raylib.d 76 KB

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  1. module raylib;
  2. public
  3. {
  4. import rlgl;
  5. import raymath;
  6. }
  7. /**********************************************************************************************
  8. *
  9. * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  10. *
  11. * FEATURES:
  12. * - NO external dependencies, all required libraries included with raylib
  13. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
  14. * - Written in plain C code (C99) in PascalCase/camelCase notation
  15. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
  16. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  17. * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
  18. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  19. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  20. * - Flexible Materials system, supporting classic maps and PBR maps
  21. * - Skeletal Animation support (CPU bones-based animation)
  22. * - Shaders support, including Model shaders and Postprocessing shaders
  23. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  24. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  25. * - VR stereo rendering with configurable HMD device parameters
  26. * - Bindings to multiple programming languages available!
  27. *
  28. * NOTES:
  29. * One custom font is loaded by default when InitWindow () [core]
  30. * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
  31. * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
  32. *
  33. * DEPENDENCIES (included):
  34. * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
  35. * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
  36. * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
  37. *
  38. * OPTIONAL DEPENDENCIES (included):
  39. * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
  40. * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  41. * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
  42. * [textures] stb_image_resize (Sean Barret) for image resizing algorithms
  43. * [textures] stb_perlin (Sean Barret) for Perlin noise image generation
  44. * [text] stb_truetype (Sean Barret) for ttf fonts loading
  45. * [text] stb_rect_pack (Sean Barret) for rectangles packing
  46. * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
  47. * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  48. * [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
  49. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  50. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  51. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  52. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  53. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  54. *
  55. *
  56. * LICENSE: zlib/libpng
  57. *
  58. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  59. * BSD-like license that allows static linking with closed source software:
  60. *
  61. * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
  62. *
  63. * This software is provided "as-is", without any express or implied warranty. In no event
  64. * will the authors be held liable for any damages arising from the use of this software.
  65. *
  66. * Permission is granted to anyone to use this software for any purpose, including commercial
  67. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  68. *
  69. * 1. The origin of this software must not be misrepresented; you must not claim that you
  70. * wrote the original software. If you use this software in a product, an acknowledgment
  71. * in the product documentation would be appreciated but is not required.
  72. *
  73. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  74. * as being the original software.
  75. *
  76. * 3. This notice may not be removed or altered from any source distribution.
  77. *
  78. **********************************************************************************************/
  79. import core.stdc.config;
  80. import core.stdc.stdarg;
  81. import core.stdc.stdlib;
  82. extern (C) @nogc nothrow:
  83. // Required for: va_list - Only used by TraceLogCallback
  84. // We are building raylib as a Win32 shared library (.dll)
  85. // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
  86. //----------------------------------------------------------------------------------
  87. // Some basic Defines
  88. //----------------------------------------------------------------------------------
  89. enum PI = 3.14159265358979323846f;
  90. enum DEG2RAD = PI / 180.0f;
  91. enum RAD2DEG = 180.0f / PI;
  92. enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
  93. // Shader and material limits
  94. enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
  95. enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
  96. // Allow custom memory allocators
  97. alias RL_MALLOC = malloc;
  98. alias RL_CALLOC = calloc;
  99. alias RL_FREE = free;
  100. // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
  101. // Plain structures in C++ (without constructors) can be initialized from { } initializers.
  102. alias CLITERAL = Color;
  103. enum Colors {
  104. // Some Basic Colors
  105. // 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)
  106. LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
  107. GRAY = Color(130, 130, 130, 255), // Gray
  108. DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
  109. YELLOW = Color(253, 249, 0, 255), // Yellow
  110. GOLD = Color(255, 203, 0, 255), // Gold
  111. ORANGE = Color(255, 161, 0, 255), // Orange
  112. PINK = Color(255, 109, 194, 255), // Pink
  113. RED = Color(230, 41, 55, 255), // Red
  114. MAROON = Color(190, 33, 55, 255), // Maroon
  115. GREEN = Color(0, 228, 48, 255), // Green
  116. LIME = Color(0, 158, 47, 255), // Lime
  117. DARKGREEN = Color(0, 117, 44, 255), // Dark Green
  118. SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
  119. BLUE = Color(0, 121, 241, 255), // Blue
  120. DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
  121. PURPLE = Color(200, 122, 255, 255), // Purple
  122. VIOLET = Color(135, 60, 190, 255), // Violet
  123. DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
  124. BEIGE = Color(211, 176, 131, 255), // Beige
  125. BROWN = Color(127, 106, 79, 255), // Brown
  126. DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
  127. WHITE = Color(255, 255, 255, 255), // White
  128. BLACK = Color(0, 0, 0, 255), // Black
  129. BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
  130. MAGENTA = Color(255, 0, 255, 255), // Magenta
  131. RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
  132. }
  133. //----------------------------------------------------------------------------------
  134. // Structures Definition
  135. //----------------------------------------------------------------------------------
  136. // Vector2 type
  137. struct Vector2
  138. {
  139. float x = 0.0f;
  140. float y = 0.0f;
  141. mixin Linear;
  142. }
  143. struct Bivector2
  144. {
  145. float xy = 0.0f;
  146. alias xy this;
  147. mixin Linear;
  148. }
  149. // Vector3 type
  150. struct Vector3
  151. {
  152. float x = 0.0f;
  153. float y = 0.0f;
  154. float z = 0.0f;
  155. mixin Linear;
  156. }
  157. // Bivector3 type
  158. /// Beware of the field order
  159. /// xy is the first field
  160. struct Bivector3
  161. {
  162. float xy = 0.0f;
  163. float yz = 0.0f;
  164. float zx = 0.0f;
  165. mixin Linear;
  166. }
  167. // Rotor type
  168. struct Rotor3
  169. {
  170. float a = 1.0f;
  171. float xy = 0.0f;
  172. float yz = 0.0f;
  173. float zx = 0.0f;
  174. mixin Linear;
  175. alias i = yz;
  176. alias j = zx;
  177. alias k = xy;
  178. @property Bivector3 b()
  179. {
  180. return Bivector3(xy, yz, zx);
  181. }
  182. @property Bivector3 b(Bivector3 _b)
  183. {
  184. xy = _b.xy;
