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raylib.c3
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raylib.c3
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module raylib;
const double PI = 3.14;
const double DEG2RAD = PI*180.0f;
const double RAD2DEG = 180.0f / PI;
/////////////////////M O D U L E : R C O R E ///////////////////////////////////////
extern fn void init_window(int width, int height, char* title) @extern("InitWindow");
extern fn void close_window() @extern("CloseWindow");
extern fn bool window_should_close() @extern("WindowShouldClose"); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
extern fn bool is_window_ready() @extern("IsWindowReady"); // Check if window has been initialized successfully
extern fn bool is_window_fullscreen() @extern("IsWindowFullscreen"); // Check if window is currently fullscreen
extern fn bool is_window_hidden() @extern("IsWindowHidden"); // Check if window is currently hidden (only PLATFORM_DESKTOP)
extern fn bool is_window_minimized() @extern("IsWindowMinimized"); // Check if window is currently minimized (only PLATFORM_DESKTOP)
extern fn bool is_window_maximized() @extern("IsWindowMaximized"); // Check if window is currently maximized (only PLATFORM_DESKTOP)
extern fn bool is_window_focused() @extern("IsWindowFocused"); // Check if window is currently focused (only PLATFORM_DESKTOP)
extern fn bool is_window_resized() @extern("IsWindowResized"); // Check if window has been resized last frame
extern fn bool is_window_state(uint flag) @extern("IsWindowState"); // Check if one specific window flag is enabled
extern fn void set_window_state(uint flags) @extern("SetWindowState"); // Set window configuration state using flags (only PLATFORM_DESKTOP)
extern fn void clear_window_state(uint flags) @extern("ClearWindowState"); // Clear window configuration state flags
extern fn void toggle_fullscreen() @extern("ToggleFullscreen"); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
extern fn void toggle_borderless_windowed() @extern("ToggleBorderlessWindowed"); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
extern fn void maximize_window() @extern("MaximizeWindow"); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
extern fn void minimize_window() @extern("MinimizeWindow"); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
extern fn void restore_window() @extern("RestoreWindow");
extern fn void set_window_icon(Image image) @extern("SetWindowIcon"); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
extern fn void set_window_icons(Image *images, int count) @extern("SetWindowIcons"); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
extern fn void set_window_title(char *title) @extern("SetWindowTitle"); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
extern fn void set_window_position(int x, int y) @extern("SetWindowPosition"); // Set window position on screen (only PLATFORM_DESKTOP)
extern fn void set_window_monitor(int monitor) @extern("SetWindowMonitor"); // Set monitor for the current window
extern fn void set_window_min_size(int width, int height) @extern("SetWindowMinSize"); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
extern fn void set_window_max_size(int width, int height) @extern("SetWindowMaxSize"); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
extern fn void set_window_size(int width, int height) @extern("SetWindowSize"); // Set window dimensions
extern fn void set_window_opacity(float opacity) @extern("SetWindowOpacity"); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
extern fn void set_window_focused() @extern("SetWindowFocused"); // Set window focused (only PLATFORM_DESKTOP)
extern fn void *get_window_handle() @extern("*GetWindowHandle"); // Get native window handle
extern fn int get_screen_width() @extern("GetScreenWidth"); // Get current screen width
extern fn int get_screen_height() @extern("GetScreenHeight"); // Get current screen height
extern fn int get_render_width() @extern("GetRenderWidth"); // Get current render width (it considers HiDPI)
extern fn int get_render_height() @extern("GetRenderHeight"); // Get current render height (it considers HiDPI)
extern fn int get_monitor_count() @extern("GetMonitorCount"); // Get number of connected monitors
extern fn int get_current_monitor() @extern("GetCurrentMonitor"); // Get current connected monitor
extern fn Vector2 get_monitor_position(int monitor) @extern("GetMonitorPosition"); // Get specified monitor position
extern fn int get_monitor_width(int monitor) @extern("GetMonitorWidth"); // Get specified monitor width (current video mode used by monitor)
extern fn int get_monitor_height(int monitor) @extern("GetMonitorHeight"); // Get specified monitor height (current video mode used by monitor)
extern fn int get_monitor_physical_width(int monitor) @extern("GetMonitorPhysicalWidth"); // Get specified monitor physical width in millimetres
extern fn int get_monitor_physical_height(int monitor) @extern("GetMonitorPhysicalHeight"); // Get specified monitor physical height in millimetres
extern fn int get_monitor_refresh_rate(int monitor) @extern("GetMonitorRefreshRate"); // Get specified monitor refresh rate
extern fn Vector2 get_window_position() @extern("GetWindowPosition"); // Get window position XY on monitor
extern fn Vector2 get_window_scale_dpi() @extern("GetWindowScaleDPI"); // Get window scale DPI factor
extern fn char *get_monitor_name(int monitor) @extern("*GetMonitorName"); // Get the human-readable, UTF-8 encoded name of the specified monitor
extern fn void set_clipboard_text(char *text) @extern("SetClipboardText"); // Set clipboard text content
extern fn char *get_clipboard_text() @extern("*GetClipboardText"); // Get clipboard text content
extern fn void enable_event_waiting() @extern("EnableEventWaiting"); // Enable waiting for events on EndDrawing(), no automatic event polling
extern fn void disable_event_waiting() @extern("DisableEventWaiting"); // Disable waiting for events on EndDrawing(), automatic events polling
// Cursor-related functions
extern fn void show_cursor() @extern("ShowCursor"); // Shows cursor
extern fn void hide_cursor() @extern("HideCursor"); // Hides cursor
extern fn bool is_cursor_hidden() @extern("IsCursorHidden"); // Check if cursor is not visible
extern fn void enable_cursor() @extern("EnableCursor"); // Enables cursor (unlock cursor)
extern fn void disable_cursor() @extern("DisableCursor"); // Disables cursor (lock cursor)
extern fn bool is_cursor_on_screen() @extern("IsCursorOnScreen"); // Check if cursor is on the screen
// // Drawing-related functions
extern fn void clear_background(Color color) @extern("ClearBackground"); // Set background color (framebuffer clear color)
extern fn void begin_drawing() @extern("BeginDrawing"); // Setup canvas (framebuffer) to start drawing
extern fn void end_drawing() @extern("EndDrawing"); // End canvas drawing and swap buffers (double buffering)
extern fn void begin_mode_2d(Camera2D camera) @extern("BeginMode2D"); // Begin 2D mode with custom camera (2D)
extern fn void end_mode_2d() @extern("EndMode2D"); // Ends 2D mode with custom camera
extern fn void begin_mode_3d(Camera3D camera) @extern("BeginMode3D"); // Begin 3D mode with custom camera (3D)
extern fn void end_mode_3d() @extern("EndMode3D"); // Ends 3D mode and returns to default 2D orthographic mode
extern fn void begin_texture_mode(RenderTexture2D target) @extern("BeginTextureMode"); // Begin drawing to render texture
extern fn void end_texture_mode() @extern("EndTextureMode"); // Ends drawing to render texture
extern fn void begin_shader_mode(Shader shader) @extern("BeginShaderMode"); // Begin custom shader drawing
extern fn void end_shader_mode() @extern("EndShaderMode"); // End custom shader drawing (use default shader)
extern fn void begin_blend_mode(BlendMode mode) @extern("BeginBlendMode"); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
extern fn void end_blend_mode() @extern("EndBlendMode"); // End blending mode (reset to default: alpha blending)
extern fn void begin_scissor_mode(int x, int y, int width, int height) @extern("BeginScissorMode"); // Begin scissor mode (define screen area for following drawing)
extern fn void end_scissor_mode() @extern("EndScissorMode"); // End scissor mode
extern fn void begin_vr_stereo_mode(VrStereoConfig config) @extern("BeginVrStereoMode"); // Begin stereo rendering (requires VR simulator)
extern fn void end_vr_stereo_mode() @extern("EndVrStereoMode"); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
extern fn VrStereoConfig load_vr_stereo_config(VrDeviceInfo device) @extern("LoadVrStereoConfig"); // Load VR stereo config for VR simulator device parameters
extern fn void unload_vr_stereo_config(VrStereoConfig config) @extern("UnloadVrStereoConfig"); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
extern fn Shader load_shader(char* vsFileName, char* fsFileName) @extern("LoadShader"); // Load shader from files and bind default locations
extern fn Shader load_shader_from_memory(char* vsCode, char* fsCode) @extern("LoadShaderFromMemory"); // Load shader from code strings and bind default locations
extern fn bool is_shader_ready(Shader shader) @extern("IsShaderReady"); // Check if a shader is ready
extern fn int get_shader_location(Shader shader, char* uniformName) @extern("GetShaderLocation"); // Get shader uniform location
extern fn int get_shader_location_attrib(Shader shader, char *attribName) @extern("GetShaderLocationAttrib"); // Get shader attribute location
extern fn void set_shader_value(Shader shader, ShaderLocationIndex locIndex, void *value, ShaderUniformDataType uniformType) @extern("SetShaderValue"); // Set shader uniform value
extern fn void set_shader_value_v(Shader shader, ShaderLocationIndex locIndex, void *value, ShaderUniformDataType uniformType, int count) @extern("SetShaderValueV"); // Set shader uniform value vector
extern fn void set_shader_value_matrix(Shader shader, ShaderLocationIndex locIndex, Matrix mat) @extern("SetShaderValueMatrix"); // Set shader uniform value (matrix 4x4)
extern fn void set_shader_value_texture(Shader shader, ShaderLocationIndex locIndex, Texture2D texture) @extern("SetShaderValueTexture"); // Set shader uniform value for texture (sampler2d)
