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/**********************************************************************************************
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*
* raylib v5 .0 - A simple and easy - to - use library to enjoy videogames programming ( www . raylib . com )
*
* FEATURES :
* - NO external dependencies , all required libraries included with raylib
* - Multiplatform : Windows , Linux , FreeBSD , OpenBSD , NetBSD , DragonFly ,
* MacOS , Haiku , Android , Raspberry Pi , DRM native , HTML5 .
* - Written in plain C code ( C99 ) in PascalCase / camelCase notation
* - Hardware accelerated with OpenGL ( 1.1 , 2.1 , 3.3 , 4.3 or ES2 - choose at compile )
* - Unique OpenGL abstraction layer ( usable as standalone module ) : [ RLGL_ ]
* - Multiple Fonts formats supported ( TTF , XNA fonts , AngelCode fonts )
* - Outstanding texture formats support , including compressed formats ( DXT , ETC , ASTC )
* - Full 3 d support for 3 d Shapes , Models , Billboards , Heightmaps and more !
* - Flexible Materials system , supporting classic maps and PBR maps
* - Animated 3 D models supported ( skeletal bones animation ) ( IQM )
* - Shaders support , including RL_Model shaders and Postprocessing shaders
* - Powerful math module for Vector , RL_Matrix and RL_Quaternion operations : [ raymath ]
* - Audio loading and playing with streaming support ( WAV , OGG , MP3 , FLAC , XM , MOD )
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available !
*
* NOTES :
* - One default RL_Font is loaded on RL_InitWindow ( ) - > LoadFontDefault ( ) [ core , text ]
* - One default RL_Texture2D is loaded on RLGL_Init ( ) , 1 x1 white pixel R8G8B8A8 [ RLGL_ ] ( OpenGL 3.3 or ES2 )
* - One default RL_Shader is loaded on RLGL_Init ( ) - > RLGL_LoadShaderDefault ( ) [ RLGL_ ] ( OpenGL 3.3 or ES2 )
* - One default RenderBatch is loaded on RLGL_Init ( ) - > RLGL_LoadRenderBatch ( ) [ RLGL_ ] ( OpenGL 3.3 or ES2 )
*
* DEPENDENCIES ( included ) :
* [ rcore ] rglfw ( Camilla Löwy - github . com / glfw / glfw ) for window / context management and input ( PLATFORM_DESKTOP )
* [ RLGL_ ] glad ( David Herberth - github . com / Dav1dde / glad ) for OpenGL 3.3 extensions loading ( PLATFORM_DESKTOP )
* [ raudio ] miniaudio ( David Reid - github . com / mackron / miniaudio ) for audio device / context management
*
* OPTIONAL DEPENDENCIES ( included ) :
* [ rcore ] msf_gif ( Miles Fogle ) for GIF recording
* [ rcore ] sinfl ( Micha Mettke ) for DEFLATE decompression algorithm
* [ rcore ] sdefl ( Micha Mettke ) for DEFLATE compression algorithm
* [ rtextures ] stb_image ( Sean Barret ) for images loading ( BMP , TGA , PNG , JPEG , HDR . . . )
* [ rtextures ] stb_image_write ( Sean Barret ) for image writing ( BMP , TGA , PNG , JPG )
* [ rtextures ] stb_image_resize ( Sean Barret ) for image resizing algorithms
* [ rtext ] stb_truetype ( Sean Barret ) for ttf fonts loading
* [ rtext ] stb_rect_pack ( Sean Barret ) for rectangles packing
* [ rmodels ] par_shapes ( Philip Rideout ) for parametric 3 d shapes generation
* [ rmodels ] tinyobj_loader_c ( Syoyo Fujita ) for models loading ( OBJ , MTL )
* [ rmodels ] cgltf ( Johannes Kuhlmann ) for models loading ( glTF )
* [ rmodels ] Model3D ( bzt ) for models loading ( M3D , https : //bztsrc.gitlab.io/model3d)
* [ raudio ] dr_wav ( David Reid ) for WAV audio file loading
* [ raudio ] dr_flac ( David Reid ) for FLAC audio file loading
* [ raudio ] dr_mp3 ( David Reid ) for MP3 audio file loading
* [ raudio ] stb_vorbis ( Sean Barret ) for OGG audio loading
* [ raudio ] jar_xm ( Joshua Reisenauer ) for XM audio module loading
* [ raudio ] jar_mod ( Joshua Reisenauer ) for MOD audio module loading
*
*
* LICENSE : zlib / libpng
*
* raylib is licensed under an unmodified zlib / libpng license , which is an OSI - certified ,
* BSD - like license that allows static linking with closed source software :
*
* Copyright ( c ) 2013 - 2023 Ramon Santamaria ( @ raysan5 )
*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# ifndef RAYLIB_H
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# define RAYLIB_H
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# include <stdarg.h> // Required for: va_list - Only used by RL_TraceLogCallback
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# define RAYLIB_VERSION_MAJOR 5
# define RAYLIB_VERSION_MINOR 0
# define RAYLIB_VERSION_PATCH 0
# define RAYLIB_VERSION "5.0"
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// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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# if defined(_WIN32)
# if defined(RL_BUILD_LIBTYPE_SHARED)
# if defined(__TINYC__)
# define __declspec(x) __attribute__((x))
# endif
# define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
# elif defined(RL_USE_LIBTYPE_SHARED)
# define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
# endif
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# endif
# ifndef RLAPI
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# define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
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# endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
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# ifndef RL_PI
# define RL_PI 3.14159265358979323846f
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# endif
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# ifndef RL_DEG2RAD
# define RL_DEG2RAD (RL_PI / 180.0f)
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# endif
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# ifndef RL_RAD2DEG
# define RL_RAD2DEG (180.0f / RL_PI)
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# endif
// Allow custom memory allocators
// NOTE: Require recompiling raylib sources
# ifndef RL_MALLOC
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# define RL_MALLOC(sz) malloc(sz)
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# endif
# ifndef RL_CALLOC
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# define RL_CALLOC(n,sz) calloc(n,sz)
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# endif
# ifndef RL_REALLOC
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# define RL_REALLOC(ptr,sz) realloc(ptr,sz)
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# endif
# ifndef RL_FREE
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# define RL_FREE(ptr) free(ptr)
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# endif
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
// This is called aggregate initialization (C++11 feature)
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# if defined(__cplusplus)
# define RL_CLITERAL(type) type
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# else
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# define RL_CLITERAL(type) (type)
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# endif
// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
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# if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
# error "C++11 or later is required. Add -std=c++11"
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# endif
// 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)
// this defines are very useful for internal check and avoid type (re)definitions
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# define RL_COLOR_TYPE
# define RL_RECTANGLE_TYPE
# define RL_VECTOR2_TYPE
# define RL_VECTOR3_TYPE
# define RL_VECTOR4_TYPE
# define RL_QUATERNION_TYPE
# define RL_MATRIX_TYPE
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on RL_WHITE background
# define RL_LIGHTGRAY RL_CLITERAL(RL_Color){ 200, 200, 200, 255 } // Light Gray
# define RL_GRAY RL_CLITERAL(RL_Color){ 130, 130, 130, 255 } // Gray
# define RL_DARKGRAY RL_CLITERAL(RL_Color){ 80, 80, 80, 255 } // Dark Gray
# define RL_YELLOW RL_CLITERAL(RL_Color){ 253, 249, 0, 255 } // Yellow
# define RL_GOLD RL_CLITERAL(RL_Color){ 255, 203, 0, 255 } // Gold
# define RL_ORANGE RL_CLITERAL(RL_Color){ 255, 161, 0, 255 } // Orange
# define RL_PINK RL_CLITERAL(RL_Color){ 255, 109, 194, 255 } // Pink
# define RL_RED RL_CLITERAL(RL_Color){ 230, 41, 55, 255 } // Red
# define RL_MAROON RL_CLITERAL(RL_Color){ 190, 33, 55, 255 } // Maroon
# define RL_GREEN RL_CLITERAL(RL_Color){ 0, 228, 48, 255 } // Green
# define RL_LIME RL_CLITERAL(RL_Color){ 0, 158, 47, 255 } // Lime
# define RL_DARKGREEN RL_CLITERAL(RL_Color){ 0, 117, 44, 255 } // Dark Green
# define RL_SKYBLUE RL_CLITERAL(RL_Color){ 102, 191, 255, 255 } // Sky Blue
# define RL_BLUE RL_CLITERAL(RL_Color){ 0, 121, 241, 255 } // Blue
# define RL_DARKBLUE RL_CLITERAL(RL_Color){ 0, 82, 172, 255 } // Dark Blue
# define RL_PURPLE RL_CLITERAL(RL_Color){ 200, 122, 255, 255 } // Purple
# define RL_VIOLET RL_CLITERAL(RL_Color){ 135, 60, 190, 255 } // Violet
# define RL_DARKPURPLE RL_CLITERAL(RL_Color){ 112, 31, 126, 255 } // Dark Purple
# define RL_BEIGE RL_CLITERAL(RL_Color){ 211, 176, 131, 255 } // Beige
# define RL_BROWN RL_CLITERAL(RL_Color){ 127, 106, 79, 255 } // Brown
# define RL_DARKBROWN RL_CLITERAL(RL_Color){ 76, 63, 47, 255 } // Dark Brown
# define RL_WHITE RL_CLITERAL(RL_Color){ 255, 255, 255, 255 } // White
# define RL_BLACK RL_CLITERAL(RL_Color){ 0, 0, 0, 255 } // Black
# define RL_BLANK RL_CLITERAL(RL_Color){ 0, 0, 0, 0 } // Blank (Transparent)
# define RL_MAGENTA RL_CLITERAL(RL_Color){ 255, 0, 255, 255 } // Magenta
# define RL_RAYWHITE RL_CLITERAL(RL_Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
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# if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
