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.rcamera;
86     import raylib.raymathext;
87     import raylib.raylib_types;
88     import raylib.binding;
89 }
90 
91 import core.stdc.config;
92 import core.stdc.stdarg;
93 
94 extern (C) @nogc nothrow:
95 
96 // Required for: va_list - Only used by TraceLogCallback
97 
98 enum RAYLIB_VERSION_MAJOR = 4;
99 enum RAYLIB_VERSION_MINOR = 5;
100 enum RAYLIB_VERSION_PATCH = 0;
101 enum RAYLIB_VERSION = "4.5";
102 
103 // Function specifiers in case library is build/used as a shared library (Windows)
104 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
105 
106 // We are building the library as a Win32 shared library (.dll)
107 
108 // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
109 
110 //----------------------------------------------------------------------------------
111 // Some basic Defines
112 //----------------------------------------------------------------------------------
113 
114 enum PI = 3.14159265358979323846f;
115 
116 enum DEG2RAD = PI / 180.0f;
117 
118 enum RAD2DEG = 180.0f / PI;
119 
120 // Allow custom memory allocators
121 // NOTE: Require recompiling raylib sources
122 
123 // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
124 // Plain structures in C++ (without constructors) can be initialized with { }
125 
126 extern (D) auto CLITERAL(T)(auto ref T type)
127 {
128     return type;
129 }
130 
131 // NOTE: We set some defines with some data types declared by raylib
132 // Other modules (raymath, rlgl) also require some of those types, so,
133 // to be able to use those other modules as standalone (not depending on raylib)
134 // this defines are very useful for internal check and avoid type (re)definitions
135 
136 // Some Basic Colors
137 // 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)
138 
139 //----------------------------------------------------------------------------------
140 // Structures Definition
141 //----------------------------------------------------------------------------------
142 // Boolean type
143 
144 // Vector2, 2 components
145 
146 // Vector x component
147 // Vector y component
148 
149 // Vector3, 3 components
150 
151 // Vector x component
152 // Vector y component
153 // Vector z component
154 
155 // Vector4, 4 components
156 
157 // Vector x component
158 // Vector y component
159 // Vector z component
160 // Vector w component
161 
162 // Quaternion, 4 components (Vector4 alias)
163 
164 // Matrix, 4x4 components, column major, OpenGL style, right-handed
165 
166 // Matrix first row (4 components)
167 // Matrix second row (4 components)
168 // Matrix third row (4 components)
169 // Matrix fourth row (4 components)
170 
171 // Color, 4 components, R8G8B8A8 (32bit)
172 struct Color
173 {
174     ubyte r; // Color red value
175     ubyte g; // Color green value
176     ubyte b; // Color blue value
177     ubyte a; // Color alpha value
178 }
179 
180 // Rectangle, 4 components
181 
182 // Rectangle top-left corner position x
183 // Rectangle top-left corner position y
184 // Rectangle width
185 // Rectangle height
186 
187 // Image, pixel data stored in CPU memory (RAM)
188 struct Image
189 {
190     void* data; // Image raw data
191     int width; // Image base width
192     int height; // Image base height
193     int mipmaps; // Mipmap levels, 1 by default
194     int format; // Data format (PixelFormat type)
195 }
196 
197 // Texture, tex data stored in GPU memory (VRAM)
198 struct Texture
199 {
200     uint id; // OpenGL texture id
201     int width; // Texture base width
202     int height; // Texture base height
203     int mipmaps; // Mipmap levels, 1 by default
204     int format; // Data format (PixelFormat type)
205 }
206 
207 // Texture2D, same as Texture
208 alias Texture2D = Texture;
209 
210 // TextureCubemap, same as Texture
211 alias TextureCubemap = Texture;
212 
213 // RenderTexture, fbo for texture rendering
214 struct RenderTexture
215 {
216     uint id; // OpenGL framebuffer object id
217     Texture texture; // Color buffer attachment texture
218     Texture depth; // Depth buffer attachment texture
219 }
220 
221 // RenderTexture2D, same as RenderTexture
222 alias RenderTexture2D = RenderTexture;
223 
224 // NPatchInfo, n-patch layout info
225 struct NPatchInfo
226 {
227     Rectangle source; // Texture source rectangle
228     int left; // Left border offset
229     int top; // Top border offset
230     int right; // Right border offset
231     int bottom; // Bottom border offset
232     int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
233 }
234 
235 // GlyphInfo, font characters glyphs info
236 struct GlyphInfo
237 {
238     int value; // Character value (Unicode)
239     int offsetX; // Character offset X when drawing
240     int offsetY; // Character offset Y when drawing
241     int advanceX; // Character advance position X
242     Image image; // Character image data
243 }
244 
245 // Font, font texture and GlyphInfo array data
246 struct Font
247 {
248     int baseSize; // Base size (default chars height)
249     int glyphCount; // Number of glyph characters
250     int glyphPadding; // Padding around the glyph characters
251     Texture2D texture; // Texture atlas containing the glyphs
252     Rectangle* recs; // Rectangles in texture for the glyphs
253     GlyphInfo* glyphs; // Glyphs info data
254 }
255 
256 // Camera, defines position/orientation in 3d space
257 struct Camera3D
258 {
259     Vector3 position; // Camera position
260     Vector3 target; // Camera target it looks-at
261     Vector3 up; // Camera up vector (rotation over its axis)
262     float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
263     int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
264 }
265 
266 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
267 
268 // Camera2D, defines position/orientation in 2d space
269 struct Camera2D
270 {
271     Vector2 offset; // Camera offset (displacement from target)
272     Vector2 target; // Camera target (rotation and zoom origin)
273     float rotation; // Camera rotation in degrees
274     float zoom; // Camera zoom (scaling), should be 1.0f by default
275 }
276 
277 // Mesh, vertex data and vao/vbo
278 struct Mesh
279 {
280     int vertexCount; // Number of vertices stored in arrays
281     int triangleCount; // Number of triangles stored (indexed or not)
282 
283     // Vertex attributes data
284     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
285     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
286     float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
287     float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
288     float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
289     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
290     ushort* indices; // Vertex indices (in case vertex data comes indexed)
291 
292     // Animation vertex data
293     float* animVertices; // Animated vertex positions (after bones transformations)
294     float* animNormals; // Animated normals (after bones transformations)
295     ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
296     float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
297 
298     // OpenGL identifiers
299     uint vaoId; // OpenGL Vertex Array Object id
300     uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
301 }
302 
303 // Shader
304 struct Shader
305 {
