1 module raylib;
2 
3 public
4 {
5     import rlgl;
6     import raymath;
7     import easings;
8     import raymathext;
9 }
10 /**********************************************************************************************
11 *
12 *   raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
13 *
14 *   FEATURES:
15 *       - NO external dependencies, all required libraries included with raylib
16 *       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
17 *       - Written in plain C code (C99) in PascalCase/camelCase notation
18 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
19 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
20 *       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
21 *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
22 *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
23 *       - Flexible Materials system, supporting classic maps and PBR maps
24 *       - Skeletal Animation support (CPU bones-based animation)
25 *       - Shaders support, including Model shaders and Postprocessing shaders
26 *       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
27 *       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
28 *       - VR stereo rendering with configurable HMD device parameters
29 *       - Bindings to multiple programming languages available!
30 *
31 *   NOTES:
32 *       One custom font is loaded by default when InitWindow () [core]
33 *       If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
34 *       If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
35 *
36 *   DEPENDENCIES (included):
37 *       [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
38 *       [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
39 *       [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
40 *
41 *   OPTIONAL DEPENDENCIES (included):
42 *       [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
43 *       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
44 *       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
45 *       [textures] stb_image_resize (Sean Barret) for image resizing algorithms
46 *       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
47 *       [text] stb_truetype (Sean Barret) for ttf fonts loading
48 *       [text] stb_rect_pack (Sean Barret) for rectangles packing
49 *       [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
50 *       [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
51 *       [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
52 *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
53 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
54 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
55 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
56 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
57 *
58 *
59 *   LICENSE: zlib/libpng
60 *
61 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
62 *   BSD-like license that allows static linking with closed source software:
63 *
64 *   Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
65 *
66 *   This software is provided "as-is", without any express or implied warranty. In no event
67 *   will the authors be held liable for any damages arising from the use of this software.
68 *
69 *   Permission is granted to anyone to use this software for any purpose, including commercial
70 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
71 *
72 *     1. The origin of this software must not be misrepresented; you must not claim that you
73 *     wrote the original software. If you use this software in a product, an acknowledgment
74 *     in the product documentation would be appreciated but is not required.
75 *
76 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
77 *     as being the original software.
78 *
79 *     3. This notice may not be removed or altered from any source distribution.
80 *
81 **********************************************************************************************/
82 
83 import core.stdc.config;
84 import core.stdc.stdarg;
85 import core.stdc.stdlib;
86 
87 extern (C) @nogc nothrow:
88 
89 // Required for: va_list - Only used by TraceLogCallback
90 
91 // We are building raylib as a Win32 shared library (.dll)
92 // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
93 
94 //----------------------------------------------------------------------------------
95 // Some basic Defines
96 //----------------------------------------------------------------------------------
97 
98 enum PI = 3.14159265358979323846f;
99 
100 enum DEG2RAD = PI / 180.0f;
101 enum RAD2DEG = 180.0f / PI;
102 
103 enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
104 
105 // Shader and material limits
106 enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
107 enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
108 
109 // Allow custom memory allocators
110 
111 alias RL_MALLOC = malloc;
112 
113 alias RL_CALLOC = calloc;
114 
115 alias RL_FREE = free;
116 
117 // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
118 // Plain structures in C++ (without constructors) can be initialized from { } initializers.
119 
120 alias CLITERAL = Color;
121 
122 enum Colors {
123     // Some Basic Colors
124     // 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)
125     LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
126     GRAY = Color(130, 130, 130, 255), // Gray
127     DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
128     YELLOW = Color(253, 249, 0, 255), // Yellow
129     GOLD = Color(255, 203, 0, 255), // Gold
130     ORANGE = Color(255, 161, 0, 255), // Orange
131     PINK = Color(255, 109, 194, 255), // Pink
132     RED = Color(230, 41, 55, 255), // Red
133     MAROON = Color(190, 33, 55, 255), // Maroon
134     GREEN = Color(0, 228, 48, 255), // Green
135     LIME = Color(0, 158, 47, 255), // Lime
136     DARKGREEN = Color(0, 117, 44, 255), // Dark Green
137     SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
138     BLUE = Color(0, 121, 241, 255), // Blue
139     DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
140     PURPLE = Color(200, 122, 255, 255), // Purple
141     VIOLET = Color(135, 60, 190, 255), // Violet
142     DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
143     BEIGE = Color(211, 176, 131, 255), // Beige
144     BROWN = Color(127, 106, 79, 255), // Brown
145     DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
146 
147     WHITE = Color(255, 255, 255, 255), // White
148     BLACK = Color(0, 0, 0, 255), // Black
149     BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
150     MAGENTA = Color(255, 0, 255, 255), // Magenta
151     RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
152 }
153 
154 //----------------------------------------------------------------------------------
155 // Structures Definition
156 //----------------------------------------------------------------------------------
157 // Vector2 type
158 struct Vector2
159 {
160     float x = 0.0f;
161     float y = 0.0f;
162     mixin Linear;
163 }
164 
165 struct Bivector2
166 {
167     float xy = 0.0f;
168     alias xy this;
169     mixin Linear;
170 }
171 
172 // Vector3 type
173 struct Vector3
174 {
175     float x = 0.0f;
176     float y = 0.0f;
177     float z = 0.0f;
178     mixin Linear;
179 }
180 
181 // Bivector3 type
182 /// Beware of the field order
183 /// xy is the first field
184 struct Bivector3
185 {
186     float xy = 0.0f;
187     float yz = 0.0f;
188     float zx = 0.0f;
189     mixin Linear;
190 }
191 
192 // Rotor type
193 struct Rotor3
194 {
195     float a = 1.0f;
196     float xy = 0.0f;
197     float yz = 0.0f;
198     float zx = 0.0f;
199     mixin Linear;
200 
201     alias i = yz;
202     alias j = zx;
203     alias k = xy;
204 
205     @property Bivector3 b()
206     {
207         return Bivector3(xy, yz, zx);
208     }
209 
210     @property Bivector3 b(Bivector3 _b)
211     {
212         xy = _b.xy;
213         yz = _b.yz;
