1 module raylib;
2 
3 public {
4     import rlgl;
5 }
6 /**********************************************************************************************
7 *
8 *   raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
9 *
10 *   FEATURES:
11 *       - NO external dependencies, all required libraries included with raylib
12 *       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
13 *       - Written in plain C code (C99) in PascalCase/camelCase notation
14 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
15 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
16 *       - Powerful fonts module (XNA SpriteFonts, BMFonts, TTF)
17 *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
18 *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
19 *       - Flexible Materials system, supporting classic maps and PBR maps
20 *       - Skeletal Animation support (CPU bones-based animation)
21 *       - Shaders support, including Model shaders and Postprocessing shaders
22 *       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
23 *       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
24 *       - VR stereo rendering with configurable HMD device parameters
25 *       - Bindings to multiple programming languages available!
26 *
27 *   NOTES:
28 *       One custom font is loaded by default when InitWindow() [core]
29 *       If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
30 *       If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
31 *
32 *   DEPENDENCIES (included):
33 *       [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
34 *       [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
35 *       [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
36 *
37 *   OPTIONAL DEPENDENCIES (included):
38 *       [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
39 *       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
40 *       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
41 *       [textures] stb_image_resize (Sean Barret) for image resizing algorythms
42 *       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
43 *       [text] stb_truetype (Sean Barret) for ttf fonts loading
44 *       [text] stb_rect_pack (Sean Barret) for rectangles packing
45 *       [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
46 *       [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
47 *       [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
48 *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
49 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
50 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
51 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
52 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
53 *
54 *
55 *   LICENSE: zlib/libpng
56 *
57 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
58 *   BSD-like license that allows static linking with closed source software:
59 *
60 *   Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
61 *
62 *   This software is provided "as-is", without any express or implied warranty. In no event
63 *   will the authors be held liable for any damages arising from the use of this software.
64 *
65 *   Permission is granted to anyone to use this software for any purpose, including commercial
66 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
67 *
68 *     1. The origin of this software must not be misrepresented; you must not claim that you
69 *     wrote the original software. If you use this software in a product, an acknowledgment
70 *     in the product documentation would be appreciated but is not required.
71 *
72 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
73 *     as being the original software.
74 *
75 *     3. This notice may not be removed or altered from any source distribution.
76 *
77 **********************************************************************************************/
78 
79 import core.stdc.config;
80 import core.stdc.stdarg;
81 import core.stdc.stdlib;
82 
83 extern (C) @nogc nothrow:
84 
85 // Required for: va_list - Only used by TraceLogCallback
86 
87 // We are building raylib as a Win32 shared library (.dll)
88 // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
89 
90 //----------------------------------------------------------------------------------
91 // Some basic Defines
92 //----------------------------------------------------------------------------------
93 
94 enum PI = 3.14159265358979323846f;
95 
96 enum DEG2RAD = PI / 180.0f;
97 enum RAD2DEG = 180.0f / PI;
98 
99 enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
100 
101 // Shader and material limits
102 enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
103 enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
104 
105 // Allow custom memory allocators
106 
107 alias RL_MALLOC = malloc;
108 
109 alias RL_CALLOC = calloc;
110 
111 alias RL_FREE = free;
112 
113 // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
114 // Plain structures in C++ (without constructors) can be initialized from { } initializers.
115 
116 alias CLITERAL = Color;
117 
118 // Some Basic Colors
119 // 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)
120 const LIGHTGRAY = Color( 200, 200, 200, 255 );        // Light Gray
121 const GRAY      = Color( 130, 130, 130, 255 );        // Gray
122 const DARKGRAY  = Color( 80, 80, 80, 255 );           // Dark Gray
123 const YELLOW    = Color( 253, 249, 0, 255 );          // Yellow
124 const GOLD      = Color( 255, 203, 0, 255 );          // Gold
125 const ORANGE    = Color( 255, 161, 0, 255 );          // Orange
126 const PINK      = Color( 255, 109, 194, 255 );        // Pink
127 const RED       = Color( 230, 41, 55, 255 );          // Red
128 const MAROON    = Color( 190, 33, 55, 255 );          // Maroon
129 const GREEN     = Color( 0, 228, 48, 255 );           // Green
130 const LIME      = Color( 0, 158, 47, 255 );           // Lime
131 const DARKGREEN = Color( 0, 117, 44, 255 );           // Dark Green
132 const SKYBLUE   = Color( 102, 191, 255, 255 );        // Sky Blue
133 const BLUE      = Color( 0, 121, 241, 255 );          // Blue
134 const DARKBLUE  = Color( 0, 82, 172, 255 );           // Dark Blue
135 const PURPLE    = Color( 200, 122, 255, 255 );        // Purple
136 const VIOLET    = Color( 135, 60, 190, 255 );         // Violet
137 const DARKPURPLE= Color( 112, 31, 126, 255 );         // Dark Purple
138 const BEIGE     = Color( 211, 176, 131, 255 );        // Beige
139 const BROWN     = Color( 127, 106, 79, 255 );         // Brown
140 const DARKBROWN = Color( 76, 63, 47, 255 );           // Dark Brown
141 
142 const WHITE     = Color( 255, 255, 255, 255 );        // White
143 const BLACK     = Color( 0, 0, 0, 255 );              // Black
144 const BLANK     = Color( 0, 0, 0, 0 );                // Transparent
145 const MAGENTA   = Color( 255, 0, 255, 255 );          // Magenta
146 const RAYWHITE  = Color( 245, 245, 245, 255 );        // Ray White
147 
148 //----------------------------------------------------------------------------------
149 // Structures Definition
150 //----------------------------------------------------------------------------------
151 // Vector2 type
152 struct Vector2
153 {
154     float x;
155     float y;
156 }
157 
158 // Vector3 type
159 struct Vector3
160 {
161     float x;
162     float y;
163     float z;
