1 /********************************************************************************************** 2 * 3 * raylib v4.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) 4 * 5 * FEATURES: 6 * - NO external dependencies, all required libraries included with raylib 7 * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, 8 * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. 9 * - Written in plain C code (C99) in PascalCase/camelCase notation 10 * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) 11 * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] 12 * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) 13 * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) 14 * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! 15 * - Flexible Materials system, supporting classic maps and PBR maps 16 * - Animated 3D models supported (skeletal bones animation) (IQM) 17 * - Shaders support, including Model shaders and Postprocessing shaders 18 * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] 19 * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) 20 * - VR stereo rendering with configurable HMD device parameters 21 * - Bindings to multiple programming languages available! 22 * 23 * NOTES: 24 * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] 25 * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) 26 * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) 27 * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) 28 * 29 * DEPENDENCIES (included): 30 * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) 31 * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) 32 * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management 33 * 34 * OPTIONAL DEPENDENCIES (included): 35 * [rcore] msf_gif (Miles Fogle) for GIF recording 36 * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm 37 * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm 38 * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) 39 * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) 40 * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms 41 * [rtext] stb_truetype (Sean Barret) for ttf fonts loading 42 * [rtext] stb_rect_pack (Sean Barret) for rectangles packing 43 * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation 44 * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) 45 * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) 46 * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) 47 * [raudio] dr_wav (David Reid) for WAV audio file loading 48 * [raudio] dr_flac (David Reid) for FLAC audio file loading 49 * [raudio] dr_mp3 (David Reid) for MP3 audio file loading 50 * [raudio] stb_vorbis (Sean Barret) for OGG audio 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) 2013-2023 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 module raylib; 79 80 public 81 { 82 import raylib.rlgl; 83 import raylib.reasings; 84 import raylib.raymath; 85 import raylib.raymathext; 86 import raylib.raylib_types; 87 import raylib.binding; 88 } 89 90 import core.stdc.config; 91 import core.stdc.stdarg; 92 93 extern (C) @nogc nothrow: 94 95 // Required for: va_list - Only used by TraceLogCallback 96 97 enum RAYLIB_VERSION_MAJOR = 4; 98 enum RAYLIB_VERSION_MINOR = 5; 99 enum RAYLIB_VERSION_PATCH = 0; 100 enum RAYLIB_VERSION = "4.5"; 101 102 // Function specifiers in case library is build/used as a shared library (Windows) 103 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll 104 105 // We are building the library as a Win32 shared library (.dll) 106 107 // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers) 108 109 //---------------------------------------------------------------------------------- 110 // Some basic Defines 111 //---------------------------------------------------------------------------------- 112 113 enum PI = 3.14159265358979323846f; 114 115 enum DEG2RAD = PI / 180.0f; 116 117 enum RAD2DEG = 180.0f / PI; 118 119 // Allow custom memory allocators 120 // NOTE: Require recompiling raylib sources 121 122 // NOTE: MSVC C++ compiler does not support compound literals (C99 feature) 123 // Plain structures in C++ (without constructors) can be initialized with { } 124 125 extern (D) auto CLITERAL(T)(auto ref T type) 126 { 127 return type; 128 } 129 130 // NOTE: We set some defines with some data types declared by raylib 131 // Other modules (raymath, rlgl) also require some of those types, so, 132 // to be able to use those other modules as standalone (not depending on raylib) 133 // this defines are very useful for internal check and avoid type (re)definitions 134 135 // Some Basic Colors 136 // 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) 137 138 //---------------------------------------------------------------------------------- 139 // Structures Definition 140 //---------------------------------------------------------------------------------- 141 // Boolean type 142 143 // Vector2, 2 components 144 145 // Vector x component 146 // Vector y component 147 148 // Vector3, 3 components 149 150 // Vector x component 151 // Vector y component 152 // Vector z component 153 154 // Vector4, 4 components 155 156 // Vector x component 157 // Vector y component 158 // Vector z component 159 // Vector w component 160 161 // Quaternion, 4 components (Vector4 alias) 162 163 // Matrix, 4x4 components, column major, OpenGL style, right-handed 164 165 // Matrix first row (4 components) 166 // Matrix second row (4 components) 167 // Matrix third row (4 components) 168 // Matrix fourth row (4 components) 169 170 // Color, 4 components, R8G8B8A8 (32bit) 171 struct Color 172 { 173 ubyte r; // Color red value 174 ubyte g; // Color green value 175 ubyte b; // Color blue value 176 ubyte a; // Color alpha value 177 } 178 179 // Rectangle, 4 components 180 181 // Rectangle top-left corner position x 182 // Rectangle top-left corner position y 183 // Rectangle width 184 // Rectangle height 185 186 // Image, pixel data stored in CPU memory (RAM) 187 struct Image 188 { 189 void* data; // Image raw data 190 int width; // Image base width 191 int height; // Image base height 192 int mipmaps; // Mipmap levels, 1 by default 193 int format; // Data format (PixelFormat type) 194 } 195 196 // Texture, tex data stored in GPU memory (VRAM) 197 struct Texture 198 { 199 uint id; // OpenGL texture id 200 int width; // Texture base width 201 int height; // Texture base height 202 int mipmaps; // Mipmap levels, 1 by default 203 int format; // Data format (PixelFormat type) 204 } 205 206 // Texture2D, same as Texture 207 alias Texture2D = Texture; 208 209 // TextureCubemap, same as Texture 210 alias TextureCubemap = Texture; 211 212 // RenderTexture, fbo for texture rendering 213 struct RenderTexture 214 { 215 uint id; // OpenGL framebuffer object id 216 Texture texture; // Color buffer attachment texture 217 Texture depth; // Depth buffer attachment texture 218 } 219 220 // RenderTexture2D, same as RenderTexture 221 alias RenderTexture2D = RenderTexture; 222 223 // NPatchInfo, n-patch layout info 224 struct NPatchInfo 225 { 226 Rectangle source; // Texture source rectangle 227 int left; // Left border offset 228 int top; // Top border offset 229 int right; // Right border offset 230 int bottom; // Bottom border offset 231 int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 232 } 233 234 // GlyphInfo, font characters glyphs info 235 struct GlyphInfo 236 { 237 int value; // Character value (Unicode) 238 int offsetX; // Character offset X when drawing 239 int offsetY; // Character offset Y when drawing 240 int advanceX; // Character advance position X 241 Image image; // Character image data 242 } 243 244 // Font, font texture and GlyphInfo array data 245 struct Font 246 { 247 int baseSize; // Base size (default chars height) 248 int glyphCount; // Number of glyph characters 249 int glyphPadding; // Padding around the glyph characters 250 Texture2D texture; // Texture atlas containing the glyphs 251 Rectangle* recs; // Rectangles in texture for the glyphs 252 GlyphInfo* glyphs; // Glyphs info data 253 } 254 255 // Camera, defines position/orientation in 3d space 256 struct Camera3D 257 { 258 Vector3 position; // Camera position 259 Vector3 target; // Camera target it looks-at 260 Vector3 up; // Camera up vector (rotation over its axis) 261 float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic 262 int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC 263 } 264 265 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D 266 267 // Camera2D, defines position/orientation in 2d space 268 struct Camera2D 269 { 270 Vector2 offset; // Camera offset (displacement from target) 271 Vector2 target; // Camera target (rotation and zoom origin) 272 float rotation; // Camera rotation in degrees 273 float zoom; // Camera zoom (scaling), should be 1.0f by default 274 } 275 276 // Mesh, vertex data and vao/vbo 277 struct Mesh 278 { 279 int vertexCount; // Number of vertices stored in arrays 280 int triangleCount; // Number of triangles stored (indexed or not) 281 282 // Vertex attributes data 283 float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 284 float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 