KeyboardKey
  417. {
  418. KEY_NULL = 0,
  419. // Alphanumeric keys
  420. KEY_APOSTROPHE = 39,
  421. KEY_COMMA = 44,
  422. KEY_MINUS = 45,
  423. KEY_PERIOD = 46,
  424. KEY_SLASH = 47,
  425. KEY_ZERO = 48,
  426. KEY_ONE = 49,
  427. KEY_TWO = 50,
  428. KEY_THREE = 51,
  429. KEY_FOUR = 52,
  430. KEY_FIVE = 53,
  431. KEY_SIX = 54,
  432. KEY_SEVEN = 55,
  433. KEY_EIGHT = 56,
  434. KEY_NINE = 57,
  435. KEY_SEMICOLON = 59,
  436. KEY_EQUAL = 61,
  437. KEY_A = 65,
  438. KEY_B = 66,
  439. KEY_C = 67,
  440. KEY_D = 68,
  441. KEY_E = 69,
  442. KEY_F = 70,
  443. KEY_G = 71,
  444. KEY_H = 72,
  445. KEY_I = 73,
  446. KEY_J = 74,
  447. KEY_K = 75,
  448. KEY_L = 76,
  449. KEY_M = 77,
  450. KEY_N = 78,
  451. KEY_O = 79,
  452. KEY_P = 80,
  453. KEY_Q = 81,
  454. KEY_R = 82,
  455. KEY_S = 83,
  456. KEY_T = 84,
  457. KEY_U = 85,
  458. KEY_V = 86,
  459. KEY_W = 87,
  460. KEY_X = 88,
  461. KEY_Y = 89,
  462. KEY_Z = 90,
  463. // Function keys
  464. KEY_SPACE = 32,
  465. KEY_ESCAPE = 256,
  466. KEY_ENTER = 257,
  467. KEY_TAB = 258,
  468. KEY_BACKSPACE = 259,
  469. KEY_INSERT = 260,
  470. KEY_DELETE = 261,
  471. KEY_RIGHT = 262,
  472. KEY_LEFT = 263,
  473. KEY_DOWN = 264,
  474. KEY_UP = 265,
  475. KEY_PAGE_UP = 266,
  476. KEY_PAGE_DOWN = 267,
  477. KEY_HOME = 268,
  478. KEY_END = 269,
  479. KEY_CAPS_LOCK = 280,
  480. KEY_SCROLL_LOCK = 281,
  481. KEY_NUM_LOCK = 282,
  482. KEY_PRINT_SCREEN = 283,
  483. KEY_PAUSE = 284,
  484. KEY_F1 = 290,
  485. KEY_F2 = 291,
  486. KEY_F3 = 292,
  487. KEY_F4 = 293,
  488. KEY_F5 = 294,
  489. KEY_F6 = 295,
  490. KEY_F7 = 296,
  491. KEY_F8 = 297,
  492. KEY_F9 = 298,
  493. KEY_F10 = 299,
  494. KEY_F11 = 300,
  495. KEY_F12 = 301,
  496. KEY_LEFT_SHIFT = 340,
  497. KEY_LEFT_CONTROL = 341,
  498. KEY_LEFT_ALT = 342,
  499. KEY_LEFT_SUPER = 343,
  500. KEY_RIGHT_SHIFT = 344,
  501. KEY_RIGHT_CONTROL = 345,
  502. KEY_RIGHT_ALT = 346,
  503. KEY_RIGHT_SUPER = 347,
  504. KEY_KB_MENU = 348,
  505. KEY_LEFT_BRACKET = 91,
  506. KEY_BACKSLASH = 92,
  507. KEY_RIGHT_BRACKET = 93,
  508. KEY_GRAVE = 96,
  509. // Keypad keys
  510. KEY_KP_0 = 320,
  511. KEY_KP_1 = 321,
  512. KEY_KP_2 = 322,
  513. KEY_KP_3 = 323,
  514. KEY_KP_4 = 324,
  515. KEY_KP_5 = 325,
  516. KEY_KP_6 = 326,
  517. KEY_KP_7 = 327,
  518. KEY_KP_8 = 328,
  519. KEY_KP_9 = 329,
  520. KEY_KP_DECIMAL = 330,
  521. KEY_KP_DIVIDE = 331,
  522. KEY_KP_MULTIPLY = 332,
  523. KEY_KP_SUBTRACT = 333,
  524. KEY_KP_ADD = 334,
  525. KEY_KP_ENTER = 335,
  526. KEY_KP_EQUAL = 336,
  527. // Android key buttons
  528. KEY_BACK = 4,
  529. KEY_MENU = 82,
  530. KEY_VOLUME_UP = 24,
  531. KEY_VOLUME_DOWN = 25
  532. }
  533. // Mouse buttons
  534. enum MouseButton
  535. {
  536. MOUSE_LEFT_BUTTON = 0,
  537. MOUSE_RIGHT_BUTTON = 1,
  538. MOUSE_MIDDLE_BUTTON = 2
  539. }
  540. // Mouse cursor
  541. enum MouseCursor
  542. {
  543. MOUSE_CURSOR_DEFAULT = 0,
  544. MOUSE_CURSOR_ARROW = 1,
  545. MOUSE_CURSOR_IBEAM = 2,
  546. MOUSE_CURSOR_CROSSHAIR = 3,
  547. MOUSE_CURSOR_POINTING_HAND = 4,
  548. MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape
  549. MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape
  550. MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape
  551. MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
  552. MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
  553. MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
  554. }
  555. // Gamepad buttons
  556. enum GamepadButton
  557. {
  558. // This is here just for error checking
  559. GAMEPAD_BUTTON_UNKNOWN = 0,
  560. // This is normally a DPAD
  561. GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
  562. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
  563. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
  564. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
  565. // This normally corresponds with PlayStation and Xbox controllers
  566. // XBOX: [Y,X,A,B]
  567. // PS3: [Triangle,Square,Cross,Circle]
  568. // No support for 6 button controllers though..