164 }
165 
166 // Vector4 type
167 struct Vector4
168 {
169     float x;
170     float y;
171     float z;
172     float w;
173 }
174 
175 // Quaternion type, same as Vector4
176 alias Quaternion = Vector4;
177 
178 // Matrix type (OpenGL style 4x4 - right handed, column major)
179 struct Matrix
180 {
181     float m0;
182     float m4;
183     float m8;
184     float m12;
185     float m1;
186     float m5;
187     float m9;
188     float m13;
189     float m2;
190     float m6;
191     float m10;
192     float m14;
193     float m3;
194     float m7;
195     float m11;
196     float m15;
197 }
198 
199 // Color type, RGBA (32bit)
200 struct Color
201 {
202     ubyte r;
203     ubyte g;
204     ubyte b;
205     ubyte a;
206 }
207 
208 // Rectangle type
209 struct Rectangle
210 {
211     float x;
212     float y;
213     float width;
214     float height;
215 }
216 
217 // Image type, bpp always RGBA (32bit)
218 // NOTE: Data stored in CPU memory (RAM)
219 struct Image
220 {
221     void* data; // Image raw data
222     int width; // Image base width
223     int height; // Image base height
224     int mipmaps; // Mipmap levels, 1 by default
225     int format; // Data format (PixelFormat type)
226 }
227 
228 // Texture2D type
229 // NOTE: Data stored in GPU memory
230 struct Texture2D
231 {
232     uint id; // OpenGL texture id
233     int width; // Texture base width
234     int height; // Texture base height
235     int mipmaps; // Mipmap levels, 1 by default
236     int format; // Data format (PixelFormat type)
237 }
238 
239 // Texture type, same as Texture2D
240 alias Texture = Texture2D;
241 
242 // TextureCubemap type, actually, same as Texture2D
243 alias TextureCubemap = Texture2D;
244 
245 // RenderTexture2D type, for texture rendering
246 struct RenderTexture2D
247 {
248     uint id; // OpenGL Framebuffer Object (FBO) id
249     Texture2D texture; // Color buffer attachment texture
250     Texture2D depth; // Depth buffer attachment texture
251     bool depthTexture; // Track if depth attachment is a texture or renderbuffer
252 }
253 
254 // RenderTexture type, same as RenderTexture2D
255 alias RenderTexture = RenderTexture2D;
256 
257 // N-Patch layout info
258 struct NPatchInfo
259 {
260     Rectangle sourceRec; // Region in the texture
261     int left; // left border offset
262     int top; // top border offset
263     int right; // right border offset
264     int bottom; // bottom border offset
265     int type; // layout of the n-patch: 3x3, 1x3 or 3x1
266 }
267 
268 // Font character info
269 struct CharInfo
270 {
271     int value; // Character value (Unicode)
272     Rectangle rec; // Character rectangle in sprite font
273     int offsetX; // Character offset X when drawing
274     int offsetY; // Character offset Y when drawing
275     int advanceX; // Character advance position X
276     ubyte* data; // Character pixel data (grayscale)
277 }
278 
279 // Font type, includes texture and charSet array data
280 struct Font
281 {
282     Texture2D texture; // Font texture
283     int baseSize; // Base size (default chars height)
284     int charsCount; // Number of characters
285     CharInfo* chars; // Characters info data
286 }
287 
288 alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
289 
290 // Camera type, defines a camera position/orientation in 3d space
291 struct Camera3D
292 {
293     Vector3 position; // Camera position
294     Vector3 target; // Camera target it looks-at
295     Vector3 up; // Camera up vector (rotation over its axis)
296     float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
297     int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
298 }
299 
300 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
301 
302 // Camera2D type, defines a 2d camera
303 struct Camera2D
304 {
305     Vector2 offset; // Camera offset (displacement from target)
306     Vector2 target; // Camera target (rotation and zoom origin)
307     float rotation; // Camera rotation in degrees
308     float zoom; // Camera zoom (scaling), should be 1.0f by default
309 }
310 
311 // Vertex data definning a mesh
312 // NOTE: Data stored in CPU memory (and GPU)
313 struct Mesh
314 {
315     int vertexCount; // Number of vertices stored in arrays
316     int triangleCount; // Number of triangles stored (indexed or not)
317 
318     // Default vertex data
319     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
320     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
321     float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
322     float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
323     float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
324     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
325     ushort* indices; // Vertex indices (in case vertex data comes indexed)
326 
327     // Animation vertex data
328     float* animVertices; // Animated vertex positions (after bones transformations)
329     float* animNormals; // Animated normals (after bones transformations)
330     int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
331     float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
332 
333     // OpenGL identifiers
334     uint vaoId; // OpenGL Vertex Array Object id
335     uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
336 }
337 
338 // Shader type (generic)
339 struct Shader
340 {
341     uint id; // Shader program id
342     int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
343 }
344 
345 // Material texture map
346 struct MaterialMap
347 {
348     Texture2D texture; // Material map texture
349     Color color; // Material map color
350     float value; // Material map value
351 }
352 
353 // Material type (generic)
354 struct Material
355 {
356     Shader shader; // Material shader
357     MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
358     float* params; // Material generic parameters (if required)
359 }
360 
361 // Transformation properties
362 struct Transform
363 {
364     Vector3 translation; // Translation
365     Quaternion rotation; // Rotation
366     Vector3 scale; // Scale
367 }
368 
369 // Bone information
370 struct BoneInfo
371 {
372     char[32] name; // Bone name
373     int parent; // Bone parent
374 }
375 
376 // Model type
377 struct Model
378 {
379     Matrix transform; // Local transform matrix
380 
381     int meshCount; // Number of meshes
382     Mesh* meshes; // Meshes array
383 
384     int materialCount; // Number of materials
385     Material* materials; // Materials array
386     int* meshMaterial; // Mesh material number
387 
388     // Animation data
389     int boneCount; // Number of bones
390     BoneInfo* bones; // Bones information (skeleton)
391     Transform* bindPose; // Bones base transformation (pose)
392 }
393 
394 // Model animation
395 struct ModelAnimation
396 {
397     int boneCount; // Number of bones
398     BoneInfo* bones; // Bones information (skeleton)
399 
400     int frameCount; // Number of animation frames
401     Transform** framePoses; // Poses array by frame
402 }
403 
404 // Ray type (useful for raycast)
405 struct Ray
406 {
407     Vector3 position; // Ray position (origin)
408     Vector3 direction; // Ray direction
409 }
410 
411 // Raycast hit information
412 struct RayHitInfo
413 {
414     bool hit; // Did the ray hit something?