306     uint id; // Shader program id
307     int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
308 }
309 
310 // MaterialMap
311 struct MaterialMap
312 {
313     Texture2D texture; // Material map texture
314     Color color; // Material map color
315     float value; // Material map value
316 }
317 
318 // Material, includes shader and maps
319 struct Material
320 {
321     Shader shader; // Material shader
322     MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
323     float[4] params; // Material generic parameters (if required)
324 }
325 
326 // Transform, vertex transformation data
327 struct Transform
328 {
329     Vector3 translation; // Translation
330     Quaternion rotation; // Rotation
331     Vector3 scale; // Scale
332 }
333 
334 // Bone, skeletal animation bone
335 struct BoneInfo
336 {
337     char[32] name; // Bone name
338     int parent; // Bone parent
339 }
340 
341 // Model, meshes, materials and animation data
342 struct Model
343 {
344     Matrix transform; // Local transform matrix
345 
346     int meshCount; // Number of meshes
347     int materialCount; // Number of materials
348     Mesh* meshes; // Meshes array
349     Material* materials; // Materials array
350     int* meshMaterial; // Mesh material number
351 
352     // Animation data
353     int boneCount; // Number of bones
354     BoneInfo* bones; // Bones information (skeleton)
355     Transform* bindPose; // Bones base transformation (pose)
356 }
357 
358 // ModelAnimation
359 struct ModelAnimation
360 {
361     int boneCount; // Number of bones
362     int frameCount; // Number of animation frames
363     BoneInfo* bones; // Bones information (skeleton)
364     Transform** framePoses; // Poses array by frame
365 }
366 
367 // Ray, ray for raycasting
368 struct Ray
369 {
370     Vector3 position; // Ray position (origin)
371     Vector3 direction; // Ray direction
372 }
373 
374 // RayCollision, ray hit information
375 struct RayCollision
376 {
377     bool hit; // Did the ray hit something?
378     float distance; // Distance to the nearest hit
379     Vector3 point; // Point of the nearest hit
380     Vector3 normal; // Surface normal of hit
381 }
382 
383 // BoundingBox
384 struct BoundingBox
385 {
386     Vector3 min; // Minimum vertex box-corner
387     Vector3 max; // Maximum vertex box-corner
388 }
389 
390 // Wave, audio wave data
391 struct Wave
392 {
393     uint frameCount; // Total number of frames (considering channels)
394     uint sampleRate; // Frequency (samples per second)
395     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
396     uint channels; // Number of channels (1-mono, 2-stereo, ...)
397     void* data; // Buffer data pointer
398 }
399 
400 // Opaque structs declaration
401 // NOTE: Actual structs are defined internally in raudio module
402 struct rAudioBuffer;
403 struct rAudioProcessor;
404 
405 // AudioStream, custom audio stream
406 struct AudioStream
407 {
408     rAudioBuffer* buffer; // Pointer to internal data used by the audio system
409     rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
410 
411     uint sampleRate; // Frequency (samples per second)
412     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
413     uint channels; // Number of channels (1-mono, 2-stereo, ...)
414 }
415 
416 // Sound
417 struct Sound
418 {
419     AudioStream stream; // Audio stream
420     uint frameCount; // Total number of frames (considering channels)
421 }
422 
423 // Music, audio stream, anything longer than ~10 seconds should be streamed
424 struct Music
425 {
426     AudioStream stream; // Audio stream
427     uint frameCount; // Total number of frames (considering channels)
428     bool looping; // Music looping enable
429 
430     int ctxType; // Type of music context (audio filetype)
431     void* ctxData; // Audio context data, depends on type
432 }
433 
434 // VrDeviceInfo, Head-Mounted-Display device parameters
435 struct VrDeviceInfo
436 {
437     int hResolution; // Horizontal resolution in pixels
438     int vResolution; // Vertical resolution in pixels
439     float hScreenSize; // Horizontal size in meters
440     float vScreenSize; // Vertical size in meters
441     float vScreenCenter; // Screen center in meters
442     float eyeToScreenDistance; // Distance between eye and display in meters
443     float lensSeparationDistance; // Lens separation distance in meters
444     float interpupillaryDistance; // IPD (distance between pupils) in meters
445     float[4] lensDistortionValues; // Lens distortion constant parameters
446     float[4] chromaAbCorrection; // Chromatic aberration correction parameters
447 }
448 
449 // VrStereoConfig, VR stereo rendering configuration for simulator
450 struct VrStereoConfig
451 {
452     Matrix[2] projection; // VR projection matrices (per eye)
453     Matrix[2] viewOffset; // VR view offset matrices (per eye)
454     float[2] leftLensCenter; // VR left lens center
455     float[2] rightLensCenter; // VR right lens center
456     float[2] leftScreenCenter; // VR left screen center
457     float[2] rightScreenCenter; // VR right screen center
458     float[2] scale; // VR distortion scale
459     float[2] scaleIn; // VR distortion scale in
460 }
461 
462 // File path list
463 struct FilePathList
464 {
465     uint capacity; // Filepaths max entries
466     uint count; // Filepaths entries count
467     char** paths; // Filepaths entries
468 }
469 
470 //----------------------------------------------------------------------------------
471 // Enumerators Definition
472 //----------------------------------------------------------------------------------
473 // System/Window config flags
474 // NOTE: Every bit registers one state (use it with bit masks)
475 // By default all flags are set to 0
476 enum ConfigFlags
477 {
478     FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
479     FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
480     FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
481     FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
482     FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
483     FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
484     FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
485     FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
486     FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
487     FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
488     FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
489     FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
490     FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
491     FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
492     FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
493 }
494 
495 // Trace log level
496 // NOTE: Organized by priority level
497 enum TraceLogLevel
498 {
499     LOG_ALL = 0, // Display all logs
500     LOG_TRACE = 1, // Trace logging, intended for internal use only
501     LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
502     LOG_INFO = 3, // Info logging, used for program execution info
503     LOG_WARNING = 4, // Warning logging, used on recoverable failures
504     LOG_ERROR = 5, // Error logging, used on unrecoverable failures
505     LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
506     LOG_NONE = 7 // Disable logging
507 }
508 
509 // Keyboard keys (US keyboard layout)