214         zx = _b.zx;
215         return _b;
216     }
217 
218     this(float _a, Bivector3 _b)
219     {
220         a = _a;
221         b = _b;
222     }
223 
224     this(float _a, float _xy, float _yz, float _zx)
225     {
226         a = _a;
227         xy = _xy;
228         yz = _yz;
229         zx = _zx;
230     }
231 }
232 
233 alias Quaternion = Rotor3;
234 
235 // Vector4 type
236 struct Vector4
237 {
238     float x = 0.0f;
239     float y = 0.0f;
240     float z = 0.0f;
241     float w = 0.0f;
242     mixin Linear;
243 }
244 
245 // Matrix type (OpenGL style 4x4 - right handed, column major)
246 struct Matrix4
247 {
248     float m0 = 0.0f;
249     float m4 = 0.0f;
250     float m8 = 0.0f;
251     float m12 = 0.0f;
252     float m1 = 0.0f;
253     float m5 = 0.0f;
254     float m9 = 0.0f;
255     float m13 = 0.0f;
256     float m2 = 0.0f;
257     float m6 = 0.0f;
258     float m10 = 0.0f;
259     float m14 = 0.0f;
260     float m3 = 0.0f;
261     float m7 = 0.0f;
262     float m11 = 0.0f;
263     float m15 = 0.0f;
264     mixin Linear;
265 }
266 
267 alias Matrix = Matrix4;
268 
269 // Color type, RGBA (32bit)
270 struct Color
271 {
272     ubyte r;
273     ubyte g;
274     ubyte b;
275     ubyte a;
276 }
277 
278 // Rectangle type
279 struct Rectangle
280 {
281     float x = 0.0f;
282     float y = 0.0f;
283     float width = 0.0f;
284     float height = 0.0f;
285     alias w = width;
286     alias h = height;
287 }
288 
289 // Image type, bpp always RGBA (32bit)
290 // NOTE: Data stored in CPU memory (RAM)
291 struct Image
292 {
293     void* data; // Image raw data
294     int width; // Image base width
295     int height; // Image base height
296     int mipmaps; // Mipmap levels, 1 by default
297     int format; // Data format (PixelFormat type)
298 }
299 
300 // Texture2D type
301 // NOTE: Data stored in GPU memory
302 struct Texture2D
303 {
304     uint id; // OpenGL texture id
305     int width; // Texture base width
306     int height; // Texture base height
307     int mipmaps; // Mipmap levels, 1 by default
308     int format; // Data format (PixelFormat type)
309 }
310 
311 // Texture type, same as Texture2D
312 alias Texture = Texture2D;
313 
314 // TextureCubemap type, actually, same as Texture2D
315 alias TextureCubemap = Texture2D;
316 
317 // RenderTexture2D type, for texture rendering
318 struct RenderTexture2D
319 {
320     uint id; // OpenGL Framebuffer Object (FBO) id
321     Texture2D texture; // Color buffer attachment texture
322     Texture2D depth; // Depth buffer attachment texture
323     bool depthTexture; // Track if depth attachment is a texture or renderbuffer
324 }
325 
326 // RenderTexture type, same as RenderTexture2D
327 alias RenderTexture = RenderTexture2D;
328 
329 // N-Patch layout info
330 struct NPatchInfo
331 {
332     Rectangle sourceRec; // Region in the texture
333     int left; // left border offset
334     int top; // top border offset
335     int right; // right border offset
336     int bottom; // bottom border offset
337     int type; // layout of the n-patch: 3x3, 1x3 or 3x1
338 }
339 
340 // Font character info
341 struct CharInfo
342 {
343     int value; // Character value (Unicode)
344     int offsetX; // Character offset X when drawing
345     int offsetY; // Character offset Y when drawing
346     int advanceX; // Character advance position X
347     Image image; // Character image data
348 }
349 
350 // Font type, includes texture and charSet array data
351 struct Font
352 {
353     int baseSize; // Base size (default chars height)
354     int charsCount; // Number of characters
355     Texture2D texture; // Characters texture atlas
356     Rectangle* recs; // Characters rectangles in texture
357     CharInfo* chars; // Characters info data
358 }
359 
360 alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
361 
362 // Camera type, defines a camera position/orientation in 3d space
363 struct Camera3D
364 {
365     Vector3 position; // Camera position
366     Vector3 target; // Camera target it looks-at
367     Vector3 up; // Camera up vector (rotation over its axis)
368     float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
369     CameraType type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
370 }
371 
372 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
373 
374 // Camera2D type, defines a 2d camera
375 struct Camera2D
376 {
377     Vector2 offset; // Camera offset (displacement from target)
378     Vector2 target; // Camera target (rotation and zoom origin)
379     float rotation = 0.0f; // Camera rotation in degrees
380     float zoom = 1.0f; // Camera zoom (scaling), should be 1.0f by default
381 }
382 
383 // Vertex data definning a mesh
384 // NOTE: Data stored in CPU memory (and GPU)
385 struct Mesh
386 {
387     int vertexCount; // Number of vertices stored in arrays
388     int triangleCount; // Number of triangles stored (indexed or not)
389 
390     // Default vertex data
391     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
392     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
393     float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
394     float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
395     float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
396     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
397     ushort* indices; // Vertex indices (in case vertex data comes indexed)
398 
399     // Animation vertex data
400     float* animVertices; // Animated vertex positions (after bones transformations)
401     float* animNormals; // Animated normals (after bones transformations)
402     int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
403     float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
404 
405     // OpenGL identifiers
406     uint vaoId; // OpenGL Vertex Array Object id
407     uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
408 }
409 
410 // Shader type (generic)
411 struct Shader
412 {
413     uint id; // Shader program id
414     int[MAX_SHADER_LOCATIONS] locs; // Shader locations array
415 }
416 
417 // Material texture map
418 struct MaterialMap
419 {
420     Texture2D texture; // Material map texture
421     Color color; // Material map color
422     float value; // Material map value
423 }
424 
425 // Material type (generic)
426 struct Material
427 {
428     Shader shader; // Material shader
429     MaterialMap[MAX_MATERIAL_MAPS] maps; // Material maps
430     float* params; // Material generic parameters (if required)
431 }
432 
433 // Transformation properties
434 struct Transform
435 {
436     Vector3 translation; // Translation
437     Quaternion rotation; // Rotation
438     Vector3 scale; // Scale
439 }
440 
441 // Bone information
442 struct BoneInfo
443 {
444     char[32] name; // Bone name
445     int parent; // Bone parent
446 }
447 
448 // Model type
449 struct Model
450 {
451     Matrix transform; // Local transform matrix
452 
453     int meshCount; // Number of meshes
454     Mesh* meshes; // Meshes array
455 
456     int materialCount; // Number of materials
457     Material* materials; // Materials array
458     int* meshMaterial; // Mesh material number
459 
460     // Animation data
461     int boneCount; // Number of bones
462     BoneInfo* bones; // Bones information (skeleton)
463     Transform* bindPose; // Bones base transformation (pose)
464 }
465 
466 // Model animation
467 struct ModelAnimation
468 {
469     int boneCount; // Number of bones
470     BoneInfo* bones; // Bones information (skeleton)
471 
472     int frameCount; // Number of animation frames
473     Transform** framePoses; // Poses array by frame
474 }
475 
476 // Ray type (useful for raycast)
477 struct Ray
478 {
479     Vector3 position; // Ray position (origin)
480     Vector3 direction; // Ray direction
481 }
482 
483 // Raycast hit information
484 struct RayHitInfo
485 {
486     bool hit; // Did the ray hit something?
