gutter_runner/libs/raylib/raylib.odin

1770 lines
108 KiB
Odin

/*
Package vendor:raylib implements bindings for version 5.5 of the raylib library (https://www.raylib.com/)
*********************************************************************************************
*
* raylib v5.5 - 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, ES2, ES3 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite 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, M3D, GLTF)
* - 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, QOA, 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][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
* [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
* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
* [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_resize2 (Sean Barret) for image resizing algorithms
* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
* [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] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
* [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
* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
*
*
* 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) 2013-2024 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.
*
*********************************************************************************************
*/
package raylib
import "core:c"
import "core:fmt"
import "core:mem"
import "core:math/linalg"
_ :: linalg
MAX_TEXTFORMAT_BUFFERS :: #config(RAYLIB_MAX_TEXTFORMAT_BUFFERS, 4)
MAX_TEXT_BUFFER_LENGTH :: #config(RAYLIB_MAX_TEXT_BUFFER_LENGTH, 1024)
#assert(size_of(rune) == size_of(c.int))
RAYLIB_SHARED :: #config(RAYLIB_SHARED, false)
when ODIN_OS == .Windows {
@(extra_linker_flags = "/NODEFAULTLIB:" + ("msvcrt" when RAYLIB_SHARED else "libcmt"))
foreign import lib {"zig-out-shared/lib/raylib.lib" when RAYLIB_SHARED else "zig-out-static/lib/raylib.lib", "system:Winmm.lib", "system:Gdi32.lib", "system:User32.lib", "system:Shell32.lib"}
} else when ODIN_OS == .Linux {
foreign import lib {"zig-out-shared/lib/libraylib.so" when RAYLIB_SHARED else "zig-out-static/lib/libraylib.a", "system:dl", "system:pthread"} // Note(bumbread): I'm not sure why in `linux/` folder there are// multiple copies of raylib.so, but since these bindings are for// particular version of the library, I better specify it. Ideally,// though, it's best specified in terms of major (.so.4)
} else when ODIN_OS == .Darwin {
foreign import lib {"zig-out-shared/lib/libraylib.dylib" when RAYLIB_SHARED else "zig-out-static/lib/libraylib.a", "system:Cocoa.framework", "system:OpenGL.framework", "system:IOKit.framework"}
} else when ODIN_ARCH == .wasm32 || ODIN_ARCH == .wasm64p32 {
foreign import lib "zig-out-static/lib/libraylib.a"
} else {
foreign import lib "system:raylib"
}
VERSION_MAJOR :: 5
VERSION_MINOR :: 5
VERSION_PATCH :: 0
VERSION :: "5.5"
PI :: 3.14159265358979323846
DEG2RAD :: PI / 180.0
RAD2DEG :: 180.0 / PI
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
LIGHTGRAY :: Color{200, 200, 200, 255} // Light Gray
GRAY :: Color{130, 130, 130, 255} // Gray
DARKGRAY :: Color{80, 80, 80, 255} // Dark Gray
YELLOW :: Color{253, 249, 0, 255} // Yellow
GOLD :: Color{255, 203, 0, 255} // Gold
ORANGE :: Color{255, 161, 0, 255} // Orange
PINK :: Color{255, 109, 194, 255} // Pink
RED :: Color{230, 41, 55, 255} // Red
MAROON :: Color{190, 33, 55, 255} // Maroon
GREEN :: Color{0, 228, 48, 255} // Green
LIME :: Color{0, 158, 47, 255} // Lime
DARKGREEN :: Color{0, 117, 44, 255} // Dark Green
SKYBLUE :: Color{102, 191, 255, 255} // Sky Blue
BLUE :: Color{0, 121, 241, 255} // Blue
DARKBLUE :: Color{0, 82, 172, 255} // Dark Blue
PURPLE :: Color{200, 122, 255, 255} // Purple
VIOLET :: Color{135, 60, 190, 255} // Violet
DARKPURPLE :: Color{112, 31, 126, 255} // Dark Purple
BEIGE :: Color{211, 176, 131, 255} // Beige
BROWN :: Color{127, 106, 79, 255} // Brown
DARKBROWN :: Color{76, 63, 47, 255} // Dark Brown
WHITE :: Color{255, 255, 255, 255} // White
BLACK :: Color{0, 0, 0, 255} // Black
BLANK :: Color{0, 0, 0, 0} // Blank (Transparent)
MAGENTA :: Color{255, 0, 255, 255} // Magenta
RAYWHITE :: Color{245, 245, 245, 255} // My own White (raylib logo)
// Vector2 type
Vector2 :: [2]f32
// Vector3 type
Vector3 :: [3]f32
// Vector4 type
Vector4 :: [4]f32
// Quaternion type
Quaternion :: quaternion128
// Matrix type (right handed, stored row major)
Matrix :: # row_major matrix[4, 4]f32
// Color, 4 components, R8G8B8A8 (32bit)
//
// Note: In Raylib this is a struct. But here we use a fixed array, so that .rgba swizzling etc work.
Color :: distinct [4]u8
// Rectangle type
Rectangle :: struct {
x: f32, // Rectangle top-left corner position x
y: f32, // Rectangle top-left corner position y
width: f32, // Rectangle width
height: f32, // Rectangle height
}
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
Image :: struct {
data: rawptr, // Image raw data
width: c.int, // Image base width
height: c.int, // Image base height
mipmaps: c.int, // Mipmap levels, 1 by default
format: PixelFormat, // Data format (PixelFormat type)
}
// Texture type
// NOTE: Data stored in GPU memory
Texture :: struct {
id: c.uint, // OpenGL texture id
width: c.int, // Texture base width
height: c.int, // Texture base height
mipmaps: c.int, // Mipmap levels, 1 by default
format: PixelFormat, // Data format (PixelFormat type)
}
// Texture2D type, same as Texture
Texture2D :: Texture
// TextureCubemap type, actually, same as Texture
TextureCubemap :: Texture
// RenderTexture type, for texture rendering
RenderTexture :: struct {
id: c.uint, // OpenGL framebuffer object id
texture: Texture, // Color buffer attachment texture
depth: Texture, // Depth buffer attachment texture
}
// RenderTexture2D type, same as RenderTexture
RenderTexture2D :: RenderTexture
// N-Patch layout info
NPatchInfo :: struct {
source: Rectangle, // Texture source rectangle
left: c.int, // Left border offset
top: c.int, // Top border offset
right: c.int, // Right border offset
bottom: c.int, // Bottom border offset
layout: NPatchLayout, // Layout of the n-patch: 3x3, 1x3 or 3x1
}
// Font character info
GlyphInfo :: struct {
value: rune, // Character value (Unicode)
offsetX: c.int, // Character offset X when drawing
offsetY: c.int, // Character offset Y when drawing
advanceX: c.int, // Character advance position X
image: Image, // Character image data
}
// Font type, includes texture and charSet array data
Font :: struct {
baseSize: c.int, // Base size (default chars height)
glyphCount: c.int, // Number of characters
glyphPadding: c.int, // Padding around the chars
texture: Texture2D, // Characters texture atlas
recs: [^]Rectangle, // Characters rectangles in texture
glyphs: [^]GlyphInfo, // Characters info data
}
// Camera type, defines a camera position/orientation in 3d space
Camera3D :: struct {
position: Vector3, // Camera position
target: Vector3, // Camera target it looks-at
up: Vector3, // Camera up vector (rotation over its axis)
fovy: f32, // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
projection: CameraProjection, // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
}
Camera :: Camera3D // Camera type fallback, defaults to Camera3D
// Camera2D type, defines a 2d camera
Camera2D :: struct {
offset: Vector2, // Camera offset (displacement from target)
target: Vector2, // Camera target (rotation and zoom origin)
rotation: f32, // Camera rotation in degrees
zoom: f32, // Camera zoom (scaling), should be 1.0f by default
}
// Vertex data defining a mesh
// NOTE: Data stored in CPU memory (and GPU)
Mesh :: struct {
vertexCount: c.int, // Number of vertices stored in arrays
triangleCount: c.int, // Number of triangles stored (indexed or not)
// Default vertex data
vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
texcoords2: [^]f32, // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
normals: [^]f32, // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
tangents: [^]f32, // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
indices: [^]u16, // Vertex indices (in case vertex data comes indexed)
// Animation vertex data
animVertices: [^]f32, // Animated vertex positions (after bones transformations)
animNormals: [^]f32, // Animated normals (after bones transformations)
boneIds: [^]u8, // Vertex bone ids, up to 4 bones influence by vertex (skinning)
boneWeights: [^]f32, // Vertex bone weight, up to 4 bones influence by vertex (skinning)
boneMatrices: [^]Matrix, // Bones animated transformation matrices
boneCount: c.int, // Number of bones
// OpenGL identifiers
vaoId: u32, // OpenGL Vertex Array Object id
vboId: [^]u32, // OpenGL Vertex Buffer Objects id (default vertex data)
}
// Shader type (generic)
Shader :: struct {
id: c.uint, // Shader program id
locs: [^]c.int, // Shader locations array (MAX_SHADER_LOCATIONS)
}
// Material texture map
MaterialMap :: struct {
texture: Texture2D, // Material map texture
color: Color, // Material map color
value: f32, // Material map value
}
// Material type (generic)
Material :: struct {
shader: Shader, // Material shader
maps: [^]MaterialMap, // Material maps array (MAX_MATERIAL_MAPS)
params: [4]f32, // Material generic parameters (if required)
}
// Transformation properties
Transform :: struct {
translation: Vector3, // Translation
rotation: Quaternion, // Rotation
scale: Vector3, // Scale
}
// Bone information
BoneInfo :: struct {
name: [32]byte `fmt:"s,0"`, // Bone name
parent: c.int, // Bone parent
}
// Model type
Model :: struct #align (align_of(uintptr)) {
transform: Matrix, // Local transform matrix
meshCount: c.int, // Number of meshes
materialCount: c.int, // Number of materials
meshes: [^]Mesh, // Meshes array
materials: [^]Material, // Materials array
meshMaterial: [^]c.int, // Mesh material number
// Animation data
boneCount: c.int, // Number of bones
bones: [^]BoneInfo, // Bones information (skeleton)
bindPose: [^]Transform, // Bones base transformation (pose)
}
// Model animation
ModelAnimation :: struct {
boneCount: c.int, // Number of bones
frameCount: c.int, // Number of animation frames
bones: [^]BoneInfo, // Bones information (skeleton)
framePoses: [^][^]Transform, // Poses array by frame
name: [32]byte `fmt:"s,0"`, // Animation name
}
// Ray type (useful for raycast)
Ray :: struct {
position: Vector3, // Ray position (origin)
direction: Vector3, // Ray direction (normalized)
}
// RayCollision, ray hit information
RayCollision :: struct {
hit: bool, // Did the ray hit something?
