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 v4.0 - 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, Android, Raspberry Pi, DRM native, HTML5.
19 *       - Written in plain C code (C99) in PascalCase/camelCase notation
20 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 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)
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(), 1x1 white pixel R8G8B8A8 [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 *       [rcore] 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/mackron/miniaudio) for audio device/context management
43 *
44 *   OPTIONAL DEPENDENCIES (included):
45 *       [rcore] msf_gif (Miles Fogle) for GIF recording
46 *       [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorythm
47 *       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorythm
48 *       [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
49 *       [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
50 *       [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
51 *       [rtext] stb_truetype (Sean Barret) for ttf fonts loading
52 *       [rtext] stb_rect_pack (Sean Barret) for rectangles packing
53 *       [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
54 *       [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
55 *       [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
56 *       [raudio] dr_wav (David Reid) for WAV audio file loading
57 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
58 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
59 *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
60 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
61 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
62 *
63 *
64 *   LICENSE: zlib/libpng
65 *
66 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
67 *   BSD-like license that allows static linking with closed source software:
68 *
69 *   Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
70 *
71 *   This software is provided "as-is", without any express or implied warranty. In no event
72 *   will the authors be held liable for any damages arising from the use of this software.
73 *
74 *   Permission is granted to anyone to use this software for any purpose, including commercial
75 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
76 *
77 *     1. The origin of this software must not be misrepresented; you must not claim that you
78 *     wrote the original software. If you use this software in a product, an acknowledgment
79 *     in the product documentation would be appreciated but is not required.
80 *
81 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
82 *     as being the original software.
83 *
84 *     3. This notice may not be removed or altered from any source distribution.
85 *
86 **********************************************************************************************/
87 
88 import core.stdc.config;
89 import core.stdc.stdarg;
90 
91 extern (C) @nogc nothrow:
92 
93 // Required for: va_list - Only used by TraceLogCallback
94 
95 enum RAYLIB_VERSION = "4.0";
96 
97 // Function specifiers in case library is build/used as a shared library (Windows)
98 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
99 
100 // We are building the library as a Win32 shared library (.dll)
101 
102 // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
103 
104 //----------------------------------------------------------------------------------
105 // Some basic Defines
106 //----------------------------------------------------------------------------------
107 
108 enum PI = 3.14159265358979323846f;
109 
110 enum DEG2RAD = PI / 180.0f;
111 
112 enum RAD2DEG = 180.0f / PI;
113 
114 // Allow custom memory allocators
115 
116 // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
117 // Plain structures in C++ (without constructors) can be initialized with { }
118 
119 extern (D) auto CLITERAL(T)(auto ref T type)
120 {
121     return type;
122 }
123 
124 // NOTE: We set some defines with some data types declared by raylib
125 // Other modules (raymath, rlgl) also require some of those types, so,
126 // to be able to use those other modules as standalone (not depending on raylib)
127 // this defines are very useful for internal check and avoid type (re)definitions
128 
129 // Some Basic Colors
130 // 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)
131 
132 //----------------------------------------------------------------------------------
133 // Structures Definition
134 //----------------------------------------------------------------------------------
135 // Boolean type
136 
137 // Vector2, 2 components
138 
139 // Vector x component
140 // Vector y component
141 
142 // Vector3, 3 components
143 
144 // Vector x component
145 // Vector y component
146 // Vector z component
147 
148 // Vector4, 4 components
149 
150 // Vector x component
151 // Vector y component
152 // Vector z component
153 // Vector w component
154 
155 // Quaternion, 4 components (Vector4 alias)
156 
157 // Matrix, 4x4 components, column major, OpenGL style, right handed
158 
159 // Matrix first row (4 components)
160 // Matrix second row (4 components)
161 // Matrix third row (4 components)
162 // Matrix fourth row (4 components)
163 
164 // Color, 4 components, R8G8B8A8 (32bit)
165 struct Color
166 {
167     ubyte r; // Color red value
168     ubyte g; // Color green value
169     ubyte b; // Color blue value
170     ubyte a; // Color alpha value
171 }
172 
173 // Rectangle, 4 components
174 
175 // Rectangle top-left corner position x
176 // Rectangle top-left corner position y
177 // Rectangle width
178 // Rectangle height
179 
180 // Image, pixel data stored in CPU memory (RAM)
181 struct Image
182 {
183     void* data; // Image raw data
184     int width; // Image base width
185     int height; // Image base height
186     int mipmaps; // Mipmap levels, 1 by default
187     int format; // Data format (PixelFormat type)
188 }
189 
190 // Texture, tex data stored in GPU memory (VRAM)
191 struct Texture
192 {
193     uint id; // OpenGL texture id
194     int width; // Texture base width
195     int height; // Texture base height
196     int mipmaps; // Mipmap levels, 1 by default
197     int format; // Data format (PixelFormat type)
198 }
199 
200 // Texture2D, same as Texture
201 alias Texture2D = Texture;
202 
203 // TextureCubemap, same as Texture
204 alias TextureCubemap = Texture;
205 
206 // RenderTexture, fbo for texture rendering
207 struct RenderTexture
208 {
