raylib.d 68 KB

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  1. /**********************************************************************************************
  2. *
  3. * raylib - 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, MacOS, UWP, Android, Raspberry Pi, HTML5.
  8. * - Written in plain C code (C99) in PascalCase/camelCase notation
  9. * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
  10. * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
  11. * - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF)
  12. * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
  13. * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
  14. * - Flexible Materials system, supporting classic maps and PBR maps
  15. * - Skeletal Animation support (CPU bones-based animation)
  16. * - Shaders support, including Model shaders and Postprocessing shaders
  17. * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
  18. * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
  19. * - VR stereo rendering with configurable HMD device parameters
  20. * - Bindings to multiple programming languages available!
  21. *
  22. * NOTES:
  23. * One custom font is loaded by default when InitWindow() [core]
  24. * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
  25. * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
  26. *
  27. * DEPENDENCIES (included):
  28. * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
  29. * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
  30. * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
  31. *
  32. * OPTIONAL DEPENDENCIES (included):
  33. * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
  34. * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
  35. * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
  36. * [textures] stb_image_resize (Sean Barret) for image resizing algorythms
  37. * [textures] stb_perlin (Sean Barret) for Perlin noise image generation
  38. * [text] stb_truetype (Sean Barret) for ttf fonts loading
  39. * [text] stb_rect_pack (Sean Barret) for rectangles packing
  40. * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
  41. * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
  42. * [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
  43. * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
  44. * [raudio] dr_flac (David Reid) for FLAC audio file loading
  45. * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
  46. * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
  47. * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
  48. *
  49. *
  50. * LICENSE: zlib/libpng
  51. *
  52. * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  53. * BSD-like license that allows static linking with closed source software:
  54. *
  55. * Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
  56. *
  57. * This software is provided "as-is", without any express or implied warranty. In no event
  58. * will the authors be held liable for any damages arising from the use of this software.
  59. *
  60. * Permission is granted to anyone to use this software for any purpose, including commercial
  61. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  62. *
  63. * 1. The origin of this software must not be misrepresented; you must not claim that you
  64. * wrote the original software. If you use this software in a product, an acknowledgment
  65. * in the product documentation would be appreciated but is not required.
  66. *
  67. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  68. * as being the original software.
  69. *
  70. * 3. This notice may not be removed or altered from any source distribution.
  71. *
  72. **********************************************************************************************/
  73. import core.stdc.config;
  74. import core.stdc.stdarg;
  75. import core.stdc.stdlib;
  76. extern (C):
  77. // Required for: va_list - Only used by TraceLogCallback
  78. // We are building raylib as a Win32 shared library (.dll)
  79. // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
  80. //----------------------------------------------------------------------------------
  81. // Some basic Defines
  82. //----------------------------------------------------------------------------------
  83. enum PI = 3.14159265358979323846f;
  84. enum DEG2RAD = PI / 180.0f;
  85. enum RAD2DEG = 180.0f / PI;
  86. enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
  87. // Shader and material limits
  88. enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
  89. enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
  90. // Allow custom memory allocators
  91. alias RL_MALLOC = malloc;
  92. alias RL_CALLOC = calloc;
  93. alias RL_FREE = free;
  94. // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
  95. // Plain structures in C++ (without constructors) can be initialized from { } initializers.
  96. alias CLITERAL = Color;
  97. // Some Basic Colors
  98. // 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)
  99. //----------------------------------------------------------------------------------
  100. // Structures Definition
  101. //----------------------------------------------------------------------------------
  102. // Vector2 type
  103. struct Vector2
  104. {
  105. float x;
  106. float y;
  107. }
  108. // Vector3 type
  109. struct Vector3
  110. {
  111. float x;
  112. float y;
  113. float z;
  114. }
  115. // Vector4 type
  116. struct Vector4
  117. {
  118. float x;
  119. float y;
  120. float z;
  121. float w;
  122. }
  123. // Quaternion type, same as Vector4
  124. alias Quaternion = Vector4;
  125. // Matrix type (OpenGL style 4x4 - right handed, column major)
  126. struct Matrix
  127. {
  128. float m0;
  129. float m4;
  130. float m8;
  131. float m12;
  132. float m1;
  133. float m5;
  134. float m9;
  135. float m13;
  136. float m2;
  137. float m6;
  138. float m10;
  139. float m14;
  140. float m3;
  141. float m7;
  142. float m11;
  143. float m15;
  144. }
  145. // Color type, RGBA (32bit)
  146. struct Color
  147. {
  148. ubyte r;
  149. ubyte g;
  150. ubyte b;
  151. ubyte a;
  152. }
  153. // Rectangle type
  154. struct Rectangle
  155. {
  156. float x;
  157. float y;
  158. float width;
  159. float height;
  160. }
  161. // Image type, bpp always RGBA (32bit)
  162. // NOTE: Data stored in CPU memory (RAM)
  163. struct Image
  164. {
  165. void* data; // Image raw data
  166. int width; // Image base width
  167. int height; // Image base height
  168. int mipmaps; // Mipmap levels, 1 by default
  169. int format; // Data format (PixelFormat type)
  170. }
  171. // Texture2D type
  172. // NOTE: Data stored in GPU memory
  173. struct Texture2D
  174. {
  175. uint id; // OpenGL texture id
  176. int width; // Texture base width
  177. int height; // Texture base height
  178. int mipmaps; // Mipmap levels, 1 by default
  179. int format; // Data format (PixelFormat type)
  180. }
  181. // Texture type, same as Texture2D
  182. alias Texture = Texture2D;
  183. // TextureCubemap type, actually, same as Texture2D
