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raylib.nelua
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##[[
cinclude '<raylib.h>'
cinclude '<raymath.h>'
linklib 'raylib'
if ccinfo.is_windows then
linklib 'glfw3'
else
linklib 'glfw'
end
]]
global Vector2: type <cimport,nodecl> = @record{
x: float32,
y: float32
}
global Vector3: type <cimport,nodecl> = @record{
x: float32,
y: float32,
z: float32
}
global Vector4: type <cimport,nodecl> = @record{
x: float32,
y: float32,
z: float32,
w: float32
}
global Quaternion: type = @Vector4
global Matrix: type <cimport,nodecl> = @record{
m0: float32,
m4: float32,
m8: float32,
m12: float32,
m1: float32,
m5: float32,
m9: float32,
m13: float32,
m2: float32,
m6: float32,
m10: float32,
m14: float32,
m3: float32,
m7: float32,
m11: float32,
m15: float32
}
global Color: type <cimport,nodecl> = @record{
r: cuchar,
g: cuchar,
b: cuchar,
a: cuchar
}
global Rectangle: type <cimport,nodecl> = @record{
x: float32,
y: float32,
width: float32,
height: float32
}
global Image: type <cimport,nodecl> = @record{
data: pointer,
width: cint,
height: cint,
mipmaps: cint,
format: cint
}
global Texture: type <cimport,nodecl> = @record{
id: cuint,
width: cint,
height: cint,
mipmaps: cint,
format: cint
}
global Texture2D: type = @Texture
global TextureCubemap: type = @Texture
global RenderTexture: type <cimport,nodecl> = @record{
id: cuint,
texture: Texture,
depth: Texture
}
global RenderTexture2D: type = @RenderTexture
global NPatchInfo: type <cimport,nodecl> = @record{
source: Rectangle,
left: cint,
top: cint,
right: cint,
bottom: cint,
layout: cint
}
global GlyphInfo: type <cimport,nodecl> = @record{
value: cint,
offsetX: cint,
offsetY: cint,
advanceX: cint,
image: Image
}
global Font: type <cimport,nodecl> = @record{
baseSize: cint,
glyphCount: cint,
glyphPadding: cint,
texture: Texture2D,
recs: *Rectangle,
glyphs: *GlyphInfo
}
global Camera3D: type <cimport,nodecl> = @record{
position: Vector3,
target: Vector3,
up: Vector3,
fovy: float32,
projection: cint
}
global Camera: type = @Camera3D
global Camera2D: type <cimport,nodecl> = @record{
offset: Vector2,
target: Vector2,
rotation: float32,
zoom: float32
}
global Mesh: type <cimport,nodecl> = @record{
vertexCount: cint,
triangleCount: cint,
vertices: *float32,
texcoords: *float32,
texcoords2: *float32,
normals: *float32,
tangents: *float32,
colors: *cuchar,
indices: *cushort,
animVertices: *float32,
animNormals: *float32,
boneIds: *cuchar,
boneWeights: *float32,
vaoId: cuint,
vboId: *cuint
}
global Shader: type <cimport,nodecl> = @record{
id: cuint,
locs: *cint
}
global MaterialMap: type <cimport,nodecl> = @record{
texture: Texture2D,
color: Color,
value: float32
}
global Material: type <cimport,nodecl> = @record{
shader: Shader,
maps: *MaterialMap,
params: [4]float32
}
global Transform: type <cimport,nodecl> = @record{
translation: Vector3,
rotation: Quaternion,
scale: Vector3
}
global BoneInfo: type <cimport,nodecl> = @record{
name: [32]cchar,
parent: cint
}
global Model: type <cimport,nodecl> = @record{
transform: Matrix,
meshCount: cint,
materialCount: cint,
meshes: *Mesh,
materials: *Material,
meshMaterial: *cint,
boneCount: cint,
bones: *BoneInfo,
bindPose: *Transform
}
global ModelAnimation: type <cimport,nodecl> = @record{
boneCount: cint,
frameCount: cint,
bones: *BoneInfo,
framePoses: **Transform
}
global Ray: type <cimport,nodecl> = @record{
position: Vector3,
direction: Vector3
}
global RayCollision: type <cimport,nodecl> = @record{
hit: boolean,
distance: float32,
point: Vector3,
normal: Vector3
}
global BoundingBox: type <cimport,nodecl> = @record{
min: Vector3,
max: Vector3
}
global Wave: type <cimport,nodecl> = @record{
frameCount: cuint,
sampleRate: cuint,
sampleSize: cuint,
channels: cuint,
data: pointer
}
global rAudioBuffer: type <cimport,nodecl,forwarddecl> = @record{}
global AudioStream: type <cimport,nodecl> = @record{
buffer: *rAudioBuffer,
sampleRate: cuint,
sampleSize: cuint,
channels: cuint
}
global Sound: type <cimport,nodecl> = @record{
stream: AudioStream,
frameCount: cuint
}
global Music: type <cimport,nodecl> = @record{
stream: AudioStream,
frameCount: cuint,
looping: boolean,
ctxType: cint,
ctxData: pointer
}
global VrDeviceInfo: type <cimport,nodecl> = @record{
hResolution: cint,
vResolution: cint,
hScreenSize: float32,
vScreenSize: float32,
vScreenCenter: float32,
eyeToScreenDistance: float32,
lensSeparationDistance: float32,
interpupillaryDistance: float32,
lensDistortionValues: [4]float32,
chromaAbCorrection: [4]float32
}
global VrStereoConfig: type <cimport,nodecl> = @record{
projection: [2]Matrix,
viewOffset: [2]Matrix,
leftLensCenter: [2]float32,
rightLensCenter: [2]float32,
leftScreenCenter: [2]float32,
rightScreenCenter: [2]float32,
scale: [2]float32,
scaleIn: [2]float32
}
global ConfigFlags: type <cimport,nodecl,using> = @enum(cint){
FLAG_VSYNC_HINT = 64,
FLAG_FULLSCREEN_MODE = 2,
FLAG_WINDOW_RESIZABLE = 4,
FLAG_WINDOW_UNDECORATED = 8,
FLAG_WINDOW_HIDDEN = 128,
FLAG_WINDOW_MINIMIZED = 512,
FLAG_WINDOW_MAXIMIZED = 1024,
FLAG_WINDOW_UNFOCUSED = 2048,
FLAG_WINDOW_TOPMOST = 4096,
FLAG_WINDOW_ALWAYS_RUN = 256,
FLAG_WINDOW_TRANSPARENT = 16,
FLAG_WINDOW_HIGHDPI = 8192,
FLAG_MSAA_4X_HINT = 32,
FLAG_INTERLACED_HINT = 65536
}
global TraceLogLevel: type <cimport,nodecl,using> = @enum(cint){
LOG_ALL = 0,
LOG_TRACE = 1,
LOG_DEBUG = 2,
LOG_INFO = 3,
LOG_WARNING = 4,
LOG_ERROR = 5,
LOG_FATAL = 6,
LOG_NONE = 7
}
global KeyboardKey: type <cimport,nodecl,using> = @enum(cint){
KEY_NULL = 0,
KEY_APOSTROPHE = 39,
KEY_COMMA = 44,
KEY_MINUS = 45,
KEY_PERIOD = 46,
KEY_SLASH = 47,
KEY_ZERO = 48,
KEY_ONE = 49,
KEY_TWO = 50,
KEY_THREE = 51,
KEY_FOUR = 52,
KEY_FIVE = 53,
KEY_SIX = 54,
KEY_SEVEN = 55,
KEY_EIGHT = 56,
KEY_NINE = 57,
KEY_SEMICOLON = 59,
KEY_EQUAL = 61,
KEY_A = 65,
KEY_B = 66,
KEY_C = 67,
KEY_D = 68,
KEY_E = 69,
KEY_F = 70,
KEY_G = 71,
KEY_H = 72,
KEY_I = 73,
KEY_J = 74,
KEY_K = 75,
KEY_L = 76,
KEY_M = 77,
KEY_N = 78,
KEY_O = 79,
KEY_P = 80,
KEY_Q = 81,
KEY_R = 82,
KEY_S = 83,
KEY_T = 84,
KEY_U = 85,
KEY_V = 86,
KEY_W = 87,
KEY_X = 88,
KEY_Y = 89,
KEY_Z = 90,
KEY_LEFT_BRACKET = 91,
KEY_BACKSLASH = 92,
KEY_RIGHT_BRACKET = 93,
KEY_GRAVE = 96,
KEY_SPACE = 32,
KEY_ESCAPE = 256,
KEY_ENTER = 257,
KEY_TAB = 258,
KEY_BACKSPACE = 259,
KEY_INSERT = 260,
KEY_DELETE = 261,
KEY_RIGHT = 262,
KEY_LEFT = 263,
KEY_DOWN = 264,
KEY_UP = 265,
KEY_PAGE_UP = 266,
KEY_PAGE_DOWN = 267,
KEY_HOME = 268,
KEY_END = 269,
KEY_CAPS_LOCK = 280,
KEY_SCROLL_LOCK = 281,
KEY_NUM_LOCK = 282,
KEY_PRINT_SCREEN = 283,
KEY_PAUSE = 284,
KEY_F1 = 290,
KEY_F2 = 291,
KEY_F3 = 292,
KEY_F4 = 293,
KEY_F5 = 294,
KEY_F6 = 295,
KEY_F7 = 296,
KEY_F8 = 297,
KEY_F9 = 298,
KEY_F10 = 299,
KEY_F11 = 300,
KEY_F12 = 301,
KEY_LEFT_SHIFT = 340,
KEY_LEFT_CONTROL = 341,
KEY_LEFT_ALT = 342,
KEY_LEFT_SUPER = 343,
KEY_RIGHT_SHIFT = 344,
KEY_RIGHT_CONTROL = 345,
