package.d 98 KB

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  1. /**********************************************************************************************
  2. *
  3. * raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
  4. *
  5. * FEATURES:
  6. * - NO external dependencies, all required libraries included with raylib
  7. * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
  8. * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
  9. * - Written in plain C code (C99) in PascalCase/camelCase notation
  10. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
  11. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  12. * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
  13. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  14. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  15. * - Flexible Materials system, supporting classic maps and PBR maps
  16. * - Animated 3D models supported (skeletal bones animation) (IQM)
  17. * - Shaders support, including Model shaders and Postprocessing shaders
  18. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  19. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  20. * - VR stereo rendering with configurable HMD device parameters
  21. * - Bindings to multiple programming languages available!
  22. *
  23. * NOTES:
  24. * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
  25. * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
  26. * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
  27. * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
  28. *
  29. * DEPENDENCIES (included):
  30. * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
  31. * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
  32. * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
  33. *
  34. * OPTIONAL DEPENDENCIES (included):
  35. * [rcore] msf_gif (Miles Fogle) for GIF recording
  36. * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
  37. * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
  38. * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  39. * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
  40. * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
  41. * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
  42. * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
  43. * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
  44. * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  45. * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
  46. * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
  47. * [raudio] dr_wav (David Reid) for WAV audio file loading
  48. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  49. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  50. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  51. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  52. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  53. *
  54. *
  55. * LICENSE: zlib/libpng
  56. *
  57. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  58. * BSD-like license that allows static linking with closed source software:
  59. *
  60. * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
  61. *
  62. * This software is provided "as-is", without any express or implied warranty. In no event
  63. * will the authors be held liable for any damages arising from the use of this software.
  64. *
  65. * Permission is granted to anyone to use this software for any purpose, including commercial
  66. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  67. *
  68. * 1. The origin of this software must not be misrepresented; you must not claim that you
  69. * wrote the original software. If you use this software in a product, an acknowledgment
  70. * in the product documentation would be appreciated but is not required.
  71. *
  72. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  73. * as being the original software.
  74. *
  75. * 3. This notice may not be removed or altered from any source distribution.
  76. *
  77. **********************************************************************************************/
  78. module raylib;
  79. public
  80. {
  81. import raylib.rlgl;
  82. import raylib.reasings;
  83. import raylib.raymath;
  84. import raylib.raymathext;
  85. import raylib.rcamera;
  86. import raylib.raylib_types;
  87. import raylib.binding;
  88. }
  89. import core.stdc.config;
  90. import core.stdc.stdarg;
  91. extern (C) @nogc nothrow:
  92. // Required for: va_list - Only used by TraceLogCallback
  93. enum RAYLIB_VERSION_MAJOR = 5;
  94. enum RAYLIB_VERSION_MINOR = 0;
  95. enum RAYLIB_VERSION_PATCH = 0;
  96. enum RAYLIB_VERSION = "5.0";
  97. // Function specifiers in case library is build/used as a shared library (Windows)
  98. // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
  99. // We are building the library as a Win32 shared library (.dll)
  100. // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
  101. //----------------------------------------------------------------------------------
  102. // Some basic Defines
  103. //----------------------------------------------------------------------------------
  104. enum PI = 3.14159265358979323846f;
  105. enum DEG2RAD = PI / 180.0f;
  106. enum RAD2DEG = 180.0f / PI;
  107. // Allow custom memory allocators
  108. // NOTE: Require recompiling raylib sources
  109. // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
  110. // Plain structures in C++ (without constructors) can be initialized with { }
  111. // This is called aggregate initialization (C++11 feature)
  112. extern (D) auto CLITERAL(T)(auto ref T type)
  113. {
  114. return type;
  115. }
  116. // Some compilers (mostly macos clang) default to C++98,
  117. // where aggregate initialization can't be used
  118. // So, give a more clear error stating how to fix this
  119. // NOTE: We set some defines with some data types declared by raylib
  120. // Other modules (raymath, rlgl) also require some of those types, so,
  121. // to be able to use those other modules as standalone (not depending on raylib)
  122. // this defines are very useful for internal check and avoid type (re)definitions
  123. // Some Basic Colors
  124. // 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)
  125. //----------------------------------------------------------------------------------
  126. // Structures Definition
  127. //----------------------------------------------------------------------------------
  128. // Boolean type
  129. // Vector2, 2 components
  130. // Vector x component
  131. // Vector y component
  132. // Vector3, 3 components
  133. // Vector x component
  134. // Vector y component
  135. // Vector z component
  136. // Vector4, 4 components
  137. // Vector x component
  138. // Vector y component
  139. // Vector z component
  140. // Vector w component
  141. // Quaternion, 4 components (Vector4 alias)
  142. // Matrix, 4x4 components, column major, OpenGL style, right-handed
  143. // Matrix first row (4 components)
  144. // Matrix second row (4 components)
  145. // Matrix third row (4 components)
  146. // Matrix fourth row (4 components)
  147. // Color, 4 components, R8G8B8A8 (32bit)
  148. // Color red value
  149. // Color green value
  150. // Color blue value
  151. // Color alpha value
  152. // Rectangle, 4 components
  153. // Rectangle top-left corner position x
  154. // Rectangle top-left corner position y
  155. // Rectangle width
  156. // Rectangle height
  157. // Image, pixel data stored in CPU memory (RAM)