  185. yz = _b.yz;
  186. zx = _b.zx;
  187. return _b;
  188. }
  189. this(float _a, Bivector3 _b)
  190. {
  191. a = _a;
  192. b = _b;
  193. }
  194. this(float _a, float _xy, float _yz, float _zx)
  195. {
  196. a = _a;
  197. xy = _xy;
  198. yz = _yz;
  199. zx = _zx;
  200. }
  201. }
  202. alias Quaternion = Rotor3;
  203. // Vector4 type
  204. struct Vector4
  205. {
  206. float x = 0.0f;
  207. float y = 0.0f;
  208. float z = 0.0f;
  209. float w = 0.0f;
  210. mixin Linear;
  211. }
  212. // Matrix type (OpenGL style 4x4 - right handed, column major)
  213. struct Matrix4
  214. {
  215. float m0 = 0.0f;
  216. float m4 = 0.0f;
  217. float m8 = 0.0f;
  218. float m12 = 0.0f;
  219. float m1 = 0.0f;
  220. float m5 = 0.0f;
  221. float m9 = 0.0f;
  222. float m13 = 0.0f;
  223. float m2 = 0.0f;
  224. float m6 = 0.0f;
  225. float m10 = 0.0f;
  226. float m14 = 0.0f;
  227. float m3 = 0.0f;
  228. float m7 = 0.0f;
  229. float m11 = 0.0f;
  230. float m15 = 0.0f;
  231. mixin Linear;
  232. }
  233. alias Matrix = Matrix4;
  234. // Color type, RGBA (32bit)
  235. struct Color
  236. {
  237. ubyte r;
  238. ubyte g;
  239. ubyte b;
  240. ubyte a;
  241. }
  242. // Rectangle type
  243. struct Rectangle
  244. {
  245. float x = 0.0f;
  246. float y = 0.0f;
  247. float width = 0.0f;
  248. float height = 0.0f;
  249. alias w = width;
  250. alias h = height;
  251. }
  252. // Image type, bpp always RGBA (32bit)
  253. // NOTE: Data stored in CPU memory (RAM)
  254. struct Image
  255. {
  256. void* data; // Image raw data
  257. int width; // Image base width
  258. int height; // Image base height
  259. int mipmaps; // Mipmap levels, 1 by default
  260. int format; // Data format (PixelFormat type)
  261. }
  262. // Texture2D type
  263. // NOTE: Data stored in GPU memory
  264. struct Texture2D
  265. {
  266. uint id; // OpenGL texture id
  267. int width; // Texture base width
  268. int height; // Texture base height
  269. int mipmaps; // Mipmap levels, 1 by default
  270. int format; // Data format (PixelFormat type)
  271. }
  272. // Texture type, same as Texture2D
  273. alias Texture = Texture2D;
  274. // TextureCubemap type, actually, same as Texture2D
  275. alias TextureCubemap = Texture2D;
  276. // RenderTexture2D type, for texture rendering
  277. struct RenderTexture2D
  278. {
  279. uint id; // OpenGL Framebuffer Object (FBO) id
  280. Texture2D texture; // Color buffer attachment texture
  281. Texture2D depth; // Depth buffer attachment texture
  282. bool depthTexture; // Track if depth attachment is a texture or renderbuffer
  283. }
  284. // RenderTexture type, same as RenderTexture2D
  285. alias RenderTexture = RenderTexture2D;
  286. // N-Patch layout info
  287. struct NPatchInfo
  288. {
  289. Rectangle sourceRec; // Region in the texture
  290. int left; // left border offset
  291. int top; // top border offset
  292. int right; // right border offset
  293. int bottom; // bottom border offset
  294. int type; // layout of the n-patch: 3x3, 1x3 or 3x1
  295. }
  296. // Font character info
  297. struct CharInfo
  298. {
  299. int value; // Character value (Unicode)
  300. int offsetX; // Character offset X when drawing
  301. int offsetY; // Character offset Y when drawing
  302. int advanceX; // Character advance position X
  303. Image image; // Character image data
  304. }
  305. // Font type, includes texture and charSet array data
  306. struct Font
  307. {
  308. int baseSize; // Base size (default chars height)
  309. int charsCount; // Number of characters
  310. Texture2D texture; // Characters texture atlas
  311. Rectangle* recs; // Characters rectangles in texture
  312. CharInfo* chars; // Characters info data
  313. }
  314. alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
  315. // Camera type, defines a camera position/orientation in 3d space
  316. struct Camera3D
  317. {
  318. Vector3 position; // Camera position
  319. Vector3 target; // Camera target it looks-at
  320. Vector3 up; // Camera up vector (rotation over its axis)
  321. float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
  322. CameraType type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  323. }
  324. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  325. // Camera2D type, defines a 2d camera
  326. struct Camera2D
  327. {
  328. Vector2 offset; // Camera offset (displacement from target)
  329. Vector2 target; // Camera target (rotation and zoom origin)
  330. float rotation = 0.0f; // Camera rotation in degrees
  331. float zoom = 1.0f; // Camera zoom (scaling), should be 1.0f by default
  332. }
  333. // Vertex data definning a mesh
  334. // NOTE: Data stored in CPU memory (and GPU)
  335. struct Mesh
  336. {
  337. int vertexCount; // Number of vertices stored in arrays
  338. int triangleCount; // Number of triangles stored (indexed or not)
  339. // Default vertex data
  340. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  341. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  342. float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
  343. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  344. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  345. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  346. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  347. // Animation vertex data
  348. float* animVertices; // Animated vertex positions (after bones transformations)
  349. float* animNormals; // Animated normals (after bones transformations)
  350. int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
  351. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  352. // OpenGL identifiers
  353. uint vaoId; // OpenGL Vertex Array Object id
  354. uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  355. }
  356. // Shader type (generic)
  357. struct Shader
  358. {
  359. uint id; // Shader program id
  360. int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
  361. }
  362. // Material texture map
  363. struct MaterialMap
  364. {
  365. Texture2D texture; // Material map texture
  366. Color color; // Material map color
  367. float value; // Material map value
  368. }
  369. // Material type (generic)
  370. struct Material
  371. {
  372. Shader shader; // Material shader
  373. MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
  374. float* params; // Material generic parameters (if required)
  375. }
  376. // Transformation properties
  377. struct Transform
  378. {
  379. Vector3 translation; // Translation
  380. Quaternion rotation; // Rotation
  381. Vector3 scale; // Scale
  382. }
  383. // Bone information
  384. struct BoneInfo
  385. {
  386. char[32] name; // Bone name
  387. int parent; // Bone parent
  388. }
  389. // Model type
  390. struct Model
  391. {
  392. Matrix transform; // Local transform matrix
  393. int meshCount; // Number of meshes
  394. Mesh* meshes; // Meshes array
  395. int materialCount; // Number of materials
  396. Material* materials; // Materials array
  397. int* meshMaterial; // Mesh material number
  398. // Animation data
  399. int boneCount; // Number of bones
  400. BoneInfo* bones; // Bones information (skeleton)
  401. Transform* bindPose; // Bones base transformation (pose)
  402. }
  403. // Model animation
  404. struct ModelAnimation
  405. {
  406. int boneCount; // Number of bones
  407. BoneInfo* bones; // Bones information (skeleton)
  408. int frameCount; // Number of animation frames
  409. Transform** framePoses; // Poses array by frame
  410. }
  411. // Ray type (useful for raycast)
  412. struct Ray
  413. {
  414. Vector3 position; // Ray position (origin)
  415. Vector3 direction; // Ray direction
  416. }
  417. // Raycast hit information
  418. struct RayHitInfo
  419. {
  420. bool hit; // Did the ray hit something?