extern fn void unload_shader(Shader shader) @extern("UnloadShader"); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
extern fn Ray get_mouse_ray(Vector2 mousePosition, Camera camera) @extern("GetMouseRay"); // Get a ray trace from mouse position
extern fn Matrix get_camera_matrix(Camera camera) @extern("GetCameraMatrix"); // Get camera transform matrix (view matrix)
extern fn Matrix get_camera_matrix_2d(Camera2D camera) @extern("GetCameraMatrix2D"); // Get camera 2d transform matrix
extern fn Vector2 get_world_to_screen(Vector3 position, Camera camera) @extern("GetWorldToScreen"); // Get the screen space position for a 3d world space position
extern fn Vector2 get_screen_to_world_2d(Vector2 position, Camera2D camera) @extern("GetScreenToWorld2D"); // Get the world space position for a 2d camera screen space position
extern fn Vector2 get_world_to_screen_ex(Vector3 position, Camera camera, int width, int height) @extern("GetWorldToScreenEx"); // Get size position for a 3d world space position
extern fn Vector2 get_world_to_screen_2d(Vector2 position, Camera2D camera) @extern("GetWorldToScreen2D"); // Get the screen space position for a 2d camera world space position
// Timing-related functions
extern fn void set_target_fps(int fps) @extern("SetTargetFPS"); // Set target FPS (maximum)
extern fn float get_frame_time() @extern("GetFrameTime"); // Get time in seconds for last frame drawn (delta time)
extern fn double get_time() @extern("GetTime"); // Get elapsed time in seconds since InitWindow()
extern fn int get_fps() @extern("GetFPS"); // Get current FPS
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
extern fn void swap_screen_buffer() @extern("SwapScreenBuffer"); // Swap back buffer with front buffer (screen drawing)
extern fn void poll_input_events() @extern("PollInputEvents"); // Register all input events
extern fn void wait_time(double seconds) @extern("WaitTime"); // Wait for some time (halt program execution)
// Random values generation functions
extern fn void set_random_seed(uint seed) @extern("SetRandomSeed"); // Set the seed for the random number generator
extern fn int get_random_value(int min, int max) @extern("GetRandomValue"); // Get a random value between min and max (both included)
extern fn int *load_random_sequence(uint count, int min, int max) @extern("LoadRandomSequence"); // Load random values sequence, no values repeated
extern fn void unload_random_sequence(int *sequence) @extern("UnloadRandomSequence"); // Unload random values sequence
// Misc. functions
extern fn void take_screenshot(char *fileName) @extern("TakeScreenshot"); // Takes a screenshot of current screen (filename extension defines format)
extern fn void set_config_flags(ConfigFlags flags) @extern("SetConfigFlags"); // Setup init configuration flags (view FLAGS)
extern fn void open_url(char *url) @extern("OpenURL"); // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
extern fn void trace_log(TraceLogLevel logLevel, char *text, ...) @extern("TraceLog"); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
extern fn void set_trace_log_level(TraceLogLevel logLevel) @extern("SetTraceLogLevel"); // Set the current threshold (minimum) log level
extern fn void *mem_alloc(uint size) @extern("MemAlloc"); // Internal memory allocator
extern fn void *mem_realloc(void *ptr, uint size) @extern("MemRealloc"); // Internal memory reallocator
extern fn void mem_free(void *ptr) @extern("MemFree"); // Internal memory free
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
extern fn void set_trace_log_callback(TraceLogCallback callback) @extern("SetTraceLogCallback"); // Set custom trace log
extern fn void set_load_file_data_callback(LoadFileDataCallback callback) @extern("SetLoadFileDataCallback"); // Set custom file binary data loader
extern fn void set_save_file_data_callback(SaveFileDataCallback callback) @extern("SetSaveFileDataCallback"); // Set custom file binary data saver
extern fn void set_load_file_text_callback(LoadFileTextCallback callback) @extern("SetLoadFileTextCallback"); // Set custom file text data loader
extern fn void set_save_file_text_callback(SaveFileTextCallback callback) @extern("SetSaveFileTextCallback"); // Set custom file text data saver
// Files management functions
extern fn char *load_file_data(char *fileName, int *dataSize) @extern("LoadFileData"); // Load file data as byte array (read)
extern fn void unload_file_data(char *data) @extern("UnloadFileData"); // Unload file data allocated by LoadFileData()
extern fn bool save_file_data(char *fileName, void *data, int dataSize) @extern("SaveFileData"); // Save data to file from byte array (write), returns true on success
extern fn bool export_data_as_code(char *data, int dataSize, char *fileName) @extern("ExportDataAsCode"); // Export data to code (.h), returns true on success
extern fn char *load_file_text(char *fileName) @extern("LoadFileText"); // Load text data from file (read), returns a '\0' terminated string
extern fn void unload_file_text(char *text) @extern("UnloadFileText"); // Unload file text data allocated by LoadFileText()
extern fn bool save_file_text(char *fileName, char *text) @extern("SaveFileText"); // Save text data to file (write), string must be '\0' terminated, returns true on success
//------------------------------------------------------------------
// File system functions
extern fn bool file_exists(char *fileName) @extern("FileExists"); // Check if file exists
extern fn bool directory_exists(char *dirPath) @extern("DirectoryExists"); // Check if a directory path exists
extern fn bool is_file_extension(char *fileName, char *ext) @extern("IsFileExtension"); // Check file extension (including point: .png, .wav)
extern fn int get_file_length(char *fileName) @extern("GetFileLength"); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
extern fn char *get_file_extension(char *fileName) @extern("GetFileExtension"); // Get pointer to extension for a filename string (includes dot: '.png')
extern fn char *get_file_name(char *filePath) @extern("GetFileName"); // Get pointer to filename for a path string
extern fn char *get_file_name_without_ext(char *filePath) @extern("GetFileNameWithoutExt"); // Get filename string without extension (uses static string)
extern fn char *get_directory_path(char *filePath) @extern("GetDirectoryPath"); // Get full path for a given fileName with path (uses static string)
extern fn char *get_prev_directory_path(char *dirPath) @extern("GetPrevDirectoryPath"); // Get previous directory path for a given path (uses static string)
extern fn char *get_working_directory() @extern("GetWorkingDirectory"); // Get current working directory (uses static string)
extern fn char *get_application_directory() @extern("GetApplicationDirectory"); // Get the directory of the running application (uses static string)
extern fn bool change_directory(char *dir) @extern("ChangeDirectory"); // Change working directory, return true on success
extern fn bool is_path_file(char *path) @extern("IsPathFile"); // Check if a given path is a file or a directory
extern fn FilePathList load_directory_files(char *dirPath) @extern("LoadDirectoryFiles"); // Load directory filepaths
extern fn FilePathList load_directory_files_ex(char *basePath, char *filter, bool scanSubdirs) @extern("LoadDirectoryFilesEx"); // Load directory filepaths with extension filtering and recursive directory scan
extern fn void unload_directory_files(FilePathList files) @extern("UnloadDirectoryFiles"); // Unload filepaths
extern fn bool is_file_dropped() @extern("IsFileDropped"); // Check if a file has been dropped into window
extern fn FilePathList load_dropped_files() @extern("LoadDroppedFiles"); // Load dropped filepaths
extern fn void unload_dropped_files(FilePathList files) @extern("UnloadDroppedFiles"); // Unload dropped filepaths
extern fn long get_file_mod_time(char *fileName) @extern("GetFileModTime"); // Get file modification time (last write time)
// Compression/Encoding functionality
extern fn char *compress_data(char *data, int dataSize, int *compDataSize) @extern("CompressData"); // Compress data (DEFLATE algorithm), memory must be MemFree()
extern fn char *decompress_data(char *compData, int compDataSize, int *dataSize) @extern("DecompressData"); // Decompress data (DEFLATE algorithm), memory must be MemFree()
extern fn char *encode_data_base64(char *data, int dataSize, int *outputSize) @extern("EncodeDataBase64"); // Encode data to Base64 string, memory must be MemFree()
extern fn char *decode_data_base64(char *data, int *outputSize) @extern("DecodeDataBase64"); // Decode Base64 string data, memory must be MemFree()
// Automation events functionality
extern fn AutomationEventList load_automation_event_list(char *fileName) @extern("LoadAutomationEventList"); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
extern fn void unload_automation_event_list(AutomationEventList *list) @extern("UnloadAutomationEventList"); // Unload automation events list from file
extern fn bool export_automation_event_list(AutomationEventList list, char *fileName) @extern("ExportAutomationEventList"); // Export automation events list as text file
extern fn void set_automation_event_list(AutomationEventList *list) @extern("SetAutomationEventList"); // Set automation event list to record to
extern fn void set_automation_event_base_frame(int frame) @extern("SetAutomationEventBaseFrame"); // Set automation event internal base frame to start recording
extern fn void start_automation_event_recording() @extern("StartAutomationEventRecording"); // Start recording automation events (AutomationEventList must be set)
extern fn void stop_automation_event_recording() @extern("StopAutomationEventRecording"); // Stop recording automation events
extern fn void play_automation_event(AutomationEvent event) @extern("PlayAutomationEvent"); // Play a recorded automation event
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
extern fn bool is_key_pressed(KeyboardKey key) @extern("IsKeyPressed"); // Check if a key has been pressed once
extern fn bool is_key_pressed_repeat(KeyboardKey key) @extern("IsKeyPressedRepeat"); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