  158. struct Image
  159. {
  160. void* data; // Image raw data
  161. int width; // Image base width
  162. int height; // Image base height
  163. int mipmaps; // Mipmap levels, 1 by default
  164. int format; // Data format (PixelFormat type)
  165. }
  166. // Texture, tex data stored in GPU memory (VRAM)
  167. struct Texture
  168. {
  169. uint id; // OpenGL texture id
  170. int width; // Texture base width
  171. int height; // Texture base height
  172. int mipmaps; // Mipmap levels, 1 by default
  173. int format; // Data format (PixelFormat type)
  174. }
  175. // Texture2D, same as Texture
  176. alias Texture2D = Texture;
  177. // TextureCubemap, same as Texture
  178. alias TextureCubemap = Texture;
  179. // RenderTexture, fbo for texture rendering
  180. struct RenderTexture
  181. {
  182. uint id; // OpenGL framebuffer object id
  183. Texture texture; // Color buffer attachment texture
  184. Texture depth; // Depth buffer attachment texture
  185. }
  186. // RenderTexture2D, same as RenderTexture
  187. alias RenderTexture2D = RenderTexture;
  188. // NPatchInfo, n-patch layout info
  189. struct NPatchInfo
  190. {
  191. Rectangle source; // Texture source rectangle
  192. int left; // Left border offset
  193. int top; // Top border offset
  194. int right; // Right border offset
  195. int bottom; // Bottom border offset
  196. int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
  197. }
  198. // GlyphInfo, font characters glyphs info
  199. struct GlyphInfo
  200. {
  201. int value; // Character value (Unicode)
  202. int offsetX; // Character offset X when drawing
  203. int offsetY; // Character offset Y when drawing
  204. int advanceX; // Character advance position X
  205. Image image; // Character image data
  206. }
  207. // Font, font texture and GlyphInfo array data
  208. struct Font
  209. {
  210. int baseSize; // Base size (default chars height)
  211. int glyphCount; // Number of glyph characters
  212. int glyphPadding; // Padding around the glyph characters
  213. Texture2D texture; // Texture atlas containing the glyphs
  214. Rectangle* recs; // Rectangles in texture for the glyphs
  215. GlyphInfo* glyphs; // Glyphs info data
  216. }
  217. // Camera, defines position/orientation in 3d space
  218. struct Camera3D
  219. {
  220. Vector3 position; // Camera position
  221. Vector3 target; // Camera target it looks-at
  222. Vector3 up; // Camera up vector (rotation over its axis)
  223. float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
  224. int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  225. }
  226. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  227. // Camera2D, defines position/orientation in 2d space
  228. struct Camera2D
  229. {
  230. Vector2 offset; // Camera offset (displacement from target)
  231. Vector2 target; // Camera target (rotation and zoom origin)
  232. float rotation; // Camera rotation in degrees
  233. float zoom; // Camera zoom (scaling), should be 1.0f by default
  234. }
  235. // Mesh, vertex data and vao/vbo
  236. struct Mesh
  237. {
  238. int vertexCount; // Number of vertices stored in arrays
  239. int triangleCount; // Number of triangles stored (indexed or not)
  240. // Vertex attributes data
  241. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  242. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  243. float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
  244. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  245. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  246. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  247. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  248. // Animation vertex data
  249. float* animVertices; // Animated vertex positions (after bones transformations)
  250. float* animNormals; // Animated normals (after bones transformations)
  251. ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
  252. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  253. // OpenGL identifiers
  254. uint vaoId; // OpenGL Vertex Array Object id
  255. uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  256. }
  257. // Shader
  258. struct Shader
  259. {
  260. uint id; // Shader program id
  261. int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
  262. }
  263. // MaterialMap
  264. struct MaterialMap
  265. {
  266. Texture2D texture; // Material map texture
  267. Color color; // Material map color
  268. float value; // Material map value
  269. }
  270. // Material, includes shader and maps
  271. struct Material
  272. {
  273. Shader shader; // Material shader
  274. MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
  275. float[4] params; // Material generic parameters (if required)
  276. }
  277. // Transform, vertex transformation data
  278. struct Transform
  279. {
  280. Vector3 translation; // Translation
  281. Quaternion rotation; // Rotation
  282. Vector3 scale; // Scale
  283. }
  284. // Bone, skeletal animation bone
  285. struct BoneInfo
  286. {
  287. char[32] name; // Bone name
  288. int parent; // Bone parent
  289. }
  290. // Model, meshes, materials and animation data
  291. struct Model
  292. {
  293. Matrix transform; // Local transform matrix
  294. int meshCount; // Number of meshes
  295. int materialCount; // Number of materials
  296. Mesh* meshes; // Meshes array
  297. Material* materials; // Materials array
  298. int* meshMaterial; // Mesh material number
  299. // Animation data
  300. int boneCount; // Number of bones
  301. BoneInfo* bones; // Bones information (skeleton)
  302. Transform* bindPose; // Bones base transformation (pose)
  303. }
  304. // ModelAnimation
  305. struct ModelAnimation
  306. {
  307. int boneCount; // Number of bones
  308. int frameCount; // Number of animation frames
  309. BoneInfo* bones; // Bones information (skeleton)
  310. Transform** framePoses; // Poses array by frame
  311. char[32] name; // Animation name
  312. }
  313. // Ray, ray for raycasting
  314. struct Ray
  315. {
  316. Vector3 position; // Ray position (origin)
  317. Vector3 direction; // Ray direction
  318. }
  319. // RayCollision, ray hit information
  320. struct RayCollision
  321. {
  322. bool hit; // Did the ray hit something?
  323. float distance; // Distance to the nearest hit
  324. Vector3 point; // Point of the nearest hit
  325. Vector3 normal; // Surface normal of hit
  326. }
  327. // BoundingBox
  328. struct BoundingBox
  329. {
  330. Vector3 min; // Minimum vertex box-corner
  331. Vector3 max; // Maximum vertex box-corner
  332. }
  333. // Wave, audio wave data
  334. struct Wave
  335. {
  336. uint frameCount; // Total number of frames (considering channels)
  337. uint sampleRate; // Frequency (samples per second)
  338. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  339. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  340. void* data; // Buffer data pointer
  341. }
  342. // Opaque structs declaration
  343. // NOTE: Actual structs are defined internally in raudio module
  344. struct rAudioBuffer;
  345. struct rAudioProcessor;
  346. // AudioStream, custom audio stream
  347. struct AudioStream
  348. {
  349. rAudioBuffer* buffer; // Pointer to internal data used by the audio system
  350. rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
  351. uint sampleRate; // Frequency (samples per second)
  352. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  353. uint channels; // Number of channels (1-mono, 2-stereo, ...)