415     float distance; // Distance to nearest hit
416     Vector3 position; // Position of nearest hit
417     Vector3 normal; // Surface normal of hit
418 }
419 
420 // Bounding box type
421 struct BoundingBox
422 {
423     Vector3 min; // Minimum vertex box-corner
424     Vector3 max; // Maximum vertex box-corner
425 }
426 
427 // Wave type, defines audio wave data
428 struct Wave
429 {
430     uint sampleCount; // Number of samples
431     uint sampleRate; // Frequency (samples per second)
432     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
433     uint channels; // Number of channels (1-mono, 2-stereo)
434     void* data; // Buffer data pointer
435 }
436 
437 // Sound source type
438 struct Sound
439 {
440     void* audioBuffer; // Pointer to internal data used by the audio system
441 
442     uint source; // Audio source id
443     uint buffer; // Audio buffer id
444     int format; // Audio format specifier
445 }
446 
447 // Music type (file streaming from memory)
448 // NOTE: Anything longer than ~10 seconds should be streamed
449 struct MusicData;
450 alias Music = MusicData*;
451 
452 // Audio stream type
453 // NOTE: Useful to create custom audio streams not bound to a specific file
454 struct AudioStream
455 {
456     uint sampleRate; // Frequency (samples per second)
457     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
458     uint channels; // Number of channels (1-mono, 2-stereo)
459 
460     void* audioBuffer; // Pointer to internal data used by the audio system.
461 
462     int format; // Audio format specifier
463     uint source; // Audio source id
464     uint[2] buffers; // Audio buffers (double buffering)
465 }
466 
467 // Head-Mounted-Display device parameters
468 struct VrDeviceInfo
469 {
470     int hResolution; // HMD horizontal resolution in pixels
471     int vResolution; // HMD vertical resolution in pixels
472     float hScreenSize; // HMD horizontal size in meters
473     float vScreenSize; // HMD vertical size in meters
474     float vScreenCenter; // HMD screen center in meters
475     float eyeToScreenDistance; // HMD distance between eye and display in meters
476     float lensSeparationDistance; // HMD lens separation distance in meters
477     float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
478     float[4] lensDistortionValues; // HMD lens distortion constant parameters
479     float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
480 }
481 
482 //----------------------------------------------------------------------------------
483 // Enumerators Definition
484 //----------------------------------------------------------------------------------
485 // System config flags
486 // NOTE: Used for bit masks
487 enum ConfigFlag
488 {
489     FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
490     FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
491     FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
492     FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
493     FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
494     FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
495     FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
496     FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
497 }
498 
499 // Trace log type
500 enum TraceLogType
501 {
502     LOG_ALL = 0, // Display all logs
503     LOG_TRACE = 1,
504     LOG_DEBUG = 2,
505     LOG_INFO = 3,
506     LOG_WARNING = 4,
507     LOG_ERROR = 5,
508     LOG_FATAL = 6,
509     LOG_NONE = 7 // Disable logging
510 }
511 
512 // Keyboard keys
513 enum KeyboardKey
514 {
515     // Alphanumeric keys
516     KEY_APOSTROPHE = 39,
517     KEY_COMMA = 44,
518     KEY_MINUS = 45,
519     KEY_PERIOD = 46,
520     KEY_SLASH = 47,
521     KEY_ZERO = 48,
522     KEY_ONE = 49,
523     KEY_TWO = 50,
524     KEY_THREE = 51,
525     KEY_FOUR = 52,
526     KEY_FIVE = 53,
527     KEY_SIX = 54,
528     KEY_SEVEN = 55,
529     KEY_EIGHT = 56,
530     KEY_NINE = 57,
531     KEY_SEMICOLON = 59,
532     KEY_EQUAL = 61,
533     KEY_A = 65,
534     KEY_B = 66,
535     KEY_C = 67,
536     KEY_D = 68,
537     KEY_E = 69,
538     KEY_F = 70,
539     KEY_G = 71,
540     KEY_H = 72,
541     KEY_I = 73,
542     KEY_J = 74,
543     KEY_K = 75,
544     KEY_L = 76,
545     KEY_M = 77,
546     KEY_N = 78,
547     KEY_O = 79,
548     KEY_P = 80,
549     KEY_Q = 81,
550     KEY_R = 82,
551     KEY_S = 83,
552     KEY_T = 84,
553     KEY_U = 85,
554     KEY_V = 86,
555     KEY_W = 87,
556     KEY_X = 88,
557     KEY_Y = 89,
558     KEY_Z = 90,
559 
560     // Function keys
561     KEY_SPACE = 32,
562     KEY_ESCAPE = 256,
563     KEY_ENTER = 257,
564     KEY_TAB = 258,
565     KEY_BACKSPACE = 259,
566     KEY_INSERT = 260,
567     KEY_DELETE = 261,
568     KEY_RIGHT = 262,
569     KEY_LEFT = 263,
570     KEY_DOWN = 264,
571     KEY_UP = 265,
572     KEY_PAGE_UP = 266,
573     KEY_PAGE_DOWN = 267,
574     KEY_HOME = 268,
575     KEY_END = 269,
576     KEY_CAPS_LOCK = 280,
577     KEY_SCROLL_LOCK = 281,
578     KEY_NUM_LOCK = 282,
579     KEY_PRINT_SCREEN = 283,
580     KEY_PAUSE = 284,
581     KEY_F1 = 290,
582     KEY_F2 = 291,
583     KEY_F3 = 292,
584     KEY_F4 = 293,
585     KEY_F5 = 294,
586     KEY_F6 = 295,
587     KEY_F7 = 296,
588     KEY_F8 = 297,
589     KEY_F9 = 298,
590     KEY_F10 = 299,
591     KEY_F11 = 300,
592     KEY_F12 = 301,
593     KEY_LEFT_SHIFT = 340,
594     KEY_LEFT_CONTROL = 341,
595     KEY_LEFT_ALT = 342,
596     KEY_LEFT_SUPER = 343,
597     KEY_RIGHT_SHIFT = 344,
598     KEY_RIGHT_CONTROL = 345,
599     KEY_RIGHT_ALT = 346,
600     KEY_RIGHT_SUPER = 347,
601     KEY_KB_MENU = 348,
602     KEY_LEFT_BRACKET = 91,
603     KEY_BACKSLASH = 92,
604     KEY_RIGHT_BRACKET = 93,
605     KEY_GRAVE = 96,
606 
607     // Keypad keys
608     KEY_KP_0 = 320,
609     KEY_KP_1 = 321,
610     KEY_KP_2 = 322,
611     KEY_KP_3 = 323,
612     KEY_KP_4 = 324,
613     KEY_KP_5 = 325,
614     KEY_KP_6 = 326,
615     KEY_KP_7 = 327,
616     KEY_KP_8 = 328,
617     KEY_KP_9 = 329,
618     KEY_KP_DECIMAL = 330,
619     KEY_KP_DIVIDE = 331,
620     KEY_KP_MULTIPLY = 332,
621     KEY_KP_SUBTRACT = 333,
622     KEY_KP_ADD = 334,
623     KEY_KP_ENTER = 335,
624     KEY_KP_EQUAL = 336
625 }
626 
627 // Android buttons
628 enum AndroidButton
629 {
630     KEY_BACK = 4,
631     KEY_MENU = 82,
632     KEY_VOLUME_UP = 24,
633     KEY_VOLUME_DOWN = 25
634 }
635 
636 // Mouse buttons
637 enum MouseButton
638 {
639     MOUSE_LEFT_BUTTON = 0,
640     MOUSE_RIGHT_BUTTON = 1,
641     MOUSE_MIDDLE_BUTTON = 2
642 }
643 
644 // Gamepad number
645 enum GamepadNumber
646 {
647     GAMEPAD_PLAYER1 = 0,
648     GAMEPAD_PLAYER2 = 1,
649     GAMEPAD_PLAYER3 = 2,
650     GAMEPAD_PLAYER4 = 3
651 }
652 
653 // Gamepad Buttons
654 enum GamepadButton
655 {
656     // This is here just for error checking
657     GAMEPAD_BUTTON_UNKNOWN = 0,
658 
659     // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
660     // No support for 6 button controllers though..