distance: f32, // Distance to nearest hit
point: Vector3, // Point of nearest hit
normal: Vector3, // Surface normal of hit
}
// Bounding box type
BoundingBox :: struct {
min: Vector3, // Minimum vertex box-corner
max: Vector3, // Maximum vertex box-corner
}
// Wave type, defines audio wave data
Wave :: struct {
frameCount: c.uint, // Total number of frames (considering channels)
sampleRate: c.uint, // Frequency (samples per second)
sampleSize: c.uint, // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
channels: c.uint, // Number of channels (1-mono, 2-stereo)
data: rawptr, // Buffer data pointer
}
// Audio stream type
// NOTE: Actual structs are defined internally in raudio module
AudioStream :: struct {
buffer: rawptr, // Pointer to internal data used by the audio system
processor: rawptr, // Pointer to internal data processor, useful for audio effects
sampleRate: c.uint, // Frequency (samples per second)
sampleSize: c.uint, // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
channels: c.uint, // Number of channels (1-mono, 2-stereo)
}
// Sound source type
Sound :: struct {
using stream: AudioStream, // Audio stream
frameCount: c.uint, // Total number of frames (considering channels)
}
// Music stream type (audio file streaming from memory)
// NOTE: Anything longer than ~10 seconds should be streamed
Music :: struct {
using stream: AudioStream, // Audio stream
frameCount: c.uint, // Total number of frames (considering channels)
looping: bool, // Music looping enable
ctxType: c.int, // Type of music context (audio filetype)
ctxData: rawptr, // Audio context data, depends on type
}
// Head-Mounted-Display device parameters
VrDeviceInfo :: struct {
hResolution: c.int, // Horizontal resolution in pixels
vResolution: c.int, // Vertical resolution in pixels
hScreenSize: f32, // Horizontal size in meters
vScreenSize: f32, // Vertical size in meters
eyeToScreenDistance: f32, // Distance between eye and display in meters
lensSeparationDistance: f32, // Lens separation distance in meters
interpupillaryDistance: f32, // IPD (distance between pupils) in meters
lensDistortionValues: [4]f32, // Lens distortion constant parameters
chromaAbCorrection: [4]f32, // Chromatic aberration correction parameters
}
// VR Stereo rendering configuration for simulator
VrStereoConfig :: struct #align (4) {
projection: [2]Matrix, // VR projection matrices (per eye)
viewOffset: [2]Matrix, // VR view offset matrices (per eye)
leftLensCenter: [2]f32, // VR left lens center
rightLensCenter: [2]f32, // VR right lens center
leftScreenCenter: [2]f32, // VR left screen center
rightScreenCenter: [2]f32, // VR right screen center
scale: [2]f32, // VR distortion scale
scaleIn: [2]f32, // VR distortion scale in
}
// File path list
FilePathList :: struct {
capacity: c.uint, // Filepaths max entries
count: c.uint, // Filepaths entries count
paths: [^]cstring, // Filepaths entries
}
// Automation event
AutomationEvent :: struct {
frame: c.uint, // Event frame
type: c.uint, // Event type (AutomationEventType)
params: [4]c.int, // Event parameters (if required) ---
}
// Automation event list
AutomationEventList :: struct {
capacity: c.uint, // Events max entries (MAX_AUTOMATION_EVENTS)
count: c.uint, // Events entries count
events: [^]AutomationEvent, // 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
ConfigFlag :: enum c.int {
VSYNC_HINT = 6, // Set to try enabling V-Sync on GPU
FULLSCREEN_MODE = 1, // Set to run program in fullscreen
WINDOW_RESIZABLE = 2, // Set to allow resizable window
WINDOW_UNDECORATED = 3, // Set to disable window decoration (frame and buttons)
WINDOW_HIDDEN = 7, // Set to hide window
WINDOW_MINIMIZED = 9, // Set to minimize window (iconify)
WINDOW_MAXIMIZED = 10, // Set to maximize window (expanded to monitor)
WINDOW_UNFOCUSED = 11, // Set to window non focused
WINDOW_TOPMOST = 12, // Set to window always on top
WINDOW_ALWAYS_RUN = 8, // Set to allow windows running while minimized
WINDOW_TRANSPARENT = 4, // Set to allow transparent framebuffer
WINDOW_HIGHDPI = 13, // Set to support HighDPI
WINDOW_MOUSE_PASSTHROUGH = 14, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
BORDERLESS_WINDOWED_MODE = 15, // Set to run program in borderless windowed mode
MSAA_4X_HINT = 5, // Set to try enabling MSAA 4X
INTERLACED_HINT = 16, // Set to try enabling interlaced video format (for V3D)
}
ConfigFlags :: distinct bit_set[ConfigFlag;c.int]
// Trace log level
TraceLogLevel :: enum c.int {
ALL = 0, // Display all logs
TRACE, // Trace logging, intended for internal use only
DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
INFO, // Info logging, used for program execution info
WARNING, // Warning logging, used on recoverable failures
ERROR, // Error logging, used on unrecoverable failures
FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
NONE, // Disable logging
}
// Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts
KeyboardKey :: enum c.int {
KEY_NULL = 0, // Key: NULL, used for no key pressed
// Alphanumeric keys
APOSTROPHE = 39, // Key: '
COMMA = 44, // Key: ,
MINUS = 45, // Key: -
PERIOD = 46, // Key: .
SLASH = 47, // Key: /
ZERO = 48, // Key: 0
ONE = 49, // Key: 1
TWO = 50, // Key: 2
THREE = 51, // Key: 3
FOUR = 52, // Key: 4
FIVE = 53, // Key: 5
SIX = 54, // Key: 6
SEVEN = 55, // Key: 7
EIGHT = 56, // Key: 8
NINE = 57, // Key: 9
SEMICOLON = 59, // Key: ;
EQUAL = 61, // Key: =
A = 65, // Key: A | a
B = 66, // Key: B | b
C = 67, // Key: C | c
D = 68, // Key: D | d
E = 69, // Key: E | e
F = 70, // Key: F | f
G = 71, // Key: G | g
H = 72, // Key: H | h
I = 73, // Key: I | i
J = 74, // Key: J | j
K = 75, // Key: K | k
L = 76, // Key: L | l
M = 77, // Key: M | m
N = 78, // Key: N | n
O = 79, // Key: O | o
P = 80, // Key: P | p
Q = 81, // Key: Q | q
R = 82, // Key: R | r
S = 83, // Key: S | s
T = 84, // Key: T | t
U = 85, // Key: U | u
V = 86, // Key: V | v
W = 87, // Key: W | w
X = 88, // Key: X | x
Y = 89, // Key: Y | y
Z = 90, // Key: Z | z
LEFT_BRACKET = 91, // Key: [
BACKSLASH = 92, // Key: '\'
RIGHT_BRACKET = 93, // Key: ]
GRAVE = 96, // Key: `
// Function keys
SPACE = 32, // Key: Space
ESCAPE = 256, // Key: Esc
ENTER = 257, // Key: Enter
TAB = 258, // Key: Tab
BACKSPACE = 259, // Key: Backspace
INSERT = 260, // Key: Ins
DELETE = 261, // Key: Del
RIGHT = 262, // Key: Cursor right
LEFT = 263, // Key: Cursor left
DOWN = 264, // Key: Cursor down
UP = 265, // Key: Cursor up
PAGE_UP = 266, // Key: Page up
PAGE_DOWN = 267, // Key: Page down
HOME = 268, // Key: Home
END = 269, // Key: End
CAPS_LOCK = 280, // Key: Caps lock
SCROLL_LOCK = 281, // Key: Scroll down
NUM_LOCK = 282, // Key: Num lock
PRINT_SCREEN = 283, // Key: Print screen
PAUSE = 284, // Key: Pause
F1 = 290, // Key: F1
F2 = 291, // Key: F2
F3 = 292, // Key: F3
F4 = 293, // Key: F4
F5 = 294, // Key: F5
F6 = 295, // Key: F6
F7 = 296, // Key: F7
F8 = 297, // Key: F8
F9 = 298, // Key: F9
F10 = 299, // Key: F10
F11 = 300, // Key: F11
F12 = 301, // Key: F12
LEFT_SHIFT = 340, // Key: Shift left
LEFT_CONTROL = 341, // Key: Control left
LEFT_ALT = 342, // Key: Alt left
LEFT_SUPER = 343, // Key: Super left
RIGHT_SHIFT = 344, // Key: Shift right
RIGHT_CONTROL = 345, // Key: Control right
RIGHT_ALT = 346, // Key: Alt right
RIGHT_SUPER = 347, // Key: Super right
KB_MENU = 348, // Key: KB menu
// Keypad keys
KP_0 = 320, // Key: Keypad 0
KP_1 = 321, // Key: Keypad 1
KP_2 = 322, // Key: Keypad 2
KP_3 = 323, // Key: Keypad 3
KP_4 = 324, // Key: Keypad 4
KP_5 = 325, // Key: Keypad 5
KP_6 = 326, // Key: Keypad 6
KP_7 = 327, // Key: Keypad 7
KP_8 = 328, // Key: Keypad 8
KP_9 = 329, // Key: Keypad 9
KP_DECIMAL = 330, // Key: Keypad .
