1 module raylib;
2 
3 public
4 {
5     import rlgl;
6     import easings;
7     import raymath;
8     import raymathext;
9     import raylib_types;
10 }
11 /**********************************************************************************************
12 *
13 *   raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
14 *
15 *   FEATURES:
16 *       - NO external dependencies, all required libraries included with raylib
17 *       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
18 *                        MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5.
19 *       - Written in plain C code (C99) in PascalCase/camelCase notation
20 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
21 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
22 *       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
23 *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
24 *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
25 *       - Flexible Materials system, supporting classic maps and PBR maps
26 *       - Animated 3D models supported (skeletal bones animation) (IQM, glTF)
27 *       - Shaders support, including Model shaders and Postprocessing shaders
28 *       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
29 *       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
30 *       - VR stereo rendering with configurable HMD device parameters
31 *       - Bindings to multiple programming languages available!
32 *
33 *   NOTES:
34 *       One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
35 *       One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2)
36 *       One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
37 *       One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
38 *
39 *   DEPENDENCIES (included):
40 *       [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
41 *       [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
42 *       [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management
43 *
44 *   OPTIONAL DEPENDENCIES (included):
45 *       [core] msf_gif (Miles Fogle) for GIF recording
46 *       [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm
47 *       [core] sdefl (Micha Mettke) for DEFLATE compression algorythm
48 *       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
49 *       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
50 *       [textures] stb_image_resize (Sean Barret) for image resizing algorithms
51 *       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
52 *       [text] stb_truetype (Sean Barret) for ttf fonts loading
53 *       [text] stb_rect_pack (Sean Barret) for rectangles packing
54 *       [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
55 *       [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
56 *       [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
57 *       [raudio] dr_wav (David Reid) for WAV audio file loading
58 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
59 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
60 *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
61 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
62 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
63 *
64 *
65 *   LICENSE: zlib/libpng
66 *
67 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
68 *   BSD-like license that allows static linking with closed source software:
69 *
70 *   Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
71 *
72 *   This software is provided "as-is", without any express or implied warranty. In no event
73 *   will the authors be held liable for any damages arising from the use of this software.
74 *
75 *   Permission is granted to anyone to use this software for any purpose, including commercial
76 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
77 *
78 *     1. The origin of this software must not be misrepresented; you must not claim that you
79 *     wrote the original software. If you use this software in a product, an acknowledgment
80 *     in the product documentation would be appreciated but is not required.
81 *
82 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
83 *     as being the original software.
84 *
85 *     3. This notice may not be removed or altered from any source distribution.
86 *
87 **********************************************************************************************/
88 
89 import core.stdc.config;
90 import core.stdc.stdarg;
91 
92 extern (C) @nogc nothrow:
93 
94 // Required for: va_list - Only used by TraceLogCallback
95 
96 // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll
97 
98 // We are building raylib as a Win32 shared library (.dll)
99 
100 // We are using raylib as a Win32 shared library (.dll)
101 
102 // We are building or using raylib as a static library // We are building or using raylib as a static library (or Linux shared library)
103 
104 //----------------------------------------------------------------------------------
105 // Some basic Defines
106 //----------------------------------------------------------------------------------
107 
108 enum PI = 3.14159265358979323846f;
109 
110 enum DEG2RAD = PI / 180.0f;
111 enum RAD2DEG = 180.0f / PI;
112 
113 // Allow custom memory allocators
114 
115 // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
116 // Plain structures in C++ (without constructors) can be initialized from { } initializers.
117 
118 extern (D) auto CLITERAL(T)(auto ref T type)
119 {
120     return type;
121 }
122 
123 // Some Basic Colors
124 // NOTE: Custom raylib color palette for amazing visuals on WHITE background // Light Gray // Gray // Dark Gray // Yellow // Gold // Orange // Pink // Red // Maroon // Green // Lime // Dark Green // Sky Blue // Blue // Dark Blue // Purple // Violet // Dark Purple // Beige // Brown // Dark Brown // White // Black // Blank (Transparent) // Magenta // My own White (raylib logo)
125 
126 // Temporal hacks to avoid breaking old codebases using
127 // deprecated raylib implementation or definitions
128 alias FormatText = TextFormat;
129 alias LoadText = LoadFileText;
130 alias GetExtension = GetFileExtension;
131 alias GetImageData = LoadImageColors;
132 alias FILTER_POINT = TextureFilter.TEXTURE_FILTER_POINT;
133 alias FILTER_BILINEAR = TextureFilter.TEXTURE_FILTER_BILINEAR;
134 alias MAP_DIFFUSE = MATERIAL_MAP_DIFFUSE;
135 alias PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = PixelFormat.PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
136 
137 //----------------------------------------------------------------------------------
138 // Structures Definition
139 //----------------------------------------------------------------------------------
140 // Boolean type
141 
142 // Vector2 type
143 