# include <stdbool.h>
# elif !defined(__cplusplus) && !defined(bool)
typedef enum bool { false = 0 , true = ! false } bool ;
# define RL_BOOL_TYPE
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# endif
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// RL_Vector2, 2 components
typedef struct RL_Vector2 {
float x ; // Vector x component
float y ; // Vector y component
} RL_Vector2 ;
// RL_Vector3, 3 components
typedef struct RL_Vector3 {
float x ; // Vector x component
float y ; // Vector y component
float z ; // Vector z component
} RL_Vector3 ;
// RL_Vector4, 4 components
typedef struct RL_Vector4 {
float x ; // Vector x component
float y ; // Vector y component
float z ; // Vector z component
float w ; // Vector w component
} RL_Vector4 ;
// RL_Quaternion, 4 components (RL_Vector4 alias)
typedef RL_Vector4 RL_Quaternion ;
// RL_Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct RL_Matrix {
float m0 , m4 , m8 , m12 ; // RL_Matrix first row (4 components)
float m1 , m5 , m9 , m13 ; // RL_Matrix second row (4 components)
float m2 , m6 , m10 , m14 ; // RL_Matrix third row (4 components)
float m3 , m7 , m11 , m15 ; // RL_Matrix fourth row (4 components)
} RL_Matrix ;
// RL_Color, 4 components, R8G8B8A8 (32bit)
typedef struct RL_Color {
unsigned char r ; // RL_Color red value
unsigned char g ; // RL_Color green value
unsigned char b ; // RL_Color blue value
unsigned char a ; // RL_Color alpha value
} RL_Color ;
// RL_Rectangle, 4 components
typedef struct RL_Rectangle {
float x ; // RL_Rectangle top-left corner position x
float y ; // RL_Rectangle top-left corner position y
float width ; // RL_Rectangle width
float height ; // RL_Rectangle height
} RL_Rectangle ;
// RL_Image, pixel data stored in CPU memory (RAM)
typedef struct RL_Image {
void * data ; // RL_Image raw data
int width ; // RL_Image base width
int height ; // RL_Image base height
int mipmaps ; // Mipmap levels, 1 by default
int format ; // Data format (RL_PixelFormat type)
} RL_Image ;
// RL_Texture, tex data stored in GPU memory (VRAM)
typedef struct RL_Texture {
unsigned int id ; // OpenGL texture id
int width ; // RL_Texture base width
int height ; // RL_Texture base height
int mipmaps ; // Mipmap levels, 1 by default
int format ; // Data format (RL_PixelFormat type)
} RL_Texture ;
// RL_Texture2D, same as RL_Texture
typedef RL_Texture RL_Texture2D ;
// RL_TextureCubemap, same as RL_Texture
typedef RL_Texture RL_TextureCubemap ;
// RL_RenderTexture, fbo for texture rendering
typedef struct RL_RenderTexture {
unsigned int id ; // OpenGL framebuffer object id
RL_Texture texture ; // RL_Color buffer attachment texture
RL_Texture depth ; // Depth buffer attachment texture
} RL_RenderTexture ;
// RL_RenderTexture2D, same as RL_RenderTexture
typedef RL_RenderTexture RL_RenderTexture2D ;
// RL_NPatchInfo, n-patch layout info
typedef struct RL_NPatchInfo {
RL_Rectangle source ; // RL_Texture source rectangle
int left ; // Left border offset
int top ; // Top border offset
int right ; // Right border offset
int bottom ; // Bottom border offset
int layout ; // Layout of the n-patch: 3x3, 1x3 or 3x1
} RL_NPatchInfo ;
// RL_GlyphInfo, font characters glyphs info
typedef struct RL_GlyphInfo {
int value ; // Character value (Unicode)
int offsetX ; // Character offset X when drawing
int offsetY ; // Character offset Y when drawing
int advanceX ; // Character advance position X
RL_Image image ; // Character image data
} RL_GlyphInfo ;
// RL_Font, font texture and RL_GlyphInfo array data
typedef struct RL_Font {
int baseSize ; // Base size (default chars height)
int glyphCount ; // Number of glyph characters
int glyphPadding ; // Padding around the glyph characters
RL_Texture2D texture ; // RL_Texture atlas containing the glyphs
RL_Rectangle * recs ; // Rectangles in texture for the glyphs
RL_GlyphInfo * glyphs ; // Glyphs info data
} RL_Font ;
// RL_Camera, defines position/orientation in 3d space
typedef struct RL_Camera3D {
RL_Vector3 position ; // RL_Camera position
RL_Vector3 target ; // RL_Camera target it looks-at
RL_Vector3 up ; // RL_Camera up vector (rotation over its axis)
float fovy ; // RL_Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection ; // RL_Camera projection: RL_CAMERA_PERSPECTIVE or RL_CAMERA_ORTHOGRAPHIC
} RL_Camera3D ;
typedef RL_Camera3D RL_Camera ; // RL_Camera type fallback, defaults to RL_Camera3D
// RL_Camera2D, defines position/orientation in 2d space
typedef struct RL_Camera2D {
RL_Vector2 offset ; // RL_Camera offset (displacement from target)
RL_Vector2 target ; // RL_Camera target (rotation and zoom origin)
float rotation ; // RL_Camera rotation in degrees
float zoom ; // RL_Camera zoom (scaling), should be 1.0f by default
} RL_Camera2D ;
// RL_Mesh, vertex data and vao/vbo
typedef struct RL_Mesh {
int vertexCount ; // Number of vertices stored in arrays
int triangleCount ; // Number of triangles stored (indexed or not)
// Vertex attributes data
float * vertices ; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float * texcoords ; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float * texcoords2 ; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
float * normals ; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float * tangents ; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char * colors ; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short * indices ; // Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float * animVertices ; // Animated vertex positions (after bones transformations)
float * animNormals ; // Animated normals (after bones transformations)
unsigned char * boneIds ; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float * boneWeights ; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId ; // OpenGL Vertex Array Object id
unsigned int * vboId ; // OpenGL Vertex Buffer Objects id (default vertex data)
} RL_Mesh ;
// RL_Shader
typedef struct RL_Shader {
unsigned int id ; // RL_Shader program id
int * locs ; // RL_Shader locations array (RL_MAX_SHADER_LOCATIONS)
} RL_Shader ;
// RL_MaterialMap
typedef struct RL_MaterialMap {
RL_Texture2D texture ; // RL_Material map texture
RL_Color color ; // RL_Material map color
float value ; // RL_Material map value
} RL_MaterialMap ;
// RL_Material, includes shader and maps
typedef struct RL_Material {
RL_Shader shader ; // RL_Material shader
RL_MaterialMap * maps ; // RL_Material maps array (RL_MAX_MATERIAL_MAPS)
float params [ 4 ] ; // RL_Material generic parameters (if required)
} RL_Material ;
// RL_Transform, vertex transformation data
typedef struct RL_Transform {
RL_Vector3 translation ; // Translation
RL_Quaternion rotation ; // Rotation
RL_Vector3 scale ; // Scale
} RL_Transform ;
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// Bone, skeletal animation bone
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typedef struct RL_BoneInfo {
char name [ 32 ] ; // Bone name
int parent ; // Bone parent
} RL_BoneInfo ;
// RL_Model, meshes, materials and animation data
typedef struct RL_Model {
RL_Matrix transform ; // Local transform matrix
int meshCount ; // Number of meshes
int materialCount ; // Number of materials
RL_Mesh * meshes ; // Meshes array
RL_Material * materials ; // Materials array
int * meshMaterial ; // RL_Mesh material number
// Animation data
int boneCount ; // Number of bones
RL_BoneInfo * bones ; // Bones information (skeleton)
RL_Transform * bindPose ; // Bones base transformation (pose)
} RL_Model ;
// RL_ModelAnimation
typedef struct RL_ModelAnimation {
int boneCount ; // Number of bones
int frameCount ; // Number of animation frames
RL_BoneInfo * bones ; // Bones information (skeleton)
RL_Transform * * framePoses ; // Poses array by frame
char name [ 32 ] ; // Animation name
} RL_ModelAnimation ;
// RL_Ray, ray for raycasting
typedef struct RL_Ray {
RL_Vector3 position ; // RL_Ray position (origin)
RL_Vector3 direction ; // RL_Ray direction
} RL_Ray ;
// RL_RayCollision, ray hit information
typedef struct RL_RayCollision {
bool hit ; // Did the ray hit something?
float distance ; // Distance to the nearest hit
RL_Vector3 point ; // RL_Point of the nearest hit
RL_Vector3 normal ; // Surface normal of hit
} RL_RayCollision ;
// RL_BoundingBox
typedef struct RL_BoundingBox {
RL_Vector3 min ; // Minimum vertex box-corner
RL_Vector3 max ; // Maximum vertex box-corner
} RL_BoundingBox ;
// RL_Wave, audio wave data
typedef struct RL_Wave {
unsigned int frameCount ; // Total number of frames (considering channels)
unsigned int sampleRate ; // Frequency (samples per second)
unsigned int sampleSize ; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels ; // Number of channels (1-mono, 2-stereo, ...)
void * data ; // Buffer data pointer
} RL_Wave ;
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// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
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typedef struct RL_AudioBuffer RL_AudioBuffer ;
typedef struct RL_AudioProcessor RL_AudioProcessor ;
// RL_AudioStream, custom audio stream
typedef struct RL_AudioStream {
RL_AudioBuffer * buffer ; // Pointer to internal data used by the audio system
RL_AudioProcessor * processor ; // Pointer to internal data processor, useful for audio effects
unsigned int sampleRate ; // Frequency (samples per second)
unsigned int sampleSize ; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels ; // Number of channels (1-mono, 2-stereo, ...)