extern fn bool is_key_down(KeyboardKey key) @extern("IsKeyDown"); // Check if a key is being pressed
extern fn bool is_key_released(KeyboardKey key) @extern("IsKeyReleased"); // Check if a key has been released once
extern fn bool is_key_up(KeyboardKey key) @extern("IsKeyUp"); // Check if a key is NOT being pressed
extern fn int get_key_pressed() @extern("GetKeyPressed"); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
extern fn int get_char_pressed() @extern("GetCharPressed"); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
extern fn void set_exit_key(KeyboardKey key) @extern("SetExitKey"); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
extern fn bool is_gamepad_available(int gamepad) @extern("IsGamepadAvailable"); // Check if a gamepad is available
extern fn char *get_gamepad_name(int gamepad) @extern("GetGamepadName"); // Get gamepad internal name id
extern fn bool is_gamepad_button_pressed(int gamepad, GamepadButton button) @extern("IsGamepadButtonPressed"); // Check if a gamepad button has been pressed once
extern fn bool is_gamepad_button_down(int gamepad, GamepadButton button) @extern("IsGamepadButtonDown"); // Check if a gamepad button is being pressed
extern fn bool is_gamepad_button_released(int gamepad, GamepadButton button) @extern("IsGamepadButtonReleased"); // Check if a gamepad button has been released once
extern fn bool is_gamepad_button_up(int gamepad, GamepadButton button) @extern("IsGamepadButtonUp"); // Check if a gamepad button is NOT being pressed
extern fn int get_gamepad_button_pressed() @extern("GetGamepadButtonPressed"); // Get the last gamepad button pressed
extern fn int get_gamepad_axis_count(int gamepad) @extern("GetGamepadAxisCount"); // Get gamepad axis count for a gamepad
extern fn float get_gamepad_axis_movement(int gamepad, GamepadAxis axis) @extern("GetGamepadAxisMovement"); // Get axis movement value for a gamepad axis
extern fn int set_gamepad_mappings(char *mappings) @extern("SetGamepadMappings"); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
extern fn bool is_mouse_button_pressed(MouseButton button) @extern("IsMouseButtonPressed"); // Check if a mouse button has been pressed once
extern fn bool is_mouse_button_down(MouseButton button) @extern("IsMouseButtonDown"); // Check if a mouse button is being pressed
extern fn bool is_mouse_button_released(MouseButton button) @extern("IsMouseButtonReleased"); // Check if a mouse button has been released once
extern fn bool is_mouse_button_up(MouseButton button) @extern("IsMouseButtonUp"); // Check if a mouse button is NOT being pressed
extern fn int get_mouse_x() @extern("GetMouseX"); // Get mouse position X
extern fn int get_mouse_y() @extern("GetMouseY"); // Get mouse position Y
extern fn Vector2 get_mouse_position() @extern("GetMousePosition"); // Get mouse position XY
extern fn Vector2 get_mouse_delta() @extern("GetMouseDelta"); // Get mouse delta between frames
extern fn void set_mouse_position(int x, int y) @extern("SetMousePosition"); // Set mouse position XY
extern fn void set_mouse_offset(int offsetX, int offsetY) @extern("SetMouseOffset"); // Set mouse offset
extern fn void set_mouse_scale(float scaleX, float scaleY) @extern("SetMouseScale"); // Set mouse scaling
extern fn float get_mouse_wheel_move() @extern("GetMouseWheelMove"); // Get mouse wheel movement for X or Y, whichever is larger
extern fn Vector2 get_mouse_wheel_move_v() @extern("GetMouseWheelMoveV"); // Get mouse wheel movement for both X and Y
extern fn void set_mouse_cursor(MouseCursor cursor) @extern("SetMouseCursor"); // Set mouse cursor
// Input-related functions: touch
extern fn int get_touch_x() @extern("GetTouchX"); // Get touch position X for touch point 0 (relative to screen size)
extern fn int get_touch_y() @extern("GetTouchY"); // Get touch position Y for touch point 0 (relative to screen size)
extern fn Vector2 get_touch_position(int index) @extern("GetTouchPosition"); // Get touch position XY for a touch point index (relative to screen size)
extern fn int get_touch_point_id(int index) @extern("GetTouchPointId"); // Get touch point identifier for given index
extern fn int get_touch_point_count() @extern("GetTouchPointCount"); // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
extern fn void set_gestures_enabled(uint flags) @extern("SetGesturesEnabled"); // Enable a set of gestures using flags
extern fn bool is_gesture_detected(Gesture gesture) @extern("IsGestureDetected"); // Check if a gesture have been detected
extern fn int get_gesture_detected() @extern("GetGestureDetected"); // Get latest detected gesture
extern fn float get_gesture_hold_duration() @extern("GetGestureHoldDuration"); // Get gesture hold time in milliseconds
extern fn Vector2 get_gesture_drag_vector() @extern("GetGestureDragVector"); // Get gesture drag vector
extern fn float get_gesture_drag_angle() @extern("GetGestureDragAngle"); // Get gesture drag angle
extern fn Vector2 get_gesture_pinch_vector() @extern("GetGesturePinchVector"); // Get gesture pinch delta
extern fn float get_gesture_pinch_angle() @extern("GetGesturePinchAngle"); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
extern fn void update_camera(Camera *camera, CameraMode mode) @extern("UpdateCamera"); // Update camera position for selected mode
extern fn void update_camera_pro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom) @extern("UpdateCameraPro"); // Update camera movement/rotation
extern fn void camera_yaw(Camera *camera, float angle, bool rotateAroundTarget) @extern("CameraYaw");
extern fn void camera_pitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp) @extern("CameraPitch");
///////////////////M O D U L E : R S H A P E S ///////////////////////////////////////
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
extern fn void set_shapes_texture(Texture2D texture, Rectangle source) @extern("SetShapesTexture"); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
extern fn void draw_pixel(int posX, int posY, Color color) @extern("DrawPixel"); // Draw a pixel
extern fn void draw_pixel_v(Vector2 position, Color color) @extern("DrawPixelV"); // Draw a pixel (Vector version)
extern fn void draw_line(int startPosX, int startPosY, int endPosX, int endPosY, Color color) @extern("DrawLine"); // Draw a line
extern fn void draw_line_v(Vector2 startPos, Vector2 endPos, Color color) @extern("DrawLineV"); // Draw a line (using gl lines)
extern fn void draw_line_ex(Vector2 startPos, Vector2 endPos, float thick, Color color) @extern("DrawLineEx"); // Draw a line (using triangles/quads)
extern fn void draw_line_strip(Vector2 *points, int pointCount, Color color) @extern("DrawLineStrip"); // Draw lines sequence (using gl lines)
extern fn void draw_line_bezier(Vector2 startPos, Vector2 endPos, float thick, Color color) @extern("DrawLineBezier"); // Draw line segment cubic-bezier in-out interpolation
extern fn void draw_circle(int centerX, int centerY, float radius, Color color) @extern("DrawCircle"); // Draw a color-filled circle
extern fn void draw_circle_sector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) @extern("DrawCircleSector"); // Draw a piece of a circle
extern fn void draw_circle_sector_lines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) @extern("DrawCircleSectorLines"); // Draw circle sector outline
extern fn void draw_circle_gradient(int centerX, int centerY, float radius, Color color1, Color color2) @extern("DrawCircleGradient"); // Draw a gradient-filled circle
extern fn void draw_circle_v(Vector2 center, float radius, Color color) @extern("DrawCircleV"); // Draw a color-filled circle (Vector version)
extern fn void draw_circle_lines(int centerX, int centerY, float radius, Color color) @extern("DrawCircleLines"); // Draw circle outline
extern fn void draw_circle_lines_v(Vector2 center, float radius, Color color) @extern("DrawCircleLinesV"); // Draw circle outline (Vector version)
extern fn void draw_ellipse(int centerX, int centerY, float radiusH, float radiusV, Color color) @extern("DrawEllipse"); // Draw ellipse
extern fn void draw_ellipse_lines(int centerX, int centerY, float radiusH, float radiusV, Color color) @extern("DrawEllipseLines"); // Draw ellipse outline
extern fn void draw_ring(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) @extern("DrawRing"); // Draw ring
extern fn void draw_ring_lines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) @extern("DrawRingLines"); // Draw ring outline
extern fn void draw_rectangle(int posX, int posY, int width, int height, Color color) @extern("DrawRectangle"); // Draw a color-filled rectangle
extern fn void draw_rectangle_v(Vector2 position, Vector2 size, Color color) @extern("DrawRectangleV"); // Draw a color-filled rectangle (Vector version)
extern fn void draw_rectangle_rec(Rectangle rec, Color color); // Draw a color-filled rectangle
extern fn void draw_rectangle_pro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
extern fn void draw_rectangle_gradient_V(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
extern fn void draw_rectangle_gradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
extern fn void draw_rectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
extern fn void draw_rectangle_lines(int posX, int posY, int width, int height, Color color) @extern("DrawRectangleLines"); // Draw rectangle outline
extern fn void draw_rectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
extern fn void draw_rectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
extern fn void draw_rectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
extern fn void draw_triangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
extern fn void draw_triangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
extern fn void draw_triangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
extern fn void draw_triangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
extern fn void draw_poly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
extern fn void draw_polyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
extern fn void draw_polyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
extern fn void draw_spline_linear(Vector2* points, int pointCount, float thick, Color color) @extern("DrawSplineLinear");
