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