  569. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
  570. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
  571. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
  572. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
  573. // Triggers
  574. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
  575. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
  576. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
  577. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
  578. // These are buttons in the center of the gamepad
  579. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // PS3 Select
  580. GAMEPAD_BUTTON_MIDDLE = 14, // PS Button/XBOX Button
  581. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // PS3 Start
  582. // These are the joystick press in buttons
  583. GAMEPAD_BUTTON_LEFT_THUMB = 16,
  584. GAMEPAD_BUTTON_RIGHT_THUMB = 17
  585. }
  586. // Gamepad axis
  587. enum GamepadAxis
  588. {
  589. // Left stick
  590. GAMEPAD_AXIS_LEFT_X = 0,
  591. GAMEPAD_AXIS_LEFT_Y = 1,
  592. // Right stick
  593. GAMEPAD_AXIS_RIGHT_X = 2,
  594. GAMEPAD_AXIS_RIGHT_Y = 3,
  595. // Pressure levels for the back triggers
  596. GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
  597. GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
  598. }
  599. // Material map index
  600. enum MaterialMapIndex
  601. {
  602. MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
  603. MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
  604. MATERIAL_MAP_NORMAL = 2,
  605. MATERIAL_MAP_ROUGHNESS = 3,
  606. MATERIAL_MAP_OCCLUSION = 4,
  607. MATERIAL_MAP_EMISSION = 5,
  608. MATERIAL_MAP_HEIGHT = 6,
  609. MATERIAL_MAP_BRDG = 7,
  610. MATERIAL_MAP_CUBEMAP = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  611. MATERIAL_MAP_IRRADIANCE = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  612. MATERIAL_MAP_PREFILTER = 10 // NOTE: Uses GL_TEXTURE_CUBE_MAP
  613. }
  614. enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
  615. enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
  616. // Shader location index
  617. enum ShaderLocationIndex
  618. {
  619. SHADER_LOC_VERTEX_POSITION = 0,
  620. SHADER_LOC_VERTEX_TEXCOORD01 = 1,
  621. SHADER_LOC_VERTEX_TEXCOORD02 = 2,
  622. SHADER_LOC_VERTEX_NORMAL = 3,
  623. SHADER_LOC_VERTEX_TANGENT = 4,
  624. SHADER_LOC_VERTEX_COLOR = 5,
  625. SHADER_LOC_MATRIX_MVP = 6,
  626. SHADER_LOC_MATRIX_VIEW = 7,
  627. SHADER_LOC_MATRIX_PROJECTION = 8,
  628. SHADER_LOC_MATRIX_MODEL = 9,
  629. SHADER_LOC_MATRIX_NORMAL = 10,
  630. SHADER_LOC_VECTOR_VIEW = 11,
  631. SHADER_LOC_COLOR_DIFFUSE = 12,
  632. SHADER_LOC_COLOR_SPECULAR = 13,
  633. SHADER_LOC_COLOR_AMBIENT = 14,
  634. SHADER_LOC_MAP_ALBEDO = 15, // SHADER_LOC_MAP_DIFFUSE
  635. SHADER_LOC_MAP_METALNESS = 16, // SHADER_LOC_MAP_SPECULAR
  636. SHADER_LOC_MAP_NORMAL = 17,
  637. SHADER_LOC_MAP_ROUGHNESS = 18,
  638. SHADER_LOC_MAP_OCCLUSION = 19,
  639. SHADER_LOC_MAP_EMISSION = 20,
  640. SHADER_LOC_MAP_HEIGHT = 21,
  641. SHADER_LOC_MAP_CUBEMAP = 22,
  642. SHADER_LOC_MAP_IRRADIANCE = 23,
  643. SHADER_LOC_MAP_PREFILTER = 24,
  644. SHADER_LOC_MAP_BRDF = 25
  645. }
  646. enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
  647. enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
  648. // Shader uniform data type
  649. enum ShaderUniformDataType
  650. {
  651. SHADER_UNIFORM_FLOAT = 0,
  652. SHADER_UNIFORM_VEC2 = 1,
  653. SHADER_UNIFORM_VEC3 = 2,
  654. SHADER_UNIFORM_VEC4 = 3,
  655. SHADER_UNIFORM_INT = 4,
  656. SHADER_UNIFORM_IVEC2 = 5,
  657. SHADER_UNIFORM_IVEC3 = 6,
  658. SHADER_UNIFORM_IVEC4 = 7,
  659. SHADER_UNIFORM_SAMPLER2D = 8
  660. }
  661. // Pixel formats
  662. // NOTE: Support depends on OpenGL version and platform
  663. enum PixelFormat
  664. {