} RL_AudioStream ;
// RL_Sound
typedef struct RL_Sound {
RL_AudioStream stream ; // Audio stream
unsigned int frameCount ; // Total number of frames (considering channels)
} RL_Sound ;
// RL_Music, audio stream, anything longer than ~10 seconds should be streamed
typedef struct RL_Music {
RL_AudioStream stream ; // Audio stream
unsigned int frameCount ; // Total number of frames (considering channels)
bool looping ; // RL_Music looping enable
int ctxType ; // Type of music context (audio filetype)
void * ctxData ; // Audio context data, depends on type
} RL_Music ;
// RL_VrDeviceInfo, Head-Mounted-Display device parameters
typedef struct RL_VrDeviceInfo {
int hResolution ; // Horizontal resolution in pixels
int vResolution ; // Vertical resolution in pixels
float hScreenSize ; // Horizontal size in meters
float vScreenSize ; // Vertical size in meters
float vScreenCenter ; // Screen center in meters
float eyeToScreenDistance ; // Distance between eye and display in meters
float lensSeparationDistance ; // Lens separation distance in meters
float interpupillaryDistance ; // IPD (distance between pupils) in meters
float lensDistortionValues [ 4 ] ; // Lens distortion constant parameters
float chromaAbCorrection [ 4 ] ; // Chromatic aberration correction parameters
} RL_VrDeviceInfo ;
// RL_VrStereoConfig, VR stereo rendering configuration for simulator
typedef struct RL_VrStereoConfig {
RL_Matrix projection [ 2 ] ; // VR projection matrices (per eye)
RL_Matrix viewOffset [ 2 ] ; // VR view offset matrices (per eye)
float leftLensCenter [ 2 ] ; // VR left lens center
float rightLensCenter [ 2 ] ; // VR right lens center
float leftScreenCenter [ 2 ] ; // VR left screen center
float rightScreenCenter [ 2 ] ; // VR right screen center
float scale [ 2 ] ; // VR distortion scale
float scaleIn [ 2 ] ; // VR distortion scale in
} RL_VrStereoConfig ;
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// File path list
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typedef struct RL_FilePathList {
unsigned int capacity ; // Filepaths max entries
unsigned int count ; // Filepaths entries count
char * * paths ; // Filepaths entries
} RL_FilePathList ;
// Automation event
typedef struct RL_AutomationEvent {
unsigned int frame ; // Event frame
unsigned int type ; // Event type (AutomationEventType)
int params [ 4 ] ; // Event parameters (if required)
} RL_AutomationEvent ;
// Automation event list
typedef struct RL_AutomationEventList {
unsigned int capacity ; // Events max entries (RL_MAX_AUTOMATION_EVENTS)
unsigned int count ; // Events entries count
RL_AutomationEvent * events ; // Events entries
} RL_AutomationEventList ;
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//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System/Window config flags
// NOTE: Every bit registers one state (use it with bit masks)
// By default all flags are set to 0
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typedef enum {
RL_FLAG_VSYNC_HINT = 0x00000040 , // Set to try enabling V-Sync on GPU
RL_FLAG_FULLSCREEN_MODE = 0x00000002 , // Set to run program in fullscreen
RL_FLAG_WINDOW_RESIZABLE = 0x00000004 , // Set to allow resizable window
RL_FLAG_WINDOW_UNDECORATED = 0x00000008 , // Set to disable window decoration (frame and buttons)
RL_FLAG_WINDOW_HIDDEN = 0x00000080 , // Set to hide window
RL_FLAG_WINDOW_MINIMIZED = 0x00000200 , // Set to minimize window (iconify)
RL_FLAG_WINDOW_MAXIMIZED = 0x00000400 , // Set to maximize window (expanded to monitor)
RL_FLAG_WINDOW_UNFOCUSED = 0x00000800 , // Set to window non focused
RL_FLAG_WINDOW_TOPMOST = 0x00001000 , // Set to window always on top
RL_FLAG_WINDOW_ALWAYS_RUN = 0x00000100 , // Set to allow windows running while minimized
RL_FLAG_WINDOW_TRANSPARENT = 0x00000010 , // Set to allow transparent framebuffer
RL_FLAG_WINDOW_HIGHDPI = 0x00002000 , // Set to support HighDPI
RL_FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000 , // Set to support mouse passthrough, only supported when RL_FLAG_WINDOW_UNDECORATED
RL_FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000 , // Set to run program in borderless windowed mode
RL_FLAG_MSAA_4X_HINT = 0x00000020 , // Set to try enabling MSAA 4X
RL_FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} RL_ConfigFlags ;
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// Trace log level
// NOTE: Organized by priority level
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typedef enum {
RL_LOG_ALL = 0 , // Display all logs
RL_LOG_TRACE , // Trace logging, intended for internal use only
RL_LOG_DEBUG , // Debug logging, used for internal debugging, it should be disabled on release builds
RL_LOG_INFO , // Info logging, used for program execution info
RL_LOG_WARNING , // Warning logging, used on recoverable failures
RL_LOG_ERROR , // Error logging, used on unrecoverable failures
RL_LOG_FATAL , // Fatal logging, used to abort program: exit(EXIT_FAILURE)
RL_LOG_NONE // Disable logging
} RL_TraceLogLevel ;
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// Keyboard keys (US keyboard layout)
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// NOTE: Use RL_GetKeyPressed() to allow redefining
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// required keys for alternative layouts
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typedef enum {
RL_KEY_NULL = 0 , // Key: NULL, used for no key pressed
// Alphanumeric keys
RL_KEY_APOSTROPHE = 39 , // Key: '
RL_KEY_COMMA = 44 , // Key: ,
RL_KEY_MINUS = 45 , // Key: -
RL_KEY_PERIOD = 46 , // Key: .
RL_KEY_SLASH = 47 , // Key: /
RL_KEY_ZERO = 48 , // Key: 0
RL_KEY_ONE = 49 , // Key: 1
RL_KEY_TWO = 50 , // Key: 2
RL_KEY_THREE = 51 , // Key: 3
RL_KEY_FOUR = 52 , // Key: 4
RL_KEY_FIVE = 53 , // Key: 5
RL_KEY_SIX = 54 , // Key: 6
RL_KEY_SEVEN = 55 , // Key: 7
RL_KEY_EIGHT = 56 , // Key: 8
RL_KEY_NINE = 57 , // Key: 9
RL_KEY_SEMICOLON = 59 , // Key: ;
RL_KEY_EQUAL = 61 , // Key: =
RL_KEY_A = 65 , // Key: A | a
RL_KEY_B = 66 , // Key: B | b
RL_KEY_C = 67 , // Key: C | c
RL_KEY_D = 68 , // Key: D | d
RL_KEY_E = 69 , // Key: E | e
RL_KEY_F = 70 , // Key: F | f
RL_KEY_G = 71 , // Key: G | g
RL_KEY_H = 72 , // Key: H | h
RL_KEY_I = 73 , // Key: I | i
RL_KEY_J = 74 , // Key: J | j
RL_KEY_K = 75 , // Key: K | k
RL_KEY_L = 76 , // Key: L | l
RL_KEY_M = 77 , // Key: M | m
RL_KEY_N = 78 , // Key: N | n
RL_KEY_O = 79 , // Key: O | o
RL_KEY_P = 80 , // Key: P | p
RL_KEY_Q = 81 , // Key: Q | q
RL_KEY_R = 82 , // Key: R | r
RL_KEY_S = 83 , // Key: S | s
RL_KEY_T = 84 , // Key: T | t
RL_KEY_U = 85 , // Key: U | u
RL_KEY_V = 86 , // Key: V | v
RL_KEY_W = 87 , // Key: W | w
RL_KEY_X = 88 , // Key: X | x
RL_KEY_Y = 89 , // Key: Y | y
RL_KEY_Z = 90 , // Key: Z | z
RL_KEY_LEFT_BRACKET = 91 , // Key: [
KEY_BACKSLASH = 92 , // Key: '\'
KEY_RIGHT_BRACKET = 93 , // Key: ]
RL_KEY_GRAVE = 96 , // Key: `
// Function keys
RL_KEY_SPACE = 32 , // Key: Space
RL_KEY_ESCAPE = 256 , // Key: Esc
RL_KEY_ENTER = 257 , // Key: Enter
RL_KEY_TAB = 258 , // Key: Tab
RL_KEY_BACKSPACE = 259 , // Key: Backspace
RL_KEY_INSERT = 260 , // Key: Ins
RL_KEY_DELETE = 261 , // Key: Del
RL_KEY_RIGHT = 262 , // Key: Cursor right
RL_KEY_LEFT = 263 , // Key: Cursor left
RL_KEY_DOWN = 264 , // Key: Cursor down
RL_KEY_UP = 265 , // Key: Cursor up
RL_KEY_PAGE_UP = 266 , // Key: Page up
RL_KEY_PAGE_DOWN = 267 , // Key: Page down
RL_KEY_HOME = 268 , // Key: Home
RL_KEY_END = 269 , // Key: End
RL_KEY_CAPS_LOCK = 280 , // Key: Caps lock
RL_KEY_SCROLL_LOCK = 281 , // Key: Scroll down
RL_KEY_NUM_LOCK = 282 , // Key: Num lock
RL_KEY_PRINT_SCREEN = 283 , // Key: Print screen
RL_KEY_PAUSE = 284 , // Key: Pause
RL_KEY_F1 = 290 , // Key: F1
RL_KEY_F2 = 291 , // Key: F2
RL_KEY_F3 = 292 , // Key: F3
RL_KEY_F4 = 293 , // Key: F4
RL_KEY_F5 = 294 , // Key: F5
RL_KEY_F6 = 295 , // Key: F6
RL_KEY_F7 = 296 , // Key: F7
RL_KEY_F8 = 297 , // Key: F8
RL_KEY_F9 = 298 , // Key: F9
RL_KEY_F10 = 299 , // Key: F10
RL_KEY_F11 = 300 , // Key: F11
RL_KEY_F12 = 301 , // Key: F12
RL_KEY_LEFT_SHIFT = 340 , // Key: Shift left
RL_KEY_LEFT_CONTROL = 341 , // Key: Control left
RL_KEY_LEFT_ALT = 342 , // Key: Alt left
RL_KEY_LEFT_SUPER = 343 , // Key: Super left
RL_KEY_RIGHT_SHIFT = 344 , // Key: Shift right
RL_KEY_RIGHT_CONTROL = 345 , // Key: Control right
RL_KEY_RIGHT_ALT = 346 , // Key: Alt right
RL_KEY_RIGHT_SUPER = 347 , // Key: Super right
RL_KEY_KB_MENU = 348 , // Key: KB menu
// Keypad keys
RL_KEY_KP_0 = 320 , // Key: Keypad 0
RL_KEY_KP_1 = 321 , // Key: Keypad 1
RL_KEY_KP_2 = 322 , // Key: Keypad 2
RL_KEY_KP_3 = 323 , // Key: Keypad 3
RL_KEY_KP_4 = 324 , // Key: Keypad 4
RL_KEY_KP_5 = 325 , // Key: Keypad 5
RL_KEY_KP_6 = 326 , // Key: Keypad 6
RL_KEY_KP_7 = 327 , // Key: Keypad 7
RL_KEY_KP_8 = 328 , // Key: Keypad 8
RL_KEY_KP_9 = 329 , // Key: Keypad 9
RL_KEY_KP_DECIMAL = 330 , // Key: Keypad .