487     float distance; // Distance to nearest hit
488     Vector3 position; // Position of nearest hit
489     Vector3 normal; // Surface normal of hit
490 }
491 
492 // Bounding box type
493 struct BoundingBox
494 {
495     Vector3 min; // Minimum vertex box-corner
496     Vector3 max; // Maximum vertex box-corner
497 }
498 
499 // Wave type, defines audio wave data
500 struct Wave
501 {
502     uint sampleCount; // Number of samples
503     uint sampleRate; // Frequency (samples per second)
504     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
505     uint channels; // Number of channels (1-mono, 2-stereo)
506     void* data; // Buffer data pointer
507 }
508 
509 struct rAudioBuffer;
510 
511 // Audio stream type
512 // NOTE: Useful to create custom audio streams not bound to a specific file
513 struct AudioStream
514 {
515     uint sampleRate; // Frequency (samples per second)
516     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
517     uint channels; // Number of channels (1-mono, 2-stereo)
518 
519     rAudioBuffer* buffer; // Pointer to internal data used by the audio system
520 };
521 
522 // Sound source type
523 struct Sound
524 {
525     uint sampleCount; // Total number of samples
526     AudioStream stream; // Audio stream
527 };
528 
529 // Music stream type (audio file streaming from memory)
530 // NOTE: Anything longer than ~10 seconds should be streamed
531 struct Music
532 {
533     int ctxType; // Type of music context (audio filetype)
534     void* ctxData; // Audio context data, depends on type
535 
536     uint sampleCount; // Total number of samples
537     uint loopCount; // Loops count (times music will play), 0 means infinite loop
538 
539     AudioStream stream; // Audio stream
540 };
541 
542 // Head-Mounted-Display device parameters
543 struct VrDeviceInfo
544 {
545     int hResolution; // HMD horizontal resolution in pixels
546     int vResolution; // HMD vertical resolution in pixels
547     float hScreenSize; // HMD horizontal size in meters
548     float vScreenSize; // HMD vertical size in meters
549     float vScreenCenter; // HMD screen center in meters
550     float eyeToScreenDistance; // HMD distance between eye and display in meters
551     float lensSeparationDistance; // HMD lens separation distance in meters
552     float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
553     float[4] lensDistortionValues; // HMD lens distortion constant parameters
554     float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
555 }
556 
557 //----------------------------------------------------------------------------------
558 // Enumerators Definition
559 //----------------------------------------------------------------------------------
560 // System config flags
561 // NOTE: Used for bit masks
562 enum ConfigFlag
563 {
564     FLAG_RESERVED = 1, // Reserved
565     FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
566     FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
567     FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
568     FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
569     FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
570     FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
571     FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
572     FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
573 }
574 
575 // Trace log type
576 enum TraceLogType
577 {
578     LOG_ALL = 0, // Display all logs
579     LOG_TRACE = 1,
580     LOG_DEBUG = 2,
581     LOG_INFO = 3,
582     LOG_WARNING = 4,
583     LOG_ERROR = 5,
584     LOG_FATAL = 6,
585     LOG_NONE = 7 // Disable logging
586 }
587 
588 // Keyboard keys
589 enum KeyboardKey
590 {
591     // Alphanumeric keys
592     KEY_APOSTROPHE = 39,
593     KEY_COMMA = 44,
594     KEY_MINUS = 45,
595     KEY_PERIOD = 46,
596     KEY_SLASH = 47,
597     KEY_ZERO = 48,
598     KEY_ONE = 49,
599     KEY_TWO = 50,
600     KEY_THREE = 51,
601     KEY_FOUR = 52,
602     KEY_FIVE = 53,
603     KEY_SIX = 54,
604     KEY_SEVEN = 55,
605     KEY_EIGHT = 56,
606     KEY_NINE = 57,
607     KEY_SEMICOLON = 59,
608     KEY_EQUAL = 61,
609     KEY_A = 65,
610     KEY_B = 66,
611     KEY_C = 67,
612     KEY_D = 68,
613     KEY_E = 69,
614     KEY_F = 70,
615     KEY_G = 71,
616     KEY_H = 72,
617     KEY_I = 73,
618     KEY_J = 74,
619     KEY_K = 75,
620     KEY_L = 76,
621     KEY_M = 77,
622     KEY_N = 78,
623     KEY_O = 79,
624     KEY_P = 80,
625     KEY_Q = 81,
626     KEY_R = 82,
627     KEY_S = 83,
628     KEY_T = 84,
629     KEY_U = 85,
630     KEY_V = 86,
631     KEY_W = 87,
632     KEY_X = 88,
633     KEY_Y = 89,
634     KEY_Z = 90,
635 
636     // Function keys
637     KEY_SPACE = 32,
638     KEY_ESCAPE = 256,
639     KEY_ENTER = 257,
640     KEY_TAB = 258,
641     KEY_BACKSPACE = 259,
642     KEY_INSERT = 260,
643     KEY_DELETE = 261,
644     KEY_RIGHT = 262,
645     KEY_LEFT = 263,
646     KEY_DOWN = 264,
647     KEY_UP = 265,
648     KEY_PAGE_UP = 266,
649     KEY_PAGE_DOWN = 267,
650     KEY_HOME = 268,
651     KEY_END = 269,
652     KEY_CAPS_LOCK = 280,
653     KEY_SCROLL_LOCK = 281,
654     KEY_NUM_LOCK = 282,
655     KEY_PRINT_SCREEN = 283,
656     KEY_PAUSE = 284,
