raylib.d 81 KB

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