  421. float distance; // Distance to nearest hit
  422. Vector3 position; // Position of nearest hit
  423. Vector3 normal; // Surface normal of hit
  424. }
  425. // Bounding box type
  426. struct BoundingBox
  427. {
  428. Vector3 min; // Minimum vertex box-corner
  429. Vector3 max; // Maximum vertex box-corner
  430. }
  431. // Wave type, defines audio wave data
  432. struct Wave
  433. {
  434. uint sampleCount; // Number of samples
  435. uint sampleRate; // Frequency (samples per second)
  436. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  437. uint channels; // Number of channels (1-mono, 2-stereo)
  438. void* data; // Buffer data pointer
  439. }
  440. struct rAudioBuffer;
  441. // Audio stream type
  442. // NOTE: Useful to create custom audio streams not bound to a specific file
  443. struct AudioStream
  444. {
  445. uint sampleRate; // Frequency (samples per second)
  446. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  447. uint channels; // Number of channels (1-mono, 2-stereo)
  448. rAudioBuffer* buffer; // Pointer to internal data used by the audio system
  449. };
  450. // Sound source type
  451. struct Sound
  452. {
  453. uint sampleCount; // Total number of samples
  454. AudioStream stream; // Audio stream
  455. };
  456. // Music stream type (audio file streaming from memory)
  457. // NOTE: Anything longer than ~10 seconds should be streamed
  458. struct Music
  459. {
  460. int ctxType; // Type of music context (audio filetype)
  461. void* ctxData; // Audio context data, depends on type
  462. uint sampleCount; // Total number of samples
  463. uint loopCount; // Loops count (times music will play), 0 means infinite loop
  464. AudioStream stream; // Audio stream
  465. };
  466. // Head-Mounted-Display device parameters
  467. struct VrDeviceInfo
  468. {
  469. int hResolution; // HMD horizontal resolution in pixels
  470. int vResolution; // HMD vertical resolution in pixels
  471. float hScreenSize; // HMD horizontal size in meters
  472. float vScreenSize; // HMD vertical size in meters
  473. float vScreenCenter; // HMD screen center in meters
  474. float eyeToScreenDistance; // HMD distance between eye and display in meters
  475. float lensSeparationDistance; // HMD lens separation distance in meters
  476. float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
  477. float[4] lensDistortionValues; // HMD lens distortion constant parameters
  478. float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
  479. }
  480. //----------------------------------------------------------------------------------
  481. // Enumerators Definition
  482. //----------------------------------------------------------------------------------
  483. // System config flags
  484. // NOTE: Used for bit masks
  485. enum ConfigFlag
  486. {
  487. FLAG_RESERVED = 1, // Reserved
  488. FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
  489. FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
  490. FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
  491. FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
  492. FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
  493. FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
  494. FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
  495. FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
  496. }
  497. // Trace log type
  498. enum TraceLogType
  499. {
  500. LOG_ALL = 0, // Display all logs
  501. LOG_TRACE = 1,
  502. LOG_DEBUG = 2,
  503. LOG_INFO = 3,
  504. LOG_WARNING = 4,
  505. LOG_ERROR = 5,
  506. LOG_FATAL = 6,
  507. LOG_NONE = 7 // Disable logging
  508. }
  509. // Keyboard keys
  510. enum KeyboardKey
  511. {
  512. // Alphanumeric keys
  513. KEY_APOSTROPHE = 39,
  514. KEY_COMMA = 44,
  515. KEY_MINUS = 45,
  516. KEY_PERIOD = 46,
  517. KEY_SLASH = 47,
  518. KEY_ZERO = 48,
  519. KEY_ONE = 49,
  520. KEY_TWO = 50,
  521. KEY_THREE = 51,
  522. KEY_FOUR = 52,
  523. KEY_FIVE = 53,
  524. KEY_SIX = 54,
  525. KEY_SEVEN = 55,
  526. KEY_EIGHT = 56,
  527. KEY_NINE = 57,
  528. KEY_SEMICOLON = 59,
  529. KEY_EQUAL = 61,
  530. KEY_A = 65,
  531. KEY_B = 66,
  532. KEY_C = 67,
  533. KEY_D = 68,
  534. KEY_E = 69,
  535. KEY_F = 70,
  536. KEY_G = 71,
  537. KEY_H = 72,
  538. KEY_I = 73,
  539. KEY_J = 74,
  540. KEY_K = 75,
  541. KEY_L = 76,
  542. KEY_M = 77,
  543. KEY_N = 78,
  544. KEY_O = 79,
  545. KEY_P = 80,
  546. KEY_Q = 81,
  547. KEY_R = 82,
  548. KEY_S = 83,
  549. KEY_T = 84,
  550. KEY_U = 85,
  551. KEY_V = 86,
  552. KEY_W = 87,
  553. KEY_X = 88,
  554. KEY_Y = 89,
  555. KEY_Z = 90,
  556. // Function keys
  557. KEY_SPACE = 32,
  558. KEY_ESCAPE = 256,
  559. KEY_ENTER = 257,
  560. KEY_TAB = 258,
  561. KEY_BACKSPACE = 259,
  562. KEY_INSERT = 260,
  563. KEY_DELETE = 261,
  564. KEY_RIGHT = 262,
  565. KEY_LEFT = 263,
  566. KEY_DOWN = 264,
  567. KEY_UP = 265,
  568. KEY_PAGE_UP = 266,
  569. KEY_PAGE_DOWN = 267,
  570. KEY_HOME = 268,
  571. KEY_END = 269,
  572. KEY_CAPS_LOCK = 280,
  573. KEY_SCROLL_LOCK = 281,
  574. KEY_NUM_LOCK = 282,
  575. KEY_PRINT_SCREEN = 283,