RL_KEY_KP_DIVIDE = 331 , // Key: Keypad /
RL_KEY_KP_MULTIPLY = 332 , // Key: Keypad *
RL_KEY_KP_SUBTRACT = 333 , // Key: Keypad -
RL_KEY_KP_ADD = 334 , // Key: Keypad +
RL_KEY_KP_ENTER = 335 , // Key: Keypad Enter
RL_KEY_KP_EQUAL = 336 , // Key: Keypad =
// Android key buttons
RL_KEY_BACK = 4 , // Key: Android back button
RL_KEY_MENU = 82 , // Key: Android menu button
RL_KEY_VOLUME_UP = 24 , // Key: Android volume up button
RL_KEY_VOLUME_DOWN = 25 // Key: Android volume down button
} RL_KeyboardKey ;
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// Add backwards compatibility support for deprecated names
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# define RL_MOUSE_LEFT_BUTTON RL_MOUSE_BUTTON_LEFT
# define RL_MOUSE_RIGHT_BUTTON RL_MOUSE_BUTTON_RIGHT
# define RL_MOUSE_MIDDLE_BUTTON RL_MOUSE_BUTTON_MIDDLE
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// Mouse buttons
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typedef enum {
RL_MOUSE_BUTTON_LEFT = 0 , // Mouse button left
RL_MOUSE_BUTTON_RIGHT = 1 , // Mouse button right
RL_MOUSE_BUTTON_MIDDLE = 2 , // Mouse button middle (pressed wheel)
RL_MOUSE_BUTTON_SIDE = 3 , // Mouse button side (advanced mouse device)
RL_MOUSE_BUTTON_EXTRA = 4 , // Mouse button extra (advanced mouse device)
RL_MOUSE_BUTTON_FORWARD = 5 , // Mouse button forward (advanced mouse device)
RL_MOUSE_BUTTON_BACK = 6 , // Mouse button back (advanced mouse device)
} RL_MouseButton ;
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// Mouse cursor
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typedef enum {
RL_MOUSE_CURSOR_DEFAULT = 0 , // Default pointer shape
RL_MOUSE_CURSOR_ARROW = 1 , // Arrow shape
RL_MOUSE_CURSOR_IBEAM = 2 , // Text writing cursor shape
RL_MOUSE_CURSOR_CROSSHAIR = 3 , // Cross shape
RL_MOUSE_CURSOR_POINTING_HAND = 4 , // Pointing hand cursor
RL_MOUSE_CURSOR_RESIZE_EW = 5 , // Horizontal resize/move arrow shape
RL_MOUSE_CURSOR_RESIZE_NS = 6 , // Vertical resize/move arrow shape
RL_MOUSE_CURSOR_RESIZE_NWSE = 7 , // Top-left to bottom-right diagonal resize/move arrow shape
RL_MOUSE_CURSOR_RESIZE_NESW = 8 , // The top-right to bottom-left diagonal resize/move arrow shape
RL_MOUSE_CURSOR_RESIZE_ALL = 9 , // The omnidirectional resize/move cursor shape
RL_MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} RL_MouseCursor ;
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// Gamepad buttons
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typedef enum {
RL_GAMEPAD_BUTTON_UNKNOWN = 0 , // Unknown button, just for error checking
RL_GAMEPAD_BUTTON_LEFT_FACE_UP , // Gamepad left DPAD up button
RL_GAMEPAD_BUTTON_LEFT_FACE_RIGHT , // Gamepad left DPAD right button
RL_GAMEPAD_BUTTON_LEFT_FACE_DOWN , // Gamepad left DPAD down button
RL_GAMEPAD_BUTTON_LEFT_FACE_LEFT , // Gamepad left DPAD left button
RL_GAMEPAD_BUTTON_RIGHT_FACE_UP , // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
RL_GAMEPAD_BUTTON_RIGHT_FACE_RIGHT , // Gamepad right button right (i.e. PS3: Square, Xbox: X)
RL_GAMEPAD_BUTTON_RIGHT_FACE_DOWN , // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
RL_GAMEPAD_BUTTON_RIGHT_FACE_LEFT , // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
RL_GAMEPAD_BUTTON_LEFT_TRIGGER_1 , // Gamepad top/back trigger left (first), it could be a trailing button
RL_GAMEPAD_BUTTON_LEFT_TRIGGER_2 , // Gamepad top/back trigger left (second), it could be a trailing button
RL_GAMEPAD_BUTTON_RIGHT_TRIGGER_1 , // Gamepad top/back trigger right (one), it could be a trailing button
RL_GAMEPAD_BUTTON_RIGHT_TRIGGER_2 , // Gamepad top/back trigger right (second), it could be a trailing button
RL_GAMEPAD_BUTTON_MIDDLE_LEFT , // Gamepad center buttons, left one (i.e. PS3: Select)
RL_GAMEPAD_BUTTON_MIDDLE , // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
RL_GAMEPAD_BUTTON_MIDDLE_RIGHT , // Gamepad center buttons, right one (i.e. PS3: Start)
RL_GAMEPAD_BUTTON_LEFT_THUMB , // Gamepad joystick pressed button left
RL_GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
} RL_GamepadButton ;
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// Gamepad axis
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typedef enum {
RL_GAMEPAD_AXIS_LEFT_X = 0 , // Gamepad left stick X axis
RL_GAMEPAD_AXIS_LEFT_Y = 1 , // Gamepad left stick Y axis
RL_GAMEPAD_AXIS_RIGHT_X = 2 , // Gamepad right stick X axis
RL_GAMEPAD_AXIS_RIGHT_Y = 3 , // Gamepad right stick Y axis
RL_GAMEPAD_AXIS_LEFT_TRIGGER = 4 , // Gamepad back trigger left, pressure level: [1..-1]
RL_GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
} RL_GamepadAxis ;
// RL_Material map index
typedef enum {
RL_MATERIAL_MAP_ALBEDO = 0 , // Albedo material (same as: RL_MATERIAL_MAP_DIFFUSE)
RL_MATERIAL_MAP_METALNESS , // Metalness material (same as: RL_MATERIAL_MAP_SPECULAR)
RL_MATERIAL_MAP_NORMAL , // Normal material
RL_MATERIAL_MAP_ROUGHNESS , // Roughness material
RL_MATERIAL_MAP_OCCLUSION , // Ambient occlusion material
RL_MATERIAL_MAP_EMISSION , // Emission material
RL_MATERIAL_MAP_HEIGHT , // Heightmap material
RL_MATERIAL_MAP_CUBEMAP , // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
RL_MATERIAL_MAP_IRRADIANCE , // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
RL_MATERIAL_MAP_PREFILTER , // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
RL_MATERIAL_MAP_BRDF // Brdf material
} RL_MaterialMapIndex ;
# define RL_MATERIAL_MAP_DIFFUSE RL_MATERIAL_MAP_ALBEDO
# define RL_MATERIAL_MAP_SPECULAR RL_MATERIAL_MAP_METALNESS
// RL_Shader location index
typedef enum {
RL_SHADER_LOC_VERTEX_POSITION = 0 , // RL_Shader location: vertex attribute: position
RL_SHADER_LOC_VERTEX_TEXCOORD01 , // RL_Shader location: vertex attribute: texcoord01
RL_SHADER_LOC_VERTEX_TEXCOORD02 , // RL_Shader location: vertex attribute: texcoord02
RL_SHADER_LOC_VERTEX_NORMAL , // RL_Shader location: vertex attribute: normal
RL_SHADER_LOC_VERTEX_TANGENT , // RL_Shader location: vertex attribute: tangent
RL_SHADER_LOC_VERTEX_COLOR , // RL_Shader location: vertex attribute: color
RL_SHADER_LOC_MATRIX_MVP , // RL_Shader location: matrix uniform: model-view-projection
RL_SHADER_LOC_MATRIX_VIEW , // RL_Shader location: matrix uniform: view (camera transform)
RL_SHADER_LOC_MATRIX_PROJECTION , // RL_Shader location: matrix uniform: projection
RL_SHADER_LOC_MATRIX_MODEL , // RL_Shader location: matrix uniform: model (transform)
RL_SHADER_LOC_MATRIX_NORMAL , // RL_Shader location: matrix uniform: normal
RL_SHADER_LOC_VECTOR_VIEW , // RL_Shader location: vector uniform: view
RL_SHADER_LOC_COLOR_DIFFUSE , // RL_Shader location: vector uniform: diffuse color
RL_SHADER_LOC_COLOR_SPECULAR , // RL_Shader location: vector uniform: specular color
RL_SHADER_LOC_COLOR_AMBIENT , // RL_Shader location: vector uniform: ambient color
RL_SHADER_LOC_MAP_ALBEDO , // RL_Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
RL_SHADER_LOC_MAP_METALNESS , // RL_Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
RL_SHADER_LOC_MAP_NORMAL , // RL_Shader location: sampler2d texture: normal
RL_SHADER_LOC_MAP_ROUGHNESS , // RL_Shader location: sampler2d texture: roughness
RL_SHADER_LOC_MAP_OCCLUSION , // RL_Shader location: sampler2d texture: occlusion
RL_SHADER_LOC_MAP_EMISSION , // RL_Shader location: sampler2d texture: emission
RL_SHADER_LOC_MAP_HEIGHT , // RL_Shader location: sampler2d texture: height
RL_SHADER_LOC_MAP_CUBEMAP , // RL_Shader location: samplerCube texture: cubemap
RL_SHADER_LOC_MAP_IRRADIANCE , // RL_Shader location: samplerCube texture: irradiance
RL_SHADER_LOC_MAP_PREFILTER , // RL_Shader location: samplerCube texture: prefilter
RL_SHADER_LOC_MAP_BRDF // RL_Shader location: sampler2d texture: brdf
} RL_ShaderLocationIndex ;
# define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
# define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
// RL_Shader uniform data type
typedef enum {
RL_SHADER_UNIFORM_FLOAT = 0 , // RL_Shader uniform type: float
RL_SHADER_UNIFORM_VEC2 , // RL_Shader uniform type: vec2 (2 float)
RL_SHADER_UNIFORM_VEC3 , // RL_Shader uniform type: vec3 (3 float)
RL_SHADER_UNIFORM_VEC4 , // RL_Shader uniform type: vec4 (4 float)
RL_SHADER_UNIFORM_INT , // RL_Shader uniform type: int
RL_SHADER_UNIFORM_IVEC2 , // RL_Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3 , // RL_Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4 , // RL_Shader uniform type: ivec4 (4 int)
RL_SHADER_UNIFORM_SAMPLER2D // RL_Shader uniform type: sampler2d
} RL_ShaderUniformDataType ;
// RL_Shader attribute data types
typedef enum {
RL_SHADER_ATTRIB_FLOAT = 0 , // RL_Shader attribute type: float
RL_SHADER_ATTRIB_VEC2 , // RL_Shader attribute type: vec2 (2 float)
RL_SHADER_ATTRIB_VEC3 , // RL_Shader attribute type: vec3 (3 float)
RL_SHADER_ATTRIB_VEC4 // RL_Shader attribute type: vec4 (4 float)
} RL_ShaderAttributeDataType ;
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// Pixel formats
// NOTE: Support depends on OpenGL version and platform