285 float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) 286 float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) 287 float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) 288 ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 289 ushort* indices; // Vertex indices (in case vertex data comes indexed) 290 291 // Animation vertex data 292 float* animVertices; // Animated vertex positions (after bones transformations) 293 float* animNormals; // Animated normals (after bones transformations) 294 ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) 295 float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) 296 297 // OpenGL identifiers 298 uint vaoId; // OpenGL Vertex Array Object id 299 uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data) 300 } 301 302 // Shader 303 struct Shader 304 { 305 uint id; // Shader program id 306 int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) 307 } 308 309 // MaterialMap 310 struct MaterialMap 311 { 312 Texture2D texture; // Material map texture 313 Color color; // Material map color 314 float value; // Material map value 315 } 316 317 // Material, includes shader and maps 318 struct Material 319 { 320 Shader shader; // Material shader 321 MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS) 322 float[4] params; // Material generic parameters (if required) 323 } 324 325 // Transform, vertex transformation data 326 struct Transform 327 { 328 Vector3 translation; // Translation 329 Quaternion rotation; // Rotation 330 Vector3 scale; // Scale 331 } 332 333 // Bone, skeletal animation bone 334 struct BoneInfo 335 { 336 char[32] name; // Bone name 337 int parent; // Bone parent 338 } 339 340 // Model, meshes, materials and animation data 341 struct Model 342 { 343 Matrix transform; // Local transform matrix 344 345 int meshCount; // Number of meshes 346 int materialCount; // Number of materials 347 Mesh* meshes; // Meshes array 348 Material* materials; // Materials array 349 int* meshMaterial; // Mesh material number 350 351 // Animation data 352 int boneCount; // Number of bones 353 BoneInfo* bones; // Bones information (skeleton) 354 Transform* bindPose; // Bones base transformation (pose) 355 } 356 357 // ModelAnimation 358 struct ModelAnimation 359 { 360 int boneCount; // Number of bones 361 int frameCount; // Number of animation frames 362 BoneInfo* bones; // Bones information (skeleton) 363 Transform** framePoses; // Poses array by frame 364 } 365 366 // Ray, ray for raycasting 367 struct Ray 368 { 369 Vector3 position; // Ray position (origin) 370 Vector3 direction; // Ray direction 371 } 372 373 // RayCollision, ray hit information 374 struct RayCollision 375 { 376 bool hit; // Did the ray hit something? 377 float distance; // Distance to the nearest hit 378 Vector3 point; // Point of the nearest hit 379 Vector3 normal; // Surface normal of hit 380 } 381 382 // BoundingBox 383 struct BoundingBox 384 { 385 Vector3 min; // Minimum vertex box-corner 386 Vector3 max; // Maximum vertex box-corner 387 } 388 389 // Wave, audio wave data 390 struct Wave 391 { 392 uint frameCount; // Total number of frames (considering channels) 393 uint sampleRate; // Frequency (samples per second) 394 uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) 395 uint channels; // Number of channels (1-mono, 2-stereo, ...) 396 void* data; // Buffer data pointer 397 } 398 399 // Opaque structs declaration 400 // NOTE: Actual structs are defined internally in raudio module 401 struct rAudioBuffer; 402 struct rAudioProcessor; 403 404 // AudioStream, custom audio stream 405 struct AudioStream 406 { 407 rAudioBuffer* buffer; // Pointer to internal data used by the audio system 408 rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects 409 410 uint sampleRate; // Frequency (samples per second) 411 uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) 412 uint channels; // Number of channels (1-mono, 2-stereo, ...) 413 } 414 415 // Sound 416 struct Sound 417 { 418 AudioStream stream; // Audio stream 419 uint frameCount; // Total number of frames (considering channels) 420 } 421 422 // Music, audio stream, anything longer than ~10 seconds should be streamed 423 struct Music 424 { 425 AudioStream stream; // Audio stream 426 uint frameCount; // Total number of frames (considering channels) 427 bool looping; // Music looping enable 428 429 int ctxType; // Type of music context (audio filetype) 430 void* ctxData; // Audio context data, depends on type 431 } 432 433 // VrDeviceInfo, Head-Mounted-Display device parameters 434 struct VrDeviceInfo 435 { 436 int hResolution; // Horizontal resolution in pixels 437 int vResolution; // Vertical resolution in pixels 438 float hScreenSize; // Horizontal size in meters 439 float vScreenSize; // Vertical size in meters 440 float vScreenCenter; // Screen center in meters 441 float eyeToScreenDistance; // Distance between eye and display in meters 442 float lensSeparationDistance; // Lens separation distance in meters 443 float interpupillaryDistance; // IPD (distance between pupils) in meters 444 float[4] lensDistortionValues; // Lens distortion constant parameters 445 float[4] chromaAbCorrection; // Chromatic aberration correction parameters 446 } 447 448 // VrStereoConfig, VR stereo rendering configuration for simulator 449 struct VrStereoConfig 450 { 451 Matrix[2] projection; // VR projection matrices (per eye) 452 Matrix[2] viewOffset; // VR view offset matrices (per eye) 453 float[2] leftLensCenter; // VR left lens center 454 float[2] rightLensCenter; // VR right lens center 455 float[2] leftScreenCenter; // VR left screen center 456 float[2] rightScreenCenter; // VR right screen center 457 float[2] scale; // VR distortion scale 458 float[2] scaleIn; // VR distortion scale in 459 } 460 461 // File path list 462 struct FilePathList 463 { 464 uint capacity; // Filepaths max entries 465 uint count; // Filepaths entries count 466 char** paths; // Filepaths entries 467 } 468 469 //---------------------------------------------------------------------------------- 470 // Enumerators Definition 471 //---------------------------------------------------------------------------------- 472 // System/Window config flags 473 // NOTE: Every bit registers one state (use it with bit masks) 474 // By default all flags are set to 0 475 enum ConfigFlags 476 { 477 FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU 478 FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen 479 FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window 480 FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) 481 FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window 482 FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) 483 FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) 484 FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused 485 FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top 486 FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized 487 FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer 488 FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI 489 FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED 490 FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X 491 FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) 492 } 493 494 // Trace log level 495 // NOTE: Organized by priority level 496 enum TraceLogLevel 497 { 498 LOG_ALL = 0, // Display all logs 499 LOG_TRACE = 1, // Trace logging, intended for internal use only 500 LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds 501 LOG_INFO = 3, // Info logging, used for program execution info 502 LOG_WARNING = 4, // Warning logging, used on recoverable failures 503 LOG_ERROR = 5, // Error logging, used on unrecoverable failures 504 LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) 505 LOG_NONE = 7 // Disable logging 506 } 507 508 // Keyboard keys (US keyboard layout) 509 // NOTE: Use GetKeyPressed() to allow redefining 510 // required keys for alternative layouts 511 enum KeyboardKey 512 { 513 KEY_NULL = 0, // Key: NULL, used for no key pressed 514 // Alphanumeric keys 515 KEY_APOSTROPHE = 39, // Key: ' 516 KEY_COMMA = 44, // Key: , 517 KEY_MINUS = 45, // Key: - 518 KEY_PERIOD = 46, // Key: . 