209     uint id; // OpenGL framebuffer object id
210     Texture texture; // Color buffer attachment texture
211     Texture depth; // Depth buffer attachment texture
212 }
213 
214 // RenderTexture2D, same as RenderTexture
215 alias RenderTexture2D = RenderTexture;
216 
217 // NPatchInfo, n-patch layout info
218 struct NPatchInfo
219 {
220     Rectangle source; // Texture source rectangle
221     int left; // Left border offset
222     int top; // Top border offset
223     int right; // Right border offset
224     int bottom; // Bottom border offset
225     int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
226 }
227 
228 // GlyphInfo, font characters glyphs info
229 struct GlyphInfo
230 {
231     int value; // Character value (Unicode)
232     int offsetX; // Character offset X when drawing
233     int offsetY; // Character offset Y when drawing
234     int advanceX; // Character advance position X
235     Image image; // Character image data
236 }
237 
238 // Font, font texture and GlyphInfo array data
239 struct Font
240 {
241     int baseSize; // Base size (default chars height)
242     int glyphCount; // Number of glyph characters
243     int glyphPadding; // Padding around the glyph characters
244     Texture2D texture; // Texture atlas containing the glyphs
245     Rectangle* recs; // Rectangles in texture for the glyphs
246     GlyphInfo* glyphs; // Glyphs info data
247 }
248 
249 // Camera, defines position/orientation in 3d space
250 struct Camera3D
251 {
252     Vector3 position; // Camera position
253     Vector3 target; // Camera target it looks-at
254     Vector3 up; // Camera up vector (rotation over its axis)
255     float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
256     int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
257 }
258 
259 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
260 
261 // Camera2D, defines position/orientation in 2d space
262 struct Camera2D
263 {
264     Vector2 offset; // Camera offset (displacement from target)
265     Vector2 target; // Camera target (rotation and zoom origin)
266     float rotation; // Camera rotation in degrees
267     float zoom; // Camera zoom (scaling), should be 1.0f by default
268 }
269 
270 // Mesh, vertex data and vao/vbo
271 struct Mesh
272 {
273     int vertexCount; // Number of vertices stored in arrays
274     int triangleCount; // Number of triangles stored (indexed or not)
275 
276     // Vertex attributes data
277     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
278     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
279     float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
280     float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
281     float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
282     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
283     ushort* indices; // Vertex indices (in case vertex data comes indexed)
284 
285     // Animation vertex data
286     float* animVertices; // Animated vertex positions (after bones transformations)
287     float* animNormals; // Animated normals (after bones transformations)
288     ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
289     float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
290 
291     // OpenGL identifiers
292     uint vaoId; // OpenGL Vertex Array Object id
293     uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
294 }
295 
296 // Shader
297 struct Shader
298 {
299     uint id; // Shader program id
300     int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
301 }
302 
303 // MaterialMap
304 struct MaterialMap
305 {
306     Texture2D texture; // Material map texture
307     Color color; // Material map color
308     float value; // Material map value
309 }
310 
311 // Material, includes shader and maps
312 struct Material
313 {
314     Shader shader; // Material shader
315     MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
316     float[4] params; // Material generic parameters (if required)
317 }
318 
319 // Transform, vectex transformation data
320 struct Transform
321 {
322     Vector3 translation; // Translation
323     Quaternion rotation; // Rotation
324     Vector3 scale; // Scale
325 }
326 
327 // Bone, skeletal animation bone
328 struct BoneInfo
329 {
330     char[32] name; // Bone name
331     int parent; // Bone parent
332 }
333 
334 // Model, meshes, materials and animation data
335 struct Model
336 {
337     Matrix transform; // Local transform matrix
338 
339     int meshCount; // Number of meshes
340     int materialCount; // Number of materials
341     Mesh* meshes; // Meshes array
342     Material* materials; // Materials array
343     int* meshMaterial; // Mesh material number
344 
345     // Animation data
346     int boneCount; // Number of bones
347     BoneInfo* bones; // Bones information (skeleton)
348     Transform* bindPose; // Bones base transformation (pose)
349 }
350 
351 // ModelAnimation
352 struct ModelAnimation
353 {
354     int boneCount; // Number of bones
355     int frameCount; // Number of animation frames
356     BoneInfo* bones; // Bones information (skeleton)
357     Transform** framePoses; // Poses array by frame
358 }
359 
360 // Ray, ray for raycasting
361 struct Ray
362 {
363     Vector3 position; // Ray position (origin)
364     Vector3 direction; // Ray direction
365 }
366 
367 // RayCollision, ray hit information
368 struct RayCollision
369 {
370     bool hit; // Did the ray hit something?
371     float distance; // Distance to nearest hit
372     Vector3 point; // Point of nearest hit
373     Vector3 normal; // Surface normal of hit
374 }
375 
376 // BoundingBox
377 struct BoundingBox
378 {
379     Vector3 min; // Minimum vertex box-corner
380     Vector3 max; // Maximum vertex box-corner
381 }
382 
383 // Wave, audio wave data
384 struct Wave
385 {
386     uint frameCount; // Total number of frames (considering channels)
387     uint sampleRate; // Frequency (samples per second)
388     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
389     uint channels; // Number of channels (1-mono, 2-stereo, ...)
390     void* data; // Buffer data pointer
391 }
392 
393 struct rAudioBuffer;
394 
395 // AudioStream, custom audio stream
396 struct AudioStream
397 {
398     rAudioBuffer* buffer; // Pointer to internal data used by the audio system
399 
400     uint sampleRate; // Frequency (samples per second)
401     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
402     uint channels; // Number of channels (1-mono, 2-stereo, ...)