KP_DIVIDE = 331, // Key: Keypad /
KP_MULTIPLY = 332, // Key: Keypad *
KP_SUBTRACT = 333, // Key: Keypad -
KP_ADD = 334, // Key: Keypad +
KP_ENTER = 335, // Key: Keypad Enter
KP_EQUAL = 336, // Key: Keypad =
// Android key buttons
BACK = 4, // Key: Android back button
MENU = 5, // Key: Android menu button
VOLUME_UP = 24, // Key: Android volume up button
VOLUME_DOWN = 25, // Key: Android volume down button
}
// Mouse buttons
MouseButton :: enum c.int {
LEFT = 0, // Mouse button left
RIGHT = 1, // Mouse button right
MIDDLE = 2, // Mouse button middle (pressed wheel)
SIDE = 3, // Mouse button side (advanced mouse device)
EXTRA = 4, // Mouse button extra (advanced mouse device)
FORWARD = 5, // Mouse button fordward (advanced mouse device)
BACK = 6, // Mouse button back (advanced mouse device)
}
// Mouse cursor
MouseCursor :: enum c.int {
DEFAULT = 0, // Default pointer shape
ARROW = 1, // Arrow shape
IBEAM = 2, // Text writing cursor shape
CROSSHAIR = 3, // Cross shape
POINTING_HAND = 4, // Pointing hand cursor
RESIZE_EW = 5, // Horizontal resize/move arrow shape
RESIZE_NS = 6, // Vertical resize/move arrow shape
RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
NOT_ALLOWED = 10, // The operation-not-allowed shape
}
// Gamepad buttons
GamepadButton :: enum c.int {
UNKNOWN = 0, // Unknown button, just for error checking
LEFT_FACE_UP, // Gamepad left DPAD up button
LEFT_FACE_RIGHT, // Gamepad left DPAD right button
LEFT_FACE_DOWN, // Gamepad left DPAD down button
LEFT_FACE_LEFT, // Gamepad left DPAD left button
RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
LEFT_THUMB, // Gamepad joystick pressed button left
RIGHT_THUMB, // Gamepad joystick pressed button right
}
// Gamepad axis
GamepadAxis :: enum c.int {
LEFT_X = 0, // Gamepad left stick X axis
LEFT_Y = 1, // Gamepad left stick Y axis
RIGHT_X = 2, // Gamepad right stick X axis
RIGHT_Y = 3, // Gamepad right stick Y axis
LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
RIGHT_TRIGGER = 5, // Gamepad back trigger right, pressure level: [1..-1]
}
// Material map index
MaterialMapIndex :: enum c.int {
ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
NORMAL, // Normal material
ROUGHNESS, // Roughness material
OCCLUSION, // Ambient occlusion material
EMISSION, // Emission material
HEIGHT, // Heightmap material
CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
BRDF, // Brdf material
}
// Shader location index
ShaderLocationIndex :: enum c.int {
VERTEX_POSITION = 0, // Shader location: vertex attribute: position
VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
VERTEX_NORMAL, // Shader location: vertex attribute: normal
VERTEX_TANGENT, // Shader location: vertex attribute: tangent
VERTEX_COLOR, // Shader location: vertex attribute: color
MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
MATRIX_PROJECTION, // Shader location: matrix uniform: projection
MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
MATRIX_NORMAL, // Shader location: matrix uniform: normal
VECTOR_VIEW, // Shader location: vector uniform: view
COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
COLOR_SPECULAR, // Shader location: vector uniform: specular color
COLOR_AMBIENT, // Shader location: vector uniform: ambient color
MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
MAP_NORMAL, // Shader location: sampler2d texture: normal
MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
MAP_EMISSION, // Shader location: sampler2d texture: emission
MAP_HEIGHT, // Shader location: sampler2d texture: height
MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
MAP_BRDF, // Shader location: sampler2d texture: brdf
VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
}
// Shader uniform data type
ShaderUniformDataType :: enum c.int {
FLOAT = 0, // Shader uniform type: float
VEC2, // Shader uniform type: vec2 (2 float)
VEC3, // Shader uniform type: vec3 (3 float)
VEC4, // Shader uniform type: vec4 (4 float)
INT, // Shader uniform type: int
IVEC2, // Shader uniform type: ivec2 (2 int)
IVEC3, // Shader uniform type: ivec3 (3 int)
IVEC4, // Shader uniform type: ivec4 (4 int)
SAMPLER2D, // Shader uniform type: sampler2d
}
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
PixelFormat :: enum c.int {
UNKNOWN = 0,
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
UNCOMPRESSED_R16, // 16 bpp (1 channel - float)
UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - float)
UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - float)
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA, // 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
TextureFilter :: enum c.int {
POINT = 0, // No filter, just pixel approximation
BILINEAR, // Linear filtering
TRILINEAR, // Trilinear filtering (linear with mipmaps)
ANISOTROPIC_4X, // Anisotropic filtering 4x
ANISOTROPIC_8X, // Anisotropic filtering 8x
ANISOTROPIC_16X, // Anisotropic filtering 16x
}
// Texture parameters: wrap mode
TextureWrap :: enum c.int {
REPEAT = 0, // Repeats texture in tiled mode
CLAMP, // Clamps texture to edge pixel in tiled mode
MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
MIRROR_CLAMP, // Mirrors and clamps to border the texture in tiled mode
}
// Cubemap layouts
CubemapLayout :: enum c.int {
AUTO_DETECT = 0, // Automatically detect layout type
LINE_VERTICAL, // Layout is defined by a vertical line with faces
LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
}
// Font type, defines generation method
FontType :: enum c.int {
DEFAULT = 0, // Default font generation, anti-aliased
BITMAP, // Bitmap font generation, no anti-aliasing
SDF, // SDF font generation, requires external shader
}
// Color blending modes (pre-defined)
BlendMode :: enum c.int {
ALPHA = 0, // Blend textures considering alpha (default)
ADDITIVE, // Blend textures adding colors
MULTIPLIED, // Blend textures multiplying colors
ADD_COLORS, // Blend textures adding colors (alternative)
SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
CUSTOM_SEPARATE, // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
}
// Gestures
// NOTE: It could be used as flags to enable only some gestures
Gesture :: enum c.uint {
TAP = 0, // Tap gesture
DOUBLETAP = 1, // Double tap gesture
HOLD = 2, // Hold gesture
DRAG = 3, // Drag gesture
SWIPE_RIGHT = 4, // Swipe right gesture
SWIPE_LEFT = 5, // Swipe left gesture
SWIPE_UP = 6, // Swipe up gesture
SWIPE_DOWN = 7, // Swipe down gesture
PINCH_IN = 8, // Pinch in gesture
PINCH_OUT = 9, // Pinch out gesture
}
Gestures :: distinct bit_set[Gesture;c.uint]
// Camera system modes
CameraMode :: enum c.int {
CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
FREE, // Camera free mode
ORBITAL, // Camera orbital, around target, zoom supported
FIRST_PERSON, // Camera first person
THIRD_PERSON, // Camera third person
}
// Camera projection
CameraProjection :: enum c.int {
PERSPECTIVE = 0, // Perspective projection
ORTHOGRAPHIC, // Orthographic projection
}
// N-patch layout
NPatchLayout :: enum c.int {
NINE_PATCH = 0, // Npatch layout: 3x3 tiles
THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
THREE_PATCH_HORIZONTAL, // Npatch layout: 3x1 tiles
}
// Callbacks to hook some internal functions
// WARNING: This callbacks are intended for advanced users
TraceLogCallback :: #type proc "c" (logLevel: TraceLogLevel, text: cstring, args: ^c.va_list) // Logging: Redirect trace log messages
LoadFileDataCallback :: #type proc "c" (fileName: cstring, dataSize: ^c.int) -> [^]u8 // FileIO: Load binary data
SaveFileDataCallback :: #type proc "c" (fileName: cstring, data: rawptr, dataSize: c.int) -> bool // FileIO: Save binary data
LoadFileTextCallback :: #type proc "c" (fileName: cstring) -> [^]u8 // FileIO: Load text data
SaveFileTextCallback :: #type proc "c" (fileName: cstring, text: cstring) -> bool // FileIO: Save text data
AudioCallback :: #type proc "c" (bufferData: rawptr, frames: c.uint)
@(default_calling_convention = "c")
foreign lib {
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
// Window-related functions
InitWindow :: proc(width, height: c.int, title: cstring) --- // Initialize window and OpenGL context
WindowShouldClose :: proc() -> bool --- // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
CloseWindow :: proc() --- // Close window and unload OpenGL context
IsWindowReady :: proc() -> bool --- // Check if window has been initialized successfully
IsWindowFullscreen :: proc() -> bool --- // Check if window is currently fullscreen
IsWindowHidden :: proc() -> bool --- // Check if window is currently hidden
IsWindowMinimized :: proc() -> bool --- // Check if window is currently minimized
IsWindowMaximized :: proc() -> bool --- // Check if window is currently maximized
IsWindowFocused :: proc() -> bool --- // Check if window is currently focused
IsWindowResized :: proc() -> bool --- // Check if window has been resized last frame
IsWindowState :: proc(flags: ConfigFlags) -> bool --- // Check if one specific window flag is enabled
SetWindowState :: proc(flags: ConfigFlags) --- // Set window configuration state using flags
ClearWindowState :: proc(flags: ConfigFlags) --- // Clear window configuration state flags
ToggleFullscreen :: proc() --- // Toggle window state: fullscreen/windowed
ToggleBorderlessWindowed :: proc() --- // Toggle window state: borderless windowed
MaximizeWindow :: proc() --- // Set window state: maximized, if resizable
MinimizeWindow :: proc() --- // Set window state: minimized, if resizable
RestoreWindow :: proc() --- // Set window state: not minimized/maximized
SetWindowIcon :: proc(image: Image) --- // Set icon for window (single image, RGBA 32bit,)
SetWindowIcons :: proc(images: [^]Image, count: c.int) --- // Set icon for window (multiple images, RGBA 32bit,)
SetWindowTitle :: proc(title: cstring) --- // Set title for window
SetWindowPosition :: proc(x, y: c.int) --- // Set window position on screen
SetWindowMonitor :: proc(monitor: c.int) --- // Set monitor for the current window
SetWindowMinSize :: proc(width, height: c.int) --- // Set window minimum dimensions (for WINDOW_RESIZABLE)
SetWindowMaxSize :: proc(width, height: c.int) --- // Set window maximum dimensions (for WINDOW_RESIZABLE)
SetWindowSize :: proc(width, height: c.int) --- // Set window dimensions
SetWindowOpacity :: proc(opacity: f32) --- // Set window opacity [0.0f..1.0f]
SetWindowFocused :: proc() --- // Set window focused
GetWindowHandle :: proc() -> rawptr --- // Get native window handle
GetScreenWidth :: proc() -> c.int --- // Get current screen width
GetScreenHeight :: proc() -> c.int --- // Get current screen height
GetRenderWidth :: proc() -> c.int --- // Get current render width (it considers HiDPI)
GetRenderHeight :: proc() -> c.int --- // Get current render height (it considers HiDPI)
GetMonitorCount :: proc() -> c.int --- // Get number of connected monitors
GetCurrentMonitor :: proc() -> c.int --- // Get current monitor where window is placed
GetMonitorPosition :: proc(monitor: c.int) -> Vector2 --- // Get specified monitor position
GetMonitorWidth :: proc(monitor: c.int) -> c.int --- // Get specified monitor width (current video mode used by monitor)
GetMonitorHeight :: proc(monitor: c.int) -> c.int --- // Get specified monitor height (current video mode used by monitor)
GetMonitorPhysicalWidth :: proc(monitor: c.int) -> c.int --- // Get specified monitor physical width in millimetres
GetMonitorPhysicalHeight :: proc(monitor: c.int) -> c.int --- // Get specified monitor physical height in millimetres
GetMonitorRefreshRate :: proc(monitor: c.int) -> c.int --- // Get specified monitor refresh rate
GetWindowPosition :: proc() -> Vector2 --- // Get window position XY on monitor
GetWindowScaleDPI :: proc() -> Vector2 --- // Get window scale DPI factor
GetMonitorName :: proc(monitor: c.int) -> cstring --- // Get the human-readable, UTF-8 encoded name of the specified monitor
SetClipboardText :: proc(text: cstring) --- // Set clipboard text content
GetClipboardText :: proc() -> cstring --- // Get clipboard text content
GetClipboardImage :: proc() -> Image --- // Get clipboard image content
EnableEventWaiting :: proc() --- // Enable waiting for events on EndDrawing(), no automatic event polling
DisableEventWaiting :: proc() --- // Disable waiting for events on EndDrawing(), automatic events polling
GetGLProcAddress :: proc(proc_name: cstring) -> rawptr --- // Get GL proc address
// 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
SwapScreenBuffer :: proc() --- // Swap back buffer with front buffer (screen drawing)
PollInputEvents :: proc() --- // Register all input events
WaitTime :: proc(seconds: f64) --- // Wait for some time (halt program execution)
// Cursor-related functions
ShowCursor :: proc() --- // Shows cursor
HideCursor :: proc() --- // Hides cursor
IsCursorHidden :: proc() -> bool --- // Check if cursor is not visible
EnableCursor :: proc() --- // Enables cursor (unlock cursor)
DisableCursor :: proc() --- // Disables cursor (lock cursor)
IsCursorOnScreen :: proc() -> bool --- // Check if cursor is on the current screen.