extern fn void draw_spline_basis(Vector2* points, int pointCount, float thick, Color color) @extern("DrawSplineBasis");
extern fn void draw_spline_catmull_rom(Vector2* points, int pointCount, float thick, Color color) @extern("DrawSplineCatmullRom");
extern fn void draw_spline_bezier_quadratic(Vector2* points, int pointCount, float thick, Color color) @extern("DrawSplineBezierQuadratic");
extern fn void draw_spline_bezier_cubic(Vector2* points, int pointCount, float thick, Color color) @extern("DrawSplineBezierCubic");
extern fn void draw_spline_segment_linear(Vector2 p1, Vector2 p2, float thick, Color color) @extern("DrawSplineSegmentLinear");
extern fn void draw_spline_segment_basis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) @extern("DrawSplineSegmentBasis");
extern fn void draw_spline_segment_catmull_rom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) @extern("DrawSplineSegmentCatmullRom");
extern fn void draw_spline_segment_bezier_quadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color) @extern("DrawSplineSegmentBezierQuadratic");
extern fn void draw_spline_segment_bezier_cubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color) @extern("DrawSplineSegmentBezierCubic");
// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
extern fn Vector2 get_spline_point_linear(Vector2 startPos, Vector2 endPos, float t) @extern("GetSplinePointLinear");
extern fn Vector2 get_spline_point_basis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) @extern("GetSplinePointBasis");
extern fn Vector2 get_spline_point_catmull_rom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) @extern("GetSplinePointCatmullRom");
extern fn Vector2 get_spline_point_bezier_quad(Vector2 p1, Vector2 c2, Vector2 p3, float t) @extern("GetSplinePointBezierQuad");
extern fn Vector2 get_spline_point_bezier_cubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t) @extern("GetSplinePointBezierCubic");
// Basic shapes collision detection functions
extern fn bool check_collision_recs(Rectangle rec1, Rectangle rec2) @extern("CheckCollisionRecs");
extern fn bool check_collision_circles(Vector2 center1, float radius1, Vector2 center2, float radius2) @extern("CheckCollisionCircles");
extern fn bool check_collision_circle_rec(Vector2 center, float radius, Rectangle rec) @extern("CheckCollisionCircleRec");
extern fn bool check_collision_point_rec(Vector2 point, Rectangle rec) @extern("CheckCollisionPointRec");
extern fn bool check_collision_point_circle(Vector2 point, Vector2 center, float radius) @extern("CheckCollisionPointCircle");
extern fn bool check_collision_point_triangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) @extern("CheckCollisionPointTriangle");
extern fn bool check_collision_point_poly(Vector2 point, Vector2 *points, int pointCount) @extern("CheckCollisionPointPoly");
extern fn bool check_collision_lines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) @extern("CheckCollisionLines");
extern fn bool check_collision_point_line(Vector2 point, Vector2 p1, Vector2 p2, int threshold) @extern("CheckCollisionPointLine");
extern fn Rectangle get_collision_rec(Rectangle rec1, Rectangle rec2) @extern("GetCollisionRec"); // Get collision rectangle for two rectangles collision
/////////////////////M O D U L E : R T E X T U R E S ///////////////////////////////////////
// Image loading functions
// NOTE: These functions do not require GPU access
extern fn Image load_image(char *fileName) @extern("LoadImage");
extern fn Image load_image_raw(char *fileName, int width, int height, int format, int headerSize) @extern("LoadImageRaw");
extern fn Image load_image_svg(char *fileNameOrString, int width, int height) @extern("LoadImageSvg");
extern fn Image load_image_anim(char *fileName, int *frames) @extern("LoadImageAnim");
extern fn Image load_image_from_memory(char *fileType, char *fileData, int dataSize) @extern("LoadImageFromMemory");
extern fn Image load_image_from_texture(Texture2D texture) @extern("LoadImageFromTexture");
extern fn Image load_image_from_screen() @extern("LoadImageFromScreen");
extern fn bool is_image_ready(Image image) @extern("IsImageReady");
extern fn void unload_image(Image image) @extern("UnloadImage");
extern fn bool export_image(Image image, char *fileName) @extern("ExportImage");
extern fn char *export_image_to_memory(Image image, char *fileType, int *fileSize) @extern("ExportImageToMemory");
extern fn bool export_image_as_code(Image image, char *fileName) @extern("ExportImageAsCode");
// Image generation functions
extern fn Image gen_image_color(int width, int height, Color color) @extern("GenImageColor");
extern fn Image gen_image_gradient_linear(int width, int height, int direction, Color start, Color end) @extern("GenImageGradientLinear");
extern fn Image gen_image_gradient_radial(int width, int height, float density, Color inner, Color outer) @extern("GenImageGradientRadial");
extern fn Image gen_image_gradient_square(int width, int height, float density, Color inner, Color outer) @extern("GenImageGradientSquare");
extern fn Image gen_image_checked(int width, int height, int checksX, int checksY, Color col1, Color col2) @extern("GenImageChecked");
extern fn Image gen_image_white_noise(int width, int height, float factor) @extern("GenImageWhiteNoise");
extern fn Image gen_image_perlin_noise(int width, int height, int offsetX, int offsetY, float scale) @extern("GenImagePerlinNoise");
extern fn Image gen_image_cellular(int width, int height, int tileSize) @extern("GenImageCellular");
extern fn Image gen_image_text(int width, int height, char *text) @extern("GenImageText");
// Image manipulation functions
extern fn Image image_copy(Image image) @extern("ImageCopy");
extern fn Image image_from_image(Image image, Rectangle rec) @extern("ImageFromImage");
extern fn Image image_text(char *text, int fontSize, Color color) @extern("ImageText");
extern fn Image image_text_ex(Font font, char *text, float fontSize, float spacing, Color tint) @extern("ImageTextEx");
extern fn void image_format(Image *image, int newFormat) @extern("ImageFormat");
extern fn void image_to_pot(Image *image, Color fill) @extern("ImageToPOT");
extern fn void image_crop(Image *image, Rectangle crop) @extern("ImageCrop");
extern fn void image_alpha_crop(Image *image, float threshold) @extern("ImageAlphaCrop");
extern fn void image_alpha_clear(Image *image, Color color, float threshold) @extern("ImageAlphaClear");
extern fn void image_alpha_mask(Image *image, Image alphaMask) @extern("ImageAlphaMask");
extern fn void image_alpha_premultiply(Image *image) @extern("ImageAlphaPremultiply");
extern fn void image_blur_gaussian(Image *image, int blurSize) @extern("ImageBlurGaussian");
extern fn void image_resize(Image *image, int newWidth, int newHeight) @extern("ImageResize");
extern fn void image_resize_nn(Image *image, int newWidth, int newHeight) @extern("ImageResizeNN");
extern fn void image_resize_canvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill) @extern("ImageResizeCanvas");
extern fn void image_mipmaps(Image *image) @extern("ImageMipmaps");
extern fn void image_dither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp) @extern("ImageDither");
extern fn void image_flip_vertical(Image *image) @extern("ImageFlipVertical");
extern fn void image_flip_horizontal(Image *image) @extern("ImageFlipHorizontal");
extern fn void image_rotate(Image *image, int degrees) @extern("ImageRotate");
extern fn void image_rotate_cw(Image *image) @extern("ImageRotateCW");
extern fn void image_rotate_ccw(Image *image) @extern("ImageRotateCCW");
extern fn void image_color_tint(Image *image, Color color) @extern("ImageColorTint");
extern fn void image_color_invert(Image *image) @extern("ImageColorInvert");
extern fn void image_color_grayscale(Image *image) @extern("ImageColorGrayscale");
extern fn void image_color_contrast(Image *image, float contrast) @extern("ImageColorContrast");
extern fn void image_color_brightness(Image *image, int brightness) @extern("ImageColorBrightness");
extern fn void image_color_replace(Image *image, Color color, Color replace) @extern("ImageColorReplace");
extern fn Color *load_image_colors(Image image) @extern("LoadImageColors");
extern fn Color *load_image_palette(Image image, int maxPaletteSize, int *colorCount) @extern("LoadImagePalette");
extern fn void unload_image_colors(Color *colors) @extern("UnloadImageColors");
extern fn void unload_image_palette(Color *colors) @extern("UnloadImagePalette");
extern fn Rectangle get_image_alpha_border(Image image, float threshold) @extern("GetImageAlphaBorder");
extern fn Color get_image_color(Image image, int x, int y) @extern("GetImageColor");
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
extern fn void image_clear_background(Image *dst, Color color) @extern("ImageClearBackground");
extern fn void image_draw_pixel(Image *dst, int posX, int posY, Color color) @extern("ImageDrawPixel");
extern fn void image_draw_pixel_v(Image *dst, Vector2 position, Color color) @extern("ImageDrawPixelV");
extern fn void image_draw_line(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color) @extern("ImageDrawLine");
extern fn void image_draw_line_v(Image *dst, Vector2 start, Vector2 end, Color color) @extern("ImageDrawLineV");
extern fn void image_draw_circle(Image *dst, int centerX, int centerY, int radius, Color color) @extern("ImageDrawCircle");
extern fn void image_draw_circle_v(Image *dst, Vector2 center, int radius, Color color) @extern("ImageDrawCircleV");
extern fn void image_draw_circle_lines(Image *dst, int centerX, int centerY, int radius, Color color) @extern("ImageDrawCircleLines");
extern fn void image_draw_circle_lines_v(Image *dst, Vector2 center, int radius, Color color) @extern("ImageDrawCircleLinesV");
extern fn void image_draw_rectangle(Image *dst, int posX, int posY, int width, int height, Color color) @extern("ImageDrawRectangle");
extern fn void image_draw_rectangle_v(Image *dst, Vector2 position, Vector2 size, Color color) @extern("ImageDrawRectangleV");
extern fn void image_draw_rectangle_rec(Image *dst, Rectangle rec, Color color) @extern("ImageDrawRectangleRec");