KEY_RIGHT_ALT = 346,
KEY_RIGHT_SUPER = 347,
KEY_KB_MENU = 348,
KEY_KP_0 = 320,
KEY_KP_1 = 321,
KEY_KP_2 = 322,
KEY_KP_3 = 323,
KEY_KP_4 = 324,
KEY_KP_5 = 325,
KEY_KP_6 = 326,
KEY_KP_7 = 327,
KEY_KP_8 = 328,
KEY_KP_9 = 329,
KEY_KP_DECIMAL = 330,
KEY_KP_DIVIDE = 331,
KEY_KP_MULTIPLY = 332,
KEY_KP_SUBTRACT = 333,
KEY_KP_ADD = 334,
KEY_KP_ENTER = 335,
KEY_KP_EQUAL = 336,
KEY_BACK = 4,
KEY_MENU = 82,
KEY_VOLUME_UP = 24,
KEY_VOLUME_DOWN = 25
}
global MouseButton: type <cimport,nodecl,using> = @enum(cint){
MOUSE_BUTTON_LEFT = 0,
MOUSE_BUTTON_RIGHT = 1,
MOUSE_BUTTON_MIDDLE = 2,
MOUSE_BUTTON_SIDE = 3,
MOUSE_BUTTON_EXTRA = 4,
MOUSE_BUTTON_FORWARD = 5,
MOUSE_BUTTON_BACK = 6
}
global MouseCursor: type <cimport,nodecl,using> = @enum(cint){
MOUSE_CURSOR_DEFAULT = 0,
MOUSE_CURSOR_ARROW = 1,
MOUSE_CURSOR_IBEAM = 2,
MOUSE_CURSOR_CROSSHAIR = 3,
MOUSE_CURSOR_POINTING_HAND = 4,
MOUSE_CURSOR_RESIZE_EW = 5,
MOUSE_CURSOR_RESIZE_NS = 6,
MOUSE_CURSOR_RESIZE_NWSE = 7,
MOUSE_CURSOR_RESIZE_NESW = 8,
MOUSE_CURSOR_RESIZE_ALL = 9,
MOUSE_CURSOR_NOT_ALLOWED = 10
}
global GamepadButton: type <cimport,nodecl,using> = @enum(cint){
GAMEPAD_BUTTON_UNKNOWN = 0,
GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
GAMEPAD_BUTTON_MIDDLE_LEFT = 13,
GAMEPAD_BUTTON_MIDDLE = 14,
GAMEPAD_BUTTON_MIDDLE_RIGHT = 15,
GAMEPAD_BUTTON_LEFT_THUMB = 16,
GAMEPAD_BUTTON_RIGHT_THUMB = 17
}
global GamepadAxis: type <cimport,nodecl,using> = @enum(cint){
GAMEPAD_AXIS_LEFT_X = 0,
GAMEPAD_AXIS_LEFT_Y = 1,
GAMEPAD_AXIS_RIGHT_X = 2,
GAMEPAD_AXIS_RIGHT_Y = 3,
GAMEPAD_AXIS_LEFT_TRIGGER = 4,
GAMEPAD_AXIS_RIGHT_TRIGGER = 5
}
global MaterialMapIndex: type <cimport,nodecl,using> = @enum(cint){
MATERIAL_MAP_ALBEDO = 0,
MATERIAL_MAP_METALNESS = 1,
MATERIAL_MAP_NORMAL = 2,
MATERIAL_MAP_ROUGHNESS = 3,
MATERIAL_MAP_OCCLUSION = 4,
MATERIAL_MAP_EMISSION = 5,
MATERIAL_MAP_HEIGHT = 6,
MATERIAL_MAP_CUBEMAP = 7,
MATERIAL_MAP_IRRADIANCE = 8,
MATERIAL_MAP_PREFILTER = 9,
MATERIAL_MAP_BRDF = 10
}
global ShaderLocationIndex: type <cimport,nodecl,using> = @enum(cint){
SHADER_LOC_VERTEX_POSITION = 0,
SHADER_LOC_VERTEX_TEXCOORD01 = 1,
SHADER_LOC_VERTEX_TEXCOORD02 = 2,
SHADER_LOC_VERTEX_NORMAL = 3,
SHADER_LOC_VERTEX_TANGENT = 4,
SHADER_LOC_VERTEX_COLOR = 5,
SHADER_LOC_MATRIX_MVP = 6,
SHADER_LOC_MATRIX_VIEW = 7,
SHADER_LOC_MATRIX_PROJECTION = 8,
SHADER_LOC_MATRIX_MODEL = 9,
SHADER_LOC_MATRIX_NORMAL = 10,
SHADER_LOC_VECTOR_VIEW = 11,
SHADER_LOC_COLOR_DIFFUSE = 12,
SHADER_LOC_COLOR_SPECULAR = 13,
SHADER_LOC_COLOR_AMBIENT = 14,
SHADER_LOC_MAP_ALBEDO = 15,
SHADER_LOC_MAP_METALNESS = 16,
SHADER_LOC_MAP_NORMAL = 17,
SHADER_LOC_MAP_ROUGHNESS = 18,
SHADER_LOC_MAP_OCCLUSION = 19,
SHADER_LOC_MAP_EMISSION = 20,
SHADER_LOC_MAP_HEIGHT = 21,
SHADER_LOC_MAP_CUBEMAP = 22,
SHADER_LOC_MAP_IRRADIANCE = 23,
SHADER_LOC_MAP_PREFILTER = 24,
SHADER_LOC_MAP_BRDF = 25
}
global ShaderUniformDataType: type <cimport,nodecl,using> = @enum(cint){
SHADER_UNIFORM_FLOAT = 0,
SHADER_UNIFORM_VEC2 = 1,
SHADER_UNIFORM_VEC3 = 2,
SHADER_UNIFORM_VEC4 = 3,
SHADER_UNIFORM_INT = 4,
SHADER_UNIFORM_IVEC2 = 5,
SHADER_UNIFORM_IVEC3 = 6,
SHADER_UNIFORM_IVEC4 = 7,
SHADER_UNIFORM_SAMPLER2D = 8
}
global ShaderAttributeDataType: type <cimport,nodecl,using> = @enum(cint){
SHADER_ATTRIB_FLOAT = 0,
SHADER_ATTRIB_VEC2 = 1,
SHADER_ATTRIB_VEC3 = 2,
SHADER_ATTRIB_VEC4 = 3
}
global PixelFormat: type <cimport,nodecl,using> = @enum(cint){
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2,
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3,
PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4,
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5,
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6,
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7,
PIXELFORMAT_UNCOMPRESSED_R32 = 8,
PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9,
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10,
PIXELFORMAT_COMPRESSED_DXT1_RGB = 11,
PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12,
PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13,
PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14,
PIXELFORMAT_COMPRESSED_ETC1_RGB = 15,
PIXELFORMAT_COMPRESSED_ETC2_RGB = 16,
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17,
PIXELFORMAT_COMPRESSED_PVRT_RGB = 18,
PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19,
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20,
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21
}
global TextureFilter: type <cimport,nodecl,using> = @enum(cint){
TEXTURE_FILTER_POINT = 0,
TEXTURE_FILTER_BILINEAR = 1,
TEXTURE_FILTER_TRILINEAR = 2,
TEXTURE_FILTER_ANISOTROPIC_4X = 3,
TEXTURE_FILTER_ANISOTROPIC_8X = 4,
TEXTURE_FILTER_ANISOTROPIC_16X = 5
}
global TextureWrap: type <cimport,nodecl,using> = @enum(cint){
TEXTURE_WRAP_REPEAT = 0,
TEXTURE_WRAP_CLAMP = 1,
TEXTURE_WRAP_MIRROR_REPEAT = 2,
TEXTURE_WRAP_MIRROR_CLAMP = 3
}
global CubemapLayout: type <cimport,nodecl,using> = @enum(cint){
CUBEMAP_LAYOUT_AUTO_DETECT = 0,
CUBEMAP_LAYOUT_LINE_VERTICAL = 1,
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2,
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3,
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4,
CUBEMAP_LAYOUT_PANORAMA = 5
}
global FontType: type <cimport,nodecl,using> = @enum(cint){
FONT_DEFAULT = 0,
FONT_BITMAP = 1,
FONT_SDF = 2
}
global BlendMode: type <cimport,nodecl,using> = @enum(cint){
BLEND_ALPHA = 0,
BLEND_ADDITIVE = 1,
BLEND_MULTIPLIED = 2,
BLEND_ADD_COLORS = 3,
BLEND_SUBTRACT_COLORS = 4,
BLEND_CUSTOM = 5
}
global Gesture: type <cimport,nodecl,using> = @enum(cint){
GESTURE_NONE = 0,
GESTURE_TAP = 1,
GESTURE_DOUBLETAP = 2,
GESTURE_HOLD = 4,
GESTURE_DRAG = 8,
GESTURE_SWIPE_RIGHT = 16,
GESTURE_SWIPE_LEFT = 32,
GESTURE_SWIPE_UP = 64,
GESTURE_SWIPE_DOWN = 128,
GESTURE_PINCH_IN = 256,
GESTURE_PINCH_OUT = 512
}
global CameraMode: type <cimport,nodecl,using> = @enum(cint){
CAMERA_CUSTOM = 0,
CAMERA_FREE = 1,
CAMERA_ORBITAL = 2,
CAMERA_FIRST_PERSON = 3,
CAMERA_THIRD_PERSON = 4
}
global CameraProjection: type <cimport,nodecl,using> = @enum(cint){
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC = 1
}
global NPatchLayout: type <cimport,nodecl,using> = @enum(cint){
NPATCH_NINE_PATCH = 0,
NPATCH_THREE_PATCH_VERTICAL = 1,
NPATCH_THREE_PATCH_HORIZONTAL = 2
}
global TraceLogCallback: type <cimport,nodecl> = @function(cint, cstring, cvalist): void
global LoadFileDataCallback: type <cimport,nodecl> = @function(cstring, *cuint): *cuchar
global SaveFileDataCallback: type <cimport,nodecl> = @function(cstring, pointer, cuint): boolean
global LoadFileTextCallback: type <cimport,nodecl> = @function(cstring): cstring
global SaveFileTextCallback: type <cimport,nodecl> = @function(cstring, cstring): boolean
global function InitWindow(width: cint, height: cint, title: cstring): void <cimport,nodecl> end
global function WindowShouldClose(): boolean <cimport,nodecl> end
