1 /********************************************************************************************** 2 * 3 * raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) 4 * 5 * FEATURES: 6 * - NO external dependencies, all required libraries included with raylib 7 * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, 8 * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. 9 * - Written in plain C code (C99) in PascalCase/camelCase notation 10 * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) 11 * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] 12 * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) 13 * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) 14 * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! 15 * - Flexible Materials system, supporting classic maps and PBR maps 16 * - Animated 3D models supported (skeletal bones animation) (IQM) 17 * - Shaders support, including Model shaders and Postprocessing shaders 18 * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] 19 * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) 20 * - VR stereo rendering with configurable HMD device parameters 21 * - Bindings to multiple programming languages available! 22 * 23 * NOTES: 24 * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] 25 * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) 26 * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) 27 * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) 28 * 29 * DEPENDENCIES (included): 30 * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) 31 * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) 32 * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management 33 * 34 * OPTIONAL DEPENDENCIES (included): 35 * [rcore] msf_gif (Miles Fogle) for GIF recording 36 * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm 37 * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm 38 * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) 39 * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) 40 * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms 41 * [rtext] stb_truetype (Sean Barret) for ttf fonts loading 42 * [rtext] stb_rect_pack (Sean Barret) for rectangles packing 43 * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation 44 * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) 45 * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) 46 * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) 47 * [raudio] dr_wav (David Reid) for WAV audio file loading 48 * [raudio] dr_flac (David Reid) for FLAC audio file loading 49 * [raudio] dr_mp3 (David Reid) for MP3 audio file loading 50 * [raudio] stb_vorbis (Sean Barret) for OGG audio loading 51 * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading 52 * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading 53 * 54 * 55 * LICENSE: zlib/libpng 56 * 57 * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, 58 * BSD-like license that allows static linking with closed source software: 59 * 60 * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) 61 * 62 * This software is provided "as-is", without any express or implied warranty. In no event 63 * will the authors be held liable for any damages arising from the use of this software. 64 * 65 * Permission is granted to anyone to use this software for any purpose, including commercial 66 * applications, and to alter it and redistribute it freely, subject to the following restrictions: 67 * 68 * 1. The origin of this software must not be misrepresented; you must not claim that you 69 * wrote the original software. If you use this software in a product, an acknowledgment 70 * in the product documentation would be appreciated but is not required. 71 * 72 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented 73 * as being the original software. 74 * 75 * 3. This notice may not be removed or altered from any source distribution. 76 * 77 **********************************************************************************************/ 78 module raylib; 79 80 public 81 { 82 import raylib.rlgl; 83 import raylib.reasings; 84 import raylib.raymath; 85 import raylib.raymathext; 86 import raylib.rcamera; 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 = 5; 99 enum RAYLIB_VERSION_MINOR = 0; 100 enum RAYLIB_VERSION_PATCH = 0; 101 enum RAYLIB_VERSION = "5.0"; 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 // This is called aggregate initialization (C++11 feature) 126 127 extern (D) auto CLITERAL(T)(auto ref T type) 128 { 129 return type; 130 } 131 132 // Some compilers (mostly macos clang) default to C++98, 133 // where aggregate initialization can't be used 134 // So, give a more clear error stating how to fix this 135 136 // NOTE: We set some defines with some data types declared by raylib 137 // Other modules (raymath, rlgl) also require some of those types, so, 138 // to be able to use those other modules as standalone (not depending on raylib) 139 // this defines are very useful for internal check and avoid type (re)definitions 140 141 // Some Basic Colors 142 // 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) 143 144 //---------------------------------------------------------------------------------- 145 // Structures Definition 146 //---------------------------------------------------------------------------------- 147 // Boolean type 148 149 // Vector2, 2 components 150 151 // Vector x component 152 // Vector y component 153 154 // Vector3, 3 components 155 156 // Vector x component 157 // Vector y component 158 // Vector z component 159 160 // Vector4, 4 components 161 162 // Vector x component 163 // Vector y component 164 // Vector z component 165 // Vector w component 166 167 // Quaternion, 4 components (Vector4 alias) 168 169 // Matrix, 4x4 components, column major, OpenGL style, right-handed 170 171 // Matrix first row (4 components) 172 // Matrix second row (4 components) 173 // Matrix third row (4 components) 174 // Matrix fourth row (4 components) 175 176 // Color, 4 components, R8G8B8A8 (32bit) 177 struct Color 178 { 179 ubyte r; // Color red value 180 ubyte g; // Color green value 181 ubyte b; // Color blue value 182 ubyte a; // Color alpha value 183 } 184 185 // Rectangle, 4 components 186 187 // Rectangle top-left corner position x 188 // Rectangle top-left corner position y 189 // Rectangle width 190 // Rectangle height 191 192 // Image, pixel data stored in CPU memory (RAM) 193 struct Image 194 { 195 void* data; // Image raw data 196 int width; // Image base width 197 int height; // Image base height 198 int mipmaps; // Mipmap levels, 1 by default 199 int format; // Data format (PixelFormat type) 200 } 201 202 // Texture, tex data stored in GPU memory (VRAM) 203 struct Texture 204 { 205 uint id; // OpenGL texture id 206 int width; // Texture base width 207 int height; // Texture base height 208 int mipmaps; // Mipmap levels, 1 by default 209 int format; // Data format (PixelFormat type) 210 } 211 212 // Texture2D, same as Texture 213 alias Texture2D = Texture; 214 215 // TextureCubemap, same as Texture 216 alias TextureCubemap = Texture; 217 218 // RenderTexture, fbo for texture rendering 219 struct RenderTexture 220 { 221 uint id; // OpenGL framebuffer object id 222 Texture texture; // Color buffer attachment texture 223 Texture depth; // Depth buffer attachment texture 224 } 225 226 // RenderTexture2D, same as RenderTexture 227 alias RenderTexture2D = RenderTexture; 228 229 // NPatchInfo, n-patch layout info 230 struct NPatchInfo 231 { 232 Rectangle source; // Texture source rectangle 233 int left; // Left border offset 234 int top; // Top border offset 235 int right; // Right border offset 236 int bottom; // Bottom border offset 237 int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 238 } 239 240 // GlyphInfo, font characters glyphs info 241 struct GlyphInfo 242 { 243 int value; // Character value (Unicode) 244 int offsetX; // Character offset X when drawing 245 int offsetY; // Character offset Y when drawing 246 int advanceX; // Character advance position X 247 Image image; // Character image data 248 } 249 250 // Font, font texture and GlyphInfo array data 251 struct Font 252 { 253 int baseSize; // Base size (default chars height) 254 int glyphCount; // Number of glyph characters 255 int glyphPadding; // Padding around the glyph characters 256 Texture2D texture; // Texture atlas containing the glyphs 257 Rectangle* recs; // Rectangles in texture for the glyphs 258 GlyphInfo* glyphs; // Glyphs info data 259 } 260 261 // Camera, defines position/orientation in 3d space 262 struct Camera3D 263 { 264 Vector3 position; // Camera position 265 Vector3 target; // Camera target it looks-at 266 Vector3 up; // Camera up vector (rotation over its axis) 267 float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic 268 int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC 269 } 270 271 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D 272 273 // Camera2D, defines position/orientation in 2d space 274 struct Camera2D 275 { 276 Vector2 offset; // Camera offset (displacement from target) 277 Vector2 target; // Camera target (rotation and zoom origin) 278 float rotation; // Camera rotation in degrees 279 float zoom; // Camera zoom (scaling), should be 1.0f by default 280 } 281 282 // Mesh, vertex data and vao/vbo 283 struct Mesh 284 { 285 int vertexCount; // Number of vertices stored in arrays 286 int triangleCount; // Number of triangles stored (indexed or not) 287 288 // Vertex attributes data 289 float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 290 float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 291 float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) 292 float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) 293 float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) 294 ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 295 ushort* indices; // Vertex indices (in case vertex data comes indexed) 296 297 // Animation vertex data 298 float* animVertices; // Animated vertex positions (after