403 }
404 
405 // Sound
406 struct Sound
407 {
408     AudioStream stream; // Audio stream
409     uint frameCount; // Total number of frames (considering channels)
410 }
411 
412 // Music, audio stream, anything longer than ~10 seconds should be streamed
413 struct Music
414 {
415     AudioStream stream; // Audio stream
416     uint frameCount; // Total number of frames (considering channels)
417     bool looping; // Music looping enable
418 
419     int ctxType; // Type of music context (audio filetype)
420     void* ctxData; // Audio context data, depends on type
421 }
422 
423 // VrDeviceInfo, Head-Mounted-Display device parameters
424 struct VrDeviceInfo
425 {
426     int hResolution; // Horizontal resolution in pixels
427     int vResolution; // Vertical resolution in pixels
428     float hScreenSize; // Horizontal size in meters
429     float vScreenSize; // Vertical size in meters
430     float vScreenCenter; // Screen center in meters
431     float eyeToScreenDistance; // Distance between eye and display in meters
432     float lensSeparationDistance; // Lens separation distance in meters
433     float interpupillaryDistance; // IPD (distance between pupils) in meters
434     float[4] lensDistortionValues; // Lens distortion constant parameters
435     float[4] chromaAbCorrection; // Chromatic aberration correction parameters
436 }
437 
438 // VrStereoConfig, VR stereo rendering configuration for simulator
439 struct VrStereoConfig
440 {
441     Matrix[2] projection; // VR projection matrices (per eye)
442     Matrix[2] viewOffset; // VR view offset matrices (per eye)
443     float[2] leftLensCenter; // VR left lens center
444     float[2] rightLensCenter; // VR right lens center
445     float[2] leftScreenCenter; // VR left screen center
446     float[2] rightScreenCenter; // VR right screen center
447     float[2] scale; // VR distortion scale
448     float[2] scaleIn; // VR distortion scale in
449 }
450 
451 //----------------------------------------------------------------------------------
452 // Enumerators Definition
453 //----------------------------------------------------------------------------------
454 // System/Window config flags
455 // NOTE: Every bit registers one state (use it with bit masks)
456 // By default all flags are set to 0
457 enum ConfigFlags
458 {
459     FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
460     FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
461     FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
462     FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
463     FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
464     FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
465     FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
466     FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
467     FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
468     FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
469     FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
470     FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
471     FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
472     FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
473 }
474 
475 // Trace log level
476 // NOTE: Organized by priority level
477 enum TraceLogLevel
478 {
479     LOG_ALL = 0, // Display all logs
480     LOG_TRACE = 1, // Trace logging, intended for internal use only
481     LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
482     LOG_INFO = 3, // Info logging, used for program execution info
483     LOG_WARNING = 4, // Warning logging, used on recoverable failures
484     LOG_ERROR = 5, // Error logging, used on unrecoverable failures
485     LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
486     LOG_NONE = 7 // Disable logging
487 }
488 
489 // Keyboard keys (US keyboard layout)
490 // NOTE: Use GetKeyPressed() to allow redefining
491 // required keys for alternative layouts
492 enum KeyboardKey
493 {
494     KEY_NULL = 0, // Key: NULL, used for no key pressed
495     // Alphanumeric keys
496     KEY_APOSTROPHE = 39, // Key: '
497     KEY_COMMA = 44, // Key: ,
498     KEY_MINUS = 45, // Key: -
499     KEY_PERIOD = 46, // Key: .
500     KEY_SLASH = 47, // Key: /
501     KEY_ZERO = 48, // Key: 0
502     KEY_ONE = 49, // Key: 1
503     KEY_TWO = 50, // Key: 2
504     KEY_THREE = 51, // Key: 3
505     KEY_FOUR = 52, // Key: 4
506     KEY_FIVE = 53, // Key: 5
507     KEY_SIX = 54, // Key: 6
508     KEY_SEVEN = 55, // Key: 7
509     KEY_EIGHT = 56, // Key: 8
510     KEY_NINE = 57, // Key: 9
511     KEY_SEMICOLON = 59, // Key: ;
512     KEY_EQUAL = 61, // Key: =
513     KEY_A = 65, // Key: A | a
514     KEY_B = 66, // Key: B | b
515     KEY_C = 67, // Key: C | c
516     KEY_D = 68, // Key: D | d
517     KEY_E = 69, // Key: E | e
518     KEY_F = 70, // Key: F | f
519     KEY_G = 71, // Key: G | g
520     KEY_H = 72, // Key: H | h
521     KEY_I = 73, // Key: I | i
522     KEY_J = 74, // Key: J | j
523     KEY_K = 75, // Key: K | k
524     KEY_L = 76, // Key: L | l
525     KEY_M = 77, // Key: M | m
526     KEY_N = 78, // Key: N | n
527     KEY_O = 79, // Key: O | o
528     KEY_P = 80, // Key: P | p
529     KEY_Q = 81, // Key: Q | q
530     KEY_R = 82, // Key: R | r
531     KEY_S = 83, // Key: S | s
532     KEY_T = 84, // Key: T | t
533     KEY_U = 85, // Key: U | u
534     KEY_V = 86, // Key: V | v
535     KEY_W = 87, // Key: W | w
536     KEY_X = 88, // Key: X | x
537     KEY_Y = 89, // Key: Y | y
538     KEY_Z = 90, // Key: Z | z
539     KEY_LEFT_BRACKET = 91, // Key: [
540     KEY_BACKSLASH = 92, // Key: '\'
541     KEY_RIGHT_BRACKET = 93, // Key: ]
542     KEY_GRAVE = 96, // Key: `
543     // Function keys
544     KEY_SPACE = 32, // Key: Space
545     KEY_ESCAPE = 256, // Key: Esc
546     KEY_ENTER = 257, // Key: Enter
547     KEY_TAB = 258, // Key: Tab
548     KEY_BACKSPACE = 259, // Key: Backspace
549     KEY_INSERT = 260, // Key: Ins
550     KEY_DELETE = 261, // Key: Del
551     KEY_RIGHT = 262, // Key: Cursor right
552     KEY_LEFT = 263, // Key: Cursor left
553     KEY_DOWN = 264, // Key: Cursor down
554     KEY_UP = 265, // Key: Cursor up
555     KEY_PAGE_UP = 266, // Key: Page up
556     KEY_PAGE_DOWN = 267, // Key: Page down
557     KEY_HOME = 268, // Key: Home
558     KEY_END = 269, // Key: End
559     KEY_CAPS_LOCK = 280, // Key: Caps lock
560     KEY_SCROLL_LOCK = 281, // Key: Scroll down
561     KEY_NUM_LOCK = 282, // Key: Num lock
562     KEY_PRINT_SCREEN = 283, // Key: Print screen
563     KEY_PAUSE = 284, // Key: Pause
564     KEY_F1 = 290, // Key: F1
565     KEY_F2 = 291, // Key: F2
566     KEY_F3 = 292, // Key: F3
567     KEY_F4 = 293, // Key: F4
568     KEY_F5 = 294, // Key: F5
569     KEY_F6 = 295, // Key: F6
570     KEY_F7 = 296, // Key: F7
571     KEY_F8 = 297, // Key: F8
572     KEY_F9 = 298, // Key: F9
573     KEY_F10 = 299, // Key: F10
574     KEY_F11 = 300, // Key: F11
575     KEY_F12 = 301, // Key: F12
576     KEY_LEFT_SHIFT = 340, // Key: Shift left