// Drawing-related functions
ClearBackground :: proc(color: Color) --- // Set background color (framebuffer clear color)
BeginDrawing :: proc() --- // Setup canvas (framebuffer) to start drawing
EndDrawing :: proc() --- // End canvas drawing and swap buffers (double buffering)
BeginMode2D :: proc(camera: Camera2D) --- // Initialize 2D mode with custom camera (2D)
EndMode2D :: proc() --- // Ends 2D mode with custom camera
BeginMode3D :: proc(camera: Camera3D) --- // Initializes 3D mode with custom camera (3D)
EndMode3D :: proc() --- // Ends 3D mode and returns to default 2D orthographic mode
BeginTextureMode :: proc(target: RenderTexture2D) --- // Initializes render texture for drawing
EndTextureMode :: proc() --- // Ends drawing to render texture
BeginShaderMode :: proc(shader: Shader) --- // Begin custom shader drawing
EndShaderMode :: proc() --- // End custom shader drawing (use default shader)
BeginBlendMode :: proc(mode: BlendMode) --- // Begin blending mode (alpha, additive, multiplied)
EndBlendMode :: proc() --- // End blending mode (reset to default: alpha blending)
BeginScissorMode :: proc(x, y, width, height: c.int) --- // Begin scissor mode (define screen area for following drawing)
EndScissorMode :: proc() --- // End scissor mode
BeginVrStereoMode :: proc(config: VrStereoConfig) --- // Begin stereo rendering (requires VR simulator)
EndVrStereoMode :: proc() --- // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
LoadVrStereoConfig :: proc(device: VrDeviceInfo) -> VrStereoConfig --- // Load VR stereo config for VR simulator device parameters
UnloadVrStereoConfig :: proc(config: VrStereoConfig) --- // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
LoadShader :: proc(vsFileName, fsFileName: cstring) -> Shader --- // Load shader from files and bind default locations
LoadShaderFromMemory :: proc(vsCode, fsCode: cstring) -> Shader --- // Load shader from code strings and bind default locations
IsShaderValid :: proc(shader: Shader) -> bool --- // Check if a shader is valid (loaded on GPU)
GetShaderLocation :: proc(shader: Shader, uniformName: cstring) -> c.int --- // Get shader uniform location
GetShaderLocationAttrib :: proc(shader: Shader, attribName: cstring) -> c.int --- // Get shader attribute location
// We use #any_int here so we can pass ShaderLocationIndex
SetShaderValue :: proc(shader: Shader, #any_int locIndex: c.int, value: rawptr, uniformType: ShaderUniformDataType) --- // Set shader uniform value
SetShaderValueV :: proc(shader: Shader, #any_int locIndex: c.int, value: rawptr, uniformType: ShaderUniformDataType, count: c.int) --- // Set shader uniform value vector
SetShaderValueMatrix :: proc(shader: Shader, #any_int locIndex: c.int, mat: Matrix) --- // Set shader uniform value (matrix 4x4)
SetShaderValueTexture :: proc(shader: Shader, #any_int locIndex: c.int, texture: Texture2D) --- // Set shader uniform value for texture (sampler2d)
UnloadShader :: proc(shader: Shader) --- // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
GetScreenToWorldRay :: proc(position: Vector2, camera: Camera) -> Ray --- // Get a ray trace from screen position (i.e mouse)
GetScreenToWorldRayEx :: proc(position: Vector2, camera: Camera, width: c.int, height: c.int) -> Ray --- // Get a ray trace from screen position (i.e mouse) in a viewport
GetWorldToScreen :: proc(position: Vector3, camera: Camera) -> Vector2 --- // Get the screen space position for a 3d world space position
GetWorldToScreenEx :: proc(position: Vector3, camera: Camera, width: c.int, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
GetWorldToScreen2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the screen space position for a 2d camera world space position
GetScreenToWorld2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the world space position for a 2d camera screen space position
GetCameraMatrix :: proc(camera: Camera) -> Matrix --- // Get camera transform matrix (view matrix)
GetCameraMatrix2D :: proc(camera: Camera2D) -> Matrix --- // Get camera 2d transform matrix
// Timing-related functions
SetTargetFPS :: proc(fps: c.int) --- // Set target FPS (maximum)
GetFPS :: proc() -> c.int --- // Returns current FPS
GetFrameTime :: proc() -> f32 --- // Returns time in seconds for last frame drawn (delta time)
GetTime :: proc() -> f64 --- // Returns elapsed time in seconds since InitWindow()
// Random value generation functions
SetRandomSeed :: proc(seed: c.uint) --- // Set the seed for the random number generator
GetRandomValue :: proc(min, max: c.int) -> c.int --- // Get a random value between min and max (both included)
LoadRandomSequence :: proc(count: c.uint, min, max: c.int) -> [^]c.int --- // Load random values sequence, no values repeated
UnloadRandomSequence :: proc(sequence: [^]c.int) --- // Unload random values sequence
// Misc. functions
TakeScreenshot :: proc(fileName: cstring) --- // Takes a screenshot of current screen (filename extension defines format)
SetConfigFlags :: proc(flags: ConfigFlags) --- // Setup init configuration flags (view FLAGS). NOTE: This function is expected to be called before window creation
OpenURL :: proc(url: cstring) --- // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
TraceLog :: proc(logLevel: TraceLogLevel, text: cstring, #c_vararg args: ..any) --- // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
SetTraceLogLevel :: proc(logLevel: TraceLogLevel) --- // Set the current threshold (minimum) log level
MemAlloc :: proc(size: c.uint) -> rawptr --- // Internal memory allocator
MemRealloc :: proc(ptr: rawptr, size: c.uint) -> rawptr --- // Internal memory reallocator
// Set custom callbacks
// WARNING: Callbacks setup is intended for advanced users
SetTraceLogCallback :: proc(callback: TraceLogCallback) --- // Set custom trace log
SetLoadFileDataCallback :: proc(callback: LoadFileDataCallback) --- // Set custom file binary data loader
SetSaveFileDataCallback :: proc(callback: SaveFileDataCallback) --- // Set custom file binary data saver
SetLoadFileTextCallback :: proc(callback: LoadFileTextCallback) --- // Set custom file text data loader
SetSaveFileTextCallback :: proc(callback: SaveFileTextCallback) --- // Set custom file text data saver
// Files management functions
LoadFileData :: proc(fileName: cstring, dataSize: ^c.int) -> [^]byte --- // Load file data as byte array (read)
UnloadFileData :: proc(data: [^]byte) --- // Unload file data allocated by LoadFileData()
SaveFileData :: proc(fileName: cstring, data: rawptr, dataSize: c.int) -> bool --- // Save data to file from byte array (write), returns true on success
ExportDataAsCode :: proc(data: rawptr, dataSize: c.int, fileName: cstring) -> bool --- // Export data to code (.h), returns true on success
LoadFileText :: proc(fileName: cstring) -> [^]byte --- // Load text data from file (read), returns a '\0' terminated string
UnloadFileText :: proc(text: [^]byte) --- // Unload file text data allocated by LoadFileText()
SaveFileText :: proc(fileName: cstring, text: [^]byte) -> bool --- // Save text data to file (write), string must be '\0' terminated, returns true on success
// File system functions
FileExists :: proc(fileName: cstring) -> bool --- // Check if file exists
DirectoryExists :: proc(dirPath: cstring) -> bool --- // Check if a directory path exists
IsFileExtension :: proc(fileName, ext: cstring) -> bool --- // Check file extension (including point: .png, .wav)
GetFileLength :: proc(fileName: cstring) -> c.int --- // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
GetFileExtension :: proc(fileName: cstring) -> cstring --- // Get pointer to extension for a filename string (includes dot: '.png')
GetFileName :: proc(filePath: cstring) -> cstring --- // Get pointer to filename for a path string
GetFileNameWithoutExt :: proc(filePath: cstring) -> cstring --- // Get filename string without extension (uses static string)
GetDirectoryPath :: proc(filePath: cstring) -> cstring --- // Get full path for a given fileName with path (uses static string)
GetPrevDirectoryPath :: proc(dirPath: cstring) -> cstring --- // Get previous directory path for a given path (uses static string)
GetWorkingDirectory :: proc() -> cstring --- // Get current working directory (uses static string)
GetApplicationDirectory :: proc() -> cstring --- // Get the directory of the running application (uses static string)
MakeDirectory :: proc(dirPath: cstring) -> c.int --- // Create directories (including full path requested), returns 0 on success
ChangeDirectory :: proc(dir: cstring) -> bool --- // Change working directory, return true on success
IsPathFile :: proc(path: cstring) -> bool --- // Check if a given path is a file or a directory
IsFileNameValid :: proc(fileName: cstring) -> bool --- // Check if fileName is valid for the platform/OS
LoadDirectoryFiles :: proc(dirPath: cstring) -> FilePathList --- // Load directory filepaths
LoadDirectoryFilesEx :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
UnloadDirectoryFiles :: proc(files: FilePathList) --- // Unload filepaths
IsFileDropped :: proc() -> bool --- // Check if a file has been dropped into window
LoadDroppedFiles :: proc() -> FilePathList --- // Load dropped filepaths
UnloadDroppedFiles :: proc(files: FilePathList) --- // Unload dropped filepaths
GetFileModTime :: proc(fileName: cstring) -> c.long --- // Get file modification time (last write time)
// Compression/Encoding functionality
CompressData :: proc(data: rawptr, dataSize: c.int, compDataSize: ^c.int) -> [^]byte --- // Compress data (DEFLATE algorithm), memory must be MemFree()
DecompressData :: proc(compData: rawptr, compDataSize: c.int, dataSize: ^c.int) -> [^]byte --- // Decompress data (DEFLATE algorithm), memory must be MemFree()
EncodeDataBase64 :: proc(data: rawptr, dataSize: c.int, outputSize: ^c.int) -> [^]byte --- // Encode data to Base64 string, memory must be MemFree()
DecodeDataBase64 :: proc(data: rawptr, outputSize: ^c.int) -> [^]byte --- // Decode Base64 string data, memory must be MemFree()
ComputeCRC32 :: proc(data: rawptr, dataSize: c.int) -> c.uint --- // Compute CRC32 hash code
ComputeMD5 :: proc(data: rawptr, dataSize: c.int) -> [^]c.uint --- // Compute MD5 hash code, returns static int[4] (16 bytes)
ComputeSHA1 :: proc(data: rawptr, dataSize: c.int) -> [^]c.uint --- // Compute SHA1 hash code, returns static int[5] (20 bytes)
// Automation events functionality
LoadAutomationEventList :: proc(fileName: cstring) -> AutomationEventList --- // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
UnloadAutomationEventList :: proc(list: AutomationEventList) --- // Unload automation events list from file
ExportAutomationEventList :: proc(list: AutomationEventList, fileName: cstring) -> bool --- // Export automation events list as text file
SetAutomationEventList :: proc(list: ^AutomationEventList) --- // Set automation event list to record to
SetAutomationEventBaseFrame :: proc(frame: c.int) --- // Set automation event internal base frame to start recording
StartAutomationEventRecording :: proc() --- // Start recording automation events (AutomationEventList must be set)
StopAutomationEventRecording :: proc() --- // Stop recording automation events
PlayAutomationEvent :: proc(event: AutomationEvent) --- // Play a recorded automation event
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
IsKeyPressed :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been pressed once
IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again
IsKeyDown :: proc(key: KeyboardKey) -> bool --- // Detect if a key is being pressed
IsKeyReleased :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been released once
IsKeyUp :: proc(key: KeyboardKey) -> bool --- // Detect if a key is NOT being pressed
GetKeyPressed :: proc() -> KeyboardKey --- // Get key pressed (keycode), call it multiple times for keys queued
GetCharPressed :: proc() -> rune --- // Get char pressed (unicode), call it multiple times for chars queued
SetExitKey :: proc(key: KeyboardKey) --- // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
IsGamepadAvailable :: proc(gamepad: c.int) -> bool --- // Check if a gamepad is available
GetGamepadName :: proc(gamepad: c.int) -> cstring --- // Get gamepad internal name id
IsGamepadButtonPressed :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been pressed once
IsGamepadButtonDown :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is being pressed
IsGamepadButtonReleased :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been released once
IsGamepadButtonUp :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is NOT being pressed
GetGamepadButtonPressed :: proc() -> GamepadButton --- // Get the last gamepad button pressed
GetGamepadAxisCount :: proc(gamepad: c.int) -> c.int --- // Get gamepad axis count for a gamepad
GetGamepadAxisMovement :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 --- // Get axis movement value for a gamepad axis
SetGamepadMappings :: proc(mappings: cstring) -> c.int --- // Set internal gamepad mappings (SDL_GameControllerDB)
SetGamepadVibration :: proc(gamepad: c.int, leftMotor: f32, rightMotor: f32, duration: f32) --- // Set gamepad vibration for both motors (duration in seconds)