extern fn void image_draw_rectangle_lines(Image *dst, Rectangle rec, int thick, Color color) @extern("ImageDrawRectangleLines");
extern fn void image_draw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint) @extern("ImageDraw");
extern fn void image_draw_text(Image *dst, char *text, int posX, int posY, int fontSize, Color color) @extern("ImageDrawText");
extern fn void image_draw_text_ex(Image *dst, Font font, char *text, Vector2 position, float fontSize, float spacing, Color tint) @extern("ImageDrawTextEx");
// Texture loading functions
// NOTE: These functions require GPU access
extern fn Texture2D load_texture(char *fileName) @extern("LoadTexture");
extern fn Texture2D load_texture_from_image(Image image) @extern("LoadTextureFromImage");
extern fn TextureCubemap load_texture_cubemap(Image image, CubemapLayout layout) @extern("LoadTextureCubemap");
extern fn RenderTexture2D load_render_texture(int width, int height) @extern("LoadRenderTexture");
extern fn bool is_texture_ready(Texture2D texture) @extern("IsTextureReady");
extern fn void unload_texture(Texture2D texture) @extern("UnloadTexture");
extern fn void unload_render_texture(RenderTexture2D target) @extern("UnloadRenderTexture");
extern fn Color *load_texture_colors(Texture2D texture) @extern("LoadTextureColors");
extern fn Color *load_texture_palette(Texture2D texture, int maxPaletteSize, int *colorCount) @extern("LoadTexturePalette");
extern fn void unload_texture_colors(Color *colors) @extern("UnloadTextureColors");
extern fn void unload_texture_palette(Color *colors) @extern("UnloadTexturePalette");
extern fn void update_texture(Texture2D texture, void *pixels) @extern("UpdateTexture");
extern fn void update_texture_rec(Texture2D texture, Rectangle rec, void *pixels) @extern("UpdateTextureRec");
// Texture configuration functions
extern fn Image gen_texture_mipmaps(Texture2D *texture) @extern("GenTextureMipmaps");
extern fn void set_texture_filter(Texture2D texture, TextureFilter filter) @extern("SetTextureFilter");
extern fn void set_texture_wrap(Texture2D texture, TextureWrap wrap) @extern("SetTextureWrap");
// Texture drawing functions
extern fn void draw_texture(Texture2D texture, int posX, int posY, Color tint) @extern("DrawTexture");
extern fn void draw_texture_v(Texture2D texture, Vector2 position, Color tint) @extern("DrawTextureV");
extern fn void draw_texture_ex(Texture2D texture, Vector2 position, float rotation, float scale, Color tint) @extern("DrawTextureEx");
extern fn void draw_texture_rec(Texture2D texture, Rectangle source, Vector2 position, Color tint) @extern("DrawTextureRec");
extern fn void draw_texture_pro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint) @extern("DrawTexturePro");
extern fn void draw_texture_npatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint) @extern("DrawTextureNPatch");
// Color/pixel related functions
extern fn Color fade(Color color, float alpha) @extern("Fade"); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
extern fn int color_to_int(Color color) @extern("ColorToInt"); // Get hexadecimal value for a Color
extern fn Vector4 color_normalize(Color color) @extern("ColorNormalize"); // Get Color normalized as float [0..1]
extern fn Color color_from_normalized(Vector4 normalized) @extern("ColorFromNormalized"); // Get Color from normalized values [0..1]
extern fn Vector3 color_to_hsv(Color color) @extern("ColorToHSV"); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
extern fn Color color_from_hsv(float hue, float saturation, float value) @extern("ColorFromHSV"); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
extern fn Color color_tint(Color color, Color tint) @extern("ColorTint"); // Get color multiplied with another color
extern fn Color color_brightness(Color color, float factor) @extern("Fade"); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
extern fn Color color_contrast(Color color, float contrast) @extern("ColorContrast"); // Get color with contrast correction, contrast values between -1.0f and 1.0f
extern fn Color color_alpha(Color color, float alpha) @extern("ColorAlpha"); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
extern fn Color color_alpha_blend(Color dst, Color src, Color tint) @extern("ColorAlphaBlend"); // Get src alpha-blended into dst color with tint
extern fn Color get_color(uint hexValue) @extern("GetColor"); // Get Color structure from hexadecimal value
extern fn Color get_pixel_color(void *srcPtr, int format) @extern("GetPixelColor"); // Get Color from a source pixel pointer of certain format
extern fn void set_pixel_color(void *dstPtr, Color color, int format) @extern("SetPixelColor"); // Set color formatted into destination pixel pointer
extern fn int get_pixel_data_size(int width, int height, int format) @extern("GetPixelDataSize"); // Get pixel data size in bytes for certain format
/////////////////////M O D U L E : R T E X T ///////////////////////////////////////
// Font loading/unloading functions
extern fn Font get_font_default() @extern("GetFontDefault"); // Get the default Font
extern fn Font load_font(char *fileName) @extern("LoadFont"); // Load font from file into GPU memory (VRAM)
extern fn Font load_font_ex(char *fileName, int fontSize, int *codepoints, int codepointCount) @extern("LoadFontEx"); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
extern fn Font load_font_from_image(Image image, Color key, int firstChar) @extern("LoadFontFromImage"); // Load font from Image (XNA style)
extern fn Font load_font_from_memory(char *fileType, ichar *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount) @extern("LoadFontFromMemory"); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
extern fn bool is_font_ready(Font font) @extern("IsFontReady"); // Check if a font is ready
extern fn GlyphInfo *load_font_data(ichar *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type) @extern("LoadFontData"); // Load font data for further use
extern fn Image gen_image_font_atlas(GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod) @extern("GenImageFontAtlas"); // Generate image font atlas using chars info
extern fn void unload_font_data(GlyphInfo *glyphs, int glyphCount) @extern("UnloadFontData"); // Unload font chars info data (RAM)
extern fn void unload_font(Font font) @extern("UnloadFont"); // Unload font from GPU memory (VRAM)
extern fn bool export_font_as_code(Font font, char *fileName) @extern("ExportFontAsCode"); // Export font as code file, returns true on success
// Text drawing functions
extern fn void draw_fps(int posX, int posY) @extern("DrawFPS"); // Draw current FPS
extern fn void draw_text(char *text, int posX, int posY, int fontSize, Color color) @extern("DrawText"); // Draw text (using default font)
extern fn void draw_text_ex(Font font, char *text, Vector2 position, float fontSize, float spacing, Color tint) @extern("DrawTextEx"); // Draw text using font and additional parameters
extern fn void draw_text_pro(Font font, char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint) @extern("DrawTextPro"); // Draw text using Font and pro parameters (rotation)
extern fn void draw_text_codepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint) @extern("DrawTextCodepoint"); // Draw one character (codepoint)
extern fn void draw_text_codepoints(Font font, int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint) @extern("DrawTextCodepoints"); // Draw multiple character (codepoint)
// Text font info functions
extern fn void set_text_line_spacing(int spacing) @extern("SetTextLineSpacing"); // Set vertical line spacing when drawing with line-breaks
extern fn int measure_text(char *text, int fontSize) @extern("MeasureText"); // Measure string width for default font
extern fn Vector2 measure_text_ex(Font font, char *text, float fontSize, float spacing) @extern("MeasureTextEx"); // Measure string size for Font
extern fn int get_glyph_index(Font font, int codepoint) @extern("GetGlyphIndex"); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
extern fn GlyphInfo get_glyph_info(Font font, int codepoint) @extern("GetGlyphInfo"); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
extern fn Rectangle get_glyph_atlas_rec(Font font, int codepoint) @extern("GetGlyphAtlasRec"); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
extern fn char *load_utf8(int *codepoints, int length) @extern("LoadUTF8"); // Load UTF-8 text encoded from codepoints array
extern fn void unload_utf8(char *text) @extern("UnloadUTF8"); // Unload UTF-8 text encoded from codepoints array
extern fn int *load_codepoints(char *text, int *count) @extern("LoadCodepoints"); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
extern fn void unload_codepoints(int *codepoints) @extern("UnloadCodepoints"); // Unload codepoints data from memory
extern fn int get_codepoint_count(char *text) @extern("GetCodepointCount"); // Get total number of codepoints in a UTF-8 encoded string
extern fn int get_codepoint(char *text, int *codepointSize) @extern("GetCodepoint"); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
extern fn int get_codepoint_next(char *text, int *codepointSize) @extern("GetCodepointNext"); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
extern fn int get_codepoint_previous(char *text, int *codepointSize) @extern("GetCodepointPrevious"); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
extern fn char *codepoint_to_utf8(int codepoint, int *utf8Size) @extern("CodepointToUTF8"); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
extern fn int text_copy(char *dst, char *src) @extern("TextCopy"); // Copy one string to another, returns bytes copied
extern fn bool text_is_equal(char *text1, char *text2) @extern("TextIsEqual"); // Check if two text string are equal
extern fn uint text_length(char *text) @extern("TextLength"); // Get text length, checks for '\0' ending
extern fn char *text_format(char *text, ...) @extern("TextFormat"); // Text formatting with variables (sprintf() style)
extern fn char *text_subtext(char *text, int position, int length) @extern("TextSubtext"); // Get a piece of a text string
extern fn char *text_replace(char *text, char *replace, char *by) @extern("TextReplace"); // Replace text string (WARNING: memory must be freed!)