  576. KEY_PAUSE = 284,
  577. KEY_F1 = 290,
  578. KEY_F2 = 291,
  579. KEY_F3 = 292,
  580. KEY_F4 = 293,
  581. KEY_F5 = 294,
  582. KEY_F6 = 295,
  583. KEY_F7 = 296,
  584. KEY_F8 = 297,
  585. KEY_F9 = 298,
  586. KEY_F10 = 299,
  587. KEY_F11 = 300,
  588. KEY_F12 = 301,
  589. KEY_LEFT_SHIFT = 340,
  590. KEY_LEFT_CONTROL = 341,
  591. KEY_LEFT_ALT = 342,
  592. KEY_LEFT_SUPER = 343,
  593. KEY_RIGHT_SHIFT = 344,
  594. KEY_RIGHT_CONTROL = 345,
  595. KEY_RIGHT_ALT = 346,
  596. KEY_RIGHT_SUPER = 347,
  597. KEY_KB_MENU = 348,
  598. KEY_LEFT_BRACKET = 91,
  599. KEY_BACKSLASH = 92,
  600. KEY_RIGHT_BRACKET = 93,
  601. KEY_GRAVE = 96,
  602. // Keypad keys
  603. KEY_KP_0 = 320,
  604. KEY_KP_1 = 321,
  605. KEY_KP_2 = 322,
  606. KEY_KP_3 = 323,
  607. KEY_KP_4 = 324,
  608. KEY_KP_5 = 325,
  609. KEY_KP_6 = 326,
  610. KEY_KP_7 = 327,
  611. KEY_KP_8 = 328,
  612. KEY_KP_9 = 329,
  613. KEY_KP_DECIMAL = 330,
  614. KEY_KP_DIVIDE = 331,
  615. KEY_KP_MULTIPLY = 332,
  616. KEY_KP_SUBTRACT = 333,
  617. KEY_KP_ADD = 334,
  618. KEY_KP_ENTER = 335,
  619. KEY_KP_EQUAL = 336
  620. }
  621. // Android buttons
  622. enum AndroidButton
  623. {
  624. KEY_BACK = 4,
  625. KEY_MENU = 82,
  626. KEY_VOLUME_UP = 24,
  627. KEY_VOLUME_DOWN = 25
  628. }
  629. // Mouse buttons
  630. enum MouseButton
  631. {
  632. MOUSE_LEFT_BUTTON = 0,
  633. MOUSE_RIGHT_BUTTON = 1,
  634. MOUSE_MIDDLE_BUTTON = 2
  635. }
  636. // Gamepad number
  637. enum GamepadNumber
  638. {
  639. GAMEPAD_PLAYER1 = 0,
  640. GAMEPAD_PLAYER2 = 1,
  641. GAMEPAD_PLAYER3 = 2,
  642. GAMEPAD_PLAYER4 = 3
  643. }
  644. // Gamepad Buttons
  645. enum GamepadButton
  646. {
  647. // This is here just for error checking
  648. GAMEPAD_BUTTON_UNKNOWN = 0,
  649. // This is normally a DPAD
  650. GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
  651. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
  652. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
  653. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
  654. // This normally corresponds with PlayStation and Xbox controllers
  655. // XBOX: [Y,X,A,B]
  656. // PS3: [Triangle,Square,Cross,Circle]
  657. // No support for 6 button controllers though..
  658. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
  659. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
  660. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
  661. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
  662. // Triggers
  663. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
  664. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
  665. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
  666. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
  667. // These are buttons in the center of the gamepad
  668. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
  669. GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
  670. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
  671. // These are the joystick press in buttons
  672. GAMEPAD_BUTTON_LEFT_THUMB = 16,
  673. GAMEPAD_BUTTON_RIGHT_THUMB = 17
  674. }
  675. enum GamepadAxis
  676. {
  677. // This is here just for error checking
  678. GAMEPAD_AXIS_UNKNOWN = 0,
  679. // Left stick
  680. GAMEPAD_AXIS_LEFT_X = 1,
  681. GAMEPAD_AXIS_LEFT_Y = 2,
  682. // Right stick
  683. GAMEPAD_AXIS_RIGHT_X = 3,
  684. GAMEPAD_AXIS_RIGHT_Y = 4,
  685. // Pressure levels for the back triggers
  686. GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
  687. GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
  688. }
  689. // Shader location point type
  690. enum ShaderLocationIndex
  691. {
  692. LOC_VERTEX_POSITION = 0,
  693. LOC_VERTEX_TEXCOORD01 = 1,
  694. LOC_VERTEX_TEXCOORD02 = 2,
  695. LOC_VERTEX_NORMAL = 3,
  696. LOC_VERTEX_TANGENT = 4,
  697. LOC_VERTEX_COLOR = 5,
  698. LOC_MATRIX_MVP = 6,
  699. LOC_MATRIX_MODEL = 7,
  700. LOC_MATRIX_VIEW = 8,
  701. LOC_MATRIX_PROJECTION = 9,
  702. LOC_VECTOR_VIEW = 10,
  703. LOC_COLOR_DIFFUSE = 11,
  704. LOC_COLOR_SPECULAR = 12,
  705. LOC_COLOR_AMBIENT = 13,
  706. LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
  707. LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
  708. LOC_MAP_NORMAL = 16,
  709. LOC_MAP_ROUGHNESS = 17,
  710. LOC_MAP_OCCLUSION = 18,
  711. LOC_MAP_EMISSION = 19,
  712. LOC_MAP_HEIGHT = 20,
  713. LOC_MAP_CUBEMAP = 21,
  714. LOC_MAP_IRRADIANCE = 22,
  715. LOC_MAP_PREFILTER = 23,
  716. LOC_MAP_BRDF = 24
  717. }
  718. enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
  719. enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
  720. // Shader uniform data types
  721. enum ShaderUniformDataType
  722. {
  723. UNIFORM_FLOAT = 0,
  724. UNIFORM_VEC2 = 1,
  725. UNIFORM_VEC3 = 2,
  726. UNIFORM_VEC4 = 3,
  727. UNIFORM_INT = 4,
  728. UNIFORM_IVEC2 = 5,
  729. UNIFORM_IVEC3 = 6,
  730. UNIFORM_IVEC4 = 7,
  731. UNIFORM_SAMPLER2D = 8
  732. }
  733. // Material map type
  734. enum MaterialMapType
  735. {
  736. MAP_ALBEDO = 0, // MAP_DIFFUSE
  737. MAP_METALNESS = 1, // MAP_SPECULAR
  738. MAP_NORMAL = 2,
  739. MAP_ROUGHNESS = 3,