bones transformations) 299 float* animNormals; // Animated normals (after bones transformations) 300 ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) 301 float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) 302 303 // OpenGL identifiers 304 uint vaoId; // OpenGL Vertex Array Object id 305 uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data) 306 } 307 308 // Shader 309 struct Shader 310 { 311 uint id; // Shader program id 312 int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) 313 } 314 315 // MaterialMap 316 struct MaterialMap 317 { 318 Texture2D texture; // Material map texture 319 Color color; // Material map color 320 float value; // Material map value 321 } 322 323 // Material, includes shader and maps 324 struct Material 325 { 326 Shader shader; // Material shader 327 MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS) 328 float[4] params; // Material generic parameters (if required) 329 } 330 331 // Transform, vertex transformation data 332 struct Transform 333 { 334 Vector3 translation; // Translation 335 Quaternion rotation; // Rotation 336 Vector3 scale; // Scale 337 } 338 339 // Bone, skeletal animation bone 340 struct BoneInfo 341 { 342 char[32] name; // Bone name 343 int parent; // Bone parent 344 } 345 346 // Model, meshes, materials and animation data 347 struct Model 348 { 349 Matrix transform; // Local transform matrix 350 351 int meshCount; // Number of meshes 352 int materialCount; // Number of materials 353 Mesh* meshes; // Meshes array 354 Material* materials; // Materials array 355 int* meshMaterial; // Mesh material number 356 357 // Animation data 358 int boneCount; // Number of bones 359 BoneInfo* bones; // Bones information (skeleton) 360 Transform* bindPose; // Bones base transformation (pose) 361 } 362 363 // ModelAnimation 364 struct ModelAnimation 365 { 366 int boneCount; // Number of bones 367 int frameCount; // Number of animation frames 368 BoneInfo* bones; // Bones information (skeleton) 369 Transform** framePoses; // Poses array by frame 370 char[32] name; // Animation name 371 } 372 373 // Ray, ray for raycasting 374 struct Ray 375 { 376 Vector3 position; // Ray position (origin) 377 Vector3 direction; // Ray direction 378 } 379 380 // RayCollision, ray hit information 381 struct RayCollision 382 { 383 bool hit; // Did the ray hit something? 384 float distance; // Distance to the nearest hit 385 Vector3 point; // Point of the nearest hit 386 Vector3 normal; // Surface normal of hit 387 } 388 389 // BoundingBox 390 struct BoundingBox 391 { 392 Vector3 min; // Minimum vertex box-corner 393 Vector3 max; // Maximum vertex box-corner 394 } 395 396 // Wave, audio wave data 397 struct Wave 398 { 399 uint frameCount; // Total number of frames (considering channels) 400 uint sampleRate; // Frequency (samples per second) 401 uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) 402 uint channels; // Number of channels (1-mono, 2-stereo, ...) 403 void* data; // Buffer data pointer 404 } 405 406 // Opaque structs declaration 407 // NOTE: Actual structs are defined internally in raudio module 408 struct rAudioBuffer; 409 struct rAudioProcessor; 410 411 // AudioStream, custom audio stream 412 struct AudioStream 413 { 414 rAudioBuffer* buffer; // Pointer to internal data used by the audio system 415 rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects 416 417 uint sampleRate; // Frequency (samples per second) 418 uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) 419 uint channels; // Number of channels (1-mono, 2-stereo, ...) 420 } 421 422 // Sound 423 struct Sound 424 { 425 AudioStream stream; // Audio stream 426 uint frameCount; // Total number of frames (considering channels) 427 } 428 429 // Music, audio stream, anything longer than ~10 seconds should be streamed 430 struct Music 431 { 432 AudioStream stream; // Audio stream 433 uint frameCount; // Total number of frames (considering channels) 434 bool looping; // Music looping enable 435 436 int ctxType; // Type of music context (audio filetype) 437 void* ctxData; // Audio context data, depends on type 438 } 439 440 // VrDeviceInfo, Head-Mounted-Display device parameters 441 struct VrDeviceInfo 442 { 443 int hResolution; // Horizontal resolution in pixels 444 int vResolution; // Vertical resolution in pixels 445 float hScreenSize; // Horizontal size in meters 446 float vScreenSize; // Vertical size in meters 447 float vScreenCenter; // Screen center in meters 448 float eyeToScreenDistance; // Distance between eye and display in meters 449 float lensSeparationDistance; // Lens separation distance in meters 450 float interpupillaryDistance; // IPD (distance between pupils) in meters 451 float[4] lensDistortionValues; // Lens distortion constant parameters 452 float[4] chromaAbCorrection; // Chromatic aberration correction parameters 453 } 454 455 // VrStereoConfig, VR stereo rendering configuration for simulator 456 struct VrStereoConfig 457 { 458 Matrix[2] projection; // VR projection matrices (per eye) 459 Matrix[2] viewOffset; // VR view offset matrices (per eye) 460 float[2] leftLensCenter; // VR left lens center 461 float[2] rightLensCenter; // VR right lens center 462 float[2] leftScreenCenter; // VR left screen center 463 float[2] rightScreenCenter; // VR right screen center 464 float[2] scale; // VR distortion scale 465 float[2] scaleIn; // VR distortion scale in 466 } 467 468 // File path list 469 struct FilePathList 470 { 471 uint capacity; // Filepaths max entries 472 uint count; // Filepaths entries count 473 char** paths; // Filepaths entries 474 } 475 476 // Automation event 477 struct AutomationEvent 478 { 479 uint frame; // Event frame 480 uint type; // Event type (AutomationEventType) 481 int[4] params; // Event parameters (if required) 482 } 483 484 // Automation event list 485 struct AutomationEventList 486 { 487 uint capacity; // Events max entries (MAX_AUTOMATION_EVENTS) 488 uint count; // Events entries count 489 AutomationEvent* events; // Events entries 490 } 491 492 //---------------------------------------------------------------------------------- 493 // Enumerators Definition 494 //---------------------------------------------------------------------------------- 495 // System/Window config flags 496 // NOTE: Every bit registers one state (use it with bit masks) 497 // By default all flags are set to 0 498 enum ConfigFlags 499 { 500 FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU 501 FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen 502 FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window 503 FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) 504 FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window 505 FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) 506 FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) 507 FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused 508 FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top 509 FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized 510 FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer 511 FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI 512 FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED 513 FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode 514 FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X 515 FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) 516 } 517 518 // Trace log level 519 // NOTE: Organized by priority level 520 enum TraceLogLevel 521 { 522 LOG_ALL = 0, // Display all logs 523 LOG_TRACE = 1, // Trace logging, intended for internal use only 524 LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds 525 LOG_INFO = 3, // Info logging, used for program execution info 526 LOG_WARNING = 4, // Warning logging, used on recoverable failures 527 LOG_ERROR = 5, // Error logging, used on unrecoverable failures 528 LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) 529 LOG_NONE = 7 // Disable logging 530 } 531 532 // Keyboard keys (US keyboard layout) 533 // NOTE: Use GetKeyPressed() to allow redefining 534 // required keys for alternative layouts 535 enum KeyboardKey 536 { 537 KEY_NULL = 0, // Key: NULL, used for no key pressed 538 // Alphanumeric keys 539 KEY_APOSTROPHE = 39, // Key: ' 540 KEY_COMMA = 44, // Key: , 541 KEY_MINUS = 45, // Key: - 542 KEY_PERIOD = 46, // Key: . 543 KEY_SLASH = 47, // Key: / 544 KEY_ZERO = 48, // Key: 0 545 KEY_ONE = 49, // Key: 1 546 KEY_TWO = 50, // Key: 2 547 KEY_THREE = 51, // Key: 3 548 KEY_FOUR = 52, // Key: 4 549 KEY_FIVE = 53, // Key: 5 550 KEY_SIX = 54, // Key: 6 551 KEY_SEVEN = 55, // Key: 7 552 KEY_EIGHT = 56, // Key: 8 553 KEY_NINE = 57, // Key: 9 554 KEY_SEMICOLON = 59, // Key: ; 555 KEY_EQUAL = 61, // Key: = 556 KEY_A = 65, // Key: A | a 557 KEY_B = 66, // Key: B | b 558 KEY_C = 67, // Key: C | c 559 KEY_D = 68, // Key: D | d 560 KEY_E = 69, // Key: E | e 561 KEY_F = 70, // Key: F | f 562 KEY_G = 71, // Key: G | g 563 KEY_H = 72, // Key: H | h 564 KEY_I = 73, // Key: I | i 565 KEY_J = 74, // Key: J | j 566 KEY_K = 75, // Key: K | k 567 KEY_L = 76, // Key: L | l 568 KEY_M = 77, // Key: M | m 569 KEY_N = 78, // Key: N | n 570 KEY_O = 79, // Key: O | o 571 KEY_P = 80, // Key: P | p 572 KEY_Q = 81, // Key: Q | q 573 KEY_R = 82, // Key: R | r 574 KEY_S = 83, // Key: S | s 575 KEY_T = 84, // Key: T | t 576 KEY_U = 85, // Key: U | u 577 KEY_V = 86, // Key: V | v 578 KEY_W = 87, // Key: W | w 579 KEY_X = 88, // Key: X | x 580 KEY_Y = 89, // Key: Y | y 581 KEY_Z = 90, // Key: Z | z 582 KEY_LEFT_BRACKET = 91, // Key: [ 583 KEY_BACKSLASH = 92, // Key: '\' 584 KEY_RIGHT_BRACKET = 93, // Key: ] 585 KEY_GRAVE = 96, // Key: ` 586 // Function keys 587 KEY_SPACE = 32, // Key: Space 588 KEY_ESCAPE = 256, // Key: Esc 589 KEY_ENTER = 257, // Key: Enter 590 KEY_TAB = 258, // Key: Tab 591 KEY_BACKSPACE = 259, // Key: Backspace 592 KEY_INSERT = 260, // Key: Ins 593 KEY_DELETE = 261, // Key: Del 594 KEY_RIGHT = 262, // Key: Cursor right 595 KEY_LEFT = 263, // Key: Cursor left 596 KEY_DOWN = 264, // Key: Cursor down 597 KEY_UP = 