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