// Input-related functions: mouse
IsMouseButtonPressed :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been pressed once
IsMouseButtonDown :: proc(button: MouseButton) -> bool --- // Detect if a mouse button is being pressed
IsMouseButtonReleased :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been released once
IsMouseButtonUp :: proc(button: MouseButton) -> bool ---
GetMouseX :: proc() -> c.int --- // Returns mouse position X
GetMouseY :: proc() -> c.int --- // Returns mouse position Y
GetMousePosition :: proc() -> Vector2 --- // Returns mouse position XY
GetMouseDelta :: proc() -> Vector2 --- // Returns mouse delta XY
SetMousePosition :: proc(x, y: c.int) --- // Set mouse position XY
SetMouseOffset :: proc(offsetX, offsetY: c.int) --- // Set mouse offset
SetMouseScale :: proc(scaleX, scaleY: f32) --- // Set mouse scaling
GetMouseWheelMove :: proc() -> f32 --- // Returns mouse wheel movement Y
GetMouseWheelMoveV :: proc() -> Vector2 --- // Get mouse wheel movement for both X and Y
SetMouseCursor :: proc(cursor: MouseCursor) --- // Set mouse cursor
// Input-related functions: touch
GetTouchX :: proc() -> c.int --- // Returns touch position X for touch point 0 (relative to screen size)
GetTouchY :: proc() -> c.int --- // Returns touch position Y for touch point 0 (relative to screen size)
GetTouchPosition :: proc(index: c.int) -> Vector2 --- // Returns touch position XY for a touch point index (relative to screen size)
GetTouchPointId :: proc(index: c.int) -> c.int --- // Get touch point identifier for given index
GetTouchPointCount :: proc() -> c.int --- // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
SetGesturesEnabled :: proc(flags: Gestures) --- // Enable a set of gestures using flags
GetGestureDetected :: proc() -> Gestures --- // Get latest detected gesture
GetGestureHoldDuration :: proc() -> f32 --- // Get gesture hold time in seconds
GetGestureDragVector :: proc() -> Vector2 --- // Get gesture drag vector
GetGestureDragAngle :: proc() -> f32 --- // Get gesture drag angle
GetGesturePinchVector :: proc() -> Vector2 --- // Get gesture pinch delta
GetGesturePinchAngle :: proc() -> f32 --- // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
UpdateCamera :: proc(camera: ^Camera, mode: CameraMode) --- // Set camera mode (multiple camera modes available)
UpdateCameraPro :: proc(camera: ^Camera, movement: Vector3, rotation: Vector3, zoom: f32) --- // 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
SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) --- // Set texture and rectangle to be used on shapes drawing
GetShapesTexture :: proc() -> Texture2D --- // Get texture that is used for shapes drawing
GetShapesTextureRectangle :: proc() -> Rectangle --- // Get texture source rectangle that is used for shapes drawing
// Basic shapes drawing functions
DrawPixel :: proc(posX, posY: c.int, color: Color) --- // Draw a pixel using geometry [Can be slow, use with care]
DrawPixelV :: proc(position: Vector2, color: Color) --- // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
DrawLine :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw a line
DrawLineV :: proc(startPos, endPos: Vector2, color: Color) --- // Draw a line (using gl lines)
DrawLineEx :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line (using triangles/quads)
DrawLineStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw lines sequence (using gl lines)
DrawLineBezier :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw line segment cubic-bezier in-out interpolation
DrawCircle :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw a color-filled circle
DrawCircleSector :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw a piece of a circle
DrawCircleSectorLines :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw circle sector outline
DrawCircleGradient :: proc(centerX, centerY: c.int, radius: f32, inner, outer: Color) --- // Draw a gradient-filled circle
DrawCircleV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw a color-filled circle (Vector version)
DrawCircleLines :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw circle outline
DrawCircleLinesV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw circle outline (Vector version)
DrawEllipse :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse
DrawEllipseLines :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse outline
DrawRing :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
DrawRingLines :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
DrawRectangle :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw a color-filled rectangle
DrawRectangleV :: proc(position: Vector2, size: Vector2, color: Color) --- // Draw a color-filled rectangle (Vector version)
DrawRectangleRec :: proc(rec: Rectangle, color: Color) --- // Draw a color-filled rectangle
DrawRectanglePro :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) --- // Draw a color-filled rectangle with pro parameters
DrawRectangleGradientV :: proc(posX, posY: c.int, width, height: c.int, top, bottom: Color) --- // Draw a vertical-gradient-filled rectangle
DrawRectangleGradientH :: proc(posX, posY: c.int, width, height: c.int, left, right: Color) --- // Draw a horizontal-gradient-filled rectangle
DrawRectangleGradientEx :: proc(rec: Rectangle, topLeft, bottomLeft, topRight, bottomRight: Color) --- // Draw a gradient-filled rectangle with custom vertex colors
DrawRectangleLines :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle outline
DrawRectangleLinesEx :: proc(rec: Rectangle, lineThick: f32, color: Color) --- // Draw rectangle outline with extended parameters
DrawRectangleRounded :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) --- // Draw rectangle with rounded edges
DrawRectangleRoundedLines :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle lines with rounded edges
DrawRectangleRoundedLinesEx :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle with rounded edges outline
DrawTriangle :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
DrawTriangleLines :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline (vertex in counter-clockwise order!)
DrawTriangleFan :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points (first vertex is the center)
DrawTriangleStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
DrawPoly :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a regular polygon (Vector version)
DrawPolyLines :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a polygon outline of n sides
DrawPolyLinesEx :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) --- // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
DrawSplineLinear :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Linear, minimum 2 points
DrawSplineBasis :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: B-Spline, minimum 4 points
DrawSplineCatmullRom :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Catmull-Rom, minimum 4 points
DrawSplineBezierQuadratic :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
DrawSplineBezierCubic :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
DrawSplineSegmentLinear :: proc(p1, p2: Vector2, thick: f32, color: Color) --- // Draw spline segment: Linear, 2 points
DrawSplineSegmentBasis :: proc(p1, p2, p3, p4: Vector2, thick: f32, color: Color) --- // Draw spline segment: B-Spline, 4 points
DrawSplineSegmentCatmullRom :: proc(p1, p2, p3, p4: Vector2, thick: f32, color: Color) --- // Draw spline segment: Catmull-Rom, 4 points
DrawSplineSegmentBezierQuadratic :: proc(p1, c2, p3: Vector2, thick: f32, color: Color) --- // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
DrawSplineSegmentBezierCubic :: proc(p1, c2, c3, p4: Vector2, thick: f32, 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]
GetSplinePointLinear :: proc(startPos, endPos: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Linear
GetSplinePointBasis :: proc(p1, p2, p3, p4: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: B-Spline
GetSplinePointCatmullRom :: proc(p1, p2, p3, p4: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Catmull-Rom
GetSplinePointBezierQuad :: proc(p1, c2, p3: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Quadratic Bezier
GetSplinePointBezierCubic :: proc(p1, c2, c3, p4: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
CheckCollisionRecs :: proc(rec1, rec2: Rectangle) -> bool --- // Check collision between two rectangles
CheckCollisionCircles :: proc(center1: Vector2, radius1: f32, center2: Vector2, radius2: f32) -> bool --- // Check collision between two circles
CheckCollisionCircleRec :: proc(center: Vector2, radius: f32, rec: Rectangle) -> bool --- // Check collision between circle and rectangle
CheckCollisionCircleLine :: proc(center: Vector2, radius: f32, p1, p2: Vector2) -> bool --- // Check if circle collides with a line created betweeen two points [p1] and [p2]
CheckCollisionPointRec :: proc(point: Vector2, rec: Rectangle) -> bool --- // Check if point is inside rectangle
CheckCollisionPointCircle :: proc(point, center: Vector2, radius: f32) -> bool --- // Check if point is inside circle
CheckCollisionPointTriangle :: proc(point: Vector2, p1, p2, p3: Vector2) -> bool --- // Check if point is inside a triangle
CheckCollisionPointLine :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool --- // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
CheckCollisionPointPoly :: proc(point: Vector2, points: [^]Vector2, pointCount: c.int) -> bool --- // Check if point is within a polygon described by array of vertices
CheckCollisionLines :: proc(startPos1, endPos1, startPos2, endPos2: Vector2, collisionPoint: [^]Vector2) -> bool --- // Check the collision between two lines defined by two points each, returns collision point by reference
GetCollisionRec :: proc(rec1, rec2: Rectangle) -> Rectangle --- // Get collision rectangle for two rectangles collision
// Image loading functions
// NOTE: These functions do not require GPU access
LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
LoadImageAnim :: proc(fileName: cstring, frames: ^c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
LoadImageAnimFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, frames: ^c.int) -> Image --- // Load image sequence from memory buffer
LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. '.png'
LoadImageFromTexture :: proc(texture: Texture2D) -> Image --- // Load image from GPU texture data
LoadImageFromScreen :: proc() -> Image --- // Load image from screen buffer and (screenshot)
IsImageValid :: proc(image: Image) -> bool --- // Check if an image is ready
UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
ExportImageToMemory :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr --- // Export image to memory buffer
ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
GenImageColor :: proc(width, height: c.int, color: Color) -> Image --- // Generate image: plain color
GenImageGradientLinear :: proc(width, height, direction: c.int, start, end: Color) -> Image --- // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
GenImageGradientRadial :: proc(width, height: c.int, density: f32, inner, outer: Color) -> Image --- // Generate image: radial gradient
GenImageGradientSquare :: proc(width, height: c.int, density: f32, inner, outer: Color) -> Image --- // Generate image: square gradient
GenImageChecked :: proc(width, height: c.int, checksX, checksY: c.int, col1, col2: Color) -> Image --- // Generate image: checked
GenImageWhiteNoise :: proc(width, height: c.int, factor: f32) -> Image --- // Generate image: white noise
GenImagePerlinNoise :: proc(width, height: c.int, offsetX, offsetY: c.int, scale: f32) -> Image --- // Generate image: perlin noise
GenImageCellular :: proc(width, height: c.int, tileSize: c.int) -> Image --- // Generate image: cellular algorithm, bigger tileSize means bigger cells
GenImageText :: proc(width, height: c.int, text: cstring) -> Image --- // Generate image: grayscale image from text data
// Image manipulation functions
ImageCopy :: proc(image: Image) -> Image --- // Create an image duplicate (useful for transformations)
ImageFromImage :: proc(image: Image, rec: Rectangle) -> Image --- // Create an image from another image piece
ImageFromChannel :: proc(image: Image, selectedChannel: c.int) -> Image --- // Create an image from a selected channel of another image (GRAYSCALE)
ImageText :: proc(text: cstring, fontSize: c.int, color: Color) -> Image --- // Create an image from text (default font)
ImageTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image --- // Create an image from text (custom sprite font)
ImageFormat :: proc(image: ^Image, newFormat: PixelFormat) --- // Convert image data to desired format
ImageToPOT :: proc(image: ^Image, fill: Color) --- // Convert image to POT (power-of-two)
ImageCrop :: proc(image: ^Image, crop: Rectangle) --- // Crop an image to a defined rectangle
ImageAlphaCrop :: proc(image: ^Image, threshold: f32) --- // Crop image depending on alpha value
ImageAlphaClear :: proc(image: ^Image, color: Color, threshold: f32) --- // Clear alpha channel to desired color