144 // Vector3 type
145 
146 // Vector4 type
147 
148 // Quaternion type, same as Vector4
149 
150 // Matrix type (OpenGL style 4x4 - right handed, column major)
151 
152 // Color type, RGBA (32bit)
153 struct Color
154 {
155     ubyte r;
156     ubyte g;
157     ubyte b;
158     ubyte a;
159 }
160 
161 // Rectangle type
162 
163 // Image type, bpp always RGBA (32bit)
164 // NOTE: Data stored in CPU memory (RAM)
165 struct Image
166 {
167     void* data; // Image raw data
168     int width; // Image base width
169     int height; // Image base height
170     int mipmaps; // Mipmap levels, 1 by default
171     int format; // Data format (PixelFormat type)
172 }
173 
174 // Texture type
175 // NOTE: Data stored in GPU memory
176 struct Texture
177 {
178     uint id; // OpenGL texture id
179     int width; // Texture base width
180     int height; // Texture base height
181     int mipmaps; // Mipmap levels, 1 by default
182     int format; // Data format (PixelFormat type)
183 }
184 
185 // Texture2D type, same as Texture
186 alias Texture2D = Texture;
187 
188 // TextureCubemap type, actually, same as Texture
189 alias TextureCubemap = Texture;
190 
191 // RenderTexture type, for texture rendering
192 struct RenderTexture
193 {
194     uint id; // OpenGL framebuffer object id
195     Texture texture; // Color buffer attachment texture
196     Texture depth; // Depth buffer attachment texture
197 }
198 
199 // RenderTexture2D type, same as RenderTexture
200 alias RenderTexture2D = RenderTexture;
201 
202 // N-Patch layout info
203 struct NPatchInfo
204 {
205     Rectangle source; // Texture source rectangle
206     int left; // Left border offset
207     int top; // Top border offset
208     int right; // Right border offset
209     int bottom; // Bottom border offset
210     int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
211 }
212 
213 // Font character info
214 struct CharInfo
215 {
216     int value; // Character value (Unicode)
217     int offsetX; // Character offset X when drawing
218     int offsetY; // Character offset Y when drawing
219     int advanceX; // Character advance position X
220     Image image; // Character image data
221 }
222 
223 // Font type, includes texture and charSet array data
224 struct Font
225 {
226     int baseSize; // Base size (default chars height)
227     int charsCount; // Number of characters
228     int charsPadding; // Padding around the chars
229     Texture2D texture; // Characters texture atlas
230     Rectangle* recs; // Characters rectangles in texture
231     CharInfo* chars; // Characters info data
232 }
233 
234 alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
235 
236 // Camera type, defines a camera position/orientation in 3d space
237 struct Camera3D
238 {
239     Vector3 position; // Camera position
240     Vector3 target; // Camera target it looks-at
241     Vector3 up; // Camera up vector (rotation over its axis)
242     float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
243     int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
244 }
245 
246 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
247 
248 // Camera2D type, defines a 2d camera
249 struct Camera2D
250 {
251     Vector2 offset; // Camera offset (displacement from target)
252     Vector2 target; // Camera target (rotation and zoom origin)
253     float rotation; // Camera rotation in degrees
254     float zoom; // Camera zoom (scaling), should be 1.0f by default
255 }
256 
257 // Vertex data definning a mesh
258 // NOTE: Data stored in CPU memory (and GPU)
259 struct Mesh
260 {
261     int vertexCount; // Number of vertices stored in arrays
262     int triangleCount; // Number of triangles stored (indexed or not)
263 
264     // Default vertex data
265     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
266     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
267     float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
268     float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
269     float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
270     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
271     ushort* indices; // Vertex indices (in case vertex data comes indexed)
272 
273     // Animation vertex data
274     float* animVertices; // Animated vertex positions (after bones transformations)
275     float* animNormals; // Animated normals (after bones transformations)
276     int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
277     float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
278 
279     // OpenGL identifiers
280     uint vaoId; // OpenGL Vertex Array Object id
281     uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
282 }
283 
284 // Shader type (generic)
285 struct Shader
286 {
287     uint id; // Shader program id
288     int* locs; // Shader locations array (MAX_SHADER_LOCATIONS)
289 }
290 
291 // Material texture map
292 struct MaterialMap
293 {
294     Texture2D texture; // Material map texture
295     Color color; // Material map color
296     float value; // Material map value
297 }
298 
299 // Material type (generic)
300 struct Material
301 {
302     Shader shader; // Material shader
303     MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
304     float[4] params; // Material generic parameters (if required)
305 }
306 
307 // Transformation properties
308 struct Transform
309 {
310     Vector3 translation; // Translation
311     Quaternion rotation; // Rotation
312     Vector3 scale; // Scale
313 }
314 
315 // Bone information
316 struct BoneInfo
317 {
318     char[32] name; // Bone name
319     int parent; // Bone parent
320 }
321 
322 // Model type
323 struct Model
324 {
325     Matrix transform; // Local transform matrix
326 
327     int meshCount; // Number of meshes
328     int materialCount; // Number of materials
329     Mesh* meshes; // Meshes array
330     Material* materials; // Materials array
331     int* meshMaterial; // Mesh material number
332 
333     // Animation data
334     int boneCount; // Number of bones
335     BoneInfo* bones; // Bones information (skeleton)
336     Transform* bindPose; // Bones base transformation (pose)
337 }
338 
339 // Model animation
340 struct ModelAnimation
341 {
342     int boneCount; // Number of bones
343     int frameCount; // Number of animation frames
344     BoneInfo* bones; // Bones information (skeleton)
345     Transform** framePoses; // Poses array by frame
346 }
347 
348 // Ray type (useful for raycast)
349 struct Ray
350 {
351     Vector3 position; // Ray position (origin)
352     Vector3 direction; // Ray direction
353 }
354 
355 // Raycast hit information
356 struct RayHitInfo
357 {
358     bool hit; // Did the ray hit something?
