parin/vendor/ray/raylib.d
2024-03-05 07:59:55 +02:00

1695 lines
100 KiB
D

/**********************************************************************************************
*
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
* - Animated 3D models supported (skeletal bones animation) (IQM)
* - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
* NOTES:
* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
*
* DEPENDENCIES (included):
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
*
* OPTIONAL DEPENDENCIES (included):
* [rcore] msf_gif (Miles Fogle) for GIF recording
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [raudio] dr_wav (David Reid) for WAV audio file loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
*
*
* LICENSE: zlib/libpng
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
module popka.vendor.ray.raylib;
import core.stdc.config;
import core.stdc.stdarg;
import core.stdc.stdlib;
extern (C):
// Required for: va_list - Only used by TraceLogCallback
enum RAYLIB_VERSION_MAJOR = 5;
enum RAYLIB_VERSION_MINOR = 0;
enum RAYLIB_VERSION_PATCH = 0;
enum RAYLIB_VERSION = "5.0";
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
// We are building the library as a Win32 shared library (.dll)
// We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
enum PI = 3.14159265358979323846f;
enum DEG2RAD = PI / 180.0f;
enum RAD2DEG = 180.0f / PI;
// Allow custom memory allocators
// NOTE: Require recompiling raylib sources
alias RL_MALLOC = malloc;
alias RL_CALLOC = calloc;
alias RL_REALLOC = realloc;
alias RL_FREE = free;
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
// This is called aggregate initialization (C++11 feature)
extern (D) auto CLITERAL(T)(auto ref T type)
{
return type;
}
// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
// NOTE: We set some defines with some data types declared by raylib
// Other modules (raymath, rlgl) also require some of those types, so,
// to be able to use those other modules as standalone (not depending on raylib)
// this defines are very useful for internal check and avoid type (re)definitions
// Some Basic Colors
// 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)
enum LIGHTGRAY = Color( 200, 200, 200, 255 ); // Light Gray
enum GRAY = Color( 130, 130, 130, 255 ); // Gray
enum DARKGRAY = Color( 80, 80, 80, 255 ); // Dark Gray
enum YELLOW = Color( 253, 249, 0, 255 ); // Yellow
enum GOLD = Color( 255, 203, 0, 255 ); // Gold
enum ORANGE = Color( 255, 161, 0, 255 ); // Orange
enum PINK = Color( 255, 109, 194, 255 ); // Pink
enum RED = Color( 230, 41, 55, 255 ); // Red
enum MAROON = Color( 190, 33, 55, 255 ); // Maroon
enum GREEN = Color( 0, 228, 48, 255 ); // Green
enum LIME = Color( 0, 158, 47, 255 ); // Lime
enum DARKGREEN = Color( 0, 117, 44, 255 ); // Dark Green
enum SKYBLUE = Color( 102, 191, 255, 255 ); // Sky Blue
enum BLUE = Color( 0, 121, 241, 255 ); // Blue
enum DARKBLUE = Color( 0, 82, 172, 255 ); // Dark Blue
enum PURPLE = Color( 200, 122, 255, 255 ); // Purple
enum VIOLET = Color( 135, 60, 190, 255 ); // Violet
enum DARKPURPLE = Color( 112, 31, 126, 255 ); // Dark Purple
enum BEIGE = Color( 211, 176, 131, 255 ); // Beige
enum BROWN = Color( 127, 106, 79, 255 ); // Brown
enum DARKBROWN = Color( 76, 63, 47, 255 ); // Dark Brown
enum WHITE = Color( 255, 255, 255, 255 ); // White
enum BLACK = Color( 0, 0, 0, 255 ); // Black
enum BLANK = Color( 0, 0, 0, 0 ); // Blank (Transparent)
enum MAGENTA = Color( 255, 0, 255, 255 ); // Magenta
enum RAYWHITE = Color( 245, 245, 245, 255 ); // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
// Vector2, 2 components
struct Vector2
{
float x; // Vector x component
float y; // Vector y component
}
// Vector3, 3 components
struct Vector3
{
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
}
// Vector4, 4 components
struct Vector4
{
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
float w; // Vector w component
}
// Quaternion, 4 components (Vector4 alias)
alias Quaternion = Vector4;
// Matrix, 4x4 components, column major, OpenGL style, right-handed
struct Matrix
{
float m0;
float m4;
float m8;
float m12; // Matrix first row (4 components)
float m1;
float m5;
float m9;
float m13; // Matrix second row (4 components)
float m2;
float m6;
float m10;
float m14; // Matrix third row (4 components)
float m3;
float m7;
float m11;
float m15; // Matrix fourth row (4 components)
}
// Color, 4 components, R8G8B8A8 (32bit)
struct Color
{
ubyte r; // Color red value
ubyte g; // Color green value
ubyte b; // Color blue value
ubyte a; // Color alpha value
}
// Rectangle, 4 components
struct Rectangle
{
float x; // Rectangle top-left corner position x
float y; // Rectangle top-left corner position y
float width; // Rectangle width
float height; // Rectangle height
}
// Image, pixel data stored in CPU memory (RAM)
struct Image
{
void* data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
}
// Texture, tex data stored in GPU memory (VRAM)
struct Texture
{
uint id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
}
// Texture2D, same as Texture
alias Texture2D = Texture;
// TextureCubemap, same as Texture
alias TextureCubemap = Texture;
// RenderTexture, fbo for texture rendering
struct RenderTexture
{
uint id; // OpenGL framebuffer object id
Texture texture; // Color buffer attachment texture
Texture depth; // Depth buffer attachment texture
}
// RenderTexture2D, same as RenderTexture
alias RenderTexture2D = RenderTexture;
// NPatchInfo, n-patch layout info
struct NPatchInfo
{
Rectangle source; // Texture source rectangle
int left; // Left border offset
int top; // Top border offset
int right; // Right border offset
int bottom; // Bottom border offset
int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
}
// GlyphInfo, font characters glyphs info
struct GlyphInfo
{
int value; // Character value (Unicode)
int offsetX; // Character offset X when drawing
int offsetY; // Character offset Y when drawing
int advanceX; // Character advance position X
Image image; // Character image data
}
// Font, font texture and GlyphInfo array data
struct Font
{
int baseSize; // Base size (default chars height)
int glyphCount; // Number of glyph characters
int glyphPadding; // Padding around the glyph characters
Texture2D texture; // Texture atlas containing the glyphs
Rectangle* recs; // Rectangles in texture for the glyphs
GlyphInfo* glyphs; // Glyphs info data
}
// Camera, defines position/orientation in 3d space
struct Camera3D
{
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
}
alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