519 KEY_SLASH = 47, // Key: / 520 KEY_ZERO = 48, // Key: 0 521 KEY_ONE = 49, // Key: 1 522 KEY_TWO = 50, // Key: 2 523 KEY_THREE = 51, // Key: 3 524 KEY_FOUR = 52, // Key: 4 525 KEY_FIVE = 53, // Key: 5 526 KEY_SIX = 54, // Key: 6 527 KEY_SEVEN = 55, // Key: 7 528 KEY_EIGHT = 56, // Key: 8 529 KEY_NINE = 57, // Key: 9 530 KEY_SEMICOLON = 59, // Key: ; 531 KEY_EQUAL = 61, // Key: = 532 KEY_A = 65, // Key: A | a 533 KEY_B = 66, // Key: B | b 534 KEY_C = 67, // Key: C | c 535 KEY_D = 68, // Key: D | d 536 KEY_E = 69, // Key: E | e 537 KEY_F = 70, // Key: F | f 538 KEY_G = 71, // Key: G | g 539 KEY_H = 72, // Key: H | h 540 KEY_I = 73, // Key: I | i 541 KEY_J = 74, // Key: J | j 542 KEY_K = 75, // Key: K | k 543 KEY_L = 76, // Key: L | l 544 KEY_M = 77, // Key: M | m 545 KEY_N = 78, // Key: N | n 546 KEY_O = 79, // Key: O | o 547 KEY_P = 80, // Key: P | p 548 KEY_Q = 81, // Key: Q | q 549 KEY_R = 82, // Key: R | r 550 KEY_S = 83, // Key: S | s 551 KEY_T = 84, // Key: T | t 552 KEY_U = 85, // Key: U | u 553 KEY_V = 86, // Key: V | v 554 KEY_W = 87, // Key: W | w 555 KEY_X = 88, // Key: X | x 556 KEY_Y = 89, // Key: Y | y 557 KEY_Z = 90, // Key: Z | z 558 KEY_LEFT_BRACKET = 91, // Key: [ 559 KEY_BACKSLASH = 92, // Key: '\' 560 KEY_RIGHT_BRACKET = 93, // Key: ] 561 KEY_GRAVE = 96, // Key: ` 562 // Function keys 563 KEY_SPACE = 32, // Key: Space 564 KEY_ESCAPE = 256, // Key: Esc 565 KEY_ENTER = 257, // Key: Enter 566 KEY_TAB = 258, // Key: Tab 567 KEY_BACKSPACE = 259, // Key: Backspace 568 KEY_INSERT = 260, // Key: Ins 569 KEY_DELETE = 261, // Key: Del 570 KEY_RIGHT = 262, // Key: Cursor right 571 KEY_LEFT = 263, // Key: Cursor left 572 KEY_DOWN = 264, // Key: Cursor down 573 KEY_UP = 265, // Key: Cursor up 574 KEY_PAGE_UP = 266, // Key: Page up 575 KEY_PAGE_DOWN = 267, // Key: Page down 576 KEY_HOME = 268, // Key: Home 577 KEY_END = 269, // Key: End 578 KEY_CAPS_LOCK = 280, // Key: Caps lock 579 KEY_SCROLL_LOCK = 281, // Key: Scroll down 580 KEY_NUM_LOCK = 282, // Key: Num lock 581 KEY_PRINT_SCREEN = 283, // Key: Print screen 582 KEY_PAUSE = 284, // Key: Pause 583 KEY_F1 = 290, // Key: F1 584 KEY_F2 = 291, // Key: F2 585 KEY_F3 = 292, // Key: F3 586 KEY_F4 = 293, // Key: F4 587 KEY_F5 = 294, // Key: F5 588 KEY_F6 = 295, // Key: F6 589 KEY_F7 = 296, // Key: F7 590 KEY_F8 = 297, // Key: F8 591 KEY_F9 = 298, // Key: F9 592 KEY_F10 = 299, // Key: F10 593 KEY_F11 = 300, // Key: F11 594 KEY_F12 = 301, // Key: F12 595 KEY_LEFT_SHIFT = 340, // Key: Shift left 596 KEY_LEFT_CONTROL = 341, // Key: Control left 597 KEY_LEFT_ALT = 342, // Key: Alt left 598 KEY_LEFT_SUPER = 343, // Key: Super left 599 KEY_RIGHT_SHIFT = 344, // Key: Shift right 600 KEY_RIGHT_CONTROL = 345, // Key: Control right 601 KEY_RIGHT_ALT = 346, // Key: Alt right 602 KEY_RIGHT_SUPER = 347, // Key: Super right 603 KEY_KB_MENU = 348, // Key: KB menu 604 // Keypad keys 605 KEY_KP_0 = 320, // Key: Keypad 0 606 KEY_KP_1 = 321, // Key: Keypad 1 607 KEY_KP_2 = 322, // Key: Keypad 2 608 KEY_KP_3 = 323, // Key: Keypad 3 609 KEY_KP_4 = 324, // Key: Keypad 4 610 KEY_KP_5 = 325, // Key: Keypad 5 611 KEY_KP_6 = 326, // Key: Keypad 6 612 KEY_KP_7 = 327, // Key: Keypad 7 613 KEY_KP_8 = 328, // Key: Keypad 8 614 KEY_KP_9 = 329, // Key: Keypad 9 615 KEY_KP_DECIMAL = 330, // Key: Keypad . 616 KEY_KP_DIVIDE = 331, // Key: Keypad / 617 KEY_KP_MULTIPLY = 332, // Key: Keypad * 618 KEY_KP_SUBTRACT = 333, // Key: Keypad - 619 KEY_KP_ADD = 334, // Key: Keypad + 620 KEY_KP_ENTER = 335, // Key: Keypad Enter 621 KEY_KP_EQUAL = 336, // Key: Keypad = 622 // Android key buttons 623 KEY_BACK = 4, // Key: Android back button 624 KEY_MENU = 82, // Key: Android menu button 625 KEY_VOLUME_UP = 24, // Key: Android volume up button 626 KEY_VOLUME_DOWN = 25 // Key: Android volume down button 627 } 628 629 // Add backwards compatibility support for deprecated names 630 enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT; 631 enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT; 632 enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE; 633 634 // Mouse buttons 635 enum MouseButton 636 { 637 MOUSE_BUTTON_LEFT = 0, // Mouse button left 638 MOUSE_BUTTON_RIGHT = 1, // Mouse button right 639 MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) 640 MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) 641 MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) 642 MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) 643 MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device) 644 } 645 646 // Mouse cursor 647 enum MouseCursor 648 { 649 MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape 650 MOUSE_CURSOR_ARROW = 1, // Arrow shape 651 MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape 652 MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape 653 MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor 654 MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape 655 MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape 656 MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape 657 MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape 658 MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape 659 MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape 660 } 661 662 // Gamepad buttons 663 enum GamepadButton 664 { 665 GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking 666 GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button 667 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button 668 GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button 669 GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button 670 GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) 671 GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X) 672 GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) 673 GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) 674 GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button 675 GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button 676 GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button 677 GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button 678 GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select) 679 GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) 680 GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start) 681 GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left 682 GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right 683 } 684 685 // Gamepad axis 686 enum GamepadAxis 687 { 688 GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis 689 GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis 690 GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis 691 GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis 692 GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] 693 GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] 694 } 695 696 // Material map index 697 enum MaterialMapIndex 698 { 699 MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) 700 MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR) 701 MATERIAL_MAP_NORMAL = 2, // Normal material 702 MATERIAL_MAP_ROUGHNESS = 3, // Roughness material 703 MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material 704 MATERIAL_MAP_EMISSION = 5, // Emission material 705 MATERIAL_MAP_HEIGHT = 6, // Heightmap material 706 MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) 707 MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) 708 MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) 709 MATERIAL_MAP_BRDF = 10 // Brdf material 710 } 711 712 enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO; 713 enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS; 714 715 // Shader location index 716 enum ShaderLocationIndex 717 { 718 SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position 719 SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 720 SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 721 SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal 722 SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent 723 SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color 724 SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection 725 SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) 726 SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection 727 SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) 728 SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal 729 SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view 730 SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color 731 SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color 732 SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color 733 SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) 734 SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) 735 SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal 736 SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness 737 SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion 738 SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission 739 SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height 740 SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap 741 SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance 742 SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter 743 SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf 744 } 745 746 enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO; 747 enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS; 748 749 // Shader uniform data type 750 enum ShaderUniformDataType 751 { 752 SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float 753 SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) 754 SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) 755 SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) 756 SHADER_UNIFORM_INT = 4, // Shader uniform type: int 757 SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) 758 SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) 759 SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) 760 SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d 761 } 762 763 // Shader attribute data