raylib 5.0.0.3__pp310-pypy310_pp73-manylinux2014_x86_64.whl → 5.5.0.0.dev3__pp310-pypy310_pp73-manylinux2014_x86_64.whl

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+ /**********************************************************************************************
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+ *
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+ * raylib v5.5-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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+ *
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+ * FEATURES:
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+ * - NO external dependencies, all required libraries included with raylib
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+ * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
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+ * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
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+ * - Written in plain C code (C99) in PascalCase/camelCase notation
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+ * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
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+ * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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+ * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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+ * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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+ * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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+ * - Flexible Materials system, supporting classic maps and PBR maps
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+ * - Animated 3D models supported (skeletal bones animation) (IQM)
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+ * - Shaders support, including Model shaders and Postprocessing shaders
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+ * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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+ * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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+ * - VR stereo rendering with configurable HMD device parameters
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+ * - Bindings to multiple programming languages available!
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+ *
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+ * NOTES:
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+ * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
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+ * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
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+ * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
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+ * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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+ *
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+ * DEPENDENCIES (included):
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+ * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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+ * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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+ * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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+ *
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+ * OPTIONAL DEPENDENCIES (included):
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+ * [rcore] msf_gif (Miles Fogle) for GIF recording
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+ * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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+ * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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+ * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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+ * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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+ * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
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+ * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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+ * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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+ * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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+ * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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+ * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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+ * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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+ * [raudio] dr_wav (David Reid) for WAV audio file loading
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+ * [raudio] dr_flac (David Reid) for FLAC audio file loading
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+ * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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+ * [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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+ * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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+ * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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+ *
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+ *
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+ * LICENSE: zlib/libpng
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+ *
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+ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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+ * BSD-like license that allows static linking with closed source software:
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+ *
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+ * Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
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+ *
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+ * This software is provided "as-is", without any express or implied warranty. In no event
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+ * will the authors be held liable for any damages arising from the use of this software.
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+ *
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+ * Permission is granted to anyone to use this software for any purpose, including commercial
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+ * applications, and to alter it and redistribute it freely, subject to the following restrictions:
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+ *
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+ * 1. The origin of this software must not be misrepresented; you must not claim that you
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+ * wrote the original software. If you use this software in a product, an acknowledgment
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+ * in the product documentation would be appreciated but is not required.
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+ *
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+ * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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+ * as being the original software.
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+ *
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+ * 3. This notice may not be removed or altered from any source distribution.
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+ *
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+ **********************************************************************************************/
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+ // Function specifiers in case library is build/used as a shared library
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+ // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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+ // NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
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+ //----------------------------------------------------------------------------------
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+ // Some basic Defines
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+ //----------------------------------------------------------------------------------
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+ // Allow custom memory allocators
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+ // NOTE: Require recompiling raylib sources
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+ // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
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+ // Plain structures in C++ (without constructors) can be initialized with { }
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+ // This is called aggregate initialization (C++11 feature)
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+ // Some compilers (mostly macos clang) default to C++98,
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+ // where aggregate initialization can't be used
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+ // So, give a more clear error stating how to fix this
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+ // NOTE: We set some defines with some data types declared by raylib
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+ // Other modules (raymath, rlgl) also require some of those types, so,
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+ // to be able to use those other modules as standalone (not depending on raylib)
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+ // this defines are very useful for internal check and avoid type (re)definitions
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+ // Some Basic Colors
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+ // NOTE: Custom raylib color palette for amazing visuals on WHITE background
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+ //----------------------------------------------------------------------------------
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+ // Structures Definition
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+ //----------------------------------------------------------------------------------
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+ // Boolean type
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+ // Vector2, 2 components
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+ typedef struct Vector2 {
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+ float x; // Vector x component
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+ float y; // Vector y component
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+ } Vector2;
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+ // Vector3, 3 components
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+ typedef struct Vector3 {
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+ float x; // Vector x component
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+ float y; // Vector y component
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+ float z; // Vector z component
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+ } Vector3;
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+ // Vector4, 4 components
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+ typedef struct Vector4 {
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+ float x; // Vector x component
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+ float y; // Vector y component
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+ float z; // Vector z component
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+ float w; // Vector w component
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+ } Vector4;
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+ // Quaternion, 4 components (Vector4 alias)
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+ typedef Vector4 Quaternion;
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+ // Matrix, 4x4 components, column major, OpenGL style, right-handed
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+ typedef struct Matrix {
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+ float m0, m4, m8, m12; // Matrix first row (4 components)
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+ float m1, m5, m9, m13; // Matrix second row (4 components)
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+ float m2, m6, m10, m14; // Matrix third row (4 components)
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+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
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+ } Matrix;
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+ // Color, 4 components, R8G8B8A8 (32bit)
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+ typedef struct Color {
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+ unsigned char r; // Color red value
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+ unsigned char g; // Color green value
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+ unsigned char b; // Color blue value
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+ unsigned char a; // Color alpha value
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+ } Color;
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+ // Rectangle, 4 components
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+ typedef struct Rectangle {
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+ float x; // Rectangle top-left corner position x
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+ float y; // Rectangle top-left corner position y