510 // NOTE: Use GetKeyPressed() to allow redefining
511 // required keys for alternative layouts
512 enum KeyboardKey
513 {
514     KEY_NULL = 0, // Key: NULL, used for no key pressed
515     // Alphanumeric keys
516     KEY_APOSTROPHE = 39, // Key: '
517     KEY_COMMA = 44, // Key: ,
518     KEY_MINUS = 45, // Key: -
519     KEY_PERIOD = 46, // Key: .
520     KEY_SLASH = 47, // Key: /
521     KEY_ZERO = 48, // Key: 0
522     KEY_ONE = 49, // Key: 1
523     KEY_TWO = 50, // Key: 2
524     KEY_THREE = 51, // Key: 3
525     KEY_FOUR = 52, // Key: 4
526     KEY_FIVE = 53, // Key: 5
527     KEY_SIX = 54, // Key: 6
528     KEY_SEVEN = 55, // Key: 7
529     KEY_EIGHT = 56, // Key: 8
530     KEY_NINE = 57, // Key: 9
531     KEY_SEMICOLON = 59, // Key: ;
532     KEY_EQUAL = 61, // Key: =
533     KEY_A = 65, // Key: A | a
534     KEY_B = 66, // Key: B | b
535     KEY_C = 67, // Key: C | c
536     KEY_D = 68, // Key: D | d
537     KEY_E = 69, // Key: E | e
538     KEY_F = 70, // Key: F | f
539     KEY_G = 71, // Key: G | g
540     KEY_H = 72, // Key: H | h
541     KEY_I = 73, // Key: I | i
542     KEY_J = 74, // Key: J | j
543     KEY_K = 75, // Key: K | k
544     KEY_L = 76, // Key: L | l
545     KEY_M = 77, // Key: M | m
546     KEY_N = 78, // Key: N | n
547     KEY_O = 79, // Key: O | o
548     KEY_P = 80, // Key: P | p
549     KEY_Q = 81, // Key: Q | q
550     KEY_R = 82, // Key: R | r
551     KEY_S = 83, // Key: S | s
552     KEY_T = 84, // Key: T | t
553     KEY_U = 85, // Key: U | u
554     KEY_V = 86, // Key: V | v
555     KEY_W = 87, // Key: W | w
556     KEY_X = 88, // Key: X | x
557     KEY_Y = 89, // Key: Y | y
558     KEY_Z = 90, // Key: Z | z
559     KEY_LEFT_BRACKET = 91, // Key: [
560     KEY_BACKSLASH = 92, // Key: '\'
561     KEY_RIGHT_BRACKET = 93, // Key: ]
562     KEY_GRAVE = 96, // Key: `
563     // Function keys
564     KEY_SPACE = 32, // Key: Space
565     KEY_ESCAPE = 256, // Key: Esc
566     KEY_ENTER = 257, // Key: Enter
567     KEY_TAB = 258, // Key: Tab
568     KEY_BACKSPACE = 259, // Key: Backspace
569     KEY_INSERT = 260, // Key: Ins
570     KEY_DELETE = 261, // Key: Del
571     KEY_RIGHT = 262, // Key: Cursor right
572     KEY_LEFT = 263, // Key: Cursor left
573     KEY_DOWN = 264, // Key: Cursor down
574     KEY_UP = 265, // Key: Cursor up
575     KEY_PAGE_UP = 266, // Key: Page up
576     KEY_PAGE_DOWN = 267, // Key: Page down
577     KEY_HOME = 268, // Key: Home
578     KEY_END = 269, // Key: End
579     KEY_CAPS_LOCK = 280, // Key: Caps lock
580     KEY_SCROLL_LOCK = 281, // Key: Scroll down
581     KEY_NUM_LOCK = 282, // Key: Num lock
582     KEY_PRINT_SCREEN = 283, // Key: Print screen
583     KEY_PAUSE = 284, // Key: Pause
584     KEY_F1 = 290, // Key: F1
585     KEY_F2 = 291, // Key: F2
586     KEY_F3 = 292, // Key: F3
587     KEY_F4 = 293, // Key: F4
588     KEY_F5 = 294, // Key: F5
589     KEY_F6 = 295, // Key: F6
590     KEY_F7 = 296, // Key: F7
591     KEY_F8 = 297, // Key: F8
592     KEY_F9 = 298, // Key: F9
593     KEY_F10 = 299, // Key: F10
594     KEY_F11 = 300, // Key: F11
595     KEY_F12 = 301, // Key: F12
596     KEY_LEFT_SHIFT = 340, // Key: Shift left
597     KEY_LEFT_CONTROL = 341, // Key: Control left
598     KEY_LEFT_ALT = 342, // Key: Alt left
599     KEY_LEFT_SUPER = 343, // Key: Super left
600     KEY_RIGHT_SHIFT = 344, // Key: Shift right
601     KEY_RIGHT_CONTROL = 345, // Key: Control right
602     KEY_RIGHT_ALT = 346, // Key: Alt right
603     KEY_RIGHT_SUPER = 347, // Key: Super right
604     KEY_KB_MENU = 348, // Key: KB menu
605     // Keypad keys
606     KEY_KP_0 = 320, // Key: Keypad 0
607     KEY_KP_1 = 321, // Key: Keypad 1
608     KEY_KP_2 = 322, // Key: Keypad 2
609     KEY_KP_3 = 323, // Key: Keypad 3
610     KEY_KP_4 = 324, // Key: Keypad 4
611     KEY_KP_5 = 325, // Key: Keypad 5
612     KEY_KP_6 = 326, // Key: Keypad 6
613     KEY_KP_7 = 327, // Key: Keypad 7
614     KEY_KP_8 = 328, // Key: Keypad 8
615     KEY_KP_9 = 329, // Key: Keypad 9
616     KEY_KP_DECIMAL = 330, // Key: Keypad .
617     KEY_KP_DIVIDE = 331, // Key: Keypad /
618     KEY_KP_MULTIPLY = 332, // Key: Keypad *
619     KEY_KP_SUBTRACT = 333, // Key: Keypad -
620     KEY_KP_ADD = 334, // Key: Keypad +
621     KEY_KP_ENTER = 335, // Key: Keypad Enter
622     KEY_KP_EQUAL = 336, // Key: Keypad =
623     // Android key buttons
624     KEY_BACK = 4, // Key: Android back button
625     KEY_MENU = 82, // Key: Android menu button
626     KEY_VOLUME_UP = 24, // Key: Android volume up button
627     KEY_VOLUME_DOWN = 25 // Key: Android volume down button
628 }
629 
630 // Add backwards compatibility support for deprecated names
631 enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT;
632 enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT;
633 enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE;
634 
635 // Mouse buttons
636 enum MouseButton
637 {
638     MOUSE_BUTTON_LEFT = 0, // Mouse button left
639     MOUSE_BUTTON_RIGHT = 1, // Mouse button right
640     MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
641     MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
642     MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
643     MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
644     MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device)
645 }
646 
647 // Mouse cursor
648 enum MouseCursor
649 {
650     MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
651     MOUSE_CURSOR_ARROW = 1, // Arrow shape
652     MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
653     MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
654     MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
655     MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
656     MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
657     MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
658     MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
659     MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
660     MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
661 }
662 
663 // Gamepad buttons
664 enum GamepadButton
665 {
666     GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
667     GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
668     GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
669     GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
670     GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
671     GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
672     GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
673     GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
674     GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
675     GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
676     GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
677     GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
678     GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
679     GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
680     GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
681     GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
682     GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
683     GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
684 }
685 
686 // Gamepad axis
687 enum GamepadAxis
688 {
689     GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
690     GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
691     GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
692     GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
693     GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
694     GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
695 }
696 
697 // Material map index
698 enum MaterialMapIndex
699 {
700     MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
701     MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
702     MATERIAL_MAP_NORMAL = 2, // Normal material
703     MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
704     MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
705     MATERIAL_MAP_EMISSION = 5, // Emission material
706     MATERIAL_MAP_HEIGHT = 6, // Heightmap material
707     MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
708     MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
709     MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
710     MATERIAL_MAP_BRDF = 10 // Brdf material
711 }
712 
713 enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
714 enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
715 
716 // Shader location index
717 enum ShaderLocationIndex
718 {
719     SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
720     SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
721     SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
722     SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
723     SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
724     SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
725     SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
726     SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
727     SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
728     SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
729     SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
730     SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
731     SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