359     float distance; // Distance to nearest hit
360     Vector3 position; // Position of nearest hit
361     Vector3 normal; // Surface normal of hit
362 }
363 
364 // Bounding box type
365 struct BoundingBox
366 {
367     Vector3 min; // Minimum vertex box-corner
368     Vector3 max; // Maximum vertex box-corner
369 }
370 
371 // Wave type, defines audio wave data
372 struct Wave
373 {
374     uint sampleCount; // Total number of samples
375     uint sampleRate; // Frequency (samples per second)
376     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
377     uint channels; // Number of channels (1-mono, 2-stereo)
378     void* data; // Buffer data pointer
379 }
380 
381 struct rAudioBuffer;
382 
383 // Audio stream type
384 // NOTE: Useful to create custom audio streams not bound to a specific file
385 struct AudioStream
386 {
387     rAudioBuffer* buffer; // Pointer to internal data used by the audio system
388 
389     uint sampleRate; // Frequency (samples per second)
390     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
391     uint channels; // Number of channels (1-mono, 2-stereo)
392 }
393 
394 // Sound source type
395 struct Sound
396 {
397     AudioStream stream; // Audio stream
398     uint sampleCount; // Total number of samples
399 }
400 
401 // Music stream type (audio file streaming from memory)
402 // NOTE: Anything longer than ~10 seconds should be streamed
403 struct Music
404 {
405     AudioStream stream; // Audio stream
406     uint sampleCount; // Total number of samples
407     bool looping; // Music looping enable
408 
409     int ctxType; // Type of music context (audio filetype)
410     void* ctxData; // Audio context data, depends on type
411 }
412 
413 // Head-Mounted-Display device parameters
414 struct VrDeviceInfo
415 {
416     int hResolution; // Horizontal resolution in pixels
417     int vResolution; // Vertical resolution in pixels
418     float hScreenSize; // Horizontal size in meters
419     float vScreenSize; // Vertical size in meters
420     float vScreenCenter; // Screen center in meters
421     float eyeToScreenDistance; // Distance between eye and display in meters
422     float lensSeparationDistance; // Lens separation distance in meters
423     float interpupillaryDistance; // IPD (distance between pupils) in meters
424     float[4] lensDistortionValues; // Lens distortion constant parameters
425     float[4] chromaAbCorrection; // Chromatic aberration correction parameters
426 }
427 
428 // VR Stereo rendering configuration for simulator
429 struct VrStereoConfig
430 {
431     Matrix[2] projection; // VR projection matrices (per eye)
432     Matrix[2] viewOffset; // VR view offset matrices (per eye)
433     float[2] leftLensCenter; // VR left lens center
434     float[2] rightLensCenter; // VR right lens center
435     float[2] leftScreenCenter; // VR left screen center
436     float[2] rightScreenCenter; // VR right screen center
437     float[2] scale; // VR distortion scale
438     float[2] scaleIn; // VR distortion scale in
439 }
440 
441 //----------------------------------------------------------------------------------
442 // Enumerators Definition
443 //----------------------------------------------------------------------------------
444 // System/Window config flags
445 // NOTE: Every bit registers one state (use it with bit masks)
446 // By default all flags are set to 0
447 enum ConfigFlags
448 {
449     FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
450     FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
451     FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
452     FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
453     FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
454     FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
455     FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
456     FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
457     FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
458     FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
459     FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
460     FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
461     FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
462     FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
463 }
464 
465 // Trace log level
466 enum TraceLogLevel
467 {
468     LOG_ALL = 0, // Display all logs
469     LOG_TRACE = 1,
470     LOG_DEBUG = 2,
471     LOG_INFO = 3,
472     LOG_WARNING = 4,
473     LOG_ERROR = 5,
474     LOG_FATAL = 6,
475     LOG_NONE = 7 // Disable logging
476 }
477 
478 // Keyboard keys (US keyboard layout)
479 // NOTE: Use GetKeyPressed() to allow redefining
480 // required keys for alternative layouts
481 enum KeyboardKey
482 {
483     KEY_NULL = 0,
484     // Alphanumeric keys
485     KEY_APOSTROPHE = 39,
486     KEY_COMMA = 44,
487     KEY_MINUS = 45,
488     KEY_PERIOD = 46,
489     KEY_SLASH = 47,
490     KEY_ZERO = 48,
491     KEY_ONE = 49,
492     KEY_TWO = 50,
493     KEY_THREE = 51,
494     KEY_FOUR = 52,
495     KEY_FIVE = 53,
496     KEY_SIX = 54,
497     KEY_SEVEN = 55,
498     KEY_EIGHT = 56,
499     KEY_NINE = 57,
500     KEY_SEMICOLON = 59,
501     KEY_EQUAL = 61,
502     KEY_A = 65,
503     KEY_B = 66,
504     KEY_C = 67,
505     KEY_D = 68,
506     KEY_E = 69,
507     KEY_F = 70,
508     KEY_G = 71,
509     KEY_H = 72,
510     KEY_I = 73,
511     KEY_J = 74,
512     KEY_K = 75,
513     KEY_L = 76,
514     KEY_M = 77,
515     KEY_N = 78,
516     KEY_O = 79,
517     KEY_P = 80,
518     KEY_Q = 81,
519     KEY_R = 82,
520     KEY_S = 83,
521     KEY_T = 84,
522     KEY_U = 85,
523     KEY_V = 86,
524     KEY_W = 87,
525     KEY_X = 88,
526     KEY_Y = 89,
527     KEY_Z = 90,
528 
529     // Function keys
530     KEY_SPACE = 32,
531     KEY_ESCAPE = 256,
532     KEY_ENTER = 257,
533     KEY_TAB = 258,
534     KEY_BACKSPACE = 259,
535     KEY_INSERT = 260,
536     KEY_DELETE = 261,
537     KEY_RIGHT = 262,
538     KEY_LEFT = 263,
539     KEY_DOWN = 264,