types 764 enum ShaderAttributeDataType 765 { 766 SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float 767 SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) 768 SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) 769 SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) 770 } 771 772 // Pixel formats 773 // NOTE: Support depends on OpenGL version and platform 774 enum PixelFormat 775 { 776 PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 777 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) 778 PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp 779 PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp 780 PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) 781 PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) 782 PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp 783 PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) 784 PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) 785 PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) 786 PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha) 787 PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha) 788 PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp 789 PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp 790 PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp 791 PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp 792 PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp 793 PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp 794 PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp 795 PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp 796 PIXELFORMAT_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 TextureFilter 803 { 804 TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation 805 TEXTURE_FILTER_BILINEAR = 1, // Linear filtering 806 TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) 807 TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x 808 TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x 809 TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x 810 } 811 812 // Texture parameters: wrap mode 813 enum TextureWrap 814 { 815 TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode 816 TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode 817 TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode 818 TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode 819 } 820 821 // Cubemap layouts 822 enum CubemapLayout 823 { 824 CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type 825 CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces 826 CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces 827 CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces 828 CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces 829 CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map) 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 BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) 847 BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) 848 BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha 849 BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) 850 BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) 851 } 852 853 // Gesture 854 // NOTE: Provided as bit-wise flags to enable only desired gestures 855 enum Gesture 856 { 857 GESTURE_NONE = 0, // No gesture 858 GESTURE_TAP = 1, // Tap gesture 859 GESTURE_DOUBLETAP = 2, // Double tap gesture 860 GESTURE_HOLD = 4, // Hold gesture 861 GESTURE_DRAG = 8, // Drag gesture 862 GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture 863 GESTURE_SWIPE_LEFT = 32, // Swipe left gesture 864 GESTURE_SWIPE_UP = 64, // Swipe up gesture 865 GESTURE_SWIPE_DOWN = 128, // Swipe down gesture 866 GESTURE_PINCH_IN = 256, // Pinch in gesture 867 GESTURE_PINCH_OUT = 512 // Pinch out gesture 868 } 869 870 // Camera system modes 871 enum CameraMode 872 { 873 CAMERA_CUSTOM = 0, // Custom camera 874 CAMERA_FREE = 1, // Free camera 875 CAMERA_ORBITAL = 2, // Orbital camera 876 CAMERA_FIRST_PERSON = 3, // First person camera 877 CAMERA_THIRD_PERSON = 4 // Third person camera 878 } 879 880 // Camera projection 881 enum CameraProjection 882 { 883 CAMERA_PERSPECTIVE = 0, // Perspective projection 884 CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection 885 } 886 887 // N-patch layout 888 enum NPatchLayout 889 { 890 NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles 891 NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles 892 NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles 893 } 894 895 // Callbacks to hook some internal functions 896 // WARNING: These callbacks are intended for advance users 897 alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages 898 alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data 899 alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data 900 alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data 901 alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data 902 903 //------------------------------------------------------------------------------------ 904 // Global Variables Definition 905 //------------------------------------------------------------------------------------ 906 // It's lonely here... 907 908 //------------------------------------------------------------------------------------ 909 // Window and Graphics Device Functions (Module: core) 910 //------------------------------------------------------------------------------------ 911 912 // Prevents name mangling of functions 913 914 // Window-related functions 915 void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context 916 bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed 917 void CloseWindow(); // Close window and unload OpenGL context 918 bool IsWindowReady(); // Check if window has been initialized successfully 919 bool IsWindowFullscreen(); // Check if window is currently fullscreen 920 bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP) 921 bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP) 922 bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP) 923 bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP) 924 bool IsWindowResized(); // Check if window has been resized last frame 925 bool IsWindowState(uint flag); // Check if one specific window flag is enabled 926 void SetWindowState(uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) 927 void ClearWindowState(uint flags); // Clear window configuration state flags 928 void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) 929 void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) 930 void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) 931 void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) 932 void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) 933 void SetWindowIcons(Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) 934 void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP) 935 void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) 936 void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) 937 void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) 938 void SetWindowSize(int width, int height); // Set window dimensions 939 void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) 940 void* GetWindowHandle(); // Get native window handle 941 int GetScreenWidth(); // Get current screen width 942 int GetScreenHeight(); // Get current screen height 943 int GetRenderWidth(); // Get current render width (it considers HiDPI) 944 int GetRenderHeight(); // Get current render height (it considers HiDPI) 945 int GetMonitorCount(); // Get number of connected monitors 946 int GetCurrentMonitor(); // Get current connected monitor 947 Vector2 GetMonitorPosition(int monitor); // Get specified monitor position 948 int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) 949 int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) 950 int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres 951 int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres 952 int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate 953 Vector2 GetWindowPosition(); // Get window position XY on monitor 954 Vector2 GetWindowScaleDPI(); // Get window scale DPI factor 955 const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor 956 void SetClipboardText(const(char)* text); // Set clipboard text content 957 const(char)* GetClipboardText(); // Get clipboard text content 958 void EnableEventWaiting(); // Enable waiting for events on EndDrawing(), no automatic event polling 959 void DisableEventWaiting(); // Disable waiting for events on EndDrawing(), automatic events polling 960 961 // Custom frame control functions 962 // NOTE: Those functions are intended for advance users that want full control over the frame processing 963 // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() 964 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL 965 void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing) 966 void PollInputEvents(); // Register all input events 967 void WaitTime(double seconds); // Wait for some time (halt program execution) 968 969 // Cursor-related functions 970 void ShowCursor(); // Shows cursor 971 void