732     SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
733     SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
734     SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
735     SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
736     SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
737     SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
738     SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
739     SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
740     SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
741     SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
742     SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
743     SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
744     SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
745 }
746 
747 enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
748 enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
749 
750 // Shader uniform data type
751 enum ShaderUniformDataType
752 {
753     SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
754     SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
755     SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
756     SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
757     SHADER_UNIFORM_INT = 4, // Shader uniform type: int
758     SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
759     SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
760     SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
761     SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
762 }
763 
764 // Shader attribute data types
765 enum ShaderAttributeDataType
766 {
767     SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
768     SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
769     SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
770     SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
771 }
772 
773 // Pixel formats
774 // NOTE: Support depends on OpenGL version and platform
775 enum PixelFormat
776 {
777     PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
778     PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
779     PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
780     PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
781     PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
782     PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
783     PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
784     PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
785     PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
786     PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
787     PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
788     PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
789     PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
790     PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
791     PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
792     PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
793     PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
794     PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
795     PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
796     PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
797     PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
798 }
799 
800 // Texture parameters: filter mode
801 // NOTE 1: Filtering considers mipmaps if available in the texture
802 // NOTE 2: Filter is accordingly set for minification and magnification
803 enum TextureFilter
804 {
805     TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
806     TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
807     TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
808     TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
809     TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
810     TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
811 }
812 
813 // Texture parameters: wrap mode
814 enum TextureWrap
815 {
816     TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
817     TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
818     TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
819     TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
820 }
821 
822 // Cubemap layouts
823 enum CubemapLayout
824 {
825     CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
826     CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
827     CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces
828     CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
829     CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
830     CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map)
831 }
832 
833 // Font type, defines generation method
834 enum FontType
835 {
836     FONT_DEFAULT = 0, // Default font generation, anti-aliased
837     FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
838     FONT_SDF = 2 // SDF font generation, requires external shader
839 }
840 
841 // Color blending modes (pre-defined)
842 enum BlendMode
843 {
844     BLEND_ALPHA = 0, // Blend textures considering alpha (default)
845     BLEND_ADDITIVE = 1, // Blend textures adding colors
846     BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
847     BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
848     BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
849     BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
850     BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
851     BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
852 }
853 
854 // Gesture
855 // NOTE: Provided as bit-wise flags to enable only desired gestures
856 enum Gesture
857 {
858     GESTURE_NONE = 0, // No gesture
859     GESTURE_TAP = 1, // Tap gesture
860     GESTURE_DOUBLETAP = 2, // Double tap gesture
861     GESTURE_HOLD = 4, // Hold gesture
862     GESTURE_DRAG = 8, // Drag gesture
863     GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
864     GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
865     GESTURE_SWIPE_UP = 64, // Swipe up gesture
866     GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
867     GESTURE_PINCH_IN = 256, // Pinch in gesture
868     GESTURE_PINCH_OUT = 512 // Pinch out gesture
869 }
870 
871 // Camera system modes
872 enum CameraMode
873 {
874     CAMERA_CUSTOM = 0, // Custom camera
875     CAMERA_FREE = 1, // Free camera
876     CAMERA_ORBITAL = 2, // Orbital camera
877     CAMERA_FIRST_PERSON = 3, // First person camera
878     CAMERA_THIRD_PERSON = 4 // Third person camera
879 }
880 
881 // Camera projection
882 enum CameraProjection
883 {
884     CAMERA_PERSPECTIVE = 0, // Perspective projection
885     CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
886 }
887 
888 // N-patch layout
889 enum NPatchLayout
890 {
891     NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
892     NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
893     NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
894 }
895 
896 // Callbacks to hook some internal functions
897 // WARNING: These callbacks are intended for advance users
898 alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
899 alias LoadFileDataCallback = ubyte* function(const(char)* fileName, uint* bytesRead); // FileIO: Load binary data
900 alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data
901 alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data
902 alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data
903 
904 //------------------------------------------------------------------------------------
905 // Global Variables Definition
906 //------------------------------------------------------------------------------------
907 // It's lonely here...
908 
909 //------------------------------------------------------------------------------------
910 // Window and Graphics Device Functions (Module: core)
911 //------------------------------------------------------------------------------------
912 
913 // Prevents name mangling of functions
914 
915 // Window-related functions
916 void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
917 bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
918 void CloseWindow(); // Close window and unload OpenGL context
919 bool IsWindowReady(); // Check if window has been initialized successfully
920 bool IsWindowFullscreen(); // Check if window is currently fullscreen
921 bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP)
922 bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP)
923 bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP)
924 bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP)
925 bool IsWindowResized(); // Check if window has been resized last frame
926 bool IsWindowState(uint flag); // Check if one specific window flag is enabled
927 void SetWindowState(uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
928 void ClearWindowState(uint flags); // Clear window configuration state flags
929 void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
930 void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
931 void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
932 void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
933 void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
934 void SetWindowIcons(Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