extern fn char *text_insert(char *text, char *insert, int position) @extern("TextInsert"); // Insert text in a position (WARNING: memory must be freed!)
extern fn char *text_join(char **textList, int count, char *delimiter) @extern("TextJoin"); // Join text strings with delimiter
extern fn char **text_split(char *text, char delimiter, int *count) @extern("TextSplit"); // Split text into multiple strings
extern fn void text_append(char *text, char *append, int *position) @extern("TextAppend"); // Append text at specific position and move cursor!
extern fn int text_find_index(char *text, char *find) @extern("TextFindIndex"); // Find first text occurrence within a string
extern fn char *text_to_upper(char *text) @extern("TextToUpper"); // Get upper case version of provided string
extern fn char *text_to_lower(char *text) @extern("TextToLower"); // Get lower case version of provided string
extern fn char *text_to_pascal(char *text) @extern("TextToPascal"); // Get Pascal case notation version of provided string
extern fn int text_to_integer(char *text) @extern("TextToInteger"); // Get integer value from text (negative values not supported)
/////////////////////M O D U L E : R M O D E L S ///////////////////////////////////////
// Basic geometric 3D shapes drawing functions
extern fn void draw_line_3d(Vector3 startPos, Vector3 endPos, Color color) @extern("DrawLine3D");
extern fn void draw_point_3d(Vector3 position, Color color) @extern("DrawPoint3D");
extern fn void draw_circle_3d(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color) @extern("DrawCircle3D");
extern fn void draw_triangle_3d(Vector3 v1, Vector3 v2, Vector3 v3, Color color) @extern("DrawTriangle3D");
extern fn void draw_triangle_strip_3d(Vector3 *points, int pointCount, Color color) @extern("DrawTriangleStrip3D");
extern fn void draw_cube(Vector3 position, float width, float height, float length, Color color) @extern("DrawCube");
extern fn void draw_cube_v(Vector3 position, Vector3 size, Color color) @extern("DrawCubeV");
extern fn void draw_cube_wires(Vector3 position, float width, float height, float length, Color color) @extern("DrawCubeWires");
extern fn void draw_cube_wires_v(Vector3 position, Vector3 size, Color color) @extern("DrawCubeWiresV");
extern fn void draw_sphere(Vector3 centerPos, float radius, Color color) @extern("DrawSphere");
extern fn void draw_sphere_ex(Vector3 centerPos, float radius, int rings, int slices, Color color) @extern("DrawSphereEx");
extern fn void draw_sphere_wires(Vector3 centerPos, float radius, int rings, int slices, Color color) @extern("DrawSphereWires");
extern fn void draw_cylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) @extern("DrawCylinder");
extern fn void draw_cylinder_ex(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) @extern("DrawCylinderEx");
extern fn void draw_cylinder_wires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) @extern("DrawCylinderWires");
extern fn void draw_cylinder_wires_ex(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) @extern("DrawCylinderWiresEx");
extern fn void draw_capsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) @extern("DrawCapsule");
extern fn void draw_capsule_wires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color) @extern("DrawCapsuleWires");
extern fn void draw_plane(Vector3 centerPos, Vector2 size, Color color) @extern("DrawPlane");
extern fn void draw_ray(Ray ray, Color color) @extern("DrawRay");
extern fn void draw_grid(int slices, float spacing) @extern("DrawGrid");
// Model 3D Loading and Drawing Functions (Module: models)
// Model management functions
extern fn Model load_model(char *fileName) @extern("LoadModel");
extern fn Model load_model_from_mesh(Mesh mesh) @extern("LoadModelFromMesh");
extern fn bool is_model_ready(Model model) @extern("IsModelReady");
extern fn void unload_model(Model model) @extern("UnloadModel");
extern fn BoundingBox get_model_bounding_box(Model model) @extern("GetModelBoundingBox");
// Model drawing functions
extern fn void draw_model(Model model, Vector3 position, float scale, Color tint) @extern("DrawModel");
extern fn void draw_model_ex(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) @extern("DrawModelEx");
extern fn void draw_model_wires(Model model, Vector3 position, float scale, Color tint) @extern("DrawModelWires");
extern fn void draw_model_wires_ex(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) @extern("DrawModelWiresEx");
extern fn void draw_bounding_box(BoundingBox box, Color color) @extern("DrawBoundingBox");
extern fn void draw_billboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint) @extern("DrawBillboard");
extern fn void draw_billboard_rec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint) @extern("DrawBillboardRec");
extern fn void draw_billboard_pro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) @extern("DrawBillboardPro");
// Mesh management functions
extern fn void upload_mesh(Mesh *mesh, bool dynamic) @extern("UploadMesh");
extern fn void update_mesh_buffer(Mesh mesh, int index, void *data, int dataSize, int offset) @extern("UpdateMeshBuffer");
extern fn void unload_mesh(Mesh mesh) @extern("UnloadMesh");
extern fn void draw_mesh(Mesh mesh, Material material, Matrix transform) @extern("DrawMesh");
extern fn void draw_mesh_instanced(Mesh mesh, Material material, Matrix *transforms, int instances) @extern("DrawMeshInstanced");
extern fn bool export_mesh(Mesh mesh, char *fileName) @extern("ExportMesh");
extern fn BoundingBox get_mesh_bounding_box(Mesh mesh) @extern("GetMeshBoundingBox");
extern fn void gen_mesh_tangents(Mesh *mesh) @extern("GenMeshTangents");
// Mesh generation functions
extern fn Mesh gen_mesh_poly(int sides, float radius) @extern("GenMeshPoly");
extern fn Mesh gen_mesh_plane(float width, float length, int resX, int resZ) @extern("GenMeshPlane");
extern fn Mesh gen_mesh_cube(float width, float height, float length) @extern("GenMeshCube");
extern fn Mesh gen_mesh_sphere(float radius, int rings, int slices) @extern("GenMeshSphere");
extern fn Mesh gen_mesh_hemisphere(float radius, int rings, int slices) @extern("GenMeshHemiSphere");
extern fn Mesh gen_mesh_cylinder(float radius, float height, int slices) @extern("GenMeshCylinder");
extern fn Mesh gen_mesh_cone(float radius, float height, int slices) @extern("GenMeshCone");
extern fn Mesh gen_mesh_torus(float radius, float size, int radSeg, int sides) @extern("GenMeshTorus");
extern fn Mesh gen_mesh_knot(float radius, float size, int radSeg, int sides) @extern("GenMeshKnot");
extern fn Mesh gen_mesh_heightmap(Image heightmap, Vector3 size) @extern("GenMeshHeightmap");
extern fn Mesh gen_mesh_cubicmap(Image cubicmap, Vector3 cubeSize) @extern("GenMeshCubicmap");
// Material loading/unloading functions
extern fn Material *load_materials(char *fileName, int *materialCount) @extern("LoadMaterials");
extern fn Material load_material_default() @extern("LoadMaterialDefault");
extern fn bool is_material_ready(Material material) @extern("IsMaterialReady");
extern fn void unload_material(Material material) @extern("UnloadMaterial");
extern fn void set_material_texture(Material *material, int mapType, Texture2D texture) @extern("SetMaterialTexture");
extern fn void set_model_mesh_material(Model *model, int meshId, int materialId) @extern("SetModelMeshMaterial");
// Model animations loading/unloading functions
extern fn ModelAnimation *load_model_animations(char *fileName, int *animCount) @extern("LoadModelAnimations");
extern fn void update_model_animation(Model model, ModelAnimation anim, int frame) @extern("UpdateModelAnimation");
extern fn void unload_model_animation(ModelAnimation anim) @extern("UnloadModelAnimation");
extern fn void unload_model_animations(ModelAnimation *animations, int animCount) @extern("UnloadModelAnimations");
extern fn bool is_model_animation_valid(Model model, ModelAnimation anim) @extern("IsModelAnimationValid");
// Collision detection functions
extern fn bool check_collision_spheres(Vector3 center1, float radius1, Vector3 center2, float radius2) @extern("CheckCollisionSpheres");
extern fn bool check_collision_boxes(BoundingBox box1, BoundingBox box2) @extern("CheckCollisionBoxes");
extern fn bool check_collision_box_sphere(BoundingBox box, Vector3 center, float radius) @extern("CheckCollisionBoxSphere");
extern fn RayCollision get_ray_collision_sphere(Ray ray, Vector3 center, float radius) @extern("GetRayCollisionSphere");
extern fn RayCollision get_ray_collision_box(Ray ray, BoundingBox box) @extern("GetRayCollisionBox");