657     KEY_F1 = 290,
658     KEY_F2 = 291,
659     KEY_F3 = 292,
660     KEY_F4 = 293,
661     KEY_F5 = 294,
662     KEY_F6 = 295,
663     KEY_F7 = 296,
664     KEY_F8 = 297,
665     KEY_F9 = 298,
666     KEY_F10 = 299,
667     KEY_F11 = 300,
668     KEY_F12 = 301,
669     KEY_LEFT_SHIFT = 340,
670     KEY_LEFT_CONTROL = 341,
671     KEY_LEFT_ALT = 342,
672     KEY_LEFT_SUPER = 343,
673     KEY_RIGHT_SHIFT = 344,
674     KEY_RIGHT_CONTROL = 345,
675     KEY_RIGHT_ALT = 346,
676     KEY_RIGHT_SUPER = 347,
677     KEY_KB_MENU = 348,
678     KEY_LEFT_BRACKET = 91,
679     KEY_BACKSLASH = 92,
680     KEY_RIGHT_BRACKET = 93,
681     KEY_GRAVE = 96,
682 
683     // Keypad keys
684     KEY_KP_0 = 320,
685     KEY_KP_1 = 321,
686     KEY_KP_2 = 322,
687     KEY_KP_3 = 323,
688     KEY_KP_4 = 324,
689     KEY_KP_5 = 325,
690     KEY_KP_6 = 326,
691     KEY_KP_7 = 327,
692     KEY_KP_8 = 328,
693     KEY_KP_9 = 329,
694     KEY_KP_DECIMAL = 330,
695     KEY_KP_DIVIDE = 331,
696     KEY_KP_MULTIPLY = 332,
697     KEY_KP_SUBTRACT = 333,
698     KEY_KP_ADD = 334,
699     KEY_KP_ENTER = 335,
700     KEY_KP_EQUAL = 336
701 }
702 
703 // Android buttons
704 enum AndroidButton
705 {
706     KEY_BACK = 4,
707     KEY_MENU = 82,
708     KEY_VOLUME_UP = 24,
709     KEY_VOLUME_DOWN = 25
710 }
711 
712 // Mouse buttons
713 enum MouseButton
714 {
715     MOUSE_LEFT_BUTTON = 0,
716     MOUSE_RIGHT_BUTTON = 1,
717     MOUSE_MIDDLE_BUTTON = 2
718 }
719 
720 // Gamepad number
721 enum GamepadNumber
722 {
723     GAMEPAD_PLAYER1 = 0,
724     GAMEPAD_PLAYER2 = 1,
725     GAMEPAD_PLAYER3 = 2,
726     GAMEPAD_PLAYER4 = 3
727 }
728 
729 // Gamepad Buttons
730 enum GamepadButton
731 {
732     // This is here just for error checking
733     GAMEPAD_BUTTON_UNKNOWN = 0,
734 
735     // This is normally a DPAD
736     GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
737     GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
738     GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
739     GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
740 
741     // This normally corresponds with PlayStation and Xbox controllers
742     // XBOX: [Y,X,A,B]
743     // PS3: [Triangle,Square,Cross,Circle]
744     // No support for 6 button controllers though..
745     GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
746     GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
747     GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
748     GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
749 
750     // Triggers
751     GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
752     GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
753     GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
754     GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
755 
756     // These are buttons in the center of the gamepad
757     GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
758     GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
759     GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
760 
761     // These are the joystick press in buttons
762     GAMEPAD_BUTTON_LEFT_THUMB = 16,
763     GAMEPAD_BUTTON_RIGHT_THUMB = 17
764 }
765 
766 enum GamepadAxis
767 {
768     // This is here just for error checking
769     GAMEPAD_AXIS_UNKNOWN = 0,
770 
771     // Left stick
772     GAMEPAD_AXIS_LEFT_X = 1,
773     GAMEPAD_AXIS_LEFT_Y = 2,
774 
775     // Right stick
776     GAMEPAD_AXIS_RIGHT_X = 3,
777     GAMEPAD_AXIS_RIGHT_Y = 4,
778 
779     // Pressure levels for the back triggers
780     GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
781     GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
782 }
783 
784 // Shader location point type
785 enum ShaderLocationIndex
786 {
787     LOC_VERTEX_POSITION = 0,
788     LOC_VERTEX_TEXCOORD01 = 1,
789     LOC_VERTEX_TEXCOORD02 = 2,
790     LOC_VERTEX_NORMAL = 3,
791     LOC_VERTEX_TANGENT = 4,
792     LOC_VERTEX_COLOR = 5,
793     LOC_MATRIX_MVP = 6,
794     LOC_MATRIX_MODEL = 7,
795     LOC_MATRIX_VIEW = 8,
796     LOC_MATRIX_PROJECTION = 9,
797     LOC_VECTOR_VIEW = 10,
798     LOC_COLOR_DIFFUSE = 11,
799     LOC_COLOR_SPECULAR = 12,
800     LOC_COLOR_AMBIENT = 13,
801     LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
802     LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
803     LOC_MAP_NORMAL = 16,
804     LOC_MAP_ROUGHNESS = 17,
805     LOC_MAP_OCCLUSION = 18,
806     LOC_MAP_EMISSION = 19,
807     LOC_MAP_HEIGHT = 20,
808     LOC_MAP_CUBEMAP = 21,
809     LOC_MAP_IRRADIANCE = 22,
810     LOC_MAP_PREFILTER = 23,
811     LOC_MAP_BRDF = 24
812 }
813 
814 enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
815 enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
816 
817 // Shader uniform data types
818 enum ShaderUniformDataType
819 {
820     UNIFORM_FLOAT = 0,
821     UNIFORM_VEC2 = 1,
822     UNIFORM_VEC3 = 2,
823     UNIFORM_VEC4 = 3,
824     UNIFORM_INT = 4,
825     UNIFORM_IVEC2 = 5,
826     UNIFORM_IVEC3 = 6,
827     UNIFORM_IVEC4 = 7,
828     UNIFORM_SAMPLER2D = 8
829 }
830 
831 // Material map type
832 enum MaterialMapType
833 {
834     MAP_ALBEDO = 0, // MAP_DIFFUSE
835     MAP_METALNESS = 1, // MAP_SPECULAR