935 void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
936 void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
937 void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
938 void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
939 void SetWindowSize(int width, int height); // Set window dimensions
940 void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
941 void* GetWindowHandle(); // Get native window handle
942 int GetScreenWidth(); // Get current screen width
943 int GetScreenHeight(); // Get current screen height
944 int GetRenderWidth(); // Get current render width (it considers HiDPI)
945 int GetRenderHeight(); // Get current render height (it considers HiDPI)
946 int GetMonitorCount(); // Get number of connected monitors
947 int GetCurrentMonitor(); // Get current connected monitor
948 Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
949 int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
950 int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
951 int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
952 int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
953 int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
954 Vector2 GetWindowPosition(); // Get window position XY on monitor
955 Vector2 GetWindowScaleDPI(); // Get window scale DPI factor
956 const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
957 void SetClipboardText(const(char)* text); // Set clipboard text content
958 const(char)* GetClipboardText(); // Get clipboard text content
959 void EnableEventWaiting(); // Enable waiting for events on EndDrawing(), no automatic event polling
960 void DisableEventWaiting(); // Disable waiting for events on EndDrawing(), automatic events polling
961 
962 // Custom frame control functions
963 // NOTE: Those functions are intended for advance users that want full control over the frame processing
964 // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
965 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
966 void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing)
967 void PollInputEvents(); // Register all input events
968 void WaitTime(double seconds); // Wait for some time (halt program execution)
969 
970 // Cursor-related functions
971 void ShowCursor(); // Shows cursor
972 void HideCursor(); // Hides cursor
973 bool IsCursorHidden(); // Check if cursor is not visible
974 void EnableCursor(); // Enables cursor (unlock cursor)
975 void DisableCursor(); // Disables cursor (lock cursor)
976 bool IsCursorOnScreen(); // Check if cursor is on the screen
977 
978 // Drawing-related functions
979 void ClearBackground(Color color); // Set background color (framebuffer clear color)
980 void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
981 void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
982 void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
983 void EndMode2D(); // Ends 2D mode with custom camera
984 void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
985 void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
986 void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
987 void EndTextureMode(); // Ends drawing to render texture
988 void BeginShaderMode(Shader shader); // Begin custom shader drawing
989 void EndShaderMode(); // End custom shader drawing (use default shader)
990 void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
991 void EndBlendMode(); // End blending mode (reset to default: alpha blending)
992 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
993 void EndScissorMode(); // End scissor mode
994 void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
995 void EndVrStereoMode(); // End stereo rendering (requires VR simulator)
996 
997 // VR stereo config functions for VR simulator
998 VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
999 void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
1000 
1001 // Shader management functions
1002 // NOTE: Shader functionality is not available on OpenGL 1.1
1003 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
1004 Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
1005 bool IsShaderReady(Shader shader); // Check if a shader is ready
1006 int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
1007 int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location
1008 void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
1009 void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
1010 void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
1011 void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
1012 void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
1013 
1014 // Screen-space-related functions
1015 Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
1016 Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
1017 Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
1018 Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
1019 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
1020 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
1021 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
1022 
1023 // Timing-related functions
1024 void SetTargetFPS(int fps); // Set target FPS (maximum)
1025 int GetFPS(); // Get current FPS
1026 float GetFrameTime(); // Get time in seconds for last frame drawn (delta time)
1027 double GetTime(); // Get elapsed time in seconds since InitWindow()
1028 
1029 // Misc. functions
1030 int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
1031 void SetRandomSeed(uint seed); // Set the seed for the random number generator
1032 void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
1033 void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS)
1034 
1035 void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
1036 void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
1037 void* MemAlloc(uint size); // Internal memory allocator
1038 void* MemRealloc(void* ptr, uint size); // Internal memory reallocator
1039 void MemFree(void* ptr); // Internal memory free
1040 
1041 void OpenURL(const(char)* url); // Open URL with default system browser (if available)
1042 
1043 // Set custom callbacks
1044 // WARNING: Callbacks setup is intended for advance users
1045 void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
1046 void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
1047 void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
1048 void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
1049 void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
1050 
1051 // Files management functions
1052 ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
1053 void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData()
1054 bool SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success
1055 bool ExportDataAsCode(const(ubyte)* data, uint size, const(char)* fileName); // Export data to code (.h), returns true on success
1056 char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
1057 void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText()
1058 bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
1059 bool FileExists(const(char)* fileName); // Check if file exists
1060 bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
1061 bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
1062 int GetFileLength(const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
1063 const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
1064 const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
1065 const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
1066 const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
1067 const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
1068 const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
1069 const(char)* GetApplicationDirectory(); // Get the directory if the running application (uses static string)
1070 bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success
1071 bool IsPathFile(const(char)* path); // Check if a given path is a file or a directory
1072 FilePathList LoadDirectoryFiles(const(char)* dirPath); // Load directory filepaths
1073 FilePathList LoadDirectoryFilesEx(const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
1074 void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
1075 bool IsFileDropped(); // Check if a file has been dropped into window
1076 FilePathList LoadDroppedFiles(); // Load dropped filepaths
1077 void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
1078 c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
1079 
1080 // Compression/Encoding functionality
1081 ubyte* CompressData(const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
1082 ubyte* DecompressData(const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
1083 char* EncodeDataBase64(const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree()
1084 ubyte* DecodeDataBase64(const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree()
1085 
1086 //------------------------------------------------------------------------------------
1087 // Input Handling Functions (Module: core)
1088 //------------------------------------------------------------------------------------
1089 
1090 // Input-related functions: keyboard
1091 bool IsKeyPressed(int key); // Check if a key has been pressed once
1092 bool IsKeyDown(int key); // Check if a key is being pressed
1093 bool IsKeyReleased(int key); // Check if a key has been released once
