mt-lang 0.2.0 → 0.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (189) hide show
  1. checksums.yaml +4 -4
  2. data/docs/index.html +4 -3
  3. data/lib/milk_tea/base.rb +1 -1
  4. data/std/asset_pack.mt +267 -0
  5. data/std/async/libuv_runtime.mt +539 -0
  6. data/std/async/mailbox.mt +191 -0
  7. data/std/async/runtime.mt +87 -0
  8. data/std/async.mt +87 -0
  9. data/std/base64.mt +185 -0
  10. data/std/behavior_tree.mt +396 -0
  11. data/std/binary.mt +314 -0
  12. data/std/binary_heap.mt +157 -0
  13. data/std/bitset.mt +239 -0
  14. data/std/box2d.mt +535 -0
  15. data/std/bytes.mt +46 -0
  16. data/std/c/box2d.mt +1254 -0
  17. data/std/c/cgltf.mt +647 -0
  18. data/std/c/cjson.mt +106 -0
  19. data/std/c/crypto.mt +11 -0
  20. data/std/c/crypto_support.h +51 -0
  21. data/std/c/ctype.mt +19 -0
  22. data/std/c/ctype_bindgen.h +29 -0
  23. data/std/c/curl.mt +1223 -0
  24. data/std/c/enet.mt +473 -0
  25. data/std/c/errno.mt +41 -0
  26. data/std/c/errno_bindgen.h +53 -0
  27. data/std/c/flecs.mt +2945 -0
  28. data/std/c/fs.linux.mt +43 -0
  29. data/std/c/fs.windows.mt +43 -0
  30. data/std/c/fs_support.h +954 -0
  31. data/std/c/gl.mt +2065 -0
  32. data/std/c/gl_registry_helpers.h +10748 -0
  33. data/std/c/glfw.mt +499 -0
  34. data/std/c/libc.mt +167 -0
  35. data/std/c/libuv.mt +1491 -0
  36. data/std/c/math.mt +22 -0
  37. data/std/c/math_bindgen.h +31 -0
  38. data/std/c/miniaudio.mt +3420 -0
  39. data/std/c/pcre2.mt +735 -0
  40. data/std/c/process.mt +58 -0
  41. data/std/c/process_support.h +1147 -0
  42. data/std/c/raygui.mt +1602 -0
  43. data/std/c/raylib.mt +1245 -0
  44. data/std/c/raymath.mt +163 -0
  45. data/std/c/rlgl.mt +434 -0
  46. data/std/c/rpng.mt +60 -0
  47. data/std/c/rres.mt +187 -0
  48. data/std/c/sdl3.mt +4132 -0
  49. data/std/c/sqlite3.mt +951 -0
  50. data/std/c/stb_image.mt +52 -0
  51. data/std/c/stb_image_resize2.mt +128 -0
  52. data/std/c/stb_image_write.mt +19 -0
  53. data/std/c/stb_rect_pack.mt +38 -0
  54. data/std/c/stb_truetype.mt +175 -0
  55. data/std/c/stb_vorbis.mt +31 -0
  56. data/std/c/stdio.mt +90 -0
  57. data/std/c/steamworks.h +5769 -0
  58. data/std/c/steamworks.mt +4771 -0
  59. data/std/c/string.mt +16 -0
  60. data/std/c/string_bindgen.h +36 -0
  61. data/std/c/sync.mt +33 -0
  62. data/std/c/sync_support.h +219 -0
  63. data/std/c/terminal.mt +24 -0
  64. data/std/c/terminal_support.h +408 -0
  65. data/std/c/time.mt +26 -0
  66. data/std/c/tls.mt +24 -0
  67. data/std/c/tls_support.h +626 -0
  68. data/std/c/tracy.mt +53 -0
  69. data/std/c/zlib.mt +20 -0
  70. data/std/c/zlib_support.h +239 -0
  71. data/std/c/zstd.mt +231 -0
  72. data/std/cell.mt +60 -0
  73. data/std/cgltf.mt +115 -0
  74. data/std/cjson.mt +90 -0
  75. data/std/cli.mt +768 -0
  76. data/std/cookie.mt +198 -0
  77. data/std/counter.mt +160 -0
  78. data/std/crypto.mt +74 -0
  79. data/std/cstring.mt +13 -0
  80. data/std/ctype.mt +52 -0
  81. data/std/curl/runtime.mt +261 -0
  82. data/std/curl.mt +38 -0
  83. data/std/deque.mt +348 -0
  84. data/std/encoding.mt +93 -0
  85. data/std/enet.mt +133 -0
  86. data/std/env.mt +41 -0
  87. data/std/errno.mt +47 -0
  88. data/std/flecs.mt +978 -0
  89. data/std/fmt.mt +271 -0
  90. data/std/fs.linux.mt +696 -0
  91. data/std/fs.windows.mt +711 -0
  92. data/std/fsm.mt +267 -0
  93. data/std/gl.mt +2062 -0
  94. data/std/glfw.mt +471 -0
  95. data/std/goap.mt +342 -0
  96. data/std/graph.mt +521 -0
  97. data/std/gzip.mt +77 -0
  98. data/std/hash.mt +429 -0
  99. data/std/http/server.mt +810 -0
  100. data/std/http.mt +1227 -0
  101. data/std/intern.mt +53 -0
  102. data/std/jobs.mt +288 -0
  103. data/std/json.mt +627 -0
  104. data/std/libc.mt +34 -0
  105. data/std/libuv.mt +554 -0
  106. data/std/linear_algebra.mt +243 -0
  107. data/std/linked_map.mt +372 -0
  108. data/std/linked_map_view.mt +49 -0
  109. data/std/linked_set.mt +117 -0
  110. data/std/log.mt +69 -0
  111. data/std/map.mt +418 -0
  112. data/std/math.mt +24 -0
  113. data/std/mem/arena.mt +137 -0
  114. data/std/mem/endian.mt +51 -0
  115. data/std/mem/heap.mt +298 -0
  116. data/std/mem/pool.mt +164 -0
  117. data/std/mem/stack.mt +47 -0
  118. data/std/mem/tracking.mt +119 -0
  119. data/std/miniaudio.mt +1299 -0
  120. data/std/multiset.mt +191 -0
  121. data/std/net/channel.mt +727 -0
  122. data/std/net/clock.mt +237 -0
  123. data/std/net/discovery.mt +277 -0
  124. data/std/net/lobby.mt +813 -0
  125. data/std/net/manager.mt +539 -0
  126. data/std/net/mux.mt +839 -0
  127. data/std/net/nat.mt +122 -0
  128. data/std/net/packet.mt +219 -0
  129. data/std/net/punch.mt +162 -0
  130. data/std/net/rpc.mt +119 -0
  131. data/std/net/session.mt +1157 -0
  132. data/std/net/stun.mt +252 -0
  133. data/std/net/sync.mt +183 -0
  134. data/std/net/turn.mt +459 -0
  135. data/std/net.mt +2944 -0
  136. data/std/oauth2.mt +408 -0
  137. data/std/option.mt +51 -0
  138. data/std/ordered_map.mt +497 -0
  139. data/std/ordered_set.mt +348 -0
  140. data/std/path.mt +368 -0
  141. data/std/pcre2/runtime.mt +35 -0
  142. data/std/pcre2.mt +78 -0
  143. data/std/priority_queue.mt +55 -0
  144. data/std/process.mt +837 -0
  145. data/std/queue.mt +55 -0
  146. data/std/random.mt +146 -0
  147. data/std/raygui.mt +99 -0
  148. data/std/raylib/debug_console.mt +71 -0
  149. data/std/raylib/easing.mt +388 -0
  150. data/std/raylib/packed_assets.mt +255 -0
  151. data/std/raylib/runtime.mt +30 -0
  152. data/std/raylib/tracy_gpu.mt +37 -0
  153. data/std/raylib.mt +1510 -0
  154. data/std/raymath.mt +153 -0
  155. data/std/result.mt +89 -0
  156. data/std/rlgl.mt +268 -0
  157. data/std/rpng.mt +46 -0
  158. data/std/rres.mt +36 -0
  159. data/std/sdl3/runtime.mt +54 -0
  160. data/std/sdl3.mt +1731 -0
  161. data/std/serialize.mt +68 -0
  162. data/std/set.mt +124 -0
  163. data/std/spatial.mt +176 -0
  164. data/std/sqlite3.mt +151 -0
  165. data/std/stack.mt +55 -0
  166. data/std/stb_image.mt +47 -0
  167. data/std/stb_image_resize2.mt +41 -0
  168. data/std/stb_image_write.mt +17 -0
  169. data/std/stb_rect_pack.mt +15 -0
  170. data/std/stb_truetype.mt +77 -0
  171. data/std/stb_vorbis.mt +16 -0
  172. data/std/stdio.mt +88 -0
  173. data/std/steamworks.mt +1542 -0
  174. data/std/str.mt +293 -0
  175. data/std/string.mt +234 -0
  176. data/std/sync.mt +194 -0
  177. data/std/tar.mt +704 -0
  178. data/std/terminal.mt +1002 -0
  179. data/std/testing.mt +266 -0
  180. data/std/thread.mt +120 -0
  181. data/std/time.mt +105 -0
  182. data/std/tls.mt +616 -0
  183. data/std/toml.mt +1310 -0
  184. data/std/tracy.mt +42 -0
  185. data/std/uri.mt +118 -0
  186. data/std/url.mt +372 -0
  187. data/std/vec.mt +433 -0
  188. data/std/zstd.mt +94 -0
  189. metadata +187 -2
data/std/raylib.mt ADDED
@@ -0,0 +1,1510 @@
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+ # generated by mtc imported-bindings from std.c.raylib using bindings/imported/raylib.binding.json
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+
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+ import std.c.raylib as c
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+ import std.raymath as math
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+
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+ public type Vector2 = c.Vector2
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+ public type Vector3 = c.Vector3
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+ public type Vector4 = c.Vector4
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+ public type Quaternion = c.Quaternion
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+ public type Matrix = c.Matrix
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+ public type Color = c.Color
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+ public type Rectangle = c.Rectangle
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+ public type Image = c.Image
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+ public type Texture = c.Texture
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+ public type Texture2D = c.Texture2D
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+ public type TextureCubemap = c.TextureCubemap
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+ public type RenderTexture = c.RenderTexture
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+ public type RenderTexture2D = c.RenderTexture2D
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+ public type NPatchInfo = c.NPatchInfo
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+ public type GlyphInfo = c.GlyphInfo
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+ public type Font = c.Font
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+ public type Camera3D = c.Camera3D
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+ public type Camera = c.Camera
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+ public type Camera2D = c.Camera2D
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+ public type Mesh = c.Mesh
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+ public type Shader = c.Shader
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+ public type MaterialMap = c.MaterialMap
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+ public type Material = c.Material
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+ public type Transform = c.Transform
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+ public type ModelAnimPose = c.ModelAnimPose
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+ public type BoneInfo = c.BoneInfo
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+ public type ModelSkeleton = c.ModelSkeleton
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+ public type Model = c.Model
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+ public type ModelAnimation = c.ModelAnimation
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+ public type Ray = c.Ray
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+ public type RayCollision = c.RayCollision
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+ public type BoundingBox = c.BoundingBox
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+ public type Wave = c.Wave
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+ public type AudioStream = c.AudioStream
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+ public type Sound = c.Sound
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+ public type Music = c.Music
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+ public type VrDeviceInfo = c.VrDeviceInfo
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+ public type VrStereoConfig = c.VrStereoConfig
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+ public type FilePathList = c.FilePathList
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+ public type AutomationEvent = c.AutomationEvent
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+ public type AutomationEventList = c.AutomationEventList
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+ public type ConfigFlags = c.ConfigFlags
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+ public type TraceLogLevel = c.TraceLogLevel
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+ public type KeyboardKey = c.KeyboardKey
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+ public type MouseButton = c.MouseButton
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+ public type MouseCursor = c.MouseCursor
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+ public type GamepadButton = c.GamepadButton
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+ public type GamepadAxis = c.GamepadAxis
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+ public type MaterialMapIndex = c.MaterialMapIndex
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+ public type ShaderLocationIndex = c.ShaderLocationIndex
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+ public type ShaderUniformDataType = c.ShaderUniformDataType
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+ public type ShaderAttributeDataType = c.ShaderAttributeDataType
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+ public type PixelFormat = c.PixelFormat
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+ public type TextureFilter = c.TextureFilter
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+ public type TextureWrap = c.TextureWrap
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+ public type CubemapLayout = c.CubemapLayout
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+ public type FontType = c.FontType
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+ public type BlendMode = c.BlendMode
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+ public type Gesture = c.Gesture
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+ public type CameraMode = c.CameraMode
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+ public type CameraProjection = c.CameraProjection
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+ public type NPatchLayout = c.NPatchLayout
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+
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+ public const RAYLIB_VERSION_MAJOR: int = c.RAYLIB_VERSION_MAJOR
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+ public const RAYLIB_VERSION_MINOR: int = c.RAYLIB_VERSION_MINOR
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+ public const RAYLIB_VERSION_PATCH: int = c.RAYLIB_VERSION_PATCH
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+ public const PI: float = c.PI
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+ public const LIGHTGRAY: Color = c.LIGHTGRAY
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+ public const GRAY: Color = c.GRAY
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+ public const DARKGRAY: Color = c.DARKGRAY
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+ public const YELLOW: Color = c.YELLOW
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+ public const GOLD: Color = c.GOLD
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+ public const ORANGE: Color = c.ORANGE
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+ public const PINK: Color = c.PINK
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+ public const RED: Color = c.RED
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+ public const MAROON: Color = c.MAROON