ImageAlphaMask :: proc(image: ^Image, alphaMask: Image) --- // Apply alpha mask to image
ImageAlphaPremultiply :: proc(image: ^Image) --- // Premultiply alpha channel
ImageBlurGaussian :: proc(image: ^Image, blurSize: c.int) --- // Apply Gaussian blur using a box blur approximation
ImageKernelConvolution :: proc(image: ^Image, kernel: [^]f32, kernelSize: c.int) --- // Apply custom square convolution kernel to image
ImageResize :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Bicubic scaling algorithm)
ImageResizeNN :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Nearest-Neighbor scaling algorithm)
ImageResizeCanvas :: proc(image: ^Image, newWidth, newHeight: c.int, offsetX, offsetY: c.int, fill: Color) --- // Resize canvas and fill with color
ImageMipmaps :: proc(image: ^Image) --- // Compute all mipmap levels for a provided image
ImageDither :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) --- // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
ImageFlipVertical :: proc(image: ^Image) --- // Flip image vertically
ImageFlipHorizontal :: proc(image: ^Image) --- // Flip image horizontally
ImageRotate :: proc(image: ^Image, degrees: c.int) --- // Rotate image by input angle in degrees( -359 to 359)
ImageRotateCW :: proc(image: ^Image) --- // Rotate image clockwise 90deg
ImageRotateCCW :: proc(image: ^Image) --- // Rotate image counter-clockwise 90deg
ImageColorTint :: proc(image: ^Image, color: Color) --- // Modify image color: tint
ImageColorInvert :: proc(image: ^Image) --- // Modify image color: invert
ImageColorGrayscale :: proc(image: ^Image) --- // Modify image color: grayscale
ImageColorContrast :: proc(image: ^Image, contrast: f32) --- // Modify image color: contrast (-100 to 100)
ImageColorBrightness :: proc(image: ^Image, brightness: c.int) --- // Modify image color: brightness (-255 to 255)
ImageColorReplace :: proc(image: ^Image, color, replace: Color) --- // Modify image color: replace color
LoadImageColors :: proc(image: Image) -> [^]Color --- // Load color data from image as a Color array (RGBA - 32bit)
LoadImagePalette :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color --- // Load colors palette from image as a Color array (RGBA - 32bit)
UnloadImageColors :: proc(colors: [^]Color) --- // Unload color data loaded with LoadImageColors()
UnloadImagePalette :: proc(colors: [^]Color) --- // Unload colors palette loaded with LoadImagePalette()
GetImageAlphaBorder :: proc(image: Image, threshold: f32) -> Rectangle --- // Get image alpha border rectangle
GetImageColor :: proc(image: Image, x, y: c.int) -> Color --- // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
ImageClearBackground :: proc(dst: ^Image, color: Color) --- // Clear image background with given color
ImageDrawPixel :: proc(dst: ^Image, posX, posY: c.int, color: Color) --- // Draw pixel within an image
ImageDrawPixelV :: proc(dst: ^Image, position: Vector2, color: Color) --- // Draw pixel within an image (Vector version)
ImageDrawLine :: proc(dst: ^Image, startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw line within an image
ImageDrawLineV :: proc(dst: ^Image, start, end: Vector2, color: Color) --- // Draw line within an image (Vector version)
ImageDrawLineEx :: proc(dst: ^Image, start, end: Vector2, thick: c.int, color: Color) --- // Draw a line defining thickness within an image
ImageDrawCircle :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw a filled circle within an image
ImageDrawCircleV :: proc(dst: ^Image, center: Vector2, radius: c.int, color: Color) --- // Draw a filled circle within an image (Vector version)
ImageDrawCircleLines :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw circle outline within an image
ImageDrawCircleLinesV :: proc(dst: ^Image, center: Vector2, radius: c.int, color: Color) --- // Draw circle outline within an image (Vector version)
ImageDrawRectangle :: proc(dst: ^Image, posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle within an image
ImageDrawRectangleV :: proc(dst: ^Image, position, size: Vector2, color: Color) --- // Draw rectangle within an image (Vector version)
ImageDrawRectangleRec :: proc(dst: ^Image, rec: Rectangle, color: Color) --- // Draw rectangle within an image
ImageDrawRectangleLines :: proc(dst: ^Image, rec: Rectangle, thick: c.int, color: Color) --- // Draw rectangle lines within an image
ImageDrawTriangle :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) --- // Draw triangle within an image
ImageDrawTriangleEx :: proc(dst: ^Image, v1, v2, v3: Vector2, c1, c2, c3: Color) --- // Draw triangle with interpolated colors within an image
ImageDrawTriangleLines :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline within an image
ImageDrawTriangleFan :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points within an image (first vertex is the center)
ImageDrawTriangleStrip :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points within an image
ImageDraw :: proc(dst: ^Image, src: Image, srcRec, dstRec: Rectangle, tint: Color) --- // Draw a source image within a destination image (tint applied to source)
ImageDrawText :: proc(dst: ^Image, text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) --- // Draw text (using default font) within an image (destination)
ImageDrawTextEx :: proc(dst: ^Image, font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text (custom sprite font) within an image (destination)
// Texture loading functions
// NOTE: These functions require GPU access
LoadTexture :: proc(fileName: cstring) -> Texture2D --- // Load texture from file into GPU memory (VRAM)
LoadTextureFromImage :: proc(image: Image) -> Texture2D --- // Load texture from image data
LoadTextureCubemap :: proc(image: Image, layout: CubemapLayout) -> TextureCubemap --- // Load cubemap from image, multiple image cubemap layouts supported
LoadRenderTexture :: proc(width, height: c.int) -> RenderTexture2D --- // Load texture for rendering (framebuffer)
IsTextureValid :: proc(texture: Texture2D) -> bool --- // Check if a texture is valid
UnloadTexture :: proc(texture: Texture2D) --- // Unload texture from GPU memory (VRAM)
IsRenderTextureValid :: proc(target: RenderTexture2D) -> bool --- // Check if a render texture is valid
UnloadRenderTexture :: proc(target: RenderTexture2D) --- // Unload render texture from GPU memory (VRAM)
UpdateTexture :: proc(texture: Texture2D, pixels: rawptr) --- // Update GPU texture with new data
UpdateTextureRec :: proc(texture: Texture2D, rec: Rectangle, pixels: rawptr) --- // Update GPU texture rectangle with new data
// Texture configuration functions
GenTextureMipmaps :: proc(texture: ^Texture2D) --- // Generate GPU mipmaps for a texture
SetTextureFilter :: proc(texture: Texture2D, filter: TextureFilter) --- // Set texture scaling filter mode
SetTextureWrap :: proc(texture: Texture2D, wrap: TextureWrap) --- // Set texture wrapping mode
// Texture drawing functions
DrawTexture :: proc(texture: Texture2D, posX, posY: c.int, tint: Color) --- // Draw a Texture2D
DrawTextureV :: proc(texture: Texture2D, position: Vector2, tint: Color) --- // Draw a Texture2D with position defined as Vector2
DrawTextureEx :: proc(texture: Texture2D, position: Vector2, rotation: f32, scale: f32, tint: Color) --- // Draw a Texture2D with extended parameters
DrawTextureRec :: proc(texture: Texture2D, source: Rectangle, position: Vector2, tint: Color) --- // Draw a part of a texture defined by a rectangle
DrawTexturePro :: proc(texture: Texture2D, source, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) --- // Draw a part of a texture defined by a rectangle with 'pro' parameters
DrawTextureNPatch :: proc(texture: Texture2D, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) --- // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
@(deprecated = "Prefer col1 == col2")
ColorIsEqual :: proc(col1, col2: Color) --- // Check if two colors are equal
Fade :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
ColorToInt :: proc(color: Color) -> c.uint --- // Get hexadecimal value for a Color (0xRRGGBBAA)
ColorNormalize :: proc(color: Color) -> Vector4 --- // Get Color normalized as float [0..1]
ColorFromNormalized :: proc(normalized: Vector4) -> Color --- // Get Color from normalized values [0..1]
ColorToHSV :: proc(color: Color) -> Vector3 --- // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
ColorFromHSV :: proc(hue, saturation, value: f32) -> Color --- // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
ColorTint :: proc(color, tint: Color) -> Color --- // Get color multiplied with another color
ColorBrightness :: proc(color: Color, factor: f32) -> Color --- // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
ColorContrast :: proc(color: Color, contrast: f32) -> Color --- // Get color with contrast correction, contrast values between -1.0f and 1.0f
ColorAlpha :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
ColorAlphaBlend :: proc(dst, src, tint: Color) -> Color --- // Get src alpha-blended into dst color with tint
ColorLerp :: proc(color1, color2: Color, factor: f32) -> Color --- // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
GetColor :: proc(hexValue: c.uint) -> Color --- // Get Color structure from hexadecimal value
GetPixelColor :: proc(srcPtr: rawptr, format: PixelFormat) -> Color --- // Get Color from a source pixel pointer of certain format
SetPixelColor :: proc(dstPtr: rawptr, color: Color, format: PixelFormat) --- // Set color formatted into destination pixel pointer
GetPixelDataSize :: proc(width, height: c.int, format: PixelFormat) -> c.int --- // Get pixel data size in bytes for certain format
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
GetFontDefault :: proc() -> Font --- // Get the default Font
LoadFont :: proc(fileName: cstring) -> Font --- // Load font from file into GPU memory (VRAM)
LoadFontEx :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
LoadFontFromImage :: proc(image: Image, key: Color, firstChar: rune) -> Font --- // Load font from Image (XNA style)
LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
IsFontValid :: proc(font: Font) -> bool --- // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- // Load font data for further use
GenImageFontAtlas :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
UnloadFontData :: proc(glyphs: [^]GlyphInfo, glyphCount: c.int) --- // Unload font chars info data (RAM)
UnloadFont :: proc(font: Font) --- // Unload font from GPU memory (VRAM)
ExportFontAsCode :: proc(font: Font, fileName: cstring) -> bool --- // Export font as code file, returns true on success
// Text drawing functions
DrawFPS :: proc(posX, posY: c.int) --- // Draw current FPS
DrawText :: proc(text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) --- // Draw text (using default font)
DrawTextEx :: proc(font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text using font and additional parameters
DrawTextPro :: proc(font: Font, text: cstring, position, origin: Vector2, rotation: f32, fontSize: f32, spacing: f32, tint: Color) --- // Draw text using Font and pro parameters (rotation)
DrawTextCodepoint :: proc(font: Font, codepoint: rune, position: Vector2, fontSize: f32, tint: Color) --- // Draw one character (codepoint)
DrawTextCodepoints :: proc(font: Font, codepoints: [^]rune, codepointCount: c.int, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw multiple character (codepoint)
// Text font info functions
SetTextLineSpacing :: proc(spacing: c.int) --- // Set vertical line spacing when drawing with line-breaks
MeasureText :: proc(text: cstring, fontSize: c.int) -> c.int --- // Measure string width for default font
MeasureTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32) -> Vector2 --- // Measure string size for Font
GetGlyphIndex :: proc(font: Font, codepoint: rune) -> c.int --- // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
GetGlyphInfo :: proc(font: Font, codepoint: rune) -> GlyphInfo --- // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
GetGlyphAtlasRec :: proc(font: Font, codepoint: rune) -> Rectangle --- // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
LoadUTF8 :: proc(codepoints: [^]rune, length: c.int) -> [^]byte --- // Load UTF-8 text encoded from codepoints array
UnloadUTF8 :: proc(text: [^]byte) --- // Unload UTF-8 text encoded from codepoints array
LoadCodepoints :: proc(text: cstring, count: ^c.int) -> [^]rune --- // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
UnloadCodepoints :: proc(codepoints: [^]rune) --- // Unload codepoints data from memory
GetCodepointCount :: proc(text: cstring) -> c.int --- // Get total number of codepoints in a UTF-8 encoded string
GetCodepoint :: proc(text: cstring, codepointSize: ^c.int) -> rune --- // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
GetCodepointNext :: proc(text: cstring, codepointSize: ^c.int) -> rune --- // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
GetCodepointPrevious :: proc(text: cstring, codepointSize: ^c.int) -> rune --- // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
CodepointToUTF8 :: proc(codepoint: rune, utf8Size: ^c.int) -> cstring --- // 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!