// Camera2D, defines position/orientation in 2d space
struct Camera2D
{
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
}
// Mesh, vertex data and vao/vbo
struct Mesh
{
int vertexCount; // Number of vertices stored in arrays
int triangleCount; // Number of triangles stored (indexed or not)
// Vertex attributes data
float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
ushort* indices; // Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float* animVertices; // Animated vertex positions (after bones transformations)
float* animNormals; // Animated normals (after bones transformations)
ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
uint vaoId; // OpenGL Vertex Array Object id
uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
}
// Shader
struct Shader
{
uint id; // Shader program id
int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
}
// MaterialMap
struct MaterialMap
{
Texture2D texture; // Material map texture
Color color; // Material map color
float value; // Material map value
}
// Material, includes shader and maps
struct Material
{
Shader shader; // Material shader
MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
float[4] params; // Material generic parameters (if required)
}
// Transform, vertex transformation data
struct Transform
{
Vector3 translation; // Translation
Quaternion rotation; // Rotation
Vector3 scale; // Scale
}
// Bone, skeletal animation bone
struct BoneInfo
{
char[32] name; // Bone name
int parent; // Bone parent
}
// Model, meshes, materials and animation data
struct Model
{
Matrix transform; // Local transform matrix
int meshCount; // Number of meshes
int materialCount; // Number of materials
Mesh* meshes; // Meshes array
Material* materials; // Materials array
int* meshMaterial; // Mesh material number
// Animation data
int boneCount; // Number of bones
BoneInfo* bones; // Bones information (skeleton)
Transform* bindPose; // Bones base transformation (pose)
}
// ModelAnimation
struct ModelAnimation
{
int boneCount; // Number of bones
int frameCount; // Number of animation frames
BoneInfo* bones; // Bones information (skeleton)
Transform** framePoses; // Poses array by frame
char[32] name; // Animation name
}
// Ray, ray for raycasting
struct Ray
{
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
}
// RayCollision, ray hit information
struct RayCollision
{
bool hit; // Did the ray hit something?
float distance; // Distance to the nearest hit
Vector3 point; // Point of the nearest hit
Vector3 normal; // Surface normal of hit
}
// BoundingBox
struct BoundingBox
{
Vector3 min; // Minimum vertex box-corner
Vector3 max; // Maximum vertex box-corner
}
// Wave, audio wave data
struct Wave
{
uint frameCount; // Total number of frames (considering channels)
uint sampleRate; // Frequency (samples per second)
uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
uint channels; // Number of channels (1-mono, 2-stereo, ...)
void* data; // Buffer data pointer
}
// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
struct rAudioBuffer;
struct rAudioProcessor;
// AudioStream, custom audio stream
struct AudioStream
{
rAudioBuffer* buffer; // Pointer to internal data used by the audio system
rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
uint sampleRate; // Frequency (samples per second)
uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
uint channels; // Number of channels (1-mono, 2-stereo, ...)
}
// Sound
struct Sound
{
AudioStream stream; // Audio stream
uint frameCount; // Total number of frames (considering channels)
}
// Music, audio stream, anything longer than ~10 seconds should be streamed
struct Music
{
AudioStream stream; // Audio stream
uint frameCount; // Total number of frames (considering channels)
bool looping; // Music looping enable
int ctxType; // Type of music context (audio filetype)
void* ctxData; // Audio context data, depends on type
}
// VrDeviceInfo, Head-Mounted-Display device parameters
struct VrDeviceInfo
{
int hResolution; // Horizontal resolution in pixels
int vResolution; // Vertical resolution in pixels
float hScreenSize; // Horizontal size in meters
float vScreenSize; // Vertical size in meters
float vScreenCenter; // Screen center in meters
float eyeToScreenDistance; // Distance between eye and display in meters
float lensSeparationDistance; // Lens separation distance in meters
float interpupillaryDistance; // IPD (distance between pupils) in meters
float[4] lensDistortionValues; // Lens distortion constant parameters
float[4] chromaAbCorrection; // Chromatic aberration correction parameters
}
// VrStereoConfig, VR stereo rendering configuration for simulator
struct VrStereoConfig
{
Matrix[2] projection; // VR projection matrices (per eye)
Matrix[2] viewOffset; // VR view offset matrices (per eye)
float[2] leftLensCenter; // VR left lens center
float[2] rightLensCenter; // VR right lens center
float[2] leftScreenCenter; // VR left screen center
float[2] rightScreenCenter; // VR right screen center
float[2] scale; // VR distortion scale
float[2] scaleIn; // VR distortion scale in
}
// File path list
struct FilePathList
{
uint capacity; // Filepaths max entries
uint count; // Filepaths entries count
char** paths; // Filepaths entries
}
// Automation event
struct AutomationEvent
{
uint frame; // Event frame
uint type; // Event type (AutomationEventType)
int[4] params; // Event parameters (if required)
}
// Automation event list
struct AutomationEventList
{
uint capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
uint count; // Events entries count
AutomationEvent* events; // Events entries
}
//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System/Window config flags
// NOTE: Every bit registers one state (use it with bit masks)
// By default all flags are set to 0
enum
{
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
}
// Trace log level
// NOTE: Organized by priority level
enum
{
LOG_ALL = 0, // Display all logs
LOG_TRACE = 1, // Trace logging, intended for internal use only
LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO = 3, // Info logging, used for program execution info
LOG_WARNING = 4, // Warning logging, used on recoverable failures
LOG_ERROR = 5, // Error logging, used on unrecoverable failures
LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE = 7 // Disable logging
}
// Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts
enum
{
KEY_NULL = 0, // Key: NULL, used for no key pressed
// Alphanumeric keys
KEY_APOSTROPHE = 39, // Key: '
KEY_COMMA = 44, // Key: ,
KEY_MINUS = 45, // Key: -
KEY_PERIOD = 46, // Key: .