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typedef enum {
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 , // 8 bit per pixel (no alpha)
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA , // 8*2 bpp (2 channels)
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 , // 16 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 , // 24 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 , // 16 bpp (1 bit alpha)
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 , // 16 bpp (4 bit alpha)
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 , // 32 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R32 , // 32 bpp (1 channel - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 , // 32*3 bpp (3 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 , // 32*4 bpp (4 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R16 , // 16 bpp (1 channel - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 , // 16*3 bpp (3 channels - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 , // 16*4 bpp (4 channels - half float)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB , // 4 bpp (no alpha)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA , // 4 bpp (1 bit alpha)
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA , // 8 bpp
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA , // 8 bpp
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB , // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB , // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA , // 8 bpp
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB , // 4 bpp
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA , // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA , // 8 bpp
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} RL_PixelFormat ;
// RL_Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
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typedef enum {
RL_TEXTURE_FILTER_POINT = 0 , // No filter, just pixel approximation
RL_TEXTURE_FILTER_BILINEAR , // Linear filtering
RL_TEXTURE_FILTER_TRILINEAR , // Trilinear filtering (linear with mipmaps)
RL_TEXTURE_FILTER_ANISOTROPIC_4X , // Anisotropic filtering 4x
RL_TEXTURE_FILTER_ANISOTROPIC_8X , // Anisotropic filtering 8x
RL_TEXTURE_FILTER_ANISOTROPIC_16X , // Anisotropic filtering 16x
} RL_TextureFilter ;
// RL_Texture parameters: wrap mode
typedef enum {
RL_TEXTURE_WRAP_REPEAT = 0 , // Repeats texture in tiled mode
RL_TEXTURE_WRAP_CLAMP , // Clamps texture to edge pixel in tiled mode
RL_TEXTURE_WRAP_MIRROR_REPEAT , // Mirrors and repeats the texture in tiled mode
RL_TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} RL_TextureWrap ;
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// Cubemap layouts
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typedef enum {
RL_CUBEMAP_LAYOUT_AUTO_DETECT = 0 , // Automatically detect layout type
RL_CUBEMAP_LAYOUT_LINE_VERTICAL , // Layout is defined by a vertical line with faces
RL_CUBEMAP_LAYOUT_LINE_HORIZONTAL , // Layout is defined by a horizontal line with faces
RL_CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR , // Layout is defined by a 3x4 cross with cubemap faces
RL_CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE , // Layout is defined by a 4x3 cross with cubemap faces
RL_CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
} RL_CubemapLayout ;
// RL_Font type, defines generation method
typedef enum {
RL_FONT_DEFAULT = 0 , // Default font generation, anti-aliased
RL_FONT_BITMAP , // Bitmap font generation, no anti-aliasing
RL_FONT_SDF // SDF font generation, requires external shader
} RL_FontType ;
// RL_Color blending modes (pre-defined)
typedef enum {
RL_BLEND_ALPHA = 0 , // Blend textures considering alpha (default)
RL_BLEND_ADDITIVE , // Blend textures adding colors
RL_BLEND_MULTIPLIED , // Blend textures multiplying colors
RL_BLEND_ADD_COLORS , // Blend textures adding colors (alternative)
RL_BLEND_SUBTRACT_COLORS , // Blend textures subtracting colors (alternative)
RL_BLEND_ALPHA_PREMULTIPLY , // Blend premultiplied textures considering alpha
RL_BLEND_CUSTOM , // Blend textures using custom src/dst factors (use RLGL_SetBlendFactors())
RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use RLGL_SetBlendFactorsSeparate())
} RL_BlendMode ;
// RL_Gesture
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// NOTE: Provided as bit-wise flags to enable only desired gestures
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typedef enum {
RL_GESTURE_NONE = 0 , // No gesture
RL_GESTURE_TAP = 1 , // Tap gesture
RL_GESTURE_DOUBLETAP = 2 , // Double tap gesture
RL_GESTURE_HOLD = 4 , // Hold gesture
RL_GESTURE_DRAG = 8 , // Drag gesture
RL_GESTURE_SWIPE_RIGHT = 16 , // Swipe right gesture
RL_GESTURE_SWIPE_LEFT = 32 , // Swipe left gesture
RL_GESTURE_SWIPE_UP = 64 , // Swipe up gesture
RL_GESTURE_SWIPE_DOWN = 128 , // Swipe down gesture
RL_GESTURE_PINCH_IN = 256 , // Pinch in gesture
RL_GESTURE_PINCH_OUT = 512 // Pinch out gesture
} RL_Gesture ;
// RL_Camera system modes
typedef enum {
RL_CAMERA_CUSTOM = 0 , // Custom camera
RL_CAMERA_FREE , // Free camera
RL_CAMERA_ORBITAL , // Orbital camera
RL_CAMERA_FIRST_PERSON , // First person camera
RL_CAMERA_THIRD_PERSON // Third person camera
} RL_CameraMode ;
// RL_Camera projection
typedef enum {
RL_CAMERA_PERSPECTIVE = 0 , // Perspective projection
RL_CAMERA_ORTHOGRAPHIC // Orthographic projection
} RL_CameraProjection ;
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// N-patch layout
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typedef enum {
RL_NPATCH_NINE_PATCH = 0 , // Npatch layout: 3x3 tiles
RL_NPATCH_THREE_PATCH_VERTICAL , // Npatch layout: 1x3 tiles
RL_NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} RL_NPatchLayout ;
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// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advance users
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typedef void ( * RL_TraceLogCallback ) ( int logLevel , const char * text , va_list args ) ; // Logging: Redirect trace log messages
typedef unsigned char * ( * RL_LoadFileDataCallback ) ( const char * fileName , int * dataSize ) ; // FileIO: Load binary data
typedef bool ( * RL_SaveFileDataCallback ) ( const char * fileName , void * data , int dataSize ) ; // FileIO: Save binary data
typedef char * ( * RL_LoadFileTextCallback ) ( const char * fileName ) ; // FileIO: Load text data
typedef bool ( * RL_SaveFileTextCallback ) ( const char * fileName , char * text ) ; // FileIO: Save text data
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//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
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# if defined(__cplusplus)
extern " C " { // Prevents name mangling of functions
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# endif
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// Window-related functions
RLAPI void RL_InitWindow ( int width , int height , const char * title ) ; // Initialize window and OpenGL context
RLAPI void RL_CloseWindow ( void ) ; // Close window and unload OpenGL context
RLAPI bool RL_WindowShouldClose ( void ) ; // Check if application should close (RL_KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool RL_IsWindowReady ( void ) ; // Check if window has been initialized successfully
RLAPI bool RL_IsWindowFullscreen ( void ) ; // Check if window is currently fullscreen
RLAPI bool RL_IsWindowHidden ( void ) ; // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool RL_IsWindowMinimized ( void ) ; // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool RL_IsWindowMaximized ( void ) ; // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool RL_IsWindowFocused ( void ) ; // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool RL_IsWindowResized ( void ) ; // Check if window has been resized last frame
RLAPI bool RL_IsWindowState ( unsigned int flag ) ; // Check if one specific window flag is enabled
RLAPI void RL_SetWindowState ( unsigned int flags ) ; // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void RL_ClearWindowState ( unsigned int flags ) ; // Clear window configuration state flags
RLAPI void RL_ToggleFullscreen ( void ) ; // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void RL_ToggleBorderlessWindowed ( void ) ; // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void RL_MaximizeWindow ( void ) ; // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RL_MinimizeWindow ( void ) ; // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RL_RestoreWindow ( void ) ; // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void RL_SetWindowIcon ( RL_Image image ) ; // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void RL_SetWindowIcons ( RL_Image * images , int count ) ; // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void RL_SetWindowTitle ( const char * title ) ; // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void RL_SetWindowPosition ( int x , int y ) ; // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void RL_SetWindowMonitor ( int monitor ) ; // Set monitor for the current window