577     KEY_LEFT_CONTROL = 341, // Key: Control left
578     KEY_LEFT_ALT = 342, // Key: Alt left
579     KEY_LEFT_SUPER = 343, // Key: Super left
580     KEY_RIGHT_SHIFT = 344, // Key: Shift right
581     KEY_RIGHT_CONTROL = 345, // Key: Control right
582     KEY_RIGHT_ALT = 346, // Key: Alt right
583     KEY_RIGHT_SUPER = 347, // Key: Super right
584     KEY_KB_MENU = 348, // Key: KB menu
585     // Keypad keys
586     KEY_KP_0 = 320, // Key: Keypad 0
587     KEY_KP_1 = 321, // Key: Keypad 1
588     KEY_KP_2 = 322, // Key: Keypad 2
589     KEY_KP_3 = 323, // Key: Keypad 3
590     KEY_KP_4 = 324, // Key: Keypad 4
591     KEY_KP_5 = 325, // Key: Keypad 5
592     KEY_KP_6 = 326, // Key: Keypad 6
593     KEY_KP_7 = 327, // Key: Keypad 7
594     KEY_KP_8 = 328, // Key: Keypad 8
595     KEY_KP_9 = 329, // Key: Keypad 9
596     KEY_KP_DECIMAL = 330, // Key: Keypad .
597     KEY_KP_DIVIDE = 331, // Key: Keypad /
598     KEY_KP_MULTIPLY = 332, // Key: Keypad *
599     KEY_KP_SUBTRACT = 333, // Key: Keypad -
600     KEY_KP_ADD = 334, // Key: Keypad +
601     KEY_KP_ENTER = 335, // Key: Keypad Enter
602     KEY_KP_EQUAL = 336, // Key: Keypad =
603     // Android key buttons
604     KEY_BACK = 4, // Key: Android back button
605     KEY_MENU = 82, // Key: Android menu button
606     KEY_VOLUME_UP = 24, // Key: Android volume up button
607     KEY_VOLUME_DOWN = 25 // Key: Android volume down button
608 }
609 
610 // Add backwards compatibility support for deprecated names
611 enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT;
612 enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT;
613 enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE;
614 
615 // Mouse buttons
616 enum MouseButton
617 {
618     MOUSE_BUTTON_LEFT = 0, // Mouse button left
619     MOUSE_BUTTON_RIGHT = 1, // Mouse button right
620     MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
621     MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
622     MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
623     MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
624     MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
625 
626     // backwards compatibility support for deprecated names
627     MOUSE_LEFT_BUTTON = MOUSE_BUTTON_LEFT,
628     MOUSE_RIGHT_BUTTON = MOUSE_BUTTON_RIGHT,
629     MOUSE_MIDDLE_BUTTON = MOUSE_BUTTON_MIDDLE,
630 }
631 
632 // Mouse cursor
633 enum MouseCursor
634 {
635     MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
636     MOUSE_CURSOR_ARROW = 1, // Arrow shape
637     MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
638     MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
639     MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
640     MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
641     MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
642     MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
643     MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
644     MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
645     MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
646 }
647 
648 // Gamepad buttons
649 enum GamepadButton
650 {
651     GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
652     GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
653     GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
654     GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
655     GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
656     GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
657     GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
658     GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
659     GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
660     GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
661     GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
662     GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
663     GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
664     GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
665     GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
666     GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
667     GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
668     GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
669 }
670 
671 // Gamepad axis
672 enum GamepadAxis
673 {
674     GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
675     GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
676     GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
677     GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
678     GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
679     GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
680 }
681 
682 // Material map index
683 enum MaterialMapIndex
684 {
685     MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
686     MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
687     MATERIAL_MAP_NORMAL = 2, // Normal material
688     MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
689     MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
690     MATERIAL_MAP_EMISSION = 5, // Emission material
691     MATERIAL_MAP_HEIGHT = 6, // Heightmap material
692     MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
693     MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
694     MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
695     MATERIAL_MAP_BRDF = 10 // Brdf material
696 }
697 
698 enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
699 enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
700 
701 // Shader location index
702 enum ShaderLocationIndex
703 {
704     SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
705     SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
706     SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
707     SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
708     SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
709     SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
710     SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
711     SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
712     SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
713     SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
714     SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
715     SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
716     SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
717     SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
718     SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
719     SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
720     SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
721     SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
722     SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
723     SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
724     SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
725     SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