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+ float width; // Rectangle width
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+ float height; // Rectangle height
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+ } Rectangle;
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+ // Image, pixel data stored in CPU memory (RAM)
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+ typedef struct Image {
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+ void *data; // Image raw data
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+ int width; // Image base width
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+ int height; // Image base height
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+ int mipmaps; // Mipmap levels, 1 by default
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+ int format; // Data format (PixelFormat type)
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+ } Image;
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+ // Texture, tex data stored in GPU memory (VRAM)
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+ typedef struct Texture {
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+ unsigned int id; // OpenGL texture id
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+ int width; // Texture base width
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+ int height; // Texture base height
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+ int mipmaps; // Mipmap levels, 1 by default
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+ int format; // Data format (PixelFormat type)
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+ } Texture;
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+ // Texture2D, same as Texture
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+ typedef Texture Texture2D;
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+ // TextureCubemap, same as Texture
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+ typedef Texture TextureCubemap;
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+ // RenderTexture, fbo for texture rendering
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+ typedef struct RenderTexture {
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+ unsigned int id; // OpenGL framebuffer object id
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+ Texture texture; // Color buffer attachment texture
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+ Texture depth; // Depth buffer attachment texture
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+ } RenderTexture;
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+ // RenderTexture2D, same as RenderTexture
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+ typedef RenderTexture RenderTexture2D;
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+ // NPatchInfo, n-patch layout info
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+ typedef struct NPatchInfo {
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+ Rectangle source; // Texture source rectangle
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+ int left; // Left border offset
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+ int top; // Top border offset
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+ int right; // Right border offset
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+ int bottom; // Bottom border offset
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+ int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
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+ } NPatchInfo;
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+ // GlyphInfo, font characters glyphs info
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+ typedef struct GlyphInfo {
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+ int value; // Character value (Unicode)
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+ int offsetX; // Character offset X when drawing
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+ int offsetY; // Character offset Y when drawing
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+ int advanceX; // Character advance position X
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+ Image image; // Character image data
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+ } GlyphInfo;
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+ // Font, font texture and GlyphInfo array data
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+ typedef struct Font {
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+ int baseSize; // Base size (default chars height)
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+ int glyphCount; // Number of glyph characters
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+ int glyphPadding; // Padding around the glyph characters
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+ Texture2D texture; // Texture atlas containing the glyphs
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+ Rectangle *recs; // Rectangles in texture for the glyphs
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+ GlyphInfo *glyphs; // Glyphs info data
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+ } Font;
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+ // Camera, defines position/orientation in 3d space
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+ typedef struct Camera3D {
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+ Vector3 position; // Camera position
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+ Vector3 target; // Camera target it looks-at
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+ Vector3 up; // Camera up vector (rotation over its axis)
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+ float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
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+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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+ } Camera3D;
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+ typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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+ // Camera2D, defines position/orientation in 2d space
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+ typedef struct Camera2D {
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+ Vector2 offset; // Camera offset (displacement from target)
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+ Vector2 target; // Camera target (rotation and zoom origin)
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+ float rotation; // Camera rotation in degrees
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+ float zoom; // Camera zoom (scaling), should be 1.0f by default
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+ } Camera2D;
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+ // Mesh, vertex data and vao/vbo
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+ typedef struct Mesh {
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+ int vertexCount; // Number of vertices stored in arrays
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+ int triangleCount; // Number of triangles stored (indexed or not)
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+ // Vertex attributes data
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+ float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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+ float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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+ float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
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+ float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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+ float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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+ unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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+ unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
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+ // Animation vertex data
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+ float *animVertices; // Animated vertex positions (after bones transformations)
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+ float *animNormals; // Animated normals (after bones transformations)
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+ unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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+ float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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+ Matrix *boneMatrices; // Bones animated transformation matrices
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+ int boneCount; // Number of bones
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+ // OpenGL identifiers
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+ unsigned int vaoId; // OpenGL Vertex Array Object id
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+ unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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+ } Mesh;
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+ // Shader
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+ typedef struct Shader {
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+ unsigned int id; // Shader program id
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+ int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
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+ } Shader;
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+ // MaterialMap
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+ typedef struct MaterialMap {
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+ Texture2D texture; // Material map texture
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+ Color color; // Material map color
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+ float value; // Material map value
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+ } MaterialMap;
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+ // Material, includes shader and maps
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+ typedef struct Material {
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+ Shader shader; // Material shader
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+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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+ float params[4]; // Material generic parameters (if required)
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+ } Material;
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+ // Transform, vertex transformation data
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+ typedef struct Transform {
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+ Vector3 translation; // Translation
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+ Quaternion rotation; // Rotation
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+ Vector3 scale; // Scale
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+ } Transform;
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+ // Bone, skeletal animation bone
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+ typedef struct BoneInfo {
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+ char name[32]; // Bone name
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+ int parent; // Bone parent
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+ } BoneInfo;
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+ // Model, meshes, materials and animation data
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+ typedef struct Model {
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+ Matrix transform; // Local transform matrix
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+ int meshCount; // Number of meshes
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+ int materialCount; // Number of materials
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+ Mesh *meshes; // Meshes array
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+ Material *materials; // Materials array
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+ int *meshMaterial; // Mesh material number
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+ // Animation data
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+ int boneCount; // Number of bones
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+ BoneInfo *bones; // Bones information (skeleton)
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+ Transform *bindPose; // Bones base transformation (pose)
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+ } Model;
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+ // ModelAnimation
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+ typedef struct ModelAnimation {
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+ int boneCount; // Number of bones
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+ int frameCount; // Number of animation frames
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+ BoneInfo *bones; // Bones information (skeleton)
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+ Transform **framePoses; // Poses array by frame
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+ char name[32]; // Animation name
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+ } ModelAnimation;
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+ // Ray, ray for raycasting
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+ typedef struct Ray {
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+ Vector3 position; // Ray position (origin)
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+ Vector3 direction; // Ray direction (normalized)
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+ } Ray;
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+ // RayCollision, ray hit information
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+ typedef struct RayCollision {
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+ bool hit; // Did the ray hit something?