  184. alias TextureCubemap = Texture2D;
  185. // RenderTexture2D type, for texture rendering
  186. struct RenderTexture2D
  187. {
  188. uint id; // OpenGL Framebuffer Object (FBO) id
  189. Texture2D texture; // Color buffer attachment texture
  190. Texture2D depth; // Depth buffer attachment texture
  191. bool depthTexture; // Track if depth attachment is a texture or renderbuffer
  192. }
  193. // RenderTexture type, same as RenderTexture2D
  194. alias RenderTexture = RenderTexture2D;
  195. // N-Patch layout info
  196. struct NPatchInfo
  197. {
  198. Rectangle sourceRec; // Region in the texture
  199. int left; // left border offset
  200. int top; // top border offset
  201. int right; // right border offset
  202. int bottom; // bottom border offset
  203. int type; // layout of the n-patch: 3x3, 1x3 or 3x1
  204. }
  205. // Font character info
  206. struct CharInfo
  207. {
  208. int value; // Character value (Unicode)
  209. Rectangle rec; // Character rectangle in sprite font
  210. int offsetX; // Character offset X when drawing
  211. int offsetY; // Character offset Y when drawing
  212. int advanceX; // Character advance position X
  213. ubyte* data; // Character pixel data (grayscale)
  214. }
  215. // Font type, includes texture and charSet array data
  216. struct Font
  217. {
  218. Texture2D texture; // Font texture
  219. int baseSize; // Base size (default chars height)
  220. int charsCount; // Number of characters
  221. CharInfo* chars; // Characters info data
  222. }
  223. alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
  224. // Camera type, defines a camera position/orientation in 3d space
  225. struct Camera3D
  226. {
  227. Vector3 position; // Camera position
  228. Vector3 target; // Camera target it looks-at
  229. Vector3 up; // Camera up vector (rotation over its axis)
  230. float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
  231. int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
  232. }
  233. alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
  234. // Camera2D type, defines a 2d camera
  235. struct Camera2D
  236. {
  237. Vector2 offset; // Camera offset (displacement from target)
  238. Vector2 target; // Camera target (rotation and zoom origin)
  239. float rotation; // Camera rotation in degrees
  240. float zoom; // Camera zoom (scaling), should be 1.0f by default
  241. }
  242. // Vertex data definning a mesh
  243. // NOTE: Data stored in CPU memory (and GPU)
  244. struct Mesh
  245. {
  246. int vertexCount; // Number of vertices stored in arrays
  247. int triangleCount; // Number of triangles stored (indexed or not)
  248. // Default vertex data
  249. float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  250. float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  251. float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
  252. float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
  253. float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
  254. ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  255. ushort* indices; // Vertex indices (in case vertex data comes indexed)
  256. // Animation vertex data
  257. float* animVertices; // Animated vertex positions (after bones transformations)
  258. float* animNormals; // Animated normals (after bones transformations)
  259. int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
  260. float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
  261. // OpenGL identifiers
  262. uint vaoId; // OpenGL Vertex Array Object id
  263. uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
  264. }
  265. // Shader type (generic)
  266. struct Shader
  267. {
  268. uint id; // Shader program id
  269. int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
  270. }
  271. // Material texture map
  272. struct MaterialMap
  273. {
  274. Texture2D texture; // Material map texture
  275. Color color; // Material map color
  276. float value; // Material map value
  277. }
  278. // Material type (generic)
  279. struct Material
  280. {
  281. Shader shader; // Material shader
  282. MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
  283. float* params; // Material generic parameters (if required)
  284. }
  285. // Transformation properties
  286. struct Transform
  287. {
  288. Vector3 translation; // Translation
  289. Quaternion rotation; // Rotation
  290. Vector3 scale; // Scale
  291. }
  292. // Bone information
  293. struct BoneInfo
  294. {
  295. char[32] name; // Bone name
  296. int parent; // Bone parent
  297. }
  298. // Model type
  299. struct Model
  300. {
  301. Matrix transform; // Local transform matrix
  302. int meshCount; // Number of meshes
  303. Mesh* meshes; // Meshes array
  304. int materialCount; // Number of materials
  305. Material* materials; // Materials array
  306. int* meshMaterial; // Mesh material number
  307. // Animation data
  308. int boneCount; // Number of bones
  309. BoneInfo* bones; // Bones information (skeleton)
  310. Transform* bindPose; // Bones base transformation (pose)
  311. }
  312. // Model animation
  313. struct ModelAnimation
  314. {
  315. int boneCount; // Number of bones
  316. BoneInfo* bones; // Bones information (skeleton)
  317. int frameCount; // Number of animation frames
  318. Transform** framePoses; // Poses array by frame
  319. }
  320. // Ray type (useful for raycast)
  321. struct Ray
  322. {
  323. Vector3 position; // Ray position (origin)
  324. Vector3 direction; // Ray direction
  325. }
  326. // Raycast hit information
  327. struct RayHitInfo
  328. {
  329. bool hit; // Did the ray hit something?
  330. float distance; // Distance to nearest hit
  331. Vector3 position; // Position of nearest hit
  332. Vector3 normal; // Surface normal of hit
  333. }
  334. // Bounding box type
  335. struct BoundingBox
  336. {
  337. Vector3 min; // Minimum vertex box-corner
  338. Vector3 max; // Maximum vertex box-corner
  339. }
  340. // Wave type, defines audio wave data
  341. struct Wave
  342. {
  343. uint sampleCount; // Number of samples
  344. uint sampleRate; // Frequency (samples per second)
  345. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  346. uint channels; // Number of channels (1-mono, 2-stereo)
  347. void* data; // Buffer data pointer
  348. }
  349. // Sound source type
  350. struct Sound
  351. {
  352. void* audioBuffer; // Pointer to internal data used by the audio system
  353. uint source; // Audio source id
  354. uint buffer; // Audio buffer id
  355. int format; // Audio format specifier
  356. }
  357. // Music type (file streaming from memory)
  358. // NOTE: Anything longer than ~10 seconds should be streamed
  359. struct MusicData;
  360. alias Music = MusicData*;
  361. // Audio stream type
  362. // NOTE: Useful to create custom audio streams not bound to a specific file
  363. struct AudioStream
  364. {
  365. uint sampleRate; // Frequency (samples per second)
  366. uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
  367. uint channels; // Number of channels (1-mono, 2-stereo)
  368. void* audioBuffer; // Pointer to internal data used by the audio system.