836     MAP_NORMAL = 2,
837     MAP_ROUGHNESS = 3,
838     MAP_OCCLUSION = 4,
839     MAP_EMISSION = 5,
840     MAP_HEIGHT = 6,
841     MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
842     MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
843     MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
844     MAP_BRDF = 10
845 }
846 
847 enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
848 enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
849 
850 // Pixel formats
851 // NOTE: Support depends on OpenGL version and platform
852 enum PixelFormat
853 {
854     UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
855     UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
856     UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
857     UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
858     UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
859     UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
860     UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
861     UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
862     UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
863     UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
864     COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
865     COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
866     COMPRESSED_DXT3_RGBA = 13, // 8 bpp
867     COMPRESSED_DXT5_RGBA = 14, // 8 bpp
868     COMPRESSED_ETC1_RGB = 15, // 4 bpp
869     COMPRESSED_ETC2_RGB = 16, // 4 bpp
870     COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
871     COMPRESSED_PVRT_RGB = 18, // 4 bpp
872     COMPRESSED_PVRT_RGBA = 19, // 4 bpp
873     COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
874     COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
875 }
876 
877 // Texture parameters: filter mode
878 // NOTE 1: Filtering considers mipmaps if available in the texture
879 // NOTE 2: Filter is accordingly set for minification and magnification
880 enum TextureFilterMode
881 {
882     FILTER_POINT = 0, // No filter, just pixel aproximation
883     FILTER_BILINEAR = 1, // Linear filtering
884     FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
885     FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
886     FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
887     FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
888 }
889 
890 // Cubemap layout type
891 enum CubemapLayoutType
892 {
893     CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
894     CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
895     CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
896     CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
897     CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
898     CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
899 }
900 
901 // Texture parameters: wrap mode
902 enum TextureWrapMode
903 {
904     WRAP_REPEAT = 0, // Repeats texture in tiled mode
905     WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
906     WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
907     WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
908 }
909 
910 // Font type, defines generation method
911 enum FontType
912 {
913     FONT_DEFAULT = 0, // Default font generation, anti-aliased
914     FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
915     FONT_SDF = 2 // SDF font generation, requires external shader
916 }
917 
918 // Color blending modes (pre-defined)
919 enum BlendMode
920 {
921     BLEND_ALPHA = 0, // Blend textures considering alpha (default)
922     BLEND_ADDITIVE = 1, // Blend textures adding colors
923     BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
924 }
925 
926 // Gestures type
927 // NOTE: It could be used as flags to enable only some gestures
928 enum GestureType
929 {
930     GESTURE_NONE = 0,
931     GESTURE_TAP = 1,
932     GESTURE_DOUBLETAP = 2,
933     GESTURE_HOLD = 4,
934     GESTURE_DRAG = 8,
935     GESTURE_SWIPE_RIGHT = 16,
936     GESTURE_SWIPE_LEFT = 32,
937     GESTURE_SWIPE_UP = 64,
938     GESTURE_SWIPE_DOWN = 128,
939     GESTURE_PINCH_IN = 256,
940     GESTURE_PINCH_OUT = 512
941 }
942 
943 // Camera system modes
944 enum CameraMode
945 {
946     CAMERA_CUSTOM = 0,
947     CAMERA_FREE = 1,
948     CAMERA_ORBITAL = 2,
949     CAMERA_FIRST_PERSON = 3,
950     CAMERA_THIRD_PERSON = 4
951 }
952 
953 // Camera projection modes
954 enum CameraType : int
955 {
956     CAMERA_PERSPECTIVE = 0,
957     CAMERA_ORTHOGRAPHIC = 1
958 }
959 
960 // Type of n-patch
961 enum NPatchType
962 {
963     NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
964     NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
965     NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
966 }
967 
968 // Callbacks to be implemented by users
969 alias TraceLogCallback = void function(int logType, const(char)* text, va_list args);
970 
971 // Prevents name mangling of functions
972 
973 //------------------------------------------------------------------------------------
974 // Global Variables Definition
975 //------------------------------------------------------------------------------------
976 // It's lonely here...
977 
978 //------------------------------------------------------------------------------------
979 // Window and Graphics Device Functions (Module: core)
980 //------------------------------------------------------------------------------------
981 
982 // Window-related functions
983 void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
984 bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
985 void CloseWindow(); // Close window and unload OpenGL context
986 bool IsWindowReady(); // Check if window has been initialized successfully
987 bool IsWindowMinimized(); // Check if window has been minimized (or lost focus)
988 bool IsWindowResized(); // Check if window has been resized
989 bool IsWindowHidden(); // Check if window is currently hidden
990 bool IsWindowFullscreen(); // Check if window is currently fullscreen
991 void ToggleFullscreen(); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
992 void UnhideWindow(); // Show the window
993 void HideWindow(); // Hide the window
994 void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
995 void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
996 void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
997 void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
998 void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
999 void SetWindowSize(int width, int height); // Set window dimensions
1000 void* GetWindowHandle(); // Get native window handle
1001 int GetScreenWidth(); // Get current screen width
1002 int GetScreenHeight(); // Get current screen height
1003 int GetMonitorCount(); // Get number of connected monitors
1004 int GetMonitorWidth(int monitor); // Get primary monitor width
1005 int GetMonitorHeight(int monitor); // Get primary monitor height
1006 int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
1007 int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
1008 Vector2 GetWindowPosition(); // Get window position XY on monitor
1009 const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
1010 const(char)* GetClipboardText(); // Get clipboard text content
1011 void SetClipboardText(const(char)* text); // Set clipboard text content
1012 
1013 // Cursor-related functions
1014 void ShowCursor(); // Shows cursor
1015 void HideCursor(); // Hides cursor
1016 bool IsCursorHidden(); // Check if cursor is not visible
1017 void EnableCursor(); // Enables cursor (unlock cursor)
1018 void DisableCursor(); // Disables cursor (lock cursor)
1019 
1020 // Drawing-related functions
1021 void ClearBackground(Color color); // Set background color (framebuffer clear color)
1022 void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
1023 void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
1024 void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
1025 void EndMode2D(); // Ends 2D mode with custom camera
1026 void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
1027 void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
1028 void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
1029 void EndTextureMode(); // Ends drawing to render texture
1030 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
1031 void EndScissorMode(); // End scissor mode
1032 
1033 // Screen-space-related functions
1034 Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
1035 Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
1036 Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
1037 Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
1038 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
1039 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
1040 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
1041 
1042 // Timing-related functions
1043 void SetTargetFPS(int fps); // Set target FPS (maximum)
1044 int GetFPS(); // Returns current FPS
1045 float GetFrameTime(); // Returns time in seconds for last frame drawn
1046 double GetTime(); // Returns elapsed time in seconds since InitWindow ()
1047 
1048 // Color-related functions
1049 int ColorToInt(Color color); // Returns hexadecimal value for a Color
1050 Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
1051 Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
1052 Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
1053 Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
1054 Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
1055 Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
1056 
1057 // Misc. functions
1058 void SetConfigFlags(ubyte flags); // Setup window configuration flags (view FLAGS)
1059 void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
1060 void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
1061 void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
1062 void TraceLog(int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
1063 void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
1064 int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
1065 
1066 // Files management functions
1067 ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
1068 void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
1069 char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
1070 void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
1071 bool FileExists(const(char)* fileName); // Check if file exists
1072 bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
1073 bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
1074 const(char)* GetExtension(const(char)* fileName); // Get pointer to extension for a filename string
1075 const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
1076 const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
1077 const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
1078 const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
1079 const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
1080 char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
1081 void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
1082 bool ChangeDirectory(const(char)* dir); // Change working directory, returns true if success
1083 bool IsFileDropped(); // Check if a file has been dropped into window
1084 char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
1085 void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
1086 c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
1087 ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
1088 ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
1089 
1090 // Persistent storage management
1091 void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
1092 int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
1093 
1094 void OpenURL(const(char)* url); // Open URL with default system browser (if available)
1095 
1096 //------------------------------------------------------------------------------------
1097 // Input Handling Functions (Module: core)
1098 //------------------------------------------------------------------------------------
1099 
1100 // Input-related functions: keyboard
1101 bool IsKeyPressed(int key); // Detect if a key has been pressed once
1102 bool IsKeyDown(int key); // Detect if a key is being pressed
1103 bool IsKeyReleased(int key); // Detect if a key has been released once
1104 bool IsKeyUp(int key); // Detect if a key is NOT being pressed
1105 void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
1106 int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
1107 
1108 // Input-related functions: gamepads
1109 bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
1110 bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available)
1111 const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id
1112 bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
1113 bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
1114 bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
1115 bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
1116 int GetGamepadButtonPressed(); // Get the last gamepad button pressed
1117 int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
1118 float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
1119 
1120 // Input-related functions: mouse
1121 bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
1122 bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
1123 bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
1124 bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
1125 int GetMouseX(); // Returns mouse position X
1126 int GetMouseY(); // Returns mouse position Y
1127 Vector2 GetMousePosition(); // Returns mouse position XY
1128 void SetMousePosition(int x, int y); // Set mouse position XY
1129 void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
1130 void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
1131 int GetMouseWheelMove(); // Returns mouse wheel movement Y
1132 
1133 // Input-related functions: touch
1134 int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size)
1135 int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size)
1136 Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
1137 
1138 //------------------------------------------------------------------------------------
1139 // Gestures and Touch Handling Functions (Module: gestures)
1140 //------------------------------------------------------------------------------------
1141 void SetGesturesEnabled(uint gestureFlags); // Enable a set of gestures using flags
1142 bool IsGestureDetected(int gesture); // Check if a gesture have been detected
1143 int GetGestureDetected(); // Get latest detected gesture
1144 int GetTouchPointsCount(); // Get touch points count
1145 float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
1146 Vector2 GetGestureDragVector(); // Get gesture drag vector
1147 float GetGestureDragAngle(); // Get gesture drag angle
1148 Vector2 GetGesturePinchVector(); // Get gesture pinch delta
1149 float GetGesturePinchAngle(); // Get gesture pinch angle
1150 
1151 //------------------------------------------------------------------------------------
1152 // Camera System Functions (Module: camera)
1153 //------------------------------------------------------------------------------------
1154 void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
1155 void UpdateCamera(Camera* camera); // Update camera position for selected mode
1156 
1157 void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
1158 void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
1159 void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
1160 void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey,
1161         int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
1162 
1163 //------------------------------------------------------------------------------------
1164 // Basic Shapes Drawing Functions (Module: shapes)
1165 //------------------------------------------------------------------------------------
1166 
1167 // Basic shapes drawing functions
1168 void DrawPixel(int posX, int posY, Color color); // Draw a pixel
1169 void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
1170 void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1171 void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
1172 void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
1173 void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
1174 void DrawLineStrip(Vector2* points, int numPoints, Color color); // Draw lines sequence
1175 void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1176 void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle,
1177         int segments, Color color); // Draw a piece of a circle
1178 void DrawCircleSectorLines(Vector2 center, float radius, int startAngle,
1179         int endAngle, int segments, Color color); // Draw circle sector outline
1180 void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
1181 void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1182 void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
1183 void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
1184 void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
1185 void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle,
1186         int endAngle, int segments, Color color); // Draw ring
1187 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius,
1188         int startAngle, int endAngle, int segments, Color color); // Draw ring outline
1189 void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1190 void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1191 void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
1192 void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1193 void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