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+ float distance; // Distance to the nearest hit
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+ Vector3 point; // Point of the nearest hit
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+ Vector3 normal; // Surface normal of hit
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+ } RayCollision;
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+ // BoundingBox
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+ typedef struct BoundingBox {
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+ Vector3 min; // Minimum vertex box-corner
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+ Vector3 max; // Maximum vertex box-corner
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+ } BoundingBox;
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+ // Wave, audio wave data
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+ typedef struct Wave {
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+ unsigned int frameCount; // Total number of frames (considering channels)
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+ unsigned int sampleRate; // Frequency (samples per second)
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+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
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+ void *data; // Buffer data pointer
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+ } Wave;
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+ // Opaque structs declaration
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+ // NOTE: Actual structs are defined internally in raudio module
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+ typedef struct rAudioBuffer rAudioBuffer;
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+ typedef struct rAudioProcessor rAudioProcessor;
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+ // AudioStream, custom audio stream
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+ typedef struct AudioStream {
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+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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+ rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
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+ unsigned int sampleRate; // Frequency (samples per second)
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+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
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+ } AudioStream;
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+ // Sound
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+ typedef struct Sound {
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+ AudioStream stream; // Audio stream
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+ unsigned int frameCount; // Total number of frames (considering channels)
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+ } Sound;
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+ // Music, audio stream, anything longer than ~10 seconds should be streamed
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+ typedef struct Music {
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+ AudioStream stream; // Audio stream
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+ unsigned int frameCount; // Total number of frames (considering channels)
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+ bool looping; // Music looping enable
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+ int ctxType; // Type of music context (audio filetype)
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+ void *ctxData; // Audio context data, depends on type
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+ } Music;
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+ // VrDeviceInfo, Head-Mounted-Display device parameters
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+ typedef struct VrDeviceInfo {
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+ int hResolution; // Horizontal resolution in pixels
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+ int vResolution; // Vertical resolution in pixels
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+ float hScreenSize; // Horizontal size in meters
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+ float vScreenSize; // Vertical size in meters
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+ float eyeToScreenDistance; // Distance between eye and display in meters
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+ float lensSeparationDistance; // Lens separation distance in meters
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+ float interpupillaryDistance; // IPD (distance between pupils) in meters
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+ float lensDistortionValues[4]; // Lens distortion constant parameters
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+ float chromaAbCorrection[4]; // Chromatic aberration correction parameters
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+ } VrDeviceInfo;
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+ // VrStereoConfig, VR stereo rendering configuration for simulator
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+ typedef struct VrStereoConfig {
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+ Matrix projection[2]; // VR projection matrices (per eye)
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+ Matrix viewOffset[2]; // VR view offset matrices (per eye)
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+ float leftLensCenter[2]; // VR left lens center
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+ float rightLensCenter[2]; // VR right lens center
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+ float leftScreenCenter[2]; // VR left screen center
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+ float rightScreenCenter[2]; // VR right screen center
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+ float scale[2]; // VR distortion scale
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+ float scaleIn[2]; // VR distortion scale in
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+ } VrStereoConfig;
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+ // File path list
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+ typedef struct FilePathList {
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+ unsigned int capacity; // Filepaths max entries
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+ unsigned int count; // Filepaths entries count
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+ char **paths; // Filepaths entries
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+ } FilePathList;
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+ // Automation event
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+ typedef struct AutomationEvent {
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+ unsigned int frame; // Event frame
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+ unsigned int type; // Event type (AutomationEventType)
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+ int params[4]; // Event parameters (if required)
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+ } AutomationEvent;
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+ // Automation event list
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+ typedef struct AutomationEventList {
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+ unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
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+ unsigned int count; // Events entries count
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+ AutomationEvent *events; // Events entries
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+ } AutomationEventList;
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+ //----------------------------------------------------------------------------------
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+ // Enumerators Definition
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+ //----------------------------------------------------------------------------------
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+ // System/Window config flags
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+ // NOTE: Every bit registers one state (use it with bit masks)
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+ // By default all flags are set to 0
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+ typedef enum {
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+ FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
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+ FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
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+ FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
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+ FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
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+ FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
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+ FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
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+ FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
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+ FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
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+ FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
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+ FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
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+ FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
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+ FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
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+ FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
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+ FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