661     GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
662     GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
663     GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
664     GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
665 
666     // This is normally a DPAD
667     GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
668     GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
669     GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
670     GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
671 
672     // Triggers
673     GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
674     GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
675     GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
676     GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
677 
678     // These are buttons in the center of the gamepad
679     GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
680     GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
681     GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
682 
683     // These are the joystick press in buttons
684     GAMEPAD_BUTTON_LEFT_THUMB = 16,
685     GAMEPAD_BUTTON_RIGHT_THUMB = 17
686 }
687 
688 enum GamepadAxis
689 {
690     // This is here just for error checking
691     GAMEPAD_AXIS_UNKNOWN = 0,
692 
693     // Left stick
694     GAMEPAD_AXIS_LEFT_X = 1,
695     GAMEPAD_AXIS_LEFT_Y = 2,
696 
697     // Right stick
698     GAMEPAD_AXIS_RIGHT_X = 3,
699     GAMEPAD_AXIS_RIGHT_Y = 4,
700 
701     // Pressure levels for the back triggers
702     GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
703     GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
704 }
705 
706 // Shader location point type
707 enum ShaderLocationIndex
708 {
709     LOC_VERTEX_POSITION = 0,
710     LOC_VERTEX_TEXCOORD01 = 1,
711     LOC_VERTEX_TEXCOORD02 = 2,
712     LOC_VERTEX_NORMAL = 3,
713     LOC_VERTEX_TANGENT = 4,
714     LOC_VERTEX_COLOR = 5,
715     LOC_MATRIX_MVP = 6,
716     LOC_MATRIX_MODEL = 7,
717     LOC_MATRIX_VIEW = 8,
718     LOC_MATRIX_PROJECTION = 9,
719     LOC_VECTOR_VIEW = 10,
720     LOC_COLOR_DIFFUSE = 11,
721     LOC_COLOR_SPECULAR = 12,
722     LOC_COLOR_AMBIENT = 13,
723     LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
724     LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
725     LOC_MAP_NORMAL = 16,
726     LOC_MAP_ROUGHNESS = 17,
727     LOC_MAP_OCCLUSION = 18,
728     LOC_MAP_EMISSION = 19,
729     LOC_MAP_HEIGHT = 20,
730     LOC_MAP_CUBEMAP = 21,
731     LOC_MAP_IRRADIANCE = 22,
732     LOC_MAP_PREFILTER = 23,
733     LOC_MAP_BRDF = 24
734 }
735 
736 enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
737 enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
738 
739 // Shader uniform data types
740 enum ShaderUniformDataType
741 {
742     UNIFORM_FLOAT = 0,
743     UNIFORM_VEC2 = 1,
744     UNIFORM_VEC3 = 2,
745     UNIFORM_VEC4 = 3,
746     UNIFORM_INT = 4,
747     UNIFORM_IVEC2 = 5,
748     UNIFORM_IVEC3 = 6,
749     UNIFORM_IVEC4 = 7,
750     UNIFORM_SAMPLER2D = 8
751 }
752 
753 // Material map type
754 enum MaterialMapType
755 {
756     MAP_ALBEDO = 0, // MAP_DIFFUSE
757     MAP_METALNESS = 1, // MAP_SPECULAR
758     MAP_NORMAL = 2,
759     MAP_ROUGHNESS = 3,
760     MAP_OCCLUSION = 4,
761     MAP_EMISSION = 5,
762     MAP_HEIGHT = 6,
763     MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
764     MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
765     MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
766     MAP_BRDF = 10
767 }
768 
769 enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
770 enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
771 
772 // Pixel formats
773 // NOTE: Support depends on OpenGL version and platform
774 enum PixelFormat
775 {
776     UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
777     UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
778     UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
779     UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
780     UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
781     UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
782     UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
783     UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
784     UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
785     UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
786     COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
787     COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
788     COMPRESSED_DXT3_RGBA = 13, // 8 bpp
789     COMPRESSED_DXT5_RGBA = 14, // 8 bpp
790     COMPRESSED_ETC1_RGB = 15, // 4 bpp
791     COMPRESSED_ETC2_RGB = 16, // 4 bpp
792     COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
793     COMPRESSED_PVRT_RGB = 18, // 4 bpp
794     COMPRESSED_PVRT_RGBA = 19, // 4 bpp
795     COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
796     COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
797 }
798 
799 // Texture parameters: filter mode
800 // NOTE 1: Filtering considers mipmaps if available in the texture
801 // NOTE 2: Filter is accordingly set for minification and magnification
802 enum TextureFilterMode
803 {
804     FILTER_POINT = 0, // No filter, just pixel aproximation
805     FILTER_BILINEAR = 1, // Linear filtering
806     FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
807     FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
808     FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
809     FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
810 }
811 
812 // Cubemap layout type
813 enum CubemapLayoutType
814 {
815     CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
816     CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
817     CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
818     CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
819     CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
820     CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
821 }
822 
823 // Texture parameters: wrap mode
824 enum TextureWrapMode
825 {
826     WRAP_REPEAT = 0, // Repeats texture in tiled mode
827     WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
828     WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
829     WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
830 }
831 
832 // Font type, defines generation method
833 enum FontType
834 {
835     FONT_DEFAULT = 0, // Default font generation, anti-aliased
836     FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
837     FONT_SDF = 2 // SDF font generation, requires external shader
838 }
839 
840 // Color blending modes (pre-defined)
841 enum BlendMode
842 {
843     BLEND_ALPHA = 0, // Blend textures considering alpha (default)
844     BLEND_ADDITIVE = 1, // Blend textures adding colors
845     BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
846 }
847 
848 // Gestures type
849 // NOTE: It could be used as flags to enable only some gestures
850 enum GestureType
851 {
852     GESTURE_NONE = 0,
853     GESTURE_TAP = 1,
854     GESTURE_DOUBLETAP = 2,
855     GESTURE_HOLD = 4,
856     GESTURE_DRAG = 8,
857     GESTURE_SWIPE_RIGHT = 16,
858     GESTURE_SWIPE_LEFT = 32,
859     GESTURE_SWIPE_UP = 64,
860     GESTURE_SWIPE_DOWN = 128,
861     GESTURE_PINCH_IN = 256,
862     GESTURE_PINCH_OUT = 512
863 }
864 
865 // Camera system modes
866 enum CameraMode
867 {
868     CAMERA_CUSTOM = 0,
869     CAMERA_FREE = 1,
870     CAMERA_ORBITAL = 2,
871     CAMERA_FIRST_PERSON = 3,
872     CAMERA_THIRD_PERSON = 4
873 }
874 
875 // Camera projection modes
876 enum CameraType
877 {
878     CAMERA_PERSPECTIVE = 0,
879     CAMERA_ORTHOGRAPHIC = 1
880 }
881 
882 // Type of n-patch
883 enum NPatchType
884 {
885     NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
886     NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
887     NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
888 }
889 
890 // Callbacks to be implemented by users