KEY_SLASH = 47, // Key: /
KEY_ZERO = 48, // Key: 0
KEY_ONE = 49, // Key: 1
KEY_TWO = 50, // Key: 2
KEY_THREE = 51, // Key: 3
KEY_FOUR = 52, // Key: 4
KEY_FIVE = 53, // Key: 5
KEY_SIX = 54, // Key: 6
KEY_SEVEN = 55, // Key: 7
KEY_EIGHT = 56, // Key: 8
KEY_NINE = 57, // Key: 9
KEY_SEMICOLON = 59, // Key: ;
KEY_EQUAL = 61, // Key: =
KEY_A = 65, // Key: A | a
KEY_B = 66, // Key: B | b
KEY_C = 67, // Key: C | c
KEY_D = 68, // Key: D | d
KEY_E = 69, // Key: E | e
KEY_F = 70, // Key: F | f
KEY_G = 71, // Key: G | g
KEY_H = 72, // Key: H | h
KEY_I = 73, // Key: I | i
KEY_J = 74, // Key: J | j
KEY_K = 75, // Key: K | k
KEY_L = 76, // Key: L | l
KEY_M = 77, // Key: M | m
KEY_N = 78, // Key: N | n
KEY_O = 79, // Key: O | o
KEY_P = 80, // Key: P | p
KEY_Q = 81, // Key: Q | q
KEY_R = 82, // Key: R | r
KEY_S = 83, // Key: S | s
KEY_T = 84, // Key: T | t
KEY_U = 85, // Key: U | u
KEY_V = 86, // Key: V | v
KEY_W = 87, // Key: W | w
KEY_X = 88, // Key: X | x
KEY_Y = 89, // Key: Y | y
KEY_Z = 90, // Key: Z | z
KEY_LEFT_BRACKET = 91, // Key: [
KEY_BACKSLASH = 92, // Key: '\'
KEY_RIGHT_BRACKET = 93, // Key: ]
KEY_GRAVE = 96, // Key: `
// Function keys
KEY_SPACE = 32, // Key: Space
KEY_ESCAPE = 256, // Key: Esc
KEY_ENTER = 257, // Key: Enter
KEY_TAB = 258, // Key: Tab
KEY_BACKSPACE = 259, // Key: Backspace
KEY_INSERT = 260, // Key: Ins
KEY_DELETE = 261, // Key: Del
KEY_RIGHT = 262, // Key: Cursor right
KEY_LEFT = 263, // Key: Cursor left
KEY_DOWN = 264, // Key: Cursor down
KEY_UP = 265, // Key: Cursor up
KEY_PAGE_UP = 266, // Key: Page up
KEY_PAGE_DOWN = 267, // Key: Page down
KEY_HOME = 268, // Key: Home
KEY_END = 269, // Key: End
KEY_CAPS_LOCK = 280, // Key: Caps lock
KEY_SCROLL_LOCK = 281, // Key: Scroll down
KEY_NUM_LOCK = 282, // Key: Num lock
KEY_PRINT_SCREEN = 283, // Key: Print screen
KEY_PAUSE = 284, // Key: Pause
KEY_F1 = 290, // Key: F1
KEY_F2 = 291, // Key: F2
KEY_F3 = 292, // Key: F3
KEY_F4 = 293, // Key: F4
KEY_F5 = 294, // Key: F5
KEY_F6 = 295, // Key: F6
KEY_F7 = 296, // Key: F7
KEY_F8 = 297, // Key: F8
KEY_F9 = 298, // Key: F9
KEY_F10 = 299, // Key: F10
KEY_F11 = 300, // Key: F11
KEY_F12 = 301, // Key: F12
KEY_LEFT_SHIFT = 340, // Key: Shift left
KEY_LEFT_CONTROL = 341, // Key: Control left
KEY_LEFT_ALT = 342, // Key: Alt left
KEY_LEFT_SUPER = 343, // Key: Super left
KEY_RIGHT_SHIFT = 344, // Key: Shift right
KEY_RIGHT_CONTROL = 345, // Key: Control right
KEY_RIGHT_ALT = 346, // Key: Alt right
KEY_RIGHT_SUPER = 347, // Key: Super right
KEY_KB_MENU = 348, // Key: KB menu
// Keypad keys
KEY_KP_0 = 320, // Key: Keypad 0
KEY_KP_1 = 321, // Key: Keypad 1
KEY_KP_2 = 322, // Key: Keypad 2
KEY_KP_3 = 323, // Key: Keypad 3
KEY_KP_4 = 324, // Key: Keypad 4
KEY_KP_5 = 325, // Key: Keypad 5
KEY_KP_6 = 326, // Key: Keypad 6
KEY_KP_7 = 327, // Key: Keypad 7
KEY_KP_8 = 328, // Key: Keypad 8
KEY_KP_9 = 329, // Key: Keypad 9
KEY_KP_DECIMAL = 330, // Key: Keypad .