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+ FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
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+ FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
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+ } ConfigFlags;
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+ // Trace log level
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+ // NOTE: Organized by priority level
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+ typedef enum {
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+ LOG_ALL = 0, // Display all logs
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+ LOG_TRACE, // Trace logging, intended for internal use only
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+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
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+ LOG_INFO, // Info logging, used for program execution info
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+ LOG_WARNING, // Warning logging, used on recoverable failures
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+ LOG_ERROR, // Error logging, used on unrecoverable failures
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+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
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+ LOG_NONE // Disable logging
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+ } TraceLogLevel;
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+ // Keyboard keys (US keyboard layout)
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+ // NOTE: Use GetKeyPressed() to allow redefining
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+ // required keys for alternative layouts
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+ typedef enum {
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+ KEY_NULL = 0, // Key: NULL, used for no key pressed
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+ // Alphanumeric keys
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+ KEY_APOSTROPHE = 39, // Key: '
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+ KEY_COMMA = 44, // Key: ,
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+ KEY_MINUS = 45, // Key: -
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+ KEY_PERIOD = 46, // Key: .
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+ KEY_SLASH = 47, // Key: /
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+ KEY_ZERO = 48, // Key: 0
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+ KEY_ONE = 49, // Key: 1
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+ KEY_TWO = 50, // Key: 2
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+ KEY_THREE = 51, // Key: 3
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+ KEY_FOUR = 52, // Key: 4
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+ KEY_FIVE = 53, // Key: 5
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+ KEY_SIX = 54, // Key: 6
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+ KEY_SEVEN = 55, // Key: 7
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+ KEY_EIGHT = 56, // Key: 8
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+ KEY_NINE = 57, // Key: 9
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+ KEY_SEMICOLON = 59, // Key: ;
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+ KEY_EQUAL = 61, // Key: =
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+ KEY_A = 65, // Key: A | a
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+ KEY_B = 66, // Key: B | b
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+ KEY_C = 67, // Key: C | c
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+ KEY_D = 68, // Key: D | d
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+ KEY_E = 69, // Key: E | e
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+ KEY_F = 70, // Key: F | f
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+ KEY_G = 71, // Key: G | g
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+ KEY_H = 72, // Key: H | h
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+ KEY_I = 73, // Key: I | i
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+ KEY_J = 74, // Key: J | j
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+ KEY_K = 75, // Key: K | k
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+ KEY_L = 76, // Key: L | l
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+ KEY_M = 77, // Key: M | m
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+ KEY_N = 78, // Key: N | n
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+ KEY_O = 79, // Key: O | o
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+ KEY_P = 80, // Key: P | p
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+ KEY_Q = 81, // Key: Q | q
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+ KEY_R = 82, // Key: R | r
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+ KEY_S = 83, // Key: S | s
454
+ KEY_T = 84, // Key: T | t
455
+ KEY_U = 85, // Key: U | u
456
+ KEY_V = 86, // Key: V | v
457
+ KEY_W = 87, // Key: W | w
458
+ KEY_X = 88, // Key: X | x
459
+ KEY_Y = 89, // Key: Y | y
460
+ KEY_Z = 90, // Key: Z | z
461
+ KEY_LEFT_BRACKET = 91, // Key: [
462
+ KEY_BACKSLASH = 92, // Key: '\'
463
+ KEY_RIGHT_BRACKET = 93, // Key: ]
464
+ KEY_GRAVE = 96, // Key: `
465
+ // Function keys
466
+ KEY_SPACE = 32, // Key: Space
467
+ KEY_ESCAPE = 256, // Key: Esc
468
+ KEY_ENTER = 257, // Key: Enter
469
+ KEY_TAB = 258, // Key: Tab
470
+ KEY_BACKSPACE = 259, // Key: Backspace
471
+ KEY_INSERT = 260, // Key: Ins
472
+ KEY_DELETE = 261, // Key: Del
473
+ KEY_RIGHT = 262, // Key: Cursor right
474
+ KEY_LEFT = 263, // Key: Cursor left
475
+ KEY_DOWN = 264, // Key: Cursor down
476
+ KEY_UP = 265, // Key: Cursor up
477
+ KEY_PAGE_UP = 266, // Key: Page up
478
+ KEY_PAGE_DOWN = 267, // Key: Page down
479
+ KEY_HOME = 268, // Key: Home
480
+ KEY_END = 269, // Key: End
481
+ KEY_CAPS_LOCK = 280, // Key: Caps lock
482
+ KEY_SCROLL_LOCK = 281, // Key: Scroll down
483
+ KEY_NUM_LOCK = 282, // Key: Num lock
484
+ KEY_PRINT_SCREEN = 283, // Key: Print screen
485
+ KEY_PAUSE = 284, // Key: Pause
486
+ KEY_F1 = 290, // Key: F1
487
+ KEY_F2 = 291, // Key: F2
488
+ KEY_F3 = 292, // Key: F3
489
+ KEY_F4 = 293, // Key: F4
490
+ KEY_F5 = 294, // Key: F5
491
+ KEY_F6 = 295, // Key: F6
492
+ KEY_F7 = 296, // Key: F7
493
+ KEY_F8 = 297, // Key: F8
494
+ KEY_F9 = 298, // Key: F9
495
+ KEY_F10 = 299, // Key: F10
496
+ KEY_F11 = 300, // Key: F11
497
+ KEY_F12 = 301, // Key: F12
498
+ KEY_LEFT_SHIFT = 340, // Key: Shift left
499
+ KEY_LEFT_CONTROL = 341, // Key: Control left
500
+ KEY_LEFT_ALT = 342, // Key: Alt left
501
+ KEY_LEFT_SUPER = 343, // Key: Super left
502
+ KEY_RIGHT_SHIFT = 344, // Key: Shift right
503
+ KEY_RIGHT_CONTROL = 345, // Key: Control right
504
+ KEY_RIGHT_ALT = 346, // Key: Alt right
505
+ KEY_RIGHT_SUPER = 347, // Key: Super right
506
+ KEY_KB_MENU = 348, // Key: KB menu
507
+ // Keypad keys
508
+ KEY_KP_0 = 320, // Key: Keypad 0
509
+ KEY_KP_1 = 321, // Key: Keypad 1
510
+ KEY_KP_2 = 322, // Key: Keypad 2
511
+ KEY_KP_3 = 323, // Key: Keypad 3
512
+ KEY_KP_4 = 324, // Key: Keypad 4
513
+ KEY_KP_5 = 325, // Key: Keypad 5
514
+ KEY_KP_6 = 326, // Key: Keypad 6
515
+ KEY_KP_7 = 327, // Key: Keypad 7
516
+ KEY_KP_8 = 328, // Key: Keypad 8
517
+ KEY_KP_9 = 329, // Key: Keypad 9
518
+ KEY_KP_DECIMAL = 330, // Key: Keypad .
519
+ KEY_KP_DIVIDE = 331, // Key: Keypad /
520
+ KEY_KP_MULTIPLY = 332, // Key: Keypad *
521
+ KEY_KP_SUBTRACT = 333, // Key: Keypad -
522
+ KEY_KP_ADD = 334, // Key: Keypad +
523
+ KEY_KP_ENTER = 335, // Key: Keypad Enter
524
+ KEY_KP_EQUAL = 336, // Key: Keypad =
525
+ // Android key buttons
526
+ KEY_BACK = 4, // Key: Android back button
527
+ KEY_MENU = 5, // Key: Android menu button
528
+ KEY_VOLUME_UP = 24, // Key: Android volume up button
529
+ KEY_VOLUME_DOWN = 25 // Key: Android volume down button
530
+ } KeyboardKey;
531
+ // Add backwards compatibility support for deprecated names
532
+ // Mouse buttons
533
+ typedef enum {
534
+ MOUSE_BUTTON_LEFT = 0, // Mouse button left
535
+ MOUSE_BUTTON_RIGHT = 1, // Mouse button right
536
+ MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
537
+ MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
538
+ MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
539
+ MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
540
+ MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
541
+ } MouseButton;
542
+ // Mouse cursor
543
+ typedef enum {
544
+ MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
545
+ MOUSE_CURSOR_ARROW = 1, // Arrow shape
546
+ MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
547
+ MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
548
+ MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
549
+ MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
550
+ MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
551
+ MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
552
+ MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
553
+ MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
554
+ MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
555
+ } MouseCursor;
556
+ // Gamepad buttons
557
+ typedef enum {
558
+ GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
559
+ GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
560
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
561
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
562
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
563
+ GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
564
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
565
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
566
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
567
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
568
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
569
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
570
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
571
+ GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
572
+ GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
573
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
574
+ GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
575
+ GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
576
+ } GamepadButton;
577
+ // Gamepad axis
578
+ typedef enum {
579
+ GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
580
+ GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
581
+ GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
582
+ GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
583
+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
584
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
585
+ } GamepadAxis;
586
+ // Material map index
587
+ typedef enum {
588
+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
589
+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
590
+ MATERIAL_MAP_NORMAL, // Normal material
591
+ MATERIAL_MAP_ROUGHNESS, // Roughness material
592
+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
593
+ MATERIAL_MAP_EMISSION, // Emission material
594
+ MATERIAL_MAP_HEIGHT, // Heightmap material
595
+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
596
+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
597
+ MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
598
+ MATERIAL_MAP_BRDF // Brdf material
599
+ } MaterialMapIndex;
600
+ // Shader location index
601
+ typedef enum {
602
+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
603
+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
604
+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
605
+ SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
606
+ SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
607
+ SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
608
+ SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
609
+ SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
610
+ SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
611
+ SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
612
+ SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
613
+ SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
614
+ SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
615
+ SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
616
+ SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
617
+ SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
618
+ SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
619
+ SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
620
+ SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
621
+ SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
622
+ SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
623
+ SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
624
+ SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
625
+ SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
626
+ SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
627
+ SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
628
+ SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
629
+ SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
630
+ SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
631
+ } ShaderLocationIndex;
632
+ // Shader uniform data type
633
+ typedef enum {
634
+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
635
+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
636
+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
637
+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
638
+ SHADER_UNIFORM_INT, // Shader uniform type: int
639
+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
640
+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
641
+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
642
+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
643
+ } ShaderUniformDataType;
644
+ // Shader attribute data types
645
+ typedef enum {
646
+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
647
+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
648
+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
649
+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
650
+ } ShaderAttributeDataType;
651
+ // Pixel formats
652
+ // NOTE: Support depends on OpenGL version and platform
653
+ typedef enum {
654
+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
655
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
656
+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
657
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
658
+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
659
+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
660
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
661
+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
662
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
663
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
664
+ PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
665
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
666
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
667
+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
668
+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
669
+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
670
+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
671
+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
672
+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
673
+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
674
+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
675
+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
676
+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
677
+ PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
678
+ } PixelFormat;
679
+ // Texture parameters: filter mode
680
+ // NOTE 1: Filtering considers mipmaps if available in the texture
681
+ // NOTE 2: Filter is accordingly set for minification and magnification
682
+ typedef enum {
683
+ TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
684
+ TEXTURE_FILTER_BILINEAR, // Linear filtering
685
+ TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
686
+ TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
687
+ TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
688
+ TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
689
+ } TextureFilter;
690
+ // Texture parameters: wrap mode
691
+ typedef enum {
692
+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
693
+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
694
+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
695
+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
696
+ } TextureWrap;
697
+ // Cubemap layouts
698
+ typedef enum {
699
+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
700
+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
701
+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
702
+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
703
+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
704
+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
705
+ } CubemapLayout;
706
+ // Font type, defines generation method
707
+ typedef enum {
708
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
709
+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
710
+ FONT_SDF // SDF font generation, requires external shader
711
+ } FontType;
712
+ // Color blending modes (pre-defined)
713
+ typedef enum {
714
+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
715
+ BLEND_ADDITIVE, // Blend textures adding colors
716
+ BLEND_MULTIPLIED, // Blend textures multiplying colors
717
+ BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
718
+ BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
719
+ BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
720
+ BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
721
+ BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
722
+ } BlendMode;
723
+ // Gesture
724
+ // NOTE: Provided as bit-wise flags to enable only desired gestures
725
+ typedef enum {
726
+ GESTURE_NONE = 0, // No gesture
727
+ GESTURE_TAP = 1, // Tap gesture
728
+ GESTURE_DOUBLETAP = 2, // Double tap gesture
729
+ GESTURE_HOLD = 4, // Hold gesture
730
+ GESTURE_DRAG = 8, // Drag gesture
731
+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
732
+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
733
+ GESTURE_SWIPE_UP = 64, // Swipe up gesture
734
+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
735
+ GESTURE_PINCH_IN = 256, // Pinch in gesture
736
+ GESTURE_PINCH_OUT = 512 // Pinch out gesture
737
+ } Gesture;
738
+ // Camera system modes
739
+ typedef enum {
740
+ CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
741
+ CAMERA_FREE, // Camera free mode
742
+ CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
743
+ CAMERA_FIRST_PERSON, // Camera first person
744
+ CAMERA_THIRD_PERSON // Camera third person
745
+ } CameraMode;
746
+ // Camera projection
747
+ typedef enum {
748
+ CAMERA_PERSPECTIVE = 0, // Perspective projection
749
+ CAMERA_ORTHOGRAPHIC // Orthographic projection
750
+ } CameraProjection;
751
+ // N-patch layout
752
+ typedef enum {
753
+ NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
754
+ NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
755
+ NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
756
+ } NPatchLayout;
757
+ // Callbacks to hook some internal functions
758
+ // WARNING: These callbacks are intended for advanced users
759
+ typedef void (*TraceLogCallback)(int logLevel, const char *text, void * args); // Logging: Redirect trace log messages
760
+ typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
761
+ typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
762
+ typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
763
+ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
764
+ //------------------------------------------------------------------------------------
765
+ // Global Variables Definition
766
+ //------------------------------------------------------------------------------------
767
+ // It's lonely here...