global function CloseWindow(): void <cimport,nodecl> end
global function IsWindowReady(): boolean <cimport,nodecl> end
global function IsWindowFullscreen(): boolean <cimport,nodecl> end
global function IsWindowHidden(): boolean <cimport,nodecl> end
global function IsWindowMinimized(): boolean <cimport,nodecl> end
global function IsWindowMaximized(): boolean <cimport,nodecl> end
global function IsWindowFocused(): boolean <cimport,nodecl> end
global function IsWindowResized(): boolean <cimport,nodecl> end
global function IsWindowState(flag: cuint): boolean <cimport,nodecl> end
global function SetWindowState(flags: cuint): void <cimport,nodecl> end
global function ClearWindowState(flags: cuint): void <cimport,nodecl> end
global function ToggleFullscreen(): void <cimport,nodecl> end
global function MaximizeWindow(): void <cimport,nodecl> end
global function MinimizeWindow(): void <cimport,nodecl> end
global function RestoreWindow(): void <cimport,nodecl> end
global function SetWindowIcon(image: Image): void <cimport,nodecl> end
global function SetWindowTitle(title: cstring): void <cimport,nodecl> end
global function SetWindowPosition(x: cint, y: cint): void <cimport,nodecl> end
global function SetWindowMonitor(monitor: cint): void <cimport,nodecl> end
global function SetWindowMinSize(width: cint, height: cint): void <cimport,nodecl> end
global function SetWindowSize(width: cint, height: cint): void <cimport,nodecl> end
global function GetWindowHandle(): pointer <cimport,nodecl> end
global function GetScreenWidth(): cint <cimport,nodecl> end
global function GetScreenHeight(): cint <cimport,nodecl> end
global function GetMonitorCount(): cint <cimport,nodecl> end
global function GetCurrentMonitor(): cint <cimport,nodecl> end
global function GetMonitorPosition(monitor: cint): Vector2 <cimport,nodecl> end
global function GetMonitorWidth(monitor: cint): cint <cimport,nodecl> end
global function GetMonitorHeight(monitor: cint): cint <cimport,nodecl> end
global function GetMonitorPhysicalWidth(monitor: cint): cint <cimport,nodecl> end
global function GetMonitorPhysicalHeight(monitor: cint): cint <cimport,nodecl> end
global function GetMonitorRefreshRate(monitor: cint): cint <cimport,nodecl> end
global function GetWindowPosition(): Vector2 <cimport,nodecl> end
global function GetWindowScaleDPI(): Vector2 <cimport,nodecl> end
global function GetMonitorName(monitor: cint): cstring <cimport,nodecl> end
global function SetClipboardText(text: cstring): void <cimport,nodecl> end
global function GetClipboardText(): cstring <cimport,nodecl> end
global function SwapScreenBuffer(): void <cimport,nodecl> end
global function PollInputEvents(): void <cimport,nodecl> end
global function WaitTime(ms: float32): void <cimport,nodecl> end
global function ShowCursor(): void <cimport,nodecl> end
global function HideCursor(): void <cimport,nodecl> end
global function IsCursorHidden(): boolean <cimport,nodecl> end
global function EnableCursor(): void <cimport,nodecl> end
global function DisableCursor(): void <cimport,nodecl> end
global function IsCursorOnScreen(): boolean <cimport,nodecl> end
global function ClearBackground(color: Color): void <cimport,nodecl> end
global function BeginDrawing(): void <cimport,nodecl> end
global function EndDrawing(): void <cimport,nodecl> end
global function BeginMode2D(camera: Camera2D): void <cimport,nodecl> end
global function EndMode2D(): void <cimport,nodecl> end
global function BeginMode3D(camera: Camera3D): void <cimport,nodecl> end
global function EndMode3D(): void <cimport,nodecl> end
global function BeginTextureMode(target: RenderTexture2D): void <cimport,nodecl> end
global function EndTextureMode(): void <cimport,nodecl> end
global function BeginShaderMode(shader: Shader): void <cimport,nodecl> end
global function EndShaderMode(): void <cimport,nodecl> end
global function BeginBlendMode(mode: cint): void <cimport,nodecl> end
global function EndBlendMode(): void <cimport,nodecl> end
global function BeginScissorMode(x: cint, y: cint, width: cint, height: cint): void <cimport,nodecl> end
global function EndScissorMode(): void <cimport,nodecl> end
global function BeginVrStereoMode(config: VrStereoConfig): void <cimport,nodecl> end
global function EndVrStereoMode(): void <cimport,nodecl> end
global function LoadVrStereoConfig(device: VrDeviceInfo): VrStereoConfig <cimport,nodecl> end
global function UnloadVrStereoConfig(config: VrStereoConfig): void <cimport,nodecl> end
global function LoadShader(vsFileName: cstring, fsFileName: cstring): Shader <cimport,nodecl> end
global function LoadShaderFromMemory(vsCode: cstring, fsCode: cstring): Shader <cimport,nodecl> end
global function GetShaderLocation(shader: Shader, uniformName: cstring): cint <cimport,nodecl> end
global function GetShaderLocationAttrib(shader: Shader, attribName: cstring): cint <cimport,nodecl> end
global function SetShaderValue(shader: Shader, locIndex: cint, value: pointer, uniformType: cint): void <cimport,nodecl> end
global function SetShaderValueV(shader: Shader, locIndex: cint, value: pointer, uniformType: cint, count: cint): void <cimport,nodecl> end
global function SetShaderValueMatrix(shader: Shader, locIndex: cint, mat: Matrix): void <cimport,nodecl> end
global function SetShaderValueTexture(shader: Shader, locIndex: cint, texture: Texture2D): void <cimport,nodecl> end
global function UnloadShader(shader: Shader): void <cimport,nodecl> end
global function GetMouseRay(mousePosition: Vector2, camera: Camera): Ray <cimport,nodecl> end
global function GetCameraMatrix(camera: Camera): Matrix <cimport,nodecl> end
global function GetCameraMatrix2D(camera: Camera2D): Matrix <cimport,nodecl> end
global function GetWorldToScreen(position: Vector3, camera: Camera): Vector2 <cimport,nodecl> end
global function GetWorldToScreenEx(position: Vector3, camera: Camera, width: cint, height: cint): Vector2 <cimport,nodecl> end
global function GetWorldToScreen2D(position: Vector2, camera: Camera2D): Vector2 <cimport,nodecl> end
global function GetScreenToWorld2D(position: Vector2, camera: Camera2D): Vector2 <cimport,nodecl> end
global function SetTargetFPS(fps: cint): void <cimport,nodecl> end
global function GetFPS(): cint <cimport,nodecl> end
global function GetFrameTime(): float32 <cimport,nodecl> end
global function GetTime(): float64 <cimport,nodecl> end
global function GetRandomValue(min: cint, max: cint): cint <cimport,nodecl> end
global function SetRandomSeed(seed: cuint): void <cimport,nodecl> end
global function TakeScreenshot(fileName: cstring): void <cimport,nodecl> end
global function SetConfigFlags(flags: cuint): void <cimport,nodecl> end
global function TraceLog(logLevel: cint, text: cstring, ...: cvarargs): void <cimport,nodecl> end
global function SetTraceLogLevel(logLevel: cint): void <cimport,nodecl> end