891 alias TraceLogCallback = void function (int logType, const(char)* text, va_list args);
892 
893 // Prevents name mangling of functions
894 
895 //------------------------------------------------------------------------------------
896 // Global Variables Definition
897 //------------------------------------------------------------------------------------
898 // It's lonely here...
899 
900 //------------------------------------------------------------------------------------
901 // Window and Graphics Device Functions (Module: core)
902 //------------------------------------------------------------------------------------
903 
904 // Window-related functions
905 void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
906 bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed
907 void CloseWindow (); // Close window and unload OpenGL context
908 bool IsWindowReady (); // Check if window has been initialized successfully
909 bool IsWindowMinimized (); // Check if window has been minimized (or lost focus)
910 bool IsWindowResized (); // Check if window has been resized
911 bool IsWindowHidden (); // Check if window is currently hidden
912 void ToggleFullscreen (); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
913 void UnhideWindow (); // Show the window
914 void HideWindow (); // Hide the window
915 void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP)
916 void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
917 void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
918 void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode)
919 void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
920 void SetWindowSize (int width, int height); // Set window dimensions
921 void* GetWindowHandle (); // Get native window handle
922 int GetScreenWidth (); // Get current screen width
923 int GetScreenHeight (); // Get current screen height
924 int GetMonitorCount (); // Get number of connected monitors
925 int GetMonitorWidth (int monitor); // Get primary monitor width
926 int GetMonitorHeight (int monitor); // Get primary monitor height
927 int GetMonitorPhysicalWidth (int monitor); // Get primary monitor physical width in millimetres
928 int GetMonitorPhysicalHeight (int monitor); // Get primary monitor physical height in millimetres
929 const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
930 const(char)* GetClipboardText (); // Get clipboard text content
931 void SetClipboardText (const(char)* text); // Set clipboard text content
932 
933 // Cursor-related functions
934 void ShowCursor (); // Shows cursor
935 void HideCursor (); // Hides cursor
936 bool IsCursorHidden (); // Check if cursor is not visible
937 void EnableCursor (); // Enables cursor (unlock cursor)
938 void DisableCursor (); // Disables cursor (lock cursor)
939 
940 // Drawing-related functions
941 void ClearBackground (Color color); // Set background color (framebuffer clear color)
942 void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
943 void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
944 void BeginMode2D (Camera2D camera); // Initialize 2D mode with custom camera (2D)
945 void EndMode2D (); // Ends 2D mode with custom camera
946 void BeginMode3D (Camera3D camera); // Initializes 3D mode with custom camera (3D)
947 void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
948 void BeginTextureMode (RenderTexture2D target); // Initializes render texture for drawing
949 void EndTextureMode (); // Ends drawing to render texture
950 
951 // Screen-space-related functions
952 Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
953 Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
954 Matrix GetCameraMatrix (Camera camera); // Returns camera transform matrix (view matrix)
955 
956 // Timing-related functions
957 void SetTargetFPS (int fps); // Set target FPS (maximum)
958 int GetFPS (); // Returns current FPS
959 float GetFrameTime (); // Returns time in seconds for last frame drawn
960 double GetTime (); // Returns elapsed time in seconds since InitWindow()
961 
962 // Color-related functions
963 int ColorToInt (Color color); // Returns hexadecimal value for a Color
964 Vector4 ColorNormalize (Color color); // Returns color normalized as float [0..1]
965 Vector3 ColorToHSV (Color color); // Returns HSV values for a Color
966 Color ColorFromHSV (Vector3 hsv); // Returns a Color from HSV values
967 Color GetColor (int hexValue); // Returns a Color struct from hexadecimal value
968 Color Fade (Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
969 
970 // Misc. functions
971 void SetConfigFlags (ubyte flags); // Setup window configuration flags (view FLAGS)
972 void SetTraceLogLevel (int logType); // Set the current threshold (minimum) log level
973 void SetTraceLogExit (int logType); // Set the exit threshold (minimum) log level
974 void SetTraceLogCallback (TraceLogCallback callback); // Set a trace log callback to enable custom logging
975 void TraceLog (int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
976 void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
977 int GetRandomValue (int min, int max); // Returns a random value between min and max (both included)
978 
979 // Files management functions
980 bool FileExists (const(char)* fileName); // Check if file exists
981 bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension
982 const(char)* GetExtension (const(char)* fileName); // Get pointer to extension for a filename string
983 const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
984 const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (memory should be freed)
985 const(char)* GetDirectoryPath (const(char)* fileName); // Get full path for a given fileName (uses static string)
986 const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
987 char** GetDirectoryFiles (const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
988 void ClearDirectoryFiles (); // Clear directory files paths buffers (free memory)
989 bool ChangeDirectory (const(char)* dir); // Change working directory, returns true if success
990 bool IsFileDropped (); // Check if a file has been dropped into window
991 char** GetDroppedFiles (int* count); // Get dropped files names (memory should be freed)
992 void ClearDroppedFiles (); // Clear dropped files paths buffer (free memory)
993 c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
994 
995 // Persistent storage management
996 void StorageSaveValue (int position, int value); // Save integer value to storage file (to defined position)
997 int StorageLoadValue (int position); // Load integer value from storage file (from defined position)
998 
999 void OpenURL (const(char)* url); // Open URL with default system browser (if available)
1000 
1001 //------------------------------------------------------------------------------------
1002 // Input Handling Functions (Module: core)
1003 //------------------------------------------------------------------------------------
1004 
1005 // Input-related functions: keyboard
1006 bool IsKeyPressed (int key); // Detect if a key has been pressed once
1007 bool IsKeyDown (int key); // Detect if a key is being pressed
1008 bool IsKeyReleased (int key); // Detect if a key has been released once
1009 bool IsKeyUp (int key); // Detect if a key is NOT being pressed
1010 int GetKeyPressed (); // Get latest key pressed
1011 void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
1012 
1013 // Input-related functions: gamepads
1014 bool IsGamepadAvailable (int gamepad); // Detect if a gamepad is available
1015 bool IsGamepadName (int gamepad, const(char)* name); // Check gamepad name (if available)
1016 const(char)* GetGamepadName (int gamepad); // Return gamepad internal name id
1017 bool IsGamepadButtonPressed (int gamepad, int button); // Detect if a gamepad button has been pressed once
1018 bool IsGamepadButtonDown (int gamepad, int button); // Detect if a gamepad button is being pressed
1019 bool IsGamepadButtonReleased (int gamepad, int button); // Detect if a gamepad button has been released once