265, // Key: Cursor up 598 KEY_PAGE_UP = 266, // Key: Page up 599 KEY_PAGE_DOWN = 267, // Key: Page down 600 KEY_HOME = 268, // Key: Home 601 KEY_END = 269, // Key: End 602 KEY_CAPS_LOCK = 280, // Key: Caps lock 603 KEY_SCROLL_LOCK = 281, // Key: Scroll down 604 KEY_NUM_LOCK = 282, // Key: Num lock 605 KEY_PRINT_SCREEN = 283, // Key: Print screen 606 KEY_PAUSE = 284, // Key: Pause 607 KEY_F1 = 290, // Key: F1 608 KEY_F2 = 291, // Key: F2 609 KEY_F3 = 292, // Key: F3 610 KEY_F4 = 293, // Key: F4 611 KEY_F5 = 294, // Key: F5 612 KEY_F6 = 295, // Key: F6 613 KEY_F7 = 296, // Key: F7 614 KEY_F8 = 297, // Key: F8 615 KEY_F9 = 298, // Key: F9 616 KEY_F10 = 299, // Key: F10 617 KEY_F11 = 300, // Key: F11 618 KEY_F12 = 301, // Key: F12 619 KEY_LEFT_SHIFT = 340, // Key: Shift left 620 KEY_LEFT_CONTROL = 341, // Key: Control left 621 KEY_LEFT_ALT = 342, // Key: Alt left 622 KEY_LEFT_SUPER = 343, // Key: Super left 623 KEY_RIGHT_SHIFT = 344, // Key: Shift right 624 KEY_RIGHT_CONTROL = 345, // Key: Control right 625 KEY_RIGHT_ALT = 346, // Key: Alt right 626 KEY_RIGHT_SUPER = 347, // Key: Super right 627 KEY_KB_MENU = 348, // Key: KB menu 628 // Keypad keys 629 KEY_KP_0 = 320, // Key: Keypad 0 630 KEY_KP_1 = 321, // Key: Keypad 1 631 KEY_KP_2 = 322, // Key: Keypad 2 632 KEY_KP_3 = 323, // Key: Keypad 3 633 KEY_KP_4 = 324, // Key: Keypad 4 634 KEY_KP_5 = 325, // Key: Keypad 5 635 KEY_KP_6 = 326, // Key: Keypad 6 636 KEY_KP_7 = 327, // Key: Keypad 7 637 KEY_KP_8 = 328, // Key: Keypad 8 638 KEY_KP_9 = 329, // Key: Keypad 9 639 KEY_KP_DECIMAL = 330, // Key: Keypad . 640 KEY_KP_DIVIDE = 331, // Key: Keypad / 641 KEY_KP_MULTIPLY = 332, // Key: Keypad * 642 KEY_KP_SUBTRACT = 333, // Key: Keypad - 643 KEY_KP_ADD = 334, // Key: Keypad + 644 KEY_KP_ENTER = 335, // Key: Keypad Enter 645 KEY_KP_EQUAL = 336, // Key: Keypad = 646 // Android key buttons 647 KEY_BACK = 4, // Key: Android back button 648 KEY_MENU = 82, // Key: Android menu button 649 KEY_VOLUME_UP = 24, // Key: Android volume up button 650 KEY_VOLUME_DOWN = 25 // Key: Android volume down button 651 } 652 653 // Add backwards compatibility support for deprecated names 654 enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT; 655 enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT; 656 enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE; 657 658 // Mouse buttons 659 enum MouseButton 660 { 661 MOUSE_BUTTON_LEFT = 0, // Mouse button left 662 MOUSE_BUTTON_RIGHT = 1, // Mouse button right 663 MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) 664 MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) 665 MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) 666 MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) 667 MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device) 668 } 669 670 // Mouse cursor 671 enum MouseCursor 672 { 673 MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape 674 MOUSE_CURSOR_ARROW = 1, // Arrow shape 675 MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape 676 MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape 677 MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor 678 MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape 679 MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape 680 MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape 681 MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape 682 MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape 683 MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape 684 } 685 686 // Gamepad buttons 687 enum GamepadButton 688 { 689 GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking 690 GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button 691 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button 692 GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button 693 GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button 694 GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) 695 GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X) 696 GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) 697 GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) 698 GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button 699 GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button 700 GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button 701 GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button 702 GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select) 703 GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) 704 GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start) 705 GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left 706 GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right 707 } 708 709 // Gamepad axis 710 enum GamepadAxis 711 { 712 GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis 713 GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis 714 GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis 715 GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis 716 GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] 717 GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] 718 } 719 720 // Material map index 721 enum MaterialMapIndex 722 { 723 MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) 724 MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR) 725 MATERIAL_MAP_NORMAL = 2, // Normal material 726 MATERIAL_MAP_ROUGHNESS = 3, // Roughness material 727 MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material 728 MATERIAL_MAP_EMISSION = 5, // Emission material 729 MATERIAL_MAP_HEIGHT = 6, // Heightmap material 730 MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) 731 MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) 732 MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) 733 MATERIAL_MAP_BRDF = 10 // Brdf material 734 } 735 736 enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO; 737 enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS; 738 739 // Shader location index 740 enum ShaderLocationIndex 741 { 742 SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position 743 SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 744 SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 745 SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal 746 SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent 747 SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color 748 SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection 749 SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) 750 SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection 751 SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) 752 SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal 753 SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view 754 SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color 755 SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color 756 SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color 757 SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) 758 SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) 759 SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal 760 SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness 761 SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion 762 SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission 763 SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height 764 SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap 765 SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance 766 SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter 767 SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf 768 } 769 770 enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO; 771 enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS; 772 773 // Shader uniform data type 774 enum ShaderUniformDataType 775 { 776 SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float 777 SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) 778 SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) 779 SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) 780 SHADER_UNIFORM_INT = 4, // Shader uniform type: int 781 SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) 782 SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) 783 SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) 784 SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d 785 } 786 787 // Shader attribute data types 788 enum ShaderAttributeDataType 789 { 790 SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float 791 SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) 792 SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) 793 SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) 794 } 795 796 // Pixel formats 797 // NOTE: Support depends on OpenGL version and platform 798 enum PixelFormat 799 { 800 PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 801 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) 802 PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp 803 PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp 804 PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) 805 PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) 806 PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp 807 PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) 808 PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) 809 PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) 810 PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float) 811 PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float) 812 PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float) 813 PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha) 814 PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha) 815 PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp 816 PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp 817 PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp 818 PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp 819 PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp 820 PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp 821 PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp 822 PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp 823 PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp 824 } 825 826 // Texture parameters: filter mode 827 // NOTE 1: Filtering considers mipmaps if available in the texture 828 // NOTE 2: Filter is accordingly set for minification and magnification 829 enum TextureFilter 830 { 831 TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation 832 TEXTURE_FILTER_BILINEAR = 1, // Linear filtering 833 TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) 834 TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x 835 TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x 836 TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x 837 } 838 839 // Texture parameters: wrap mode 840 enum TextureWrap 841 { 842 TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode 843 TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode 844 TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode 845 TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode 846 } 847 848 // Cubemap layouts 849 enum CubemapLayout 850 { 851 CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type 852 CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces 853 CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces 854 CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces 855 CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces 856 CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map) 857 } 858 859 // Font type, defines generation method 860 enum FontType 861 { 862 FONT_DEFAULT = 0, // Default font generation, anti-aliased 863 FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing 864 FONT_SDF = 2 // SDF font generation, requires external shader 865 } 866 867 // Color blending modes (pre-defined) 868 enum BlendMode 869 { 870 BLEND_ALPHA = 0, // Blend textures considering alpha (default) 871 BLEND_ADDITIVE = 1, // Blend textures adding colors 872 BLEND_MULTIPLIED = 2, // Blend textures multiplying colors 873 BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) 874 BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) 875 BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha 876 BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) 877 BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) 878 } 879 880 // Gesture 881 // NOTE: Provided as bit-wise flags to enable only desired gestures 882 enum Gesture 883 { 884 GESTURE_NONE = 0, // No gesture 885 GESTURE_TAP = 1, // Tap gesture 886 GESTURE_DOUBLETAP = 2, // Double tap gesture 887 GESTURE_HOLD = 4, // Hold gesture 888 GESTURE_DRAG = 8, // Drag gesture 889 GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture 890 GESTURE_SWIPE_LEFT = 32, // Swipe left gesture 891 GESTURE_SWIPE_UP = 64, // Swipe up gesture 892 GESTURE_SWIPE_DOWN = 128, // Swipe down gesture 893 GESTURE_PINCH_IN = 256, // Pinch in gesture 894 GESTURE_PINCH_OUT = 512 // Pinch out gesture 895 } 896 897 // Camera system modes 898 enum CameraMode 899 { 900 CAMERA_CUSTOM = 0, // Custom camera 901 CAMERA_FREE = 1, // Free camera 902 CAMERA_ORBITAL = 2, // Orbital camera 903 CAMERA_FIRST_PERSON = 3, // First person camera 904 CAMERA_THIRD_PERSON = 4 // Third person camera 905 } 906 907 // Camera projection 908 enum CameraProjection 909 { 910 CAMERA_PERSPECTIVE = 0, // Perspective projection 911 CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection 912 } 913 914 // N-patch layout 915 enum NPatchLayout 916 { 917 NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles 918 NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles 919 NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles 920 } 921 922 // Callbacks to hook some internal functions 923 // WARNING: These callbacks are intended for advance users 924 alias TraceLogCallback = void function(int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages 925 alias LoadFileDataCallback = ubyte* function(const(char)* fileName, int* dataSize); // FileIO: Load binary data 926 alias SaveFileDataCallback = bool function(const(char)* fileName, void* data, int dataSize); // FileIO: Save binary data 927 alias LoadFileTextCallback = char* function(const(char)* fileName); // FileIO: Load text data 928 alias SaveFileTextCallback = bool function(const(char)* fileName, char* text); // FileIO: Save text data 929 930 //------------------------------------------------------------------------------------ 931 // Global Variables Definition 932 //------------------------------------------------------------------------------------ 933 // It's lonely here... 934 935 //------------------------------------------------------------------------------------ 936 // Window and Graphics Device Functions (Module: core) 937 //------------------------------------------------------------------------------------ 938 939 // Prevents name mangling of functions 940 941 // Window-related functions 942 void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context 943 void CloseWindow(); // Close window and unload OpenGL context 944 bool WindowShouldClose(); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) 945 bool IsWindowReady(); // Check if window has been initialized successfully 946 bool IsWindowFullscreen(); // Check if window is currently fullscreen 947 bool IsWindowHidden(); // Check if window is currently hidden (only PLATFORM_DESKTOP) 948 bool IsWindowMinimized(); // Check if window is currently minimized (only PLATFORM_DESKTOP) 949 bool IsWindowMaximized(); // Check if window is currently maximized (only PLATFORM_DESKTOP) 950 bool IsWindowFocused(); // Check if window is currently focused (only PLATFORM_DESKTOP) 951 bool IsWindowResized(); // Check if window has been resized last frame 952 bool IsWindowState(uint flag); // Check if one specific window flag is enabled 953 void SetWindowState(uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) 954 void ClearWindowState(uint flags); // Clear window configuration state flags 955 void ToggleFullscreen(); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) 956 void ToggleBorderlessWindowed(); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) 957 void MaximizeWindow(); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) 958 void MinimizeWindow(); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) 959 void RestoreWindow(); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) 960 void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) 961 void SetWindowIcons(Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) 962 void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) 963 void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) 964 void SetWindowMonitor(int monitor); // Set monitor for the current window 965 void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) 966 void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) 967 void SetWindowSize(int width, int height); // Set window dimensions 968 void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) 969 void SetWindowFocused(); // Set window focused (only PLATFORM_DESKTOP) 970 void* GetWindowHandle(); // Get native window handle 971 int GetScreenWidth(); // Get current screen width 972 int GetScreenHeight(); // Get current screen height 973 int GetRenderWidth(); // Get current render width (it considers HiDPI) 974 int GetRenderHeight(); // Get current render height (it considers HiDPI) 975 int GetMonitorCount(); // Get number of connected monitors 976 int GetCurrentMonitor(); // Get current connected monitor 977 Vector2 GetMonitorPosition(int monitor); // Get specified monitor position 978 int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) 979 int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) 980 int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres 981 int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres 982 int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate 983 Vector2 GetWindowPosition(); // Get window position XY on monitor 984 Vector2 GetWindowScaleDPI(); // Get window scale DPI factor 985 const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor 986 void SetClipboardText(const(char)* text); // Set clipboard text content 987 const(char)* GetClipboardText(); // Get clipboard text content 988 void EnableEventWaiting(); // Enable waiting for events on EndDrawing(), no automatic event polling 989 void DisableEventWaiting(); // Disable waiting for events on EndDrawing(), automatic events polling 990 991 // Cursor-related functions 992 void ShowCursor(); // Shows cursor 993 void HideCursor(); // Hides cursor 994 bool IsCursorHidden(); // Check if cursor is not visible 995 void EnableCursor(); // Enables cursor (unlock cursor) 996 void DisableCursor(); // Disables cursor (lock cursor) 997 bool IsCursorOnScreen(); // Check if cursor is on the screen 998 999 // Drawing-related functions 1000 void ClearBackground(Color color); // Set background color (framebuffer clear color) 1001 void BeginDrawing(); // Setup canvas (framebuffer) to start drawing 1002 void EndDrawing(); // End canvas drawing and swap buffers (double buffering) 1003 void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) 1004 void EndMode2D(); // Ends 2D mode with custom camera 1005 void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) 1006 void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode 1007 void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture 1008 void EndTextureMode(); // Ends drawing to render texture 1009 void BeginShaderMode(Shader shader); // Begin custom shader drawing 1010 void EndShaderMode(); // End custom shader drawing (use default shader) 1011 void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) 1012 void EndBlendMode(); // End blending mode (reset to default: alpha blending) 1013 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) 1014 void EndScissorMode(); // End scissor mode 1015 void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) 