768
+ //------------------------------------------------------------------------------------
769
+ // Window and Graphics Device Functions (Module: core)
770
+ //------------------------------------------------------------------------------------
771
+ // Window-related functions
772
+ void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
773
+ void CloseWindow(void); // Close window and unload OpenGL context
774
+ bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
775
+ bool IsWindowReady(void); // Check if window has been initialized successfully
776
+ bool IsWindowFullscreen(void); // Check if window is currently fullscreen
777
+ bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
778
+ bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
779
+ bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
780
+ bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
781
+ bool IsWindowResized(void); // Check if window has been resized last frame
782
+ bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
783
+ void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
784
+ void ClearWindowState(unsigned int flags); // Clear window configuration state flags
785
+ void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)
786
+ void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)
787
+ void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
788
+ void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
789
+ void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
790
+ void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
791
+ void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
792
+ void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
793
+ void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
794
+ void SetWindowMonitor(int monitor); // Set monitor for the current window
795
+ void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
796
+ void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
797
+ void SetWindowSize(int width, int height); // Set window dimensions
798
+ void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
799
+ void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
800
+ void *GetWindowHandle(void); // Get native window handle
801
+ int GetScreenWidth(void); // Get current screen width
802
+ int GetScreenHeight(void); // Get current screen height
803
+ int GetRenderWidth(void); // Get current render width (it considers HiDPI)
804
+ int GetRenderHeight(void); // Get current render height (it considers HiDPI)
805
+ int GetMonitorCount(void); // Get number of connected monitors
806
+ int GetCurrentMonitor(void); // Get current connected monitor
807
+ Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
808
+ int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
809
+ int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
810
+ int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
811
+ int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
812
+ int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
813
+ Vector2 GetWindowPosition(void); // Get window position XY on monitor
814
+ Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
815
+ const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
816
+ void SetClipboardText(const char *text); // Set clipboard text content
817
+ const char *GetClipboardText(void); // Get clipboard text content
818
+ void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
819
+ void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
820
+ // Cursor-related functions
821
+ void ShowCursor(void); // Shows cursor
822
+ void HideCursor(void); // Hides cursor
823
+ bool IsCursorHidden(void); // Check if cursor is not visible
824
+ void EnableCursor(void); // Enables cursor (unlock cursor)
825
+ void DisableCursor(void); // Disables cursor (lock cursor)
826
+ bool IsCursorOnScreen(void); // Check if cursor is on the screen
827
+ // Drawing-related functions
828
+ void ClearBackground(Color color); // Set background color (framebuffer clear color)
829
+ void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
830
+ void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
831
+ void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
832
+ void EndMode2D(void); // Ends 2D mode with custom camera
833
+ void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
834
+ void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
835
+ void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
836
+ void EndTextureMode(void); // Ends drawing to render texture
837
+ void BeginShaderMode(Shader shader); // Begin custom shader drawing
838
+ void EndShaderMode(void); // End custom shader drawing (use default shader)
839
+ void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
840
+ void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
841
+ void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
842
+ void EndScissorMode(void); // End scissor mode
843
+ void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
844
+ void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
845
+ // VR stereo config functions for VR simulator
846
+ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
847
+ void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
848
+ // Shader management functions
849
+ // NOTE: Shader functionality is not available on OpenGL 1.1
850
+ Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
851
+ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
852
+ bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
853
+ int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
854
+ int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
855
+ void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
856
+ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
857
+ void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
858
+ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
859
+ void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
860
+ // Screen-space-related functions
861
+ Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
862
+ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
863
+ Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
864
+ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
865
+ Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
866
+ Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
867
+ Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
868
+ Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
869
+ // Timing-related functions
870
+ void SetTargetFPS(int fps); // Set target FPS (maximum)
871
+ float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
872
+ double GetTime(void); // Get elapsed time in seconds since InitWindow()
873
+ int GetFPS(void); // Get current FPS
874
+ // Custom frame control functions
875
+ // NOTE: Those functions are intended for advanced users that want full control over the frame processing
876
+ // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
877
+ // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
878
+ void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
879
+ void PollInputEvents(void); // Register all input events
880
+ void WaitTime(double seconds); // Wait for some time (halt program execution)
881
+ // Random values generation functions
882
+ void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
883
+ int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
884
+ int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
885
+ void UnloadRandomSequence(int *sequence); // Unload random values sequence
886
+ // Misc. functions
887
+ void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
888
+ void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
889
+ void OpenURL(const char *url); // Open URL with default system browser (if available)
890
+ // NOTE: Following functions implemented in module [utils]
891
+ //------------------------------------------------------------------
892
+ void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
893
+ void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
894
+ void *MemAlloc(unsigned int size); // Internal memory allocator
895
+ void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
896
+ void MemFree(void *ptr); // Internal memory free
897
+ // Set custom callbacks
898
+ // WARNING: Callbacks setup is intended for advanced users
899
+ void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
900
+ void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
901
+ void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
902
+ void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
903
+ void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
904
+ // Files management functions
905
+ unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
906
+ void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
907
+ bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
908
+ bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
909
+ char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
910
+ void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
911
+ bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
912
+ //------------------------------------------------------------------
913
+ // File system functions
914
+ bool FileExists(const char *fileName); // Check if file exists
915
+ bool DirectoryExists(const char *dirPath); // Check if a directory path exists
916
+ bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
917
+ int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
918
+ const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
919
+ const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
920
+ const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
921
+ const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
922
+ const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
923
+ const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
924
+ const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
925
+ int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
926
+ bool ChangeDirectory(const char *dir); // Change working directory, return true on success
927
+ bool IsPathFile(const char *path); // Check if a given path is a file or a directory
928
+ bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
929
+ FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
930
+ FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
931
+ void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
932
+ bool IsFileDropped(void); // Check if a file has been dropped into window
933
+ FilePathList LoadDroppedFiles(void); // Load dropped filepaths
934
+ void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
935
+ long GetFileModTime(const char *fileName); // Get file modification time (last write time)
936
+ // Compression/Encoding functionality
937
+ unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
938
+ unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
939
+ char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
940
+ unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
941
+ unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
942
+ unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
943
+ // Automation events functionality
944
+ AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
945
+ void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
946
+ bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
947
+ void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
948
+ void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
949
+ void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
950
+ void StopAutomationEventRecording(void); // Stop recording automation events
951
+ void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
952
+ //------------------------------------------------------------------------------------
953
+ // Input Handling Functions (Module: core)
954
+ //------------------------------------------------------------------------------------
955
+ // Input-related functions: keyboard
956
+ bool IsKeyPressed(int key); // Check if a key has been pressed once
957
+ bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
958
+ bool IsKeyDown(int key); // Check if a key is being pressed
959
+ bool IsKeyReleased(int key); // Check if a key has been released once
960
+ bool IsKeyUp(int key); // Check if a key is NOT being pressed
961
+ int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
962
+ int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
963
+ void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
964
+ // Input-related functions: gamepads
965
+ bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
966
+ const char *GetGamepadName(int gamepad); // Get gamepad internal name id
967
+ bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
968
+ bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
969
+ bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
970
+ bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
971
+ int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
972
+ int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
973
+ float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
974
+ int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
975
+ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
976
+ // Input-related functions: mouse
977
+ bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
978
+ bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
979
+ bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
980
+ bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
981
+ int GetMouseX(void); // Get mouse position X
982
+ int GetMouseY(void); // Get mouse position Y
983
+ Vector2 GetMousePosition(void); // Get mouse position XY
984
+ Vector2 GetMouseDelta(void); // Get mouse delta between frames
985
+ void SetMousePosition(int x, int y); // Set mouse position XY
986
+ void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
987
+ void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
988
+ float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
989
+ Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
990
+ void SetMouseCursor(int cursor); // Set mouse cursor
991
+ // Input-related functions: touch
992