global function MemAlloc(size: cint): pointer <cimport,nodecl> end
global function MemRealloc(ptr: pointer, size: cint): pointer <cimport,nodecl> end
global function MemFree(ptr: pointer): void <cimport,nodecl> end
global function SetTraceLogCallback(callback: TraceLogCallback): void <cimport,nodecl> end
global function SetLoadFileDataCallback(callback: LoadFileDataCallback): void <cimport,nodecl> end
global function SetSaveFileDataCallback(callback: SaveFileDataCallback): void <cimport,nodecl> end
global function SetLoadFileTextCallback(callback: LoadFileTextCallback): void <cimport,nodecl> end
global function SetSaveFileTextCallback(callback: SaveFileTextCallback): void <cimport,nodecl> end
global function LoadFileData(fileName: cstring, bytesRead: *cuint): *cuchar <cimport,nodecl> end
global function UnloadFileData(data: *cuchar): void <cimport,nodecl> end
global function SaveFileData(fileName: cstring, data: pointer, bytesToWrite: cuint): boolean <cimport,nodecl> end
global function LoadFileText(fileName: cstring): cstring <cimport,nodecl> end
global function UnloadFileText(text: cstring): void <cimport,nodecl> end
global function SaveFileText(fileName: cstring, text: cstring): boolean <cimport,nodecl> end
global function FileExists(fileName: cstring): boolean <cimport,nodecl> end
global function DirectoryExists(dirPath: cstring): boolean <cimport,nodecl> end
global function IsFileExtension(fileName: cstring, ext: cstring): boolean <cimport,nodecl> end
global function GetFileExtension(fileName: cstring): cstring <cimport,nodecl> end
global function GetFileName(filePath: cstring): cstring <cimport,nodecl> end
global function GetFileNameWithoutExt(filePath: cstring): cstring <cimport,nodecl> end
global function GetDirectoryPath(filePath: cstring): cstring <cimport,nodecl> end
global function GetPrevDirectoryPath(dirPath: cstring): cstring <cimport,nodecl> end
global function GetWorkingDirectory(): cstring <cimport,nodecl> end
global function GetDirectoryFiles(dirPath: cstring, count: *cint): *cstring <cimport,nodecl> end
global function ClearDirectoryFiles(): void <cimport,nodecl> end
global function ChangeDirectory(dir: cstring): boolean <cimport,nodecl> end
global function IsFileDropped(): boolean <cimport,nodecl> end
global function GetDroppedFiles(count: *cint): *cstring <cimport,nodecl> end
global function ClearDroppedFiles(): void <cimport,nodecl> end
global function GetFileModTime(fileName: cstring): clong <cimport,nodecl> end
global function CompressData(data: *cuchar, dataLength: cint, compDataLength: *cint): *cuchar <cimport,nodecl> end
global function DecompressData(compData: *cuchar, compDataLength: cint, dataLength: *cint): *cuchar <cimport,nodecl> end
global function EncodeDataBase64(data: *cuchar, dataLength: cint, outputLength: *cint): cstring <cimport,nodecl> end
global function DecodeDataBase64(data: *cuchar, outputLength: *cint): *cuchar <cimport,nodecl> end
global function SaveStorageValue(position: cuint, value: cint): boolean <cimport,nodecl> end
global function LoadStorageValue(position: cuint): cint <cimport,nodecl> end
global function OpenURL(url: cstring): void <cimport,nodecl> end
global function IsKeyPressed(key: cint): boolean <cimport,nodecl> end
global function IsKeyDown(key: cint): boolean <cimport,nodecl> end
global function IsKeyReleased(key: cint): boolean <cimport,nodecl> end
global function IsKeyUp(key: cint): boolean <cimport,nodecl> end
global function SetExitKey(key: cint): void <cimport,nodecl> end
global function GetKeyPressed(): cint <cimport,nodecl> end
global function GetCharPressed(): cint <cimport,nodecl> end
global function IsGamepadAvailable(gamepad: cint): boolean <cimport,nodecl> end
global function GetGamepadName(gamepad: cint): cstring <cimport,nodecl> end
global function IsGamepadButtonPressed(gamepad: cint, button: cint): boolean <cimport,nodecl> end
global function IsGamepadButtonDown(gamepad: cint, button: cint): boolean <cimport,nodecl> end
global function IsGamepadButtonReleased(gamepad: cint, button: cint): boolean <cimport,nodecl> end
global function IsGamepadButtonUp(gamepad: cint, button: cint): boolean <cimport,nodecl> end
global function GetGamepadButtonPressed(): cint <cimport,nodecl> end
global function GetGamepadAxisCount(gamepad: cint): cint <cimport,nodecl> end
global function GetGamepadAxisMovement(gamepad: cint, axis: cint): float32 <cimport,nodecl> end
global function SetGamepadMappings(mappings: cstring): cint <cimport,nodecl> end
global function IsMouseButtonPressed(button: cint): boolean <cimport,nodecl> end
global function IsMouseButtonDown(button: cint): boolean <cimport,nodecl> end
global function IsMouseButtonReleased(button: cint): boolean <cimport,nodecl> end
global function IsMouseButtonUp(button: cint): boolean <cimport,nodecl> end
global function GetMouseX(): cint <cimport,nodecl> end
global function GetMouseY(): cint <cimport,nodecl> end
global function GetMousePosition(): Vector2 <cimport,nodecl> end
global function GetMouseDelta(): Vector2 <cimport,nodecl> end
global function SetMousePosition(x: cint, y: cint): void <cimport,nodecl> end
global function SetMouseOffset(offsetX: cint, offsetY: cint): void <cimport,nodecl> end
global function SetMouseScale(scaleX: float32, scaleY: float32): void <cimport,nodecl> end
global function GetMouseWheelMove(): float32 <cimport,nodecl> end
global function SetMouseCursor(cursor: cint): void <cimport,nodecl> end
global function GetTouchX(): cint <cimport,nodecl> end
global function GetTouchY(): cint <cimport,nodecl> end
global function GetTouchPosition(index: cint): Vector2 <cimport,nodecl> end
global function GetTouchPointId(index: cint): cint <cimport,nodecl> end
global function GetTouchPointCount(): cint <cimport,nodecl> end
global function SetGesturesEnabled(flags: cuint): void <cimport,nodecl> end
global function IsGestureDetected(gesture: cint): boolean <cimport,nodecl> end
global function GetGestureDetected(): cint <cimport,nodecl> end
global function GetGestureHoldDuration(): float32 <cimport,nodecl> end
global function GetGestureDragVector(): Vector2 <cimport,nodecl> end
global function GetGestureDragAngle(): float32 <cimport,nodecl> end
global function GetGesturePinchVector(): Vector2 <cimport,nodecl> end
global function GetGesturePinchAngle(): float32 <cimport,nodecl> end
global function SetCameraMode(camera: Camera, mode: cint): void <cimport,nodecl> end
global function UpdateCamera(camera: *Camera): void <cimport,nodecl> end
global function SetCameraPanControl(keyPan: cint): void <cimport,nodecl> end
global function SetCameraAltControl(keyAlt: cint): void <cimport,nodecl> end
global function SetCameraSmoothZoomControl(keySmoothZoom: cint): void <cimport,nodecl> end
global function SetCameraMoveControls(keyFront: cint, keyBack: cint, keyRight: cint, keyLeft: cint, keyUp: cint, keyDown: cint): void <cimport,nodecl> end
