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