KEY_KP_DIVIDE = 331, // Key: Keypad /
KEY_KP_MULTIPLY = 332, // Key: Keypad *
KEY_KP_SUBTRACT = 333, // Key: Keypad -
KEY_KP_ADD = 334, // Key: Keypad +
KEY_KP_ENTER = 335, // Key: Keypad Enter
KEY_KP_EQUAL = 336, // Key: Keypad =
// Android key buttons
KEY_BACK = 4, // Key: Android back button
KEY_MENU = 82, // Key: Android menu button
KEY_VOLUME_UP = 24, // Key: Android volume up button
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
}
// Add backwards compatibility support for deprecated names
enum MOUSE_LEFT_BUTTON = MOUSE_BUTTON_LEFT;
enum MOUSE_RIGHT_BUTTON = MOUSE_BUTTON_RIGHT;
enum MOUSE_MIDDLE_BUTTON = MOUSE_BUTTON_MIDDLE;
// Mouse buttons
enum
{
MOUSE_BUTTON_LEFT = 0, // Mouse button left
MOUSE_BUTTON_RIGHT = 1, // Mouse button right
MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device)
}
// Mouse cursor
enum
{
MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
MOUSE_CURSOR_ARROW = 1, // Arrow shape
MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
}
// Gamepad buttons
enum
{
GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
}
// Gamepad axis
enum
{
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
}
// Material map index
enum
{
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL = 2, // Normal material
MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
MATERIAL_MAP_EMISSION = 5, // Emission material
MATERIAL_MAP_HEIGHT = 6, // Heightmap material
MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDF = 10 // Brdf material
}
enum MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO;
enum MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS;
// Shader location index
enum
{
SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
}
enum SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO;
enum SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS;
// Shader uniform data type
enum
{
SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT = 4, // Shader uniform type: int
SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
}
// Shader attribute data types
enum
{
SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
}
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
enum
{
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float)
PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp
}
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
enum
{
TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
}
// Texture parameters: wrap mode
enum
{
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
}
// Cubemap layouts
enum
{
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirrectangular map)
}
// Font type, defines generation method
enum
{
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
FONT_SDF = 2 // SDF font generation, requires external shader
}
// Color blending modes (pre-defined)
enum
{
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE = 1, // Blend textures adding colors
BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
}
// Gesture
// NOTE: Provided as bit-wise flags to enable only desired gestures
enum
{
GESTURE_NONE = 0, // No gesture
GESTURE_TAP = 1, // Tap gesture
GESTURE_DOUBLETAP = 2, // Double tap gesture
GESTURE_HOLD = 4, // Hold gesture
GESTURE_DRAG = 8, // Drag gesture
GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
GESTURE_SWIPE_UP = 64, // Swipe up gesture
GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
GESTURE_PINCH_IN = 256, // Pinch in gesture
GESTURE_PINCH_OUT = 512 // Pinch out gesture
}
// Camera system modes
enum
{
CAMERA_CUSTOM = 0, // Custom camera
CAMERA_FREE = 1, // Free camera
CAMERA_ORBITAL = 2, // Orbital camera
CAMERA_FIRST_PERSON = 3, // First person camera
CAMERA_THIRD_PERSON = 4 // Third person camera
}
// Camera projection
enum
{
CAMERA_PERSPECTIVE = 0, // Perspective projection
CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
}
// N-patch layout
enum
{
NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
}
// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advance users
alias TraceLogCallback = void function (int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
alias LoadFileDataCallback = ubyte* function (const(char)* fileName, int* dataSize); // FileIO: Load binary data
alias SaveFileDataCallback = bool function (const(char)* fileName, void* data, int dataSize); // FileIO: Save binary data
alias LoadFileTextCallback = char* function (const(char)* fileName); // FileIO: Load text data
alias SaveFileTextCallback = bool function (const(char)* fileName, char* text); // FileIO: Save text data
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
// Prevents name mangling of functions
// Window-related functions
void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
void CloseWindow (); // Close window and unload OpenGL context
bool WindowShouldClose (); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
bool IsWindowReady (); // Check if window has been initialized successfully
bool IsWindowFullscreen (); // Check if window is currently fullscreen
bool IsWindowHidden (); // Check if window is currently hidden (only PLATFORM_DESKTOP)
bool IsWindowMinimized (); // Check if window is currently minimized (only PLATFORM_DESKTOP)
bool IsWindowMaximized (); // Check if window is currently maximized (only PLATFORM_DESKTOP)
bool IsWindowFocused (); // Check if window is currently focused (only PLATFORM_DESKTOP)
bool IsWindowResized (); // Check if window has been resized last frame
bool IsWindowState (uint flag); // Check if one specific window flag is enabled
void SetWindowState (uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
void ClearWindowState (uint flags); // Clear window configuration state flags
void ToggleFullscreen (); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
void ToggleBorderlessWindowed (); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
void MaximizeWindow (); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
void MinimizeWindow (); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
void RestoreWindow (); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
void SetWindowIcon (Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
void SetWindowIcons (Image* images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void SetWindowMonitor (int monitor); // Set monitor for the current window
void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize (int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowSize (int width, int height); // Set window dimensions
void SetWindowOpacity (float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
void SetWindowFocused (); // Set window focused (only PLATFORM_DESKTOP)
void* GetWindowHandle (); // Get native window handle
int GetScreenWidth (); // Get current screen width
int GetScreenHeight (); // Get current screen height
int GetRenderWidth (); // Get current render width (it considers HiDPI)
int GetRenderHeight (); // Get current render height (it considers HiDPI)
int GetMonitorCount (); // Get number of connected monitors
int GetCurrentMonitor (); // Get current connected monitor
Vector2 GetMonitorPosition (int monitor); // Get specified monitor position
int GetMonitorWidth (int monitor); // Get specified monitor width (current video mode used by monitor)