global function SetShapesTexture(texture: Texture2D, source: Rectangle): void <cimport,nodecl> end
global function DrawPixel(posX: cint, posY: cint, color: Color): void <cimport,nodecl> end
global function DrawPixelV(position: Vector2, color: Color): void <cimport,nodecl> end
global function DrawLine(startPosX: cint, startPosY: cint, endPosX: cint, endPosY: cint, color: Color): void <cimport,nodecl> end
global function DrawLineV(startPos: Vector2, endPos: Vector2, color: Color): void <cimport,nodecl> end
global function DrawLineEx(startPos: Vector2, endPos: Vector2, thick: float32, color: Color): void <cimport,nodecl> end
global function DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: float32, color: Color): void <cimport,nodecl> end
global function DrawLineBezierQuad(startPos: Vector2, endPos: Vector2, controlPos: Vector2, thick: float32, color: Color): void <cimport,nodecl> end
global function DrawLineBezierCubic(startPos: Vector2, endPos: Vector2, startControlPos: Vector2, endControlPos: Vector2, thick: float32, color: Color): void <cimport,nodecl> end
global function DrawLineStrip(points: *Vector2, pointCount: cint, color: Color): void <cimport,nodecl> end
global function DrawCircle(centerX: cint, centerY: cint, radius: float32, color: Color): void <cimport,nodecl> end
global function DrawCircleSector(center: Vector2, radius: float32, startAngle: float32, endAngle: float32, segments: cint, color: Color): void <cimport,nodecl> end
global function DrawCircleSectorLines(center: Vector2, radius: float32, startAngle: float32, endAngle: float32, segments: cint, color: Color): void <cimport,nodecl> end
global function DrawCircleGradient(centerX: cint, centerY: cint, radius: float32, color1: Color, color2: Color): void <cimport,nodecl> end
global function DrawCircleV(center: Vector2, radius: float32, color: Color): void <cimport,nodecl> end
global function DrawCircleLines(centerX: cint, centerY: cint, radius: float32, color: Color): void <cimport,nodecl> end
global function DrawEllipse(centerX: cint, centerY: cint, radiusH: float32, radiusV: float32, color: Color): void <cimport,nodecl> end
global function DrawEllipseLines(centerX: cint, centerY: cint, radiusH: float32, radiusV: float32, color: Color): void <cimport,nodecl> end
global function DrawRing(center: Vector2, innerRadius: float32, outerRadius: float32, startAngle: float32, endAngle: float32, segments: cint, color: Color): void <cimport,nodecl> end
global function DrawRingLines(center: Vector2, innerRadius: float32, outerRadius: float32, startAngle: float32, endAngle: float32, segments: cint, color: Color): void <cimport,nodecl> end
global function DrawRectangle(posX: cint, posY: cint, width: cint, height: cint, color: Color): void <cimport,nodecl> end
global function DrawRectangleV(position: Vector2, size: Vector2, color: Color): void <cimport,nodecl> end
global function DrawRectangleRec(rec: Rectangle, color: Color): void <cimport,nodecl> end
global function DrawRectanglePro(rec: Rectangle, origin: Vector2, rotation: float32, color: Color): void <cimport,nodecl> end
global function DrawRectangleGradientV(posX: cint, posY: cint, width: cint, height: cint, color1: Color, color2: Color): void <cimport,nodecl> end
global function DrawRectangleGradientH(posX: cint, posY: cint, width: cint, height: cint, color1: Color, color2: Color): void <cimport,nodecl> end
global function DrawRectangleGradientEx(rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color): void <cimport,nodecl> end
global function DrawRectangleLines(posX: cint, posY: cint, width: cint, height: cint, color: Color): void <cimport,nodecl> end
global function DrawRectangleLinesEx(rec: Rectangle, lineThick: float32, color: Color): void <cimport,nodecl> end
global function DrawRectangleRounded(rec: Rectangle, roundness: float32, segments: cint, color: Color): void <cimport,nodecl> end
global function DrawRectangleRoundedLines(rec: Rectangle, roundness: float32, segments: cint, lineThick: float32, color: Color): void <cimport,nodecl> end
global function DrawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color): void <cimport,nodecl> end
global function DrawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color): void <cimport,nodecl> end
global function DrawTriangleFan(points: *Vector2, pointCount: cint, color: Color): void <cimport,nodecl> end
global function DrawTriangleStrip(points: *Vector2, pointCount: cint, color: Color): void <cimport,nodecl> end
global function DrawPoly(center: Vector2, sides: cint, radius: float32, rotation: float32, color: Color): void <cimport,nodecl> end
global function DrawPolyLines(center: Vector2, sides: cint, radius: float32, rotation: float32, color: Color): void <cimport,nodecl> end
global function DrawPolyLinesEx(center: Vector2, sides: cint, radius: float32, rotation: float32, lineThick: float32, color: Color): void <cimport,nodecl> end
global function CheckCollisionRecs(rec1: Rectangle, rec2: Rectangle): boolean <cimport,nodecl> end
global function CheckCollisionCircles(center1: Vector2, radius1: float32, center2: Vector2, radius2: float32): boolean <cimport,nodecl> end
global function CheckCollisionCircleRec(center: Vector2, radius: float32, rec: Rectangle): boolean <cimport,nodecl> end
global function CheckCollisionPointRec(point: Vector2, rec: Rectangle): boolean <cimport,nodecl> end
global function CheckCollisionPointCircle(point: Vector2, center: Vector2, radius: float32): boolean <cimport,nodecl> end
global function CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2): boolean <cimport,nodecl> end
global function CheckCollisionLines(startPos1: Vector2, endPos1: Vector2, startPos2: Vector2, endPos2: Vector2, collisionPoint: *Vector2): boolean <cimport,nodecl> end
global function CheckCollisionPointLine(point: Vector2, p1: Vector2, p2: Vector2, threshold: cint): boolean <cimport,nodecl> end
global function GetCollisionRec(rec1: Rectangle, rec2: Rectangle): Rectangle <cimport,nodecl> end
global function LoadImage(fileName: cstring): Image <cimport,nodecl> end
global function LoadImageRaw(fileName: cstring, width: cint, height: cint, format: cint, headerSize: cint): Image <cimport,nodecl> end
global function LoadImageAnim(fileName: cstring, frames: *cint): Image <cimport,nodecl> end
global function LoadImageFromMemory(fileType: cstring, fileData: *cuchar, dataSize: cint): Image <cimport,nodecl> end
global function LoadImageFromTexture(texture: Texture2D): Image <cimport,nodecl> end
global function LoadImageFromScreen(): Image <cimport,nodecl> end
global function UnloadImage(image: Image): void <cimport,nodecl> end
global function ExportImage(image: Image, fileName: cstring): boolean <cimport,nodecl> end
global function ExportImageAsCode(image: Image, fileName: cstring): boolean <cimport,nodecl> end