+ int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
993
+ int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
994
+ Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
995
+ int GetTouchPointId(int index); // Get touch point identifier for given index
996
+ int GetTouchPointCount(void); // Get number of touch points
997
+ //------------------------------------------------------------------------------------
998
+ // Gestures and Touch Handling Functions (Module: rgestures)
999
+ //------------------------------------------------------------------------------------
1000
+ void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
1001
+ bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
1002
+ int GetGestureDetected(void); // Get latest detected gesture
1003
+ float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
1004
+ Vector2 GetGestureDragVector(void); // Get gesture drag vector
1005
+ float GetGestureDragAngle(void); // Get gesture drag angle
1006
+ Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
1007
+ float GetGesturePinchAngle(void); // Get gesture pinch angle
1008
+ //------------------------------------------------------------------------------------
1009
+ // Camera System Functions (Module: rcamera)
1010
+ //------------------------------------------------------------------------------------
1011
+ void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
1012
+ void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
1013
+ //------------------------------------------------------------------------------------
1014
+ // Basic Shapes Drawing Functions (Module: shapes)
1015
+ //------------------------------------------------------------------------------------
1016
+ // Set texture and rectangle to be used on shapes drawing
1017
+ // NOTE: It can be useful when using basic shapes and one single font,
1018
+ // defining a font char white rectangle would allow drawing everything in a single draw call
1019
+ void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
1020
+ Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
1021
+ Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
1022
+ // Basic shapes drawing functions
1023
+ void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
1024
+ void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
1025
+ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1026
+ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
1027
+ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
1028
+ void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
1029
+ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
1030
+ void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1031
+ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
1032
+ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
1033
+ void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
1034
+ void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1035
+ void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
1036
+ void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
1037
+ void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
1038
+ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
1039
+ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
1040
+ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
1041
+ void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1042
+ void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1043
+ void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
1044
+ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1045
+ void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
1046
+ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
1047
+ void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
1048
+ void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1049
+ void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
1050
+ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1051
+ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
1052
+ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
1053
+ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1054
+ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
1055
+ void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
1056
+ void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
1057
+ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1058
+ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
1059
+ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
1060
+ // Splines drawing functions
1061
+ void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
1062
+ void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
1063
+ void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
1064
+ void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
1065
+ void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
1066
+ void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
1067
+ void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
1068
+ void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
1069
+ void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
1070
+ void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
1071
+ // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
1072
+ Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
1073
+ Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
1074
+ Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
1075
+ Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
1076
+ Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
1077
+ // Basic shapes collision detection functions
1078
+ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1079
+ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1080
+ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1081
+ bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
1082
+ bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1083
+ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1084
+ bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
1085
+ bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
1086
+ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
1087
+ bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
1088
+ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1089
+ //------------------------------------------------------------------------------------
1090
+ // Texture Loading and Drawing Functions (Module: textures)
1091
+ //------------------------------------------------------------------------------------
1092
+ // Image loading functions
1093
+ // NOTE: These functions do not require GPU access
1094
+ Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
1095
+ Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1096
+ Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
1097
+ Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
1098
+ Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
1099
+ Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
1100
+ Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
1101
+ bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
1102
+ void UnloadImage(Image image); // Unload image from CPU memory (RAM)
1103
+ bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
1104
+ unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
1105
+ bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
1106
+ // Image generation functions
1107
+ Image GenImageColor(int width, int height, Color color); // Generate image: plain color
1108
+ Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
1109
+ Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1110
+ Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
1111
+ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1112
+ Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
1113
+ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
1114
+ Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
1115
+ Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
1116
+ // Image manipulation functions
1117
+ Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
1118
+ Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
1119
+ Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
1120
+ Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
1121
+ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1122
+ void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
1123
+ void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
1124
+ void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
1125
+ void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
1126
+ void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
1127
+ void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
1128
+ void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
1129
+ void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
1130
+ void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
1131
+ void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1132
+ void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1133
+ void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
1134
+ void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
1135
+ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1136
+ void ImageFlipVertical(Image *image); // Flip image vertically
1137
+ void ImageFlipHorizontal(Image *image); // Flip image horizontally
1138
+ void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
1139
+ void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
1140
+ void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
1141
+ void ImageColorTint(Image *image, Color color); // Modify image color: tint
1142
+ void ImageColorInvert(Image *image); // Modify image color: invert
1143
+ void ImageColorGrayscale(Image *image); // Modify image color: grayscale
1144
+ void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
1145
+ void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
1146
+ void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
1147
+ Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
1148
+ Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
1149
+ void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
1150
+ void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
1151
+ Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
1152
+ Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
1153
+ // Image drawing functions
1154
+ // NOTE: Image software-rendering functions (CPU)
1155
+ void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
1156
+ void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
1157
+ void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
1158
+ void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
1159
+ void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
1160
+ void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
1161
+ void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
1162
+ void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
1163
+ void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
1164
+ void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
1165
+ void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
1166
+ void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
1167
+ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
1168
+ void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1169
+ void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
1170
+ void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
1171
+ void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
1172
+ void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
1173
+ void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
1174
+ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
1175
+ void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
1176
+ void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
1177
+ // Texture loading functions
1178
+ // NOTE: These functions require GPU access
1179
+ Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
1180
+ Texture2D LoadTextureFromImage(Image image); // Load texture from image data
1181
+ TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
1182
+ RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
1183
+ bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
1184
+ void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
1185
+ bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
1186
+ void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1187
+ void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
1188
+ void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
1189
+ // Texture configuration functions
1190
+ void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
1191
+ void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
1192
+ void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
1193
+ // Texture drawing functions
1194
+ void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1195
+ void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1196
+ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1197
+ void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1198
+ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
1199
+ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
1200
+ // Color/pixel related functions
1201
+ bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
1202
+ Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1203
+ int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
1204
+ Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
1205
+ Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
1206
+ Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
1207
+ Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
1208
+ Color ColorTint(Color color, Color tint); // Get color multiplied with another color
1209
+ Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
1210
+ Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
1211
+ Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1212
+ Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
1213
+ Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
1214
+ Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
1215
+ Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
1216
+ void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
1217
+ int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