  665. PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  666. PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  667. PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  668. PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  669. PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  670. PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  671. PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  672. PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  673. PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  674. PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  675. PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
  676. PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
  677. PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
  678. PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
  679. PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
  680. PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
  681. PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
  682. PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
  683. PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
  684. PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
  685. PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
  686. }
  687. // Texture parameters: filter mode
  688. // NOTE 1: Filtering considers mipmaps if available in the texture
  689. // NOTE 2: Filter is accordingly set for minification and magnification
  690. enum TextureFilter
  691. {
  692. TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
  693. TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
  694. TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  695. TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  696. TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  697. TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  698. }
  699. // Texture parameters: wrap mode
  700. enum TextureWrap
  701. {
  702. TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
  703. TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  704. TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  705. TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  706. }
  707. // Cubemap layouts
  708. enum CubemapLayout
  709. {
  710. CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
  711. CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  712. CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
  713. CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  714. CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  715. CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
  716. }
  717. // Font type, defines generation method
  718. enum FontType
  719. {
  720. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  721. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  722. FONT_SDF = 2 // SDF font generation, requires external shader
  723. }
  724. // Color blending modes (pre-defined)
  725. enum BlendMode
  726. {
  727. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  728. BLEND_ADDITIVE = 1, // Blend textures adding colors
  729. BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
  730. BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
  731. BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
  732. BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use rlSetBlendMode())
  733. }
  734. // Gestures
  735. // NOTE: It could be used as flags to enable only some gestures
  736. enum Gestures
  737. {
  738. GESTURE_NONE = 0,
  739. GESTURE_TAP = 1,
  740. GESTURE_DOUBLETAP = 2,
  741. GESTURE_HOLD = 4,
  742. GESTURE_DRAG = 8,
  743. GESTURE_SWIPE_RIGHT = 16,
  744. GESTURE_SWIPE_LEFT = 32,
  745. GESTURE_SWIPE_UP = 64,
  746. GESTURE_SWIPE_DOWN = 128,
  747. GESTURE_PINCH_IN = 256,
  748. GESTURE_PINCH_OUT = 512
  749. }
  750. // Camera system modes
  751. enum CameraMode
  752. {
  753. CAMERA_CUSTOM = 0,
  754. CAMERA_FREE = 1,
  755. CAMERA_ORBITAL = 2,
  756. CAMERA_FIRST_PERSON = 3,
  757. CAMERA_THIRD_PERSON = 4
  758. }
  759. // Camera projection
  760. enum CameraProjection
  761. {
  762. CAMERA_PERSPECTIVE = 0,
  763. CAMERA_ORTHOGRAPHIC = 1
  764. }
  765. // N-patch layout
  766. enum NPatchLayout
  767. {
  768. NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
  769. NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