1094 bool IsKeyUp(int key); // Check if a key is NOT being pressed
1095 void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
1096 int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
1097 int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
1098 
1099 // Input-related functions: gamepads
1100 bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
1101 const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id
1102 bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
1103 bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
1104 bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
1105 bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
1106 int GetGamepadButtonPressed(); // Get the last gamepad button pressed
1107 int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
1108 float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
1109 int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
1110 
1111 // Input-related functions: mouse
1112 bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
1113 bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
1114 bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
1115 bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
1116 int GetMouseX(); // Get mouse position X
1117 int GetMouseY(); // Get mouse position Y
1118 Vector2 GetMousePosition(); // Get mouse position XY
1119 Vector2 GetMouseDelta(); // Get mouse delta between frames
1120 void SetMousePosition(int x, int y); // Set mouse position XY
1121 void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
1122 void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
1123 float GetMouseWheelMove(); // Get mouse wheel movement for X or Y, whichever is larger
1124 Vector2 GetMouseWheelMoveV(); // Get mouse wheel movement for both X and Y
1125 void SetMouseCursor(int cursor); // Set mouse cursor
1126 
1127 // Input-related functions: touch
1128 int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size)
1129 int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size)
1130 Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
1131 int GetTouchPointId(int index); // Get touch point identifier for given index
1132 int GetTouchPointCount(); // Get number of touch points
1133 
1134 //------------------------------------------------------------------------------------
1135 // Gestures and Touch Handling Functions (Module: rgestures)
1136 //------------------------------------------------------------------------------------
1137 void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags
1138 bool IsGestureDetected(int gesture); // Check if a gesture have been detected
1139 int GetGestureDetected(); // Get latest detected gesture
1140 float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
1141 Vector2 GetGestureDragVector(); // Get gesture drag vector
1142 float GetGestureDragAngle(); // Get gesture drag angle
1143 Vector2 GetGesturePinchVector(); // Get gesture pinch delta
1144 float GetGesturePinchAngle(); // Get gesture pinch angle
1145 
1146 //------------------------------------------------------------------------------------
1147 // Camera System Functions (Module: rcamera)
1148 //------------------------------------------------------------------------------------
1149 void UpdateCamera(Camera* camera, int mode); // Update camera position for selected mode
1150 void UpdateCameraPro(Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
1151 
1152 //------------------------------------------------------------------------------------
1153 // Basic Shapes Drawing Functions (Module: shapes)
1154 //------------------------------------------------------------------------------------
1155 // Set texture and rectangle to be used on shapes drawing
1156 // NOTE: It can be useful when using basic shapes and one single font,
1157 // defining a font char white rectangle would allow drawing everything in a single draw call
1158 void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
1159 
1160 // Basic shapes drawing functions
1161 void DrawPixel(int posX, int posY, Color color); // Draw a pixel
1162 void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
1163 void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1164 void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
1165 void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
1166 void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
1167 void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
1168 void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
1169 void DrawLineStrip(Vector2* points, int pointCount, Color color); // Draw lines sequence
1170 void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1171 void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
1172 void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
1173 void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
1174 void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1175 void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
1176 void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
1177 void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
1178 void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
1179 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
1180 void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1181 void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1182 void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
1183 void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1184 void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
1185 void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
1186 void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
1187 void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1188 void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
1189 void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1190 void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
1191 void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1192 void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
1193 void DrawTriangleFan(Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
1194 void DrawTriangleStrip(Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points
1195 void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1196 void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
1197 void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
1198 
1199 // Basic shapes collision detection functions
1200 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1201 bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1202 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1203 bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
1204 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1205 bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1206 bool CheckCollisionPointPoly(Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices
1207 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
1208 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]
1209 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1210 
1211 //------------------------------------------------------------------------------------
1212 // Texture Loading and Drawing Functions (Module: textures)
1213 //------------------------------------------------------------------------------------
1214 
1215 // Image loading functions
1216 // NOTE: These functions do not require GPU access
1217 Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
1218 Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1219 Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
1220 Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
1221 Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
1222 Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot)
1223 bool IsImageReady(Image image); // Check if an image is ready
1224 void UnloadImage(Image image); // Unload image from CPU memory (RAM)
1225 bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success
1226 bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
1227 
1228 // Image generation functions
1229 Image GenImageColor(int width, int height, Color color); // Generate image: plain color
1230 Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
1231 Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
1232 Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1233 Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1234 Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
1235 Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
1236 Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
1237 Image GenImageText(int width, int height, const(char)* text); // Generate image: grayscale image from text data
1238 
1239 // Image manipulation functions
1240 Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
1241 Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
1242 Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
1243 Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1244 void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
1245 void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two)
1246 void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
1247 void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
1248 void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
1249 void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