  740. MAP_OCCLUSION = 4,
  741. MAP_EMISSION = 5,
  742. MAP_HEIGHT = 6,
  743. MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  744. MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  745. MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  746. MAP_BRDF = 10
  747. }
  748. enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
  749. enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
  750. // Pixel formats
  751. // NOTE: Support depends on OpenGL version and platform
  752. enum PixelFormat
  753. {
  754. UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  755. UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  756. UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  757. UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  758. UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  759. UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  760. UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  761. UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  762. UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  763. UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  764. COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
  765. COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
  766. COMPRESSED_DXT3_RGBA = 13, // 8 bpp
  767. COMPRESSED_DXT5_RGBA = 14, // 8 bpp
  768. COMPRESSED_ETC1_RGB = 15, // 4 bpp
  769. COMPRESSED_ETC2_RGB = 16, // 4 bpp
  770. COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
  771. COMPRESSED_PVRT_RGB = 18, // 4 bpp
  772. COMPRESSED_PVRT_RGBA = 19, // 4 bpp
  773. COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
  774. COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
  775. }
  776. // Texture parameters: filter mode
  777. // NOTE 1: Filtering considers mipmaps if available in the texture
  778. // NOTE 2: Filter is accordingly set for minification and magnification
  779. enum TextureFilterMode
  780. {
  781. FILTER_POINT = 0, // No filter, just pixel aproximation
  782. FILTER_BILINEAR = 1, // Linear filtering
  783. FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  784. FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  785. FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  786. FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  787. }
  788. // Cubemap layout type
  789. enum CubemapLayoutType
  790. {
  791. CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
  792. CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  793. CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
  794. CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  795. CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  796. CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
  797. }
  798. // Texture parameters: wrap mode
  799. enum TextureWrapMode
  800. {
  801. WRAP_REPEAT = 0, // Repeats texture in tiled mode
  802. WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  803. WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  804. WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  805. }
  806. // Font type, defines generation method
  807. enum FontType
  808. {
  809. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  810. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  811. FONT_SDF = 2 // SDF font generation, requires external shader
  812. }
  813. // Color blending modes (pre-defined)
  814. enum BlendMode
  815. {
  816. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  817. BLEND_ADDITIVE = 1, // Blend textures adding colors
  818. BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
  819. }
  820. // Gestures type
  821. // NOTE: It could be used as flags to enable only some gestures
  822. enum GestureType
  823. {
  824. GESTURE_NONE = 0,
  825. GESTURE_TAP = 1,
  826. GESTURE_DOUBLETAP = 2,
  827. GESTURE_HOLD = 4,
  828. GESTURE_DRAG = 8,
  829. GESTURE_SWIPE_RIGHT = 16,
  830. GESTURE_SWIPE_LEFT = 32,
  831. GESTURE_SWIPE_UP = 64,
  832. GESTURE_SWIPE_DOWN = 128,
  833. GESTURE_PINCH_IN = 256,
  834. GESTURE_PINCH_OUT = 512
  835. }
  836. // Camera system modes
  837. enum CameraMode
  838. {
  839. CAMERA_CUSTOM = 0,
  840. CAMERA_FREE = 1,
  841. CAMERA_ORBITAL = 2,
  842. CAMERA_FIRST_PERSON = 3,
  843. CAMERA_THIRD_PERSON = 4
  844. }
  845. // Camera projection modes
  846. enum CameraType : int
  847. {
  848. CAMERA_PERSPECTIVE = 0,
  849. CAMERA_ORTHOGRAPHIC = 1
  850. }
  851. // Type of n-patch
  852. enum NPatchType
  853. {
  854. NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
  855. NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
  856. NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
  857. }
  858. // Callbacks to be implemented by users
  859. alias TraceLogCallback = void function(int logType, const(char)* text, va_list args);
  860. // Prevents name mangling of functions
  861. //------------------------------------------------------------------------------------
  862. // Global Variables Definition
  863. //------------------------------------------------------------------------------------
  864. // It's lonely here...