RLAPI void RL_SetWindowMinSize ( int width , int height ) ; // Set window minimum dimensions (for RL_FLAG_WINDOW_RESIZABLE)
RLAPI void RL_SetWindowMaxSize ( int width , int height ) ; // Set window maximum dimensions (for RL_FLAG_WINDOW_RESIZABLE)
RLAPI void RL_SetWindowSize ( int width , int height ) ; // Set window dimensions
RLAPI void RL_SetWindowOpacity ( float opacity ) ; // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
RLAPI void RL_SetWindowFocused ( void ) ; // Set window focused (only PLATFORM_DESKTOP)
RLAPI void * RL_GetWindowHandle ( void ) ; // Get native window handle
RLAPI int RL_GetScreenWidth ( void ) ; // Get current screen width
RLAPI int RL_GetScreenHeight ( void ) ; // Get current screen height
RLAPI int RL_GetRenderWidth ( void ) ; // Get current render width (it considers HiDPI)
RLAPI int RL_GetRenderHeight ( void ) ; // Get current render height (it considers HiDPI)
RLAPI int RL_GetMonitorCount ( void ) ; // Get number of connected monitors
RLAPI int RL_GetCurrentMonitor ( void ) ; // Get current connected monitor
RLAPI RL_Vector2 RL_GetMonitorPosition ( int monitor ) ; // Get specified monitor position
RLAPI int RL_GetMonitorWidth ( int monitor ) ; // Get specified monitor width (current video mode used by monitor)
RLAPI int RL_GetMonitorHeight ( int monitor ) ; // Get specified monitor height (current video mode used by monitor)
RLAPI int RL_GetMonitorPhysicalWidth ( int monitor ) ; // Get specified monitor physical width in millimetres
RLAPI int RL_GetMonitorPhysicalHeight ( int monitor ) ; // Get specified monitor physical height in millimetres
RLAPI int RL_GetMonitorRefreshRate ( int monitor ) ; // Get specified monitor refresh rate
RLAPI RL_Vector2 RL_GetWindowPosition ( void ) ; // Get window position XY on monitor
RLAPI RL_Vector2 RL_GetWindowScaleDPI ( void ) ; // Get window scale DPI factor
RLAPI const char * RL_GetMonitorName ( int monitor ) ; // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void RL_SetClipboardText ( const char * text ) ; // Set clipboard text content
RLAPI const char * RL_GetClipboardText ( void ) ; // Get clipboard text content
RLAPI void RL_EnableEventWaiting ( void ) ; // Enable waiting for events on RL_EndDrawing(), no automatic event polling
RLAPI void RL_DisableEventWaiting ( void ) ; // Disable waiting for events on RL_EndDrawing(), automatic events polling
// Cursor-related functions
RLAPI void RL_ShowCursor ( void ) ; // Shows cursor
RLAPI void RL_HideCursor ( void ) ; // Hides cursor
RLAPI bool RL_IsCursorHidden ( void ) ; // Check if cursor is not visible
RLAPI void RL_EnableCursor ( void ) ; // Enables cursor (unlock cursor)
RLAPI void RL_DisableCursor ( void ) ; // Disables cursor (lock cursor)
RLAPI bool RL_IsCursorOnScreen ( void ) ; // Check if cursor is on the screen
// Drawing-related functions
RLAPI void RL_ClearBackground ( RL_Color color ) ; // Set background color (framebuffer clear color)
RLAPI void RL_BeginDrawing ( void ) ; // Setup canvas (framebuffer) to start drawing
RLAPI void RL_EndDrawing ( void ) ; // End canvas drawing and swap buffers (double buffering)
RLAPI void RL_BeginMode2D ( RL_Camera2D camera ) ; // Begin 2D mode with custom camera (2D)
RLAPI void RL_EndMode2D ( void ) ; // Ends 2D mode with custom camera
RLAPI void RL_BeginMode3D ( RL_Camera3D camera ) ; // Begin 3D mode with custom camera (3D)
RLAPI void RL_EndMode3D ( void ) ; // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void RL_BeginTextureMode ( RL_RenderTexture2D target ) ; // Begin drawing to render texture
RLAPI void RL_EndTextureMode ( void ) ; // Ends drawing to render texture
RLAPI void RL_BeginShaderMode ( RL_Shader shader ) ; // Begin custom shader drawing
RLAPI void RL_EndShaderMode ( void ) ; // End custom shader drawing (use default shader)
RLAPI void RL_BeginBlendMode ( int mode ) ; // Begin blending mode (alpha, additive, multiplied, subtract, custom)
RLAPI void RL_EndBlendMode ( void ) ; // End blending mode (reset to default: alpha blending)
RLAPI void RL_BeginScissorMode ( int x , int y , int width , int height ) ; // Begin scissor mode (define screen area for following drawing)
RLAPI void RL_EndScissorMode ( void ) ; // End scissor mode
RLAPI void RL_BeginVrStereoMode ( RL_VrStereoConfig config ) ; // Begin stereo rendering (requires VR simulator)
RLAPI void RL_EndVrStereoMode ( void ) ; // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI RL_VrStereoConfig RL_LoadVrStereoConfig ( RL_VrDeviceInfo device ) ; // Load VR stereo config for VR simulator device parameters
RLAPI void RL_UnloadVrStereoConfig ( RL_VrStereoConfig config ) ; // Unload VR stereo config
// RL_Shader management functions
// NOTE: RL_Shader functionality is not available on OpenGL 1.1
RLAPI RL_Shader RL_LoadShader ( const char * vsFileName , const char * fsFileName ) ; // Load shader from files and bind default locations
RLAPI RL_Shader RL_LoadShaderFromMemory ( const char * vsCode , const char * fsCode ) ; // Load shader from code strings and bind default locations
RLAPI bool RL_IsShaderReady ( RL_Shader shader ) ; // Check if a shader is ready
RLAPI int RL_GetShaderLocation ( RL_Shader shader , const char * uniformName ) ; // Get shader uniform location
RLAPI int RL_GetShaderLocationAttrib ( RL_Shader shader , const char * attribName ) ; // Get shader attribute location
RLAPI void RL_SetShaderValue ( RL_Shader shader , int locIndex , const void * value , int uniformType ) ; // Set shader uniform value
RLAPI void RL_SetShaderValueV ( RL_Shader shader , int locIndex , const void * value , int uniformType , int count ) ; // Set shader uniform value vector
RLAPI void RL_SetShaderValueMatrix ( RL_Shader shader , int locIndex , RL_Matrix mat ) ; // Set shader uniform value (matrix 4x4)
RLAPI void RL_SetShaderValueTexture ( RL_Shader shader , int locIndex , RL_Texture2D texture ) ; // Set shader uniform value for texture (sampler2d)
RLAPI void RL_UnloadShader ( RL_Shader shader ) ; // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI RL_Ray RL_GetMouseRay ( RL_Vector2 mousePosition , RL_Camera camera ) ; // Get a ray trace from mouse position
RLAPI RL_Matrix RL_GetCameraMatrix ( RL_Camera camera ) ; // Get camera transform matrix (view matrix)
RLAPI RL_Matrix RL_GetCameraMatrix2D ( RL_Camera2D camera ) ; // Get camera 2d transform matrix
RLAPI RL_Vector2 RL_GetWorldToScreen ( RL_Vector3 position , RL_Camera camera ) ; // Get the screen space position for a 3d world space position
RLAPI RL_Vector2 RL_GetScreenToWorld2D ( RL_Vector2 position , RL_Camera2D camera ) ; // Get the world space position for a 2d camera screen space position
RLAPI RL_Vector2 RL_GetWorldToScreenEx ( RL_Vector3 position , RL_Camera camera , int width , int height ) ; // Get size position for a 3d world space position
RLAPI RL_Vector2 RL_GetWorldToScreen2D ( RL_Vector2 position , RL_Camera2D camera ) ; // Get the screen space position for a 2d camera world space position
// Timing-related functions
RLAPI void RL_SetTargetFPS ( int fps ) ; // Set target FPS (maximum)
RLAPI float RL_GetFrameTime ( void ) ; // Get time in seconds for last frame drawn (delta time)
RLAPI double RL_GetTime ( void ) ; // Get elapsed time in seconds since RL_InitWindow()
RLAPI int RL_GetFPS ( void ) ; // Get current FPS
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default RL_EndDrawing() does this job: draws everything + RL_SwapScreenBuffer() + manage frame timing + RL_PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void RL_SwapScreenBuffer ( void ) ; // Swap back buffer with front buffer (screen drawing)
RLAPI void RL_PollInputEvents ( void ) ; // Register all input events
RLAPI void RL_WaitTime ( double seconds ) ; // Wait for some time (halt program execution)
// Random values generation functions
RLAPI void RL_SetRandomSeed ( unsigned int seed ) ; // Set the seed for the random number generator
RLAPI int RL_GetRandomValue ( int min , int max ) ; // Get a random value between min and max (both included)
RLAPI int * LoadRandomSequence ( unsigned int count , int min , int max ) ; // Load random values sequence, no values repeated
RLAPI void UnloadRandomSequence ( int * sequence ) ; // Unload random values sequence
// Misc. functions
RLAPI void RL_TakeScreenshot ( const char * fileName ) ; // Takes a screenshot of current screen (filename extension defines format)
RLAPI void RL_SetConfigFlags ( unsigned int flags ) ; // Setup init configuration flags (view FLAGS)
RLAPI void RL_OpenURL ( const char * url ) ; // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
RLAPI void RL_TraceLog ( int logLevel , const char * text , . . . ) ; // Show trace log messages (RL_LOG_DEBUG, RL_LOG_INFO, RL_LOG_WARNING, RL_LOG_ERROR...)