int GetMonitorHeight (int monitor); // Get specified monitor height (current video mode used by monitor)
int GetMonitorPhysicalWidth (int monitor); // Get specified monitor physical width in millimetres
int GetMonitorPhysicalHeight (int monitor); // Get specified monitor physical height in millimetres
int GetMonitorRefreshRate (int monitor); // Get specified monitor refresh rate
Vector2 GetWindowPosition (); // Get window position XY on monitor
Vector2 GetWindowScaleDPI (); // Get window scale DPI factor
const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
void SetClipboardText (const(char)* text); // Set clipboard text content
const(char)* GetClipboardText (); // Get clipboard text content
void EnableEventWaiting (); // Enable waiting for events on EndDrawing(), no automatic event polling
void DisableEventWaiting (); // Disable waiting for events on EndDrawing(), automatic events polling
// Cursor-related functions
void ShowCursor (); // Shows cursor
void HideCursor (); // Hides cursor
bool IsCursorHidden (); // Check if cursor is not visible
void EnableCursor (); // Enables cursor (unlock cursor)
void DisableCursor (); // Disables cursor (lock cursor)
bool IsCursorOnScreen (); // Check if cursor is on the screen
// Drawing-related functions
void ClearBackground (Color color); // Set background color (framebuffer clear color)
void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
void BeginMode2D (Camera2D camera); // Begin 2D mode with custom camera (2D)
void EndMode2D (); // Ends 2D mode with custom camera
void BeginMode3D (Camera3D camera); // Begin 3D mode with custom camera (3D)
void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode (RenderTexture2D target); // Begin drawing to render texture
void EndTextureMode (); // Ends drawing to render texture
void BeginShaderMode (Shader shader); // Begin custom shader drawing
void EndShaderMode (); // End custom shader drawing (use default shader)
void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
void EndBlendMode (); // End blending mode (reset to default: alpha blending)
void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
void EndScissorMode (); // End scissor mode
void BeginVrStereoMode (VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
void EndVrStereoMode (); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
VrStereoConfig LoadVrStereoConfig (VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
void UnloadVrStereoConfig (VrStereoConfig config); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
Shader LoadShaderFromMemory (const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
bool IsShaderReady (Shader shader); // Check if a shader is ready
int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
int GetShaderLocationAttrib (Shader shader, const(char)* attribName); // Get shader attribute location
void SetShaderValue (Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
void SetShaderValueV (Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
void SetShaderValueMatrix (Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderValueTexture (Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
Matrix GetCameraMatrix (Camera camera); // Get camera transform matrix (view matrix)
Matrix GetCameraMatrix2D (Camera2D camera); // Get camera 2d transform matrix
Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
Vector2 GetScreenToWorld2D (Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
Vector2 GetWorldToScreenEx (Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
Vector2 GetWorldToScreen2D (Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
// Timing-related functions
void SetTargetFPS (int fps); // Set target FPS (maximum)
float GetFrameTime (); // Get time in seconds for last frame drawn (delta time)
double GetTime (); // Get elapsed time in seconds since InitWindow()
int GetFPS (); // Get current FPS
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
void SwapScreenBuffer (); // Swap back buffer with front buffer (screen drawing)
void PollInputEvents (); // Register all input events
void WaitTime (double seconds); // Wait for some time (halt program execution)
// Random values generation functions
void SetRandomSeed (uint seed); // Set the seed for the random number generator
int GetRandomValue (int min, int max); // Get a random value between min and max (both included)
int* LoadRandomSequence (uint count, int min, int max); // Load random values sequence, no values repeated
void UnloadRandomSequence (int* sequence); // Unload random values sequence
// Misc. functions
void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
void SetConfigFlags (uint flags); // Setup init configuration flags (view FLAGS)
void OpenURL (const(char)* url); // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
void TraceLog (int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
void SetTraceLogLevel (int logLevel); // Set the current threshold (minimum) log level
void* MemAlloc (uint size); // Internal memory allocator
void* MemRealloc (void* ptr, uint size); // Internal memory reallocator
void MemFree (void* ptr); // Internal memory free
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
void SetTraceLogCallback (TraceLogCallback callback); // Set custom trace log
void SetLoadFileDataCallback (LoadFileDataCallback callback); // Set custom file binary data loader
void SetSaveFileDataCallback (SaveFileDataCallback callback); // Set custom file binary data saver
void SetLoadFileTextCallback (LoadFileTextCallback callback); // Set custom file text data loader
void SetSaveFileTextCallback (SaveFileTextCallback callback); // Set custom file text data saver
// Files management functions
ubyte* LoadFileData (const(char)* fileName, int* dataSize); // Load file data as byte array (read)
void UnloadFileData (ubyte* data); // Unload file data allocated by LoadFileData()
bool SaveFileData (const(char)* fileName, void* data, int dataSize); // Save data to file from byte array (write), returns true on success
bool ExportDataAsCode (const(ubyte)* data, int dataSize, const(char)* fileName); // Export data to code (.h), returns true on success
char* LoadFileText (const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
void UnloadFileText (char* text); // Unload file text data allocated by LoadFileText()
bool SaveFileText (const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
//------------------------------------------------------------------
// File system functions
bool FileExists (const(char)* fileName); // Check if file exists
bool DirectoryExists (const(char)* dirPath); // Check if a directory path exists
bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
int GetFileLength (const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
const(char)* GetFileExtension (const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (uses static string)
const(char)* GetDirectoryPath (const(char)* filePath); // Get full path for a given fileName with path (uses static string)
const(char)* GetPrevDirectoryPath (const(char)* dirPath); // Get previous directory path for a given path (uses static string)