global function GenImageColor(width: cint, height: cint, color: Color): Image <cimport,nodecl> end
global function GenImageGradientV(width: cint, height: cint, top: Color, bottom: Color): Image <cimport,nodecl> end
global function GenImageGradientH(width: cint, height: cint, left: Color, right: Color): Image <cimport,nodecl> end
global function GenImageGradientRadial(width: cint, height: cint, density: float32, inner: Color, outer: Color): Image <cimport,nodecl> end
global function GenImageChecked(width: cint, height: cint, checksX: cint, checksY: cint, col1: Color, col2: Color): Image <cimport,nodecl> end
global function GenImageWhiteNoise(width: cint, height: cint, factor: float32): Image <cimport,nodecl> end
global function GenImageCellular(width: cint, height: cint, tileSize: cint): Image <cimport,nodecl> end
global function ImageCopy(image: Image): Image <cimport,nodecl> end
global function ImageFromImage(image: Image, rec: Rectangle): Image <cimport,nodecl> end
global function ImageText(text: cstring, fontSize: cint, color: Color): Image <cimport,nodecl> end
global function ImageTextEx(font: Font, text: cstring, fontSize: float32, spacing: float32, tint: Color): Image <cimport,nodecl> end
global function ImageFormat(image: *Image, newFormat: cint): void <cimport,nodecl> end
global function ImageToPOT(image: *Image, fill: Color): void <cimport,nodecl> end
global function ImageCrop(image: *Image, crop: Rectangle): void <cimport,nodecl> end
global function ImageAlphaCrop(image: *Image, threshold: float32): void <cimport,nodecl> end
global function ImageAlphaClear(image: *Image, color: Color, threshold: float32): void <cimport,nodecl> end
global function ImageAlphaMask(image: *Image, alphaMask: Image): void <cimport,nodecl> end
global function ImageAlphaPremultiply(image: *Image): void <cimport,nodecl> end
global function ImageResize(image: *Image, newWidth: cint, newHeight: cint): void <cimport,nodecl> end
global function ImageResizeNN(image: *Image, newWidth: cint, newHeight: cint): void <cimport,nodecl> end
global function ImageResizeCanvas(image: *Image, newWidth: cint, newHeight: cint, offsetX: cint, offsetY: cint, fill: Color): void <cimport,nodecl> end
global function ImageMipmaps(image: *Image): void <cimport,nodecl> end
global function ImageDither(image: *Image, rBpp: cint, gBpp: cint, bBpp: cint, aBpp: cint): void <cimport,nodecl> end
global function ImageFlipVertical(image: *Image): void <cimport,nodecl> end
global function ImageFlipHorizontal(image: *Image): void <cimport,nodecl> end
global function ImageRotateCW(image: *Image): void <cimport,nodecl> end
global function ImageRotateCCW(image: *Image): void <cimport,nodecl> end
global function ImageColorTint(image: *Image, color: Color): void <cimport,nodecl> end
global function ImageColorInvert(image: *Image): void <cimport,nodecl> end
global function ImageColorGrayscale(image: *Image): void <cimport,nodecl> end
global function ImageColorContrast(image: *Image, contrast: float32): void <cimport,nodecl> end
global function ImageColorBrightness(image: *Image, brightness: cint): void <cimport,nodecl> end
global function ImageColorReplace(image: *Image, color: Color, replace: Color): void <cimport,nodecl> end
global function LoadImageColors(image: Image): *Color <cimport,nodecl> end
global function LoadImagePalette(image: Image, maxPaletteSize: cint, colorCount: *cint): *Color <cimport,nodecl> end
global function UnloadImageColors(colors: *Color): void <cimport,nodecl> end
global function UnloadImagePalette(colors: *Color): void <cimport,nodecl> end
global function GetImageAlphaBorder(image: Image, threshold: float32): Rectangle <cimport,nodecl> end
global function GetImageColor(image: Image, x: cint, y: cint): Color <cimport,nodecl> end
global function ImageClearBackground(dst: *Image, color: Color): void <cimport,nodecl> end
global function ImageDrawPixel(dst: *Image, posX: cint, posY: cint, color: Color): void <cimport,nodecl> end
global function ImageDrawPixelV(dst: *Image, position: Vector2, color: Color): void <cimport,nodecl> end
global function ImageDrawLine(dst: *Image, startPosX: cint, startPosY: cint, endPosX: cint, endPosY: cint, color: Color): void <cimport,nodecl> end
global function ImageDrawLineV(dst: *Image, start: Vector2, End: Vector2, color: Color): void <cimport,nodecl> end
global function ImageDrawCircle(dst: *Image, centerX: cint, centerY: cint, radius: cint, color: Color): void <cimport,nodecl> end
global function ImageDrawCircleV(dst: *Image, center: Vector2, radius: cint, color: Color): void <cimport,nodecl> end
global function ImageDrawRectangle(dst: *Image, posX: cint, posY: cint, width: cint, height: cint, color: Color): void <cimport,nodecl> end
global function ImageDrawRectangleV(dst: *Image, position: Vector2, size: Vector2, color: Color): void <cimport,nodecl> end
global function ImageDrawRectangleRec(dst: *Image, rec: Rectangle, color: Color): void <cimport,nodecl> end
global function ImageDrawRectangleLines(dst: *Image, rec: Rectangle, thick: cint, color: Color): void <cimport,nodecl> end
global function ImageDraw(dst: *Image, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color): void <cimport,nodecl> end
global function ImageDrawText(dst: *Image, text: cstring, posX: cint, posY: cint, fontSize: cint, color: Color): void <cimport,nodecl> end
global function ImageDrawTextEx(dst: *Image, font: Font, text: cstring, position: Vector2, fontSize: float32, spacing: float32, tint: Color): void <cimport,nodecl> end
global function LoadTexture(fileName: cstring): Texture2D <cimport,nodecl> end
global function LoadTextureFromImage(image: Image): Texture2D <cimport,nodecl> end
global function LoadTextureCubemap(image: Image, layout: cint): TextureCubemap <cimport,nodecl> end
global function LoadRenderTexture(width: cint, height: cint): RenderTexture2D <cimport,nodecl> end
global function UnloadTexture(texture: Texture2D): void <cimport,nodecl> end
global function UnloadRenderTexture(target: RenderTexture2D): void <cimport,nodecl> end
global function UpdateTexture(texture: Texture2D, pixels: pointer): void <cimport,nodecl> end
global function UpdateTextureRec(texture: Texture2D, rec: Rectangle, pixels: pointer): void <cimport,nodecl> end
global function GenTextureMipmaps(texture: *Texture2D): void <cimport,nodecl> end
global function SetTextureFilter(texture: Texture2D, filter: cint): void <cimport,nodecl> end
global function SetTextureWrap(texture: Texture2D, wrap: cint): void <cimport,nodecl> end
global function DrawTexture(texture: Texture2D, posX: cint, posY: cint, tint: Color): void <cimport,nodecl> end
global function DrawTextureV(texture: Texture2D, position: Vector2, tint: Color): void <cimport,nodecl> end
global function DrawTextureEx(texture: Texture2D, position: Vector2, rotation: float32, scale: float32, tint: Color): void <cimport,nodecl> end