1020 bool IsGamepadButtonUp (int gamepad, int button); // Detect if a gamepad button is NOT being pressed
1021 int GetGamepadButtonPressed (); // Get the last gamepad button pressed
1022 int GetGamepadAxisCount (int gamepad); // Return gamepad axis count for a gamepad
1023 float GetGamepadAxisMovement (int gamepad, int axis); // Return axis movement value for a gamepad axis
1024 
1025 // Input-related functions: mouse
1026 bool IsMouseButtonPressed (int button); // Detect if a mouse button has been pressed once
1027 bool IsMouseButtonDown (int button); // Detect if a mouse button is being pressed
1028 bool IsMouseButtonReleased (int button); // Detect if a mouse button has been released once
1029 bool IsMouseButtonUp (int button); // Detect if a mouse button is NOT being pressed
1030 int GetMouseX (); // Returns mouse position X
1031 int GetMouseY (); // Returns mouse position Y
1032 Vector2 GetMousePosition (); // Returns mouse position XY
1033 void SetMousePosition (int x, int y); // Set mouse position XY
1034 void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
1035 void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
1036 int GetMouseWheelMove (); // Returns mouse wheel movement Y
1037 
1038 // Input-related functions: touch
1039 int GetTouchX (); // Returns touch position X for touch point 0 (relative to screen size)
1040 int GetTouchY (); // Returns touch position Y for touch point 0 (relative to screen size)
1041 Vector2 GetTouchPosition (int index); // Returns touch position XY for a touch point index (relative to screen size)
1042 
1043 //------------------------------------------------------------------------------------
1044 // Gestures and Touch Handling Functions (Module: gestures)
1045 //------------------------------------------------------------------------------------
1046 void SetGesturesEnabled (uint gestureFlags); // Enable a set of gestures using flags
1047 bool IsGestureDetected (int gesture); // Check if a gesture have been detected
1048 int GetGestureDetected (); // Get latest detected gesture
1049 int GetTouchPointsCount (); // Get touch points count
1050 float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
1051 Vector2 GetGestureDragVector (); // Get gesture drag vector
1052 float GetGestureDragAngle (); // Get gesture drag angle
1053 Vector2 GetGesturePinchVector (); // Get gesture pinch delta
1054 float GetGesturePinchAngle (); // Get gesture pinch angle
1055 
1056 //------------------------------------------------------------------------------------
1057 // Camera System Functions (Module: camera)
1058 //------------------------------------------------------------------------------------
1059 void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available)
1060 void UpdateCamera (Camera* camera); // Update camera position for selected mode
1061 
1062 void SetCameraPanControl (int panKey); // Set camera pan key to combine with mouse movement (free camera)
1063 void SetCameraAltControl (int altKey); // Set camera alt key to combine with mouse movement (free camera)
1064 void SetCameraSmoothZoomControl (int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
1065 void SetCameraMoveControls (int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
1066 
1067 //------------------------------------------------------------------------------------
1068 // Basic Shapes Drawing Functions (Module: shapes)
1069 //------------------------------------------------------------------------------------
1070 
1071 // Basic shapes drawing functions
1072 void DrawPixel (int posX, int posY, Color color); // Draw a pixel
1073 void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
1074 void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1075 void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
1076 void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
1077 void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
1078 void DrawLineStrip (Vector2* points, int numPoints, Color color); // Draw lines sequence
1079 void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1080 void DrawCircleSector (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
1081 void DrawCircleSectorLines (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
1082 void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
1083 void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1084 void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
1085 void DrawRing (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
1086 void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
1087 void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1088 void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1089 void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
1090 void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1091 void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
1092 void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
1093 void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
1094 void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1095 void DrawRectangleLinesEx (Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
1096 void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1097 void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
1098 void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
1099 void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
1100 void DrawTriangleFan (Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points
1101 void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1102 
1103 void SetShapesTexture (Texture2D texture, Rectangle source); // Define default texture used to draw shapes
1104 
1105 // Basic shapes collision detection functions
1106 bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1107 bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1108 bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1109 Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1110 bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
1111 bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1112 bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1113 
1114 //------------------------------------------------------------------------------------
1115 // Texture Loading and Drawing Functions (Module: textures)
1116 //------------------------------------------------------------------------------------
1117 
1118 // Image/Texture2D data loading/unloading/saving functions
1119 Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
1120 Image LoadImageEx (Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
1121 Image LoadImagePro (void* data, int width, int height, int format); // Load image from raw data with parameters
1122 Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1123 void ExportImage (Image image, const(char)* fileName); // Export image data to file
1124 void ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes
1125 Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
1126 Texture2D LoadTextureFromImage (Image image); // Load texture from image data
1127 TextureCubemap LoadTextureCubemap (Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
1128 RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
1129 void UnloadImage (Image image); // Unload image from CPU memory (RAM)
1130 void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
1131 void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1132 Color* GetImageData (Image image); // Get pixel data from image as a Color struct array
1133 Vector4* GetImageDataNormalized (Image image); // Get pixel data from image as Vector4 array (float normalized)
1134 int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes (image or texture)
1135 Image GetTextureData (Texture2D texture); // Get pixel data from GPU texture and return an Image
1136 Image GetScreenData (); // Get pixel data from screen buffer and return an Image (screenshot)
1137 void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
1138 
1139 // Image manipulation functions