TextCopy :: proc(dst: [^]byte, src: cstring) -> c.int --- // Copy one string to another, returns bytes copied
TextIsEqual :: proc(text1, text2: cstring) -> bool --- // Check if two text string are equal
TextLength :: proc(text: cstring) -> c.uint --- // Get text length, checks for '\0' ending
// TextFormat is defined at the bottom of this file
TextSubtext :: proc(text: cstring, position: c.int, length: c.int) -> cstring --- // Get a piece of a text string
TextReplace :: proc(text: [^]byte, replace, by: cstring) -> [^]byte --- // Replace text string (WARNING: memory must be freed!)
TextInsert :: proc(text, insert: cstring, position: c.int) -> [^]byte --- // Insert text in a position (WARNING: memory must be freed!)
TextJoin :: proc(textList: [^]cstring, count: c.int, delimiter: cstring) -> cstring --- // Join text strings with delimiter
TextSplit :: proc(text: cstring, delimiter: byte, count: ^c.int) -> [^]cstring --- // Split text into multiple strings
TextAppend :: proc(text: [^]byte, append: cstring, position: ^c.int) --- // Append text at specific position and move cursor!
TextFindIndex :: proc(text, find: cstring) -> c.int --- // Find first text occurrence within a string
TextToUpper :: proc(text: cstring) -> cstring --- // Get upper case version of provided string
TextToLower :: proc(text: cstring) -> cstring --- // Get lower case version of provided string
TextToPascal :: proc(text: cstring) -> cstring --- // Get Pascal case notation version of provided string
TextToSnake :: proc(text: cstring) -> cstring --- // Get Snake case notation version of provided string
TextToCamel :: proc(text: cstring) -> cstring --- // Get Camel case notation version of provided string
TextToInteger :: proc(text: cstring) -> c.int --- // Get integer value from text (negative values not supported)
TextToFloat :: proc(text: cstring) -> f32 --- // Get float value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
DrawLine3D :: proc(startPos, endPos: Vector3, color: Color) --- // Draw a line in 3D world space
DrawPoint3D :: proc(position: Vector3, color: Color) --- // Draw a point in 3D space, actually a small line
DrawCircle3D :: proc(center: Vector3, radius: f32, rotationAxis: Vector3, rotationAngle: f32, color: Color) --- // Draw a circle in 3D world space
DrawTriangle3D :: proc(v1, v2, v3: Vector3, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
DrawTriangleStrip3D :: proc(points: [^]Vector3, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
DrawCube :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube
DrawCubeV :: proc(position: Vector3, size: Vector3, color: Color) --- // Draw cube (Vector version)
DrawCubeWires :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube wires
DrawCubeWiresV :: proc(position, size: Vector3, color: Color) --- // Draw cube wires (Vector version)
DrawSphere :: proc(centerPos: Vector3, radius: f32, color: Color) --- // Draw sphere
DrawSphereEx :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere with extended parameters
DrawSphereWires :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere wires
DrawCylinder :: proc(position: Vector3, radiusTop, radiusBottom: f32, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone
DrawCylinderEx :: proc(startPos, endPos: Vector3, startRadius, endRadius: f32, sides: c.int, color: Color) --- // Draw a cylinder with base at startPos and top at endPos
DrawCylinderWires :: proc(position: Vector3, radiusTop, radiusBottom, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone wires
DrawCylinderWiresEx :: proc(startPos, endPos: Vector3, startRadius, endRadius: f32, sides: c.int, color: Color) --- // Draw a cylinder wires with base at startPos and top at endPos
DrawCapsule :: proc(startPos, endPos: Vector3, radius: f32, slices, rings: c.int, color: Color) --- // Draw a capsule with the center of its sphere caps at startPos and endPos
DrawCapsuleWires :: proc(startPos, endPos: Vector3, radius: f32, slices, rings: c.int, color: Color) --- // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
DrawPlane :: proc(centerPos: Vector3, size: Vector2, color: Color) --- // Draw a plane XZ
DrawRay :: proc(ray: Ray, color: Color) --- // Draw a ray line
DrawGrid :: proc(slices: c.int, spacing: f32) --- // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model management functions
LoadModel :: proc(fileName: cstring) -> Model --- // Load model from files (meshes and materials)
LoadModelFromMesh :: proc(mesh: Mesh) -> Model --- // Load model from generated mesh (default material)
IsModelValid :: proc(model: Model) -> bool --- // Check if a model is valid (loaded in GPU, VAO/VBOs)
UnloadModel :: proc(model: Model) --- // Unload model (including meshes) from memory (RAM and/or VRAM)
GetModelBoundingBox :: proc(model: Model) -> BoundingBox --- // Compute model bounding box limits (considers all meshes)
// Model drawing functions
DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
DrawModelPoints :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model as points
DrawModelPointsEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model as points with extended parameters
DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
DrawBillboard :: proc(camera: Camera, texture: Texture2D, position: Vector3, scale: f32, tint: Color) --- // Draw a billboard texture
DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) --- // Draw a billboard texture defined by source
DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
// Mesh management functions
UploadMesh :: proc(mesh: ^Mesh, is_dynamic: bool) --- // Upload mesh vertex data in GPU and provide VAO/VBO ids
UpdateMeshBuffer :: proc(mesh: Mesh, index: c.int, data: rawptr, dataSize: c.int, offset: c.int) --- // Update mesh vertex data in GPU for a specific buffer index
UnloadMesh :: proc(mesh: Mesh) --- // Unload mesh data from CPU and GPU
DrawMesh :: proc(mesh: Mesh, material: Material, transform: Matrix) --- // Draw a 3d mesh with material and transform
DrawMeshInstanced :: proc(mesh: Mesh, material: Material, transforms: [^]Matrix, instances: c.int) --- // Draw multiple mesh instances with material and different transforms
GetMeshBoundingBox :: proc(mesh: Mesh) -> BoundingBox --- // Compute mesh bounding box limits
GenMeshTangents :: proc(mesh: ^Mesh) --- // Compute mesh tangents
ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
ExportMeshAsCode :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh as code file (.h) defining multiple arrays of vertex attributes
// Mesh generation functions
GenMeshPoly :: proc(sides: c.int, radius: f32) -> Mesh --- // Generate polygonal mesh
GenMeshPlane :: proc(width, length: f32, resX, resZ: c.int) -> Mesh --- // Generate plane mesh (with subdivisions)
GenMeshCube :: proc(width, height, length: f32) -> Mesh --- // Generate cuboid mesh
GenMeshSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate sphere mesh (standard sphere)
GenMeshHemiSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate half-sphere mesh (no bottom cap)
GenMeshCylinder :: proc(radius, height: f32, slices: c.int) -> Mesh --- // Generate cylinder mesh
GenMeshCone :: proc(radius, height: f32, slices: c.int) -> Mesh --- // Generate cone/pyramid mesh
GenMeshTorus :: proc(radius, size: f32, radSeg, sides: c.int) -> Mesh --- // Generate torus mesh
GenMeshKnot :: proc(radius, size: f32, radSeg, sides: c.int) -> Mesh --- // Generate trefoil knot mesh
GenMeshHeightmap :: proc(heightmap: Image, size: Vector3) -> Mesh --- // Generate heightmap mesh from image data
GenMeshCubicmap :: proc(cubicmap: Image, cubeSize: Vector3) -> Mesh --- // Generate cubes-based map mesh from image data
// Material loading/unloading functions
LoadMaterials :: proc(fileName: cstring, materialCount: ^c.int) -> [^]Material --- // Load materials from model file
LoadMaterialDefault :: proc() -> Material --- // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
IsMaterialValid :: proc(material: Material) -> bool --- // Check if a material is valid (shader assigned, map textures loaded in GPU)
UnloadMaterial :: proc(material: Material) --- // Unload material from GPU memory (VRAM)
SetMaterialTexture :: proc(material: ^Material, mapType: MaterialMapIndex, texture: Texture2D) --- // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
SetModelMeshMaterial :: proc(model: ^Model, meshId: c.int, materialId: c.int) --- // Set material for a mesh
// Model animations loading/unloading functions
LoadModelAnimations :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation --- // Load model animations from file
UpdateModelAnimation :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation pose (CPU)
UpdateModelAnimationBones :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation mesh bone matrices (GPU skinning)
UnloadModelAnimation :: proc(anim: ModelAnimation) --- // Unload animation data
UnloadModelAnimations :: proc(animations: [^]ModelAnimation, animCount: c.int) --- // Unload animation array data
IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool --- // Check model animation skeleton match
// Collision detection functions
CheckCollisionSpheres :: proc(center1: Vector3, radius1: f32, center2: Vector3, radius2: f32) -> bool --- // Check collision between two spheres
CheckCollisionBoxes :: proc(box1, box2: BoundingBox) -> bool --- // Check collision between two bounding boxes
CheckCollisionBoxSphere :: proc(box: BoundingBox, center: Vector3, radius: f32) -> bool --- // Check collision between box and sphere