  354. }
  355. // Sound
  356. struct Sound
  357. {
  358. AudioStream stream; // Audio stream
  359. uint frameCount; // Total number of frames (considering channels)
  360. }
  361. // Music, audio stream, anything longer than ~10 seconds should be streamed
  362. struct Music
  363. {
  364. AudioStream stream; // Audio stream
  365. uint frameCount; // Total number of frames (considering channels)
  366. bool looping; // Music looping enable
  367. int ctxType; // Type of music context (audio filetype)
  368. void* ctxData; // Audio context data, depends on type
  369. }
  370. // VrDeviceInfo, Head-Mounted-Display device parameters
  371. struct VrDeviceInfo
  372. {
  373. int hResolution; // Horizontal resolution in pixels
  374. int vResolution; // Vertical resolution in pixels
  375. float hScreenSize; // Horizontal size in meters
  376. float vScreenSize; // Vertical size in meters
  377. float vScreenCenter; // Screen center in meters
  378. float eyeToScreenDistance; // Distance between eye and display in meters
  379. float lensSeparationDistance; // Lens separation distance in meters
  380. float interpupillaryDistance; // IPD (distance between pupils) in meters
  381. float[4] lensDistortionValues; // Lens distortion constant parameters
  382. float[4] chromaAbCorrection; // Chromatic aberration correction parameters
  383. }
  384. // VrStereoConfig, VR stereo rendering configuration for simulator
  385. struct VrStereoConfig
  386. {
  387. Matrix[2] projection; // VR projection matrices (per eye)
  388. Matrix[2] viewOffset; // VR view offset matrices (per eye)
  389. float[2] leftLensCenter; // VR left lens center
  390. float[2] rightLensCenter; // VR right lens center
  391. float[2] leftScreenCenter; // VR left screen center
  392. float[2] rightScreenCenter; // VR right screen center
  393. float[2] scale; // VR distortion scale
  394. float[2] scaleIn; // VR distortion scale in
  395. }
  396. // File path list
  397. struct FilePathList
  398. {
  399. uint capacity; // Filepaths max entries
  400. uint count; // Filepaths entries count
  401. char** paths; // Filepaths entries
  402. }
  403. // Automation event
  404. struct AutomationEvent
  405. {
  406. uint frame; // Event frame
  407. uint type; // Event type (AutomationEventType)
  408. int[4] params; // Event parameters (if required)
  409. }
  410. // Automation event list
  411. struct AutomationEventList
  412. {
  413. uint capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
  414. uint count; // Events entries count
  415. AutomationEvent* events; // Events entries
  416. }
  417. //----------------------------------------------------------------------------------
  418. // Enumerators Definition
  419. //----------------------------------------------------------------------------------
  420. // System/Window config flags
  421. // NOTE: Every bit registers one state (use it with bit masks)
  422. // By default all flags are set to 0
  423. enum ConfigFlags
  424. {
  425. FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
  426. FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
  427. FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
  428. FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
  429. FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
  430. FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
  431. FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
  432. FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
  433. FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
  434. FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
  435. FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
  436. FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
  437. FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
  438. FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
  439. FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
  440. FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
  441. }
  442. // Trace log level
  443. // NOTE: Organized by priority level
  444. enum TraceLogLevel
  445. {
  446. LOG_ALL = 0, // Display all logs
  447. LOG_TRACE = 1, // Trace logging, intended for internal use only
  448. LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
  449. LOG_INFO = 3, // Info logging, used for program execution info
  450. LOG_WARNING = 4, // Warning logging, used on recoverable failures
  451. LOG_ERROR = 5, // Error logging, used on unrecoverable failures
  452. LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  453. LOG_NONE = 7 // Disable logging
  454. }
  455. // Keyboard keys (US keyboard layout)
  456. // NOTE: Use GetKeyPressed() to allow redefining
  457. // required keys for alternative layouts
  458. enum KeyboardKey
  459. {
  460. KEY_NULL = 0, // Key: NULL, used for no key pressed
  461. // Alphanumeric keys
  462. KEY_APOSTROPHE = 39, // Key: '
  463. KEY_COMMA = 44, // Key: ,
  464. KEY_MINUS = 45, // Key: -
  465. KEY_PERIOD = 46, // Key: .
  466. KEY_SLASH = 47, // Key: /
  467. KEY_ZERO = 48, // Key: 0
  468. KEY_ONE = 49, // Key: 1
  469. KEY_TWO = 50, // Key: 2
  470. KEY_THREE = 51, // Key: 3
  471. KEY_FOUR = 52, // Key: 4
  472. KEY_FIVE = 53, // Key: 5
  473. KEY_SIX = 54, // Key: 6
  474. KEY_SEVEN = 55, // Key: 7
  475. KEY_EIGHT = 56, // Key: 8
  476. KEY_NINE = 57, // Key: 9
  477. KEY_SEMICOLON = 59, // Key: ;
  478. KEY_EQUAL = 61, // Key: =
  479. KEY_A = 65, // Key: A | a
  480. KEY_B = 66, // Key: B | b
  481. KEY_C = 67, // Key: C | c
  482. KEY_D = 68, // Key: D | d
  483. KEY_E = 69, // Key: E | e
  484. KEY_F = 70, // Key: F | f
  485. KEY_G = 71, // Key: G | g
  486. KEY_H = 72, // Key: H | h
  487. KEY_I = 73, // Key: I | i
  488. KEY_J = 74, // Key: J | j
  489. KEY_K = 75, // Key: K | k
  490. KEY_L = 76, // Key: L | l
  491. KEY_M = 77, // Key: M | m
  492. KEY_N = 78, // Key: N | n
  493. KEY_O = 79, // Key: O | o
  494. KEY_P = 80, // Key: P | p
  495. KEY_Q = 81, // Key: Q | q
  496. KEY_R = 82, // Key: R | r
  497. KEY_S = 83, // Key: S | s
  498. KEY_T = 84, // Key: T | t
  499. KEY_U = 85, // Key: U | u
  500. KEY_V = 86, // Key: V | v
  501. KEY_W = 87, // Key: W | w
  502. KEY_X = 88, // Key: X | x
  503. KEY_Y = 89, // Key: Y | y
  504. KEY_Z = 90, // Key: Z | z
  505. KEY_LEFT_BRACKET = 91, // Key: [
  506. KEY_BACKSLASH = 92, // Key: '\'
  507. KEY_RIGHT_BRACKET = 93, // Key: ]
  508. KEY_GRAVE = 96, // Key: `
  509. // Function keys
  510. KEY_SPACE = 32, // Key: Space
  511. KEY_ESCAPE = 256, // Key: Esc
  512. KEY_ENTER = 257, // Key: Enter
  513. KEY_TAB = 258, // Key: Tab
  514. KEY_BACKSPACE = 259, // Key: Backspace
  515. KEY_INSERT = 260, // Key: Ins
  516. KEY_DELETE = 261, // Key: Del
  517. KEY_RIGHT = 262, // Key: Cursor right
  518. KEY_LEFT = 263, // Key: Cursor left
  519. KEY_DOWN = 264, // Key: Cursor down
  520. KEY_UP = 265, // Key: Cursor up
  521. KEY_PAGE_UP = 266, // Key: Page up
  522. KEY_PAGE_DOWN = 267, // Key: Page down
  523. KEY_HOME = 268, // Key: Home
  524. KEY_END = 269, // Key: End
  525. KEY_CAPS_LOCK = 280, // Key: Caps lock
  526. KEY_SCROLL_LOCK = 281, // Key: Scroll down
  527. KEY_NUM_LOCK = 282, // Key: Num lock
  528. KEY_PRINT_SCREEN = 283, // Key: Print screen
  529. KEY_PAUSE = 284, // Key: Pause
  530. KEY_F1 = 290, // Key: F1
  531. KEY_F2 = 291, // Key: F2
  532. KEY_F3 = 292, // Key: F3
  533. KEY_F4 = 293, // Key: F4
  534. KEY_F5 = 294, // Key: F5
  535. KEY_F6 = 295, // Key: F6
  536. KEY_F7 = 296, // Key: F7
  537. KEY_F8 = 297, // Key: F8
  538. KEY_F9 = 298, // Key: F9
  539. KEY_F10 = 299, // Key: F10
  540. KEY_F11 = 300, // Key: F11
  541. KEY_F12 = 301, // Key: F12
  542. KEY_LEFT_SHIFT = 340, // Key: Shift left
  543. KEY_LEFT_CONTROL = 341, // Key: Control left
  544. KEY_LEFT_ALT = 342, // Key: Alt left
  545. KEY_LEFT_SUPER = 343, // Key: Super left
  546. KEY_RIGHT_SHIFT = 344, // Key: Shift right
  547. KEY_RIGHT_CONTROL = 345, // Key: Control right
  548. KEY_RIGHT_ALT = 346, // Key: Alt right
  549. KEY_RIGHT_SUPER = 347, // Key: Super right
  550. KEY_KB_MENU = 348, // Key: KB menu
  551. // Keypad keys
  552. KEY_KP_0 = 320, // Key: Keypad 0
  553. KEY_KP_1 = 321, // Key: Keypad 1
  554. KEY_KP_2 = 322, // Key: Keypad 2
  555. KEY_KP_3 = 323, // Key: Keypad 3
  556. KEY_KP_4 = 324, // Key: Keypad 4
  557. KEY_KP_5 = 325, // Key: Keypad 5
  558. KEY_KP_6 = 326, // Key: Keypad 6
  559. KEY_KP_7 = 327, // Key: Keypad 7
  560. KEY_KP_8 = 328, // Key: Keypad 8
  561. KEY_KP_9 = 329, // Key: Keypad 9
  562. KEY_KP_DECIMAL = 330, // Key: Keypad .
  563. KEY_KP_DIVIDE = 331, // Key: Keypad /
  564. KEY_KP_MULTIPLY = 332, // Key: Keypad *
  565. KEY_KP_SUBTRACT = 333, // Key: Keypad -
  566. KEY_KP_ADD = 334, // Key: Keypad +
  567. KEY_KP_ENTER = 335, // Key: Keypad Enter
  568. KEY_KP_EQUAL = 336, // Key: Keypad =
  569. // Android key buttons
  570. KEY_BACK = 4, // Key: Android back button
  571. KEY_MENU = 82, // Key: Android menu button
  572. KEY_VOLUME_UP = 24, // Key: Android volume up button
  573. KEY_VOLUME_DOWN = 25 // Key: Android volume down button
  574. }
  575. // Add backwards compatibility support for deprecated names
  576. enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT;
  577. enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT;
  578. enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE;
  579. // Mouse buttons
  580. enum MouseButton
  581. {
  582. MOUSE_BUTTON_LEFT = 0, // Mouse button left
  583. MOUSE_BUTTON_RIGHT = 1, // Mouse button right
  584. MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
  585. MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
  586. MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
  587. MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
  588. MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device)
  589. }
  590. // Mouse cursor
  591. enum MouseCursor
  592. {
  593. MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
  594. MOUSE_CURSOR_ARROW = 1, // Arrow shape
  595. MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
  596. MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
  597. MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
  598. MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
  599. MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
  600. MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
  601. MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
  602. MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
  603. MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
  604. }
  605. // Gamepad buttons
  606. enum GamepadButton
  607. {
  608. GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
  609. GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
  610. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
  611. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
  612. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
  613. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