HideCursor(); // Hides cursor 972 bool IsCursorHidden(); // Check if cursor is not visible 973 void EnableCursor(); // Enables cursor (unlock cursor) 974 void DisableCursor(); // Disables cursor (lock cursor) 975 bool IsCursorOnScreen(); // Check if cursor is on the screen 976 977 // Drawing-related functions 978 void ClearBackground(Color color); // Set background color (framebuffer clear color) 979 void BeginDrawing(); // Setup canvas (framebuffer) to start drawing 980 void EndDrawing(); // End canvas drawing and swap buffers (double buffering) 981 void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) 982 void EndMode2D(); // Ends 2D mode with custom camera 983 void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) 984 void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode 985 void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture 986 void EndTextureMode(); // Ends drawing to render texture 987 void BeginShaderMode(Shader shader); // Begin custom shader drawing 988 void EndShaderMode(); // End custom shader drawing (use default shader) 989 void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) 990 void EndBlendMode(); // End blending mode (reset to default: alpha blending) 991 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) 992 void EndScissorMode(); // End scissor mode 993 void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) 994 void EndVrStereoMode(); // End stereo rendering (requires VR simulator) 995 996 // VR stereo config functions for VR simulator 997 VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters 998 void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config 999 1000 // Shader management functions 1001 // NOTE: Shader functionality is not available on OpenGL 1.1 1002 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations 1003 Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations 1004 bool IsShaderReady(Shader shader); // Check if a shader is ready 1005 int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location 1006 int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location 1007 void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value 1008 void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector 1009 void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) 1010 void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) 1011 void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) 1012 1013 // Screen-space-related functions 1014 Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position 1015 Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) 1016 Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix 1017 Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position 1018 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position 1019 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position 1020 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position 1021 1022 // Timing-related functions 1023 void SetTargetFPS(int fps); // Set target FPS (maximum) 1024 int GetFPS(); // Get current FPS 1025 float GetFrameTime(); // Get time in seconds for last frame drawn (delta time) 1026 double GetTime(); // Get elapsed time in seconds since InitWindow() 1027 1028 // Misc. functions 1029 int GetRandomValue(int min, int max); // Get a random value between min and max (both included) 1030 void SetRandomSeed(uint seed); // Set the seed for the random number generator 1031 void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format) 1032 void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS) 1033 1034 void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) 1035 void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level 1036 void* MemAlloc(uint size); // Internal memory allocator 1037 void* MemRealloc(void* ptr, uint size); // Internal memory reallocator 1038 void MemFree(void* ptr); // Internal memory free 1039 1040 void OpenURL(const(char)* url); // Open URL with default system browser (if available) 1041 1042 // Set custom callbacks 1043 // WARNING: Callbacks setup is intended for advance users 1044 void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log 1045 void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader 1046 void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver 1047 void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader 1048 void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver 1049 1050 // Files management functions 1051 ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read) 1052 void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData() 1053 bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success 1054 bool ExportDataAsCode(const(ubyte)* data, uint size, const(char)* fileName); // Export data to code (.h), returns true on success 1055 char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string 1056 void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText() 1057 bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success 1058 bool FileExists(const(char)* fileName); // Check if file exists 1059 bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists 1060 bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav) 1061 int GetFileLength(const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) 1062 const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png') 1063 const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string 1064 const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string) 1065 const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string) 1066 const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string) 1067 const(char)* GetWorkingDirectory(); // Get current working directory (uses static string) 1068 const(char)* GetApplicationDirectory(); // Get the directory if the running application (uses static string) 1069 bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success 1070 bool IsPathFile(const(char)* path); // Check if a given path is a file or a directory 1071 FilePathList LoadDirectoryFiles(const(char)* dirPath); // Load directory filepaths 1072 FilePathList LoadDirectoryFilesEx(const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan 1073 void UnloadDirectoryFiles(FilePathList files); // Unload filepaths 1074 bool IsFileDropped(); // Check if a file has been dropped into window 1075 FilePathList LoadDroppedFiles(); // Load dropped filepaths 1076 void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths 1077 c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time) 1078 1079 // Compression/Encoding functionality 1080 ubyte* CompressData(const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() 1081 ubyte* DecompressData(const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() 1082 char* EncodeDataBase64(const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree() 1083 ubyte* DecodeDataBase64(const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree() 1084 1085 //------------------------------------------------------------------------------------ 1086 // Input Handling Functions (Module: core) 1087 //------------------------------------------------------------------------------------ 1088 1089 // Input-related functions: keyboard 1090 bool IsKeyPressed(int key); // Check if a key has been pressed once 1091 bool IsKeyDown(int key); // Check if a key is being pressed 1092 bool IsKeyReleased(int key); // Check if a key has been released once 1093 bool IsKeyUp(int key); // Check if a key is NOT being pressed 1094 void SetExitKey(int key); // Set a custom key to exit program (default is ESC) 1095 int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty 1096 int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty 1097 1098 // Input-related functions: gamepads 1099 bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available 1100 const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id 1101 bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once 1102 bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed 1103 bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once 1104 bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed 1105 int GetGamepadButtonPressed(); // Get the last gamepad button pressed 1106 int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad 1107 float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis 1108 int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB) 1109 1110 // Input-related functions: mouse 1111 bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once 1112 bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed 1113 bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once 1114 bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed 1115 int GetMouseX(); // Get mouse position X 1116 int GetMouseY(); // Get mouse position Y 1117 Vector2 GetMousePosition(); // Get mouse position XY 1118 Vector2 GetMouseDelta(); // Get mouse delta between frames 1119 void SetMousePosition(int x, int y); // Set mouse position XY 1120 void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset 1121 void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling 1122 float GetMouseWheelMove(); // Get mouse wheel