1218
+ //------------------------------------------------------------------------------------
1219
+ // Font Loading and Text Drawing Functions (Module: text)
1220
+ //------------------------------------------------------------------------------------
1221
+ // Font loading/unloading functions
1222
+ Font GetFontDefault(void); // Get the default Font
1223
+ Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
1224
+ Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
1225
+ Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
1226
+ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
1227
+ bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
1228
+ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
1229
+ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1230
+ void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
1231
+ void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
1232
+ bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
1233
+ // Text drawing functions
1234
+ void DrawFPS(int posX, int posY); // Draw current FPS
1235
+ void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1236
+ void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
1237
+ void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
1238
+ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
1239
+ void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
1240
+ // Text font info functions
1241
+ void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
1242
+ int MeasureText(const char *text, int fontSize); // Measure string width for default font
1243
+ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
1244
+ int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
1245
+ GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
1246
+ Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
1247
+ // Text codepoints management functions (unicode characters)
1248
+ char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
1249
+ void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
1250
+ int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
1251
+ void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
1252
+ int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
1253
+ int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1254
+ int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1255
+ int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1256
+ const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
1257
+ // Text strings management functions (no UTF-8 strings, only byte chars)
1258
+ // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1259
+ int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
1260
+ bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
1261
+ unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
1262
+ const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
1263
+ const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
1264
+ char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
1265
+ char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
1266
+ const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
1267
+ const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
1268
+ void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
1269
+ int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
1270
+ const char *TextToUpper(const char *text); // Get upper case version of provided string
1271
+ const char *TextToLower(const char *text); // Get lower case version of provided string
1272
+ const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
1273
+ const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
1274
+ const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
1275
+ int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
1276
+ float TextToFloat(const char *text); // Get float value from text (negative values not supported)
1277
+ //------------------------------------------------------------------------------------
1278
+ // Basic 3d Shapes Drawing Functions (Module: models)
1279
+ //------------------------------------------------------------------------------------
1280
+ // Basic geometric 3D shapes drawing functions
1281
+ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1282
+ void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
1283
+ void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
1284
+ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1285
+ void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
1286
+ void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
1287
+ void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1288
+ void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1289
+ void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1290
+ void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
1291
+ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1292
+ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1293
+ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
1294
+ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
1295
+ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
1296
+ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
1297
+ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
1298
+ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
1299
+ void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1300
+ void DrawRay(Ray ray, Color color); // Draw a ray line
1301
+ void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1302
+ //------------------------------------------------------------------------------------
1303
+ // Model 3d Loading and Drawing Functions (Module: models)
1304
+ //------------------------------------------------------------------------------------
1305
+ // Model management functions
1306
+ Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
1307
+ Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
1308
+ bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
1309
+ void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
1310
+ BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
1311
+ // Model drawing functions
1312
+ void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1313
+ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1314
+ void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1315
+ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
1316
+ void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
1317
+ void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
1318
+ void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
1319
+ void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
1320
+ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
1321
+ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
1322
+ // Mesh management functions
1323
+ void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
1324
+ void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
1325
+ void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
1326
+ void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
1327
+ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
1328
+ BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
1329
+ void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
1330
+ bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
1331
+ bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
1332
+ // Mesh generation functions
1333
+ Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
1334
+ Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1335
+ Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
1336
+ Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1337
+ Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1338
+ Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
1339
+ Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
1340
+ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
1341
+ Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1342
+ Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1343
+ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1344
+ // Material loading/unloading functions
1345
+ Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
1346
+ Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1347
+ bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
1348
+ void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
1349
+ void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
1350
+ void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
1351
+ // Model animations loading/unloading functions
1352
+ ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
1353
+ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
1354
+ void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
1355
+ void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
1356
+ bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
1357
+ void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
1358
+ // Collision detection functions
1359
+ bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
1360
+ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
1361
+ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
1362
+ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
1363
+ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
1364
+ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
1365
+ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1366
+ RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
1367
+ //------------------------------------------------------------------------------------
1368
+ // Audio Loading and Playing Functions (Module: audio)
1369
+ //------------------------------------------------------------------------------------
1370
+ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
1371
+ // Audio device management functions
1372
+ void InitAudioDevice(void); // Initialize audio device and context
1373
+ void CloseAudioDevice(void); // Close the audio device and context
1374
+ bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
1375
+ void SetMasterVolume(float volume); // Set master volume (listener)
1376
+ float GetMasterVolume(void); // Get master volume (listener)
1377
+ // Wave/Sound loading/unloading functions
1378
+ Wave LoadWave(const char *fileName); // Load wave data from file
1379
+ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
1380
+ bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
1381
+ Sound LoadSound(const char *fileName); // Load sound from file
1382
+ Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
1383
+ Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
1384
+ bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
1385
+ void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
1386
+ void UnloadWave(Wave wave); // Unload wave data
1387
+ void UnloadSound(Sound sound); // Unload sound
1388
+ void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
1389
+ bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
1390
+ bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
1391
+ // Wave/Sound management functions
1392
+ void PlaySound(Sound sound); // Play a sound
1393
+ void StopSound(Sound sound); // Stop playing a sound
1394
+ void PauseSound(Sound sound); // Pause a sound
1395
+ void ResumeSound(Sound sound); // Resume a paused sound
1396
+ bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
1397
+ void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1398
+ void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1399
+ void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
1400
+ Wave WaveCopy(Wave wave); // Copy a wave to a new wave
1401
+ void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
1402
+ void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1403
+ float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
1404
+ void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
1405
+ // Music management functions
1406
+ Music LoadMusicStream(const char *fileName); // Load music stream from file
1407
+ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
1408
+ bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
1409
+ void UnloadMusicStream(Music music); // Unload music stream
1410
+ void PlayMusicStream(Music music); // Start music playing
1411
+ bool IsMusicStreamPlaying(Music music); // Check if music is playing
1412
+ void UpdateMusicStream(Music music); // Updates buffers for music streaming
1413
+ void StopMusicStream(Music music); // Stop music playing
1414
+ void PauseMusicStream(Music music); // Pause music playing
1415
+ void ResumeMusicStream(Music music); // Resume playing paused music
1416
+ void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
1417
+ void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
1418
+ void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
1419
+ void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
1420
+ float GetMusicTimeLength(Music music); // Get music time length (in seconds)
1421
+ float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
1422
+ // AudioStream management functions
1423
+ AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
1424
+ bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
1425
+ void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
1426
+ void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
1427
+ bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
1428
+ void PlayAudioStream(AudioStream stream); // Play audio stream
1429
+ void PauseAudioStream(AudioStream stream); // Pause audio stream
1430
+ void ResumeAudioStream(AudioStream stream); // Resume audio stream
1431
+ bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
1432
+ void StopAudioStream(AudioStream stream); // Stop audio stream
1433
+ void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1434
+ void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1435
+ void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
1436
+ void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
1437
+ void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
1438
+ void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
1439
+ void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
1440
+ void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
1441
+ void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline