raylib.d 76 KB

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