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+ public const GREEN: Color = c.GREEN
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+ public const LIME: Color = c.LIME
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+ public const DARKGREEN: Color = c.DARKGREEN
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+ public const SKYBLUE: Color = c.SKYBLUE
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+ public const BLUE: Color = c.BLUE
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+ public const DARKBLUE: Color = c.DARKBLUE
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+ public const PURPLE: Color = c.PURPLE
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+ public const VIOLET: Color = c.VIOLET
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+ public const DARKPURPLE: Color = c.DARKPURPLE
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+ public const BEIGE: Color = c.BEIGE
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+ public const BROWN: Color = c.BROWN
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+ public const DARKBROWN: Color = c.DARKBROWN
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+ public const WHITE: Color = c.WHITE
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+ public const BLACK: Color = c.BLACK
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+ public const BLANK: Color = c.BLANK
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+ public const MAGENTA: Color = c.MAGENTA
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+ public const RAYWHITE: Color = c.RAYWHITE
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+
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+ public foreign function init_window(width: int, height: int, title: str as cstr) -> void = c.InitWindow
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+ public foreign function close_window() -> void = c.CloseWindow
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+ public foreign function window_should_close() -> bool = c.WindowShouldClose
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+ public foreign function is_window_ready() -> bool = c.IsWindowReady
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+ public foreign function is_window_fullscreen() -> bool = c.IsWindowFullscreen
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+ public foreign function is_window_hidden() -> bool = c.IsWindowHidden
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+ public foreign function is_window_minimized() -> bool = c.IsWindowMinimized
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+ public foreign function is_window_maximized() -> bool = c.IsWindowMaximized
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+ public foreign function is_window_focused() -> bool = c.IsWindowFocused
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+ public foreign function is_window_resized() -> bool = c.IsWindowResized
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+ public foreign function is_window_state(flag: ConfigFlags) -> bool = c.IsWindowState
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+ public foreign function set_window_state(flag_bits: ConfigFlags) -> void = c.SetWindowState
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+ public foreign function clear_window_state(flag_bits: ConfigFlags) -> void = c.ClearWindowState
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+ public foreign function toggle_fullscreen() -> void = c.ToggleFullscreen
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+ public foreign function toggle_borderless_windowed() -> void = c.ToggleBorderlessWindowed
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+ public foreign function maximize_window() -> void = c.MaximizeWindow
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+ public foreign function minimize_window() -> void = c.MinimizeWindow
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+ public foreign function restore_window() -> void = c.RestoreWindow
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+ public foreign function set_window_icon(image: Image) -> void = c.SetWindowIcon
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+ public foreign function set_window_icons(images: ptr[Image], count: int) -> void = c.SetWindowIcons
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+ public foreign function set_window_title(title: str as cstr) -> void = c.SetWindowTitle
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+ public foreign function set_window_position(x: int, y: int) -> void = c.SetWindowPosition
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+ public foreign function set_window_monitor(monitor: int) -> void = c.SetWindowMonitor
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+ public foreign function set_window_min_size(width: int, height: int) -> void = c.SetWindowMinSize
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+ public foreign function set_window_max_size(width: int, height: int) -> void = c.SetWindowMaxSize
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+ public foreign function set_window_size(width: int, height: int) -> void = c.SetWindowSize
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+ public foreign function set_window_opacity(opacity: float) -> void = c.SetWindowOpacity
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+ public foreign function set_window_focused() -> void = c.SetWindowFocused
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+ public foreign function get_window_handle() -> ptr[void] = c.GetWindowHandle
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+ public foreign function get_screen_width() -> int = c.GetScreenWidth
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+ public foreign function get_screen_height() -> int = c.GetScreenHeight
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+ public foreign function get_render_width() -> int = c.GetRenderWidth
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+ public foreign function get_render_height() -> int = c.GetRenderHeight
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+ public foreign function get_monitor_count() -> int = c.GetMonitorCount
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+ public foreign function get_current_monitor() -> int = c.GetCurrentMonitor
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+ public foreign function get_monitor_position(monitor: int) -> Vector2 = c.GetMonitorPosition
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+ public foreign function get_monitor_width(monitor: int) -> int = c.GetMonitorWidth
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+ public foreign function get_monitor_height(monitor: int) -> int = c.GetMonitorHeight
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+ public foreign function get_monitor_physical_width(monitor: int) -> int = c.GetMonitorPhysicalWidth
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+ public foreign function get_monitor_physical_height(monitor: int) -> int = c.GetMonitorPhysicalHeight
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+ public foreign function get_monitor_refresh_rate(monitor: int) -> int = c.GetMonitorRefreshRate
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+ public foreign function get_window_position() -> Vector2 = c.GetWindowPosition
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+ public foreign function get_window_scale_dpi() -> Vector2 = c.GetWindowScaleDPI
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+ public foreign function get_monitor_name(monitor: int) -> cstr = c.GetMonitorName
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+ public foreign function set_clipboard_text(text: str as cstr) -> void = c.SetClipboardText
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+ public foreign function get_clipboard_text() -> cstr = c.GetClipboardText
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+ public foreign function get_clipboard_image() -> Image = c.GetClipboardImage
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+ public foreign function enable_event_waiting() -> void = c.EnableEventWaiting
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+ public foreign function disable_event_waiting() -> void = c.DisableEventWaiting
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+ public foreign function show_cursor() -> void = c.ShowCursor
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+ public foreign function hide_cursor() -> void = c.HideCursor
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+ public foreign function is_cursor_hidden() -> bool = c.IsCursorHidden
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+ public foreign function enable_cursor() -> void = c.EnableCursor
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+ public foreign function disable_cursor() -> void = c.DisableCursor
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+ public foreign function is_cursor_on_screen() -> bool = c.IsCursorOnScreen
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+ public foreign function clear_background(color: Color) -> void = c.ClearBackground
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+ public foreign function begin_drawing() -> void = c.BeginDrawing
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+ public foreign function end_drawing() -> void = c.EndDrawing
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+ public foreign function begin_mode_2d(camera: Camera2D) -> void = c.BeginMode2D
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+ public foreign function end_mode_2d() -> void = c.EndMode2D
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+ public foreign function begin_mode_3d(camera: Camera3D) -> void = c.BeginMode3D
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+ public foreign function end_mode_3d() -> void = c.EndMode3D
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+ public foreign function begin_texture_mode(target: RenderTexture2D) -> void = c.BeginTextureMode
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+ public foreign function end_texture_mode() -> void = c.EndTextureMode
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+ public foreign function begin_shader_mode(shader: Shader) -> void = c.BeginShaderMode
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+ public foreign function end_shader_mode() -> void = c.EndShaderMode
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+ public foreign function begin_blend_mode(mode: int) -> void = c.BeginBlendMode
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+ public foreign function end_blend_mode() -> void = c.EndBlendMode
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+ public foreign function begin_scissor_mode(x: int, y: int, width: int, height: int) -> void = c.BeginScissorMode
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+ public foreign function end_scissor_mode() -> void = c.EndScissorMode
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+ public foreign function begin_vr_stereo_mode(config: VrStereoConfig) -> void = c.BeginVrStereoMode
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+ public foreign function end_vr_stereo_mode() -> void = c.EndVrStereoMode
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+ public foreign function load_vr_stereo_config(device: VrDeviceInfo) -> VrStereoConfig = c.LoadVrStereoConfig
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+ public foreign function unload_vr_stereo_config(config: VrStereoConfig) -> void = c.UnloadVrStereoConfig
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+ public foreign function load_shader(vs_file_name: cstr?, fs_file_name: cstr?) -> Shader = c.LoadShader
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+ public foreign function load_vertex_shader(vs_file_name: str as cstr) -> Shader = c.LoadShader(vs_file_name, null)
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+ public foreign function load_fragment_shader(fs_file_name: str as cstr) -> Shader = c.LoadShader(null, fs_file_name)
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+ public foreign function load_shader_from_memory(vs_code: cstr?, fs_code: cstr?) -> Shader = c.LoadShaderFromMemory
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+ public foreign function is_shader_valid(shader: Shader) -> bool = c.IsShaderValid
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+ public foreign function get_shader_location(shader: Shader, uniform_name: str as cstr) -> int = c.GetShaderLocation
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+ public foreign function get_shader_location_attrib(shader: Shader, attrib_name: str as cstr) -> int = c.GetShaderLocationAttrib
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+ public foreign function set_shader_value[T](shader: Shader, loc_index: int, in value: T as const_ptr[void], uniform_type: int) -> void = c.SetShaderValue
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+ public foreign function set_shader_value_v[T](shader: Shader, loc_index: int, value: ptr[T] as const_ptr[void], uniform_type: int, count: int) -> void = c.SetShaderValueV
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+ public foreign function set_shader_value_matrix(shader: Shader, loc_index: int, mat: Matrix) -> void = c.SetShaderValueMatrix
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+ public foreign function set_shader_value_texture(shader: Shader, loc_index: int, texture: Texture) -> void = c.SetShaderValueTexture
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+ public foreign function unload_shader(shader: Shader) -> void = c.UnloadShader
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+ public foreign function get_screen_to_world_ray(position: Vector2, camera: Camera3D) -> Ray = c.GetScreenToWorldRay
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+ public foreign function get_screen_to_world_ray_ex(position: Vector2, camera: Camera3D, width: int, height: int) -> Ray = c.GetScreenToWorldRayEx
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+ public foreign function get_world_to_screen(position: Vector3, camera: Camera3D) -> Vector2 = c.GetWorldToScreen
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+ public foreign function get_world_to_screen_ex(position: Vector3, camera: Camera3D, width: int, height: int) -> Vector2 = c.GetWorldToScreenEx