extern fn RayCollision get_ray_collision_mesh(Ray ray, Mesh mesh, Matrix transform) @extern("GetRayCollisionMesh");
extern fn RayCollision get_ray_collision_triangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) @extern("GetRayCollisionTriangle");
extern fn RayCollision get_ray_collision_quad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) @extern("GetRayCollisionQuad");
/////////////////////M O D U L E : R A U D I O ///////////////////////////////////////
// Audio device management functions
def AudioCallback = fn void (void *bufferData, uint frames);
extern fn void init_audio_device() @extern("InitAudioDevice"); // Initialize audio device and context
extern fn void close_audio_device() @extern("CloseAudioDevice"); // Close the audio device and context
extern fn bool is_audio_device_ready() @extern("IsAudioDeviceReady"); // Check if audio device has been initialized successfully
extern fn void set_master_volume(float volume) @extern("SetMasterVolume"); // Set master volume (listener)
extern fn float get_master_volume() @extern("GetMasterVolume"); // Get master volume (listener)
// Wave/Sound loading/unloading functions
extern fn Wave load_wave(char *fileName) @extern("LoadWave"); // Load wave data from file
extern fn Wave load_wave_from_memory(char *fileType, char *fileData, int dataSize) @extern("LoadWaveFromMemory"); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
extern fn bool is_wave_ready(Wave wave) @extern("IsWaveReady"); // Checks if wave data is ready
extern fn Sound load_sound(char *fileName) @extern("LoadSound"); // Load sound from file
extern fn Sound load_sound_from_wave(Wave wave) @extern("LoadSoundFromWave"); // Load sound from wave data
extern fn Sound load_sound_alias(Sound source) @extern("LoadSoundAlias"); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
extern fn bool is_sound_ready(Sound sound) @extern("IsSoundReady"); // Checks if a sound is ready
extern fn void update_sound(Sound sound, void *data, int sampleCount) @extern("UpdateSound"); // Update sound buffer with new data
extern fn void unload_wave(Wave wave) @extern("UnloadWave"); // Unload wave data
extern fn void unload_sound(Sound sound) @extern("UnloadSound"); // Unload sound
extern fn void unload_sound_alias(Sound alias) @extern("UnloadSoundAlias"); // Unload a sound alias (does not deallocate sample data)
extern fn bool export_wave(Wave wave, char *fileName) @extern("ExportWave"); // Export wave data to file, returns true on success
extern fn bool export_wave_as_code(Wave wave, char *fileName) @extern("ExportWaveAsCode"); // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
extern fn void play_sound(Sound sound) @extern("PlaySound"); // Play a sound
extern fn void stop_sound(Sound sound) @extern("StopSound"); // Stop playing a sound
extern fn void pause_sound(Sound sound) @extern("PauseSound"); // Pause a sound
extern fn void resume_sound(Sound sound) @extern("ResumeSound"); // Resume a paused sound
extern fn bool is_sound_playing(Sound sound) @extern("IsSoundPlaying"); // Check if a sound is currently playing
extern fn void set_sound_volume(Sound sound, float volume) @extern("SetSoundVolume"); // Set volume for a sound (1.0 is max level)
extern fn void set_sound_pitch(Sound sound, float pitch) @extern("SetSoundPitch"); // Set pitch for a sound (1.0 is base level)
extern fn void set_sound_pan(Sound sound, float pan) @extern("SetSoundPan"); // Set pan for a sound (0.5 is center)
extern fn Wave wave_copy(Wave wave) @extern("WaveCopy"); // Copy a wave to a new wave
extern fn void wave_crop(Wave *wave, int initSample, int finalSample) @extern("WaveCrop"); // Crop a wave to defined samples range
extern fn void wave_format(Wave *wave, int sampleRate, int sampleSize, int channels) @extern("WaveFormat"); // Convert wave data to desired format
extern fn float *load_wave_samples(Wave wave) @extern("LoadWaveSamples"); // Load samples data from wave as a 32bit float data array
extern fn void unload_wave_samples(float *samples) @extern("UnloadWaveSamples"); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
extern fn Music load_music_stream(char *fileName) @extern("LoadMusicStream"); // Load music stream from file
extern fn Music load_music_stream_from_memory(char *fileType, char *data, int dataSize) @extern("LoadMusicStreamFromMemory"); // Load music stream from data
extern fn bool is_music_ready(Music music) @extern("IsMusicReady"); // Checks if a music stream is ready
extern fn void unload_music_stream(Music music) @extern("UnloadMusicStream"); // Unload music stream
extern fn void play_music_stream(Music music) @extern("PlayMusicStream"); // Start music playing
extern fn bool is_music_stream_playing(Music music) @extern("IsMusicStreamPlaying"); // Check if music is playing
extern fn void update_music_stream(Music music) @extern("UpdateMusicStream"); // Updates buffers for music streaming
extern fn void stop_music_stream(Music music) @extern("StopMusicStream"); // Stop music playing
extern fn void pause_music_stream(Music music) @extern("PauseMusicStream"); // Pause music playing
extern fn void resume_music_stream(Music music) @extern("ResumeMusicStream"); // Resume playing paused music
extern fn void seek_music_stream(Music music, float position) @extern("SeekMusicStream"); // Seek music to a position (in seconds)
extern fn void set_music_volume(Music music, float volume) @extern("SetMusicVolume"); // Set volume for music (1.0 is max level)
extern fn void set_music_pitch(Music music, float pitch) @extern("SetMusicPitch"); // Set pitch for a music (1.0 is base level)
extern fn void set_music_pan(Music music, float pan) @extern("SetMusicPan"); // Set pan for a music (0.5 is center)
extern fn float get_music_time_length(Music music) @extern("GetMusicTimeLength"); // Get music time length (in seconds)
extern fn float get_music_time_played(Music music) @extern("GetMusicTimePlayed"); // Get current music time played (in seconds)
// AudioStream management functions
extern fn AudioStream load_audio_stream(uint sampleRate, uint sampleSize, uint channels) @extern("LoadAudioStream"); // Load audio stream (to stream raw audio pcm data)
extern fn bool is_audio_stream_ready(AudioStream stream) @extern("IsAudioStreamReady"); // Checks if an audio stream is ready
extern fn void unload_audio_stream(AudioStream stream) @extern("UnloadAudioStream"); // Unload audio stream and free memory
extern fn void update_audio_stream(AudioStream stream, void *data, int frameCount) @extern("UpdateAudioStream"); // Update audio stream buffers with data
extern fn bool is_audio_stream_processed(AudioStream stream) @extern("IsAudioStreamProcessed"); // Check if any audio stream buffers requires refill
extern fn void play_audio_stream(AudioStream stream) @extern("PlayAudioStream"); // Play audio stream
extern fn void pause_audio_stream(AudioStream stream) @extern("PauseAudioStream"); // Pause audio stream
extern fn void resume_audio_stream(AudioStream stream) @extern("ResumeAudioStream"); // Resume audio stream
extern fn bool is_audio_stream_playing(AudioStream stream) @extern("IsAudioStreamPlaying"); // Check if audio stream is playing
extern fn void stop_audio_stream(AudioStream stream) @extern("StopAudioStream"); // Stop audio stream
extern fn void set_audio_stream_volume(AudioStream stream, float volume) @extern("SetAudioStreamVolume"); // Set volume for audio stream (1.0 is max level)
extern fn void set_audio_stream_pitch(AudioStream stream, float pitch) @extern("SetAudioStreamPitch"); // Set pitch for audio stream (1.0 is base level)
extern fn void set_audio_stream_pan(AudioStream stream, float pan) @extern("SetAudioStreamPan"); // Set pan for audio stream (0.5 is centered)
extern fn void set_audio_stream_bufferSizeDefault(int size) @extern("SetAudioStreamBufferSizeDefault"); // Default size for new audio streams
extern fn void set_audio_stream_callback(AudioStream stream, AudioCallback callback) @extern("SetAudioStreamCallback"); // Audio thread callback to request new data
extern fn void attach_audio_stream_processor(AudioStream stream, AudioCallback processor) @extern("AttachAudioStreamProcessor"); // Attach audio stream processor to stream, receives the samples as s
extern fn void detach_audio_stream_processor(AudioStream stream, AudioCallback processor) @extern("DetachAudioStreamProcessor"); // Detach audio stream processor from stream
extern fn void attach_audio_mixed_processor(AudioCallback processor) @extern("AttachAudioMixedProcessor"); // Attach audio stream processor to the entire audio pipeline, receives the samples as s