726     SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
727     SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
728     SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
729     SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
730 }
731 
732 enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
733 enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
734 
735 // Shader uniform data type
736 enum ShaderUniformDataType
737 {
738     SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
739     SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
740     SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
741     SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
742     SHADER_UNIFORM_INT = 4, // Shader uniform type: int
743     SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
744     SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
745     SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
746     SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
747 }
748 
749 // Shader attribute data types
750 enum ShaderAttributeDataType
751 {
752     SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
753     SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
754     SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
755     SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
756 }
757 
758 // Pixel formats
759 // NOTE: Support depends on OpenGL version and platform
760 enum PixelFormat
761 {
762     PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
763     PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
764     PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
765     PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
766     PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
767     PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
768     PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
769     PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
770     PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
771     PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
772     PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
773     PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
774     PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
775     PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
776     PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
777     PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
778     PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
779     PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
780     PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
781     PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
782     PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
783 }
784 
785 // Texture parameters: filter mode
786 // NOTE 1: Filtering considers mipmaps if available in the texture
787 // NOTE 2: Filter is accordingly set for minification and magnification
788 enum TextureFilter
789 {
790     TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
791     TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
792     TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
793     TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
794     TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
795     TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
796 }
797 
798 // Texture parameters: wrap mode
799 enum TextureWrap
800 {
801     TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
802     TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
803     TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
804     TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
805 }
806 
807 // Cubemap layouts
808 enum CubemapLayout
809 {
810     CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
811     CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
812     CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
813     CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
814     CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
815     CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
816 }
817 
818 // Font type, defines generation method
819 enum FontType
820 {
821     FONT_DEFAULT = 0, // Default font generation, anti-aliased
822     FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
823     FONT_SDF = 2 // SDF font generation, requires external shader
824 }
825 
826 // Color blending modes (pre-defined)
827 enum BlendMode
828 {
829     BLEND_ALPHA = 0, // Blend textures considering alpha (default)
830     BLEND_ADDITIVE = 1, // Blend textures adding colors
831     BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
832     BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
833     BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
834     BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use rlSetBlendMode())
835 }
836 
837 // Gesture
838 // NOTE: It could be used as flags to enable only some gestures
839 enum Gesture
840 {
841     GESTURE_NONE = 0, // No gesture
842     GESTURE_TAP = 1, // Tap gesture
843     GESTURE_DOUBLETAP = 2, // Double tap gesture
844     GESTURE_HOLD = 4, // Hold gesture
845     GESTURE_DRAG = 8, // Drag gesture
846     GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
847     GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
848     GESTURE_SWIPE_UP = 64, // Swipe up gesture
849     GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
850     GESTURE_PINCH_IN = 256, // Pinch in gesture
851     GESTURE_PINCH_OUT = 512 // Pinch out gesture
852 }
853 
854 // Camera system modes
855 enum CameraMode
856 {
857     CAMERA_CUSTOM = 0, // Custom camera
858     CAMERA_FREE = 1, // Free camera
859     CAMERA_ORBITAL = 2, // Orbital camera
860     CAMERA_FIRST_PERSON = 3, // First person camera
861     CAMERA_THIRD_PERSON = 4 // Third person camera
862 }
863 
864 // Camera projection
865 enum CameraProjection
866 {
867     CAMERA_PERSPECTIVE = 0, // Perspective projection
868     CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
869 }
870 
871 // N-patch layout
872 enum NPatchLayout
873 {
874     NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
875     NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
876     NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
877 }
878 
879 // Callbacks to hook some internal functions
880 // WARNING: This callbacks are intended for advance users
881 alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
882 alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data
883 alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data
884 alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
885 alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
886 
887 //------------------------------------------------------------------------------------
888 // Global Variables Definition
889 //------------------------------------------------------------------------------------
890 // It's lonely here...