1140 Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
1141 void ImageToPOT (Image* image, Color fillColor); // Convert image to POT (power-of-two)
1142 void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
1143 void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
1144 void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
1145 void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
1146 void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
1147 void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
1148 void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1149 void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1150 void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
1151 void ImageMipmaps (Image* image); // Generate all mipmap levels for a provided image
1152 void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1153 Color* ImageExtractPalette (Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
1154 Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
1155 Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1156 void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
1157 void ImageDrawRectangle (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
1158 void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1159 void ImageDrawText (Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
1160 void ImageDrawTextEx (Image* dst, Vector2 position, Font font, const(char)* text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
1161 void ImageFlipVertical (Image* image); // Flip image vertically
1162 void ImageFlipHorizontal (Image* image); // Flip image horizontally
1163 void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
1164 void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
1165 void ImageColorTint (Image* image, Color color); // Modify image color: tint
1166 void ImageColorInvert (Image* image); // Modify image color: invert
1167 void ImageColorGrayscale (Image* image); // Modify image color: grayscale
1168 void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
1169 void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
1170 void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
1171 
1172 // Image generation functions
1173 Image GenImageColor (int width, int height, Color color); // Generate image: plain color
1174 Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient
1175 Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient
1176 Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1177 Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1178 Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
1179 Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
1180 Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
1181 
1182 // Texture2D configuration functions
1183 void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
1184 void SetTextureFilter (Texture2D texture, int filterMode); // Set texture scaling filter mode
1185 void SetTextureWrap (Texture2D texture, int wrapMode); // Set texture wrapping mode
1186 
1187 // Texture2D drawing functions
1188 void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1189 void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1190 void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1191 void DrawTextureRec (Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1192 void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
1193 void DrawTexturePro (Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
1194 void DrawTextureNPatch (Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
1195 
1196 //------------------------------------------------------------------------------------
1197 // Font Loading and Text Drawing Functions (Module: text)
1198 //------------------------------------------------------------------------------------
1199 
1200 // Font loading/unloading functions
1201 Font GetFontDefault (); // Get the default Font
1202 Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
1203 Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
1204 Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
1205 CharInfo* LoadFontData (const(char)* fileName, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use
1206 Image GenImageFontAtlas (CharInfo* chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1207 void UnloadFont (Font font); // Unload Font from GPU memory (VRAM)
1208 
1209 // Text drawing functions
1210 void DrawFPS (int posX, int posY); // Shows current FPS
1211 void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1212 void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
1213 void DrawTextRec (Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
1214 void DrawTextRecEx (
1215     Font font,
1216     const(char)* text,
1217     Rectangle rec,
1218     float fontSize,
1219     float spacing,
1220     bool wordWrap,
1221     Color tint,
1222     int selectStart,
1223     int selectLength,
1224     Color selectText,
1225     Color selectBack); // Draw text using font inside rectangle limits with support for text selection
1226 
1227 // Text misc. functions
1228 int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
1229 Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
1230 int GetGlyphIndex (Font font, int character); // Get index position for a unicode character on font
1231 int GetNextCodepoint (const(char)* text, int* count); // Returns next codepoint in a UTF8 encoded string
1232 // NOTE: 0x3f(`?`) is returned on failure, `count` will hold the total number of bytes processed
1233 
1234 // Text strings management functions
1235 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1236 bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
1237 uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
1238 uint TextCountCodepoints (const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
1239 const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf style)
1240 const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
1241 const(char)* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (memory should be freed!)
1242 const(char)* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (memory should be freed!)
1243 const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
1244 const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
1245 void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
1246 int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
1247 const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
1248 const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
1249 const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
1250 int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
1251 
1252 //------------------------------------------------------------------------------------
1253 // Basic 3d Shapes Drawing Functions (Module: models)
1254 //------------------------------------------------------------------------------------
1255 
1256 // Basic geometric 3D shapes drawing functions
1257 void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1258 void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
1259 void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
1260 void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1261 void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1262 void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1263 void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
1264 void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
1265 void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1266 void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1267 void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
1268 void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
1269 void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1270 void DrawRay (Ray ray, Color color); // Draw a ray line
1271 void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1272 void DrawGizmo (Vector3 position); // Draw simple gizmo
1273 //DrawTorus(), DrawTeapot() could be useful?
1274 
1275 //------------------------------------------------------------------------------------
1276 // Model 3d Loading and Drawing Functions (Module: models)
1277 //------------------------------------------------------------------------------------
1278 
1279 // Model loading/unloading functions
1280 Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
1281 Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
1282 void UnloadModel (Model model); // Unload model from memory (RAM and/or VRAM)
1283 
1284 // Mesh loading/unloading functions
1285 Mesh* LoadMeshes (const(char)* fileName, int* meshCount); // Load meshes from model file
1286 void ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file
1287 void UnloadMesh (Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
1288 
1289 // Material loading/unloading functions
1290 Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
1291 Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1292 void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
1293 void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
1294 void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
1295 
1296 // Model animations loading/unloading functions
1297 ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animsCount); // Load model animations from file
1298 void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
1299 void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
1300 bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
1301 
1302 // Mesh generation functions
1303 Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
1304 Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1305 Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
1306 Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1307 Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1308 Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
1309 Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
1310 Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1311 Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1312 Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1313 
1314 // Mesh manipulation functions
1315 BoundingBox MeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
1316 void MeshTangents (Mesh* mesh); // Compute mesh tangents
1317 void MeshBinormals (Mesh* mesh); // Compute mesh binormals
1318 
1319 // Model drawing functions
1320 void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1321 void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1322 void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1323 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
1324 void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
1325 void DrawBillboard (Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
1326 void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
1327 
1328 // Collision detection functions
1329 bool CheckCollisionSpheres (Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
1330 bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
1331 bool CheckCollisionBoxSphere (BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
1332 bool CheckCollisionRaySphere (Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
1333 bool CheckCollisionRaySphereEx (Ray ray, Vector3 spherePosition, float sphereRadius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
1334 bool CheckCollisionRayBox (Ray ray, BoundingBox box); // Detect collision between ray and box
1335 RayHitInfo GetCollisionRayModel (Ray ray, Model* model); // Get collision info between ray and model
1336 RayHitInfo GetCollisionRayTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1337 RayHitInfo GetCollisionRayGround (Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
1338 
1339 //------------------------------------------------------------------------------------
1340 // Shaders System Functions (Module: rlgl)
1341 // NOTE: This functions are useless when using OpenGL 1.1
1342 //------------------------------------------------------------------------------------
1343 
1344 // Shader loading/unloading functions
1345 char* LoadText (const(char)* fileName); // Load chars array from text file
1346 Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
1347 Shader LoadShaderCode (char* vsCode, char* fsCode); // Load shader from code strings and bind default locations
1348 void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
1349 
1350 Shader GetShaderDefault (); // Get default shader
1351 Texture2D GetTextureDefault (); // Get default texture
1352 
1353 // Shader configuration functions
1354 int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
1355 void SetShaderValue (Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
1356 void SetShaderValueV (Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
1357 void SetShaderValueMatrix (Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
1358 void SetShaderValueTexture (Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
1359 void SetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
1360 void SetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
1361 Matrix GetMatrixModelview (); // Get internal modelview matrix
1362 
1363 // Texture maps generation (PBR)
1364 // NOTE: Required shaders should be provided
1365 Texture2D GenTextureCubemap (Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
1366 Texture2D GenTextureIrradiance (Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
1367 Texture2D GenTexturePrefilter (Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
1368 Texture2D GenTextureBRDF (Shader shader, int size); // Generate BRDF texture
1369 
1370 // Shading begin/end functions
1371 void BeginShaderMode (Shader shader); // Begin custom shader drawing
1372 void EndShaderMode (); // End custom shader drawing (use default shader)
1373 void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied)
1374 void EndBlendMode (); // End blending mode (reset to default: alpha blending)
1375 void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
1376 void EndScissorMode (); // End scissor mode
1377 
1378 // VR control functions
1379 void InitVrSimulator (); // Init VR simulator for selected device parameters
1380 void CloseVrSimulator (); // Close VR simulator for current device
1381 void UpdateVrTracking (Camera* camera); // Update VR tracking (position and orientation) and camera
1382 void SetVrConfiguration (VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters 
1383 bool IsVrSimulatorReady (); // Detect if VR simulator is ready
1384 void ToggleVrMode (); // Enable/Disable VR experience
1385 void BeginVrDrawing (); // Begin VR simulator stereo rendering
1386 void EndVrDrawing (); // End VR simulator stereo rendering
1387 
1388 //------------------------------------------------------------------------------------
1389 // Audio Loading and Playing Functions (Module: audio)
1390 //------------------------------------------------------------------------------------
1391 
1392 // Audio device management functions
1393 void InitAudioDevice (); // Initialize audio device and context
1394 void CloseAudioDevice (); // Close the audio device and context
1395 bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
1396 void SetMasterVolume (float volume); // Set master volume (listener)
1397 
1398 // Wave/Sound loading/unloading functions
1399 Wave LoadWave (const(char)* fileName); // Load wave data from file
1400 Wave LoadWaveEx (void* data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
1401 Sound LoadSound (const(char)* fileName); // Load sound from file
1402 Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
1403 void UpdateSound (Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
1404 void UnloadWave (Wave wave); // Unload wave data
1405 void UnloadSound (Sound sound); // Unload sound
1406 void ExportWave (Wave wave, const(char)* fileName); // Export wave data to file
1407 void ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
1408 
1409 // Wave/Sound management functions
1410 void PlaySound (Sound sound); // Play a sound
1411 void PauseSound (Sound sound); // Pause a sound
1412 void ResumeSound (Sound sound); // Resume a paused sound
1413 void StopSound (Sound sound); // Stop playing a sound
1414 bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
1415 void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1416 void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1417 void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1418 Wave WaveCopy (Wave wave); // Copy a wave to a new wave
1419 void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
1420 float* GetWaveData (Wave wave); // Get samples data from wave as a floats array
1421 
1422 // Music management functions
1423 Music LoadMusicStream (const(char)* fileName); // Load music stream from file
1424 void UnloadMusicStream (Music music); // Unload music stream
1425 void PlayMusicStream (Music music); // Start music playing
1426 void UpdateMusicStream (Music music); // Updates buffers for music streaming
1427 void StopMusicStream (Music music); // Stop music playing
1428 void PauseMusicStream (Music music); // Pause music playing
1429 void ResumeMusicStream (Music music); // Resume playing paused music
1430 bool IsMusicPlaying (Music music); // Check if music is playing
1431 void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
1432 void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
1433 void SetMusicLoopCount (Music music, int count); // Set music loop count (loop repeats)
1434 float GetMusicTimeLength (Music music); // Get music time length (in seconds)
1435 float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
1436 
1437 // AudioStream management functions
1438 AudioStream InitAudioStream (uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
1439 void UpdateAudioStream (AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
1440 void CloseAudioStream (AudioStream stream); // Close audio stream and free memory
1441 bool IsAudioBufferProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
1442 void PlayAudioStream (AudioStream stream); // Play audio stream
1443 void PauseAudioStream (AudioStream stream); // Pause audio stream
1444 void ResumeAudioStream (AudioStream stream); // Resume audio stream
1445 bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
1446 void StopAudioStream (AudioStream stream); // Stop audio stream
1447 void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1448 void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1449 
1450 //------------------------------------------------------------------------------------
1451 // Network (Module: network)
1452 //------------------------------------------------------------------------------------
1453 
1454 // IN PROGRESS: Check rnet.h for reference
1455 
1456 // RAYLIB_H