1016 void EndVrStereoMode(); // End stereo rendering (requires VR simulator) 1017 1018 // VR stereo config functions for VR simulator 1019 VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters 1020 void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config 1021 1022 // Shader management functions 1023 // NOTE: Shader functionality is not available on OpenGL 1.1 1024 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations 1025 Shader LoadShaderFromMemory(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations 1026 bool IsShaderReady(Shader shader); // Check if a shader is ready 1027 int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location 1028 int GetShaderLocationAttrib(Shader shader, const(char)* attribName); // Get shader attribute location 1029 void SetShaderValue(Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value 1030 void SetShaderValueV(Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector 1031 void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) 1032 void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) 1033 void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) 1034 1035 // Screen-space-related functions 1036 Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position 1037 Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) 1038 Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix 1039 Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position 1040 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position 1041 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position 1042 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position 1043 1044 // Timing-related functions 1045 void SetTargetFPS(int fps); // Set target FPS (maximum) 1046 float GetFrameTime(); // Get time in seconds for last frame drawn (delta time) 1047 double GetTime(); // Get elapsed time in seconds since InitWindow() 1048 int GetFPS(); // Get current FPS 1049 1050 // Custom frame control functions 1051 // NOTE: Those functions are intended for advance users that want full control over the frame processing 1052 // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() 1053 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL 1054 void SwapScreenBuffer(); // Swap back buffer with front buffer (screen drawing) 1055 void PollInputEvents(); // Register all input events 1056 void WaitTime(double seconds); // Wait for some time (halt program execution) 1057 1058 // Random values generation functions 1059 void SetRandomSeed(uint seed); // Set the seed for the random number generator 1060 int GetRandomValue(int min, int max); // Get a random value between min and max (both included) 1061 int* LoadRandomSequence(uint count, int min, int max); // Load random values sequence, no values repeated 1062 void UnloadRandomSequence(int* sequence); // Unload random values sequence 1063 1064 // Misc. functions 1065 void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format) 1066 void SetConfigFlags(uint flags); // Setup init configuration flags (view FLAGS) 1067 void OpenURL(const(char)* url); // Open URL with default system browser (if available) 1068 1069 // NOTE: Following functions implemented in module [utils] 1070 //------------------------------------------------------------------ 1071 void TraceLog(int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) 1072 void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level 1073 void* MemAlloc(uint size); // Internal memory allocator 1074 void* MemRealloc(void* ptr, uint size); // Internal memory reallocator 1075 void MemFree(void* ptr); // Internal memory free 1076 1077 // Set custom callbacks 1078 // WARNING: Callbacks setup is intended for advance users 1079 void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log 1080 void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader 1081 void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver 1082 void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader 1083 void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver 1084 1085 // Files management functions 1086 ubyte* LoadFileData(const(char)* fileName, int* dataSize); // Load file data as byte array (read) 1087 void UnloadFileData(ubyte* data); // Unload file data allocated by LoadFileData() 1088 bool SaveFileData(const(char)* fileName, void* data, int dataSize); // Save data to file from byte array (write), returns true on success 1089 bool ExportDataAsCode(const(ubyte)* data, int dataSize, const(char)* fileName); // Export data to code (.h), returns true on success 1090 char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string 1091 void UnloadFileText(char* text); // Unload file text data allocated by LoadFileText() 1092 bool SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success 1093 //------------------------------------------------------------------ 1094 1095 // File system functions 1096 bool FileExists(const(char)* fileName); // Check if file exists 1097 bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists 1098 bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav) 1099 int GetFileLength(const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) 1100 const(char)* GetFileExtension(const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png') 1101 const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string 1102 const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string) 1103 const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string) 1104 const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string) 1105 const(char)* GetWorkingDirectory(); // Get current working directory (uses static string) 1106 const(char)* GetApplicationDirectory(); // Get the directory of the running application (uses static string) 1107 bool ChangeDirectory(const(char)* dir); // Change working directory, return true on success 1108 bool IsPathFile(const(char)* path); // Check if a given path is a file or a directory 1109 FilePathList LoadDirectoryFiles(const(char)* dirPath); // Load directory filepaths 1110 FilePathList LoadDirectoryFilesEx(const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan 1111 void UnloadDirectoryFiles(FilePathList files); // Unload filepaths 1112 bool IsFileDropped(); // Check if a file has been dropped into window 1113 FilePathList LoadDroppedFiles(); // Load dropped filepaths 1114 void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths 1115 c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time) 1116 1117 // Compression/Encoding functionality 1118 ubyte* CompressData(const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() 1119 ubyte* DecompressData(const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() 1120 char* EncodeDataBase64(const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree() 1121 ubyte* DecodeDataBase64(const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree() 1122 1123 // Automation events functionality 1124 AutomationEventList LoadAutomationEventList(const(char)* fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS 1125 void UnloadAutomationEventList(AutomationEventList* list); // Unload automation events list from file 1126 bool ExportAutomationEventList(AutomationEventList list, const(char)* fileName); // Export automation events list as text file 1127 void SetAutomationEventList(AutomationEventList* list); // Set automation event list to record to 1128 void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording 1129 void StartAutomationEventRecording(); // Start recording automation events (AutomationEventList must be set) 1130 void StopAutomationEventRecording(); // Stop recording automation events 1131 void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event 1132 1133 //------------------------------------------------------------------------------------ 1134 // Input Handling Functions (Module: core) 1135 //------------------------------------------------------------------------------------ 1136 1137 // Input-related functions: keyboard 1138 bool IsKeyPressed(int key); // Check if a key has been pressed once 1139 bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) 1140 bool IsKeyDown(int key); // Check if a key is being pressed 1141 bool IsKeyReleased(int key); // Check if a key has been released once 1142 bool IsKeyUp(int key); // Check if a key is NOT being pressed 1143 int GetKeyPressed(); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty 1144 int GetCharPressed(); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty 1145 void SetExitKey(int key); // Set a custom key to exit program (default is ESC) 1146 1147 // Input-related functions: gamepads 1148 bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available 1149 const(char)* GetGamepadName(int gamepad); // Get gamepad internal name id 1150 bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once 1151 bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed 1152 bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once 1153 bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed 1154 int GetGamepadButtonPressed(); // Get the last gamepad button pressed 1155 int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad 1156 float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis 1157 int SetGamepadMappings(const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB) 1158 1159 // Input-related functions: mouse 1160 bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once 1161 bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed 1162 bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once 1163 bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed 1164 int GetMouseX(); // Get mouse position X 1165 int GetMouseY(); // Get mouse position Y 1166 Vector2 GetMousePosition(); // Get mouse position XY 1167 Vector2 GetMouseDelta(); // Get mouse delta between frames 1168 void SetMousePosition(int x, int y); // Set mouse position XY 1169 void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset 1170 void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling 1171 float GetMouseWheelMove(); // Get mouse wheel movement for X or Y, whichever is larger 1172 Vector2 GetMouseWheelMoveV(); // Get mouse wheel movement for both X and Y 1173 void SetMouseCursor(int cursor); // Set mouse cursor 1174 1175 // Input-related functions: touch 1176 int GetTouchX(); // Get touch position X for touch point 0 (relative to screen size) 1177 int GetTouchY(); // Get touch position Y for touch point 0 (relative to screen size) 1178 Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) 1179 int GetTouchPointId(int index); // Get touch point identifier for given index 1180 int GetTouchPointCount(); // Get number of touch points 1181 1182 //------------------------------------------------------------------------------------ 1183 // Gestures and Touch Handling Functions (Module: rgestures) 1184 //------------------------------------------------------------------------------------ 1185 void SetGesturesEnabled(uint flags); // Enable a set of gestures using flags 1186 bool IsGestureDetected(uint gesture); // Check if a gesture have been detected 1187 int GetGestureDetected(); // Get latest detected gesture 1188 float GetGestureHoldDuration(); // Get gesture hold time in milliseconds 1189 Vector2 GetGestureDragVector(); // Get gesture drag vector 1190 float GetGestureDragAngle(); // Get gesture drag angle 1191 Vector2 GetGesturePinchVector(); // Get gesture pinch delta 1192 float GetGesturePinchAngle(); // Get gesture pinch angle 1193 1194 //------------------------------------------------------------------------------------ 1195 // Camera System Functions (Module: rcamera) 1196 //------------------------------------------------------------------------------------ 1197 void UpdateCamera(Camera* camera, int mode); // Update camera position for selected mode 1198 void UpdateCameraPro(Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation 1199 1200 //------------------------------------------------------------------------------------ 1201 // Basic Shapes Drawing Functions (Module: shapes) 1202 //------------------------------------------------------------------------------------ 1203 // Set texture and rectangle to be used on shapes drawing 1204 // NOTE: It can be useful when using basic shapes and one single font, 1205 // defining a font char white rectangle would allow drawing everything in a single draw call 1206 void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing 1207 1208 // Basic shapes drawing functions 1209 void DrawPixel(int posX, int posY, Color color); // Draw a pixel 1210 void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) 1211 void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line 1212 void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) 1213 void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) 1214 void DrawLineStrip(Vector2* points, int pointCount, Color color); // Draw lines sequence (using gl lines) 1215 void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation 1216 void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle 1217 void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle 1218 void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline 1219 void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle 1220 void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) 1221 void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline 1222 void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) 1223 void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse 1224 void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline 1225 void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring 1226 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline 1227 void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle 1228 void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) 1229 void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle 1230 void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters 1231 void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle 1232 void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle 1233 void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors 1234 void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline 1235 void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters 1236 void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges 1237 void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline 1238 void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) 1239 void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) 1240 void DrawTriangleFan(Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) 1241 void DrawTriangleStrip(Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points 1242 void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) 1243 void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides 1244 void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters 1245 1246 // Splines drawing functions 1247 void DrawSplineLinear(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points 1248 void DrawSplineBasis(Vector2* points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points 1249 void DrawSplineCatmullRom(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points 1250 void DrawSplineBezierQuadratic(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] 1251 void DrawSplineBezierCubic(Vector2* points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] 1252 void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points 1253 void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points 1254 void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points 1255 void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point 1256 void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points 1257 1258 // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] 1259 Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear 1260 Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline 1261 Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom 1262 Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier 1263 Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier 1264 1265 // Basic shapes collision detection functions 1266 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles 1267 bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles 1268 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle 1269 bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle 1270 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle 1271 bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle 1272 bool CheckCollisionPointPoly(Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices 1273 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 1274 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] 1275 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision 1276 1277 //------------------------------------------------------------------------------------ 1278 // Texture Loading and Drawing Functions (Module: textures) 1279 //------------------------------------------------------------------------------------ 1280 1281 // Image loading functions 1282 // NOTE: These functions do not require GPU access 1283 Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM) 1284 Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data 1285 Image LoadImageSvg(const(char)* fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size 1286 Image LoadImageAnim(const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data) 1287 Image LoadImageFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' 1288 Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data 1289 Image LoadImageFromScreen(); // Load image from screen buffer and (screenshot) 1290 bool IsImageReady(Image image); // Check if an image is ready 1291 void UnloadImage(Image image); // Unload image from CPU memory (RAM) 1292 bool ExportImage(Image image, const(char)* fileName); // Export image data to file, returns true on success 1293 ubyte* ExportImageToMemory(Image image, const(char)* fileType, int* fileSize); // Export image to memory buffer 1294 bool ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success 1295 1296 // Image generation functions 1297 Image GenImageColor(int width, int height, Color color); // Generate image: plain color 1298 Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient 1299 Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient 1300 Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient 1301 Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked 1302 Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise 1303 Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise 1304 Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells 1305 Image GenImageText(int width, int height, const(char)* text); // Generate image: grayscale image from text data 1306 1307 // Image manipulation functions 1308 Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) 1309 Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece 1310 Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font) 1311 Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) 1312 void ImageFormat(Image* image, int newFormat); // Convert image data to desired format 1313 void ImageToPOT(Image* image, Color fill); // Convert image to POT (power-of-two) 1314 void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle 1315 void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value 1316 void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color 1317 void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image 1318 void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel 1319 void ImageBlurGaussian(Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation 1320 void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) 1321 void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) 1322 void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color 1323 void ImageMipmaps(Image* image); // Compute all mipmap levels for a provided