RLAPI void RL_SetTraceLogLevel ( int logLevel ) ; // Set the current threshold (minimum) log level
RLAPI void * RL_MemAlloc ( unsigned int size ) ; // Internal memory allocator
RLAPI void * RL_MemRealloc ( void * ptr , unsigned int size ) ; // Internal memory reallocator
RLAPI void RL_MemFree ( void * ptr ) ; // Internal memory free
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void RL_SetTraceLogCallback ( RL_TraceLogCallback callback ) ; // Set custom trace log
RLAPI void RL_SetLoadFileDataCallback ( RL_LoadFileDataCallback callback ) ; // Set custom file binary data loader
RLAPI void RL_SetSaveFileDataCallback ( RL_SaveFileDataCallback callback ) ; // Set custom file binary data saver
RLAPI void RL_SetLoadFileTextCallback ( RL_LoadFileTextCallback callback ) ; // Set custom file text data loader
RLAPI void RL_SetSaveFileTextCallback ( RL_SaveFileTextCallback callback ) ; // Set custom file text data saver
// Files management functions
RLAPI unsigned char * RL_LoadFileData ( const char * fileName , int * dataSize ) ; // Load file data as byte array (read)
RLAPI void RL_UnloadFileData ( unsigned char * data ) ; // Unload file data allocated by RL_LoadFileData()
RLAPI bool RL_SaveFileData ( const char * fileName , void * data , int dataSize ) ; // Save data to file from byte array (write), returns true on success
RLAPI bool RL_ExportDataAsCode ( const unsigned char * data , int dataSize , const char * fileName ) ; // Export data to code (.h), returns true on success
RLAPI char * RL_LoadFileText ( const char * fileName ) ; // Load text data from file (read), returns a '\0' terminated string
RLAPI void RL_UnloadFileText ( char * text ) ; // Unload file text data allocated by RL_LoadFileText()
RLAPI bool RL_SaveFileText ( const char * fileName , char * text ) ; // Save text data to file (write), string must be '\0' terminated, returns true on success
//------------------------------------------------------------------
// File system functions
RLAPI bool RL_FileExists ( const char * fileName ) ; // Check if file exists
RLAPI bool RL_DirectoryExists ( const char * dirPath ) ; // Check if a directory path exists
RLAPI bool RL_IsFileExtension ( const char * fileName , const char * ext ) ; // Check file extension (including point: .png, .wav)
RLAPI int RL_GetFileLength ( const char * fileName ) ; // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI const char * RL_GetFileExtension ( const char * fileName ) ; // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI const char * RL_GetFileName ( const char * filePath ) ; // Get pointer to filename for a path string
RLAPI const char * RL_GetFileNameWithoutExt ( const char * filePath ) ; // Get filename string without extension (uses static string)
RLAPI const char * RL_GetDirectoryPath ( const char * filePath ) ; // Get full path for a given fileName with path (uses static string)
RLAPI const char * RL_GetPrevDirectoryPath ( const char * dirPath ) ; // Get previous directory path for a given path (uses static string)
RLAPI const char * RL_GetWorkingDirectory ( void ) ; // Get current working directory (uses static string)
RLAPI const char * RL_GetApplicationDirectory ( void ) ; // Get the directory of the running application (uses static string)
RLAPI bool RL_ChangeDirectory ( const char * dir ) ; // Change working directory, return true on success
RLAPI bool RL_IsPathFile ( const char * path ) ; // Check if a given path is a file or a directory
RLAPI RL_FilePathList RL_LoadDirectoryFiles ( const char * dirPath ) ; // Load directory filepaths
RLAPI RL_FilePathList RL_LoadDirectoryFilesEx ( const char * basePath , const char * filter , bool scanSubdirs ) ; // Load directory filepaths with extension filtering and recursive directory scan
RLAPI void RL_UnloadDirectoryFiles ( RL_FilePathList files ) ; // Unload filepaths
RLAPI bool RL_IsFileDropped ( void ) ; // Check if a file has been dropped into window
RLAPI RL_FilePathList RL_LoadDroppedFiles ( void ) ; // Load dropped filepaths
RLAPI void RL_UnloadDroppedFiles ( RL_FilePathList files ) ; // Unload dropped filepaths
RLAPI long RL_GetFileModTime ( const char * fileName ) ; // Get file modification time (last write time)
// Compression/Encoding functionality
RLAPI unsigned char * RL_CompressData ( const unsigned char * data , int dataSize , int * compDataSize ) ; // Compress data (DEFLATE algorithm), memory must be RL_MemFree()
RLAPI unsigned char * RL_DecompressData ( const unsigned char * compData , int compDataSize , int * dataSize ) ; // Decompress data (DEFLATE algorithm), memory must be RL_MemFree()
RLAPI char * RL_EncodeDataBase64 ( const unsigned char * data , int dataSize , int * outputSize ) ; // Encode data to Base64 string, memory must be RL_MemFree()
RLAPI unsigned char * RL_DecodeDataBase64 ( const unsigned char * data , int * outputSize ) ; // Decode Base64 string data, memory must be RL_MemFree()
// Automation events functionality
RLAPI RL_AutomationEventList RL_LoadAutomationEventList ( const char * fileName ) ; // Load automation events list from file, NULL for empty list, capacity = RL_MAX_AUTOMATION_EVENTS
RLAPI void RL_UnloadAutomationEventList ( RL_AutomationEventList * list ) ; // Unload automation events list from file
RLAPI bool RL_ExportAutomationEventList ( RL_AutomationEventList list , const char * fileName ) ; // Export automation events list as text file
RLAPI void RL_SetAutomationEventList ( RL_AutomationEventList * list ) ; // Set automation event list to record to
RLAPI void RL_SetAutomationEventBaseFrame ( int frame ) ; // Set automation event internal base frame to start recording
RLAPI void RL_StartAutomationEventRecording ( void ) ; // Start recording automation events (RL_AutomationEventList must be set)
RLAPI void RL_StopAutomationEventRecording ( void ) ; // Stop recording automation events
RLAPI void RL_PlayAutomationEvent ( RL_AutomationEvent event ) ; // Play a recorded automation event
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool RL_IsKeyPressed ( int key ) ; // Check if a key has been pressed once
RLAPI bool RL_IsKeyPressedRepeat ( int key ) ; // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool RL_IsKeyDown ( int key ) ; // Check if a key is being pressed
RLAPI bool RL_IsKeyReleased ( int key ) ; // Check if a key has been released once
RLAPI bool RL_IsKeyUp ( int key ) ; // Check if a key is NOT being pressed
RLAPI int RL_GetKeyPressed ( void ) ; // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int RL_GetCharPressed ( void ) ; // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI void RL_SetExitKey ( int key ) ; // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
RLAPI bool RL_IsGamepadAvailable ( int gamepad ) ; // Check if a gamepad is available
RLAPI const char * RL_GetGamepadName ( int gamepad ) ; // Get gamepad internal name id
RLAPI bool RL_IsGamepadButtonPressed ( int gamepad , int button ) ; // Check if a gamepad button has been pressed once
RLAPI bool RL_IsGamepadButtonDown ( int gamepad , int button ) ; // Check if a gamepad button is being pressed
RLAPI bool RL_IsGamepadButtonReleased ( int gamepad , int button ) ; // Check if a gamepad button has been released once
RLAPI bool RL_IsGamepadButtonUp ( int gamepad , int button ) ; // Check if a gamepad button is NOT being pressed
RLAPI int RL_GetGamepadButtonPressed ( void ) ; // Get the last gamepad button pressed
RLAPI int RL_GetGamepadAxisCount ( int gamepad ) ; // Get gamepad axis count for a gamepad
RLAPI float RL_GetGamepadAxisMovement ( int gamepad , int axis ) ; // Get axis movement value for a gamepad axis
RLAPI int RL_SetGamepadMappings ( const char * mappings ) ; // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool RL_IsMouseButtonPressed ( int button ) ; // Check if a mouse button has been pressed once
RLAPI bool RL_IsMouseButtonDown ( int button ) ; // Check if a mouse button is being pressed
RLAPI bool RL_IsMouseButtonReleased ( int button ) ; // Check if a mouse button has been released once
RLAPI bool RL_IsMouseButtonUp ( int button ) ; // Check if a mouse button is NOT being pressed
RLAPI int RL_GetMouseX ( void ) ; // Get mouse position X
RLAPI int RL_GetMouseY ( void ) ; // Get mouse position Y
RLAPI RL_Vector2 RL_GetMousePosition ( void ) ; // Get mouse position XY
RLAPI RL_Vector2 RL_GetMouseDelta ( void ) ; // Get mouse delta between frames
RLAPI void RL_SetMousePosition ( int x , int y ) ; // Set mouse position XY
RLAPI void RL_SetMouseOffset ( int offsetX , int offsetY ) ; // Set mouse offset
RLAPI void RL_SetMouseScale ( float scaleX , float scaleY ) ; // Set mouse scaling
RLAPI float RL_GetMouseWheelMove ( void ) ; // Get mouse wheel movement for X or Y, whichever is larger
RLAPI RL_Vector2 RL_GetMouseWheelMoveV ( void ) ; // Get mouse wheel movement for both X and Y
RLAPI void RL_SetMouseCursor ( int cursor ) ; // Set mouse cursor
// Input-related functions: touch
RLAPI int RL_GetTouchX ( void ) ; // Get touch position X for touch point 0 (relative to screen size)
RLAPI int RL_GetTouchY ( void ) ; // Get touch position Y for touch point 0 (relative to screen size)
RLAPI RL_Vector2 RL_GetTouchPosition ( int index ) ; // Get touch position XY for a touch point index (relative to screen size)
RLAPI int RL_GetTouchPointId ( int index ) ; // Get touch point identifier for given index
RLAPI int RL_GetTouchPointCount ( void ) ; // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