  369. int format; // Audio format specifier
  370. uint source; // Audio source id
  371. uint[2] buffers; // Audio buffers (double buffering)
  372. }
  373. // Head-Mounted-Display device parameters
  374. struct VrDeviceInfo
  375. {
  376. int hResolution; // HMD horizontal resolution in pixels
  377. int vResolution; // HMD vertical resolution in pixels
  378. float hScreenSize; // HMD horizontal size in meters
  379. float vScreenSize; // HMD vertical size in meters
  380. float vScreenCenter; // HMD screen center in meters
  381. float eyeToScreenDistance; // HMD distance between eye and display in meters
  382. float lensSeparationDistance; // HMD lens separation distance in meters
  383. float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
  384. float[4] lensDistortionValues; // HMD lens distortion constant parameters
  385. float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
  386. }
  387. //----------------------------------------------------------------------------------
  388. // Enumerators Definition
  389. //----------------------------------------------------------------------------------
  390. // System config flags
  391. // NOTE: Used for bit masks
  392. enum ConfigFlag
  393. {
  394. FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
  395. FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
  396. FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
  397. FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
  398. FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
  399. FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
  400. FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
  401. FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
  402. }
  403. // Trace log type
  404. enum TraceLogType
  405. {
  406. LOG_ALL = 0, // Display all logs
  407. LOG_TRACE = 1,
  408. LOG_DEBUG = 2,
  409. LOG_INFO = 3,
  410. LOG_WARNING = 4,
  411. LOG_ERROR = 5,
  412. LOG_FATAL = 6,
  413. LOG_NONE = 7 // Disable logging
  414. }
  415. // Keyboard keys
  416. enum KeyboardKey
  417. {
  418. // Alphanumeric keys
  419. KEY_APOSTROPHE = 39,
  420. KEY_COMMA = 44,
  421. KEY_MINUS = 45,
  422. KEY_PERIOD = 46,
  423. KEY_SLASH = 47,
  424. KEY_ZERO = 48,
  425. KEY_ONE = 49,
  426. KEY_TWO = 50,
  427. KEY_THREE = 51,
  428. KEY_FOUR = 52,
  429. KEY_FIVE = 53,
  430. KEY_SIX = 54,
  431. KEY_SEVEN = 55,
  432. KEY_EIGHT = 56,
  433. KEY_NINE = 57,
  434. KEY_SEMICOLON = 59,
  435. KEY_EQUAL = 61,
  436. KEY_A = 65,
  437. KEY_B = 66,
  438. KEY_C = 67,
  439. KEY_D = 68,
  440. KEY_E = 69,
  441. KEY_F = 70,
  442. KEY_G = 71,
  443. KEY_H = 72,
  444. KEY_I = 73,
  445. KEY_J = 74,
  446. KEY_K = 75,
  447. KEY_L = 76,
  448. KEY_M = 77,
  449. KEY_N = 78,
  450. KEY_O = 79,
  451. KEY_P = 80,
  452. KEY_Q = 81,
  453. KEY_R = 82,
  454. KEY_S = 83,
  455. KEY_T = 84,
  456. KEY_U = 85,
  457. KEY_V = 86,
  458. KEY_W = 87,
  459. KEY_X = 88,
  460. KEY_Y = 89,
  461. KEY_Z = 90,
  462. // Function keys
  463. KEY_SPACE = 32,
  464. KEY_ESCAPE = 256,
  465. KEY_ENTER = 257,
  466. KEY_TAB = 258,
  467. KEY_BACKSPACE = 259,
  468. KEY_INSERT = 260,
  469. KEY_DELETE = 261,
  470. KEY_RIGHT = 262,
  471. KEY_LEFT = 263,
  472. KEY_DOWN = 264,
  473. KEY_UP = 265,
  474. KEY_PAGE_UP = 266,
  475. KEY_PAGE_DOWN = 267,
  476. KEY_HOME = 268,
  477. KEY_END = 269,
  478. KEY_CAPS_LOCK = 280,
  479. KEY_SCROLL_LOCK = 281,
  480. KEY_NUM_LOCK = 282,
  481. KEY_PRINT_SCREEN = 283,
  482. KEY_PAUSE = 284,
  483. KEY_F1 = 290,
  484. KEY_F2 = 291,
  485. KEY_F3 = 292,
  486. KEY_F4 = 293,
  487. KEY_F5 = 294,
  488. KEY_F6 = 295,
  489. KEY_F7 = 296,
  490. KEY_F8 = 297,
  491. KEY_F9 = 298,
  492. KEY_F10 = 299,
  493. KEY_F11 = 300,
  494. KEY_F12 = 301,
  495. KEY_LEFT_SHIFT = 340,
  496. KEY_LEFT_CONTROL = 341,
  497. KEY_LEFT_ALT = 342,
  498. KEY_LEFT_SUPER = 343,
  499. KEY_RIGHT_SHIFT = 344,
  500. KEY_RIGHT_CONTROL = 345,
  501. KEY_RIGHT_ALT = 346,
  502. KEY_RIGHT_SUPER = 347,
  503. KEY_KB_MENU = 348,
  504. KEY_LEFT_BRACKET = 91,
  505. KEY_BACKSLASH = 92,
  506. KEY_RIGHT_BRACKET = 93,
  507. KEY_GRAVE = 96,
  508. // Keypad keys
  509. KEY_KP_0 = 320,
  510. KEY_KP_1 = 321,
  511. KEY_KP_2 = 322,
  512. KEY_KP_3 = 323,
  513. KEY_KP_4 = 324,
  514. KEY_KP_5 = 325,
  515. KEY_KP_6 = 326,
  516. KEY_KP_7 = 327,
  517. KEY_KP_8 = 328,
  518. KEY_KP_9 = 329,
  519. KEY_KP_DECIMAL = 330,
  520. KEY_KP_DIVIDE = 331,
  521. KEY_KP_MULTIPLY = 332,
  522. KEY_KP_SUBTRACT = 333,
  523. KEY_KP_ADD = 334,
  524. KEY_KP_ENTER = 335,
  525. KEY_KP_EQUAL = 336
  526. }
  527. // Android buttons
  528. enum AndroidButton
  529. {
  530. KEY_BACK = 4,
  531. KEY_MENU = 82,
  532. KEY_VOLUME_UP = 24,
  533. KEY_VOLUME_DOWN = 25
  534. }
  535. // Mouse buttons
  536. enum MouseButton
  537. {
  538. MOUSE_LEFT_BUTTON = 0,
  539. MOUSE_RIGHT_BUTTON = 1,
  540. MOUSE_MIDDLE_BUTTON = 2
  541. }
  542. // Gamepad number
  543. enum GamepadNumber
  544. {
  545. GAMEPAD_PLAYER1 = 0,
  546. GAMEPAD_PLAYER2 = 1,
  547. GAMEPAD_PLAYER3 = 2,
  548. GAMEPAD_PLAYER4 = 3
  549. }
  550. // Gamepad Buttons
  551. enum GamepadButton
  552. {
  553. // This is here just for error checking
  554. GAMEPAD_BUTTON_UNKNOWN = 0,
  555. // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
  556. // No support for 6 button controllers though..
