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