  770. NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
  771. }
  772. // Callbacks to hook some internal functions
  773. // WARNING: This callbacks are intended for advance users
  774. alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
  775. alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data
  776. alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data
  777. alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
  778. alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
  779. // Prevents name mangling of functions
  780. //------------------------------------------------------------------------------------
  781. // Global Variables Definition
  782. //------------------------------------------------------------------------------------
  783. // It's lonely here...
  784. //------------------------------------------------------------------------------------
  785. // Window and Graphics Device Functions (Module: core)
  786. //------------------------------------------------------------------------------------
  787. // Window-related functions
  788. void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
  789. bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
  790. void CloseWindow(); // Close window and unload OpenGL context
  791. bool IsWindowReady(); // Check if window has been initialized successfully
  792. bool IsWindowFullscreen(); // Check if window is currently fullscreen
  793. bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
  794. bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
  795. bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
  796. bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
  797. bool IsWindowResized(); // Check if window has been resized last frame
  798. bool IsWindowState(uint flag); // Check if one specific window flag is enabled
  799. void SetWindowState(uint flags); // Set window configuration state using flags
  800. void ClearWindowState(uint flags); // Clear window configuration state flags
  801. void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
  802. void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
  803. void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
  804. void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
  805. void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
  806. void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
  807. void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  808. void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
  809. void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  810. void SetWindowSize(int width, int height); // Set window dimensions
  811. void* GetWindowHandle(); // Get native window handle
  812. int GetScreenWidth(); // Get current screen width
  813. int GetScreenHeight(); // Get current screen height
  814. int GetMonitorCount(); // Get number of connected monitors
  815. int GetCurrentMonitor(); // Get current connected monitor
  816. Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
  817. int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
  818. int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
  819. int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
  820. int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
  821. int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
  822. Vector2 GetWindowPosition(); // Get window position XY on monitor
  823. Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
  824. const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
  825. void SetClipboardText(const(char)* text); // Set clipboard text content
  826. const(char)* GetClipboardText(); // Get clipboard text content
  827. // Cursor-related functions
  828. void ShowCursor(); // Shows cursor
  829. void HideCursor(); // Hides cursor
  830. bool IsCursorHidden(); // Check if cursor is not visible
  831. void EnableCursor(); // Enables cursor (unlock cursor)
  832. void DisableCursor(); // Disables cursor (lock cursor)
  833. bool IsCursorOnScreen(); // Check if cursor is on the current screen.