  614. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
  615. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
  616. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
  617. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
  618. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
  619. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
  620. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
  621. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
  622. GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
  623. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
  624. GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
  625. GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
  626. }
  627. // Gamepad axis
  628. enum GamepadAxis
  629. {
  630. GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
  631. GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
  632. GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
  633. GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
  634. GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
  635. GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
  636. }
  637. // Material map index
  638. enum MaterialMapIndex
  639. {
  640. MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
  641. MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
  642. MATERIAL_MAP_NORMAL = 2, // Normal material
  643. MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
  644. MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
  645. MATERIAL_MAP_EMISSION = 5, // Emission material
  646. MATERIAL_MAP_HEIGHT = 6, // Heightmap material
  647. MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  648. MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  649. MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
  650. MATERIAL_MAP_BRDF = 10 // Brdf material
  651. }
  652. enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
  653. enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
  654. // Shader location index
  655. enum ShaderLocationIndex
  656. {
  657. SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
  658. SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
  659. SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
  660. SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
  661. SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
  662. SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
  663. SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
  664. SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
  665. SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
  666. SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
  667. SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
  668. SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
  669. SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
  670. SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
  671. SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
  672. SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
  673. SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
  674. SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
  675. SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
  676. SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
  677. SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
  678. SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
  679. SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
  680. SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
  681. SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
  682. SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
  683. }
  684. enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
  685. enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
  686. // Shader uniform data type
  687. enum ShaderUniformDataType
  688. {
  689. SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
  690. SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
  691. SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
  692. SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
  693. SHADER_UNIFORM_INT = 4, // Shader uniform type: int
  694. SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
  695. SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
  696. SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
  697. SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
  698. }
  699. // Shader attribute data types
  700. enum ShaderAttributeDataType
  701. {
  702. SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
  703. SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
  704. SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
  705. SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
  706. }
  707. // Pixel formats
  708. // NOTE: Support depends on OpenGL version and platform
  709. enum PixelFormat
  710. {
  711. PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  712. PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  713. PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  714. PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  715. PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  716. PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  717. PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  718. PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  719. PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  720. PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  721. PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float)
  722. PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float)
  723. PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float)
  724. PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha)
  725. PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha)
  726. PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp
  727. PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp
  728. PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp
  729. PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp
  730. PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp
  731. PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp
  732. PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp
  733. PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp
  734. PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp
  735. }
  736. // Texture parameters: filter mode
  737. // NOTE 1: Filtering considers mipmaps if available in the texture
  738. // NOTE 2: Filter is accordingly set for minification and magnification
  739. enum TextureFilter
  740. {
  741. TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
  742. TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
  743. TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  744. TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  745. TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  746. TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  747. }
  748. // Texture parameters: wrap mode
  749. enum TextureWrap
  750. {
  751. TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
  752. TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  753. TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  754. TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  755. }
  756. // Cubemap layouts
  757. enum CubemapLayout
  758. {
  759. CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
  760. CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  761. CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces
  762. CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  763. CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  764. CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map)
  765. }
  766. // Font type, defines generation method
  767. enum FontType
  768. {
  769. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  770. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  771. FONT_SDF = 2 // SDF font generation, requires external shader
  772. }
  773. // Color blending modes (pre-defined)
  774. enum BlendMode
  775. {
  776. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  777. BLEND_ADDITIVE = 1, // Blend textures adding colors
  778. BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
  779. BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
  780. BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
  781. BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
  782. BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
  783. BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
  784. }
  785. // Gesture
  786. // NOTE: Provided as bit-wise flags to enable only desired gestures
  787. enum Gesture
  788. {
  789. GESTURE_NONE = 0, // No gesture
  790. GESTURE_TAP = 1, // Tap gesture
  791. GESTURE_DOUBLETAP = 2, // Double tap gesture
  792. GESTURE_HOLD = 4, // Hold gesture
  793. GESTURE_DRAG = 8, // Drag gesture
  794. GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
  795. GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
  796. GESTURE_SWIPE_UP = 64, // Swipe up gesture
  797. GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
  798. GESTURE_PINCH_IN = 256, // Pinch in gesture
  799. GESTURE_PINCH_OUT = 512 // Pinch out gesture
  800. }
  801. // Camera system modes
  802. enum CameraMode
  803. {
  804. CAMERA_CUSTOM = 0, // Custom camera
  805. CAMERA_FREE = 1, // Free camera
  806. CAMERA_ORBITAL = 2, // Orbital camera
  807. CAMERA_FIRST_PERSON = 3, // First person camera
  808. CAMERA_THIRD_PERSON = 4 // Third person camera
  809. }
  810. // Camera projection
  811. enum CameraProjection
  812. {
  813. CAMERA_PERSPECTIVE = 0, // Perspective projection
  814. CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
  815. }
  816. // N-patch layout
  817. enum NPatchLayout
  818. {
  819. NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
  820. NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
  821. NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
  822. }
  823. // Callbacks to hook some internal functions
  824. // WARNING: These callbacks are intended for advance users
  825. alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
  826. alias LoadFileDataCallback = ubyte* function(const(char)* fileName, int* dataSize); // FileIO: Load binary data
  827. alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, int dataSize); // FileIO: Save binary data
  828. alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
  829. alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
  830. //------------------------------------------------------------------------------------
  831. // Global Variables Definition
  832. //------------------------------------------------------------------------------------
  833. // It's lonely here...
  834. //------------------------------------------------------------------------------------