movement for X or Y, whichever is larger 1123 Vector2 GetMouseWheelMoveV(); // Get mouse wheel movement for both X and Y 1124 void SetMouseCursor(int cursor); // Set mouse cursor 1125 1126 // Input-related functions: touch 1127 int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size) 1128 int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size) 1129 Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) 1130 int GetTouchPointId(int index); // Get touch point identifier for given index 1131 int GetTouchPointCount(); // Get number of touch points 1132 1133 //------------------------------------------------------------------------------------ 1134 // Gestures and Touch Handling Functions (Module: rgestures) 1135 //------------------------------------------------------------------------------------ 1136 void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags 1137 bool IsGestureDetected(int gesture); // Check if a gesture have been detected 1138 int GetGestureDetected(); // Get latest detected gesture 1139 float GetGestureHoldDuration(); // Get gesture hold time in milliseconds 1140 Vector2 GetGestureDragVector(); // Get gesture drag vector 1141 float GetGestureDragAngle(); // Get gesture drag angle 1142 Vector2 GetGesturePinchVector(); // Get gesture pinch delta 1143 float GetGesturePinchAngle(); // Get gesture pinch angle 1144 1145 //------------------------------------------------------------------------------------ 1146 // Camera System Functions (Module: rcamera) 1147 //------------------------------------------------------------------------------------ 1148 void UpdateCamera(Camera* camera, int mode); // Update camera position for selected mode 1149 void UpdateCameraPro(Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation 1150 1151 //------------------------------------------------------------------------------------ 1152 // Basic Shapes Drawing Functions (Module: shapes) 1153 //------------------------------------------------------------------------------------ 1154 // Set texture and rectangle to be used on shapes drawing 1155 // NOTE: It can be useful when using basic shapes and one single font, 1156 // defining a font char white rectangle would allow drawing everything in a single draw call 1157 void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing 1158 1159 // Basic shapes drawing functions 1160 void DrawPixel(int posX, int posY, Color color); // Draw a pixel 1161 void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) 1162 void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line 1163 void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) 1164 void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness 1165 void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out 1166 void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point 1167 void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points 1168 void DrawLineStrip(Vector2* points, int pointCount, Color color); // Draw lines sequence 1169 void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle 1170 void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle 1171 void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline 1172 void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle 1173 void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) 1174 void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline 1175 void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse 1176 void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline 1177 void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring 1178 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline 1179 void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle 1180 void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) 1181 void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle 1182 void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters 1183 void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle 1184 void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle 1185 void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors 1186 void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline 1187 void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters 1188 void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges 1189 void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline 1190 void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) 1191 void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) 1192 void DrawTriangleFan(Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) 1193 void DrawTriangleStrip(Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points 1194 void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) 1195 void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides 1196 void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters 1197 1198 // Basic shapes collision detection functions 1199 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles 1200 bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles 1201 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle 1202 bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle 1203 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle 1204 bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle 1205 bool CheckCollisionPointPoly(Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices 1206 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 1207 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] 1208 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision 1209 1210 //------------------------------------------------------------------------------------ 1211 // Texture Loading and Drawing Functions (Module: textures) 1212 //------------------------------------------------------------------------------------ 1213 1214 // Image loading functions 1215 // NOTE: These functions do not require GPU access 1216 Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM) 1217 Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data 1218 Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data) 1219 Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' 1220 Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data 1221 Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot) 1222 bool IsImageReady(Image image); // Check if an image is ready 1223 void UnloadImage(Image image); // Unload image from CPU memory (RAM) 1224 bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success 1225 bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success 1226 1227 // Image generation functions 1228 Image GenImageColor(int width, int height, Color color); // Generate image: plain color 1229 Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient 1230 Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient 1231 Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient 1232 Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked 1233 Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise 1234 Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise 1235 Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells 1236 Image GenImageText(int width, int height, const(char)* text); // Generate image: grayscale image from text data 1237 1238 // Image manipulation functions 1239 Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) 1240 Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece 1241 Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font) 1242 Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) 1243 void ImageFormat(Image* image, int newFormat); // Convert image data to desired format 1244 void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two) 1245 void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle 1246 void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value 1247 void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color 1248 void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image 1249 void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel 1250 void ImageBlurGaussian(Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation 1251 void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) 1252 void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) 1253 void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color 1254 void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image 1255 void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) 1256 void ImageFlipVertical(Image* image); // Flip image vertically 1257 void ImageFlipHorizontal(Image* image); // Flip image horizontally 1258 void ImageRotateCW(Image* image); // Rotate image clockwise 90deg 1259 void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg 1260 void ImageColorTint(Image* image, Color color); // Modify image color: tint 1261 void ImageColorInvert(Image* image); // Modify image color: invert 1262 void ImageColorGrayscale(Image* image); // Modify image color: grayscale 1263 void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100) 1264 void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255) 1265 void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color 1266 Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) 1267 Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) 1268 void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors() 1269 void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette() 1270 Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle 1271 Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position 1272 1273 // Image drawing functions 1274 // NOTE: Image software-rendering functions (CPU) 1275 void ImageClearBackground(Image* dst, Color color); // Clear image background with given color 1276 void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image 1277 void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) 1278 void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image 1279 void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) 1280 void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image 1281 void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) 1282 void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image 1283 void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) 1284 void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image 1285 void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) 1286 void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image 1287 void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image 1288 void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) 1289 void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) 1290 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) 1291 1292 // Texture loading functions 1293 // NOTE: These functions require GPU access 1294 Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM) 1295 Texture2D LoadTextureFromImage(Image image); // Load texture from image data 1296 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported 1297 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) 1298 bool IsTextureReady(Texture2D texture); // Check if a texture is ready 1299 void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) 1300 bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready 1301 void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) 1302 void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data 1303 void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data 1304 1305 // Texture configuration functions 1306 void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture 1307 void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode 1308 void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode 1309 1310 // Texture drawing functions 1311 void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D 1312 void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 1313 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters 1314 void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle 1315 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 1316 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 1317 1318 // Color/pixel related functions 1319 Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f 1320 int ColorToInt(Color color); // Get hexadecimal value for a Color 1321 Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] 1322 Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] 1323 Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] 1324 Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] 1325 Color ColorTint(Color color, Color tint); // Get color multiplied with another color 1326 Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f 1327 Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f 1328 Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f 1329 Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint 1330 Color GetColor(uint hexValue); // Get Color structure from hexadecimal value 1331 Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format 1332 void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer 1333 int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format 1334 1335 //------------------------------------------------------------------------------------ 1336 // Font Loading and Text Drawing Functions (Module: text) 1337 //------------------------------------------------------------------------------------ 1338 1339 // Font loading/unloading functions 1340 Font GetFontDefault(); // Get the default Font 1341 Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM) 1342 Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set 1343 Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) 1344 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' 1345 bool IsFontReady(Font font); // Check if a font is ready 1346 GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount, int type); // Load font data for further use 1347 Image GenImageFontAtlas(const(GlyphInfo)* chars, Rectangle** recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info 1348 void UnloadFontData(GlyphInfo* chars, int glyphCount); // Unload font chars info data (RAM) 1349 void UnloadFont(Font font); // Unload font from GPU memory (VRAM) 1350 bool ExportFontAsCode(Font font, const(char)* fileName); // Export font as code file, returns true on success 1351 1352 // Text drawing functions 1353 void DrawFPS(int posX, int posY); // Draw current FPS 1354 void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) 1355 void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters 1356 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) 1357 void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) 1358 void DrawTextCodepoints(Font font, const(int)* codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) 1359 1360 // Text font info functions 1361 int MeasureText(const(char)* text, int fontSize); // Measure string width for default font 1362 Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font 1363 int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found 1364 GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found 1365 Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found 1366 1367 // Text codepoints management functions (unicode characters) 1368 char* LoadUTF8(const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array 1369 void UnloadUTF8(char* text); // Unload UTF-8 text encoded from codepoints array 1370 int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter 1371 void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory 1372 int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string 1373 int GetCodepoint(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure 1374 int GetCodepointNext(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure 1375 int GetCodepointPrevious(const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure 1376 const(char)* CodepointToUTF8(int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) 1377 1378 // Text strings management functions (no UTF-8 strings, only byte chars) 1379 // NOTE: Some strings allocate memory internally for returned strings, just be careful! 1380 int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied 1381 bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal 1382 uint TextLength(const(char)* text); // Get text length, checks for '\0' ending 1383 const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style) 1384 const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string 1385 char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!) 1386 char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!) 1387 const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter 1388 const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings 1389 void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor! 1390 int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string 1391 const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string 1392 const(char)* TextToLower(const(char)* text); // Get lower case version of provided string 1393 const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string 1394 int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported) 1395 1396 //------------------------------------------------------------------------------------ 1397 // Basic 3d Shapes Drawing Functions (Module: models) 1398 //------------------------------------------------------------------------------------ 1399 1400 // Basic geometric 3D shapes drawing functions 1401 void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space 1402 void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line 1403 void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space 1404 void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) 1405 void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points 1406 void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube 1407 void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) 1408 void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires 1409 void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) 1410 void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere 1411 void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters 1412 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires 1413 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone 1414 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 1415 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires 1416 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 1417 void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos 1418 void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos 1419 void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ 1420 void DrawRay(Ray ray, Color color); // Draw a ray line 1421 void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) 1422 1423 //------------------------------------------------------------------------------------ 1424 // Model 3d Loading and Drawing Functions (Module: models) 1425 //------------------------------------------------------------------------------------ 1426 1427 // Model management functions 1428 Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials) 1429 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) 1430 bool IsModelReady(Model model); // Check if a model is ready 1431 void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) 1432 BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) 1433 1434 // Model drawing functions 1435 void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) 1436 void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters 1437 void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) 1438 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 1439 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) 1440 void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture 1441 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source 1442 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 1443 1444 // Mesh management functions 1445 void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids 1446 void UpdateMeshBuffer(Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index 1447 void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU 1448 void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform 1449 void DrawMeshInstanced(Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms 1450 bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success 1451 BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits 1452 void GenMeshTangents(Mesh* mesh); // Compute mesh tangents 1453 1454 // Mesh generation functions 1455 Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh 1456 Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) 1457 Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh 1458 Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) 1459 Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) 1460 Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh 1461 Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh 1462 Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh 1463 Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh 1464 Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data 1465 Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data 1466 1467 // Material loading/unloading functions 1468 Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file 1469 Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) 1470 bool IsMaterialReady(Material material); // Check if a material is ready 1471 void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) 1472 void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) 1473 void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh 1474 1475 // Model animations loading/unloading functions 1476 ModelAnimation* LoadModelAnimations(const(char)* fileName, uint* animCount); // Load model animations from file 1477 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose 1478 void UnloadModelAnimation(ModelAnimation anim); // Unload animation data 1479 void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data 1480 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match 1481 1482 // Collision detection functions 1483 bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres 1484 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes 1485 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere 1486 RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere 1487 RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box 1488 RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh 1489 RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle 1490 RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad 1491 1492 //------------------------------------------------------------------------------------ 1493 // Audio Loading and Playing Functions (Module: audio) 1494 //------------------------------------------------------------------------------------ 1495 alias AudioCallback = void function(void* bufferData, uint frames); 1496 1497 // Audio device management functions 1498 void InitAudioDevice(); // Initialize audio device and context 1499 void CloseAudioDevice(); // Close the audio device and context 1500 bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully 1501 void SetMasterVolume(float volume); // Set master volume (listener) 1502 1503 // Wave/Sound loading/unloading functions 1504 Wave LoadWave(const(char)* fileName); // Load wave data from file 1505 Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' 1506 bool IsWaveReady(Wave wave); // Checks if wave data is ready 1507 Sound LoadSound(const(char)* fileName); // Load sound from file 1508 Sound LoadSoundFromWave(Wave wave); // Load sound from wave data 1509 bool IsSoundReady(Sound sound); // Checks if a sound is ready 1510 void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data 1511 void UnloadWave(Wave wave); // Unload wave data 1512 void UnloadSound(Sound sound); // Unload sound 1513 bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success 1514 bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success 1515 1516 // Wave/Sound management functions 1517 void PlaySound(Sound sound); // Play a sound 1518 void StopSound(Sound sound); // Stop playing a sound 1519 void PauseSound(Sound sound); // Pause a sound 1520 void ResumeSound(Sound sound); // Resume a paused sound 1521 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing 1522 void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) 1523 void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) 1524 void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) 1525 Wave WaveCopy(Wave wave); // Copy a wave to a new wave 1526 void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range 1527 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format 1528 float* LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array 1529 void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples() 1530 1531 // Music management functions 1532 Music LoadMusicStream(const(char)* fileName); // Load music stream from file 1533 Music LoadMusicStreamFromMemory(const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data 1534 bool IsMusicReady(Music music); // Checks if a music stream is ready 1535 void UnloadMusicStream(Music music); // Unload music stream 1536 void PlayMusicStream(Music music); // Start music playing 1537 bool IsMusicStreamPlaying(Music music); // Check if music is playing 1538 void UpdateMusicStream(Music music); // Updates buffers for music streaming 1539 void StopMusicStream(Music music); // Stop music playing 1540 void PauseMusicStream(Music music); // Pause music playing 1541 void ResumeMusicStream(Music music); // Resume playing paused music 1542 void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) 1543 void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) 1544 void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) 1545 void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) 1546 float GetMusicTimeLength(Music music); // Get music time length (in seconds) 1547 float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) 1548 1549 // AudioStream management functions 1550 AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data) 1551 bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready 1552 void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory 1553 void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data 1554 bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill 1555 void PlayAudioStream(AudioStream stream); // Play audio stream 1556 void PauseAudioStream(AudioStream stream); // Pause audio stream 1557 void ResumeAudioStream(AudioStream stream); // Resume audio stream 1558 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing 1559 void StopAudioStream(AudioStream stream); // Stop audio stream 1560 void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) 1561 void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) 1562 void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) 1563 void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams 1564 void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data 1565 1566 void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream 1567 void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream 1568 1569 void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline 1570 void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline 1571 1572 // RAYLIB_H