  834. // Drawing-related functions
  835. void ClearBackground(Color color); // Set background color (framebuffer clear color)
  836. void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
  837. void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
  838. void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
  839. void EndMode2D(); // Ends 2D mode with custom camera
  840. void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
  841. void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
  842. void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
  843. void EndTextureMode(); // Ends drawing to render texture
  844. void BeginShaderMode(Shader shader); // Begin custom shader drawing
  845. void EndShaderMode(); // End custom shader drawing (use default shader)
  846. void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
  847. void EndBlendMode(); // End blending mode (reset to default: alpha blending)
  848. void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  849. void EndScissorMode(); // End scissor mode
  850. void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
  851. void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
  852. // VR stereo config functions for VR simulator
  853. VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
  854. void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
  855. // Shader management functions
  856. // NOTE: Shader functionality is not available on OpenGL 1.1
  857. Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  858. Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
  859. int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
  860. int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
  861. void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
  862. void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  863. void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
  864. void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
  865. void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
  866. // Screen-space-related functions
  867. Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
  868. Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
  869. Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
  870. Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
  871. Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
  872. Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
  873. Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
  874. // Timing-related functions
  875. void SetTargetFPS(int fps); // Set target FPS (maximum)
  876. int GetFPS(); // Returns current FPS
  877. float GetFrameTime(); // Returns time in seconds for last frame drawn (delta time)
  878. double GetTime(); // Returns elapsed time in seconds since InitWindow()
  879. // Misc. functions
  880. int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
  881. void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
  882. void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
  883. void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
  884. void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
  885. void* MemAlloc(int size); // Internal memory allocator
  886. void* MemRealloc(void* ptr, int size); // Internal memory reallocator
  887. void MemFree(void* ptr); // Internal memory free
  888. // Set custom callbacks
  889. // WARNING: Callbacks setup is intended for advance users
  890. void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
  891. void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
  892. void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
  893. void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
  894. void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
  895. // Files management functions
  896. ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
  897. void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
  898. bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success
  899. char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
  900. void UnloadFileText(ubyte* text); // Unload file text data allocated by LoadFileText()
  901. bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
  902. bool FileExists(const(char)* fileName); // Check if file exists
  903. bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
  904. bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
  905. const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: ".png")
  906. const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
  907. const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
  908. const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
  909. const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
  910. const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
  911. char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
  912. void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
  913. bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
  914. bool IsFileDropped(); // Check if a file has been dropped into window
  915. char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
  916. void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
  917. c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
  918. ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorithm)
  919. ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorithm)
  920. // Persistent storage management
  921. bool SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position), returns true on success
  922. int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
  923. void OpenURL(const(char)* url); // Open URL with default system browser (if available)
  924. //------------------------------------------------------------------------------------
  925. // Input Handling Functions (Module: core)
  926. //------------------------------------------------------------------------------------
  927. // Input-related functions: keyboard
  928. bool IsKeyPressed(int key); // Detect if a key has been pressed once
  929. bool IsKeyDown(int key); // Detect if a key is being pressed
  930. bool IsKeyReleased(int key); // Detect if a key has been released once
  931. bool IsKeyUp(int key); // Detect if a key is NOT being pressed
  932. void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
  933. int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued
  934. int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued
  935. // Input-related functions: gamepads
  936. bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
  937. bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available)
  938. const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id
  939. bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
  940. bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
  941. bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
  942. bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
  943. int GetGamepadButtonPressed(); // Get the last gamepad button pressed
  944. int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
  945. float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
  946. int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
  947. // Input-related functions: mouse
  948. bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
  949. bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
  950. bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
  951. bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
  952. int GetMouseX(); // Returns mouse position X
  953. int GetMouseY(); // Returns mouse position Y
  954. Vector2 GetMousePosition(); // Returns mouse position XY
  955. void SetMousePosition(int x, int y); // Set mouse position XY
  956. void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
  957. void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
  958. float GetMouseWheelMove(); // Returns mouse wheel movement Y
  959. void SetMouseCursor(int cursor); // Set mouse cursor
  960. // Input-related functions: touch
  961. int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size)
  962. int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size)
  963. Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