1250 void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
1251 void ImageBlurGaussian(Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation
1252 void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1253 void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1254 void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
1255 void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image
1256 void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1257 void ImageFlipVertical(Image* image); // Flip image vertically
1258 void ImageFlipHorizontal(Image* image); // Flip image horizontally
1259 void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
1260 void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
1261 void ImageColorTint(Image* image, Color color); // Modify image color: tint
1262 void ImageColorInvert(Image* image); // Modify image color: invert
1263 void ImageColorGrayscale(Image* image); // Modify image color: grayscale
1264 void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
1265 void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
1266 void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
1267 Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
1268 Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
1269 void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors()
1270 void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette()
1271 Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
1272 Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
1273 
1274 // Image drawing functions
1275 // NOTE: Image software-rendering functions (CPU)
1276 void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
1277 void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
1278 void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
1279 void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
1280 void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
1281 void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
1282 void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
1283 void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
1284 void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
1285 void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
1286 void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
1287 void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
1288 void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1289 void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
1290 void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
1291 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)
1292 
1293 // Texture loading functions
1294 // NOTE: These functions require GPU access
1295 Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
1296 Texture2D LoadTextureFromImage(Image image); // Load texture from image data
1297 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
1298 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
1299 bool IsTextureReady(Texture2D texture); // Check if a texture is ready
1300 void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
1301 bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
1302 void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1303 void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
1304 void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
1305 
1306 // Texture configuration functions
1307 void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
1308 void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
1309 void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
1310 
1311 // Texture drawing functions
1312 void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1313 void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1314 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1315 void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1316 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
1317 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
1318 
1319 // Color/pixel related functions
1320 Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1321 int ColorToInt(Color color); // Get hexadecimal value for a Color
1322 Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
1323 Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
1324 Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
1325 Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
1326 Color ColorTint(Color color, Color tint); // Get color multiplied with another color
1327 Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
1328 Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
1329 Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1330 Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
1331 Color GetColor(uint hexValue); // Get Color structure from hexadecimal value
1332 Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
1333 void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
1334 int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
1335 
1336 //------------------------------------------------------------------------------------
1337 // Font Loading and Text Drawing Functions (Module: text)
1338 //------------------------------------------------------------------------------------
1339 
1340 // Font loading/unloading functions
1341 Font GetFontDefault(); // Get the default Font
1342 Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
1343 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
1344 Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
1345 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'
1346 bool IsFontReady(Font font); // Check if a font is ready
1347 GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount, int type); // Load font data for further use
1348 Image GenImageFontAtlas(const(GlyphInfo)* chars, Rectangle** recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1349 void UnloadFontData(GlyphInfo* chars, int glyphCount); // Unload font chars info data (RAM)
1350 void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
1351 bool ExportFontAsCode(Font font, const(char)* fileName); // Export font as code file, returns true on success
1352 
1353 // Text drawing functions
1354 void DrawFPS(int posX, int posY); // Draw current FPS
1355 void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1356 void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
1357 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)
1358 void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
1359 void DrawTextCodepoints(Font font, const(int)* codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
1360 
1361 // Text font info functions
1362 int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
1363 Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
1364 int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
1365 GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
1366 Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
1367 
1368 // Text codepoints management functions (unicode characters)
1369 char* LoadUTF8(const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array
1370 void UnloadUTF8(char* text); // Unload UTF-8 text encoded from codepoints array
1371 int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
1372 void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory
1373 int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
1374 int GetCodepoint(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1375 int GetCodepointNext(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1376 int GetCodepointPrevious(const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1377 const(char)* CodepointToUTF8(int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
1378 
1379 // Text strings management functions (no UTF-8 strings, only byte chars)
1380 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1381 int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
1382 bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
1383 uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
1384 const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style)
1385 const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
1386 char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
1387 char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
1388 const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
1389 const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
1390 void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
1391 int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
1392 const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
1393 const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
1394 const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
1395 int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
1396 
1397 //------------------------------------------------------------------------------------
1398 // Basic 3d Shapes Drawing Functions (Module: models)
1399 //------------------------------------------------------------------------------------
1400 
1401 // Basic geometric 3D shapes drawing functions
1402 void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1403 void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
1404 void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
1405 void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1406 void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