  835. // Window and Graphics Device Functions (Module: core)
  836. //------------------------------------------------------------------------------------
  837. // Prevents name mangling of functions
  838. // Window-related functions
  839. void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
  840. void CloseWindow(); // Close window and unload OpenGL context
  841. bool WindowShouldClose(); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
  842. bool IsWindowReady(); // Check if window has been initialized successfully
  843. bool IsWindowFullscreen(); // Check if window is currently fullscreen
  844. bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
  845. bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
  846. bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
  847. bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
  848. bool IsWindowResized(); // Check if window has been resized last frame
  849. bool IsWindowState(uint flag); // Check if one specific window flag is enabled
  850. void SetWindowState(uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
  851. void ClearWindowState(uint flags); // Clear window configuration state flags
  852. void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
  853. void ToggleBorderlessWindowed(); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
  854. void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
  855. void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
  856. void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
  857. void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
  858. void SetWindowIcons(Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
  859. void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
  860. void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  861. void SetWindowMonitor(int monitor); // Set monitor for the current window
  862. void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  863. void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
  864. void SetWindowSize(int width, int height); // Set window dimensions
  865. void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
  866. void SetWindowFocused(); // Set window focused (only PLATFORM_DESKTOP)
  867. void* GetWindowHandle(); // Get native window handle
  868. int GetScreenWidth(); // Get current screen width
  869. int GetScreenHeight(); // Get current screen height
  870. int GetRenderWidth(); // Get current render width (it considers HiDPI)
  871. int GetRenderHeight(); // Get current render height (it considers HiDPI)
  872. int GetMonitorCount(); // Get number of connected monitors
  873. int GetCurrentMonitor(); // Get current connected monitor
  874. Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
  875. int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
  876. int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
  877. int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
  878. int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
  879. int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
  880. Vector2 GetWindowPosition(); // Get window position XY on monitor
  881. Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
  882. const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
  883. void SetClipboardText(const(char)* text); // Set clipboard text content
  884. const(char)* GetClipboardText(); // Get clipboard text content
  885. void EnableEventWaiting(); // Enable waiting for events on EndDrawing(), no automatic event polling
  886. void DisableEventWaiting(); // Disable waiting for events on EndDrawing(), automatic events polling
  887. // Cursor-related functions
  888. void ShowCursor(); // Shows cursor
  889. void HideCursor(); // Hides cursor
  890. bool IsCursorHidden(); // Check if cursor is not visible
  891. void EnableCursor(); // Enables cursor (unlock cursor)
  892. void DisableCursor(); // Disables cursor (lock cursor)
  893. bool IsCursorOnScreen(); // Check if cursor is on the screen
  894. // Drawing-related functions
  895. void ClearBackground(Color color); // Set background color (framebuffer clear color)
  896. void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
  897. void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
  898. void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
  899. void EndMode2D(); // Ends 2D mode with custom camera
  900. void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
  901. void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
  902. void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
  903. void EndTextureMode(); // Ends drawing to render texture
  904. void BeginShaderMode(Shader shader); // Begin custom shader drawing
  905. void EndShaderMode(); // End custom shader drawing (use default shader)
  906. void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
  907. void EndBlendMode(); // End blending mode (reset to default: alpha blending)
  908. void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  909. void EndScissorMode(); // End scissor mode
  910. void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
  911. void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
  912. // VR stereo config functions for VR simulator
  913. VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
  914. void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
  915. // Shader management functions
  916. // NOTE: Shader functionality is not available on OpenGL 1.1
  917. Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  918. Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
  919. bool IsShaderReady(Shader shader); // Check if a shader is ready
  920. int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
  921. int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
  922. void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
  923. void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  924. void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
  925. void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
  926. void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
  927. // Screen-space-related functions
  928. Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
  929. Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
  930. Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
  931. Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
  932. Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
  933. Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
  934. Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
  935. // Timing-related functions
  936. void SetTargetFPS(int fps); // Set target FPS (maximum)
  937. float GetFrameTime(); // Get time in seconds for last frame drawn (delta time)
  938. double GetTime(); // Get elapsed time in seconds since InitWindow()
  939. int GetFPS(); // Get current FPS
  940. // Custom frame control functions
  941. // NOTE: Those functions are intended for advance users that want full control over the frame processing
  942. // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
  943. // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
  944. void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing)
  945. void PollInputEvents(); // Register all input events
  946. void WaitTime(double seconds); // Wait for some time (halt program execution)
  947. // Random values generation functions
  948. void SetRandomSeed(uint seed); // Set the seed for the random number generator
  949. int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
  950. int* LoadRandomSequence(uint count, int min, int max); // Load random values sequence, no values repeated
  951. void UnloadRandomSequence(int* sequence); // Unload random values sequence
  952. // Misc. functions
  953. void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
  954. void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
  955. void OpenURL(const(char)* url); // Open URL with default system browser (if available)
  956. // NOTE: Following functions implemented in module [utils]
  957. //------------------------------------------------------------------
  958. void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
  959. void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
  960. void* MemAlloc(uint size); // Internal memory allocator
  961. void* MemRealloc(void* ptr, uint size); // Internal memory reallocator
  962. void MemFree(void* ptr); // Internal memory free
  963. // Set custom callbacks
  964. // WARNING: Callbacks setup is intended for advance users
  965. void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
  966. void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
  967. void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
  968. void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
  969. void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
  970. // Files management functions
  971. ubyte* LoadFileData(const(char)* fileName, int* dataSize); // Load file data as byte array (read)
  972. void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
  973. bool SaveFileData(const(char)* fileName, void* data, int dataSize); // Save data to file from byte array (write), returns true on success
  974. bool ExportDataAsCode(const(ubyte)* data, int dataSize, const(char)* fileName); // Export data to code (.h), returns true on success
  975. char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
  976. void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText()
  977. bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
  978. //------------------------------------------------------------------
  979. // File system functions
  980. bool FileExists(const(char)* fileName); // Check if file exists
  981. bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
  982. bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
  983. int GetFileLength(const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
  984. const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
  985. const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
  986. const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
  987. const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
  988. const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
  989. const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
  990. const(char)* GetApplicationDirectory(); // Get the directory of the running application (uses static string)
  991. bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
  992. bool IsPathFile(const(char)* path); // Check if a given path is a file or a directory
  993. FilePathList LoadDirectoryFiles(const(char)* dirPath); // Load directory filepaths
  994. FilePathList LoadDirectoryFilesEx(const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
  995. void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
  996. bool IsFileDropped(); // Check if a file has been dropped into window