  557. GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
  558. GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
  559. GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
  560. GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
  561. // This is normally a DPAD
  562. GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
  563. GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
  564. GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
  565. GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
  566. // Triggers
  567. GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
  568. GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
  569. GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
  570. GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
  571. // These are buttons in the center of the gamepad
  572. GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
  573. GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
  574. GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
  575. // These are the joystick press in buttons
  576. GAMEPAD_BUTTON_LEFT_THUMB = 16,
  577. GAMEPAD_BUTTON_RIGHT_THUMB = 17
  578. }
  579. enum GamepadAxis
  580. {
  581. // This is here just for error checking
  582. GAMEPAD_AXIS_UNKNOWN = 0,
  583. // Left stick
  584. GAMEPAD_AXIS_LEFT_X = 1,
  585. GAMEPAD_AXIS_LEFT_Y = 2,
  586. // Right stick
  587. GAMEPAD_AXIS_RIGHT_X = 3,
  588. GAMEPAD_AXIS_RIGHT_Y = 4,
  589. // Pressure levels for the back triggers
  590. GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
  591. GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
  592. }
  593. // Shader location point type
  594. enum ShaderLocationIndex
  595. {
  596. LOC_VERTEX_POSITION = 0,
  597. LOC_VERTEX_TEXCOORD01 = 1,
  598. LOC_VERTEX_TEXCOORD02 = 2,
  599. LOC_VERTEX_NORMAL = 3,
  600. LOC_VERTEX_TANGENT = 4,
  601. LOC_VERTEX_COLOR = 5,
  602. LOC_MATRIX_MVP = 6,
  603. LOC_MATRIX_MODEL = 7,
  604. LOC_MATRIX_VIEW = 8,
  605. LOC_MATRIX_PROJECTION = 9,
  606. LOC_VECTOR_VIEW = 10,
  607. LOC_COLOR_DIFFUSE = 11,
  608. LOC_COLOR_SPECULAR = 12,
  609. LOC_COLOR_AMBIENT = 13,
  610. LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
  611. LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
  612. LOC_MAP_NORMAL = 16,
  613. LOC_MAP_ROUGHNESS = 17,
  614. LOC_MAP_OCCLUSION = 18,
  615. LOC_MAP_EMISSION = 19,
  616. LOC_MAP_HEIGHT = 20,
  617. LOC_MAP_CUBEMAP = 21,
  618. LOC_MAP_IRRADIANCE = 22,
  619. LOC_MAP_PREFILTER = 23,
  620. LOC_MAP_BRDF = 24
  621. }
  622. enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
  623. enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
  624. // Shader uniform data types
  625. enum ShaderUniformDataType
  626. {
  627. UNIFORM_FLOAT = 0,
  628. UNIFORM_VEC2 = 1,
  629. UNIFORM_VEC3 = 2,
  630. UNIFORM_VEC4 = 3,
  631. UNIFORM_INT = 4,
  632. UNIFORM_IVEC2 = 5,
  633. UNIFORM_IVEC3 = 6,
  634. UNIFORM_IVEC4 = 7,
  635. UNIFORM_SAMPLER2D = 8
  636. }
  637. // Material map type
  638. enum MaterialMapType
  639. {
  640. MAP_ALBEDO = 0, // MAP_DIFFUSE
  641. MAP_METALNESS = 1, // MAP_SPECULAR
  642. MAP_NORMAL = 2,
  643. MAP_ROUGHNESS = 3,
  644. MAP_OCCLUSION = 4,
  645. MAP_EMISSION = 5,
  646. MAP_HEIGHT = 6,
  647. MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  648. MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  649. MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
  650. MAP_BRDF = 10
  651. }
  652. enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
  653. enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
  654. // Pixel formats
  655. // NOTE: Support depends on OpenGL version and platform
  656. enum PixelFormat
  657. {
  658. UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  659. UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
  660. UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
  661. UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
  662. UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
  663. UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
  664. UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
  665. UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
  666. UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
  667. UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
  668. COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
  669. COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
  670. COMPRESSED_DXT3_RGBA = 13, // 8 bpp
  671. COMPRESSED_DXT5_RGBA = 14, // 8 bpp
  672. COMPRESSED_ETC1_RGB = 15, // 4 bpp
  673. COMPRESSED_ETC2_RGB = 16, // 4 bpp
  674. COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
  675. COMPRESSED_PVRT_RGB = 18, // 4 bpp
  676. COMPRESSED_PVRT_RGBA = 19, // 4 bpp
  677. COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
  678. COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
  679. }
  680. // Texture parameters: filter mode
  681. // NOTE 1: Filtering considers mipmaps if available in the texture
  682. // NOTE 2: Filter is accordingly set for minification and magnification
  683. enum TextureFilterMode
  684. {
  685. FILTER_POINT = 0, // No filter, just pixel aproximation
  686. FILTER_BILINEAR = 1, // Linear filtering
  687. FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
  688. FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
  689. FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
  690. FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
  691. }
  692. // Cubemap layout type
  693. enum CubemapLayoutType
  694. {
  695. CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
  696. CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
  697. CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
  698. CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
  699. CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
  700. CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
  701. }
  702. // Texture parameters: wrap mode
  703. enum TextureWrapMode
  704. {
  705. WRAP_REPEAT = 0, // Repeats texture in tiled mode
  706. WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
  707. WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
  708. WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
  709. }
  710. // Font type, defines generation method
  711. enum FontType
  712. {
  713. FONT_DEFAULT = 0, // Default font generation, anti-aliased
  714. FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
  715. FONT_SDF = 2 // SDF font generation, requires external shader
  716. }
  717. // Color blending modes (pre-defined)
  718. enum BlendMode
  719. {
  720. BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  721. BLEND_ADDITIVE = 1, // Blend textures adding colors
  722. BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
  723. }
  724. // Gestures type
  725. // NOTE: It could be used as flags to enable only some gestures
  726. enum GestureType
  727. {
  728. GESTURE_NONE = 0,
  729. GESTURE_TAP = 1,
  730. GESTURE_DOUBLETAP = 2,
  731. GESTURE_HOLD = 4,
  732. GESTURE_DRAG = 8,
  733. GESTURE_SWIPE_RIGHT = 16,
  734. GESTURE_SWIPE_LEFT = 32,
  735. GESTURE_SWIPE_UP = 64,
  736. GESTURE_SWIPE_DOWN = 128,
  737. GESTURE_PINCH_IN = 256,
  738. GESTURE_PINCH_OUT = 512
  739. }
  740. // Camera system modes
  741. enum CameraMode
  742. {
  743. CAMERA_CUSTOM = 0,
  744. CAMERA_FREE = 1,
  745. CAMERA_ORBITAL = 2,
  746. CAMERA_FIRST_PERSON = 3,
  747. CAMERA_THIRD_PERSON = 4
  748. }
  749. // Camera projection modes
  750. enum CameraType
  751. {
  752. CAMERA_PERSPECTIVE = 0,
  753. CAMERA_ORTHOGRAPHIC = 1
  754. }
  755. // Type of n-patch
  756. enum NPatchType
  757. {
  758. NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
  759. NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
  760. NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
  761. }
  762. // Callbacks to be implemented by users
  763. alias TraceLogCallback = void function (int logType, const(char)* text, va_list args);
  764. // Prevents name mangling of functions
  765. //------------------------------------------------------------------------------------
  766. // Global Variables Definition
  767. //------------------------------------------------------------------------------------
  768. // It's lonely here...