const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
const(char)* GetApplicationDirectory (); // Get the directory of the running application (uses static string)
bool ChangeDirectory (const(char)* dir); // Change working directory, return true on success
bool IsPathFile (const(char)* path); // Check if a given path is a file or a directory
FilePathList LoadDirectoryFiles (const(char)* dirPath); // Load directory filepaths
FilePathList LoadDirectoryFilesEx (const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
void UnloadDirectoryFiles (FilePathList files); // Unload filepaths
bool IsFileDropped (); // Check if a file has been dropped into window
FilePathList LoadDroppedFiles (); // Load dropped filepaths
void UnloadDroppedFiles (FilePathList files); // Unload dropped filepaths
c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
// Compression/Encoding functionality
ubyte* CompressData (const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
ubyte* DecompressData (const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
char* EncodeDataBase64 (const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree()
ubyte* DecodeDataBase64 (const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree()
// Automation events functionality
AutomationEventList LoadAutomationEventList (const(char)* fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
void UnloadAutomationEventList (AutomationEventList* list); // Unload automation events list from file
bool ExportAutomationEventList (AutomationEventList list, const(char)* fileName); // Export automation events list as text file
void SetAutomationEventList (AutomationEventList* list); // Set automation event list to record to
void SetAutomationEventBaseFrame (int frame); // Set automation event internal base frame to start recording
void StartAutomationEventRecording (); // Start recording automation events (AutomationEventList must be set)
void StopAutomationEventRecording (); // Stop recording automation events
void PlayAutomationEvent (AutomationEvent event); // Play a recorded automation event
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
bool IsKeyPressed (int key); // Check if a key has been pressed once
bool IsKeyPressedRepeat (int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
bool IsKeyDown (int key); // Check if a key is being pressed
bool IsKeyReleased (int key); // Check if a key has been released once
bool IsKeyUp (int key); // Check if a key is NOT being pressed
int GetKeyPressed (); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
int GetCharPressed (); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
bool IsGamepadAvailable (int gamepad); // Check if a gamepad is available
const(char)* GetGamepadName (int gamepad); // Get gamepad internal name id
bool IsGamepadButtonPressed (int gamepad, int button); // Check if a gamepad button has been pressed once
bool IsGamepadButtonDown (int gamepad, int button); // Check if a gamepad button is being pressed
bool IsGamepadButtonReleased (int gamepad, int button); // Check if a gamepad button has been released once
bool IsGamepadButtonUp (int gamepad, int button); // Check if a gamepad button is NOT being pressed
int GetGamepadButtonPressed (); // Get the last gamepad button pressed
int GetGamepadAxisCount (int gamepad); // Get gamepad axis count for a gamepad
float GetGamepadAxisMovement (int gamepad, int axis); // Get axis movement value for a gamepad axis
int SetGamepadMappings (const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
bool IsMouseButtonPressed (int button); // Check if a mouse button has been pressed once
bool IsMouseButtonDown (int button); // Check if a mouse button is being pressed
bool IsMouseButtonReleased (int button); // Check if a mouse button has been released once
bool IsMouseButtonUp (int button); // Check if a mouse button is NOT being pressed
int GetMouseX (); // Get mouse position X
int GetMouseY (); // Get mouse position Y
Vector2 GetMousePosition (); // Get mouse position XY
Vector2 GetMouseDelta (); // Get mouse delta between frames
void SetMousePosition (int x, int y); // Set mouse position XY
void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
float GetMouseWheelMove (); // Get mouse wheel movement for X or Y, whichever is larger
Vector2 GetMouseWheelMoveV (); // Get mouse wheel movement for both X and Y
void SetMouseCursor (int cursor); // Set mouse cursor
// Input-related functions: touch
int GetTouchX (); // Get touch position X for touch point 0 (relative to screen size)
int GetTouchY (); // Get touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition (int index); // Get touch position XY for a touch point index (relative to screen size)
int GetTouchPointId (int index); // Get touch point identifier for given index
int GetTouchPointCount (); // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled (uint flags); // Enable a set of gestures using flags
bool IsGestureDetected (uint gesture); // Check if a gesture have been detected
int GetGestureDetected (); // Get latest detected gesture
float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector (); // Get gesture drag vector
float GetGestureDragAngle (); // Get gesture drag angle
Vector2 GetGesturePinchVector (); // Get gesture pinch delta
float GetGesturePinchAngle (); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
void UpdateCamera (Camera* camera, int mode); // Update camera position for selected mode
void UpdateCameraPro (Camera* camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
void SetShapesTexture (Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
void DrawPixel (int posX, int posY, Color color); // Draw a pixel
void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
void DrawLineStrip (Vector2* points, int pointCount, Color color); // Draw lines sequence (using gl lines)
void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleSector (Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
void DrawCircleSectorLines (Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawCircleLinesV (Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
void DrawEllipse (int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
void DrawEllipseLines (int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
void DrawRing (Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawRectangleLinesEx (Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
void DrawTriangleFan (Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
void DrawTriangleStrip (Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points
void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyLines (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
void DrawPolyLinesEx (Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
void DrawSplineLinear (Vector2* points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
void DrawSplineBasis (Vector2* points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
void DrawSplineCatmullRom (Vector2* points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
void DrawSplineBezierQuadratic (Vector2* points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
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...]