  997. FilePathList LoadDroppedFiles(); // Load dropped filepaths
  998. void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
  999. c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
  1000. // Compression/Encoding functionality
  1001. ubyte* CompressData(const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
  1002. ubyte* DecompressData(const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
  1003. char* EncodeDataBase64(const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree()
  1004. ubyte* DecodeDataBase64(const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree()
  1005. // Automation events functionality
  1006. AutomationEventList LoadAutomationEventList(const(char)* fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
  1007. void UnloadAutomationEventList(AutomationEventList* list); // Unload automation events list from file
  1008. bool ExportAutomationEventList(AutomationEventList list, const(char)* fileName); // Export automation events list as text file
  1009. void SetAutomationEventList(AutomationEventList* list); // Set automation event list to record to
  1010. void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
  1011. void StartAutomationEventRecording(); // Start recording automation events (AutomationEventList must be set)
  1012. void StopAutomationEventRecording(); // Stop recording automation events
  1013. void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
  1014. //------------------------------------------------------------------------------------
  1015. // Input Handling Functions (Module: core)
  1016. //------------------------------------------------------------------------------------
  1017. // Input-related functions: keyboard
  1018. bool IsKeyPressed(int key); // Check if a key has been pressed once
  1019. bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
  1020. bool IsKeyDown(int key); // Check if a key is being pressed
  1021. bool IsKeyReleased(int key); // Check if a key has been released once
  1022. bool IsKeyUp(int key); // Check if a key is NOT being pressed
  1023. int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
  1024. int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
  1025. void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
  1026. // Input-related functions: gamepads
  1027. bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
  1028. const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id
  1029. bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
  1030. bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
  1031. bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
  1032. bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
  1033. int GetGamepadButtonPressed(); // Get the last gamepad button pressed
  1034. int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
  1035. float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
  1036. int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
  1037. // Input-related functions: mouse
  1038. bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
  1039. bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
  1040. bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
  1041. bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
  1042. int GetMouseX(); // Get mouse position X
  1043. int GetMouseY(); // Get mouse position Y
  1044. Vector2 GetMousePosition(); // Get mouse position XY
  1045. Vector2 GetMouseDelta(); // Get mouse delta between frames
  1046. void SetMousePosition(int x, int y); // Set mouse position XY
  1047. void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
  1048. void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
  1049. float GetMouseWheelMove(); // Get mouse wheel movement for X or Y, whichever is larger
  1050. Vector2 GetMouseWheelMoveV(); // Get mouse wheel movement for both X and Y
  1051. void SetMouseCursor(int cursor); // Set mouse cursor
  1052. // Input-related functions: touch
  1053. int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size)
  1054. int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size)
  1055. Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
  1056. int GetTouchPointId(int index); // Get touch point identifier for given index
  1057. int GetTouchPointCount(); // Get number of touch points
  1058. //------------------------------------------------------------------------------------
  1059. // Gestures and Touch Handling Functions (Module: rgestures)
  1060. //------------------------------------------------------------------------------------
  1061. void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
  1062. bool IsGestureDetected(uint gesture); // Check if a gesture have been detected
  1063. int GetGestureDetected(); // Get latest detected gesture
  1064. float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
  1065. Vector2 GetGestureDragVector(); // Get gesture drag vector
  1066. float GetGestureDragAngle(); // Get gesture drag angle
  1067. Vector2 GetGesturePinchVector(); // Get gesture pinch delta
  1068. float GetGesturePinchAngle(); // Get gesture pinch angle
  1069. //------------------------------------------------------------------------------------
  1070. // Camera System Functions (Module: rcamera)
  1071. //------------------------------------------------------------------------------------
  1072. void UpdateCamera(Camera* camera, int mode); // Update camera position for selected mode
  1073. void UpdateCameraPro(Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
  1074. //------------------------------------------------------------------------------------
  1075. // Basic Shapes Drawing Functions (Module: shapes)
  1076. //------------------------------------------------------------------------------------
  1077. // Set texture and rectangle to be used on shapes drawing
  1078. // NOTE: It can be useful when using basic shapes and one single font,
  1079. // defining a font char white rectangle would allow drawing everything in a single draw call
  1080. void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
  1081. // Basic shapes drawing functions
  1082. void DrawPixel(int posX, int posY, Color color); // Draw a pixel
  1083. void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
  1084. void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  1085. void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
  1086. void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
  1087. void DrawLineStrip(Vector2* points, int pointCount, Color color); // Draw lines sequence (using gl lines)
  1088. void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
  1089. void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  1090. void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
  1091. void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
  1092. void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  1093. void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  1094. void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
  1095. void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
  1096. void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
  1097. void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
  1098. void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
  1099. void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
  1100. void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  1101. void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  1102. void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
  1103. void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  1104. void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  1105. void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  1106. void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  1107. void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  1108. void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
  1109. void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  1110. void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
  1111. void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1112. void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
  1113. void DrawTriangleFan(Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
  1114. void DrawTriangleStrip(Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1115. void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  1116. void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
  1117. void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
  1118. // Splines drawing functions
  1119. void DrawSplineLinear(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
  1120. void DrawSplineBasis(Vector2* points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
  1121. void DrawSplineCatmullRom(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
  1122. void DrawSplineBezierQuadratic(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
  1123. void DrawSplineBezierCubic(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
  1124. void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
  1125. void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
  1126. void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
  1127. void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
  1128. void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
  1129. // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
  1130. Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
  1131. Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
  1132. Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
  1133. Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
  1134. Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
  1135. // Basic shapes collision detection functions
  1136. bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  1137. bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  1138. bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  1139. bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
  1140. bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  1141. bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  1142. bool CheckCollisionPointPoly(Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices
  1143. bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
  1144. bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
  1145. Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  1146. //------------------------------------------------------------------------------------
  1147. // Texture Loading and Drawing Functions (Module: textures)
  1148. //------------------------------------------------------------------------------------
  1149. // Image loading functions
  1150. // NOTE: These functions do not require GPU access
  1151. Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
  1152. Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  1153. Image LoadImageSvg(const(char)* fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