891 
892 //------------------------------------------------------------------------------------
893 // Window and Graphics Device Functions (Module: core)
894 //------------------------------------------------------------------------------------
895 
896 // Prevents name mangling of functions
897 
898 // Window-related functions
899 void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
900 bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
901 void CloseWindow(); // Close window and unload OpenGL context
902 bool IsWindowReady(); // Check if window has been initialized successfully
903 bool IsWindowFullscreen(); // Check if window is currently fullscreen
904 bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
905 bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
906 bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
907 bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
908 bool IsWindowResized(); // Check if window has been resized last frame
909 bool IsWindowState(uint flag); // Check if one specific window flag is enabled
910 void SetWindowState(uint flags); // Set window configuration state using flags
911 void ClearWindowState(uint flags); // Clear window configuration state flags
912 void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
913 void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
914 void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
915 void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
916 void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
917 void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
918 void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
919 void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
920 void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
921 void SetWindowSize(int width, int height); // Set window dimensions
922 void* GetWindowHandle(); // Get native window handle
923 int GetScreenWidth(); // Get current screen width
924 int GetScreenHeight(); // Get current screen height
925 int GetMonitorCount(); // Get number of connected monitors
926 int GetCurrentMonitor(); // Get current connected monitor
927 Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
928 int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
929 int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
930 int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
931 int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
932 int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
933 Vector2 GetWindowPosition(); // Get window position XY on monitor
934 Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
935 const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
936 void SetClipboardText(const(char)* text); // Set clipboard text content
937 const(char)* GetClipboardText(); // Get clipboard text content
938 
939 // Custom frame control functions
940 // NOTE: Those functions are intended for advance users that want full control over the frame processing
941 // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
942 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
943 void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing)
944 void PollInputEvents(); // Register all input events
945 void WaitTime(float ms); // Wait for some milliseconds (halt program execution)
946 
947 // Cursor-related functions
948 void ShowCursor(); // Shows cursor
949 void HideCursor(); // Hides cursor
950 bool IsCursorHidden(); // Check if cursor is not visible
951 void EnableCursor(); // Enables cursor (unlock cursor)
952 void DisableCursor(); // Disables cursor (lock cursor)
953 bool IsCursorOnScreen(); // Check if cursor is on the screen
954 
955 // Drawing-related functions
956 void ClearBackground(Color color); // Set background color (framebuffer clear color)
957 void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
958 void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
959 void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
960 void EndMode2D(); // Ends 2D mode with custom camera
961 void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
962 void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
963 void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
964 void EndTextureMode(); // Ends drawing to render texture
965 void BeginShaderMode(Shader shader); // Begin custom shader drawing
966 void EndShaderMode(); // End custom shader drawing (use default shader)
967 void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
968 void EndBlendMode(); // End blending mode (reset to default: alpha blending)
969 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
970 void EndScissorMode(); // End scissor mode
971 void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
972 void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
973 
974 // VR stereo config functions for VR simulator
975 VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
976 void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
977 
978 // Shader management functions
979 // NOTE: Shader functionality is not available on OpenGL 1.1
980 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
981 Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
982 int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
983 int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
984 void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
985 void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
986 void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
987 void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
988 void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
989 
990 // Screen-space-related functions
991 Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
992 Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
993 Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
994 Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
995 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
996 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
997 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
998 
999 // Timing-related functions
1000 void SetTargetFPS(int fps); // Set target FPS (maximum)
1001 int GetFPS(); // Get current FPS
1002 float GetFrameTime(); // Get time in seconds for last frame drawn (delta time)
1003 double GetTime(); // Get elapsed time in seconds since InitWindow()
1004 
1005 // Misc. functions
1006 int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
1007 void SetRandomSeed(uint seed); // Set the seed for the random number generator
1008 void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
1009 void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
1010 
1011 void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
1012 void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
1013 void* MemAlloc(int size); // Internal memory allocator
1014 void* MemRealloc(void* ptr, int size); // Internal memory reallocator
1015 void MemFree(void* ptr); // Internal memory free
1016 
1017 // Set custom callbacks
1018 // WARNING: Callbacks setup is intended for advance users
1019 void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
1020 void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
1021 void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
1022 void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
1023 void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
1024 
1025 // Files management functions
1026 ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
1027 void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
1028 bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success
1029 char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
1030 void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText()
1031 bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
1032 bool FileExists(const(char)* fileName); // Check if file exists
1033 bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
1034 bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
1035 const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
1036 const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
1037 const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
1038 const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
1039 const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
1040 const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
1041 char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
1042 void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
1043 bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
1044 bool IsFileDropped(); // Check if a file has been dropped into window
1045 char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
1046 void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
1047 c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
1048 
1049 // Compression/Encoding functionality
1050 ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorithm)
1051 ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorithm)
1052 char* EncodeDataBase64(const(ubyte)* data, int dataLength, int* outputLength); // Encode data to Base64 string
1053 ubyte* DecodeDataBase64(ubyte* data, int* outputLength); // Decode Base64 string data
1054 
1055 // Persistent storage management
1056 bool SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position), returns true on success
1057 int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
1058 
1059 void OpenURL(const(char)* url); // Open URL with default system browser (if available)
1060 
1061 //------------------------------------------------------------------------------------
1062 // Input Handling Functions (Module: core)
1063 //------------------------------------------------------------------------------------
1064 
1065 // Input-related functions: keyboard
1066 bool IsKeyPressed(int key); // Check if a key has been pressed once
1067 bool IsKeyDown(int key); // Check if a key is being pressed
1068 bool IsKeyReleased(int key); // Check if a key has been released once
1069 bool IsKeyUp(int key); // Check if a key is NOT being pressed
1070 void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
1071 int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
1072 int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
1073 
1074 // Input-related functions: gamepads
1075 bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
1076 const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id
1077 bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
1078 bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
1079 bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
1080 bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
1081 int GetGamepadButtonPressed(); // Get the last gamepad button pressed
1082 int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
1083 float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
1084 int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
1085 
1086 // Input-related functions: mouse
1087 bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
1088 bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
1089 bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
1090 bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
1091 int GetMouseX(); // Get mouse position X
1092 int GetMouseY(); // Get mouse position Y
1093 Vector2 GetMousePosition(); // Get mouse position XY