extern fn void detach_audio_mixed_processor(AudioCallback processor) @extern("DetachAudioMixedProcessor"); // Detach audio stream processor from the entire audio pipeline
///////////////////// S T R U C T S ///////////////////////////////////////
def Vector2 = float[<2>]; // Vector2, 2 components
def Vector3 = float[<3>];
def Vector4 = float[<4>]; // Vector4, 4 components
def Quaternion = Vector4;
// Matrix, 4x4 components, column major, OpenGL style, right handed
struct Matrix{
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
}
// Color, 4 components, R8G8B8A8 (32bit)
def Color = char[<4>];
// Rectangle, 4 components
struct Rectangle{
float x;
float y;
float width;
float height;
}
// Image, pixel data stored in CPU memory (RAM)
struct Image{
void *data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
PixelFormat format; // Data format (PixelFormat type)
}
// Texture, tex data stored in GPU memory (VRAM)
struct Texture{
uint id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
PixelFormat format; // Data format (PixelFormat type)
}
// Texture2D, same as Texture
def Texture2D = Texture;
// TextureCubemap, same as Texture
def TextureCubemap = Texture;
struct RenderTexture{
uint id; // OpenGL framebuffer object id
Texture texture; // Color buffer attachment texture
Texture depth; // Depth buffer attachment texture
} // RenderTexture, fbo for texture rendering
def RenderTexture2D = RenderTexture;
// NPatchInfo, n-patch layout info
struct NPatchInfo{
Rectangle source; // Texture source rectangle
int left; // Left border offset
int top; // Top border offset
int right; // Right border offset
int bottom; // Bottom border offset
NPatchLayout layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
}
// GlyphInfo, font characters glyphs info
struct GlyphInfo{
int value; // Character value (Unicode)
int offsetX; // Character offset X when drawing
int offsetY; // Character offset Y when drawing
int advanceX; // Character advance position X
Image image; // Character image data
}
struct Font{
int baseSize; // Base size (default chars height)
int glyphCount; // Number of glyph characters
int glyphPadding; // Padding around the glyph characters
Texture2D texture; // Texture atlas containing the glyphs
Rectangle *recs; // Rectangles in texture for the glyphs
GlyphInfo *glyphs; // Glyphs info data
} // Font, font texture and GlyphInfo array data
// Camera, defines position/orientation in 3d space
struct Camera3D{
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
CameraProjection projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
}
// Camera2D, defines position/orientation in 2d space
struct Camera2D{
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
}
def Camera = Camera3D; // Camera type fallback, defaults to Camera3D
enum CameraProjection : int {
CAMERA_PERSPECTIVE,
CAMERA_ORTHOGRAPHIC
}
enum CameraMode : int {
CAMERA_CUSTOM, // Camera custom, controlled by user (UpdateCamera() does nothing)
CAMERA_FREE, // Camera free mode
CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
CAMERA_FIRST_PERSON, // Camera first person
CAMERA_THIRD_PERSON // Camera third person
}
struct Mesh{
int vertexCount; // Number of vertices stored in arrays
int triangleCount; // Number of triangles stored (indexed or not)
// Vertex attributes data
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
ushort *indices; // Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
uint vaoId; // OpenGL Vertex Array Object id
uint *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
} // Mesh, vertex data and vao/vbo
struct Shader{
uint id; // Shader program id
int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
} // Shader
// MaterialMap
struct MaterialMap{
Texture2D texture; // Material map texture
Color color; // Material map color
float value; // Material map value
}
struct Material{
Shader shader; // Material shader
MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
float[4] params; // Material generic parameters (if required)
} // Material, includes shader and maps
struct Transform{
Vector3 translation; // Translation
Quaternion rotation; // Rotation
Vector3 scale; // Scale
} // Transform, vertex transformation data
struct BoneInfo{
char[32] name; // Bone name
int parent; // Bone parent
} // Bone, skeletal animation bone
struct Model{
Matrix transform; // Local transform matrix
int meshCount; // Number of meshes
int materialCount; // Number of materials
Mesh* meshes; // Meshes array
Material* materials; // Materials array
int* meshMaterial; // Mesh material number
// Animation data
int boneCount; // Number of bones
BoneInfo* bones; // Bones information (skeleton)
Transform* bindPose; // Bones base transformation (pose)
} // Model, meshes, materials and animation data
struct ModelAnimation{
int boneCount; // Number of bones
int frameCount; // Number of animation frames
BoneInfo* bones; // Bones information (skeleton)
Transform** framePoses; // Poses array by frame
char[32] name; // Animation name
} // ModelAnimation
struct Ray{
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction (normalized)
} // Ray, ray for raycasting
struct RayCollision{
bool hit; // Did the ray hit something?
float distance; // Distance to the nearest hit
Vector3 point; // Point of the nearest hit
Vector3 normal; // Surface normal of hit
} // RayCollision, ray hit information
struct BoundingBox{
Vector3 min; // Minimum vertex box-corner
Vector3 max; // Maximum vertex box-corner
} // BoundingBox
struct Wave{
uint frameCount; // Total number of frames (considering channels)
uint sampleRate; // Frequency (samples per second)
uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
uint channels; // Number of channels (1-mono, 2-stereo, ...)
void* data; // Buffer data pointer
} // Wave, audio wave data
// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
distinct RAudioBuffer = void*;
distinct RAudioProcessor = void*;
struct AudioStream{
RAudioBuffer* buffer; // Pointer to internal data used by the audio system
RAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
uint sampleRate; // Frequency (samples per second)
uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
uint channels; // Number of channels (1-mono, 2-stereo, ...)
} // AudioStream, custom audio stream
struct Sound{
AudioStream stream; // Audio stream
uint frameCount; // Total number of frames (considering channels)
} // Sound
struct Music{
AudioStream stream; // Audio stream
uint frameCount; // Total number of frames (considering channels)
bool looping; // Music looping enable
int ctxType; // Type of music context (audio filetype)
void* ctxData; // Audio context data, depends on type
} // Music, audio stream, anything longer than ~10 seconds should be streamed
struct VrDeviceInfo{
int hResolution; // Horizontal resolution in pixels
int vResolution; // Vertical resolution in pixels
float hScreenSize; // Horizontal size in meters
float vScreenSize; // Vertical size in meters
float eyeToScreenDistance; // Distance between eye and display in meters
float lensSeparationDistance; // Lens separation distance in meters
float interpupillaryDistance; // IPD (distance between pupils) in meters
float[4] lensDistortionValues; // Lens distortion constant parameters
float[4] chromaAbCorrection; // Chromatic aberration correction parameters
} // VrDeviceInfo, Head-Mounted-Display device parameters
struct VrStereoConfig{
Matrix[2] projection; // VR projection matrices (per eye)
Matrix[2] viewOffset; // VR view offset matrices (per eye)
float[2] leftLensCenter; // VR left lens center
float[2] rightLensCenter; // VR right lens center
float[2] leftScreenCenter; // VR left screen center
float[2] rightScreenCenter; // VR right screen center
float[2] scale; // VR distortion scale
float[2] scaleIn; // VR distortion scale in
} // VrStereoConfig, VR stereo rendering configuration for simulator
struct FilePathList{
uint capacity; // Filepaths max entries
uint count; // Filepaths entries count
char **paths; // Filepaths entries
} // File path list
struct AutomationEvent{
uint frame; // Event frame
uint type; // Event type (AutomationEventType)
int[4] params; // Event parameters (if required)
} // Automation event
struct AutomationEventList{
uint capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
uint count; // Events entries count
AutomationEvent *events; // Events entries
} // Automation event list
///////////////////// E N U M E R A T O R S D E F I N I T I O N S ///////////////////
enum ConfigFlags : uint (uint flag){
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
}
enum TraceLogLevel : int {
LOG_ALL, // Display all logs
LOG_TRACE, // Trace logging, intended for internal use only