  865. //------------------------------------------------------------------------------------
  866. // Window and Graphics Device Functions (Module: core)
  867. //------------------------------------------------------------------------------------
  868. // Window-related functions
  869. void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
  870. bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
  871. void CloseWindow(); // Close window and unload OpenGL context
  872. bool IsWindowReady(); // Check if window has been initialized successfully
  873. bool IsWindowMinimized(); // Check if window has been minimized (or lost focus)
  874. bool IsWindowResized(); // Check if window has been resized
  875. bool IsWindowHidden(); // Check if window is currently hidden
  876. bool IsWindowFullscreen(); // Check if window is currently fullscreen
  877. void ToggleFullscreen(); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
  878. void UnhideWindow(); // Show the window
  879. void HideWindow(); // Hide the window
  880. void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
  881. void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
  882. void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  883. void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
  884. void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  885. void SetWindowSize(int width, int height); // Set window dimensions
  886. void* GetWindowHandle(); // Get native window handle
  887. int GetScreenWidth(); // Get current screen width
  888. int GetScreenHeight(); // Get current screen height
  889. int GetMonitorCount(); // Get number of connected monitors
  890. int GetMonitorWidth(int monitor); // Get primary monitor width
  891. int GetMonitorHeight(int monitor); // Get primary monitor height
  892. int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
  893. int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
  894. Vector2 GetWindowPosition(); // Get window position XY on monitor
  895. const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
  896. const(char)* GetClipboardText(); // Get clipboard text content
  897. void SetClipboardText(const(char)* text); // Set clipboard text content
  898. // Cursor-related functions
  899. void ShowCursor(); // Shows cursor
  900. void HideCursor(); // Hides cursor
  901. bool IsCursorHidden(); // Check if cursor is not visible
  902. void EnableCursor(); // Enables cursor (unlock cursor)
  903. void DisableCursor(); // Disables cursor (lock cursor)
  904. // Drawing-related functions
  905. void ClearBackground(Color color); // Set background color (framebuffer clear color)
  906. void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
  907. void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
  908. void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
  909. void EndMode2D(); // Ends 2D mode with custom camera
  910. void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
  911. void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
  912. void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
  913. void EndTextureMode(); // Ends drawing to render texture
  914. void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  915. void EndScissorMode(); // End scissor mode
  916. // Screen-space-related functions
  917. Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
  918. Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
  919. Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
  920. Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
  921. Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
  922. Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
  923. Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
  924. // Timing-related functions
  925. void SetTargetFPS(int fps); // Set target FPS (maximum)
  926. int GetFPS(); // Returns current FPS
  927. float GetFrameTime(); // Returns time in seconds for last frame drawn
  928. double GetTime(); // Returns elapsed time in seconds since InitWindow ()
  929. // Color-related functions
  930. int ColorToInt(Color color); // Returns hexadecimal value for a Color
  931. Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
  932. Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
  933. Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
  934. Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
  935. Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
  936. Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
  937. // Misc. functions
  938. void SetConfigFlags(ubyte flags); // Setup window configuration flags (view FLAGS)
  939. void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
  940. void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
  941. void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
  942. void TraceLog(int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
  943. void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
  944. int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
  945. // Files management functions
  946. ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
  947. void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
  948. char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
  949. void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
  950. bool FileExists(const(char)* fileName); // Check if file exists
  951. bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
  952. bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
  953. const(char)* GetExtension(const(char)* fileName); // Get pointer to extension for a filename string
  954. const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
  955. const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
  956. const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
  957. const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
  958. const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
  959. char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
  960. void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
  961. bool ChangeDirectory(const(char)* dir); // Change working directory, returns true if success
  962. bool IsFileDropped(); // Check if a file has been dropped into window
  963. char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
  964. void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
  965. c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
  966. ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
  967. ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
  968. // Persistent storage management
  969. void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
  970. int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
  971. void OpenURL(const(char)* url); // Open URL with default system browser (if available)
  972. //------------------------------------------------------------------------------------
  973. // Input Handling Functions (Module: core)
  974. //------------------------------------------------------------------------------------
  975. // Input-related functions: keyboard
  976. bool IsKeyPressed(int key); // Detect if a key has been pressed once
  977. bool IsKeyDown(int key); // Detect if a key is being pressed
  978. bool IsKeyReleased(int key); // Detect if a key has been released once
  979. bool IsKeyUp(int key); // Detect if a key is NOT being pressed
  980. void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
  981. int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
  982. // Input-related functions: gamepads
  983. bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
  984. bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available)
  985. const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id
  986. bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
  987. bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
  988. bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
  989. bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
  990. int GetGamepadButtonPressed(); // Get the last gamepad button pressed
  991. int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
  992. float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
  993. // Input-related functions: mouse
  994. bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
  995. bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
  996. bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
  997. bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
  998. int GetMouseX(); // Returns mouse position X
  999. int GetMouseY(); // Returns mouse position Y
  1000. Vector2 GetMousePosition(); // Returns mouse position XY
  1001. void SetMousePosition(int x, int y); // Set mouse position XY
  1002. void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
  1003. void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
  1004. int GetMouseWheelMove(); // Returns mouse wheel movement Y
  1005. // Input-related functions: touch
  1006. int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size)
  1007. int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size)
  1008. Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
  1009. //------------------------------------------------------------------------------------
  1010. // Gestures and Touch Handling Functions (Module: gestures)
  1011. //------------------------------------------------------------------------------------
  1012. void SetGesturesEnabled(uint gestureFlags); // Enable a set of gestures using flags
  1013. bool IsGestureDetected(int gesture); // Check if a gesture have been detected
  1014. int GetGestureDetected(); // Get latest detected gesture
  1015. int GetTouchPointsCount(); // Get touch points count
  1016. float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
  1017. Vector2 GetGestureDragVector(); // Get gesture drag vector
  1018. float GetGestureDragAngle(); // Get gesture drag angle
  1019. Vector2 GetGesturePinchVector(); // Get gesture pinch delta
  1020. float GetGesturePinchAngle(); // Get gesture pinch angle
  1021. //------------------------------------------------------------------------------------
  1022. // Camera System Functions (Module: camera)
  1023. //------------------------------------------------------------------------------------
  1024. void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
  1025. void UpdateCamera(Camera* camera); // Update camera position for selected mode
  1026. void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
  1027. void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
  1028. void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
  1029. void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey,
  1030. int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
  1031. //------------------------------------------------------------------------------------
  1032. // Basic Shapes Drawing Functions (Module: shapes)
  1033. //------------------------------------------------------------------------------------
  1034. // Basic shapes drawing functions
  1035. void DrawPixel(int posX, int posY, Color color); // Draw a pixel
  1036. void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
  1037. void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  1038. void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
  1039. void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
  1040. void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
  1041. void DrawLineStrip(Vector2* points, int numPoints, Color color); // Draw lines sequence
  1042. void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  1043. void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle,
  1044. int segments, Color color); // Draw a piece of a circle
  1045. void DrawCircleSectorLines(Vector2 center, float radius, int startAngle,
  1046. int endAngle, int segments, Color color); // Draw circle sector outline
  1047. void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  1048. void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  1049. void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
  1050. void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
  1051. void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
  1052. void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle,
  1053. int endAngle, int segments, Color color); // Draw ring
  1054. void DrawRingLines(Vector2 center, float innerRadius, float outerRadius,
  1055. int startAngle, int endAngle, int segments, Color color); // Draw ring outline
  1056. void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  1057. void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  1058. void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