540     KEY_UP = 265,
541     KEY_PAGE_UP = 266,
542     KEY_PAGE_DOWN = 267,
543     KEY_HOME = 268,
544     KEY_END = 269,
545     KEY_CAPS_LOCK = 280,
546     KEY_SCROLL_LOCK = 281,
547     KEY_NUM_LOCK = 282,
548     KEY_PRINT_SCREEN = 283,
549     KEY_PAUSE = 284,
550     KEY_F1 = 290,
551     KEY_F2 = 291,
552     KEY_F3 = 292,
553     KEY_F4 = 293,
554     KEY_F5 = 294,
555     KEY_F6 = 295,
556     KEY_F7 = 296,
557     KEY_F8 = 297,
558     KEY_F9 = 298,
559     KEY_F10 = 299,
560     KEY_F11 = 300,
561     KEY_F12 = 301,
562     KEY_LEFT_SHIFT = 340,
563     KEY_LEFT_CONTROL = 341,
564     KEY_LEFT_ALT = 342,
565     KEY_LEFT_SUPER = 343,
566     KEY_RIGHT_SHIFT = 344,
567     KEY_RIGHT_CONTROL = 345,
568     KEY_RIGHT_ALT = 346,
569     KEY_RIGHT_SUPER = 347,
570     KEY_KB_MENU = 348,
571     KEY_LEFT_BRACKET = 91,
572     KEY_BACKSLASH = 92,
573     KEY_RIGHT_BRACKET = 93,
574     KEY_GRAVE = 96,
575 
576     // Keypad keys
577     KEY_KP_0 = 320,
578     KEY_KP_1 = 321,
579     KEY_KP_2 = 322,
580     KEY_KP_3 = 323,
581     KEY_KP_4 = 324,
582     KEY_KP_5 = 325,
583     KEY_KP_6 = 326,
584     KEY_KP_7 = 327,
585     KEY_KP_8 = 328,
586     KEY_KP_9 = 329,
587     KEY_KP_DECIMAL = 330,
588     KEY_KP_DIVIDE = 331,
589     KEY_KP_MULTIPLY = 332,
590     KEY_KP_SUBTRACT = 333,
591     KEY_KP_ADD = 334,
592     KEY_KP_ENTER = 335,
593     KEY_KP_EQUAL = 336,
594     // Android key buttons
595     KEY_BACK = 4,
596     KEY_MENU = 82,
597     KEY_VOLUME_UP = 24,
598     KEY_VOLUME_DOWN = 25
599 }
600 
601 // Mouse buttons
602 enum MouseButton
603 {
604     MOUSE_LEFT_BUTTON = 0,
605     MOUSE_RIGHT_BUTTON = 1,
606     MOUSE_MIDDLE_BUTTON = 2
607 }
608 
609 // Mouse cursor
610 enum MouseCursor
611 {
612     MOUSE_CURSOR_DEFAULT = 0,
613     MOUSE_CURSOR_ARROW = 1,
614     MOUSE_CURSOR_IBEAM = 2,
615     MOUSE_CURSOR_CROSSHAIR = 3,
616     MOUSE_CURSOR_POINTING_HAND = 4,
617     MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape
618     MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape
619     MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape
620     MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
621     MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
622     MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
623 }
624 
625 // Gamepad buttons
626 enum GamepadButton
627 {
628     // This is here just for error checking
629     GAMEPAD_BUTTON_UNKNOWN = 0,
630 
631     // This is normally a DPAD
632     GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
633     GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
634     GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
635     GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
636 
637     // This normally corresponds with PlayStation and Xbox controllers
638     // XBOX: [Y,X,A,B]
639     // PS3: [Triangle,Square,Cross,Circle]
640     // No support for 6 button controllers though..
641     GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
642     GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
643     GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
644     GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
645 
646     // Triggers
647     GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
648     GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
649     GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
650     GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
651 
652     // These are buttons in the center of the gamepad
653     GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // PS3 Select
654     GAMEPAD_BUTTON_MIDDLE = 14, // PS Button/XBOX Button
655     GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // PS3 Start
656 
657     // These are the joystick press in buttons
658     GAMEPAD_BUTTON_LEFT_THUMB = 16,
659     GAMEPAD_BUTTON_RIGHT_THUMB = 17
660 }
661 
662 // Gamepad axis
663 enum GamepadAxis
664 {
665     // Left stick
666     GAMEPAD_AXIS_LEFT_X = 0,
667     GAMEPAD_AXIS_LEFT_Y = 1,
668 
669     // Right stick
670     GAMEPAD_AXIS_RIGHT_X = 2,
671     GAMEPAD_AXIS_RIGHT_Y = 3,
672 
673     // Pressure levels for the back triggers
674     GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
675     GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
676 }
677 
678 // Material map index
679 enum MaterialMapIndex
680 {
681     MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
682     MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
683     MATERIAL_MAP_NORMAL = 2,
684     MATERIAL_MAP_ROUGHNESS = 3,
685     MATERIAL_MAP_OCCLUSION = 4,
686     MATERIAL_MAP_EMISSION = 5,
687     MATERIAL_MAP_HEIGHT = 6,
688     MATERIAL_MAP_BRDG = 7,
689     MATERIAL_MAP_CUBEMAP = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
690     MATERIAL_MAP_IRRADIANCE = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
691     MATERIAL_MAP_PREFILTER = 10 // NOTE: Uses GL_TEXTURE_CUBE_MAP
692 }
693 
694 enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
695 enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
696 
697 // Shader location index
698 enum ShaderLocationIndex
699 {
700     SHADER_LOC_VERTEX_POSITION = 0,
701     SHADER_LOC_VERTEX_TEXCOORD01 = 1,
702     SHADER_LOC_VERTEX_TEXCOORD02 = 2,
703     SHADER_LOC_VERTEX_NORMAL = 3,
704     SHADER_LOC_VERTEX_TANGENT = 4,
705     SHADER_LOC_VERTEX_COLOR = 5,
706     SHADER_LOC_MATRIX_MVP = 6,
707     SHADER_LOC_MATRIX_VIEW = 7,
708     SHADER_LOC_MATRIX_PROJECTION = 8,
709     SHADER_LOC_MATRIX_MODEL = 9,
710     SHADER_LOC_MATRIX_NORMAL = 10,
711     SHADER_LOC_VECTOR_VIEW = 11,
712     SHADER_LOC_COLOR_DIFFUSE = 12,
713     SHADER_LOC_COLOR_SPECULAR = 13,
714     SHADER_LOC_COLOR_AMBIENT = 14,
715     SHADER_LOC_MAP_ALBEDO = 15, // SHADER_LOC_MAP_DIFFUSE
716     SHADER_LOC_MAP_METALNESS = 16, // SHADER_LOC_MAP_SPECULAR
717     SHADER_LOC_MAP_NORMAL = 17,
718     SHADER_LOC_MAP_ROUGHNESS = 18,
719     SHADER_LOC_MAP_OCCLUSION = 19,
720     SHADER_LOC_MAP_EMISSION = 20,