  964. //------------------------------------------------------------------------------------
  965. // Gestures and Touch Handling Functions (Module: gestures)
  966. //------------------------------------------------------------------------------------
  967. void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
  968. bool IsGestureDetected(int gesture); // Check if a gesture have been detected
  969. int GetGestureDetected(); // Get latest detected gesture
  970. int GetTouchPointsCount(); // Get touch points count
  971. float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
  972. Vector2 GetGestureDragVector(); // Get gesture drag vector
  973. float GetGestureDragAngle(); // Get gesture drag angle
  974. Vector2 GetGesturePinchVector(); // Get gesture pinch delta
  975. float GetGesturePinchAngle(); // Get gesture pinch angle
  976. //------------------------------------------------------------------------------------
  977. // Camera System Functions (Module: camera)
  978. //------------------------------------------------------------------------------------
  979. void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
  980. void UpdateCamera(Camera* camera); // Update camera position for selected mode
  981. void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
  982. void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
  983. void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
  984. void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
  985. //------------------------------------------------------------------------------------
  986. // Basic Shapes Drawing Functions (Module: shapes)
  987. //------------------------------------------------------------------------------------
  988. // Set texture and rectangle to be used on shapes drawing
  989. // NOTE: It can be useful when using basic shapes and one single font,
  990. // defining a font char white rectangle would allow drawing everything in a single draw call
  991. void SetShapesTexture(Texture2D texture, Rectangle source);
  992. // Basic shapes drawing functions
  993. void DrawPixel(int posX, int posY, Color color); // Draw a pixel
  994. void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
  995. void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  996. void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
  997. void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
  998. void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
  999. void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
  1000. void DrawLineStrip(Vector2* points, int pointsCount, Color color); // Draw lines sequence
  1001. void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  1002. void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
  1003. void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
  1004. void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  1005. void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  1006. void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
  1007. void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
  1008. void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
  1009. void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
  1010. void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
  1011. void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  1012. void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  1013. void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
  1014. void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  1015. void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  1016. void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  1017. void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  1018. void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  1019. void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
  1020. void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  1021. void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
  1022. void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1023. void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
  1024. void DrawTriangleFan(Vector2* points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
  1025. void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
  1026. void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  1027. void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
  1028. // Basic shapes collision detection functions
  1029. bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  1030. bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  1031. bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  1032. bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
  1033. bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  1034. bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  1035. bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
  1036. Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  1037. //------------------------------------------------------------------------------------
  1038. // Texture Loading and Drawing Functions (Module: textures)
  1039. //------------------------------------------------------------------------------------
  1040. // Image loading functions
  1041. // NOTE: This functions do not require GPU access
  1042. Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
  1043. Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  1044. Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
  1045. Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png"
  1046. void UnloadImage(Image image); // Unload image from CPU memory (RAM)
  1047. bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
  1048. bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
  1049. // Image generation functions
  1050. Image GenImageColor(int width, int height, Color color); // Generate image: plain color
  1051. Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
  1052. Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
  1053. Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1054. Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1055. Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
  1056. Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1057. Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
  1058. // Image manipulation functions
  1059. Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
  1060. Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
  1061. Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1062. Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1063. void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
  1064. void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
  1065. void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
  1066. void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
  1067. void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
  1068. void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
  1069. void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
  1070. void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  1071. void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  1072. void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
  1073. void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
  1074. void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  1075. void ImageFlipVertical(Image* image); // Flip image vertically
  1076. void ImageFlipHorizontal(Image* image); // Flip image horizontally
  1077. void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
  1078. void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
  1079. void ImageColorTint(Image* image, Color color); // Modify image color: tint
  1080. void ImageColorInvert(Image* image); // Modify image color: invert
  1081. void ImageColorGrayscale(Image* image); // Modify image color: grayscale
  1082. void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1083. void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1084. void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
  1085. Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
  1086. Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit)