  1059. void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  1060. void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  1061. void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  1062. void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  1063. void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  1064. void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
  1065. void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  1066. void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments,
  1067. int lineThick, Color color); // Draw rectangle with rounded edges outline
  1068. void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1069. void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
  1070. void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
  1071. void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
  1072. void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  1073. void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
  1074. // Basic shapes collision detection functions
  1075. bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  1076. bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  1077. bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  1078. Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  1079. bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
  1080. bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  1081. bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  1082. //------------------------------------------------------------------------------------
  1083. // Texture Loading and Drawing Functions (Module: textures)
  1084. //------------------------------------------------------------------------------------
  1085. // Image loading functions
  1086. // NOTE: This functions do not require GPU access
  1087. Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
  1088. Image LoadImageEx(Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
  1089. Image LoadImagePro(void* data, int width, int height, int format); // Load image from raw data with parameters
  1090. Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  1091. void UnloadImage(Image image); // Unload image from CPU memory (RAM)
  1092. void ExportImage(Image image, const(char)* fileName); // Export image data to file
  1093. void ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes
  1094. Color* GetImageData(Image image); // Get pixel data from image as a Color struct array
  1095. Vector4* GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
  1096. // Image generation functions
  1097. Image GenImageColor(int width, int height, Color color); // Generate image: plain color
  1098. Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
  1099. Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
  1100. Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1101. Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1102. Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
  1103. Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1104. Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
  1105. // Image manipulation functions
  1106. Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
  1107. Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
  1108. Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1109. Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1110. void ImageToPOT(Image* image, Color fillColor); // Convert image to POT (power-of-two)
  1111. void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
  1112. void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
  1113. void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
  1114. void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
  1115. void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
  1116. void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
  1117. void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  1118. void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  1119. void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX,
  1120. int offsetY, Color color); // Resize canvas and fill with color
  1121. void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
  1122. void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  1123. void ImageFlipVertical(Image* image); // Flip image vertically
  1124. void ImageFlipHorizontal(Image* image); // Flip image horizontally
  1125. void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
  1126. void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
  1127. void ImageColorTint(Image* image, Color color); // Modify image color: tint
  1128. void ImageColorInvert(Image* image); // Modify image color: invert
  1129. void ImageColorGrayscale(Image* image); // Modify image color: grayscale
  1130. void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1131. void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1132. void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
  1133. Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
  1134. Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
  1135. // Image drawing functions
  1136. // NOTE: Image software-rendering functions (CPU)
  1137. void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
  1138. void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
  1139. void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
  1140. void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  1141. void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
  1142. void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
  1143. void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
  1144. void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
  1145. void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
  1146. void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1147. void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1148. void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
  1149. void ImageDrawText(Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
  1150. void ImageDrawTextEx(Image* dst, Vector2 position, Font font, const(char)* text,
  1151. float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
  1152. // Texture loading functions
  1153. // NOTE: These functions require GPU access
  1154. Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  1155. Texture2D LoadTextureFromImage(Image image); // Load texture from image data
  1156. TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
  1157. RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
  1158. void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
  1159. void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  1160. void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  1161. Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
  1162. Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot)
  1163. // Texture2D configuration functions
  1164. void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
  1165. void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
  1166. void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
  1167. // Texture2D drawing functions
  1168. void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1169. void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1170. void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1171. void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1172. void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
  1173. void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec,
  1174. Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
  1175. void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo,
  1176. Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
  1177. // Image/Texture misc functions
  1178. int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
  1179. //------------------------------------------------------------------------------------
  1180. // Font Loading and Text Drawing Functions (Module: text)
  1181. //------------------------------------------------------------------------------------
  1182. // Font loading/unloading functions
  1183. Font GetFontDefault(); // Get the default Font
  1184. Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1185. Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
  1186. Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1187. CharInfo* LoadFontData(const(char)* fileName, int fontSize, int* fontChars,
  1188. int charsCount, int type); // Load font data for further use
  1189. Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs,
  1190. int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1191. void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
  1192. // Text drawing functions
  1193. void DrawFPS(int posX, int posY); // Shows current FPS
  1194. void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1195. void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize,
  1196. float spacing, Color tint); // Draw text using font and additional parameters
  1197. void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize,
  1198. float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
  1199. void DrawTextRecEx(Font font, const(char)* text, Rectangle rec, float fontSize,
  1200. float spacing, bool wordWrap, Color tint, int selectStart,
  1201. int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
  1202. void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
  1203. // Text misc. functions
  1204. int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
  1205. Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1206. int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
  1207. // Text strings management functions (no utf8 strings, only byte chars)
  1208. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1209. int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
  1210. bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
  1211. uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
  1212. const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style)
  1213. const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
  1214. char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
  1215. char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!)
  1216. const(char)* TextJoin(const(char)** textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1217. const(char)** TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1218. void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1219. int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
  1220. const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
  1221. const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
  1222. const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
  1223. int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
  1224. char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
  1225. // UTF8 text strings management functions
  1226. int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
  1227. int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
  1228. int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
  1229. const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
  1230. //------------------------------------------------------------------------------------
  1231. // Basic 3d Shapes Drawing Functions (Module: models)
  1232. //------------------------------------------------------------------------------------
  1233. // Basic geometric 3D shapes drawing functions
  1234. void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1235. void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
  1236. void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
  1237. float rotationAngle, Color color); // Draw a circle in 3D world space
  1238. void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
  1239. void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1240. void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1241. void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1242. void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
  1243. float height, float length, Color color); // Draw cube textured
  1244. void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
  1245. void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1246. void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1247. void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom,
  1248. float height, int slices, Color color); // Draw a cylinder/cone
  1249. void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom,
  1250. float height, int slices, Color color); // Draw a cylinder/cone wires
  1251. void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1252. void DrawRay(Ray ray, Color color); // Draw a ray line
  1253. void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1254. void DrawGizmo(Vector3 position); // Draw simple gizmo
  1255. //DrawTorus (), DrawTeapot () could be useful?