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+ public foreign function get_world_to_screen_2d(position: Vector2, camera: Camera2D) -> Vector2 = c.GetWorldToScreen2D
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+ public foreign function get_screen_to_world_2d(position: Vector2, camera: Camera2D) -> Vector2 = c.GetScreenToWorld2D
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+ public foreign function get_camera_matrix(camera: Camera3D) -> Matrix = c.GetCameraMatrix
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+ public foreign function get_camera_matrix_2d(camera: Camera2D) -> Matrix = c.GetCameraMatrix2D
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+ public foreign function set_target_fps(fps: int) -> void = c.SetTargetFPS
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+ public foreign function get_frame_time() -> float = c.GetFrameTime
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+ public foreign function get_time() -> double = c.GetTime
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+ public foreign function get_fps() -> int = c.GetFPS
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+ public foreign function swap_screen_buffer() -> void = c.SwapScreenBuffer
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+ public foreign function poll_input_events() -> void = c.PollInputEvents
200
+ public foreign function wait_time(seconds: double) -> void = c.WaitTime
201
+ public foreign function set_random_seed(seed: uint) -> void = c.SetRandomSeed
202
+ public foreign function get_random_value(min: int, max: int) -> int = c.GetRandomValue
203
+ public foreign function load_random_sequence(count: uint, min: int, max: int) -> ptr[int]? = c.LoadRandomSequence
204
+ public foreign function unload_random_sequence(sequence: ptr[int]) -> void = c.UnloadRandomSequence
205
+ public foreign function take_screenshot(file_name: str as cstr) -> void = c.TakeScreenshot
206
+ public foreign function set_config_flags(flag_bits: ConfigFlags) -> void = c.SetConfigFlags
207
+ public foreign function open_url(url: str as cstr) -> void = c.OpenURL
208
+ public foreign function set_trace_log_level(log_level: int) -> void = c.SetTraceLogLevel
209
+ public foreign function trace_log(log_level: int, text: str as cstr, ...) -> void = c.TraceLog
210
+ public foreign function mem_alloc[T](count: ptr_uint) -> ptr[T]? = c.MemAlloc(count * uint<-size_of(T))
211
+ public foreign function mem_realloc[T](memory: ptr[T], count: ptr_uint) -> ptr[T]? = c.MemRealloc(memory, count * uint<-size_of(T))
212
+ public foreign function mem_free[T](memory: ptr[T]) -> void = c.MemFree
213
+ public foreign function load_file_data(file_name: str as cstr, out data_size: int) -> ptr[ubyte]? = c.LoadFileData
214
+ public foreign function unload_file_data(consuming data: ptr[ubyte]) -> void = c.UnloadFileData
215
+ public foreign function save_file_data(file_name: str as cstr, data: span[ubyte]) -> bool = c.SaveFileData(file_name, data.data, int<-data.len)
216
+ public foreign function export_data_as_code(data: const_ptr[ubyte], data_size: int, file_name: str as cstr) -> bool = c.ExportDataAsCode
217
+ public foreign function load_file_text(file_name: str as cstr) -> ptr[char]? = c.LoadFileText
218
+ public foreign function unload_file_text(text: ptr[char]) -> void = c.UnloadFileText
219
+ public foreign function save_file_text(file_name: str as cstr, text: str as cstr) -> bool = c.SaveFileText
220
+ public foreign function file_rename(file_name: str as cstr, file_rename: str as cstr) -> int = c.FileRename
221
+ public foreign function file_remove(file_name: str as cstr) -> int = c.FileRemove
222
+ public foreign function file_copy(src_path: str as cstr, dst_path: str as cstr) -> int = c.FileCopy
223
+ public foreign function file_move(src_path: str as cstr, dst_path: str as cstr) -> int = c.FileMove
224
+ public foreign function file_text_replace(file_name: str as cstr, search: str as cstr, replacement: str as cstr) -> int = c.FileTextReplace
225
+ public foreign function file_text_find_index(file_name: str as cstr, search: str as cstr) -> int = c.FileTextFindIndex
226
+ public foreign function file_exists(file_name: str as cstr) -> bool = c.FileExists
227
+ public foreign function directory_exists(dir_path: str as cstr) -> bool = c.DirectoryExists
228
+ public foreign function is_file_extension(file_name: str as cstr, ext: str as cstr) -> bool = c.IsFileExtension
229
+ public foreign function get_file_length(file_name: str as cstr) -> int = c.GetFileLength
230
+ public foreign function get_file_mod_time(file_name: str as cstr) -> ptr_int = c.GetFileModTime
231
+ public foreign function get_file_extension(file_name: str as cstr) -> cstr = c.GetFileExtension
232
+ public foreign function get_file_name(file_path: str as cstr) -> cstr = c.GetFileName
233
+ public foreign function get_file_name_without_ext(file_path: str as cstr) -> cstr = c.GetFileNameWithoutExt
234
+ public foreign function get_directory_path(file_path: str as cstr) -> cstr = c.GetDirectoryPath
235
+ public foreign function get_prev_directory_path(dir_path: str as cstr) -> cstr = c.GetPrevDirectoryPath
236
+ public foreign function get_working_directory() -> cstr = c.GetWorkingDirectory
237
+ public foreign function get_application_directory() -> cstr = c.GetApplicationDirectory
238
+ public foreign function make_directory(dir_path: str as cstr) -> int = c.MakeDirectory
239
+ public foreign function change_directory(dir_path: str as cstr) -> bool = c.ChangeDirectory
240
+ public foreign function is_path_file(path: str as cstr) -> bool = c.IsPathFile
241
+ public foreign function is_file_name_valid(file_name: str as cstr) -> bool = c.IsFileNameValid
242
+ public foreign function load_directory_files(dir_path: str as cstr) -> FilePathList = c.LoadDirectoryFiles
243
+ public foreign function load_directory_files_ex(base_path: str as cstr, filter: str as cstr, scan_subdirs: bool) -> FilePathList = c.LoadDirectoryFilesEx
244
+ public foreign function unload_directory_files(files: FilePathList) -> void = c.UnloadDirectoryFiles
245
+ public foreign function is_file_dropped() -> bool = c.IsFileDropped
246
+ public foreign function load_dropped_files() -> FilePathList = c.LoadDroppedFiles
247
+ public foreign function unload_dropped_files(files: FilePathList) -> void = c.UnloadDroppedFiles
248
+ public foreign function get_directory_file_count(dir_path: str as cstr) -> uint = c.GetDirectoryFileCount
249
+ public foreign function get_directory_file_count_ex(base_path: str as cstr, filter: str as cstr, scan_subdirs: bool) -> uint = c.GetDirectoryFileCountEx
250
+ public foreign function compress_data(data: const_ptr[ubyte], data_size: int, comp_data_size: ptr[int]) -> ptr[ubyte]? = c.CompressData
251
+ public foreign function decompress_data(comp_data: const_ptr[ubyte], comp_data_size: int, data_size: ptr[int]) -> ptr[ubyte]? = c.DecompressData
252
+ public foreign function encode_data_base64(data: const_ptr[ubyte], data_size: int, output_size: ptr[int]) -> ptr[char]? = c.EncodeDataBase64
253
+ public foreign function decode_data_base64(text: str as cstr, output_size: ptr[int]) -> ptr[ubyte]? = c.DecodeDataBase64
254
+ public foreign function compute_crc32(data: ptr[ubyte], data_size: int) -> uint = c.ComputeCRC32
255
+ public foreign function compute_md5(data: ptr[ubyte], data_size: int) -> ptr[uint] = c.ComputeMD5
256
+ public foreign function compute_sha1(data: ptr[ubyte], data_size: int) -> ptr[uint] = c.ComputeSHA1
257
+ public foreign function compute_sha256(data: ptr[ubyte], data_size: int) -> ptr[uint] = c.ComputeSHA256
258
+ public foreign function load_automation_event_list(file_name: cstr?) -> AutomationEventList = c.LoadAutomationEventList
259
+ public foreign function unload_automation_event_list(list: AutomationEventList) -> void = c.UnloadAutomationEventList
260
+ public foreign function export_automation_event_list(list: AutomationEventList, file_name: str as cstr) -> bool = c.ExportAutomationEventList
261
+ public foreign function set_automation_event_list(list: ptr[AutomationEventList]) -> void = c.SetAutomationEventList
262
+ public foreign function set_automation_event_base_frame(frame: int) -> void = c.SetAutomationEventBaseFrame
263
+ public foreign function start_automation_event_recording() -> void = c.StartAutomationEventRecording
264
+ public foreign function stop_automation_event_recording() -> void = c.StopAutomationEventRecording
265
+ public foreign function play_automation_event(event_: AutomationEvent) -> void = c.PlayAutomationEvent
266
+ public foreign function is_key_pressed(key: KeyboardKey) -> bool = c.IsKeyPressed
267
+ public foreign function is_key_pressed_repeat(key: KeyboardKey) -> bool = c.IsKeyPressedRepeat
268
+ public foreign function is_key_down(key: KeyboardKey) -> bool = c.IsKeyDown
269
+ public foreign function is_key_released(key: KeyboardKey) -> bool = c.IsKeyReleased
270
+ public foreign function is_key_up(key: KeyboardKey) -> bool = c.IsKeyUp
271
+ public foreign function get_key_pressed() -> int = c.GetKeyPressed
272
+ public foreign function get_char_pressed() -> int = c.GetCharPressed
273
+ public foreign function get_key_name(key: int) -> cstr = c.GetKeyName
274
+ public foreign function set_exit_key(key: KeyboardKey) -> void = c.SetExitKey
275
+ public foreign function is_gamepad_available(gamepad: int) -> bool = c.IsGamepadAvailable
276
+ public foreign function get_gamepad_name(gamepad: int) -> cstr = c.GetGamepadName
277
+ public foreign function is_gamepad_button_pressed(gamepad: int, button: GamepadButton) -> bool = c.IsGamepadButtonPressed
278
+ public foreign function is_gamepad_button_down(gamepad: int, button: GamepadButton) -> bool = c.IsGamepadButtonDown
279
+ public foreign function is_gamepad_button_released(gamepad: int, button: GamepadButton) -> bool = c.IsGamepadButtonReleased
280
+ public foreign function is_gamepad_button_up(gamepad: int, button: int) -> bool = c.IsGamepadButtonUp
281
+ public foreign function get_gamepad_button_pressed() -> int = c.GetGamepadButtonPressed
282
+ public foreign function get_gamepad_axis_count(gamepad: int) -> int = c.GetGamepadAxisCount
283
+ public foreign function get_gamepad_axis_movement(gamepad: int, axis: int) -> float = c.GetGamepadAxisMovement
284
+ public foreign function set_gamepad_mappings(mappings: str as cstr) -> int = c.SetGamepadMappings
285
+ public foreign function set_gamepad_vibration(gamepad: int, left_motor: float, right_motor: float, duration: float) -> void = c.SetGamepadVibration
286
+ public foreign function is_mouse_button_pressed(button: MouseButton) -> bool = c.IsMouseButtonPressed
287
+ public foreign function is_mouse_button_down(button: MouseButton) -> bool = c.IsMouseButtonDown
288
+ public foreign function is_mouse_button_released(button: MouseButton) -> bool = c.IsMouseButtonReleased
289
+ public foreign function is_mouse_button_up(button: MouseButton) -> bool = c.IsMouseButtonUp
290
+ public foreign function get_mouse_x() -> int = c.GetMouseX
291
+ public foreign function get_mouse_y() -> int = c.GetMouseY
292
+ public foreign function get_mouse_position() -> Vector2 = c.GetMousePosition
293
+ public foreign function get_mouse_delta() -> Vector2 = c.GetMouseDelta
294
+ public foreign function set_mouse_position(x: int, y: int) -> void = c.SetMousePosition
295
+ public foreign function set_mouse_offset(offset_x: int, offset_y: int) -> void = c.SetMouseOffset
296
+ public foreign function set_mouse_scale(scale_x: float, scale_y: float) -> void = c.SetMouseScale
297
+ public foreign function get_mouse_wheel_move() -> float = c.GetMouseWheelMove
298
+ public foreign function get_mouse_wheel_move_v() -> Vector2 = c.GetMouseWheelMoveV
299
+ public foreign function set_mouse_cursor(cursor: MouseCursor) -> void = c.SetMouseCursor
300
+ public foreign function get_touch_x() -> int = c.GetTouchX
301
+ public foreign function get_touch_y() -> int = c.GetTouchY
302
+ public foreign function get_touch_position(index: int) -> Vector2 = c.GetTouchPosition
303
+ public foreign function get_touch_point_id(index: int) -> int = c.GetTouchPointId
304
+ public foreign function get_touch_point_count() -> int = c.GetTouchPointCount
305
+ public foreign function set_gestures_enabled(flag_bits: Gesture) -> void = c.SetGesturesEnabled
306
+ public foreign function is_gesture_detected(gesture: Gesture) -> bool = c.IsGestureDetected
307
+ public foreign function get_gesture_detected() -> int = c.GetGestureDetected
308
+ public foreign function get_gesture_hold_duration() -> float = c.GetGestureHoldDuration
309
+ public foreign function get_gesture_drag_vector() -> Vector2 = c.GetGestureDragVector
310
+ public foreign function get_gesture_drag_angle() -> float = c.GetGestureDragAngle
311
+ public foreign function get_gesture_pinch_vector() -> Vector2 = c.GetGesturePinchVector
312
+ public foreign function get_gesture_pinch_angle() -> float = c.GetGesturePinchAngle
313
+ public foreign function update_camera(inout camera: Camera, mode: CameraMode) -> void = c.UpdateCamera
314
+ public foreign function update_camera_pro(camera: ptr[Camera], movement: Vector3, rotation: Vector3, zoom: float) -> void = c.UpdateCameraPro
315
+ public foreign function set_shapes_texture(texture: Texture, source: Rectangle) -> void = c.SetShapesTexture
316
+ public foreign function get_shapes_texture() -> Texture2D = c.GetShapesTexture
317
+ public foreign function get_shapes_texture_rectangle() -> Rectangle = c.GetShapesTextureRectangle
318
+ public foreign function draw_pixel(pos_x: int, pos_y: int, color: Color) -> void = c.DrawPixel
319
+ public foreign function draw_pixel_v(position: Vector2, color: Color) -> void = c.DrawPixelV
320
+ public foreign function draw_line(start_pos_x: int, start_pos_y: int, end_pos_x: int, end_pos_y: int, color: Color) -> void = c.DrawLine
321
+ public foreign function draw_line_v(start_pos: Vector2, end_pos: Vector2, color: Color) -> void = c.DrawLineV
322
+ public foreign function draw_line_ex(start_pos: Vector2, end_pos: Vector2, thick: float, color: Color) -> void = c.DrawLineEx
323
+ public foreign function draw_line_strip_ptr(points: const_ptr[Vector2], point_count: int, color: Color) -> void = c.DrawLineStrip
324
+ public foreign function draw_line_bezier(start_pos: Vector2, end_pos: Vector2, thick: float, color: Color) -> void = c.DrawLineBezier
325
+ public foreign function draw_line_dashed(start_pos: Vector2, end_pos: Vector2, dash_size: int, space_size: int, color: Color) -> void = c.DrawLineDashed
326
+ public foreign function draw_circle(center_x: int, center_y: int, radius: float, color: Color) -> void = c.DrawCircle
327
+ public foreign function draw_circle_v(center: Vector2, radius: float, color: Color) -> void = c.DrawCircleV
328
+ public foreign function draw_circle_gradient(center: Vector2, radius: float, inner: Color, outer: Color) -> void = c.DrawCircleGradient
329
+ public foreign function draw_circle_sector(center: Vector2, radius: float, start_angle: float, end_angle: float, segments: int, color: Color) -> void = c.DrawCircleSector
330
+ public foreign function draw_circle_sector_lines(center: Vector2, radius: float, start_angle: float, end_angle: float, segments: int, color: Color) -> void = c.DrawCircleSectorLines
331
+ public foreign function draw_circle_lines(center_x: int, center_y: int, radius: float, color: Color) -> void = c.DrawCircleLines
332
+ public foreign function draw_circle_lines_v(center: Vector2, radius: float, color: Color) -> void = c.DrawCircleLinesV
333
+ public foreign function draw_ellipse(center_x: int, center_y: int, radius_h: float, radius_v: float, color: Color) -> void = c.DrawEllipse
334
+ public foreign function draw_ellipse_v(center: Vector2, radius_h: float, radius_v: float, color: Color) -> void = c.DrawEllipseV
335
+ public foreign function draw_ellipse_lines(center_x: int, center_y: int, radius_h: float, radius_v: float, color: Color) -> void = c.DrawEllipseLines
336
+ public foreign function draw_ellipse_lines_v(center: Vector2, radius_h: float, radius_v: float, color: Color) -> void = c.DrawEllipseLinesV
337
+ public foreign function draw_ring(center: Vector2, inner_radius: float, outer_radius: float, start_angle: float, end_angle: float, segments: int, color: Color) -> void = c.DrawRing
338
+ public foreign function draw_ring_lines(center: Vector2, inner_radius: float, outer_radius: float, start_angle: float, end_angle: float, segments: int, color: Color) -> void = c.DrawRingLines
339
+ public foreign function draw_rectangle(pos_x: int, pos_y: int, width: int, height: int, color: Color) -> void = c.DrawRectangle
340
+ public foreign function draw_rectangle_v(position: Vector2, size: Vector2, color: Color) -> void = c.DrawRectangleV
341
+ public foreign function draw_rectangle_rec(rec: Rectangle, color: Color) -> void = c.DrawRectangleRec
342
+ public foreign function draw_rectangle_pro(rec: Rectangle, origin: Vector2, rotation: float, color: Color) -> void = c.DrawRectanglePro
343
+ public foreign function draw_rectangle_gradient_v(pos_x: int, pos_y: int, width: int, height: int, top: Color, bottom: Color) -> void = c.DrawRectangleGradientV
344
+ public foreign function draw_rectangle_gradient_h(pos_x: int, pos_y: int, width: int, height: int, left: Color, right: Color) -> void = c.DrawRectangleGradientH
345
+ public foreign function draw_rectangle_gradient_ex(rec: Rectangle, top_left: Color, bottom_left: Color, bottom_right: Color, top_right: Color) -> void = c.DrawRectangleGradientEx
346
+ public foreign function draw_rectangle_lines(pos_x: int, pos_y: int, width: int, height: int, color: Color) -> void = c.DrawRectangleLines
347
+ public foreign function draw_rectangle_lines_ex(rec: Rectangle, line_thick: float, color: Color) -> void = c.DrawRectangleLinesEx
348
+ public foreign function draw_rectangle_rounded(rec: Rectangle, roundness: float, segments: int, color: Color) -> void = c.DrawRectangleRounded
349
+ public foreign function draw_rectangle_rounded_lines(rec: Rectangle, roundness: float, segments: int, color: Color) -> void = c.DrawRectangleRoundedLines
350
+ public foreign function draw_rectangle_rounded_lines_ex(rec: Rectangle, roundness: float, segments: int, line_thick: float, color: Color) -> void = c.DrawRectangleRoundedLinesEx
351
+ public foreign function draw_triangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color) -> void = c.DrawTriangle
352
+ public foreign function draw_triangle_lines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color) -> void = c.DrawTriangleLines
353
+ public foreign function draw_triangle_fan_ptr(points: const_ptr[Vector2], point_count: int, color: Color) -> void = c.DrawTriangleFan
354
+ public foreign function draw_triangle_strip_ptr(points: const_ptr[Vector2], point_count: int, color: Color) -> void = c.DrawTriangleStrip
355
+ public foreign function draw_poly(center: Vector2, sides: int, radius: float, rotation: float, color: Color) -> void = c.DrawPoly
356
+ public foreign function draw_poly_lines(center: Vector2, sides: int, radius: float, rotation: float, color: Color) -> void = c.DrawPolyLines
357
+ public foreign function draw_poly_lines_ex(center: Vector2, sides: int, radius: float, rotation: float, line_thick: float, color: Color) -> void = c.DrawPolyLinesEx
358
+ public foreign function draw_spline_linear_ptr(points: const_ptr[Vector2], point_count: int, thick: float, color: Color) -> void = c.DrawSplineLinear
359
+ public foreign function draw_spline_basis_ptr(points: const_ptr[Vector2], point_count: int, thick: float, color: Color) -> void = c.DrawSplineBasis
360
+ public foreign function draw_spline_catmull_rom_ptr(points: const_ptr[Vector2], point_count: int, thick: float, color: Color) -> void = c.DrawSplineCatmullRom
361
+ public foreign function draw_spline_bezier_quadratic_ptr(points: const_ptr[Vector2], point_count: int, thick: float, color: Color) -> void = c.DrawSplineBezierQuadratic
362
+ public foreign function draw_spline_bezier_cubic_ptr(points: const_ptr[Vector2], point_count: int, thick: float, color: Color) -> void = c.DrawSplineBezierCubic
363
+ public foreign function draw_spline_segment_linear(p1: Vector2, p2: Vector2, thick: float, color: Color) -> void = c.DrawSplineSegmentLinear
364
+ public foreign function draw_spline_segment_basis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color) -> void = c.DrawSplineSegmentBasis
365
+ public foreign function draw_spline_segment_catmull_rom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color) -> void = c.DrawSplineSegmentCatmullRom
366
+ public foreign function draw_spline_segment_bezier_quadratic(p1: Vector2, c2: Vector2, p3: Vector2, thick: float, color: Color) -> void = c.DrawSplineSegmentBezierQuadratic
367
+ public foreign function draw_spline_segment_bezier_cubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, thick: float, color: Color) -> void = c.DrawSplineSegmentBezierCubic
368
+ public foreign function get_spline_point_linear(start_pos: Vector2, end_pos: Vector2, t: float) -> Vector2 = c.GetSplinePointLinear
369
+ public foreign function get_spline_point_basis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float) -> Vector2 = c.GetSplinePointBasis
370
+ public foreign function get_spline_point_catmull_rom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float) -> Vector2 = c.GetSplinePointCatmullRom
371
+ public foreign function get_spline_point_bezier_quad(p1: Vector2, c2: Vector2, p3: Vector2, t: float) -> Vector2 = c.GetSplinePointBezierQuad
372
+ public foreign function get_spline_point_bezier_cubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, t: float) -> Vector2 = c.GetSplinePointBezierCubic
373
+ public foreign function check_collision_recs(rec1: Rectangle, rec2: Rectangle) -> bool = c.CheckCollisionRecs
374
+ public foreign function check_collision_circles(center1: Vector2, radius1: float, center2: Vector2, radius2: float) -> bool = c.CheckCollisionCircles
375
+ public foreign function check_collision_circle_rec(center: Vector2, radius: float, rec: Rectangle) -> bool = c.CheckCollisionCircleRec
376
+ public foreign function check_collision_circle_line(center: Vector2, radius: float, p1: Vector2, p2: Vector2) -> bool = c.CheckCollisionCircleLine
377
+ public foreign function check_collision_point_rec(point: Vector2, rec: Rectangle) -> bool = c.CheckCollisionPointRec
378
+ public foreign function check_collision_point_circle(point: Vector2, center: Vector2, radius: float) -> bool = c.CheckCollisionPointCircle
379
+ public foreign function check_collision_point_triangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2) -> bool = c.CheckCollisionPointTriangle
380
+ public foreign function check_collision_point_line(point: Vector2, p1: Vector2, p2: Vector2, threshold: int) -> bool = c.CheckCollisionPointLine
381
+ public foreign function check_collision_point_poly_ptr(point: Vector2, points: const_ptr[Vector2], point_count: int) -> bool = c.CheckCollisionPointPoly
382
+ public foreign function check_collision_lines(start_pos1: Vector2, end_pos1: Vector2, start_pos2: Vector2, end_pos2: Vector2, collision_point: ptr[Vector2]) -> bool = c.CheckCollisionLines
383
+ public foreign function get_collision_rec(rec1: Rectangle, rec2: Rectangle) -> Rectangle = c.GetCollisionRec
384
+ public foreign function load_image(file_name: str as cstr) -> Image = c.LoadImage
385
+ public foreign function load_image_raw(file_name: str as cstr, width: int, height: int, format: int, header_size: int) -> Image = c.LoadImageRaw
386
+ public foreign function load_image_anim(file_name: str as cstr, out frames: int) -> Image = c.LoadImageAnim
387
+ public foreign function load_image_anim_from_memory(file_type: str as cstr, file_data: const_ptr[ubyte], data_size: int, frames: ptr[int]) -> Image = c.LoadImageAnimFromMemory
388
+ public foreign function load_image_from_memory(file_type: str as cstr, file_data: span[ubyte]) -> Image = c.LoadImageFromMemory(file_type, file_data.data, int<-file_data.len)
389
+ public foreign function load_image_from_texture(texture: Texture) -> Image = c.LoadImageFromTexture
390
+ public foreign function load_image_from_screen() -> Image = c.LoadImageFromScreen
391
+ public foreign function is_image_valid(image: Image) -> bool = c.IsImageValid
392
+ public foreign function unload_image(image: Image) -> void = c.UnloadImage
393
+ public foreign function export_image(image: Image, file_name: str as cstr) -> bool = c.ExportImage
394
+ public foreign function export_image_to_memory(image: Image, file_type: str as cstr, file_size: ptr[int]) -> ptr[ubyte]? = c.ExportImageToMemory
395
+ public foreign function export_image_as_code(image: Image, file_name: str as cstr) -> bool = c.ExportImageAsCode
396
+ public foreign function gen_image_color(width: int, height: int, color: Color) -> Image = c.GenImageColor
397
+ public foreign function gen_image_gradient_linear(width: int, height: int, direction: int, start: Color, end: Color) -> Image = c.GenImageGradientLinear
398
+ public foreign function gen_image_gradient_radial(width: int, height: int, density: float, inner: Color, outer: Color) -> Image = c.GenImageGradientRadial
399
+ public foreign function gen_image_gradient_square(width: int, height: int, density: float, inner: Color, outer: Color) -> Image = c.GenImageGradientSquare
400
+ public foreign function gen_image_checked(width: int, height: int, checks_x: int, checks_y: int, col1: Color, col2: Color) -> Image = c.GenImageChecked
401
+ public foreign function gen_image_white_noise(width: int, height: int, factor: float) -> Image = c.GenImageWhiteNoise
402
+ public foreign function gen_image_perlin_noise(width: int, height: int, offset_x: int, offset_y: int, scale: float) -> Image = c.GenImagePerlinNoise
403
+ public foreign function gen_image_cellular(width: int, height: int, tile_size: int) -> Image = c.GenImageCellular
404
+ public foreign function gen_image_text(width: int, height: int, text: str as cstr) -> Image = c.GenImageText
405
+ public foreign function image_copy(image: Image) -> Image = c.ImageCopy
406
+ public foreign function image_from_image(image: Image, rec: Rectangle) -> Image = c.ImageFromImage
407
+ public foreign function image_from_channel(image: Image, selected_channel: int) -> Image = c.ImageFromChannel
408
+ public foreign function image_text(text: str as cstr, font_size: int, color: Color) -> Image = c.ImageText
409
+ public foreign function image_text_ex(font: Font, text: str as cstr, font_size: float, spacing: float, tint: Color) -> Image = c.ImageTextEx
410
+ public foreign function image_format(inout image: Image, new_format: int) -> void = c.ImageFormat
411
+ public foreign function image_to_pot(inout image: Image, fill: Color) -> void = c.ImageToPOT
412
+ public foreign function image_crop(inout image: Image, crop: Rectangle) -> void = c.ImageCrop
413
+ public foreign function image_alpha_crop(inout image: Image, threshold: float) -> void = c.ImageAlphaCrop
414
+ public foreign function image_alpha_clear(inout image: Image, color: Color, threshold: float) -> void = c.ImageAlphaClear
415
+ public foreign function image_alpha_mask(inout image: Image, alpha_mask: Image) -> void = c.ImageAlphaMask
416
+ public foreign function image_alpha_premultiply(inout image: Image) -> void = c.ImageAlphaPremultiply
417
+ public foreign function image_blur_gaussian(inout image: Image, blur_size: int) -> void = c.ImageBlurGaussian
418
+ public foreign function image_kernel_convolution(inout image: Image, kernel: span[float]) -> void = c.ImageKernelConvolution(image, kernel.data, int<-kernel.len)
419
+ public foreign function image_resize(inout image: Image, new_width: int, new_height: int) -> void = c.ImageResize
420
+ public foreign function image_resize_nn(inout image: Image, new_width: int, new_height: int) -> void = c.ImageResizeNN
421
+ public foreign function image_resize_canvas(inout image: Image, new_width: int, new_height: int, offset_x: int, offset_y: int, fill: Color) -> void = c.ImageResizeCanvas
422
+ public foreign function image_mipmaps(inout image: Image) -> void = c.ImageMipmaps
423
+ public foreign function image_dither(inout image: Image, r_bpp: int, g_bpp: int, b_bpp: int, a_bpp: int) -> void = c.ImageDither
424
+ public foreign function image_flip_vertical(inout image: Image) -> void = c.ImageFlipVertical
425
+ public foreign function image_flip_horizontal(inout image: Image) -> void = c.ImageFlipHorizontal
426
+ public foreign function image_rotate(inout image: Image, degrees: int) -> void = c.ImageRotate
427
+ public foreign function image_rotate_cw(inout image: Image) -> void = c.ImageRotateCW