  1087. void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
  1088. void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
  1089. Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
  1090. // Image drawing functions
  1091. // NOTE: Image software-rendering functions (CPU)
  1092. void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
  1093. void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
  1094. void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
  1095. void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  1096. void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
  1097. void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
  1098. void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
  1099. void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
  1100. void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
  1101. void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1102. void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1103. void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
  1104. void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
  1105. void ImageDrawTextEx(Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
  1106. // Texture loading functions
  1107. // NOTE: These functions require GPU access
  1108. Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  1109. Texture2D LoadTextureFromImage(Image image); // Load texture from image data
  1110. TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
  1111. RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
  1112. void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
  1113. void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  1114. void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  1115. void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
  1116. Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
  1117. Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot)
  1118. // Texture configuration functions
  1119. void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
  1120. void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
  1121. void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
  1122. // Texture drawing functions
  1123. void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1124. void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1125. void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1126. void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1127. void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
  1128. void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
  1129. void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
  1130. void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
  1131. void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2* points, Vector2* texcoords, int pointsCount, Color tint); // Draw a textured polygon
  1132. // Color/pixel related functions
  1133. Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
  1134. int ColorToInt(Color color); // Returns hexadecimal value for a Color
  1135. Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
  1136. Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
  1137. Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
  1138. Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
  1139. Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
  1140. Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
  1141. Color GetColor(int hexValue); // Get Color structure from hexadecimal value
  1142. Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
  1143. void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
  1144. int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
  1145. //------------------------------------------------------------------------------------
  1146. // Font Loading and Text Drawing Functions (Module: text)
  1147. //------------------------------------------------------------------------------------
  1148. // Font loading/unloading functions
  1149. Font GetFontDefault(); // Get the default Font
  1150. Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1151. Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
  1152. Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1153. Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
  1154. CharInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
  1155. Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1156. void UnloadFontData(CharInfo* chars, int charsCount); // Unload font chars info data (RAM)
  1157. void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
  1158. // Text drawing functions
  1159. void DrawFPS(int posX, int posY); // Draw current FPS
  1160. void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1161. void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  1162. void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
  1163. void DrawTextRecEx(
  1164. Font font,
  1165. const(char)* text,
  1166. Rectangle rec,
  1167. float fontSize,
  1168. float spacing,
  1169. bool wordWrap,
  1170. Color tint,
  1171. int selectStart,
  1172. int selectLength,
  1173. Color selectTint,
  1174. Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
  1175. void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
  1176. // Text misc. functions
  1177. int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
  1178. Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1179. int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
  1180. // Text strings management functions (no utf8 strings, only byte chars)
  1181. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1182. int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
  1183. bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
  1184. uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
  1185. const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style)
  1186. const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
  1187. char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
  1188. char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!)
  1189. const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1190. const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1191. void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1192. int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
  1193. const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
  1194. const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
  1195. const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
  1196. int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
  1197. char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
  1198. // UTF8 text strings management functions
  1199. int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
  1200. int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
  1201. int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
  1202. const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
  1203. //------------------------------------------------------------------------------------
  1204. // Basic 3d Shapes Drawing Functions (Module: models)
  1205. //------------------------------------------------------------------------------------
  1206. // Basic geometric 3D shapes drawing functions
  1207. void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1208. void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
  1209. void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  1210. void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1211. void DrawTriangleStrip3D(Vector3* points, int pointsCount, Color color); // Draw a triangle strip defined by points
  1212. void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
  1213. void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1214. void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1215. void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1216. void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
  1217. void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