global function DrawTextureRec(texture: Texture2D, source: Rectangle, position: Vector2, tint: Color): void <cimport,nodecl> end
global function DrawTextureQuad(texture: Texture2D, tiling: Vector2, offset: Vector2, quad: Rectangle, tint: Color): void <cimport,nodecl> end
global function DrawTextureTiled(texture: Texture2D, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float32, scale: float32, tint: Color): void <cimport,nodecl> end
global function DrawTexturePro(texture: Texture2D, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float32, tint: Color): void <cimport,nodecl> end
global function DrawTextureNPatch(texture: Texture2D, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float32, tint: Color): void <cimport,nodecl> end
global function DrawTexturePoly(texture: Texture2D, center: Vector2, points: *Vector2, texcoords: *Vector2, pointCount: cint, tint: Color): void <cimport,nodecl> end
global function Fade(color: Color, alpha: float32): Color <cimport,nodecl> end
global function ColorToInt(color: Color): cint <cimport,nodecl> end
global function ColorNormalize(color: Color): Vector4 <cimport,nodecl> end
global function ColorFromNormalized(normalized: Vector4): Color <cimport,nodecl> end
global function ColorToHSV(color: Color): Vector3 <cimport,nodecl> end
global function ColorFromHSV(hue: float32, saturation: float32, value: float32): Color <cimport,nodecl> end
global function ColorAlpha(color: Color, alpha: float32): Color <cimport,nodecl> end
global function ColorAlphaBlend(dst: Color, src: Color, tint: Color): Color <cimport,nodecl> end
global function GetColor(hexValue: cuint): Color <cimport,nodecl> end
global function GetPixelColor(srcPtr: pointer, format: cint): Color <cimport,nodecl> end
global function SetPixelColor(dstPtr: pointer, color: Color, format: cint): void <cimport,nodecl> end
global function GetPixelDataSize(width: cint, height: cint, format: cint): cint <cimport,nodecl> end
global function GetFontDefault(): Font <cimport,nodecl> end
global function LoadFont(fileName: cstring): Font <cimport,nodecl> end
global function LoadFontEx(fileName: cstring, fontSize: cint, fontChars: *cint, glyphCount: cint): Font <cimport,nodecl> end
global function LoadFontFromImage(image: Image, key: Color, firstChar: cint): Font <cimport,nodecl> end
global function LoadFontFromMemory(fileType: cstring, fileData: *cuchar, dataSize: cint, fontSize: cint, fontChars: *cint, glyphCount: cint): Font <cimport,nodecl> end
global function LoadFontData(fileData: *cuchar, dataSize: cint, fontSize: cint, fontChars: *cint, glyphCount: cint, type: cint): *GlyphInfo <cimport,nodecl> end
global function GenImageFontAtlas(chars: *GlyphInfo, recs: **Rectangle, glyphCount: cint, fontSize: cint, padding: cint, packMethod: cint): Image <cimport,nodecl> end
global function UnloadFontData(chars: *GlyphInfo, glyphCount: cint): void <cimport,nodecl> end
global function UnloadFont(font: Font): void <cimport,nodecl> end
global function DrawFPS(posX: cint, posY: cint): void <cimport,nodecl> end
global function DrawText(text: cstring, posX: cint, posY: cint, fontSize: cint, color: Color): void <cimport,nodecl> end
global function DrawTextEx(font: Font, text: cstring, position: Vector2, fontSize: float32, spacing: float32, tint: Color): void <cimport,nodecl> end
global function DrawTextPro(font: Font, text: cstring, position: Vector2, origin: Vector2, rotation: float32, fontSize: float32, spacing: float32, tint: Color): void <cimport,nodecl> end
global function DrawTextCodepoint(font: Font, codepoint: cint, position: Vector2, fontSize: float32, tint: Color): void <cimport,nodecl> end
global function MeasureText(text: cstring, fontSize: cint): cint <cimport,nodecl> end
global function MeasureTextEx(font: Font, text: cstring, fontSize: float32, spacing: float32): Vector2 <cimport,nodecl> end
global function GetGlyphIndex(font: Font, codepoint: cint): cint <cimport,nodecl> end
global function GetGlyphInfo(font: Font, codepoint: cint): GlyphInfo <cimport,nodecl> end
global function GetGlyphAtlasRec(font: Font, codepoint: cint): Rectangle <cimport,nodecl> end
global function LoadCodepoints(text: cstring, count: *cint): *cint <cimport,nodecl> end
global function UnloadCodepoints(codepoints: *cint): void <cimport,nodecl> end
global function GetCodepointCount(text: cstring): cint <cimport,nodecl> end
global function GetCodepoint(text: cstring, bytesProcessed: *cint): cint <cimport,nodecl> end
global function CodepointToUTF8(codepoint: cint, byteSize: *cint): cstring <cimport,nodecl> end
global function TextCodepointsToUTF8(codepoints: *cint, length: cint): cstring <cimport,nodecl> end
global function TextCopy(dst: cstring, src: cstring): cint <cimport,nodecl> end
global function TextIsEqual(text1: cstring, text2: cstring): boolean <cimport,nodecl> end
global function TextLength(text: cstring): cuint <cimport,nodecl> end
global function TextFormat(text: cstring, ...: cvarargs): cstring <cimport,nodecl> end
global function TextSubtext(text: cstring, position: cint, length: cint): cstring <cimport,nodecl> end
global function TextReplace(text: cstring, replace: cstring, by: cstring): cstring <cimport,nodecl> end
global function TextInsert(text: cstring, insert: cstring, position: cint): cstring <cimport,nodecl> end
global function TextJoin(textList: *cstring, count: cint, delimiter: cstring): cstring <cimport,nodecl> end
global function TextSplit(text: cstring, delimiter: cchar, count: *cint): *cstring <cimport,nodecl> end
global function TextAppend(text: cstring, append: cstring, position: *cint): void <cimport,nodecl> end
global function TextFindIndex(text: cstring, find: cstring): cint <cimport,nodecl> end
global function TextToUpper(text: cstring): cstring <cimport,nodecl> end
global function TextToLower(text: cstring): cstring <cimport,nodecl> end
global function TextToPascal(text: cstring): cstring <cimport,nodecl> end
global function TextToInteger(text: cstring): cint <cimport,nodecl> end
global function DrawLine3D(startPos: Vector3, endPos: Vector3, color: Color): void <cimport,nodecl> end
global function DrawPoint3D(position: Vector3, color: Color): void <cimport,nodecl> end
global function DrawCircle3D(center: Vector3, radius: float32, rotationAxis: Vector3, rotationAngle: float32, color: Color): void <cimport,nodecl> end
global function DrawTriangle3D(v1: Vector3, v2: Vector3, v3: Vector3, color: Color): void <cimport,nodecl> end
global function DrawTriangleStrip3D(points: *Vector3, pointCount: cint, color: Color): void <cimport,nodecl> end
global function DrawCube(position: Vector3, width: float32, height: float32, length: float32, color: Color): void <cimport,nodecl> end
global function DrawCubeV(position: Vector3, size: Vector3, color: Color): void <cimport,nodecl> end
global function DrawCubeWires(position: Vector3, width: float32, height: float32, length: float32, color: Color): void <cimport,nodecl> end
global function DrawCubeWiresV(position: Vector3, size: Vector3, color: Color): void <cimport,nodecl> end
global function DrawCubeTexture(texture: Texture2D, position: Vector3, width: float32, height: float32, length: float32, color: Color): void <cimport,nodecl> end
global function DrawCubeTextureRec(texture: Texture2D, source: Rectangle, position: Vector3, width: float32, height: float32, length: float32, color: Color): void <cimport,nodecl> end
global function DrawSphere(centerPos: Vector3, radius: float32, color: Color): void <cimport,nodecl> end
global function DrawSphereEx(centerPos: Vector3, radius: float32, rings: cint, slices: cint, color: Color): void <cimport,nodecl> end
global function DrawSphereWires(centerPos: Vector3, radius: float32, rings: cint, slices: cint, color: Color): void <cimport,nodecl> end
global function DrawCylinder(position: Vector3, radiusTop: float32, radiusBottom: float32, height: float32, slices: cint, color: Color): void <cimport,nodecl> end
global function DrawCylinderEx(startPos: Vector3, endPos: Vector3, startRadius: float32, endRadius: float32, sides: cint, color: Color): void <cimport,nodecl> end
global function DrawCylinderWires(position: Vector3, radiusTop: float32, radiusBottom: float32, height: float32, slices: cint, color: Color): void <cimport,nodecl> end
global function DrawCylinderWiresEx(startPos: Vector3, endPos: Vector3, startRadius: float32, endRadius: float32, sides: cint, color: Color): void <cimport,nodecl> end
global function DrawPlane(centerPos: Vector3, size: Vector2, color: Color): void <cimport,nodecl> end
global function DrawRay(ray: Ray, color: Color): void <cimport,nodecl> end
global function DrawGrid(slices: cint, spacing: float32): void <cimport,nodecl> end
global function LoadModel(fileName: cstring): Model <cimport,nodecl> end
global function LoadModelFromMesh(mesh: Mesh): Model <cimport,nodecl> end
global function UnloadModel(model: Model): void <cimport,nodecl> end
global function UnloadModelKeepMeshes(model: Model): void <cimport,nodecl> end
global function GetModelBoundingBox(model: Model): BoundingBox <cimport,nodecl> end
global function DrawModel(model: Model, position: Vector3, scale: float32, tint: Color): void <cimport,nodecl> end
global function DrawModelEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float32, scale: Vector3, tint: Color): void <cimport,nodecl> end
global function DrawModelWires(model: Model, position: Vector3, scale: float32, tint: Color): void <cimport,nodecl> end
global function DrawModelWiresEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float32, scale: Vector3, tint: Color): void <cimport,nodecl> end
global function DrawBoundingBox(box: BoundingBox, color: Color): void <cimport,nodecl> end
global function DrawBillboard(camera: Camera, texture: Texture2D, position: Vector3, size: float32, tint: Color): void <cimport,nodecl> end
global function DrawBillboardRec(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color): void <cimport,nodecl> end
global function DrawBillboardPro(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: float32, tint: Color): void <cimport,nodecl> end
global function UploadMesh(mesh: *Mesh, dynamic: boolean): void <cimport,nodecl> end
global function UpdateMeshBuffer(mesh: Mesh, index: cint, data: pointer, dataSize: cint, offset: cint): void <cimport,nodecl> end
global function UnloadMesh(mesh: Mesh): void <cimport,nodecl> end
global function DrawMesh(mesh: Mesh, material: Material, transform: Matrix): void <cimport,nodecl> end
global function DrawMeshInstanced(mesh: Mesh, material: Material, transforms: *Matrix, instances: cint): void <cimport,nodecl> end
global function ExportMesh(mesh: Mesh, fileName: cstring): boolean <cimport,nodecl> end
global function GetMeshBoundingBox(mesh: Mesh): BoundingBox <cimport,nodecl> end
global function GenMeshTangents(mesh: *Mesh): void <cimport,nodecl> end
global function GenMeshBinormals(mesh: *Mesh): void <cimport,nodecl> end
global function GenMeshPoly(sides: cint, radius: float32): Mesh <cimport,nodecl> end
global function GenMeshPlane(width: float32, length: float32, resX: cint, resZ: cint): Mesh <cimport,nodecl> end
global function GenMeshCube(width: float32, height: float32, length: float32): Mesh <cimport,nodecl> end
global function GenMeshSphere(radius: float32, rings: cint, slices: cint): Mesh <cimport,nodecl> end
global function GenMeshHemiSphere(radius: float32, rings: cint, slices: cint): Mesh <cimport,nodecl> end
global function GenMeshCylinder(radius: float32, height: float32, slices: cint): Mesh <cimport,nodecl> end
global function GenMeshCone(radius: float32, height: float32, slices: cint): Mesh <cimport,nodecl> end
global function GenMeshTorus(radius: float32, size: float32, radSeg: cint, sides: cint): Mesh <cimport,nodecl> end
global function GenMeshKnot(radius: float32, size: float32, radSeg: cint, sides: cint): Mesh <cimport,nodecl> end
global function GenMeshHeightmap(heightmap: Image, size: Vector3): Mesh <cimport,nodecl> end
global function GenMeshCubicmap(cubicmap: Image, cubeSize: Vector3): Mesh <cimport,nodecl> end
global function LoadMaterials(fileName: cstring, materialCount: *cint): *Material <cimport,nodecl> end
global function LoadMaterialDefault(): Material <cimport,nodecl> end
global function UnloadMaterial(material: Material): void <cimport,nodecl> end
global function SetMaterialTexture(material: *Material, mapType: cint, texture: Texture2D): void <cimport,nodecl> end
global function SetModelMeshMaterial(model: *Model, meshId: cint, materialId: cint): void <cimport,nodecl> end
global function LoadModelAnimations(fileName: cstring, animCount: *cuint): *ModelAnimation <cimport,nodecl> end
global function UpdateModelAnimation(model: Model, anim: ModelAnimation, frame: cint): void <cimport,nodecl> end
global function UnloadModelAnimation(anim: ModelAnimation): void <cimport,nodecl> end
global function UnloadModelAnimations(animations: *ModelAnimation, count: cuint): void <cimport,nodecl> end
global function IsModelAnimationValid(model: Model, anim: ModelAnimation): boolean <cimport,nodecl> end
global function CheckCollisionSpheres(center1: Vector3, radius1: float32, center2: Vector3, radius2: float32): boolean <cimport,nodecl> end
global function CheckCollisionBoxes(box1: BoundingBox, box2: BoundingBox): boolean <cimport,nodecl> end
global function CheckCollisionBoxSphere(box: BoundingBox, center: Vector3, radius: float32): boolean <cimport,nodecl> end
global function GetRayCollisionSphere(ray: Ray, center: Vector3, radius: float32): RayCollision <cimport,nodecl> end
global function GetRayCollisionBox(ray: Ray, box: BoundingBox): RayCollision <cimport,nodecl> end