  1154. Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
  1155. Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
  1156. Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
  1157. Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot)
  1158. bool IsImageReady(Image image); // Check if an image is ready
  1159. void UnloadImage(Image image); // Unload image from CPU memory (RAM)
  1160. bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
  1161. ubyte* ExportImageToMemory(Image image, const(char)* fileType, int* fileSize); // Export image to memory buffer
  1162. bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
  1163. // Image generation functions
  1164. Image GenImageColor(int width, int height, Color color); // Generate image: plain color
  1165. Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
  1166. Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1167. Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
  1168. Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1169. Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
  1170. Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1171. Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
  1172. Image GenImageText(int width, int height, const(char)* text); // Generate image: grayscale image from text data
  1173. // Image manipulation functions
  1174. Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
  1175. Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
  1176. Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  1177. Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1178. void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
  1179. void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
  1180. void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
  1181. void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
  1182. void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
  1183. void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
  1184. void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
  1185. void ImageBlurGaussian(Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation
  1186. void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  1187. void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  1188. void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
  1189. void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image
  1190. void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  1191. void ImageFlipVertical(Image* image); // Flip image vertically
  1192. void ImageFlipHorizontal(Image* image); // Flip image horizontally
  1193. void ImageRotate(Image* image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
  1194. void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
  1195. void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
  1196. void ImageColorTint(Image* image, Color color); // Modify image color: tint
  1197. void ImageColorInvert(Image* image); // Modify image color: invert
  1198. void ImageColorGrayscale(Image* image); // Modify image color: grayscale
  1199. void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1200. void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1201. void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
  1202. Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
  1203. Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
  1204. void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
  1205. void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
  1206. Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
  1207. Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
  1208. // Image drawing functions
  1209. // NOTE: Image software-rendering functions (CPU)
  1210. void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
  1211. void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
  1212. void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
  1213. void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
  1214. void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
  1215. void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
  1216. void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
  1217. void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
  1218. void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
  1219. void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
  1220. void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
  1221. void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1222. void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1223. void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
  1224. void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
  1225. void ImageDrawTextEx(Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
  1226. // Texture loading functions
  1227. // NOTE: These functions require GPU access
  1228. Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  1229. Texture2D LoadTextureFromImage(Image image); // Load texture from image data
  1230. TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
  1231. RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
  1232. bool IsTextureReady(Texture2D texture); // Check if a texture is ready
  1233. void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
  1234. bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
  1235. void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  1236. void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  1237. void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
  1238. // Texture configuration functions
  1239. void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
  1240. void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
  1241. void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
  1242. // Texture drawing functions
  1243. void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1244. void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1245. void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1246. void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1247. void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
  1248. void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
  1249. // Color/pixel related functions
  1250. Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1251. int ColorToInt(Color color); // Get hexadecimal value for a Color
  1252. Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
  1253. Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
  1254. Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
  1255. Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
  1256. Color ColorTint(Color color, Color tint); // Get color multiplied with another color
  1257. Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
  1258. Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
  1259. Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
  1260. Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
  1261. Color GetColor(uint hexValue); // Get Color structure from hexadecimal value
  1262. Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
  1263. void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
  1264. int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
  1265. //------------------------------------------------------------------------------------
  1266. // Font Loading and Text Drawing Functions (Module: text)
  1267. //------------------------------------------------------------------------------------
  1268. // Font loading/unloading functions
  1269. Font GetFontDefault(); // Get the default Font
  1270. Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1271. Font LoadFontEx(const(char)* fileName, int fontSize, int* codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
  1272. Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1273. Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
  1274. bool IsFontReady(Font font); // Check if a font is ready
  1275. GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount, int type); // Load font data for further use
  1276. Image GenImageFontAtlas(const(GlyphInfo)* glyphs, Rectangle** glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1277. void UnloadFontData(GlyphInfo* glyphs, int glyphCount); // Unload font chars info data (RAM)
  1278. void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
  1279. bool ExportFontAsCode(Font font, const(char)* fileName); // Export font as code file, returns true on success
  1280. // Text drawing functions
  1281. void DrawFPS(int posX, int posY); // Draw current FPS
  1282. void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1283. void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  1284. void DrawTextPro(Font font, const(char)* text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
  1285. void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
  1286. void DrawTextCodepoints(Font font, const(int)* codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
  1287. // Text font info functions
  1288. void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
  1289. int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
  1290. Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1291. int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
  1292. GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
  1293. Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
  1294. // Text codepoints management functions (unicode characters)
  1295. char* LoadUTF8(const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array
  1296. void UnloadUTF8(char* text); // Unload UTF-8 text encoded from codepoints array
  1297. int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
  1298. void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory
  1299. int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
  1300. int GetCodepoint(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1301. int GetCodepointNext(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1302. int GetCodepointPrevious(const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
  1303. const(char)* CodepointToUTF8(int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
  1304. // Text strings management functions (no UTF-8 strings, only byte chars)
  1305. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1306. int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
  1307. bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
  1308. uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
  1309. const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style)
  1310. const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
  1311. char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
  1312. char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