721     SHADER_LOC_MAP_HEIGHT = 21,
722     SHADER_LOC_MAP_CUBEMAP = 22,
723     SHADER_LOC_MAP_IRRADIANCE = 23,
724     SHADER_LOC_MAP_PREFILTER = 24,
725     SHADER_LOC_MAP_BRDF = 25
726 }
727 
728 enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
729 enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
730 
731 // Shader uniform data type
732 enum ShaderUniformDataType
733 {
734     SHADER_UNIFORM_FLOAT = 0,
735     SHADER_UNIFORM_VEC2 = 1,
736     SHADER_UNIFORM_VEC3 = 2,
737     SHADER_UNIFORM_VEC4 = 3,
738     SHADER_UNIFORM_INT = 4,
739     SHADER_UNIFORM_IVEC2 = 5,
740     SHADER_UNIFORM_IVEC3 = 6,
741     SHADER_UNIFORM_IVEC4 = 7,
742     SHADER_UNIFORM_SAMPLER2D = 8
743 }
744 
745 // Pixel formats
746 // NOTE: Support depends on OpenGL version and platform
747 enum PixelFormat
748 {
749     PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
750     PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
751     PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
752     PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
753     PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
754     PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
755     PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
756     PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
757     PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
758     PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
759     PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
760     PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
761     PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
762     PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
763     PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
764     PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
765     PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
766     PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
767     PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
768     PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
769     PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
770 }
771 
772 // Texture parameters: filter mode
773 // NOTE 1: Filtering considers mipmaps if available in the texture
774 // NOTE 2: Filter is accordingly set for minification and magnification
775 enum TextureFilter
776 {
777     TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
778     TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
779     TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
780     TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
781     TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
782     TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
783 }
784 
785 // Texture parameters: wrap mode
786 enum TextureWrap
787 {
788     TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
789     TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
790     TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
791     TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
792 }
793 
794 // Cubemap layouts
795 enum CubemapLayout
796 {
797     CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
798     CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
799     CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
800     CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
801     CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
802     CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
803 }
804 
805 // Font type, defines generation method
806 enum FontType
807 {
808     FONT_DEFAULT = 0, // Default font generation, anti-aliased
809     FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
810     FONT_SDF = 2 // SDF font generation, requires external shader
811 }
812 
813 // Color blending modes (pre-defined)
814 enum BlendMode
815 {
816     BLEND_ALPHA = 0, // Blend textures considering alpha (default)
817     BLEND_ADDITIVE = 1, // Blend textures adding colors
818     BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
819     BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
820     BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
821     BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use rlSetBlendMode())
822 }
823 
824 // Gestures
825 // NOTE: It could be used as flags to enable only some gestures
826 enum Gestures
827 {
828     GESTURE_NONE = 0,
829     GESTURE_TAP = 1,
830     GESTURE_DOUBLETAP = 2,
831     GESTURE_HOLD = 4,
832     GESTURE_DRAG = 8,
833     GESTURE_SWIPE_RIGHT = 16,
834     GESTURE_SWIPE_LEFT = 32,
835     GESTURE_SWIPE_UP = 64,
836     GESTURE_SWIPE_DOWN = 128,
837     GESTURE_PINCH_IN = 256,
838     GESTURE_PINCH_OUT = 512
839 }
840 
841 // Camera system modes
842 enum CameraMode
843 {
844     CAMERA_CUSTOM = 0,
845     CAMERA_FREE = 1,
846     CAMERA_ORBITAL = 2,
847     CAMERA_FIRST_PERSON = 3,
848     CAMERA_THIRD_PERSON = 4
849 }
850 
851 // Camera projection
852 enum CameraProjection
853 {
854     CAMERA_PERSPECTIVE = 0,
855     CAMERA_ORTHOGRAPHIC = 1
856 }
857 
858 // N-patch layout
859 enum NPatchLayout
860 {
861     NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
862     NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
863     NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
864 }
865 
866 // Callbacks to hook some internal functions
867 // WARNING: This callbacks are intended for advance users
868 alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
869 alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data
870 alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data
871 alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
872 alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
873 
874 // Prevents name mangling of functions
875 
876 //------------------------------------------------------------------------------------
877 // Global Variables Definition
878 //------------------------------------------------------------------------------------
879 // It's lonely here...