1194 void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
1195 void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
1196 void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1197 void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
1198 void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1199 void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments,
1200         int lineThick, Color color); // Draw rectangle with rounded edges outline
1201 void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1202 void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
1203 void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
1204 void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
1205 void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1206 void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
1207 
1208 // Basic shapes collision detection functions
1209 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1210 bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1211 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1212 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1213 bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
1214 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1215 bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1216 
1217 //------------------------------------------------------------------------------------
1218 // Texture Loading and Drawing Functions (Module: textures)
1219 //------------------------------------------------------------------------------------
1220 
1221 // Image loading functions
1222 // NOTE: This functions do not require GPU access
1223 Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
1224 Image LoadImageEx(Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
1225 Image LoadImagePro(void* data, int width, int height, int format); // Load image from raw data with parameters
1226 Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1227 void UnloadImage(Image image); // Unload image from CPU memory (RAM)
1228 void ExportImage(Image image, const(char)* fileName); // Export image data to file
1229 void ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes
1230 Color* GetImageData(Image image); // Get pixel data from image as a Color struct array
1231 Vector4* GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
1232 
1233 // Image generation functions
1234 Image GenImageColor(int width, int height, Color color); // Generate image: plain color
1235 Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
1236 Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
1237 Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1238 Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1239 Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
1240 Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
1241 Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
1242 
1243 // Image manipulation functions
1244 Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
1245 Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
1246 Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
1247 Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1248 void ImageToPOT(Image* image, Color fillColor); // Convert image to POT (power-of-two)
1249 void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
1250 void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
1251 void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
1252 void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
1253 void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
1254 void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
1255 void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1256 void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1257 void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX,
1258         int offsetY, Color color); // Resize canvas and fill with color
1259 void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
1260 void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1261 void ImageFlipVertical(Image* image); // Flip image vertically
1262 void ImageFlipHorizontal(Image* image); // Flip image horizontally
1263 void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
1264 void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
1265 void ImageColorTint(Image* image, Color color); // Modify image color: tint
1266 void ImageColorInvert(Image* image); // Modify image color: invert
1267 void ImageColorGrayscale(Image* image); // Modify image color: grayscale
1268 void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
1269 void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
1270 void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
1271 Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
1272 Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
1273 
1274 // Image drawing functions
1275 // NOTE: Image software-rendering functions (CPU)
1276 void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
1277 void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
1278 void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
1279 void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
1280 void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
1281 void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
1282 void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
1283 void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
1284 void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
1285 void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
1286 void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1287 void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
1288 void ImageDrawText(Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
1289 void ImageDrawTextEx(Image* dst, Vector2 position, Font font, const(char)* text,
1290         float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
1291 
1292 // Texture loading functions
1293 // NOTE: These functions require GPU access
1294 Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
1295 Texture2D LoadTextureFromImage(Image image); // Load texture from image data
1296 TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
1297 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
1298 void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
1299 void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1300 void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
1301 Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
1302 Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot)
1303 
1304 // Texture2D configuration functions
1305 void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
1306 void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
1307 void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
1308 
1309 // Texture2D drawing functions
1310 void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1311 void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1312 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1313 void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1314 void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
1315 void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec,
1316         Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
1317 void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo,
1318         Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
1319 
1320 // Image/Texture misc functions
1321 int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
1322 
1323 //------------------------------------------------------------------------------------
1324 // Font Loading and Text Drawing Functions (Module: text)
1325 //------------------------------------------------------------------------------------
1326 
1327 // Font loading/unloading functions
1328 Font GetFontDefault(); // Get the default Font
1329 Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
1330 Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
1331 Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
1332 CharInfo* LoadFontData(const(char)* fileName, int fontSize, int* fontChars,
1333         int charsCount, int type); // Load font data for further use
1334 Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs,
1335         int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1336 void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
1337 
1338 // Text drawing functions
1339 void DrawFPS(int posX, int posY); // Shows current FPS
1340 void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1341 void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize,
1342         float spacing, Color tint); // Draw text using font and additional parameters
1343 void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize,
1344         float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
1345 void DrawTextRecEx(Font font, const(char)* text, Rectangle rec, float fontSize,
1346         float spacing, bool wordWrap, Color tint, int selectStart,
1347         int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
1348 void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
1349 
1350 // Text misc. functions
1351 int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
1352 Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
1353 int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
1354 
1355 // Text strings management functions (no utf8 strings, only byte chars)
1356 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1357 int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
1358 bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
1359 uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
1360 const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style)
1361 const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
1362 char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
1363 char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!)
1364 const(char)* TextJoin(const(char)** textList, int count, const(char)* delimiter); // Join text strings with delimiter
1365 const(char)** TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
1366 void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
1367 int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
1368 const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
1369 const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
1370 const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
1371 int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
1372 char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
1373 
1374 // UTF8 text strings management functions
1375 int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
1376 int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
1377 int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
1378 const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
1379 
1380 //------------------------------------------------------------------------------------
1381 // Basic 3d Shapes Drawing Functions (Module: models)
1382 //------------------------------------------------------------------------------------
1383 
1384 // Basic geometric 3D shapes drawing functions
1385 void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1386 void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
1387 void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
1388         float rotationAngle, Color color); // Draw a circle in 3D world space
1389 void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
1390 void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1391 void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1392 void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1393 void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
1394         float height, float length, Color color); // Draw cube textured
1395 void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
1396 void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1397 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1398 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom,
1399         float height, int slices, Color color); // Draw a cylinder/cone
1400 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom,
1401         float height, int slices, Color color); // Draw a cylinder/cone wires
1402 void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1403 void DrawRay(Ray ray, Color color); // Draw a ray line
1404 void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1405 void DrawGizmo(Vector3 position); // Draw simple gizmo
1406 //DrawTorus (), DrawTeapot () could be useful?