  769. //------------------------------------------------------------------------------------
  770. // Window and Graphics Device Functions (Module: core)
  771. //------------------------------------------------------------------------------------
  772. // Window-related functions
  773. void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
  774. bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed
  775. void CloseWindow (); // Close window and unload OpenGL context
  776. bool IsWindowReady (); // Check if window has been initialized successfully
  777. bool IsWindowMinimized (); // Check if window has been minimized (or lost focus)
  778. bool IsWindowResized (); // Check if window has been resized
  779. bool IsWindowHidden (); // Check if window is currently hidden
  780. void ToggleFullscreen (); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
  781. void UnhideWindow (); // Show the window
  782. void HideWindow (); // Hide the window
  783. void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP)
  784. void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
  785. void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
  786. void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode)
  787. void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
  788. void SetWindowSize (int width, int height); // Set window dimensions
  789. void* GetWindowHandle (); // Get native window handle
  790. int GetScreenWidth (); // Get current screen width
  791. int GetScreenHeight (); // Get current screen height
  792. int GetMonitorCount (); // Get number of connected monitors
  793. int GetMonitorWidth (int monitor); // Get primary monitor width
  794. int GetMonitorHeight (int monitor); // Get primary monitor height
  795. int GetMonitorPhysicalWidth (int monitor); // Get primary monitor physical width in millimetres
  796. int GetMonitorPhysicalHeight (int monitor); // Get primary monitor physical height in millimetres
  797. const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
  798. const(char)* GetClipboardText (); // Get clipboard text content
  799. void SetClipboardText (const(char)* text); // Set clipboard text content
  800. // Cursor-related functions
  801. void ShowCursor (); // Shows cursor
  802. void HideCursor (); // Hides cursor
  803. bool IsCursorHidden (); // Check if cursor is not visible
  804. void EnableCursor (); // Enables cursor (unlock cursor)
  805. void DisableCursor (); // Disables cursor (lock cursor)
  806. // Drawing-related functions
  807. void ClearBackground (Color color); // Set background color (framebuffer clear color)
  808. void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
  809. void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
  810. void BeginMode2D (Camera2D camera); // Initialize 2D mode with custom camera (2D)
  811. void EndMode2D (); // Ends 2D mode with custom camera
  812. void BeginMode3D (Camera3D camera); // Initializes 3D mode with custom camera (3D)
  813. void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
  814. void BeginTextureMode (RenderTexture2D target); // Initializes render texture for drawing
  815. void EndTextureMode (); // Ends drawing to render texture
  816. // Screen-space-related functions
  817. Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
  818. Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
  819. Matrix GetCameraMatrix (Camera camera); // Returns camera transform matrix (view matrix)
  820. // Timing-related functions
  821. void SetTargetFPS (int fps); // Set target FPS (maximum)
  822. int GetFPS (); // Returns current FPS
  823. float GetFrameTime (); // Returns time in seconds for last frame drawn
  824. double GetTime (); // Returns elapsed time in seconds since InitWindow()
  825. // Color-related functions
  826. int ColorToInt (Color color); // Returns hexadecimal value for a Color
  827. Vector4 ColorNormalize (Color color); // Returns color normalized as float [0..1]
  828. Vector3 ColorToHSV (Color color); // Returns HSV values for a Color
  829. Color ColorFromHSV (Vector3 hsv); // Returns a Color from HSV values
  830. Color GetColor (int hexValue); // Returns a Color struct from hexadecimal value
  831. Color Fade (Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
  832. // Misc. functions
  833. void SetConfigFlags (ubyte flags); // Setup window configuration flags (view FLAGS)
  834. void SetTraceLogLevel (int logType); // Set the current threshold (minimum) log level
  835. void SetTraceLogExit (int logType); // Set the exit threshold (minimum) log level
  836. void SetTraceLogCallback (TraceLogCallback callback); // Set a trace log callback to enable custom logging
  837. void TraceLog (int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
  838. void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
  839. int GetRandomValue (int min, int max); // Returns a random value between min and max (both included)
  840. // Files management functions
  841. bool FileExists (const(char)* fileName); // Check if file exists
  842. bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension
  843. const(char)* GetExtension (const(char)* fileName); // Get pointer to extension for a filename string
  844. const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
  845. const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (memory should be freed)
  846. const(char)* GetDirectoryPath (const(char)* fileName); // Get full path for a given fileName (uses static string)
  847. const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
  848. char** GetDirectoryFiles (const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
  849. void ClearDirectoryFiles (); // Clear directory files paths buffers (free memory)
  850. bool ChangeDirectory (const(char)* dir); // Change working directory, returns true if success
  851. bool IsFileDropped (); // Check if a file has been dropped into window
  852. char** GetDroppedFiles (int* count); // Get dropped files names (memory should be freed)
  853. void ClearDroppedFiles (); // Clear dropped files paths buffer (free memory)
  854. c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
  855. // Persistent storage management
  856. void StorageSaveValue (int position, int value); // Save integer value to storage file (to defined position)
  857. int StorageLoadValue (int position); // Load integer value from storage file (from defined position)
  858. void OpenURL (const(char)* url); // Open URL with default system browser (if available)
  859. //------------------------------------------------------------------------------------
  860. // Input Handling Functions (Module: core)
  861. //------------------------------------------------------------------------------------
  862. // Input-related functions: keyboard
  863. bool IsKeyPressed (int key); // Detect if a key has been pressed once
  864. bool IsKeyDown (int key); // Detect if a key is being pressed
  865. bool IsKeyReleased (int key); // Detect if a key has been released once
  866. bool IsKeyUp (int key); // Detect if a key is NOT being pressed
  867. int GetKeyPressed (); // Get latest key pressed
  868. void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
  869. // Input-related functions: gamepads
  870. bool IsGamepadAvailable (int gamepad); // Detect if a gamepad is available
  871. bool IsGamepadName (int gamepad, const(char)* name); // Check gamepad name (if available)
  872. const(char)* GetGamepadName (int gamepad); // Return gamepad internal name id
  873. bool IsGamepadButtonPressed (int gamepad, int button); // Detect if a gamepad button has been pressed once
  874. bool IsGamepadButtonDown (int gamepad, int button); // Detect if a gamepad button is being pressed
  875. bool IsGamepadButtonReleased (int gamepad, int button); // Detect if a gamepad button has been released once
  876. bool IsGamepadButtonUp (int gamepad, int button); // Detect if a gamepad button is NOT being pressed
  877. int GetGamepadButtonPressed (); // Get the last gamepad button pressed