1407 void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
1408 void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1409 void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1410 void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1411 void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
1412 void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1413 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1414 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
1415 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
1416 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
1417 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
1418 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
1419 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
1420 void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1421 void DrawRay(Ray ray, Color color); // Draw a ray line
1422 void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1423 
1424 //------------------------------------------------------------------------------------
1425 // Model 3d Loading and Drawing Functions (Module: models)
1426 //------------------------------------------------------------------------------------
1427 
1428 // Model management functions
1429 Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
1430 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
1431 bool IsModelReady(Model model); // Check if a model is ready
1432 void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
1433 BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
1434 
1435 // Model drawing functions
1436 void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1437 void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1438 void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1439 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
1440 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
1441 void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
1442 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
1443 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
1444 
1445 // Mesh management functions
1446 void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
1447 void UpdateMeshBuffer(Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
1448 void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
1449 void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
1450 void DrawMeshInstanced(Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms
1451 bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
1452 BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
1453 void GenMeshTangents(Mesh* mesh); // Compute mesh tangents
1454 
1455 // Mesh generation functions
1456 Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
1457 Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1458 Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
1459 Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1460 Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1461 Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
1462 Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
1463 Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
1464 Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1465 Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1466 Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1467 
1468 // Material loading/unloading functions
1469 Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
1470 Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1471 bool IsMaterialReady(Material material); // Check if a material is ready
1472 void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
1473 void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
1474 void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
1475 
1476 // Model animations loading/unloading functions
1477 ModelAnimation* LoadModelAnimations(const(char)* fileName, uint* animCount); // Load model animations from file
1478 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
1479 void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
1480 void UnloadModelAnimations(ModelAnimation* animations, uint count); // Unload animation array data
1481 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
1482 
1483 // Collision detection functions
1484 bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
1485 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
1486 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
1487 RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
1488 RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
1489 RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
1490 RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1491 RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
1492 
1493 //------------------------------------------------------------------------------------
1494 // Audio Loading and Playing Functions (Module: audio)
1495 //------------------------------------------------------------------------------------
1496 alias AudioCallback = void function(void* bufferData, uint frames);
1497 
1498 // Audio device management functions
1499 void InitAudioDevice(); // Initialize audio device and context
1500 void CloseAudioDevice(); // Close the audio device and context
1501 bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
1502 void SetMasterVolume(float volume); // Set master volume (listener)
1503 
1504 // Wave/Sound loading/unloading functions
1505 Wave LoadWave(const(char)* fileName); // Load wave data from file
1506 Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
1507 bool IsWaveReady(Wave wave); // Checks if wave data is ready
1508 Sound LoadSound(const(char)* fileName); // Load sound from file
1509 Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
1510 bool IsSoundReady(Sound sound); // Checks if a sound is ready
1511 void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
1512 void UnloadWave(Wave wave); // Unload wave data
1513 void UnloadSound(Sound sound); // Unload sound
1514 bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
1515 bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
1516 
1517 // Wave/Sound management functions
1518 void PlaySound(Sound sound); // Play a sound
1519 void StopSound(Sound sound); // Stop playing a sound
1520 void PauseSound(Sound sound); // Pause a sound
1521 void ResumeSound(Sound sound); // Resume a paused sound
1522 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
1523 void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1524 void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1525 void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
1526 Wave WaveCopy(Wave wave); // Copy a wave to a new wave
1527 void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
1528 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1529 float* LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
1530 void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples()
1531 
1532 // Music management functions
1533 Music LoadMusicStream(const(char)* fileName); // Load music stream from file
1534 Music LoadMusicStreamFromMemory(const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data
1535 bool IsMusicReady(Music music); // Checks if a music stream is ready
1536 void UnloadMusicStream(Music music); // Unload music stream
1537 void PlayMusicStream(Music music); // Start music playing
1538 bool IsMusicStreamPlaying(Music music); // Check if music is playing
1539 void UpdateMusicStream(Music music); // Updates buffers for music streaming
1540 void StopMusicStream(Music music); // Stop music playing
1541 void PauseMusicStream(Music music); // Pause music playing
1542 void ResumeMusicStream(Music music); // Resume playing paused music
1543 void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
1544 void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
1545 void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
1546 void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
1547 float GetMusicTimeLength(Music music); // Get music time length (in seconds)
1548 float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
1549 
1550 // AudioStream management functions
1551 AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
1552 bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
1553 void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
1554 void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
1555 bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
1556 void PlayAudioStream(AudioStream stream); // Play audio stream
1557 void PauseAudioStream(AudioStream stream); // Pause audio stream
1558 void ResumeAudioStream(AudioStream stream); // Resume audio stream
1559 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
1560 void StopAudioStream(AudioStream stream); // Stop audio stream
1561 void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1562 void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1563 void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
1564 void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
1565 void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
1566 
1567 void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
1568 void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
1569 
1570 void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
1571 void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
1572 
1573 // RAYLIB_H