GetRayCollisionSphere :: proc(ray: Ray, center: Vector3, radius: f32) -> RayCollision --- // Get collision info between ray and sphere
GetRayCollisionBox :: proc(ray: Ray, box: BoundingBox) -> RayCollision --- // Get collision info between ray and box
GetRayCollisionMesh :: proc(ray: Ray, mesh: Mesh, transform: Matrix) -> RayCollision --- // Get collision info between ray and mesh
GetRayCollisionTriangle :: proc(ray: Ray, p1, p2, p3: Vector3) -> RayCollision --- // Get collision info between ray and triangle
GetRayCollisionQuad :: proc(ray: Ray, p1, p2, p3, p4: Vector3) -> RayCollision --- // Get collision info between ray and quad
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
// Audio device management functions
InitAudioDevice :: proc() --- // Initialize audio device and context
CloseAudioDevice :: proc() --- // Close the audio device and context
IsAudioDeviceReady :: proc() -> bool --- // Check if audio device has been initialized successfully
SetMasterVolume :: proc(volume: f32) --- // Set master volume (listener)
GetMasterVolume :: proc() -> f32 --- // Get master volume (listener)
// Wave/Sound loading/unloading functions
LoadWave :: proc(fileName: cstring) -> Wave --- // Load wave data from file
LoadWaveFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Wave --- // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
IsWaveValid :: proc(wave: Wave) -> bool --- // Checks if wave data is // Checks if wave data is valid (data loaded and parameters)
LoadSound :: proc(fileName: cstring) -> Sound --- // Load sound from file
LoadSoundFromWave :: proc(wave: Wave) -> Sound --- // Load sound from wave data
LoadSoundAlias :: proc(source: Sound) -> Sound --- // Create a new sound that shares the same sample data as the source sound, does not own the sound data
IsSoundValid :: proc(sound: Sound) -> bool --- // Checks if a sound is valid (data loaded and buffers initialized)
UpdateSound :: proc(sound: Sound, data: rawptr, frameCount: c.int) --- // Update sound buffer with new data
UnloadWave :: proc(wave: Wave) --- // Unload wave data
UnloadSound :: proc(sound: Sound) --- // Unload sound
UnloadSoundAlias :: proc(alias: Sound) --- // Unload a sound alias (does not deallocate sample data)
ExportWave :: proc(wave: Wave, fileName: cstring) -> bool --- // Export wave data to file, returns true on success
ExportWaveAsCode :: proc(wave: Wave, fileName: cstring) -> bool --- // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
PlaySound :: proc(sound: Sound) --- // Play a sound
StopSound :: proc(sound: Sound) --- // Stop playing a sound
PauseSound :: proc(sound: Sound) --- // Pause a sound
ResumeSound :: proc(sound: Sound) --- // Resume a paused sound
IsSoundPlaying :: proc(sound: Sound) -> bool --- // Check if a sound is currently playing
SetSoundVolume :: proc(sound: Sound, volume: f32) --- // Set volume for a sound (1.0 is max level)
SetSoundPitch :: proc(sound: Sound, pitch: f32) --- // Set pitch for a sound (1.0 is base level)
SetSoundPan :: proc(sound: Sound, pan: f32) --- // Set pan for a sound (0.5 is center)
WaveCopy :: proc(wave: Wave) -> Wave --- // Copy a wave to a new wave
WaveCrop :: proc(wave: ^Wave, initFrame, finalFrame: c.int) --- // Crop a wave to defined samples range
WaveFormat :: proc(wave: ^Wave, sampleRate, sampleSize: c.int, channels: c.int) --- // Convert wave data to desired format
LoadWaveSamples :: proc(wave: Wave) -> [^]f32 --- // Load samples data from wave as a 32bit float data array
UnloadWaveSamples :: proc(samples: [^]f32) --- // Unload samples data loaded with LoadWaveSamples()
// Music management functions
LoadMusicStream :: proc(fileName: cstring) -> Music --- // Load music stream from file
LoadMusicStreamFromMemory :: proc(fileType: cstring, data: rawptr, dataSize: c.int) -> Music --- // Load music stream from data
IsMusicValid :: proc(music: Music) -> bool --- // Checks if a music stream is valid (context and buffers initialized)
UnloadMusicStream :: proc(music: Music) --- // Unload music stream
PlayMusicStream :: proc(music: Music) --- // Start music playing
IsMusicStreamPlaying :: proc(music: Music) -> bool --- // Check if music is playing
UpdateMusicStream :: proc(music: Music) --- // Updates buffers for music streaming
StopMusicStream :: proc(music: Music) --- // Stop music playing
PauseMusicStream :: proc(music: Music) --- // Pause music playing
ResumeMusicStream :: proc(music: Music) --- // Resume playing paused music
SeekMusicStream :: proc(music: Music, position: f32) --- // Seek music to a position (in seconds)
SetMusicVolume :: proc(music: Music, volume: f32) --- // Set volume for music (1.0 is max level)
SetMusicPitch :: proc(music: Music, pitch: f32) --- // Set pitch for a music (1.0 is base level)
SetMusicPan :: proc(music: Music, pan: f32) --- // Set pan for a music (0.5 is center)
GetMusicTimeLength :: proc(music: Music) -> f32 --- // Get music time length (in seconds)
GetMusicTimePlayed :: proc(music: Music) -> f32 --- // Get current music time played (in seconds)
// AudioStream management functions
LoadAudioStream :: proc(sampleRate, sampleSize: c.uint, channels: c.uint) -> AudioStream --- // Load audio stream (to stream raw audio pcm data)
IsAudioStreamValid :: proc(stream: AudioStream) -> bool --- // Checks if an audio stream is valid (buffers initialized)
UnloadAudioStream :: proc(stream: AudioStream) --- // Unload audio stream and free memory
UpdateAudioStream :: proc(stream: AudioStream, data: rawptr, frameCount: c.int) --- // Update audio stream buffers with data
IsAudioStreamProcessed :: proc(stream: AudioStream) -> bool --- // Check if any audio stream buffers requires refill
PlayAudioStream :: proc(stream: AudioStream) --- // Play audio stream
PauseAudioStream :: proc(stream: AudioStream) --- // Pause audio stream
ResumeAudioStream :: proc(stream: AudioStream) --- // Resume audio stream
IsAudioStreamPlaying :: proc(stream: AudioStream) -> bool --- // Check if audio stream is playing
StopAudioStream :: proc(stream: AudioStream) --- // Stop audio stream
SetAudioStreamVolume :: proc(stream: AudioStream, volume: f32) --- // Set volume for audio stream (1.0 is max level)
SetAudioStreamPitch :: proc(stream: AudioStream, pitch: f32) --- // Set pitch for audio stream (1.0 is base level)
SetAudioStreamPan :: proc(stream: AudioStream, pan: f32) --- // Set pan for audio stream (0.5 is centered)
SetAudioStreamBufferSizeDefault :: proc(size: c.int) --- // Default size for new audio streams
SetAudioStreamCallback :: proc(stream: AudioStream, callback: AudioCallback) --- // Audio thread callback to request new data
AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as 'float'
DetachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Detach audio stream processor from stream
AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
DetachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Detach audio stream processor from the entire audio pipeline
}
// Check if a gesture have been detected
IsGestureDetected :: proc "c" (gesture: Gesture) -> bool {
@(default_calling_convention = "c")
foreign lib {
IsGestureDetected :: proc "c" (gesture: Gestures) -> bool ---
}
return IsGestureDetected({gesture})
}
// Text formatting with variables (sprintf style)
TextFormat :: proc(text: cstring, args: ..any) -> cstring {
@(static) buffers: [MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH]byte
@(static) index: u32
buffer := buffers[index][:]
mem.zero_slice(buffer)
index = (index + 1) % MAX_TEXTFORMAT_BUFFERS
str := fmt.bprintf(buffer[:len(buffer) - 1], string(text), ..args)
buffer[len(str)] = 0
return cstring(raw_data(buffer))
}
// Text formatting with variables (sprintf style) and allocates (must be freed with 'MemFree')
TextFormatAlloc :: proc(text: cstring, args: ..any) -> cstring {
return fmt.caprintf(string(text), ..args, allocator = MemAllocator())
}
// Internal memory free
MemFree :: proc {
MemFreePtr,
MemFreeCstring,
}
@(default_calling_convention = "c")
foreign lib {
@(link_name = "MemFree")
MemFreePtr :: proc(ptr: rawptr) ---
}
MemFreeCstring :: proc "c" (s: cstring) {
MemFreePtr(rawptr(s))
}
MemAllocator :: proc "contextless" () -> mem.Allocator {
return mem.Allocator{MemAllocatorProc, nil}
}
MemAllocatorProc :: proc(
allocator_data: rawptr,
mode: mem.Allocator_Mode,
size, alignment: int,
old_memory: rawptr,
old_size: int,
location := #caller_location,
) -> (
data: []byte,
err: mem.Allocator_Error,
) {
switch mode {
case .Alloc, .Alloc_Non_Zeroed:
ptr := MemAlloc(c.uint(size))
if ptr == nil {
err = .Out_Of_Memory
return
}
data = mem.byte_slice(ptr, size)
return
case .Free:
MemFree(old_memory)
return nil, nil
case .Resize, .Resize_Non_Zeroed:
ptr := MemRealloc(old_memory, c.uint(size))
if ptr == nil {
err = .Out_Of_Memory
return
}
data = mem.byte_slice(ptr, size)
return
case .Free_All, .Query_Features, .Query_Info:
return nil, .Mode_Not_Implemented
}
return nil, .Mode_Not_Implemented
}
// RayLib 5.5 renamed Is*Ready to Is*Valid.
// See: https://github.com/raysan5/raylib/commit/8cbf34ddc495e2bca42245f786915c27210b0507
IsImageReady :: IsImageValid
IsTextureReady :: IsTextureValid
IsRenderTextureReady :: IsRenderTextureValid
IsFontReady :: IsFontValid
IsModelReady :: IsModelValid
IsMaterialReady :: IsMaterialValid
IsWaveReady :: IsWaveValid
IsSoundReady :: IsSoundValid
IsMusicReady :: IsMusicValid
IsAudioStreamReady :: IsAudioStreamValid
IsShaderReady :: IsShaderValid