  878. int GetGamepadAxisCount (int gamepad); // Return gamepad axis count for a gamepad
  879. float GetGamepadAxisMovement (int gamepad, int axis); // Return axis movement value for a gamepad axis
  880. // Input-related functions: mouse
  881. bool IsMouseButtonPressed (int button); // Detect if a mouse button has been pressed once
  882. bool IsMouseButtonDown (int button); // Detect if a mouse button is being pressed
  883. bool IsMouseButtonReleased (int button); // Detect if a mouse button has been released once
  884. bool IsMouseButtonUp (int button); // Detect if a mouse button is NOT being pressed
  885. int GetMouseX (); // Returns mouse position X
  886. int GetMouseY (); // Returns mouse position Y
  887. Vector2 GetMousePosition (); // Returns mouse position XY
  888. void SetMousePosition (int x, int y); // Set mouse position XY
  889. void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
  890. void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
  891. int GetMouseWheelMove (); // Returns mouse wheel movement Y
  892. // Input-related functions: touch
  893. int GetTouchX (); // Returns touch position X for touch point 0 (relative to screen size)
  894. int GetTouchY (); // Returns touch position Y for touch point 0 (relative to screen size)
  895. Vector2 GetTouchPosition (int index); // Returns touch position XY for a touch point index (relative to screen size)
  896. //------------------------------------------------------------------------------------
  897. // Gestures and Touch Handling Functions (Module: gestures)
  898. //------------------------------------------------------------------------------------
  899. void SetGesturesEnabled (uint gestureFlags); // Enable a set of gestures using flags
  900. bool IsGestureDetected (int gesture); // Check if a gesture have been detected
  901. int GetGestureDetected (); // Get latest detected gesture
  902. int GetTouchPointsCount (); // Get touch points count
  903. float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
  904. Vector2 GetGestureDragVector (); // Get gesture drag vector
  905. float GetGestureDragAngle (); // Get gesture drag angle
  906. Vector2 GetGesturePinchVector (); // Get gesture pinch delta
  907. float GetGesturePinchAngle (); // Get gesture pinch angle
  908. //------------------------------------------------------------------------------------
  909. // Camera System Functions (Module: camera)
  910. //------------------------------------------------------------------------------------
  911. void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available)
  912. void UpdateCamera (Camera* camera); // Update camera position for selected mode
  913. void SetCameraPanControl (int panKey); // Set camera pan key to combine with mouse movement (free camera)
  914. void SetCameraAltControl (int altKey); // Set camera alt key to combine with mouse movement (free camera)
  915. void SetCameraSmoothZoomControl (int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
  916. void SetCameraMoveControls (int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
  917. //------------------------------------------------------------------------------------
  918. // Basic Shapes Drawing Functions (Module: shapes)
  919. //------------------------------------------------------------------------------------
  920. // Basic shapes drawing functions
  921. void DrawPixel (int posX, int posY, Color color); // Draw a pixel
  922. void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
  923. void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
  924. void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
  925. void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
  926. void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
  927. void DrawLineStrip (Vector2* points, int numPoints, Color color); // Draw lines sequence
  928. void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
  929. void DrawCircleSector (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
  930. void DrawCircleSectorLines (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
  931. void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
  932. void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
  933. void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
  934. void DrawRing (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
  935. void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
  936. void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
  937. void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
  938. void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
  939. void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
  940. void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
  941. void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
  942. void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
  943. void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
  944. void DrawRectangleLinesEx (Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
  945. void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
  946. void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
  947. void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
  948. void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
  949. void DrawTriangleFan (Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points
  950. void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
  951. void SetShapesTexture (Texture2D texture, Rectangle source); // Define default texture used to draw shapes
  952. // Basic shapes collision detection functions
  953. bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
  954. bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
  955. bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
  956. Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
  957. bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
  958. bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
  959. bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
  960. //------------------------------------------------------------------------------------
  961. // Texture Loading and Drawing Functions (Module: textures)
  962. //------------------------------------------------------------------------------------
  963. // Image/Texture2D data loading/unloading/saving functions
  964. Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
  965. Image LoadImageEx (Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
  966. Image LoadImagePro (void* data, int width, int height, int format); // Load image from raw data with parameters
  967. Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
  968. void ExportImage (Image image, const(char)* fileName); // Export image data to file
  969. void ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes
  970. Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
  971. Texture2D LoadTextureFromImage (Image image); // Load texture from image data
  972. TextureCubemap LoadTextureCubemap (Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
  973. RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
  974. void UnloadImage (Image image); // Unload image from CPU memory (RAM)
  975. void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
  976. void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
  977. Color* GetImageData (Image image); // Get pixel data from image as a Color struct array
  978. Vector4* GetImageDataNormalized (Image image); // Get pixel data from image as Vector4 array (float normalized)
  979. int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes (image or texture)
  980. Image GetTextureData (Texture2D texture); // Get pixel data from GPU texture and return an Image
  981. Image GetScreenData (); // Get pixel data from screen buffer and return an Image (screenshot)
  982. void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
  983. // Image manipulation functions
  984. Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
  985. void ImageToPOT (Image* image, Color fillColor); // Convert image to POT (power-of-two)
  986. void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
  987. void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
  988. void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
  989. void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
  990. void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
  991. void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
  992. void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
  993. void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
  994. void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
  995. void ImageMipmaps (Image* image); // Generate all mipmap levels for a provided image
  996. void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
  997. Color* ImageExtractPalette (Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
  998. Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
  999. Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
  1000. void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
  1001. void ImageDrawRectangle (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
  1002. void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
  1003. void ImageDrawText (Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
  1004. 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)
  1005. void ImageFlipVertical (Image* image); // Flip image vertically
  1006. void ImageFlipHorizontal (Image* image); // Flip image horizontally
  1007. void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
  1008. void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
  1009. void ImageColorTint (Image* image, Color color); // Modify image color: tint
  1010. void ImageColorInvert (Image* image); // Modify image color: invert
  1011. void ImageColorGrayscale (Image* image); // Modify image color: grayscale
  1012. void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
  1013. void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
  1014. void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
  1015. // Image generation functions
  1016. Image GenImageColor (int width, int height, Color color); // Generate image: plain color
  1017. Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient
  1018. Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient
  1019. Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
  1020. Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
  1021. Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
  1022. Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
  1023. Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
  1024. // Texture2D configuration functions
  1025. void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
  1026. void SetTextureFilter (Texture2D texture, int filterMode); // Set texture scaling filter mode
  1027. void SetTextureWrap (Texture2D texture, int wrapMode); // Set texture wrapping mode
  1028. // Texture2D drawing functions
  1029. void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
  1030. void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
  1031. void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
  1032. void DrawTextureRec (Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
  1033. void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
  1034. 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
  1035. 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
  1036. //------------------------------------------------------------------------------------
  1037. // Font Loading and Text Drawing Functions (Module: text)
  1038. //------------------------------------------------------------------------------------
  1039. // Font loading/unloading functions
  1040. Font GetFontDefault (); // Get the default Font
  1041. Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
  1042. Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
  1043. Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
  1044. CharInfo* LoadFontData (const(char)* fileName, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
  1045. Image GenImageFontAtlas (CharInfo* chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
  1046. void UnloadFont (Font font); // Unload Font from GPU memory (VRAM)
  1047. // Text drawing functions
  1048. void DrawFPS (int posX, int posY); // Shows current FPS
  1049. void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
  1050. void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
  1051. void DrawTextRec (Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
  1052. void DrawTextRecEx (
  1053. Font font,
  1054. const(char)* text,
  1055. Rectangle rec,
  1056. float fontSize,
  1057. float spacing,
  1058. bool wordWrap,
  1059. Color tint,
  1060. int selectStart,
  1061. int selectLength,
  1062. Color selectText,
  1063. Color selectBack); // Draw text using font inside rectangle limits with support for text selection
  1064. // Text misc. functions
  1065. int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
  1066. Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
  1067. int GetGlyphIndex (Font font, int character); // Get index position for a unicode character on font
  1068. int GetNextCodepoint (const(char)* text, int* count); // Returns next codepoint in a UTF8 encoded string
  1069. // NOTE: 0x3f(`?`) is returned on failure, `count` will hold the total number of bytes processed
  1070. // Text strings management functions
  1071. // NOTE: Some strings allocate memory internally for returned strings, just be careful!
  1072. bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
  1073. uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
  1074. uint TextCountCodepoints (const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
  1075. const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf style)
  1076. const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
  1077. const(char)* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (memory should be freed!)
  1078. const(char)* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (memory should be freed!)
  1079. const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
  1080. const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
  1081. void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
  1082. int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
  1083. const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
  1084. const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
  1085. const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
  1086. int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
  1087. //------------------------------------------------------------------------------------
  1088. // Basic 3d Shapes Drawing Functions (Module: models)
  1089. //------------------------------------------------------------------------------------
  1090. // Basic geometric 3D shapes drawing functions
  1091. void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
  1092. void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
  1093. void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
  1094. void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
  1095. void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
  1096. void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
  1097. void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
  1098. void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
  1099. void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
  1100. void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
  1101. void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
  1102. void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
  1103. void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
  1104. void DrawRay (Ray ray, Color color); // Draw a ray line
  1105. void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
  1106. void DrawGizmo (Vector3 position); // Draw simple gizmo
  1107. //DrawTorus(), DrawTeapot() could be useful?
  1108. //------------------------------------------------------------------------------------
  1109. // Model 3d Loading and Drawing Functions (Module: models)
  1110. //------------------------------------------------------------------------------------
  1111. // Model loading/unloading functions
  1112. Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
  1113. Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
  1114. void UnloadModel (Model model); // Unload model from memory (RAM and/or VRAM)
  1115. // Mesh loading/unloading functions
  1116. Mesh* LoadMeshes (const(char)* fileName, int* meshCount); // Load meshes from model file
  1117. void ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file
  1118. void UnloadMesh (Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
  1119. // Material loading/unloading functions
  1120. Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
  1121. Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
  1122. void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
  1123. void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
  1124. void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
  1125. // Model animations loading/unloading functions
  1126. ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animsCount); // Load model animations from file
  1127. void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
  1128. void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
  1129. bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
  1130. // Mesh generation functions
  1131. Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
  1132. Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
  1133. Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
  1134. Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
  1135. Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
  1136. Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
  1137. Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
  1138. Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
  1139. Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
  1140. Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
  1141. // Mesh manipulation functions
  1142. BoundingBox MeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
  1143. void MeshTangents (Mesh* mesh); // Compute mesh tangents
  1144. void MeshBinormals (Mesh* mesh); // Compute mesh binormals
  1145. // Model drawing functions
  1146. void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
  1147. void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
  1148. void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
  1149. 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
  1150. void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
  1151. void DrawBillboard (Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
  1152. void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
  1153. // Collision detection functions
  1154. bool CheckCollisionSpheres (Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
  1155. bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
  1156. bool CheckCollisionBoxSphere (BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
  1157. bool CheckCollisionRaySphere (Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
  1158. bool CheckCollisionRaySphereEx (Ray ray, Vector3 spherePosition, float sphereRadius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
  1159. bool CheckCollisionRayBox (Ray ray, BoundingBox box); // Detect collision between ray and box
  1160. RayHitInfo GetCollisionRayModel (Ray ray, Model* model); // Get collision info between ray and model
  1161. RayHitInfo GetCollisionRayTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
  1162. RayHitInfo GetCollisionRayGround (Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
  1163. //------------------------------------------------------------------------------------
  1164. // Shaders System Functions (Module: rlgl)
  1165. // NOTE: This functions are useless when using OpenGL 1.1
  1166. //------------------------------------------------------------------------------------
  1167. // Shader loading/unloading functions
  1168. char* LoadText (const(char)* fileName); // Load chars array from text file
  1169. Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
  1170. Shader LoadShaderCode (char* vsCode, char* fsCode); // Load shader from code strings and bind default locations
  1171. void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
  1172. Shader GetShaderDefault (); // Get default shader
  1173. Texture2D GetTextureDefault (); // Get default texture
  1174. // Shader configuration functions
  1175. int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
  1176. void SetShaderValue (Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
  1177. void SetShaderValueV (Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
  1178. void SetShaderValueMatrix (Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
  1179. void SetShaderValueTexture (Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
  1180. void SetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
  1181. void SetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
  1182. Matrix GetMatrixModelview (); // Get internal modelview matrix
  1183. // Texture maps generation (PBR)
  1184. // NOTE: Required shaders should be provided
  1185. Texture2D GenTextureCubemap (Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
  1186. Texture2D GenTextureIrradiance (Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
  1187. Texture2D GenTexturePrefilter (Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
  1188. Texture2D GenTextureBRDF (Shader shader, int size); // Generate BRDF texture
  1189. // Shading begin/end functions
  1190. void BeginShaderMode (Shader shader); // Begin custom shader drawing
  1191. void EndShaderMode (); // End custom shader drawing (use default shader)
  1192. void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied)
  1193. void EndBlendMode (); // End blending mode (reset to default: alpha blending)
  1194. void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
  1195. void EndScissorMode (); // End scissor mode
  1196. // VR control functions
  1197. void InitVrSimulator (); // Init VR simulator for selected device parameters
  1198. void CloseVrSimulator (); // Close VR simulator for current device
  1199. void UpdateVrTracking (Camera* camera); // Update VR tracking (position and orientation) and camera
  1200. void SetVrConfiguration (VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
  1201. bool IsVrSimulatorReady (); // Detect if VR simulator is ready
  1202. void ToggleVrMode (); // Enable/Disable VR experience
  1203. void BeginVrDrawing (); // Begin VR simulator stereo rendering
  1204. void EndVrDrawing (); // End VR simulator stereo rendering
  1205. //------------------------------------------------------------------------------------
  1206. // Audio Loading and Playing Functions (Module: audio)
  1207. //------------------------------------------------------------------------------------
  1208. // Audio device management functions
  1209. void InitAudioDevice (); // Initialize audio device and context
  1210. void CloseAudioDevice (); // Close the audio device and context
  1211. bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
  1212. void SetMasterVolume (float volume); // Set master volume (listener)
  1213. // Wave/Sound loading/unloading functions
  1214. Wave LoadWave (const(char)* fileName); // Load wave data from file
  1215. Wave LoadWaveEx (void* data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
  1216. Sound LoadSound (const(char)* fileName); // Load sound from file
  1217. Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
  1218. void UpdateSound (Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
  1219. void UnloadWave (Wave wave); // Unload wave data
  1220. void UnloadSound (Sound sound); // Unload sound
  1221. void ExportWave (Wave wave, const(char)* fileName); // Export wave data to file
  1222. void ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
  1223. // Wave/Sound management functions
  1224. void PlaySound (Sound sound); // Play a sound
  1225. void PauseSound (Sound sound); // Pause a sound
  1226. void ResumeSound (Sound sound); // Resume a paused sound
  1227. void StopSound (Sound sound); // Stop playing a sound
  1228. bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
  1229. void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
  1230. void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
  1231. void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
  1232. Wave WaveCopy (Wave wave); // Copy a wave to a new wave
  1233. void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
  1234. float* GetWaveData (Wave wave); // Get samples data from wave as a floats array
  1235. // Music management functions
  1236. Music LoadMusicStream (const(char)* fileName); // Load music stream from file
  1237. void UnloadMusicStream (Music music); // Unload music stream
  1238. void PlayMusicStream (Music music); // Start music playing
  1239. void UpdateMusicStream (Music music); // Updates buffers for music streaming
  1240. void StopMusicStream (Music music); // Stop music playing
  1241. void PauseMusicStream (Music music); // Pause music playing
  1242. void ResumeMusicStream (Music music); // Resume playing paused music
  1243. bool IsMusicPlaying (Music music); // Check if music is playing
  1244. void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
  1245. void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
  1246. void SetMusicLoopCount (Music music, int count); // Set music loop count (loop repeats)
  1247. float GetMusicTimeLength (Music music); // Get music time length (in seconds)
  1248. float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
  1249. // AudioStream management functions
  1250. AudioStream InitAudioStream (uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
  1251. void UpdateAudioStream (AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
  1252. void CloseAudioStream (AudioStream stream); // Close audio stream and free memory
  1253. bool IsAudioBufferProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
  1254. void PlayAudioStream (AudioStream stream); // Play audio stream
  1255. void PauseAudioStream (AudioStream stream); // Pause audio stream
  1256. void ResumeAudioStream (AudioStream stream); // Resume audio stream
  1257. bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
  1258. void StopAudioStream (AudioStream stream); // Stop audio stream
  1259. void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
  1260. void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
  1261. //------------------------------------------------------------------------------------
  1262. // Network (Module: network)
  1263. //------------------------------------------------------------------------------------
  1264. // IN PROGRESS: Check rnet.h for reference
  1265. // RAYLIB_H