880 
881 //------------------------------------------------------------------------------------
882 // Window and Graphics Device Functions (Module: core)
883 //------------------------------------------------------------------------------------
884 
885 // Window-related functions
886 void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
887 bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
888 void CloseWindow(); // Close window and unload OpenGL context
889 bool IsWindowReady(); // Check if window has been initialized successfully
890 bool IsWindowFullscreen(); // Check if window is currently fullscreen
891 bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
892 bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
893 bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
894 bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
895 bool IsWindowResized(); // Check if window has been resized last frame
896 bool IsWindowState(uint flag); // Check if one specific window flag is enabled
897 void SetWindowState(uint flags); // Set window configuration state using flags
898 void ClearWindowState(uint flags); // Clear window configuration state flags
899 void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
900 void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
901 void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
902 void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
903 void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
904 void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
905 void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
906 void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
907 void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
908 void SetWindowSize(int width, int height); // Set window dimensions
909 void* GetWindowHandle(); // Get native window handle
910 int GetScreenWidth(); // Get current screen width
911 int GetScreenHeight(); // Get current screen height
912 int GetMonitorCount(); // Get number of connected monitors
913 int GetCurrentMonitor(); // Get current connected monitor
914 Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
915 int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
916 int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
917 int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
918 int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
919 int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
920 Vector2 GetWindowPosition(); // Get window position XY on monitor
921 Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
922 const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
923 void SetClipboardText(const(char)* text); // Set clipboard text content
924 const(char)* GetClipboardText(); // Get clipboard text content
925 
926 // Cursor-related functions
927 void ShowCursor(); // Shows cursor
928 void HideCursor(); // Hides cursor
929 bool IsCursorHidden(); // Check if cursor is not visible
930 void EnableCursor(); // Enables cursor (unlock cursor)
931 void DisableCursor(); // Disables cursor (lock cursor)
932 bool IsCursorOnScreen(); // Check if cursor is on the current screen.
933 
934 // Drawing-related functions
935 void ClearBackground(Color color); // Set background color (framebuffer clear color)
936 void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
937 void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
938 void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
939 void EndMode2D(); // Ends 2D mode with custom camera
940 void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
941 void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
942 void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
943 void EndTextureMode(); // Ends drawing to render texture
944 void BeginShaderMode(Shader shader); // Begin custom shader drawing
945 void EndShaderMode(); // End custom shader drawing (use default shader)
946 void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
947 void EndBlendMode(); // End blending mode (reset to default: alpha blending)
948 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
949 void EndScissorMode(); // End scissor mode
950 void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
951 void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
952 
953 // VR stereo config functions for VR simulator
954 VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
955 void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
956 
957 // Shader management functions
958 // NOTE: Shader functionality is not available on OpenGL 1.1
959 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
960 Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
961 int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
962 int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
963 void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
964 void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
965 void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
966 void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
967 void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
968 
969 // Screen-space-related functions
970 Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
971 Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
972 Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
973 Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
974 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
975 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
976 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
977 
978 // Timing-related functions
979 void SetTargetFPS(int fps); // Set target FPS (maximum)
980 int GetFPS(); // Returns current FPS
981 float GetFrameTime(); // Returns time in seconds for last frame drawn (delta time)
982 double GetTime(); // Returns elapsed time in seconds since InitWindow()
983 
984 // Misc. functions
985 int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
986 void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
987 void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
988 
989 void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
990 void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
991 void* MemAlloc(int size); // Internal memory allocator
992 void* MemRealloc(void* ptr, int size); // Internal memory reallocator
993 void MemFree(void* ptr); // Internal memory free
994 
995 // Set custom callbacks
996 // WARNING: Callbacks setup is intended for advance users
997 void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
998 void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
999 void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
1000 void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
1001 void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
1002 
1003 // Files management functions
1004 ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
1005 void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
1006 bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success
1007 char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
1008 void UnloadFileText(ubyte* text); // Unload file text data allocated by LoadFileText()
1009 bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
1010 bool FileExists(const(char)* fileName); // Check if file exists
1011 bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
1012 bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
1013 const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: ".png")
1014 const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
1015 const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
1016 const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
1017 const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
1018 const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
1019 char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
1020 void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
1021 bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
1022 bool IsFileDropped(); // Check if a file has been dropped into window
1023 char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
1024 void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
1025 c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
1026 
1027 ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorithm)
1028 ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorithm)
1029 
1030 // Persistent storage management
1031 bool SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position), returns true on success
1032 int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
1033 
1034 void OpenURL(const(char)* url); // Open URL with default system browser (if available)
1035 
1036 //------------------------------------------------------------------------------------
1037 // Input Handling Functions (Module: core)
1038 //------------------------------------------------------------------------------------
1039 
1040 // Input-related functions: keyboard
1041 bool IsKeyPressed(int key); // Detect if a key has been pressed once
1042 bool IsKeyDown(int key); // Detect if a key is being pressed
1043 bool IsKeyReleased(int key); // Detect if a key has been released once
1044 bool IsKeyUp(int key); // Detect if a key is NOT being pressed
1045 void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
1046 int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued
1047 int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued
1048 
1049 // Input-related functions: gamepads
1050 bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
1051 bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available)
1052 const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id
1053 bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
1054 bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
1055 bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
1056 bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
1057 int GetGamepadButtonPressed(); // Get the last gamepad button pressed
1058 int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
1059 float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
1060 int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
1061 
1062 // Input-related functions: mouse
1063 bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
1064 bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
1065 bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
1066 bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
1067 int GetMouseX(); // Returns mouse position X
1068 int GetMouseY(); // Returns mouse position Y
1069 Vector2 GetMousePosition(); // Returns mouse position XY
1070 void SetMousePosition(int x, int y); // Set mouse position XY
1071 void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
1072 void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
1073 float GetMouseWheelMove(); // Returns mouse wheel movement Y
1074 void SetMouseCursor(int cursor); // Set mouse cursor
1075 
1076 // Input-related functions: touch
1077 int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size)
1078 int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size)
1079 Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
1080 
1081 //------------------------------------------------------------------------------------
1082 // Gestures and Touch Handling Functions (Module: gestures)
1083 //------------------------------------------------------------------------------------
1084 void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
1085 bool IsGestureDetected(int gesture); // Check if a gesture have been detected
1086 int GetGestureDetected(); // Get latest detected gesture
1087 int GetTouchPointsCount(); // Get touch points count
1088 float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
1089 Vector2 GetGestureDragVector(); // Get gesture drag vector
1090 float GetGestureDragAngle(); // Get gesture drag angle
1091 Vector2 GetGesturePinchVector(); // Get gesture pinch delta
1092 float GetGesturePinchAngle(); // Get gesture pinch angle
1093 
1094 //------------------------------------------------------------------------------------
1095 // Camera System Functions (Module: camera)
1096 //------------------------------------------------------------------------------------
1097 void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
1098 void UpdateCamera(Camera* camera); // Update camera position for selected mode
1099 
1100 void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
1101 void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