void DrawSplineSegmentLinear (Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
void DrawSplineSegmentBasis (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
void DrawSplineSegmentCatmullRom (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
void DrawSplineSegmentBezierQuadratic (Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
void DrawSplineSegmentBezierCubic (Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
Vector2 GetSplinePointLinear (Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
Vector2 GetSplinePointBasis (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
Vector2 GetSplinePointCatmullRom (Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
Vector2 GetSplinePointBezierQuad (Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
Vector2 GetSplinePointBezierCubic (Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
bool CheckCollisionPointPoly (Vector2 point, Vector2* points, int pointCount); // Check if point is within a polygon described by array of vertices
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
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]
Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image loading functions
// NOTE: These functions do not require GPU access
Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
Image LoadImageSvg (const(char)* fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
Image LoadImageAnim (const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
Image LoadImageFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
Image LoadImageFromTexture (Texture2D texture); // Load image from GPU texture data
Image LoadImageFromScreen (); // Load image from screen buffer and (screenshot)
bool IsImageReady (Image image); // Check if an image is ready
void UnloadImage (Image image); // Unload image from CPU memory (RAM)
bool ExportImage (Image image, const(char)* fileName); // Export image data to file, returns true on success
ubyte* ExportImageToMemory (Image image, const(char)* fileType, int* fileSize); // Export image to memory buffer
bool ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
Image GenImageColor (int width, int height, Color color); // Generate image: plain color
Image GenImageGradientLinear (int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
Image GenImageGradientSquare (int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
Image GenImageText (int width, int height, const(char)* text); // Generate image: grayscale image from text data
// Image manipulation functions
Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
Image ImageFromImage (Image image, Rectangle rec); // Create an image from another image piece
Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
void ImageToPOT (Image* image, Color fill); // Convert image to POT (power-of-two)
void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
void ImageBlurGaussian (Image* image, int blurSize); // Apply Gaussian blur using a box blur approximation
void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
void ImageMipmaps (Image* image); // Compute all mipmap levels for a provided image
void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
void ImageFlipVertical (Image* image); // Flip image vertically
void ImageFlipHorizontal (Image* image); // Flip image horizontally
void ImageRotate (Image* image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
void ImageColorTint (Image* image, Color color); // Modify image color: tint
void ImageColorInvert (Image* image); // Modify image color: invert
void ImageColorGrayscale (Image* image); // Modify image color: grayscale
void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
Color* LoadImageColors (Image image); // Load color data from image as a Color array (RGBA - 32bit)
Color* LoadImagePalette (Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
void UnloadImageColors (Color* colors); // Unload color data loaded with LoadImageColors()
void UnloadImagePalette (Color* colors); // Unload colors palette loaded with LoadImagePalette()
Rectangle GetImageAlphaBorder (Image image, float threshold); // Get image alpha border rectangle
Color GetImageColor (Image image, int x, int y); // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
void ImageClearBackground (Image* dst, Color color); // Clear image background with given color
void ImageDrawPixel (Image* dst, int posX, int posY, Color color); // Draw pixel within an image
void ImageDrawPixelV (Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
void ImageDrawLine (Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
void ImageDrawLineV (Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
void ImageDrawCircle (Image* dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
void ImageDrawCircleV (Image* dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
void ImageDrawCircleLines (Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
void ImageDrawCircleLinesV (Image* dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
void ImageDrawRectangle (Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
void ImageDrawRectangleV (Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
void ImageDrawRectangleRec (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
void ImageDrawText (Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
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)
// Texture loading functions
// NOTE: These functions require GPU access
Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
Texture2D LoadTextureFromImage (Image image); // Load texture from image data
TextureCubemap LoadTextureCubemap (Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
bool IsTextureReady (Texture2D texture); // Check if a texture is ready
void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
bool IsRenderTextureReady (RenderTexture2D target); // Check if a render texture is ready
void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
void UpdateTextureRec (Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
// Texture configuration functions
void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
void SetTextureFilter (Texture2D texture, int filter); // Set texture scaling filter mode
void SetTextureWrap (Texture2D texture, int wrap); // Set texture wrapping mode
// Texture drawing functions
void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec (Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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
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
// Color/pixel related functions
Color Fade (Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
int ColorToInt (Color color); // Get hexadecimal value for a Color
Vector4 ColorNormalize (Color color); // Get Color normalized as float [0..1]
Color ColorFromNormalized (Vector4 normalized); // Get Color from normalized values [0..1]
Vector3 ColorToHSV (Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
Color ColorFromHSV (float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
Color ColorTint (Color color, Color tint); // Get color multiplied with another color
Color ColorBrightness (Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
Color ColorContrast (Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
Color ColorAlpha (Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
Color ColorAlphaBlend (Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
Color GetColor (uint hexValue); // Get Color structure from hexadecimal value
Color GetPixelColor (void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
void SetPixelColor (void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes for certain format
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
Font GetFontDefault (); // Get the default Font
Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
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
Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
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'
bool IsFontReady (Font font); // Check if a font is ready
GlyphInfo* LoadFontData (const(ubyte)* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount, int type); // Load font data for further use
Image GenImageFontAtlas (const(GlyphInfo)* glyphs, Rectangle** glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
void UnloadFontData (GlyphInfo* glyphs, int glyphCount); // Unload font chars info data (RAM)
void UnloadFont (Font font); // Unload font from GPU memory (VRAM)
bool ExportFontAsCode (Font font, const(char)* fileName); // Export font as code file, returns true on success
// Text drawing functions
void DrawFPS (int posX, int posY); // Draw current FPS
void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
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)
void DrawTextCodepoint (Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
void DrawTextCodepoints (Font font, const(int)* codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
// Text font info functions
void SetTextLineSpacing (int spacing); // Set vertical line spacing when drawing with line-breaks