  1313. const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1314. const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1315. void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1316. int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
  1317. const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
  1318. const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
  1319. const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
  1320. int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
  1321. //------------------------------------------------------------------------------------
  1322. // Basic 3d Shapes Drawing Functions (Module: models)
  1323. //------------------------------------------------------------------------------------
  1324. // Basic geometric 3D shapes drawing functions
  1325. void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1326. void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
  1327. void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  1328. void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
  1329. void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
  1330. void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
  1331. void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1332. void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1333. void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1334. void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
  1335. void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1336. void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1337. void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  1338. void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
  1339. void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  1340. void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
  1341. void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
  1342. void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
  1343. void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1344. void DrawRay(Ray ray, Color color); // Draw a ray line
  1345. void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1346. //------------------------------------------------------------------------------------
  1347. // Model 3d Loading and Drawing Functions (Module: models)
  1348. //------------------------------------------------------------------------------------
  1349. // Model management functions
  1350. Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
  1351. Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
  1352. bool IsModelReady(Model model); // Check if a model is ready
  1353. void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
  1354. BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
  1355. // Model drawing functions
  1356. void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1357. void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1358. void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1359. void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
  1360. void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
  1361. void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
  1362. void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
  1363. void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
  1364. // Mesh management functions
  1365. void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
  1366. void UpdateMeshBuffer(Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
  1367. void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
  1368. void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
  1369. void DrawMeshInstanced(Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms
  1370. bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
  1371. BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
  1372. void GenMeshTangents(Mesh* mesh); // Compute mesh tangents
  1373. // Mesh generation functions
  1374. Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
  1375. Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1376. Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
  1377. Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1378. Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1379. Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
  1380. Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
  1381. Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
  1382. Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1383. Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1384. Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1385. // Material loading/unloading functions
  1386. Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
  1387. Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1388. bool IsMaterialReady(Material material); // Check if a material is ready
  1389. void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
  1390. void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
  1391. void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
  1392. // Model animations loading/unloading functions
  1393. ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animCount); // Load model animations from file
  1394. void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
  1395. void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
  1396. void UnloadModelAnimations(ModelAnimation* animations, int animCount); // Unload animation array data
  1397. bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
  1398. // Collision detection functions
  1399. bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
  1400. bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
  1401. bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
  1402. RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
  1403. RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
  1404. RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
  1405. RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1406. RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
  1407. //------------------------------------------------------------------------------------
  1408. // Audio Loading and Playing Functions (Module: audio)
  1409. //------------------------------------------------------------------------------------
  1410. alias AudioCallback = void function(void* bufferData, uint frames);
  1411. // Audio device management functions
  1412. void InitAudioDevice(); // Initialize audio device and context
  1413. void CloseAudioDevice(); // Close the audio device and context
  1414. bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
  1415. void SetMasterVolume(float volume); // Set master volume (listener)
  1416. float GetMasterVolume(); // Get master volume (listener)
  1417. // Wave/Sound loading/unloading functions
  1418. Wave LoadWave(const(char)* fileName); // Load wave data from file
  1419. Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
  1420. bool IsWaveReady(Wave wave); // Checks if wave data is ready
  1421. Sound LoadSound(const(char)* fileName); // Load sound from file
  1422. Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
  1423. Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
  1424. bool IsSoundReady(Sound sound); // Checks if a sound is ready
  1425. void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
  1426. void UnloadWave(Wave wave); // Unload wave data
  1427. void UnloadSound(Sound sound); // Unload sound
  1428. void UnloadSoundAlias(Sound alias_); // Unload a sound alias (does not deallocate sample data)
  1429. bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
  1430. bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
  1431. // Wave/Sound management functions
  1432. void PlaySound(Sound sound); // Play a sound
  1433. void StopSound(Sound sound); // Stop playing a sound
  1434. void PauseSound(Sound sound); // Pause a sound
  1435. void ResumeSound(Sound sound); // Resume a paused sound
  1436. bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
  1437. void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1438. void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1439. void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
  1440. Wave WaveCopy(Wave wave); // Copy a wave to a new wave
  1441. void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1442. void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1443. float* LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
  1444. void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
  1445. // Music management functions
  1446. Music LoadMusicStream(const(char)* fileName); // Load music stream from file
  1447. Music LoadMusicStreamFromMemory(const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data
  1448. bool IsMusicReady(Music music); // Checks if a music stream is ready
  1449. void UnloadMusicStream(Music music); // Unload music stream
  1450. void PlayMusicStream(Music music); // Start music playing
  1451. bool IsMusicStreamPlaying(Music music); // Check if music is playing
  1452. void UpdateMusicStream(Music music); // Updates buffers for music streaming
  1453. void StopMusicStream(Music music); // Stop music playing
  1454. void PauseMusicStream(Music music); // Pause music playing
  1455. void ResumeMusicStream(Music music); // Resume playing paused music
  1456. void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
  1457. void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
  1458. void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1459. void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
  1460. float GetMusicTimeLength(Music music); // Get music time length (in seconds)
  1461. float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
  1462. // AudioStream management functions
  1463. AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
  1464. bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
  1465. void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
  1466. void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
  1467. bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
  1468. void PlayAudioStream(AudioStream stream); // Play audio stream
  1469. void PauseAudioStream(AudioStream stream); // Pause audio stream
  1470. void ResumeAudioStream(AudioStream stream); // Resume audio stream
  1471. bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
  1472. void StopAudioStream(AudioStream stream); // Stop audio stream
  1473. void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1474. void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1475. void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
  1476. void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
  1477. void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
  1478. void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
  1479. void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
  1480. void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
  1481. void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
  1482. // RAYLIB_H