428
+ public foreign function image_rotate_ccw(inout image: Image) -> void = c.ImageRotateCCW
429
+ public foreign function image_color_tint(inout image: Image, color: Color) -> void = c.ImageColorTint
430
+ public foreign function image_color_invert(inout image: Image) -> void = c.ImageColorInvert
431
+ public foreign function image_color_grayscale(inout image: Image) -> void = c.ImageColorGrayscale
432
+ public foreign function image_color_contrast(inout image: Image, contrast: float) -> void = c.ImageColorContrast
433
+ public foreign function image_color_brightness(inout image: Image, brightness: int) -> void = c.ImageColorBrightness
434
+ public foreign function image_color_replace(inout image: Image, color: Color, replace: Color) -> void = c.ImageColorReplace
435
+ public foreign function load_image_colors(image: Image) -> ptr[Color]? = c.LoadImageColors
436
+ public foreign function load_image_palette(image: Image, max_palette_size: int, color_count: ptr[int]) -> ptr[Color]? = c.LoadImagePalette
437
+ public foreign function unload_image_colors(colors: ptr[Color]) -> void = c.UnloadImageColors
438
+ public foreign function unload_image_palette(colors: ptr[Color]) -> void = c.UnloadImagePalette
439
+ public foreign function get_image_alpha_border(image: Image, threshold: float) -> Rectangle = c.GetImageAlphaBorder
440
+ public foreign function get_image_color(image: Image, x: int, y: int) -> Color = c.GetImageColor
441
+ public foreign function image_clear_background(inout dst: Image, color: Color) -> void = c.ImageClearBackground
442
+ public foreign function image_draw_pixel(inout dst: Image, pos_x: int, pos_y: int, color: Color) -> void = c.ImageDrawPixel
443
+ public foreign function image_draw_pixel_v(inout dst: Image, position: Vector2, color: Color) -> void = c.ImageDrawPixelV
444
+ public foreign function image_draw_line(inout dst: Image, start_pos_x: int, start_pos_y: int, end_pos_x: int, end_pos_y: int, color: Color) -> void = c.ImageDrawLine
445
+ public foreign function image_draw_line_v(inout dst: Image, start: Vector2, end: Vector2, color: Color) -> void = c.ImageDrawLineV
446
+ public foreign function image_draw_line_ex(inout dst: Image, start: Vector2, end: Vector2, thick: int, color: Color) -> void = c.ImageDrawLineEx
447
+ public foreign function image_draw_circle(inout dst: Image, center_x: int, center_y: int, radius: int, color: Color) -> void = c.ImageDrawCircle
448
+ public foreign function image_draw_circle_v(inout dst: Image, center: Vector2, radius: int, color: Color) -> void = c.ImageDrawCircleV
449
+ public foreign function image_draw_circle_lines(inout dst: Image, center_x: int, center_y: int, radius: int, color: Color) -> void = c.ImageDrawCircleLines
450
+ public foreign function image_draw_circle_lines_v(inout dst: Image, center: Vector2, radius: int, color: Color) -> void = c.ImageDrawCircleLinesV
451
+ public foreign function image_draw_rectangle(inout dst: Image, pos_x: int, pos_y: int, width: int, height: int, color: Color) -> void = c.ImageDrawRectangle
452
+ public foreign function image_draw_rectangle_v(inout dst: Image, position: Vector2, size: Vector2, color: Color) -> void = c.ImageDrawRectangleV
453
+ public foreign function image_draw_rectangle_rec(inout dst: Image, rec: Rectangle, color: Color) -> void = c.ImageDrawRectangleRec
454
+ public foreign function image_draw_rectangle_lines(inout dst: Image, rec: Rectangle, thick: int, color: Color) -> void = c.ImageDrawRectangleLines
455
+ public foreign function image_draw_triangle(inout dst: Image, v_1: Vector2, v_2: Vector2, v_3: Vector2, color: Color) -> void = c.ImageDrawTriangle
456
+ public foreign function image_draw_triangle_ex(inout dst: Image, v_1: Vector2, v_2: Vector2, v_3: Vector2, c_1: Color, c_2: Color, c_3: Color) -> void = c.ImageDrawTriangleEx
457
+ public foreign function image_draw_triangle_lines(inout dst: Image, v_1: Vector2, v_2: Vector2, v_3: Vector2, color: Color) -> void = c.ImageDrawTriangleLines
458
+ public foreign function image_draw_triangle_fan(inout dst: Image, points: const_ptr[Vector2], point_count: int, color: Color) -> void = c.ImageDrawTriangleFan
459
+ public foreign function image_draw_triangle_strip(inout dst: Image, points: const_ptr[Vector2], point_count: int, color: Color) -> void = c.ImageDrawTriangleStrip
460
+ public foreign function image_draw(inout dst: Image, src: Image, src_rec: Rectangle, dst_rec: Rectangle, tint: Color) -> void = c.ImageDraw
461
+ public foreign function image_draw_text(inout dst: Image, text: str as cstr, pos_x: int, pos_y: int, font_size: int, color: Color) -> void = c.ImageDrawText
462
+ public foreign function image_draw_text_ex(inout dst: Image, font: Font, text: str as cstr, position: Vector2, font_size: float, spacing: float, tint: Color) -> void = c.ImageDrawTextEx
463
+ public foreign function load_texture(file_name: str as cstr) -> Texture2D = c.LoadTexture
464
+ public foreign function load_texture_from_image(image: Image) -> Texture2D = c.LoadTextureFromImage
465
+ public foreign function load_texture_cubemap(image: Image, layout: int) -> TextureCubemap = c.LoadTextureCubemap
466
+ public foreign function load_render_texture(width: int, height: int) -> RenderTexture2D = c.LoadRenderTexture
467
+ public foreign function is_texture_valid(texture: Texture) -> bool = c.IsTextureValid
468
+ public foreign function unload_texture(texture: Texture) -> void = c.UnloadTexture
469
+ public foreign function is_render_texture_valid(target: RenderTexture) -> bool = c.IsRenderTextureValid
470
+ public foreign function unload_render_texture(target: RenderTexture2D) -> void = c.UnloadRenderTexture
471
+ public foreign function update_texture[T](texture: Texture, pixels: ptr[T] as const_ptr[void]) -> void = c.UpdateTexture
472
+ public foreign function update_texture_rec[T](texture: Texture, rec: Rectangle, pixels: ptr[T] as const_ptr[void]) -> void = c.UpdateTextureRec
473
+ public foreign function gen_texture_mipmaps(inout texture: Texture2D) -> void = c.GenTextureMipmaps
474
+ public foreign function set_texture_filter(texture: Texture, filter: int) -> void = c.SetTextureFilter
475
+ public foreign function set_texture_wrap(texture: Texture, wrap: int) -> void = c.SetTextureWrap
476
+ public foreign function draw_texture(texture: Texture, pos_x: int, pos_y: int, tint: Color) -> void = c.DrawTexture
477
+ public foreign function draw_texture_v(texture: Texture, position: Vector2, tint: Color) -> void = c.DrawTextureV
478
+ public foreign function draw_texture_ex(texture: Texture, position: Vector2, rotation: float, scale: float, tint: Color) -> void = c.DrawTextureEx
479
+ public foreign function draw_texture_rec(texture: Texture, source: Rectangle, position: Vector2, tint: Color) -> void = c.DrawTextureRec
480
+ public foreign function draw_texture_pro(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) -> void = c.DrawTexturePro
481
+ public foreign function draw_texture_n_patch(texture: Texture, n_patch_info: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) -> void = c.DrawTextureNPatch
482
+ public foreign function color_is_equal(col1: Color, col2: Color) -> bool = c.ColorIsEqual
483
+ public foreign function fade(color: Color, alpha: float) -> Color = c.Fade
484
+ public foreign function color_to_int(color: Color) -> int = c.ColorToInt
485
+ public foreign function color_normalize(color: Color) -> Vector4 = c.ColorNormalize
486
+ public foreign function color_from_normalized(normalized: Vector4) -> Color = c.ColorFromNormalized
487
+ public foreign function color_to_hsv(color: Color) -> Vector3 = c.ColorToHSV
488
+ public foreign function color_from_hsv(hue: float, saturation: float, value: float) -> Color = c.ColorFromHSV
489
+ public foreign function color_tint(color: Color, tint: Color) -> Color = c.ColorTint
490
+ public foreign function color_brightness(color: Color, factor: float) -> Color = c.ColorBrightness
491
+ public foreign function color_contrast(color: Color, contrast: float) -> Color = c.ColorContrast
492
+ public foreign function color_alpha(color: Color, alpha: float) -> Color = c.ColorAlpha
493
+ public foreign function color_alpha_blend(dst: Color, src: Color, tint: Color) -> Color = c.ColorAlphaBlend
494
+ public foreign function color_lerp(color1: Color, color2: Color, factor: float) -> Color = c.ColorLerp
495
+ public foreign function get_color(hex_value: uint) -> Color = c.GetColor
496
+ public foreign function get_pixel_color[T](src_ptr: ptr[T] as ptr[void], format: int) -> Color = c.GetPixelColor
497
+ public foreign function set_pixel_color[T](dst_ptr: ptr[T] as ptr[void], color: Color, format: int) -> void = c.SetPixelColor
498
+ public foreign function get_pixel_data_size(width: int, height: int, format: int) -> int = c.GetPixelDataSize
499
+ public foreign function get_font_default() -> Font = c.GetFontDefault
500
+ public foreign function load_font(file_name: str as cstr) -> Font = c.LoadFont
501
+ public foreign function load_font_ex(file_name: str as cstr, font_size: int, codepoints: ptr[int]?, codepoint_count: int) -> Font = c.LoadFontEx
502
+ public foreign function load_font_from_image(image: Image, key: Color, first_char: int) -> Font = c.LoadFontFromImage
503
+ public foreign function load_font_from_memory(file_type: str as cstr, file_data: const_ptr[ubyte], data_size: int, font_size: int, codepoints: ptr[int]?, codepoint_count: int) -> Font = c.LoadFontFromMemory
504
+ public foreign function is_font_valid(font: Font) -> bool = c.IsFontValid
505
+ public foreign function load_font_data(file_data: const_ptr[ubyte], data_size: int, font_size: int, codepoints: ptr[int]?, codepoint_count: int, kind: FontType, out glyph_count: int) -> ptr[GlyphInfo] = c.LoadFontData
506
+ public foreign function gen_image_font_atlas(glyphs: const_ptr[GlyphInfo], out glyph_recs: ptr[Rectangle], glyph_count: int, font_size: int, padding: int, pack_method: int) -> Image = c.GenImageFontAtlas
507
+ public foreign function unload_font_data(glyphs: ptr[GlyphInfo], glyph_count: int) -> void = c.UnloadFontData
508
+ public foreign function unload_font(font: Font) -> void = c.UnloadFont
509
+ public foreign function export_font_as_code(font: Font, file_name: str as cstr) -> bool = c.ExportFontAsCode
510
+ public foreign function draw_fps(pos_x: int, pos_y: int) -> void = c.DrawFPS
511
+ public foreign function draw_text(text: str as cstr, pos_x: int, pos_y: int, font_size: int, color: Color) -> void = c.DrawText
512
+ public foreign function draw_text_ex(font: Font, text: str as cstr, position: Vector2, font_size: float, spacing: float, tint: Color) -> void = c.DrawTextEx
513
+ public foreign function draw_text_pro(font: Font, text: str as cstr, position: Vector2, origin: Vector2, rotation: float, font_size: float, spacing: float, tint: Color) -> void = c.DrawTextPro
514
+ public foreign function draw_text_codepoint(font: Font, codepoint: int, position: Vector2, font_size: float, tint: Color) -> void = c.DrawTextCodepoint
515
+ public foreign function draw_text_codepoints(font: Font, codepoints: const_ptr[int], codepoint_count: int, position: Vector2, font_size: float, spacing: float, tint: Color) -> void = c.DrawTextCodepoints
516
+ public foreign function set_text_line_spacing(spacing: int) -> void = c.SetTextLineSpacing
517
+ public foreign function measure_text(text: str as cstr, font_size: int) -> int = c.MeasureText
518
+ public foreign function measure_text_ex(font: Font, text: str as cstr, font_size: float, spacing: float) -> Vector2 = c.MeasureTextEx
519
+ public foreign function measure_text_codepoints(font: Font, codepoints: const_ptr[int], length: int, font_size: float, spacing: float) -> Vector2 = c.MeasureTextCodepoints
520
+ public foreign function get_glyph_index(font: Font, codepoint: int) -> int = c.GetGlyphIndex
521
+ public foreign function get_glyph_info(font: Font, codepoint: int) -> GlyphInfo = c.GetGlyphInfo
522
+ public foreign function get_glyph_atlas_rec(font: Font, codepoint: int) -> Rectangle = c.GetGlyphAtlasRec
523
+ public foreign function load_utf8(codepoints: const_ptr[int], length: int) -> ptr[char]? = c.LoadUTF8
524
+ public foreign function unload_utf8(text: ptr[char]) -> void = c.UnloadUTF8
525
+ public foreign function load_codepoints(text: str as cstr, out count: int) -> ptr[int]? = c.LoadCodepoints
526
+ public foreign function unload_codepoints(codepoints: ptr[int]) -> void = c.UnloadCodepoints
527
+ public foreign function get_codepoint_count(text: str as cstr) -> int = c.GetCodepointCount
528
+ public foreign function get_codepoint(text: str as cstr, out codepoint_size: int) -> int = c.GetCodepoint
529
+ public foreign function get_codepoint_next(text: str as cstr, out codepoint_size: int) -> int = c.GetCodepointNext
530
+ public foreign function get_codepoint_previous(text: str as cstr, codepoint_size: ptr[int]) -> int = c.GetCodepointPrevious
531
+ public foreign function codepoint_to_utf8(codepoint: int, out utf_8_size: int) -> cstr = c.CodepointToUTF8
532
+ public foreign function load_text_lines(text: str as cstr, count: ptr[int]) -> ptr[ptr[char]] = c.LoadTextLines
533
+ public foreign function unload_text_lines(text: ptr[ptr[char]], line_count: int) -> void = c.UnloadTextLines
534
+ public foreign function text_copy(dst: ptr[char], src: str as cstr) -> int = c.TextCopy
535
+ public foreign function text_is_equal(text1: str as cstr, text2: str as cstr) -> bool = c.TextIsEqual
536
+ public foreign function text_length(text: str as cstr) -> uint = c.TextLength
537
+ public foreign function text_format(text: str as cstr, ...) -> cstr = c.TextFormat
538
+ public foreign function text_subtext(text: str as cstr, position: int, length: int) -> cstr = c.TextSubtext
539
+ public foreign function text_remove_spaces(text: str as cstr) -> cstr = c.TextRemoveSpaces
540
+ public foreign function get_text_between(text: str as cstr, begin: str as cstr, end: str as cstr) -> ptr[char] = c.GetTextBetween
541
+ public foreign function text_replace(text: str as cstr, search: str as cstr, replacement: str as cstr) -> ptr[char] = c.TextReplace
542
+ public foreign function text_replace_alloc(text: str as cstr, search: str as cstr, replacement: str as cstr) -> ptr[char] = c.TextReplaceAlloc
543
+ public foreign function text_replace_between(text: str as cstr, begin: str as cstr, end: str as cstr, replacement: str as cstr) -> ptr[char] = c.TextReplaceBetween
544
+ public foreign function text_replace_between_alloc(text: str as cstr, begin: str as cstr, end: str as cstr, replacement: str as cstr) -> ptr[char] = c.TextReplaceBetweenAlloc
545
+ public foreign function text_insert(text: str as cstr, insert: str as cstr, position: int) -> ptr[char] = c.TextInsert
546
+ public foreign function text_insert_alloc(text: str as cstr, insert: str as cstr, position: int) -> ptr[char] = c.TextInsertAlloc
547
+ public foreign function text_join(text_list: ptr[ptr[char]], count: int, delimiter: str as cstr) -> ptr[char] = c.TextJoin
548
+ public foreign function text_split_ptr(text: str as cstr, delimiter: char, out count: int) -> ptr[ptr[char]] = c.TextSplit
549
+ public foreign function text_append(text: ptr[char], append: str as cstr, position: ptr[int]) -> void = c.TextAppend
550
+ public foreign function text_find_index(text: str as cstr, search: str as cstr) -> int = c.TextFindIndex
551
+ public foreign function text_to_upper_ptr(text: str as cstr) -> ptr[char] = c.TextToUpper
552
+ public foreign function text_to_lower_ptr(text: str as cstr) -> ptr[char] = c.TextToLower
553
+ public foreign function text_to_pascal_ptr(text: str as cstr) -> ptr[char] = c.TextToPascal
554
+ public foreign function text_to_snake_ptr(text: str as cstr) -> ptr[char] = c.TextToSnake
555
+ public foreign function text_to_camel_ptr(text: str as cstr) -> ptr[char] = c.TextToCamel
556
+ public foreign function text_to_integer(text: str as cstr) -> int = c.TextToInteger
557
+ public foreign function text_to_float(text: str as cstr) -> float = c.TextToFloat
558
+ public foreign function draw_line_3d(start_pos: Vector3, end_pos: Vector3, color: Color) -> void = c.DrawLine3D
559
+ public foreign function draw_point_3d(position: Vector3, color: Color) -> void = c.DrawPoint3D
560
+ public foreign function draw_circle_3d(center: Vector3, radius: float, rotation_axis: Vector3, rotation_angle: float, color: Color) -> void = c.DrawCircle3D
561
+ public foreign function draw_triangle_3d(v1: Vector3, v2: Vector3, v3: Vector3, color: Color) -> void = c.DrawTriangle3D
562
+ public foreign function draw_triangle_strip_3d(points: const_ptr[Vector3], point_count: int, color: Color) -> void = c.DrawTriangleStrip3D
563
+ public foreign function draw_cube(position: Vector3, width: float, height: float, length: float, color: Color) -> void = c.DrawCube
564
+ public foreign function draw_cube_v(position: Vector3, size: Vector3, color: Color) -> void = c.DrawCubeV
565
+ public foreign function draw_cube_wires(position: Vector3, width: float, height: float, length: float, color: Color) -> void = c.DrawCubeWires
566
+ public foreign function draw_cube_wires_v(position: Vector3, size: Vector3, color: Color) -> void = c.DrawCubeWiresV
567
+ public foreign function draw_sphere(center_pos: Vector3, radius: float, color: Color) -> void = c.DrawSphere
568
+ public foreign function draw_sphere_ex(center_pos: Vector3, radius: float, rings: int, slices: int, color: Color) -> void = c.DrawSphereEx
569
+ public foreign function draw_sphere_wires(center_pos: Vector3, radius: float, rings: int, slices: int, color: Color) -> void = c.DrawSphereWires
570
+ public foreign function draw_cylinder(position: Vector3, radius_top: float, radius_bottom: float, height: float, slices: int, color: Color) -> void = c.DrawCylinder
571
+ public foreign function draw_cylinder_ex(start_pos: Vector3, end_pos: Vector3, start_radius: float, end_radius: float, sides: int, color: Color) -> void = c.DrawCylinderEx
572
+ public foreign function draw_cylinder_wires(position: Vector3, radius_top: float, radius_bottom: float, height: float, slices: int, color: Color) -> void = c.DrawCylinderWires
573
+ public foreign function draw_cylinder_wires_ex(start_pos: Vector3, end_pos: Vector3, start_radius: float, end_radius: float, sides: int, color: Color) -> void = c.DrawCylinderWiresEx
574
+ public foreign function draw_capsule(start_pos: Vector3, end_pos: Vector3, radius: float, slices: int, rings: int, color: Color) -> void = c.DrawCapsule
575
+ public foreign function draw_capsule_wires(start_pos: Vector3, end_pos: Vector3, radius: float, slices: int, rings: int, color: Color) -> void = c.DrawCapsuleWires
576
+ public foreign function draw_plane(center_pos: Vector3, size: Vector2, color: Color) -> void = c.DrawPlane
577
+ public foreign function draw_ray(ray: Ray, color: Color) -> void = c.DrawRay
578
+ public foreign function draw_grid(slices: int, spacing: float) -> void = c.DrawGrid
579
+ public foreign function load_model(file_name: str as cstr) -> Model = c.LoadModel
580
+ public foreign function load_model_from_mesh(mesh: Mesh) -> Model = c.LoadModelFromMesh
581
+ public foreign function is_model_valid(model: Model) -> bool = c.IsModelValid
582
+ public foreign function unload_model(model: Model) -> void = c.UnloadModel
583
+ public foreign function get_model_bounding_box(model: Model) -> BoundingBox = c.GetModelBoundingBox
584
+ public foreign function draw_model(model: Model, position: Vector3, scale: float, tint: Color) -> void = c.DrawModel
585
+ public foreign function draw_model_ex(model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: float, scale: Vector3, tint: Color) -> void = c.DrawModelEx
586
+ public foreign function draw_model_wires(model: Model, position: Vector3, scale: float, tint: Color) -> void = c.DrawModelWires
587
+ public foreign function draw_model_wires_ex(model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: float, scale: Vector3, tint: Color) -> void = c.DrawModelWiresEx
588
+ public foreign function draw_bounding_box(box: BoundingBox, color: Color) -> void = c.DrawBoundingBox
589
+ public foreign function draw_billboard(camera: Camera3D, texture: Texture, position: Vector3, scale: float, tint: Color) -> void = c.DrawBillboard
590
+ public foreign function draw_billboard_rec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color) -> void = c.DrawBillboardRec
591
+ public foreign function draw_billboard_pro(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: float, tint: Color) -> void = c.DrawBillboardPro
592
+ public foreign function upload_mesh(mesh: ptr[Mesh], dynamic: bool) -> void = c.UploadMesh
593
+ public foreign function update_mesh_buffer[T](mesh: Mesh, index: int, data: ptr[T] as const_ptr[void], data_size: int, offset: int) -> void = c.UpdateMeshBuffer
594
+ public foreign function unload_mesh(mesh: Mesh) -> void = c.UnloadMesh
595
+ public foreign function draw_mesh(mesh: Mesh, material: Material, transform: Matrix) -> void = c.DrawMesh
596
+ public foreign function draw_mesh_instanced(mesh: Mesh, material: Material, transforms: const_ptr[Matrix], instances: int) -> void = c.DrawMeshInstanced
597
+ public foreign function get_mesh_bounding_box(mesh: Mesh) -> BoundingBox = c.GetMeshBoundingBox
598
+ public foreign function gen_mesh_tangents(mesh: ptr[Mesh]) -> void = c.GenMeshTangents
599
+ public foreign function export_mesh(mesh: Mesh, file_name: str as cstr) -> bool = c.ExportMesh
600
+ public foreign function export_mesh_as_code(mesh: Mesh, file_name: str as cstr) -> bool = c.ExportMeshAsCode
601
+ public foreign function gen_mesh_poly(sides: int, radius: float) -> Mesh = c.GenMeshPoly
602
+ public foreign function gen_mesh_plane(width: float, length: float, res_x: int, res_z: int) -> Mesh = c.GenMeshPlane
603
+ public foreign function gen_mesh_cube(width: float, height: float, length: float) -> Mesh = c.GenMeshCube
604
+ public foreign function gen_mesh_sphere(radius: float, rings: int, slices: int) -> Mesh = c.GenMeshSphere
605
+ public foreign function gen_mesh_hemi_sphere(radius: float, rings: int, slices: int) -> Mesh = c.GenMeshHemiSphere
606
+ public foreign function gen_mesh_cylinder(radius: float, height: float, slices: int) -> Mesh = c.GenMeshCylinder
607
+ public foreign function gen_mesh_cone(radius: float, height: float, slices: int) -> Mesh = c.GenMeshCone
608
+ public foreign function gen_mesh_torus(radius: float, size: float, rad_seg: int, sides: int) -> Mesh = c.GenMeshTorus
609
+ public foreign function gen_mesh_knot(radius: float, size: float, rad_seg: int, sides: int) -> Mesh = c.GenMeshKnot
610
+ public foreign function gen_mesh_heightmap(heightmap: Image, size: Vector3) -> Mesh = c.GenMeshHeightmap
611
+ public foreign function gen_mesh_cubicmap(cubicmap: Image, cube_size: Vector3) -> Mesh = c.GenMeshCubicmap
612
+ public foreign function load_materials(file_name: str as cstr, material_count: ptr[int]) -> ptr[Material]? = c.LoadMaterials
613
+ public foreign function load_material_default() -> Material = c.LoadMaterialDefault
614
+ public foreign function is_material_valid(material: Material) -> bool = c.IsMaterialValid
615
+ public foreign function unload_material(material: Material) -> void = c.UnloadMaterial
616
+ public foreign function set_material_texture(material: ptr[Material], map_type: int, texture: Texture) -> void = c.SetMaterialTexture
617
+ public foreign function set_model_mesh_material(model: ptr[Model], mesh_id: int, material_id: int) -> void = c.SetModelMeshMaterial
618
+ public foreign function load_model_animations(file_name: str as cstr, anim_count: ptr[int]) -> ptr[ModelAnimation]? = c.LoadModelAnimations
619
+ public foreign function update_model_animation(model: Model, anim: ModelAnimation, frame: float) -> void = c.UpdateModelAnimation
620
+ public foreign function update_model_animation_ex(model: Model, anim_a: ModelAnimation, frame_a: float, anim_b: ModelAnimation, frame_b: float, blend: float) -> void = c.UpdateModelAnimationEx
621
+ public foreign function unload_model_animations(animations: ptr[ModelAnimation], anim_count: int) -> void = c.UnloadModelAnimations
622
+ public foreign function is_model_animation_valid(model: Model, anim: ModelAnimation) -> bool = c.IsModelAnimationValid
623
+ public foreign function check_collision_spheres(center1: Vector3, radius1: float, center2: Vector3, radius2: float) -> bool = c.CheckCollisionSpheres
624
+ public foreign function check_collision_boxes(box1: BoundingBox, box2: BoundingBox) -> bool = c.CheckCollisionBoxes
625
+ public foreign function check_collision_box_sphere(box: BoundingBox, center: Vector3, radius: float) -> bool = c.CheckCollisionBoxSphere
626
+ public foreign function get_ray_collision_sphere(ray: Ray, center: Vector3, radius: float) -> RayCollision = c.GetRayCollisionSphere
627
+ public foreign function get_ray_collision_box(ray: Ray, box: BoundingBox) -> RayCollision = c.GetRayCollisionBox
628
+ public foreign function get_ray_collision_mesh(ray: Ray, mesh: Mesh, transform: Matrix) -> RayCollision = c.GetRayCollisionMesh
629
+ public foreign function get_ray_collision_triangle(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3) -> RayCollision = c.GetRayCollisionTriangle
630
+ public foreign function get_ray_collision_quad(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3) -> RayCollision = c.GetRayCollisionQuad
631
+ public foreign function init_audio_device() -> void = c.InitAudioDevice
632
+ public foreign function close_audio_device() -> void = c.CloseAudioDevice
633
+ public foreign function is_audio_device_ready() -> bool = c.IsAudioDeviceReady
634
+ public foreign function set_master_volume(volume: float) -> void = c.SetMasterVolume
635
+ public foreign function get_master_volume() -> float = c.GetMasterVolume
636
+ public foreign function load_wave(file_name: str as cstr) -> Wave = c.LoadWave
637
+ public foreign function load_wave_from_memory(file_type: str as cstr, file_data: span[ubyte]) -> Wave = c.LoadWaveFromMemory(file_type, file_data.data, int<-file_data.len)
638
+ public foreign function is_wave_valid(wave: Wave) -> bool = c.IsWaveValid
639
+ public foreign function load_sound(file_name: str as cstr) -> Sound = c.LoadSound
640
+ public foreign function load_sound_from_wave(wave: Wave) -> Sound = c.LoadSoundFromWave
641
+ public foreign function load_sound_alias(source: Sound) -> Sound = c.LoadSoundAlias
642
+ public foreign function is_sound_valid(sound: Sound) -> bool = c.IsSoundValid
643
+ public foreign function update_sound[T](sound: Sound, data: ptr[T] as const_ptr[void], sample_count: int) -> void = c.UpdateSound
644
+ public foreign function unload_wave(wave: Wave) -> void = c.UnloadWave
645
+ public foreign function unload_sound(sound: Sound) -> void = c.UnloadSound
646
+ public foreign function unload_sound_alias(alias: Sound) -> void = c.UnloadSoundAlias
647
+ public foreign function export_wave(wave: Wave, file_name: str as cstr) -> bool = c.ExportWave
648
+ public foreign function export_wave_as_code(wave: Wave, file_name: str as cstr) -> bool = c.ExportWaveAsCode
649
+ public foreign function play_sound(sound: Sound) -> void = c.PlaySound
650
+ public foreign function stop_sound(sound: Sound) -> void = c.StopSound
651
+ public foreign function pause_sound(sound: Sound) -> void = c.PauseSound
652
+ public foreign function resume_sound(sound: Sound) -> void = c.ResumeSound
653
+ public foreign function is_sound_playing(sound: Sound) -> bool = c.IsSoundPlaying
654
+ public foreign function set_sound_volume(sound: Sound, volume: float) -> void = c.SetSoundVolume
655
+ public foreign function set_sound_pitch(sound: Sound, pitch: float) -> void = c.SetSoundPitch
656
+ public foreign function set_sound_pan(sound: Sound, pan: float) -> void = c.SetSoundPan
657
+ public foreign function wave_copy(wave: Wave) -> Wave = c.WaveCopy
658
+ public foreign function wave_crop(wave: ptr[Wave], init_frame: int, final_frame: int) -> void = c.WaveCrop
659
+ public foreign function wave_format(wave: ptr[Wave], sample_rate: int, sample_size: int, channels: int) -> void = c.WaveFormat
660
+ public foreign function load_wave_samples(wave: Wave) -> ptr[float]? = c.LoadWaveSamples
661
+ public foreign function unload_wave_samples(samples: ptr[float]) -> void = c.UnloadWaveSamples
662
+ public foreign function load_music_stream(file_name: str as cstr) -> Music = c.LoadMusicStream
663
+ public foreign function load_music_stream_from_memory(file_type: str as cstr, data: const_ptr[ubyte], data_size: int) -> Music = c.LoadMusicStreamFromMemory
664
+ public foreign function is_music_valid(music: Music) -> bool = c.IsMusicValid
665
+ public foreign function unload_music_stream(music: Music) -> void = c.UnloadMusicStream
666
+ public foreign function play_music_stream(music: Music) -> void = c.PlayMusicStream
667
+ public foreign function is_music_stream_playing(music: Music) -> bool = c.IsMusicStreamPlaying
668
+ public foreign function update_music_stream(music: Music) -> void = c.UpdateMusicStream
669
+ public foreign function stop_music_stream(music: Music) -> void = c.StopMusicStream
670
+ public foreign function pause_music_stream(music: Music) -> void = c.PauseMusicStream
671
+ public foreign function resume_music_stream(music: Music) -> void = c.ResumeMusicStream
672
+ public foreign function seek_music_stream(music: Music, position: float) -> void = c.SeekMusicStream
673
+ public foreign function set_music_volume(music: Music, volume: float) -> void = c.SetMusicVolume
674
+ public foreign function set_music_pitch(music: Music, pitch: float) -> void = c.SetMusicPitch
675
+ public foreign function set_music_pan(music: Music, pan: float) -> void = c.SetMusicPan
676
+ public foreign function get_music_time_length(music: Music) -> float = c.GetMusicTimeLength
677
+ public foreign function get_music_time_played(music: Music) -> float = c.GetMusicTimePlayed
678
+ public foreign function load_audio_stream(sample_rate: uint, sample_size: uint, channels: uint) -> AudioStream = c.LoadAudioStream
679
+ public foreign function is_audio_stream_valid(stream: AudioStream) -> bool = c.IsAudioStreamValid
680
+ public foreign function unload_audio_stream(stream: AudioStream) -> void = c.UnloadAudioStream
681
+ public foreign function update_audio_stream[T](stream: AudioStream, data: ptr[T] as const_ptr[void], frame_count: int) -> void = c.UpdateAudioStream
682
+ public foreign function is_audio_stream_processed(stream: AudioStream) -> bool = c.IsAudioStreamProcessed
683
+ public foreign function play_audio_stream(stream: AudioStream) -> void = c.PlayAudioStream
684
+ public foreign function pause_audio_stream(stream: AudioStream) -> void = c.PauseAudioStream
685
+ public foreign function resume_audio_stream(stream: AudioStream) -> void = c.ResumeAudioStream
686
+ public foreign function is_audio_stream_playing(stream: AudioStream) -> bool = c.IsAudioStreamPlaying
687
+ public foreign function stop_audio_stream(stream: AudioStream) -> void = c.StopAudioStream
688
+ public foreign function set_audio_stream_volume(stream: AudioStream, volume: float) -> void = c.SetAudioStreamVolume
689
+ public foreign function set_audio_stream_pitch(stream: AudioStream, pitch: float) -> void = c.SetAudioStreamPitch
690
+ public foreign function set_audio_stream_pan(stream: AudioStream, pan: float) -> void = c.SetAudioStreamPan
691
+ public foreign function set_audio_stream_buffer_size_default(size: int) -> void = c.SetAudioStreamBufferSizeDefault
692
+ public foreign function set_audio_stream_callback(stream: AudioStream, callback: fn(arg0: ptr[void], arg1: uint) -> void) -> void = c.SetAudioStreamCallback
693
+ public foreign function attach_audio_stream_processor(stream: AudioStream, processor: fn(arg0: ptr[void], arg1: uint) -> void) -> void = c.AttachAudioStreamProcessor
694
+ public foreign function detach_audio_stream_processor(stream: AudioStream, processor: fn(arg0: ptr[void], arg1: uint) -> void) -> void = c.DetachAudioStreamProcessor
695
+ public foreign function attach_audio_mixed_processor(processor: fn(arg0: ptr[void], arg1: uint) -> void) -> void = c.AttachAudioMixedProcessor
696
+ public foreign function detach_audio_mixed_processor(processor: fn(arg0: ptr[void], arg1: uint) -> void) -> void = c.DetachAudioMixedProcessor
697
+
698
+
699
+ extending Color:
700
+ public function is_equal(col2: Color) -> bool:
701
+ return color_is_equal(this, col2)
702
+
703
+
704
+ public function to_int() -> int:
705
+ return color_to_int(this)
706
+
707
+
708
+ public function normalize() -> Vector4:
709
+ return color_normalize(this)
710
+
711
+
712
+ public static function from_normalized(normalized: Vector4) -> Color:
713
+ return color_from_normalized(normalized)
714
+
715
+
716
+ public function to_hsv() -> Vector3:
717
+ return color_to_hsv(this)
718
+
719
+
720
+ public static function from_hsv(hue: float, saturation: float, value: float) -> Color:
721
+ return color_from_hsv(hue, saturation, value)
722
+
723
+
724
+ public function tint(tint: Color) -> Color:
725
+ return color_tint(this, tint)
726
+
727
+
728
+ public function brightness(factor: float) -> Color:
729
+ return color_brightness(this, factor)
730
+
731
+
732
+ public function contrast(contrast: float) -> Color:
733
+ return color_contrast(this, contrast)
734
+
735
+
736
+ public function alpha(alpha: float) -> Color:
737
+ return color_alpha(this, alpha)
738
+
739
+
740
+ public function alpha_blend(src: Color, tint: Color) -> Color:
741
+ return color_alpha_blend(this, src, tint)
742
+
743
+
744
+ public function lerp(color2: Color, factor: float) -> Color:
745
+ return color_lerp(this, color2, factor)
746
+
747
+
748
+ extending Image:
749
+ public function copy() -> Image:
750
+ return image_copy(this)
751
+
752
+
753
+ public static function text(text: str, font_size: int, color: Color) -> Image:
754
+ return image_text(text, font_size, color)
755
+
756
+
757
+ public static function text_ex(font: Font, text: str, font_size: float, spacing: float, tint: Color) -> Image:
758
+ return image_text_ex(font, text, font_size, spacing, tint)
759
+
760
+
761
+ public editable function format(new_format: int) -> void:
762
+ image_format(this, new_format)
763
+
764
+
765
+ public editable function to_pot(fill: Color) -> void:
766
+ image_to_pot(this, fill)
767
+
768
+
769
+ public editable function crop(crop: Rectangle) -> void:
770
+ image_crop(this, crop)
771
+
772
+
773
+ public editable function alpha_crop(threshold: float) -> void:
774
+ image_alpha_crop(this, threshold)
775
+
776
+
777
+ public editable function alpha_clear(color: Color, threshold: float) -> void:
778
+ image_alpha_clear(this, color, threshold)
779
+
780
+
781
+ public editable function alpha_mask(alpha_mask: Image) -> void:
782
+ image_alpha_mask(this, alpha_mask)
783
+
784
+
785
+ public editable function alpha_premultiply() -> void:
786
+ image_alpha_premultiply(this)
787
+
788
+
789
+ public editable function blur_gaussian(blur_size: int) -> void:
790
+ image_blur_gaussian(this, blur_size)
791
+
792
+
793
+ public editable function kernel_convolution(kernel: span[float]) -> void:
794
+ image_kernel_convolution(this, kernel)
795
+
796
+
797
+ public editable function resize(new_width: int, new_height: int) -> void:
798
+ image_resize(this, new_width, new_height)
799
+
800
+
801
+ public editable function resize_nn(new_width: int, new_height: int) -> void:
802
+ image_resize_nn(this, new_width, new_height)
803
+
804
+
805
+ public editable function resize_canvas(
806
+ new_width: int,
807
+ new_height: int,
808
+ offset_x: int,
809
+ offset_y: int,
810
+ fill: Color
811
+ ) -> void:
812
+ image_resize_canvas(this, new_width, new_height, offset_x, offset_y, fill)
813
+
814
+
815
+ public editable function mipmaps() -> void:
816
+ image_mipmaps(this)
817
+
818
+
819
+ public editable function dither(r_bpp: int, g_bpp: int, b_bpp: int, a_bpp: int) -> void:
820
+ image_dither(this, r_bpp, g_bpp, b_bpp, a_bpp)
821
+
822
+
823
+ public editable function flip_vertical() -> void:
824
+ image_flip_vertical(this)
825
+
826
+
827
+ public editable function flip_horizontal() -> void:
828
+ image_flip_horizontal(this)
829
+
830
+
831
+ public editable function rotate(degrees: int) -> void:
832
+ image_rotate(this, degrees)
833
+
834
+
835
+ public editable function rotate_cw() -> void:
836
+ image_rotate_cw(this)
837
+
838
+
839
+ public editable function rotate_ccw() -> void:
840
+ image_rotate_ccw(this)
841
+
842
+
843
+ public editable function color_tint(color: Color) -> void:
844
+ image_color_tint(this, color)
845
+
846
+
847
+ public editable function color_invert() -> void:
848
+ image_color_invert(this)
849
+
850
+
851
+ public editable function color_grayscale() -> void:
852
+ image_color_grayscale(this)
853
+
854
+
855
+ public editable function color_contrast(contrast: float) -> void:
856
+ image_color_contrast(this, contrast)
857
+
858
+
859
+ public editable function color_brightness(brightness: int) -> void:
860
+ image_color_brightness(this, brightness)
861
+
862
+
863
+ public editable function color_replace(color: Color, replace: Color) -> void:
864
+ image_color_replace(this, color, replace)
865
+
866
+
867
+ public editable function clear_background(color: Color) -> void:
868
+ image_clear_background(this, color)
869
+
870
+
871
+ public editable function draw_pixel(pos_x: int, pos_y: int, color: Color) -> void:
872
+ image_draw_pixel(this, pos_x, pos_y, color)
873
+
874
+
875
+ public editable function draw_pixel_v(position: Vector2, color: Color) -> void:
876
+ image_draw_pixel_v(this, position, color)
877
+
878
+
879
+ public editable function draw_line(
880
+ start_pos_x: int,
881
+ start_pos_y: int,
882
+ end_pos_x: int,
883
+ end_pos_y: int,
884
+ color: Color
885
+ ) -> void:
886
+ image_draw_line(this, start_pos_x, start_pos_y, end_pos_x, end_pos_y, color)
887
+
888
+
889
+ public editable function draw_line_v(start: Vector2, end: Vector2, color: Color) -> void:
890
+ image_draw_line_v(this, start, end, color)
891
+
892
+
893
+ public editable function draw_line_ex(start: Vector2, end: Vector2, thick: int, color: Color) -> void:
894
+ image_draw_line_ex(this, start, end, thick, color)
895
+
896
+
897
+ public editable function draw_circle(center_x: int, center_y: int, radius: int, color: Color) -> void:
898
+ image_draw_circle(this, center_x, center_y, radius, color)
899
+
900
+
901
+ public editable function draw_circle_v(center: Vector2, radius: int, color: Color) -> void:
902
+ image_draw_circle_v(this, center, radius, color)
903
+
904
+
905
+ public editable function draw_circle_lines(center_x: int, center_y: int, radius: int, color: Color) -> void:
906
+ image_draw_circle_lines(this, center_x, center_y, radius, color)
907
+
908
+
909
+ public editable function draw_circle_lines_v(center: Vector2, radius: int, color: Color) -> void:
910
+ image_draw_circle_lines_v(this, center, radius, color)
911
+
912
+
913
+ public editable function draw_rectangle(pos_x: int, pos_y: int, width: int, height: int, color: Color) -> void:
914
+ image_draw_rectangle(this, pos_x, pos_y, width, height, color)
915
+
916
+
917
+ public editable function draw_rectangle_v(position: Vector2, size: Vector2, color: Color) -> void:
918
+ image_draw_rectangle_v(this, position, size, color)
919
+
920
+
921
+ public editable function draw_rectangle_rec(rec: Rectangle, color: Color) -> void:
922
+ image_draw_rectangle_rec(this, rec, color)
923
+
924
+
925
+ public editable function draw_rectangle_lines(rec: Rectangle, thick: int, color: Color) -> void:
926
+ image_draw_rectangle_lines(this, rec, thick, color)
927
+
928
+
929
+ public editable function draw_triangle(v_1: Vector2, v_2: Vector2, v_3: Vector2, color: Color) -> void:
930
+ image_draw_triangle(this, v_1, v_2, v_3, color)
931
+
932
+
933
+ public editable function draw_triangle_ex(
934
+ v_1: Vector2,
935
+ v_2: Vector2,
936
+ v_3: Vector2,
937
+ c_1: Color,
938
+ c_2: Color,
939
+ c_3: Color
940
+ ) -> void:
941
+ image_draw_triangle_ex(this, v_1, v_2, v_3, c_1, c_2, c_3)
942
+
943
+
944
+ public editable function draw_triangle_lines(v_1: Vector2, v_2: Vector2, v_3: Vector2, color: Color) -> void:
945
+ image_draw_triangle_lines(this, v_1, v_2, v_3, color)
946
+
947
+
948
+ public editable function draw_triangle_fan(points: const_ptr[Vector2], point_count: int, color: Color) -> void:
949
+ image_draw_triangle_fan(this, points, point_count, color)
950
+
951
+
952
+ public editable function draw_triangle_strip(points: const_ptr[Vector2], point_count: int, color: Color) -> void:
953
+ image_draw_triangle_strip(this, points, point_count, color)
954
+
955
+
956
+ public editable function draw(src: Image, src_rec: Rectangle, dst_rec: Rectangle, tint: Color) -> void:
957
+ image_draw(this, src, src_rec, dst_rec, tint)
958
+
959
+
960
+ public editable function draw_text(text: str, pos_x: int, pos_y: int, font_size: int, color: Color) -> void:
961
+ image_draw_text(this, text, pos_x, pos_y, font_size, color)
962
+
963
+
964
+ public editable function draw_text_ex(
965
+ font: Font,
966
+ text: str,
967
+ position: Vector2,
968
+ font_size: float,
969
+ spacing: float,
970
+ tint: Color
971
+ ) -> void:
972
+ image_draw_text_ex(this, font, text, position, font_size, spacing, tint)
973
+
974
+
975
+ extending Wave:
976
+ public function copy() -> Wave:
977
+ return wave_copy(this)
978
+
979
+
980
+ extending ptr[Wave]:
981
+ public function crop(init_frame: int, final_frame: int) -> void:
982
+ wave_crop(this, init_frame, final_frame)
983
+
984
+
985
+ public function format(sample_rate: int, sample_size: int, channels: int) -> void:
986
+ wave_format(this, sample_rate, sample_size, channels)
987
+
988
+
989
+ extending Vector2:
990
+ public static function zero() -> Vector2:
991
+ return math.vector2_zero()
992
+
993
+
994
+ public static function one() -> Vector2:
995
+ return math.vector2_one()
996
+
997
+
998
+ public function add(v2: Vector2) -> Vector2:
999
+ return math.vector2_add(this, v2)
1000
+
1001
+
1002
+ public function add_value(add: float) -> Vector2:
1003
+ return math.vector2_add_value(this, add)
1004
+
1005
+
1006
+ public function subtract(v2: Vector2) -> Vector2:
1007
+ return math.vector2_subtract(this, v2)
1008
+
1009
+
1010
+ public function subtract_value(sub: float) -> Vector2:
1011
+ return math.vector2_subtract_value(this, sub)
1012
+
1013
+
1014
+ public function length() -> float:
1015
+ return math.vector2_length(this)
1016
+
1017
+
1018
+ public function length_sqr() -> float:
1019
+ return math.vector2_length_sqr(this)
1020
+
1021
+
1022
+ public function dot_product(v2: Vector2) -> float:
1023
+ return math.vector2_dot_product(this, v2)
1024
+
1025
+
1026
+ public function cross_product(v2: Vector2) -> float:
1027
+ return math.vector2_cross_product(this, v2)
1028
+
1029
+
1030
+ public function distance(v2: Vector2) -> float:
1031
+ return math.vector2_distance(this, v2)
1032
+
1033
+
1034
+ public function distance_sqr(v2: Vector2) -> float:
1035
+ return math.vector2_distance_sqr(this, v2)
1036
+
1037
+
1038
+ public function angle(v2: Vector2) -> float:
1039
+ return math.vector2_angle(this, v2)
1040
+
1041
+
1042
+ public function line_angle(end: Vector2) -> float:
1043
+ return math.vector2_line_angle(this, end)
1044
+
1045
+
1046
+ public function scale(scale: float) -> Vector2:
1047
+ return math.vector2_scale(this, scale)
1048
+
1049
+
1050
+ public function multiply(v2: Vector2) -> Vector2:
1051
+ return math.vector2_multiply(this, v2)
1052
+
1053
+
1054
+ public function negate() -> Vector2:
1055
+ return math.vector2_negate(this)
1056
+
1057
+
1058
+ public function divide(v2: Vector2) -> Vector2:
1059
+ return math.vector2_divide(this, v2)
1060
+
1061
+
1062
+ public function normalize() -> Vector2:
1063
+ return math.vector2_normalize(this)
1064
+
1065
+
1066
+ public function transform(mat: Matrix) -> Vector2:
1067
+ return math.vector2_transform(this, mat)
1068
+
1069
+
1070
+ public function lerp(v2: Vector2, amount: float) -> Vector2:
1071
+ return math.vector2_lerp(this, v2, amount)
1072
+
1073
+
1074
+ public function reflect(normal: Vector2) -> Vector2:
1075
+ return math.vector2_reflect(this, normal)
1076
+
1077
+
1078
+ public function min(v2: Vector2) -> Vector2:
1079
+ return math.vector2_min(this, v2)
1080
+
1081
+
1082
+ public function max(v2: Vector2) -> Vector2:
1083
+ return math.vector2_max(this, v2)
1084
+
1085
+
1086
+ public function rotate(angle: float) -> Vector2:
1087
+ return math.vector2_rotate(this, angle)
1088
+
1089
+
1090
+ public function move_towards(target: Vector2, max_distance: float) -> Vector2:
1091
+ return math.vector2_move_towards(this, target, max_distance)
1092
+
1093
+
1094
+ public function invert() -> Vector2:
1095
+ return math.vector2_invert(this)
1096
+
1097
+
1098
+ public function clamp(min: Vector2, max: Vector2) -> Vector2:
1099
+ return math.vector2_clamp(this, min, max)
1100
+
1101
+
1102
+ public function clamp_value(min: float, max: float) -> Vector2:
1103
+ return math.vector2_clamp_value(this, min, max)
1104
+
1105
+
1106
+ public function equals(q: Vector2) -> int:
1107
+ return math.vector2_equals(this, q)
1108
+
1109
+
1110
+ public function refract(n: Vector2, r: float) -> Vector2:
1111
+ return math.vector2_refract(this, n, r)
1112
+
1113
+
1114
+ extending Vector3:
1115
+ public static function zero() -> Vector3:
1116
+ return math.vector3_zero()
1117
+
1118
+
1119
+ public static function one() -> Vector3:
1120
+ return math.vector3_one()
1121
+
1122
+
1123
+ public function add(v2: Vector3) -> Vector3:
1124
+ return math.vector3_add(this, v2)
1125
+
1126
+
1127
+ public function add_value(add: float) -> Vector3:
1128
+ return math.vector3_add_value(this, add)
1129
+
1130
+
1131
+ public function subtract(v2: Vector3) -> Vector3:
1132
+ return math.vector3_subtract(this, v2)
1133
+
1134
+
1135
+ public function subtract_value(sub: float) -> Vector3:
1136
+ return math.vector3_subtract_value(this, sub)
1137
+
1138
+
1139
+ public function scale(scalar: float) -> Vector3:
1140
+ return math.vector3_scale(this, scalar)
1141
+
1142
+
1143
+ public function multiply(v2: Vector3) -> Vector3:
1144
+ return math.vector3_multiply(this, v2)
1145
+
1146
+
1147
+ public function cross_product(v2: Vector3) -> Vector3:
1148
+ return math.vector3_cross_product(this, v2)
1149
+
1150
+
1151
+ public function perpendicular() -> Vector3:
1152
+ return math.vector3_perpendicular(this)
1153
+
1154
+
1155
+ public function length() -> float:
1156
+ return math.vector3_length(this)
1157
+
1158
+
1159
+ public function length_sqr() -> float:
1160
+ return math.vector3_length_sqr(this)
1161
+
1162
+
1163
+ public function dot_product(v2: Vector3) -> float:
1164
+ return math.vector3_dot_product(this, v2)
1165
+
1166
+
1167
+ public function distance(v2: Vector3) -> float:
1168
+ return math.vector3_distance(this, v2)
1169
+
1170
+
1171
+ public function distance_sqr(v2: Vector3) -> float:
1172
+ return math.vector3_distance_sqr(this, v2)
1173
+
1174
+
1175
+ public function angle(v2: Vector3) -> float:
1176
+ return math.vector3_angle(this, v2)
1177
+
1178
+
1179
+ public function negate() -> Vector3:
1180
+ return math.vector3_negate(this)
1181
+
1182
+
1183
+ public function divide(v2: Vector3) -> Vector3:
1184
+ return math.vector3_divide(this, v2)
1185
+
1186
+
1187
+ public function normalize() -> Vector3:
1188
+ return math.vector3_normalize(this)
1189
+
1190
+
1191
+ public function project(v2: Vector3) -> Vector3:
1192
+ return math.vector3_project(this, v2)
1193
+
1194
+
1195
+ public function reject(v2: Vector3) -> Vector3:
1196
+ return math.vector3_reject(this, v2)
1197
+
1198
+
1199
+ public function transform(mat: Matrix) -> Vector3:
1200
+ return math.vector3_transform(this, mat)
1201
+
1202
+
1203
+ public function rotate_by_quaternion(q: Vector4) -> Vector3:
1204
+ return math.vector3_rotate_by_quaternion(this, q)
1205
+
1206
+
1207
+ public function rotate_by_axis_angle(axis: Vector3, angle: float) -> Vector3:
1208
+ return math.vector3_rotate_by_axis_angle(this, axis, angle)
1209
+
1210
+
1211
+ public function move_towards(target: Vector3, max_distance: float) -> Vector3:
1212
+ return math.vector3_move_towards(this, target, max_distance)
1213
+
1214
+
1215
+ public function lerp(v2: Vector3, amount: float) -> Vector3:
1216
+ return math.vector3_lerp(this, v2, amount)
1217
+
1218
+
1219
+ public function cubic_hermite(tangent1: Vector3, v2: Vector3, tangent2: Vector3, amount: float) -> Vector3:
1220
+ return math.vector3_cubic_hermite(this, tangent1, v2, tangent2, amount)
1221
+
1222
+
1223
+ public function reflect(normal: Vector3) -> Vector3:
1224
+ return math.vector3_reflect(this, normal)
1225
+
1226
+
1227
+ public function min(v2: Vector3) -> Vector3:
1228
+ return math.vector3_min(this, v2)
1229
+
1230
+
1231
+ public function max(v2: Vector3) -> Vector3:
1232
+ return math.vector3_max(this, v2)
1233
+
1234
+
1235
+ public function barycenter(a: Vector3, b: Vector3, c: Vector3) -> Vector3:
1236
+ return math.vector3_barycenter(this, a, b, c)
1237
+
1238
+
1239
+ public function unproject(projection: Matrix, view: Matrix) -> Vector3:
1240
+ return math.vector3_unproject(this, projection, view)
1241
+
1242
+
1243
+ public function to_float_v() -> array[float, 3]:
1244
+ return math.vector3_to_float_v(this)
1245
+
1246
+
1247
+ public function invert() -> Vector3:
1248
+ return math.vector3_invert(this)
1249
+
1250
+
1251
+ public function clamp(min: Vector3, max: Vector3) -> Vector3:
1252
+ return math.vector3_clamp(this, min, max)
1253
+
1254
+
1255
+ public function clamp_value(min: float, max: float) -> Vector3:
1256
+ return math.vector3_clamp_value(this, min, max)
1257
+
1258
+
1259
+ public function equals(q: Vector3) -> int:
1260
+ return math.vector3_equals(this, q)
1261
+
1262
+
1263
+ public function refract(n: Vector3, r: float) -> Vector3:
1264
+ return math.vector3_refract(this, n, r)
1265
+
1266
+
1267
+ extending Vector4:
1268
+ public static function zero() -> Vector4:
1269
+ return math.vector4_zero()
1270
+
1271
+
1272
+ public static function one() -> Vector4:
1273
+ return math.vector4_one()
1274
+
1275
+
1276
+ public function add(v2: Vector4) -> Vector4:
1277
+ return math.vector4_add(this, v2)
1278
+
1279
+
1280
+ public function add_value(add: float) -> Vector4:
1281
+ return math.vector4_add_value(this, add)
1282
+
1283
+
1284
+ public function subtract(v2: Vector4) -> Vector4:
1285
+ return math.vector4_subtract(this, v2)
1286
+
1287
+
1288
+ public function subtract_value(add: float) -> Vector4:
1289
+ return math.vector4_subtract_value(this, add)
1290
+
1291
+
1292
+ public function length() -> float:
1293
+ return math.vector4_length(this)
1294
+
1295
+
1296
+ public function length_sqr() -> float:
1297
+ return math.vector4_length_sqr(this)
1298
+
1299
+
1300
+ public function dot_product(v2: Vector4) -> float:
1301
+ return math.vector4_dot_product(this, v2)
1302
+
1303
+
1304
+ public function distance(v2: Vector4) -> float:
1305
+ return math.vector4_distance(this, v2)
1306
+
1307
+
1308
+ public function distance_sqr(v2: Vector4) -> float:
1309
+ return math.vector4_distance_sqr(this, v2)
1310
+
1311
+
1312
+ public function scale(scale: float) -> Vector4:
1313
+ return math.vector4_scale(this, scale)
1314
+
1315
+
1316
+ public function multiply(v2: Vector4) -> Vector4:
1317
+ return math.vector4_multiply(this, v2)
1318
+
1319
+
1320
+ public function negate() -> Vector4:
1321
+ return math.vector4_negate(this)
1322
+
1323
+
1324
+ public function divide(v2: Vector4) -> Vector4:
1325
+ return math.vector4_divide(this, v2)
1326
+
1327
+
1328
+ public function normalize() -> Vector4:
1329
+ return math.vector4_normalize(this)
1330
+
1331
+
1332
+ public function min(v2: Vector4) -> Vector4:
1333
+ return math.vector4_min(this, v2)
1334
+
1335
+
1336
+ public function max(v2: Vector4) -> Vector4:
1337
+ return math.vector4_max(this, v2)
1338
+
1339
+
1340
+ public function lerp(v2: Vector4, amount: float) -> Vector4:
1341
+ return math.vector4_lerp(this, v2, amount)
1342
+
1343
+
1344
+ public function move_towards(target: Vector4, max_distance: float) -> Vector4:
1345
+ return math.vector4_move_towards(this, target, max_distance)
1346
+
1347
+
1348
+ public function invert() -> Vector4:
1349
+ return math.vector4_invert(this)
1350
+
1351
+
1352
+ public function equals(q: Vector4) -> int:
1353
+ return math.vector4_equals(this, q)
1354
+
1355
+
1356
+ extending Matrix:
1357
+ public function determinant() -> float:
1358
+ return math.matrix_determinant(this)
1359
+
1360
+
1361
+ public function trace() -> float:
1362
+ return math.matrix_trace(this)
1363
+
1364
+
1365
+ public function transpose() -> Matrix:
1366
+ return math.matrix_transpose(this)
1367
+
1368
+
1369
+ public function invert() -> Matrix:
1370
+ return math.matrix_invert(this)
1371
+
1372
+
1373
+ public static function identity() -> Matrix:
1374
+ return math.matrix_identity()
1375
+
1376
+
1377
+ public function add(right: Matrix) -> Matrix:
1378
+ return math.matrix_add(this, right)
1379
+
1380
+
1381
+ public function subtract(right: Matrix) -> Matrix:
1382
+ return math.matrix_subtract(this, right)
1383
+
1384
+
1385
+ public function multiply(right: Matrix) -> Matrix:
1386
+ return math.matrix_multiply(this, right)
1387
+
1388
+
1389
+ public function multiply_value(value: float) -> Matrix:
1390
+ return math.matrix_multiply_value(this, value)
1391
+
1392
+
1393
+ public static function translate(x: float, y: float, z: float) -> Matrix:
1394
+ return math.matrix_translate(x, y, z)
1395
+
1396
+
1397
+ public static function rotate(axis: Vector3, angle: float) -> Matrix:
1398
+ return math.matrix_rotate(axis, angle)
1399
+
1400
+
1401
+ public static function rotate_x(angle: float) -> Matrix:
1402
+ return math.matrix_rotate_x(angle)
1403
+
1404
+
1405
+ public static function rotate_y(angle: float) -> Matrix:
1406
+ return math.matrix_rotate_y(angle)
1407
+
1408
+
1409
+ public static function rotate_z(angle: float) -> Matrix:
1410
+ return math.matrix_rotate_z(angle)
1411
+
1412
+
1413
+ public static function rotate_xyz(angle: Vector3) -> Matrix:
1414
+ return math.matrix_rotate_xyz(angle)
1415
+
1416
+
1417
+ public static function rotate_zyx(angle: Vector3) -> Matrix:
1418
+ return math.matrix_rotate_zyx(angle)
1419
+
1420
+
1421
+ public static function scale(x: float, y: float, z: float) -> Matrix:
1422
+ return math.matrix_scale(x, y, z)
1423
+
1424
+
1425
+ public static function frustum(
1426
+ left: double,
1427
+ right: double,
1428
+ bottom: double,
1429
+ top: double,
1430
+ near_plane: double,
1431
+ far_plane: double
1432
+ ) -> Matrix:
1433
+ return math.matrix_frustum(left, right, bottom, top, near_plane, far_plane)
1434
+
1435
+
1436
+ public static function perspective(fov_y: double, aspect: double, near_plane: double, far_plane: double) -> Matrix:
1437
+ return math.matrix_perspective(fov_y, aspect, near_plane, far_plane)
1438
+
1439
+
1440
+ public static function ortho(
1441
+ left: double,
1442
+ right: double,
1443
+ bottom: double,
1444
+ top: double,
1445
+ near_plane: double,
1446
+ far_plane: double
1447
+ ) -> Matrix:
1448
+ return math.matrix_ortho(left, right, bottom, top, near_plane, far_plane)
1449
+
1450
+
1451
+ public static function look_at(eye: Vector3, target: Vector3, up: Vector3) -> Matrix:
1452
+ return math.matrix_look_at(eye, target, up)
1453
+
1454
+
1455
+ public function to_float_v() -> array[float, 16]:
1456
+ return math.matrix_to_float_v(this)
1457
+
1458
+
1459
+ public static function compose(translation: Vector3, rotation: Vector4, scale: Vector3) -> Matrix:
1460
+ return math.matrix_compose(translation, rotation, scale)
1461
+
1462
+
1463
+ extending Quaternion:
1464
+ public static function identity() -> Quaternion:
1465
+ return math.quaternion_identity()
1466
+
1467
+
1468
+ public function nlerp(q2: Vector4, amount: float) -> Quaternion:
1469
+ return math.quaternion_nlerp(this, q2, amount)
1470
+
1471
+
1472
+ public function slerp(q2: Vector4, amount: float) -> Quaternion:
1473
+ return math.quaternion_slerp(this, q2, amount)
1474
+
1475
+
1476
+ public function cubic_hermite_spline(
1477
+ out_tangent1: Vector4,
1478
+ q2: Vector4,
1479
+ in_tangent2: Vector4,
1480
+ t: float
1481
+ ) -> Quaternion:
1482
+ return math.quaternion_cubic_hermite_spline(this, out_tangent1, q2, in_tangent2, t)
1483
+
1484
+
1485
+ public static function from_vector3_to_vector3(from: Vector3, to: Vector3) -> Quaternion:
1486
+ return math.quaternion_from_vector3_to_vector3(from, to)
1487
+
1488
+
1489
+ public static function from_matrix(mat: Matrix) -> Quaternion:
1490
+ return math.quaternion_from_matrix(mat)
1491
+
1492
+
1493
+ public function to_matrix() -> Matrix:
1494
+ return math.quaternion_to_matrix(this)
1495
+
1496
+
1497
+ public static function from_axis_angle(axis: Vector3, angle: float) -> Quaternion:
1498
+ return math.quaternion_from_axis_angle(axis, angle)
1499
+
1500
+
1501
+ public static function from_euler(pitch: float, yaw: float, roll: float) -> Quaternion:
1502
+ return math.quaternion_from_euler(pitch, yaw, roll)
1503
+
1504
+
1505
+ public function to_euler() -> Vector3:
1506
+ return math.quaternion_to_euler(this)
1507
+
1508
+
1509
+ public function transform(mat: Matrix) -> Quaternion:
1510
+ return math.quaternion_transform(this, mat)