  1218. void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1219. void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1220. void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  1221. void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  1222. void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1223. void DrawRay(Ray ray, Color color); // Draw a ray line
  1224. void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1225. //------------------------------------------------------------------------------------
  1226. // Model 3d Loading and Drawing Functions (Module: models)
  1227. //------------------------------------------------------------------------------------
  1228. // Model loading/unloading functions
  1229. Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
  1230. Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
  1231. void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
  1232. void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
  1233. // Mesh loading/unloading functions
  1234. void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
  1235. void UpdateMeshBuffer(Mesh mesh, int index, void* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
  1236. void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
  1237. void DrawMeshInstanced(Mesh mesh, Material material, Matrix* transforms, int instances); // Draw multiple mesh instances with material and different transforms
  1238. void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
  1239. bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
  1240. // Material loading/unloading functions
  1241. Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
  1242. Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1243. void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
  1244. void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
  1245. void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
  1246. // Model animations loading/unloading functions
  1247. ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file
  1248. void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
  1249. void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
  1250. void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data
  1251. bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
  1252. // Mesh generation functions
  1253. Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
  1254. Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1255. Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
  1256. Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1257. Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1258. Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
  1259. Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
  1260. Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1261. Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1262. Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1263. // Mesh manipulation functions
  1264. BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
  1265. void MeshTangents(Mesh* mesh); // Compute mesh tangents
  1266. void MeshBinormals(Mesh* mesh); // Compute mesh binormals
  1267. // Model drawing functions
  1268. void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1269. void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1270. void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1271. 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
  1272. void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
  1273. void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
  1274. void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
  1275. // Collision detection functions
  1276. bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
  1277. bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
  1278. bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
  1279. bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
  1280. bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
  1281. bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
  1282. RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
  1283. RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
  1284. RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1285. RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
  1286. //------------------------------------------------------------------------------------
  1287. // Audio Loading and Playing Functions (Module: audio)
  1288. //------------------------------------------------------------------------------------
  1289. // Audio device management functions
  1290. void InitAudioDevice(); // Initialize audio device and context
  1291. void CloseAudioDevice(); // Close the audio device and context
  1292. bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
  1293. void SetMasterVolume(float volume); // Set master volume (listener)
  1294. // Wave/Sound loading/unloading functions
  1295. Wave LoadWave(const(char)* fileName); // Load wave data from file
  1296. Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
  1297. Sound LoadSound(const(char)* fileName); // Load sound from file
  1298. Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
  1299. void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
  1300. void UnloadWave(Wave wave); // Unload wave data
  1301. void UnloadSound(Sound sound); // Unload sound
  1302. bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
  1303. bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
  1304. // Wave/Sound management functions
  1305. void PlaySound(Sound sound); // Play a sound
  1306. void StopSound(Sound sound); // Stop playing a sound
  1307. void PauseSound(Sound sound); // Pause a sound
  1308. void ResumeSound(Sound sound); // Resume a paused sound
  1309. void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
  1310. void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
  1311. int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
  1312. bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
  1313. void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1314. void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1315. void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1316. Wave WaveCopy(Wave wave); // Copy a wave to a new wave
  1317. void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1318. float* LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
  1319. void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
  1320. // Music management functions
  1321. Music LoadMusicStream(const(char)* fileName); // Load music stream from file
  1322. Music LoadMusicStreamFromMemory(const(char)* fileType, ubyte* data, int dataSize); // Load music stream from data
  1323. void UnloadMusicStream(Music music); // Unload music stream
  1324. void PlayMusicStream(Music music); // Start music playing
  1325. bool IsMusicPlaying(Music music); // Check if music is playing
  1326. void UpdateMusicStream(Music music); // Updates buffers for music streaming
  1327. void StopMusicStream(Music music); // Stop music playing
  1328. void PauseMusicStream(Music music); // Pause music playing
  1329. void ResumeMusicStream(Music music); // Resume playing paused music
  1330. void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
  1331. void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1332. float GetMusicTimeLength(Music music); // Get music time length (in seconds)
  1333. float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
  1334. // AudioStream management functions
  1335. AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
  1336. void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
  1337. void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
  1338. bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
  1339. void PlayAudioStream(AudioStream stream); // Play audio stream
  1340. void PauseAudioStream(AudioStream stream); // Pause audio stream
  1341. void ResumeAudioStream(AudioStream stream); // Resume audio stream
  1342. bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
  1343. void StopAudioStream(AudioStream stream); // Stop audio stream
  1344. void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1345. void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1346. void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
  1347. // RAYLIB_H