1094 Vector2 GetMouseDelta(); // Get mouse delta between frames
1095 void SetMousePosition(int x, int y); // Set mouse position XY
1096 void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
1097 void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
1098 float GetMouseWheelMove(); // Get mouse wheel movement Y
1099 void SetMouseCursor(int cursor); // Set mouse cursor
1100 
1101 // Input-related functions: touch
1102 int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size)
1103 int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size)
1104 Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
1105 int GetTouchPointId(int index); // Get touch point identifier for given index
1106 int GetTouchPointCount(); // Get number of touch points
1107 
1108 //------------------------------------------------------------------------------------
1109 // Gestures and Touch Handling Functions (Module: rgestures)
1110 //------------------------------------------------------------------------------------
1111 void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
1112 bool IsGestureDetected(int gesture); // Check if a gesture have been detected
1113 int GetGestureDetected(); // Get latest detected gesture
1114 float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
1115 Vector2 GetGestureDragVector(); // Get gesture drag vector
1116 float GetGestureDragAngle(); // Get gesture drag angle
1117 Vector2 GetGesturePinchVector(); // Get gesture pinch delta
1118 float GetGesturePinchAngle(); // Get gesture pinch angle
1119 
1120 //------------------------------------------------------------------------------------
1121 // Camera System Functions (Module: rcamera)
1122 //------------------------------------------------------------------------------------
1123 void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
1124 void UpdateCamera(Camera* camera); // Update camera position for selected mode
1125 
1126 void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
1127 void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
1128 void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
1129 void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
1130 
1131 //------------------------------------------------------------------------------------
1132 // Basic Shapes Drawing Functions (Module: shapes)
1133 //------------------------------------------------------------------------------------
1134 // Set texture and rectangle to be used on shapes drawing
1135 // NOTE: It can be useful when using basic shapes and one single font,
1136 // defining a font char white rectangle would allow drawing everything in a single draw call
1137 void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
1138 
1139 // Basic shapes drawing functions
1140 void DrawPixel(int posX, int posY, Color color); // Draw a pixel
1141 void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
1142 void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1143 void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
1144 void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
1145 void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
1146 void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
1147 void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
1148 void DrawLineStrip(Vector2* points, int pointCount, Color color); // Draw lines sequence
1149 void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1150 void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
1151 void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
1152 void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
1153 void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1154 void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
1155 void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
1156 void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
1157 void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
1158 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
1159 void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1160 void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1161 void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
1162 void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1163 void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
1164 void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
1165 void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
1166 void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1167 void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
1168 void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1169 void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
1170 void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1171 void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
1172 void DrawTriangleFan(Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
1173 void DrawTriangleStrip(Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points
1174 void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1175 void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
1176 void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
1177 
1178 // Basic shapes collision detection functions
1179 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1180 bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1181 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1182 bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
1183 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1184 bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1185 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
1186 bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
1187 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1188 
1189 //------------------------------------------------------------------------------------
1190 // Texture Loading and Drawing Functions (Module: textures)
1191 //------------------------------------------------------------------------------------
1192 
1193 // Image loading functions
1194 // NOTE: This functions do not require GPU access
1195 Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
1196 Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1197 Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
1198 Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
1199 Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
1200 Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot)
1201 void UnloadImage(Image image); // Unload image from CPU memory (RAM)
1202 bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
1203 bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
1204 
1205 // Image generation functions
1206 Image GenImageColor(int width, int height, Color color); // Generate image: plain color
1207 Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
1208 Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
1209 Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1210 Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1211 Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
1212 Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
1213 
1214 // Image manipulation functions
1215 Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
1216 Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
1217 Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
1218 Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1219 void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
1220 void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
1221 void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
1222 void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
1223 void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
1224 void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
1225 void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
1226 void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1227 void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1228 void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
1229 void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image
1230 void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1231 void ImageFlipVertical(Image* image); // Flip image vertically
1232 void ImageFlipHorizontal(Image* image); // Flip image horizontally
1233 void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
1234 void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
1235 void ImageColorTint(Image* image, Color color); // Modify image color: tint
1236 void ImageColorInvert(Image* image); // Modify image color: invert
1237 void ImageColorGrayscale(Image* image); // Modify image color: grayscale
1238 void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
1239 void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
1240 void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
1241 Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
1242 Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
1243 void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
1244 void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
1245 Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
1246 Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
1247 
1248 // Image drawing functions
1249 // NOTE: Image software-rendering functions (CPU)
1250 void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
1251 void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
1252 void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
1253 void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
1254 void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
1255 void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
1256 void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
1257 void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
1258 void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
1259 void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
1260 void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1261 void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
1262 void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
1263 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)
1264 
1265 // Texture loading functions
1266 // NOTE: These functions require GPU access
1267 Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
1268 Texture2D LoadTextureFromImage(Image image); // Load texture from image data
1269 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
1270 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
1271 void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
1272 void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1273 void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
1274 void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
1275 
1276 // Texture configuration functions
1277 void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
1278 void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
1279 void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
1280 
1281 // Texture drawing functions
1282 void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1283 void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1284 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1285 void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1286 void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
1287 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.