1102 void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
1103 void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
1104 
1105 //------------------------------------------------------------------------------------
1106 // Basic Shapes Drawing Functions (Module: shapes)
1107 //------------------------------------------------------------------------------------
1108 // Set texture and rectangle to be used on shapes drawing
1109 // NOTE: It can be useful when using basic shapes and one single font,
1110 // defining a font char white rectangle would allow drawing everything in a single draw call
1111 void SetShapesTexture(Texture2D texture, Rectangle source);
1112 
1113 // Basic shapes drawing functions
1114 void DrawPixel(int posX, int posY, Color color); // Draw a pixel
1115 void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
1116 void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1117 void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
1118 void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
1119 void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
1120 void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
1121 void DrawLineStrip(Vector2* points, int pointsCount, Color color); // Draw lines sequence
1122 void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1123 void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
1124 void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
1125 void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
1126 void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1127 void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
1128 void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
1129 void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
1130 void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
1131 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
1132 void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1133 void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1134 void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
1135 void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1136 void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
1137 void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
1138 void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
1139 void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1140 void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
1141 void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1142 void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
1143 void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1144 void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
1145 void DrawTriangleFan(Vector2* points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
1146 void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
1147 void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1148 void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
1149 
1150 // Basic shapes collision detection functions
1151 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1152 bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1153 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1154 bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
1155 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1156 bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1157 bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
1158 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1159 
1160 //------------------------------------------------------------------------------------
1161 // Texture Loading and Drawing Functions (Module: textures)
1162 //------------------------------------------------------------------------------------
1163 
1164 // Image loading functions
1165 // NOTE: This functions do not require GPU access
1166 Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
1167 Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1168 Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
1169 Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png"
1170 void UnloadImage(Image image); // Unload image from CPU memory (RAM)
1171 bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
1172 bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
1173 
1174 // Image generation functions
1175 Image GenImageColor(int width, int height, Color color); // Generate image: plain color
1176 Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
1177 Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
1178 Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1179 Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1180 Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
1181 Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
1182 Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
1183 
1184 // Image manipulation functions
1185 Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
1186 Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
1187 Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
1188 Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1189 void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
1190 void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
1191 void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
1192 void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
1193 void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
1194 void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
1195 void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
1196 void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1197 void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1198 void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
1199 void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
1200 void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1201 void ImageFlipVertical(Image* image); // Flip image vertically
1202 void ImageFlipHorizontal(Image* image); // Flip image horizontally
1203 void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
1204 void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
1205 void ImageColorTint(Image* image, Color color); // Modify image color: tint
1206 void ImageColorInvert(Image* image); // Modify image color: invert
1207 void ImageColorGrayscale(Image* image); // Modify image color: grayscale
1208 void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
1209 void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
1210 void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
1211 Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
1212 Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit)
1213 void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
1214 void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
1215 Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
1216 
1217 // Image drawing functions
1218 // NOTE: Image software-rendering functions (CPU)
1219 void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
1220 void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
1221 void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
1222 void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
1223 void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
1224 void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
1225 void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
1226 void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
1227 void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
1228 void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
1229 void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1230 void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
1231 void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
1232 void ImageDrawTextEx(Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
1233 
1234 // Texture loading functions
1235 // NOTE: These functions require GPU access
1236 Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
1237 Texture2D LoadTextureFromImage(Image image); // Load texture from image data
1238 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
1239 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
1240 void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
1241 void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1242 void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
1243 void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
1244 Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
1245 Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot)
1246 
1247 // Texture configuration functions
1248 void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
1249 void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
1250 void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
1251 
1252 // Texture drawing functions
1253 void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1254 void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1255 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1256 void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1257 void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
1258 void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
1259 void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
1260 void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
1261 void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2* points, Vector2* texcoords, int pointsCount, Color tint); // Draw a textured polygon
1262 
1263 // Color/pixel related functions
1264 Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
1265 int ColorToInt(Color color); // Returns hexadecimal value for a Color
1266 Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
1267 Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
1268 Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
1269 Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
1270 Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
1271 Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
1272 Color GetColor(int hexValue); // Get Color structure from hexadecimal value
1273 Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
1274 void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
1275 int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
1276 
1277 //------------------------------------------------------------------------------------
1278 // Font Loading and Text Drawing Functions (Module: text)
1279 //------------------------------------------------------------------------------------
1280 
1281 // Font loading/unloading functions
1282 Font GetFontDefault(); // Get the default Font
1283 Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
1284 Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
1285 Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
1286 Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
1287 CharInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
1288 Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1289 void UnloadFontData(CharInfo* chars, int charsCount); // Unload font chars info data (RAM)
1290 void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
1291 
1292 // Text drawing functions
1293 void DrawFPS(int posX, int posY); // Draw current FPS
1294 void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1295 void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
1296 void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
1297 void DrawTextRecEx(
1298     Font font,
1299     const(char)* text,
1300     Rectangle rec,
1301     float fontSize,
1302     float spacing,
1303     bool wordWrap,
1304     Color tint,
1305     int selectStart,
1306     int selectLength,
1307     Color selectTint,
1308     Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
1309 void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
1310 
1311 // Text misc. functions
1312 int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
1313 Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
1314 int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
1315 
1316 // Text strings management functions (no utf8 strings, only byte chars)
1317 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1318 int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
1319 bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
1320 uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
1321 const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style)
1322 const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
1323 char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
1324 char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!)