  1256. //------------------------------------------------------------------------------------
  1257. // Model 3d Loading and Drawing Functions (Module: models)
  1258. //------------------------------------------------------------------------------------
  1259. // Model loading/unloading functions
  1260. Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
  1261. Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
  1262. void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
  1263. // Mesh loading/unloading functions
  1264. Mesh* LoadMeshes(const(char)* fileName, int* meshCount); // Load meshes from model file
  1265. void ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file
  1266. void UnloadMesh(Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
  1267. // Material loading/unloading functions
  1268. Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
  1269. Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1270. void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
  1271. void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
  1272. void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
  1273. // Model animations loading/unloading functions
  1274. ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file
  1275. void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
  1276. void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
  1277. bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
  1278. // Mesh generation functions
  1279. Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
  1280. Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1281. Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
  1282. Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1283. Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1284. Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
  1285. Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
  1286. Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1287. Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1288. Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1289. // Mesh manipulation functions
  1290. BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
  1291. void MeshTangents(Mesh* mesh); // Compute mesh tangents
  1292. void MeshBinormals(Mesh* mesh); // Compute mesh binormals
  1293. // Model drawing functions
  1294. void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1295. void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
  1296. float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1297. void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1298. void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
  1299. float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
  1300. void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
  1301. void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
  1302. void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
  1303. Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
  1304. // Collision detection functions
  1305. bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
  1306. bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
  1307. bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
  1308. bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
  1309. bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
  1310. bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
  1311. RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
  1312. RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1313. RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
  1314. //------------------------------------------------------------------------------------
  1315. // Shaders System Functions (Module: rlgl)
  1316. // NOTE: This functions are useless when using OpenGL 1.1
  1317. //------------------------------------------------------------------------------------
  1318. // Shader loading/unloading functions
  1319. Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  1320. Shader LoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
  1321. void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
  1322. Shader GetShaderDefault(); // Get default shader
  1323. Texture2D GetTextureDefault(); // Get default texture
  1324. Texture2D GetShapesTexture(); // Get texture to draw shapes
  1325. Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
  1326. void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
  1327. // Shader configuration functions
  1328. int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
  1329. void SetShaderValue(Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
  1330. void SetShaderValueV(Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  1331. void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
  1332. void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
  1333. void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
  1334. void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
  1335. Matrix GetMatrixModelview(); // Get internal modelview matrix
  1336. Matrix GetMatrixProjection(); // Get internal projection matrix
  1337. // Texture maps generation (PBR)
  1338. // NOTE: Required shaders should be provided
  1339. Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
  1340. Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
  1341. Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
  1342. Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
  1343. // Shading begin/end functions
  1344. void BeginShaderMode(Shader shader); // Begin custom shader drawing
  1345. void EndShaderMode(); // End custom shader drawing (use default shader)
  1346. void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
  1347. void EndBlendMode(); // End blending mode (reset to default: alpha blending)
  1348. // VR control functions
  1349. void InitVrSimulator(); // Init VR simulator for selected device parameters
  1350. void CloseVrSimulator(); // Close VR simulator for current device
  1351. void UpdateVrTracking(Camera* camera); // Update VR tracking (position and orientation) and camera
  1352. void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
  1353. bool IsVrSimulatorReady(); // Detect if VR simulator is ready
  1354. void ToggleVrMode(); // Enable/Disable VR experience
  1355. void BeginVrDrawing(); // Begin VR simulator stereo rendering
  1356. void EndVrDrawing(); // End VR simulator stereo rendering
  1357. //------------------------------------------------------------------------------------
  1358. // Audio Loading and Playing Functions (Module: audio)
  1359. //------------------------------------------------------------------------------------
  1360. // Audio device management functions
  1361. void InitAudioDevice(); // Initialize audio device and context
  1362. void CloseAudioDevice(); // Close the audio device and context
  1363. bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
  1364. void SetMasterVolume(float volume); // Set master volume (listener)
  1365. // Wave/Sound loading/unloading functions
  1366. Wave LoadWave(const(char)* fileName); // Load wave data from file
  1367. Sound LoadSound(const(char)* fileName); // Load sound from file
  1368. Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
  1369. void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
  1370. void UnloadWave(Wave wave); // Unload wave data
  1371. void UnloadSound(Sound sound); // Unload sound
  1372. void ExportWave(Wave wave, const(char)* fileName); // Export wave data to file
  1373. void ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
  1374. // Wave/Sound management functions
  1375. void PlaySound(Sound sound); // Play a sound
  1376. void StopSound(Sound sound); // Stop playing a sound
  1377. void PauseSound(Sound sound); // Pause a sound
  1378. void ResumeSound(Sound sound); // Resume a paused sound
  1379. void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
  1380. void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
  1381. int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
  1382. bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
  1383. void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1384. void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1385. void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1386. Wave WaveCopy(Wave wave); // Copy a wave to a new wave
  1387. void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1388. float* GetWaveData(Wave wave); // Get samples data from wave as a floats array
  1389. // Music management functions
  1390. Music LoadMusicStream(const(char)* fileName); // Load music stream from file
  1391. void UnloadMusicStream(Music music); // Unload music stream
  1392. void PlayMusicStream(Music music); // Start music playing
  1393. void UpdateMusicStream(Music music); // Updates buffers for music streaming
  1394. void StopMusicStream(Music music); // Stop music playing
  1395. void PauseMusicStream(Music music); // Pause music playing
  1396. void ResumeMusicStream(Music music); // Resume playing paused music
  1397. bool IsMusicPlaying(Music music); // Check if music is playing
  1398. void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
  1399. void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1400. void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
  1401. float GetMusicTimeLength(Music music); // Get music time length (in seconds)
  1402. float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
  1403. // AudioStream management functions
  1404. AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
  1405. void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
  1406. void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
  1407. bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
  1408. void PlayAudioStream(AudioStream stream); // Play audio stream
  1409. void PauseAudioStream(AudioStream stream); // Pause audio stream
  1410. void ResumeAudioStream(AudioStream stream); // Resume audio stream
  1411. bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
  1412. void StopAudioStream(AudioStream stream); // Stop audio stream
  1413. void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1414. void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1415. void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
  1416. //------------------------------------------------------------------------------------
  1417. // Network (Module: network)
  1418. //------------------------------------------------------------------------------------
  1419. // IN PROGRESS: Check rnet.h for reference
  1420. // RAYLIB_H