1288 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
1289 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
1290 void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2* points, Vector2* texcoords, int pointCount, Color tint); // Draw a textured polygon
1291 
1292 // Color/pixel related functions
1293 Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1294 int ColorToInt(Color color); // Get hexadecimal value for a Color
1295 Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
1296 Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
1297 Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
1298 Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
1299 Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1300 Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
1301 Color GetColor(uint hexValue); // Get Color structure from hexadecimal value
1302 Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
1303 void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
1304 int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
1305 
1306 //------------------------------------------------------------------------------------
1307 // Font Loading and Text Drawing Functions (Module: text)
1308 //------------------------------------------------------------------------------------
1309 
1310 // Font loading/unloading functions
1311 Font GetFontDefault(); // Get the default Font
1312 Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
1313 Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int glyphCount); // Load font from file with extended parameters
1314 Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
1315 Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
1316 GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount, int type); // Load font data for further use
1317 Image GenImageFontAtlas(const(GlyphInfo)* chars, Rectangle** recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1318 void UnloadFontData(GlyphInfo* chars, int glyphCount); // Unload font chars info data (RAM)
1319 void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
1320 
1321 // Text drawing functions
1322 void DrawFPS(int posX, int posY); // Draw current FPS
1323 void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1324 void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
1325 void DrawTextPro(Font font, const(char)* text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
1326 void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
1327 
1328 // Text font info functions
1329 int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
1330 Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
1331 int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
1332 GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
1333 Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
1334 
1335 // Text codepoints management functions (unicode characters)
1336 int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
1337 void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory
1338 int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
1339 int GetCodepoint(const(char)* text, int* bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1340 const(char)* CodepointToUTF8(int codepoint, int* byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
1341 char* TextCodepointsToUTF8(int* codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
1342 
1343 // Text strings management functions (no UTF-8 strings, only byte chars)
1344 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1345 int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
1346 bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
1347 uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
1348 const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style)
1349 const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
1350 char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
1351 char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
1352 const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
1353 const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
1354 void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
1355 int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
1356 const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
1357 const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
1358 const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
1359 int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
1360 
1361 //------------------------------------------------------------------------------------
1362 // Basic 3d Shapes Drawing Functions (Module: models)
1363 //------------------------------------------------------------------------------------
1364 
1365 // Basic geometric 3D shapes drawing functions
1366 void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1367 void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
1368 void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
1369 void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1370 void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
1371 void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
1372 void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1373 void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1374 void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1375 void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
1376 void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
1377 void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
1378 void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1379 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1380 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
1381 void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
1382 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
1383 void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
1384 void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1385 void DrawRay(Ray ray, Color color); // Draw a ray line
1386 void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1387 
1388 //------------------------------------------------------------------------------------
1389 // Model 3d Loading and Drawing Functions (Module: models)
1390 //------------------------------------------------------------------------------------
1391 
1392 // Model management functions
1393 Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
1394 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
1395 void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
1396 void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
1397 BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
1398 
1399 // Model drawing functions
1400 void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1401 void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1402 void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1403 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
1404 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
1405 void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
1406 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
1407 void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
1408 
1409 // Mesh management functions
1410 void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
1411 void UpdateMeshBuffer(Mesh mesh, int index, void* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
1412 void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
1413 void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
1414 void DrawMeshInstanced(Mesh mesh, Material material, Matrix* transforms, int instances); // Draw multiple mesh instances with material and different transforms
1415 bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
1416 BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
1417 void GenMeshTangents(Mesh* mesh); // Compute mesh tangents
1418 void GenMeshBinormals(Mesh* mesh); // Compute mesh binormals
1419 
1420 // Mesh generation functions
1421 Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
1422 Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1423 Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
1424 Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1425 Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1426 Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
1427 Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
1428 Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
1429 Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1430 Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1431 Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1432 
1433 // Material loading/unloading functions
1434 Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
1435 Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1436 void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
1437 void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
1438 void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
1439 
1440 // Model animations loading/unloading functions
1441 ModelAnimation* LoadModelAnimations(const(char)* fileName, uint* animCount); // Load model animations from file
1442 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
1443 void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
1444 void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data
1445 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
1446 
1447 // Collision detection functions
1448 bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
1449 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
1450 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
1451 RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
1452 RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
1453 RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
1454 RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
1455 RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1456 RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
1457 
1458 //------------------------------------------------------------------------------------
1459 // Audio Loading and Playing Functions (Module: audio)
1460 //------------------------------------------------------------------------------------
1461 
1462 // Audio device management functions
1463 void InitAudioDevice(); // Initialize audio device and context
1464 void CloseAudioDevice(); // Close the audio device and context
1465 bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
1466 void SetMasterVolume(float volume); // Set master volume (listener)
1467 
1468 // Wave/Sound loading/unloading functions
1469 Wave LoadWave(const(char)* fileName); // Load wave data from file
1470 Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
1471 Sound LoadSound(const(char)* fileName); // Load sound from file
1472 Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
1473 void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
1474 void UnloadWave(Wave wave); // Unload wave data
1475 void UnloadSound(Sound sound); // Unload sound
1476 bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
1477 bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
1478 
1479 // Wave/Sound management functions
1480 void PlaySound(Sound sound); // Play a sound
1481 void StopSound(Sound sound); // Stop playing a sound
1482 void PauseSound(Sound sound); // Pause a sound
1483 void ResumeSound(Sound sound); // Resume a paused sound
1484 void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
1485 void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
1486 int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
1487 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
1488 void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1489 void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1490 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1491 Wave WaveCopy(Wave wave); // Copy a wave to a new wave
1492 void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
1493 float* LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
1494 void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
1495 
1496 // Music management functions
1497 Music LoadMusicStream(const(char)* fileName); // Load music stream from file
1498 Music LoadMusicStreamFromMemory(const(char)* fileType, ubyte* data, int dataSize); // Load music stream from data
1499 void UnloadMusicStream(Music music); // Unload music stream
1500 void PlayMusicStream(Music music); // Start music playing
1501 bool IsMusicStreamPlaying(Music music); // Check if music is playing
1502 void UpdateMusicStream(Music music); // Updates buffers for music streaming
1503 void StopMusicStream(Music music); // Stop music playing
1504 void PauseMusicStream(Music music); // Pause music playing
1505 void ResumeMusicStream(Music music); // Resume playing paused music
1506 void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
1507 void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
1508 void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
1509 float GetMusicTimeLength(Music music); // Get music time length (in seconds)
1510 float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
1511 
1512 // AudioStream management functions
1513 AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
1514 void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
1515 void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
1516 bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
1517 void PlayAudioStream(AudioStream stream); // Play audio stream
1518 void PauseAudioStream(AudioStream stream); // Pause audio stream
1519 void ResumeAudioStream(AudioStream stream); // Resume audio stream
1520 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
1521 void StopAudioStream(AudioStream stream); // Stop audio stream
1522 void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1523 void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1524 void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
1525 
1526 // RAYLIB_H