int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
int GetGlyphIndex (Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
GlyphInfo GetGlyphInfo (Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
Rectangle GetGlyphAtlasRec (Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
char* LoadUTF8 (const(int)* codepoints, int length); // Load UTF-8 text encoded from codepoints array
void UnloadUTF8 (char* text); // Unload UTF-8 text encoded from codepoints array
int* LoadCodepoints (const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
void UnloadCodepoints (int* codepoints); // Unload codepoints data from memory
int GetCodepointCount (const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
int GetCodepoint (const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
int GetCodepointNext (const(char)* text, int* codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
int GetCodepointPrevious (const(char)* text, int* codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
const(char)* CodepointToUTF8 (int codepoint, int* utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
int TextCopy (char* dst, const(char)* src); // Copy one string to another, returns bytes copied
bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf() style)
const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
char* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
char* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void DrawPoint3D (Vector3 position, Color color); // Draw a point in 3D space, actually a small line
void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
void DrawTriangle3D (Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangleStrip3D (Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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
void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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
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
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
void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawRay (Ray ray, Color color); // Draw a ray line
void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model management functions
Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
bool IsModelReady (Model model); // Check if a model is ready
void UnloadModel (Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
BoundingBox GetModelBoundingBox (Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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
void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard (Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
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
// Mesh management functions
void UploadMesh (Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
void UpdateMeshBuffer (Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
void UnloadMesh (Mesh mesh); // Unload mesh data from CPU and GPU
void DrawMesh (Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void DrawMeshInstanced (Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms
bool ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
BoundingBox GetMeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
void GenMeshTangents (Mesh* mesh); // Compute mesh tangents
// Mesh generation functions
Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
Mesh GenMeshCone (float radius, float height, int slices); // Generate cone/pyramid mesh
Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Material loading/unloading functions
Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
bool IsMaterialReady (Material material); // Check if a material is ready
void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animCount); // Load model animations from file
void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
void UnloadModelAnimations (ModelAnimation* animations, int animCount); // Unload animation array data
bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
// Collision detection functions
bool CheckCollisionSpheres (Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
bool CheckCollisionBoxSphere (BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
RayCollision GetRayCollisionSphere (Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RayCollision GetRayCollisionBox (Ray ray, BoundingBox box); // Get collision info between ray and box
RayCollision GetRayCollisionMesh (Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RayCollision GetRayCollisionTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RayCollision GetRayCollisionQuad (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
alias AudioCallback = void function (void* bufferData, uint frames);
// Audio device management functions
void InitAudioDevice (); // Initialize audio device and context
void CloseAudioDevice (); // Close the audio device and context
bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
void SetMasterVolume (float volume); // Set master volume (listener)
float GetMasterVolume (); // Get master volume (listener)
// Wave/Sound loading/unloading functions
Wave LoadWave (const(char)* fileName); // Load wave data from file
Wave LoadWaveFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
bool IsWaveReady (Wave wave); // Checks if wave data is ready
Sound LoadSound (const(char)* fileName); // Load sound from file
Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
Sound LoadSoundAlias (Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
bool IsSoundReady (Sound sound); // Checks if a sound is ready
void UpdateSound (Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
void UnloadWave (Wave wave); // Unload wave data
void UnloadSound (Sound sound); // Unload sound
void UnloadSoundAlias (Sound alias_); // Unload a sound alias (does not deallocate sample data)
bool ExportWave (Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
bool ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
void PlaySound (Sound sound); // Play a sound
void StopSound (Sound sound); // Stop playing a sound
void PauseSound (Sound sound); // Pause a sound
void ResumeSound (Sound sound); // Resume a paused sound
bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void SetSoundPan (Sound sound, float pan); // Set pan for a sound (0.5 is center)
Wave WaveCopy (Wave wave); // Copy a wave to a new wave
void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
float* LoadWaveSamples (Wave wave); // Load samples data from wave as a 32bit float data array
void UnloadWaveSamples (float* samples); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
Music LoadMusicStream (const(char)* fileName); // Load music stream from file
Music LoadMusicStreamFromMemory (const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data
bool IsMusicReady (Music music); // Checks if a music stream is ready
void UnloadMusicStream (Music music); // Unload music stream
void PlayMusicStream (Music music); // Start music playing
bool IsMusicStreamPlaying (Music music); // Check if music is playing
void UpdateMusicStream (Music music); // Updates buffers for music streaming
void StopMusicStream (Music music); // Stop music playing
void PauseMusicStream (Music music); // Pause music playing
void ResumeMusicStream (Music music); // Resume playing paused music
void SeekMusicStream (Music music, float position); // Seek music to a position (in seconds)
void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
void SetMusicPan (Music music, float pan); // Set pan for a music (0.5 is center)
float GetMusicTimeLength (Music music); // Get music time length (in seconds)
float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
// AudioStream management functions
AudioStream LoadAudioStream (uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
bool IsAudioStreamReady (AudioStream stream); // Checks if an audio stream is ready
void UnloadAudioStream (AudioStream stream); // Unload audio stream and free memory
void UpdateAudioStream (AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
bool IsAudioStreamProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
void PlayAudioStream (AudioStream stream); // Play audio stream
void PauseAudioStream (AudioStream stream); // Pause audio stream
void ResumeAudioStream (AudioStream stream); // Resume audio stream
bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
void StopAudioStream (AudioStream stream); // Stop audio stream
void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
void SetAudioStreamPan (AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
void SetAudioStreamBufferSizeDefault (int size); // Default size for new audio streams
void SetAudioStreamCallback (AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
void AttachAudioStreamProcessor (AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
void DetachAudioStreamProcessor (AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
void AttachAudioMixedProcessor (AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
void DetachAudioMixedProcessor (AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
// RAYLIB_H