1325 const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
1326 const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
1327 void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
1328 int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
1329 const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
1330 const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
1331 const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
1332 int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
1333 char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
1334 
1335 // UTF8 text strings management functions
1336 int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
1337 int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
1338 int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
1339 const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
1340 
1341 //------------------------------------------------------------------------------------
1342 // Basic 3d Shapes Drawing Functions (Module: models)
1343 //------------------------------------------------------------------------------------
1344 
1345 // Basic geometric 3D shapes drawing functions
1346 void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1347 void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
1348 void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
1349 void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1350 void DrawTriangleStrip3D(Vector3* points, int pointsCount, Color color); // Draw a triangle strip defined by points
1351 void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
1352 void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1353 void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1354 void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1355 void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
1356 void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
1357 void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1358 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1359 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
1360 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
1361 void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1362 void DrawRay(Ray ray, Color color); // Draw a ray line
1363 void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1364 
1365 //------------------------------------------------------------------------------------
1366 // Model 3d Loading and Drawing Functions (Module: models)
1367 //------------------------------------------------------------------------------------
1368 
1369 // Model loading/unloading functions
1370 Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
1371 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
1372 void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
1373 void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
1374 
1375 // Mesh loading/unloading functions
1376 void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
1377 void UpdateMeshBuffer(Mesh mesh, int index, void* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
1378 void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
1379 void DrawMeshInstanced(Mesh mesh, Material material, Matrix* transforms, int instances); // Draw multiple mesh instances with material and different transforms
1380 void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
1381 bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
1382 
1383 // Material loading/unloading functions
1384 Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
1385 Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1386 void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
1387 void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
1388 void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
1389 
1390 // Model animations loading/unloading functions
1391 ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file
1392 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
1393 void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
1394 void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data
1395 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
1396 
1397 // Mesh generation functions
1398 Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
1399 Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1400 Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
1401 Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1402 Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1403 Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
1404 Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
1405 Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1406 Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1407 Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1408 
1409 // Mesh manipulation functions
1410 BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
1411 void MeshTangents(Mesh* mesh); // Compute mesh tangents
1412 void MeshBinormals(Mesh* mesh); // Compute mesh binormals
1413 
1414 // Model drawing functions
1415 void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1416 void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1417 void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1418 void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
1419 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
1420 void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
1421 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
1422 
1423 // Collision detection functions
1424 bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
1425 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
1426 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
1427 bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
1428 bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
1429 bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
1430 RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
1431 RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
1432 RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1433 RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
1434 
1435 //------------------------------------------------------------------------------------
1436 // Audio Loading and Playing Functions (Module: audio)
1437 //------------------------------------------------------------------------------------
1438 
1439 // Audio device management functions
1440 void InitAudioDevice(); // Initialize audio device and context
1441 void CloseAudioDevice(); // Close the audio device and context
1442 bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
1443 void SetMasterVolume(float volume); // Set master volume (listener)
1444 
1445 // Wave/Sound loading/unloading functions
1446 Wave LoadWave(const(char)* fileName); // Load wave data from file
1447 Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
1448 Sound LoadSound(const(char)* fileName); // Load sound from file
1449 Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
1450 void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
1451 void UnloadWave(Wave wave); // Unload wave data
1452 void UnloadSound(Sound sound); // Unload sound
1453 bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
1454 bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
1455 
1456 // Wave/Sound management functions
1457 void PlaySound(Sound sound); // Play a sound
1458 void StopSound(Sound sound); // Stop playing a sound
1459 void PauseSound(Sound sound); // Pause a sound
1460 void ResumeSound(Sound sound); // Resume a paused sound
1461 void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
1462 void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
1463 int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
1464 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
1465 void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1466 void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1467 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1468 Wave WaveCopy(Wave wave); // Copy a wave to a new wave
1469 void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
1470 float* LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
1471 void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
1472 
1473 // Music management functions
1474 Music LoadMusicStream(const(char)* fileName); // Load music stream from file
1475 Music LoadMusicStreamFromMemory(const(char)* fileType, ubyte* data, int dataSize); // Load music stream from data
1476 void UnloadMusicStream(Music music); // Unload music stream
1477 void PlayMusicStream(Music music); // Start music playing
1478 bool IsMusicPlaying(Music music); // Check if music is playing
1479 void UpdateMusicStream(Music music); // Updates buffers for music streaming
1480 void StopMusicStream(Music music); // Stop music playing
1481 void PauseMusicStream(Music music); // Pause music playing
1482 void ResumeMusicStream(Music music); // Resume playing paused music
1483 void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
1484 void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
1485 float GetMusicTimeLength(Music music); // Get music time length (in seconds)
1486 float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
1487 
1488 // AudioStream management functions
1489 AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
1490 void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
1491 void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
1492 bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
1493 void PlayAudioStream(AudioStream stream); // Play audio stream
1494 void PauseAudioStream(AudioStream stream); // Pause audio stream
1495 void ResumeAudioStream(AudioStream stream); // Resume audio stream
1496 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
1497 void StopAudioStream(AudioStream stream); // Stop audio stream
1498 void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1499 void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1500 void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
1501 
1502 // RAYLIB_H