image 1324 void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) 1325 void ImageFlipVertical(Image* image); // Flip image vertically 1326 void ImageFlipHorizontal(Image* image); // Flip image horizontally 1327 void ImageRotate(Image* image, int degrees); // Rotate image by input angle in degrees (-359 to 359) 1328 void ImageRotateCW(Image* image); // Rotate image clockwise 90deg 1329 void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg 1330 void ImageColorTint(Image* image, Color color); // Modify image color: tint 1331 void ImageColorInvert(Image* image); // Modify image color: invert 1332 void ImageColorGrayscale(Image* image); // Modify image color: grayscale 1333 void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100) 1334 void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255) 1335 void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color 1336 Color* LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) 1337 Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) 1338 void UnloadImageColors(Color* colors); // Unload color data loaded with LoadImageColors() 1339 void UnloadImagePalette(Color* colors); // Unload colors palette loaded with LoadImagePalette() 1340 Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle 1341 Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position 1342 1343 // Image drawing functions 1344 // NOTE: Image software-rendering functions (CPU) 1345 void ImageClearBackground(Image* dst, Color color); // Clear image background with given color 1346 void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image 1347 void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) 1348 void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image 1349 void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) 1350 void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image 1351 void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) 1352 void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image 1353 void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) 1354 void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image 1355 void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) 1356 void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image 1357 void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image 1358 void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) 1359 void ImageDrawText(Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) 1360 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) 1361 1362 // Texture loading functions 1363 // NOTE: These functions require GPU access 1364 Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM) 1365 Texture2D LoadTextureFromImage(Image image); // Load texture from image data 1366 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported 1367 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) 1368 bool IsTextureReady(Texture2D texture); // Check if a texture is ready 1369 void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) 1370 bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready 1371 void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) 1372 void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data 1373 void UpdateTextureRec(Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data 1374 1375 // Texture configuration functions 1376 void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture 1377 void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode 1378 void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode 1379 1380 // Texture drawing functions 1381 void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D 1382 void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 1383 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters 1384 void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle 1385 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 1386 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 1387 1388 // Color/pixel related functions 1389 Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f 1390 int ColorToInt(Color color); // Get hexadecimal value for a Color 1391 Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] 1392 Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] 1393 Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] 1394 Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] 1395 Color ColorTint(Color color, Color tint); // Get color multiplied with another color 1396 Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f 1397 Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f 1398 Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f 1399 Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint 1400 Color GetColor(uint hexValue); // Get Color structure from hexadecimal value 1401 Color GetPixelColor(void* srcPtr, int format); // Get Color from a source pixel pointer of certain format 1402 void SetPixelColor(void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer 1403 int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format 1404 1405 //------------------------------------------------------------------------------------ 1406 // Font Loading and Text Drawing Functions (Module: text) 1407 //------------------------------------------------------------------------------------ 1408 1409 // Font loading/unloading functions 1410 Font GetFontDefault(); // Get the default Font 1411 Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM) 1412 Font LoadFontEx(const(char)* fileName, int fontSize, int* codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set 1413 Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) 1414 Font LoadFontFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' 1415 bool IsFontReady(Font font); // Check if a font is ready 1416 GlyphInfo* LoadFontData(const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount, int type); // Load font data for further use 1417 Image GenImageFontAtlas(const(GlyphInfo)* glyphs, Rectangle** glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info 1418 void UnloadFontData(GlyphInfo* glyphs, int glyphCount); // Unload font chars info data (RAM) 1419 void UnloadFont(Font font); // Unload font from GPU memory (VRAM) 1420 bool ExportFontAsCode(Font font, const(char)* fileName); // Export font as code file, returns true on success 1421 1422 // Text drawing functions 1423 void DrawFPS(int posX, int posY); // Draw current FPS 1424 void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) 1425 void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters 1426 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) 1427 void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) 1428 void DrawTextCodepoints(Font font, const(int)* codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) 1429 1430 // Text font info functions 1431 void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks 1432 int MeasureText(const(char)* text, int fontSize); // Measure string width for default font 1433 Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font 1434 int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found 1435 GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found 1436 Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found 1437 1438 // Text codepoints management functions (unicode characters) 1439 char* LoadUTF8(const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array 1440 void UnloadUTF8(char* text); // Unload UTF-8 text encoded from codepoints array 1441 int* LoadCodepoints(const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter 1442 void UnloadCodepoints(int* codepoints); // Unload codepoints data from memory 1443 int GetCodepointCount(const(char)* text); // Get total number of codepoints in a UTF-8 encoded string 1444 int GetCodepoint(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure 1445 int GetCodepointNext(const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure 1446 int GetCodepointPrevious(const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure 1447 const(char)* CodepointToUTF8(int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) 1448 1449 // Text strings management functions (no UTF-8 strings, only byte chars) 1450 // NOTE: Some strings allocate memory internally for returned strings, just be careful! 1451 int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied 1452 bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal 1453 uint TextLength(const(char)* text); // Get text length, checks for '\0' ending 1454 const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf() style) 1455 const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string 1456 char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!) 1457 char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!) 