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