1407 
1408 //------------------------------------------------------------------------------------
1409 // Model 3d Loading and Drawing Functions (Module: models)
1410 //------------------------------------------------------------------------------------
1411 
1412 // Model loading/unloading functions
1413 Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
1414 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
1415 void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
1416 
1417 // Mesh loading/unloading functions
1418 Mesh* LoadMeshes(const(char)* fileName, int* meshCount); // Load meshes from model file
1419 void ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file
1420 void UnloadMesh(Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
1421 
1422 // Material loading/unloading functions
1423 Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
1424 Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1425 void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
1426 void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
1427 void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
1428 
1429 // Model animations loading/unloading functions
1430 ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file
1431 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
1432 void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
1433 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
1434 
1435 // Mesh generation functions
1436 Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
1437 Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1438 Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
1439 Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1440 Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1441 Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
1442 Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
1443 Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1444 Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1445 Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1446 
1447 // Mesh manipulation functions
1448 BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
1449 void MeshTangents(Mesh* mesh); // Compute mesh tangents
1450 void MeshBinormals(Mesh* mesh); // Compute mesh binormals
1451 
1452 // Model drawing functions
1453 void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1454 void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
1455         float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1456 void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1457 void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
1458         float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
1459 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
1460 void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
1461 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
1462         Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
1463 
1464 // Collision detection functions
1465 bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
1466 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
1467 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
1468 bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
1469 bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
1470 bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
1471 RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
1472 RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1473 RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
1474 
1475 //------------------------------------------------------------------------------------
1476 // Shaders System Functions (Module: rlgl)
1477 // NOTE: This functions are useless when using OpenGL 1.1
1478 //------------------------------------------------------------------------------------
1479 
1480 // Shader loading/unloading functions
1481 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
1482 Shader LoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
1483 void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
1484 
1485 Shader GetShaderDefault(); // Get default shader
1486 Texture2D GetTextureDefault(); // Get default texture
1487 Texture2D GetShapesTexture(); // Get texture to draw shapes
1488 Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
1489 void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
1490 
1491 // Shader configuration functions
1492 int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
1493 void SetShaderValue(Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
1494 void SetShaderValueV(Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
1495 void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
1496 void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
1497 void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
1498 void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
1499 Matrix GetMatrixModelview(); // Get internal modelview matrix
1500 Matrix GetMatrixProjection(); // Get internal projection matrix
1501 
1502 // Texture maps generation (PBR)
1503 // NOTE: Required shaders should be provided
1504 Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
1505 Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
1506 Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
1507 Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
1508 
1509 // Shading begin/end functions
1510 void BeginShaderMode(Shader shader); // Begin custom shader drawing
1511 void EndShaderMode(); // End custom shader drawing (use default shader)
1512 void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
1513 void EndBlendMode(); // End blending mode (reset to default: alpha blending)
1514 
1515 // VR control functions
1516 void InitVrSimulator(); // Init VR simulator for selected device parameters
1517 void CloseVrSimulator(); // Close VR simulator for current device
1518 void UpdateVrTracking(Camera* camera); // Update VR tracking (position and orientation) and camera
1519 void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
1520 bool IsVrSimulatorReady(); // Detect if VR simulator is ready
1521 void ToggleVrMode(); // Enable/Disable VR experience
1522 void BeginVrDrawing(); // Begin VR simulator stereo rendering
1523 void EndVrDrawing(); // End VR simulator stereo rendering
1524 
1525 //------------------------------------------------------------------------------------
1526 // Audio Loading and Playing Functions (Module: audio)
1527 //------------------------------------------------------------------------------------
1528 
1529 // Audio device management functions
1530 void InitAudioDevice(); // Initialize audio device and context
1531 void CloseAudioDevice(); // Close the audio device and context
1532 bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
1533 void SetMasterVolume(float volume); // Set master volume (listener)
1534 
1535 // Wave/Sound loading/unloading functions
1536 Wave LoadWave(const(char)* fileName); // Load wave data from file
1537 Sound LoadSound(const(char)* fileName); // Load sound from file
1538 Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
1539 void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
1540 void UnloadWave(Wave wave); // Unload wave data
1541 void UnloadSound(Sound sound); // Unload sound
1542 void ExportWave(Wave wave, const(char)* fileName); // Export wave data to file
1543 void ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
1544 
1545 // Wave/Sound management functions
1546 void PlaySound(Sound sound); // Play a sound
1547 void StopSound(Sound sound); // Stop playing a sound
1548 void PauseSound(Sound sound); // Pause a sound
1549 void ResumeSound(Sound sound); // Resume a paused sound
1550 void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
1551 void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
1552 int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
1553 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
1554 void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1555 void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1556 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1557 Wave WaveCopy(Wave wave); // Copy a wave to a new wave
1558 void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
1559 float* GetWaveData(Wave wave); // Get samples data from wave as a floats array
1560 
1561 // Music management functions
1562 Music LoadMusicStream(const(char)* fileName); // Load music stream from file
1563 void UnloadMusicStream(Music music); // Unload music stream
1564 void PlayMusicStream(Music music); // Start music playing
1565 void UpdateMusicStream(Music music); // Updates buffers for music streaming
1566 void StopMusicStream(Music music); // Stop music playing
1567 void PauseMusicStream(Music music); // Pause music playing
1568 void ResumeMusicStream(Music music); // Resume playing paused music
1569 bool IsMusicPlaying(Music music); // Check if music is playing
1570 void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
1571 void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
1572 void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
1573 float GetMusicTimeLength(Music music); // Get music time length (in seconds)
1574 float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
1575 
1576 // AudioStream management functions
1577 AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
1578 void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
1579 void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
1580 bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
1581 void PlayAudioStream(AudioStream stream); // Play audio stream
1582 void PauseAudioStream(AudioStream stream); // Pause audio stream
1583 void ResumeAudioStream(AudioStream stream); // Resume audio stream
1584 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
1585 void StopAudioStream(AudioStream stream); // Stop audio stream
1586 void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1587 void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1588 void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
1589 
1590 //------------------------------------------------------------------------------------
1591 // Network (Module: network)
1592 //------------------------------------------------------------------------------------
1593 
1594 // IN PROGRESS: Check rnet.h for reference
1595 
1596 // RAYLIB_H