1458 const(char)* TextJoin(const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter 1459 const(char*)* TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings 1460 void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor! 1461 int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string 1462 const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string 1463 const(char)* TextToLower(const(char)* text); // Get lower case version of provided string 1464 const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string 1465 int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported) 1466 1467 //------------------------------------------------------------------------------------ 1468 // Basic 3d Shapes Drawing Functions (Module: models) 1469 //------------------------------------------------------------------------------------ 1470 1471 // Basic geometric 3D shapes drawing functions 1472 void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space 1473 void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line 1474 void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space 1475 void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) 1476 void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points 1477 void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube 1478 void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) 1479 void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires 1480 void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) 1481 void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere 1482 void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters 1483 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires 1484 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone 1485 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 1486 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires 1487 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 1488 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 1489 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 1490 void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ 1491 void DrawRay(Ray ray, Color color); // Draw a ray line 1492 void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) 1493 1494 //------------------------------------------------------------------------------------ 1495 // Model 3d Loading and Drawing Functions (Module: models) 1496 //------------------------------------------------------------------------------------ 1497 1498 // Model management functions 1499 Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials) 1500 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) 1501 bool IsModelReady(Model model); // Check if a model is ready 1502 void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) 1503 BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) 1504 1505 // Model drawing functions 1506 void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) 1507 void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters 1508 void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) 1509 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 1510 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) 1511 void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture 1512 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source 1513 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 1514 1515 // Mesh management functions 1516 void UploadMesh(Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids 1517 void UpdateMeshBuffer(Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index 1518 void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU 1519 void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform 1520 void DrawMeshInstanced(Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms 1521 bool ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success 1522 BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits 1523 void GenMeshTangents(Mesh* mesh); // Compute mesh tangents 1524 1525 // Mesh generation functions 1526 Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh 1527 Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) 1528 Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh 1529 Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) 1530 Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) 1531 Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh 1532 Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh 1533 Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh 1534 Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh 1535 Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data 1536 Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data 1537 1538 // Material loading/unloading functions 1539 Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file 1540 Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) 1541 bool IsMaterialReady(Material material); // Check if a material is ready 1542 void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) 1543 void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) 1544 void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh 1545 1546 // Model animations loading/unloading functions 1547 ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animCount); // Load model animations from file 1548 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose 1549 void UnloadModelAnimation(ModelAnimation anim); // Unload animation data 1550 void UnloadModelAnimations(ModelAnimation* animations, int animCount); // Unload animation array data 1551 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match 1552 1553 // Collision detection functions 1554 bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres 1555 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes 1556 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere 1557 RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere 1558 RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box 1559 RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh 1560 RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle 1561 RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad 1562 1563 //------------------------------------------------------------------------------------ 1564 // Audio Loading and Playing Functions (Module: audio) 1565 //------------------------------------------------------------------------------------ 1566 alias AudioCallback = void function(void* bufferData, uint frames); 1567 1568 // Audio device management functions 1569 void InitAudioDevice(); // Initialize audio device and context 1570 void CloseAudioDevice(); // Close the audio device and context 1571 bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully 1572 void SetMasterVolume(float volume); // Set master volume (listener) 1573 float GetMasterVolume(); // Get master volume (listener) 1574 1575 // Wave/Sound loading/unloading functions 1576 Wave LoadWave(const(char)* fileName); // Load wave data from file 1577 Wave LoadWaveFromMemory(const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' 1578 bool IsWaveReady(Wave wave); // Checks if wave data is ready 1579 Sound LoadSound(const(char)* fileName); // Load sound from file 1580 Sound LoadSoundFromWave(Wave wave); // Load sound from wave data 1581 Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data 1582 bool IsSoundReady(Sound sound); // Checks if a sound is ready 1583 void UpdateSound(Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data 1584 void UnloadWave(Wave wave); // Unload wave data 1585 void UnloadSound(Sound sound); // Unload sound 1586 void UnloadSoundAlias(Sound alias_); // Unload a sound alias (does not deallocate sample data) 1587 bool ExportWave(Wave wave, const(char)* fileName); // Export wave data to file, returns true on success 1588 bool ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success 1589 1590 // Wave/Sound management functions 1591 void PlaySound(Sound sound); // Play a sound 1592 void StopSound(Sound sound); // Stop playing a sound 1593 void PauseSound(Sound sound); // Pause a sound 1594 void ResumeSound(Sound sound); // Resume a paused sound 1595 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing 1596 void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) 1597 void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) 1598 void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) 1599 Wave WaveCopy(Wave wave); // Copy a wave to a new wave 1600 void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range 1601 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format 1602 float* LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array 1603 void UnloadWaveSamples(float* samples); // Unload samples data loaded with LoadWaveSamples() 1604 1605 // Music management functions 1606 Music LoadMusicStream(const(char)* fileName); // Load music stream from file 1607 Music LoadMusicStreamFromMemory(const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data 1608 bool IsMusicReady(Music music); // Checks if a music stream is ready 1609 void UnloadMusicStream(Music music); // Unload music stream 1610 void PlayMusicStream(Music music); // Start music playing 1611 bool IsMusicStreamPlaying(Music music); // Check if music is playing 1612 void UpdateMusicStream(Music music); // Updates buffers for music streaming 1613 void StopMusicStream(Music music); // Stop music playing 1614 void PauseMusicStream(Music music); // Pause music playing 1615 void ResumeMusicStream(Music music); // Resume playing paused music 1616 void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) 1617 void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) 1618 void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) 1619 void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) 1620 float GetMusicTimeLength(Music music); // Get music time length (in seconds) 1621 float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) 1622 1623 // AudioStream management functions 1624 AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data) 1625 bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready 1626 void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory 1627 void UpdateAudioStream(AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data 1628 bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill 1629 void PlayAudioStream(AudioStream stream); // Play audio stream 1630 void PauseAudioStream(AudioStream stream); // Pause audio stream 1631 void ResumeAudioStream(AudioStream stream); // Resume audio stream 1632 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing 1633 void StopAudioStream(AudioStream stream); // Stop audio stream 1634 void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) 1635 void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) 1636 void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) 1637 void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams 1638 void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data 1639 1640 void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s 1641 void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream 1642 1643 void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s 1644 void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline 1645 1646 // RAYLIB_H