RLAPI void RL_SetGesturesEnabled ( unsigned int flags ) ; // Enable a set of gestures using flags
RLAPI bool RL_IsGestureDetected ( unsigned int gesture ) ; // Check if a gesture have been detected
RLAPI int RL_GetGestureDetected ( void ) ; // Get latest detected gesture
RLAPI float RL_GetGestureHoldDuration ( void ) ; // Get gesture hold time in milliseconds
RLAPI RL_Vector2 RL_GetGestureDragVector ( void ) ; // Get gesture drag vector
RLAPI float RL_GetGestureDragAngle ( void ) ; // Get gesture drag angle
RLAPI RL_Vector2 RL_GetGesturePinchVector ( void ) ; // Get gesture pinch delta
RLAPI float RL_GetGesturePinchAngle ( void ) ; // Get gesture pinch angle
//------------------------------------------------------------------------------------
// RL_Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
RLAPI void RL_UpdateCamera ( RL_Camera * camera , int mode ) ; // Update camera position for selected mode
RLAPI void RL_UpdateCameraPro ( RL_Camera * camera , RL_Vector3 movement , RL_Vector3 rotation , float zoom ) ; // Update camera movement/rotation
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void RL_SetShapesTexture ( RL_Texture2D texture , RL_Rectangle source ) ; // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void RL_DrawPixel ( int posX , int posY , RL_Color color ) ; // Draw a pixel
RLAPI void RL_DrawPixelV ( RL_Vector2 position , RL_Color color ) ; // Draw a pixel (Vector version)
RLAPI void RL_DrawLine ( int startPosX , int startPosY , int endPosX , int endPosY , RL_Color color ) ; // Draw a line
RLAPI void RL_DrawLineV ( RL_Vector2 startPos , RL_Vector2 endPos , RL_Color color ) ; // Draw a line (using gl lines)
RLAPI void RL_DrawLineEx ( RL_Vector2 startPos , RL_Vector2 endPos , float thick , RL_Color color ) ; // Draw a line (using triangles/quads)
RLAPI void RL_DrawLineStrip ( RL_Vector2 * points , int pointCount , RL_Color color ) ; // Draw lines sequence (using gl lines)
RLAPI void RL_DrawLineBezier ( RL_Vector2 startPos , RL_Vector2 endPos , float thick , RL_Color color ) ; // Draw line segment cubic-bezier in-out interpolation
RLAPI void RL_DrawCircle ( int centerX , int centerY , float radius , RL_Color color ) ; // Draw a color-filled circle
RLAPI void RL_DrawCircleSector ( RL_Vector2 center , float radius , float startAngle , float endAngle , int segments , RL_Color color ) ; // Draw a piece of a circle
RLAPI void RL_DrawCircleSectorLines ( RL_Vector2 center , float radius , float startAngle , float endAngle , int segments , RL_Color color ) ; // Draw circle sector outline
RLAPI void RL_DrawCircleGradient ( int centerX , int centerY , float radius , RL_Color color1 , RL_Color color2 ) ; // Draw a gradient-filled circle
RLAPI void RL_DrawCircleV ( RL_Vector2 center , float radius , RL_Color color ) ; // Draw a color-filled circle (Vector version)
RLAPI void RL_DrawCircleLines ( int centerX , int centerY , float radius , RL_Color color ) ; // Draw circle outline
RLAPI void RL_DrawCircleLinesV ( RL_Vector2 center , float radius , RL_Color color ) ; // Draw circle outline (Vector version)
RLAPI void RL_DrawEllipse ( int centerX , int centerY , float radiusH , float radiusV , RL_Color color ) ; // Draw ellipse
RLAPI void RL_DrawEllipseLines ( int centerX , int centerY , float radiusH , float radiusV , RL_Color color ) ; // Draw ellipse outline
RLAPI void RL_DrawRing ( RL_Vector2 center , float innerRadius , float outerRadius , float startAngle , float endAngle , int segments , RL_Color color ) ; // Draw ring
RLAPI void RL_DrawRingLines ( RL_Vector2 center , float innerRadius , float outerRadius , float startAngle , float endAngle , int segments , RL_Color color ) ; // Draw ring outline
RLAPI void RL_DrawRectangle ( int posX , int posY , int width , int height , RL_Color color ) ; // Draw a color-filled rectangle
RLAPI void RL_DrawRectangleV ( RL_Vector2 position , RL_Vector2 size , RL_Color color ) ; // Draw a color-filled rectangle (Vector version)
RLAPI void RL_DrawRectangleRec ( RL_Rectangle rec , RL_Color color ) ; // Draw a color-filled rectangle
RLAPI void RL_DrawRectanglePro ( RL_Rectangle rec , RL_Vector2 origin , float rotation , RL_Color color ) ; // Draw a color-filled rectangle with pro parameters
RLAPI void RL_DrawRectangleGradientV ( int posX , int posY , int width , int height , RL_Color color1 , RL_Color color2 ) ; // Draw a vertical-gradient-filled rectangle
RLAPI void RL_DrawRectangleGradientH ( int posX , int posY , int width , int height , RL_Color color1 , RL_Color color2 ) ; // Draw a horizontal-gradient-filled rectangle
RLAPI void RL_DrawRectangleGradientEx ( RL_Rectangle rec , RL_Color col1 , RL_Color col2 , RL_Color col3 , RL_Color col4 ) ; // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void RL_DrawRectangleLines ( int posX , int posY , int width , int height , RL_Color color ) ; // Draw rectangle outline
RLAPI void RL_DrawRectangleLinesEx ( RL_Rectangle rec , float lineThick , RL_Color color ) ; // Draw rectangle outline with extended parameters
RLAPI void RL_DrawRectangleRounded ( RL_Rectangle rec , float roundness , int segments , RL_Color color ) ; // Draw rectangle with rounded edges
RLAPI void RL_DrawRectangleRoundedLines ( RL_Rectangle rec , float roundness , int segments , float lineThick , RL_Color color ) ; // Draw rectangle with rounded edges outline
RLAPI void RL_DrawTriangle ( RL_Vector2 v1 , RL_Vector2 v2 , RL_Vector2 v3 , RL_Color color ) ; // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void RL_DrawTriangleLines ( RL_Vector2 v1 , RL_Vector2 v2 , RL_Vector2 v3 , RL_Color color ) ; // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void RL_DrawTriangleFan ( RL_Vector2 * points , int pointCount , RL_Color color ) ; // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void RL_DrawTriangleStrip ( RL_Vector2 * points , int pointCount , RL_Color color ) ; // Draw a triangle strip defined by points
RLAPI void RL_DrawPoly ( RL_Vector2 center , int sides , float radius , float rotation , RL_Color color ) ; // Draw a regular polygon (Vector version)
RLAPI void RL_DrawPolyLines ( RL_Vector2 center , int sides , float radius , float rotation , RL_Color color ) ; // Draw a polygon outline of n sides
RLAPI void RL_DrawPolyLinesEx ( RL_Vector2 center , int sides , float radius , float rotation , float lineThick , RL_Color color ) ; // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
RLAPI void DrawSplineLinear ( RL_Vector2 * points , int pointCount , float thick , RL_Color color ) ; // Draw spline: Linear, minimum 2 points
RLAPI void DrawSplineBasis ( RL_Vector2 * points , int pointCount , float thick , RL_Color color ) ; // Draw spline: B-Spline, minimum 4 points
RLAPI void DrawSplineCatmullRom ( RL_Vector2 * points , int pointCount , float thick , RL_Color color ) ; // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void DrawSplineBezierQuadratic ( RL_Vector2 * points , int pointCount , float thick , RL_Color color ) ; // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void DrawSplineBezierCubic ( RL_Vector2 * points , int pointCount , float thick , RL_Color color ) ; // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void DrawSplineSegmentLinear ( RL_Vector2 p1 , RL_Vector2 p2 , float thick , RL_Color color ) ; // Draw spline segment: Linear, 2 points
RLAPI void DrawSplineSegmentBasis ( RL_Vector2 p1 , RL_Vector2 p2 , RL_Vector2 p3 , RL_Vector2 p4 , float thick , RL_Color color ) ; // Draw spline segment: B-Spline, 4 points
RLAPI void DrawSplineSegmentCatmullRom ( RL_Vector2 p1 , RL_Vector2 p2 , RL_Vector2 p3 , RL_Vector2 p4 , float thick , RL_Color color ) ; // Draw spline segment: Catmull-Rom, 4 points
RLAPI void DrawSplineSegmentBezierQuadratic ( RL_Vector2 p1 , RL_Vector2 c2 , RL_Vector2 p3 , float thick , RL_Color color ) ; // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
RLAPI void DrawSplineSegmentBezierCubic ( RL_Vector2 p1 , RL_Vector2 c2 , RL_Vector2 c3 , RL_Vector2 p4 , float thick , RL_Color color ) ; // Draw spline segment: Cubic Bezier, 2 points, 2 control points
// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
RLAPI RL_Vector2 GetSplinePointLinear ( RL_Vector2 startPos , RL_Vector2 endPos , float t ) ; // Get (evaluate) spline point: Linear
RLAPI RL_Vector2 GetSplinePointBasis ( RL_Vector2 p1 , RL_Vector2 p2 , RL_Vector2 p3 , RL_Vector2 p4 , float t ) ; // Get (evaluate) spline point: B-Spline
RLAPI RL_Vector2 GetSplinePointCatmullRom ( RL_Vector2 p1 , RL_Vector2 p2 , RL_Vector2 p3 , RL_Vector2 p4 , float t ) ; // Get (evaluate) spline point: Catmull-Rom
RLAPI RL_Vector2 GetSplinePointBezierQuad ( RL_Vector2 p1 , RL_Vector2 c2 , RL_Vector2 p3 , float t ) ; // Get (evaluate) spline point: Quadratic Bezier
RLAPI RL_Vector2 GetSplinePointBezierCubic ( RL_Vector2 p1 , RL_Vector2 c2 , RL_Vector2 c3 , RL_Vector2 p4 , float t ) ; // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
RLAPI bool RL_CheckCollisionRecs ( RL_Rectangle rec1 , RL_Rectangle rec2 ) ; // Check collision between two rectangles
RLAPI bool RL_CheckCollisionCircles ( RL_Vector2 center1 , float radius1 , RL_Vector2 center2 , float radius2 ) ; // Check collision between two circles
RLAPI bool RL_CheckCollisionCircleRec ( RL_Vector2 center , float radius , RL_Rectangle rec ) ; // Check collision between circle and rectangle
RLAPI bool RL_CheckCollisionPointRec ( RL_Vector2 point , RL_Rectangle rec ) ; // Check if point is inside rectangle
RLAPI bool RL_CheckCollisionPointCircle ( RL_Vector2 point , RL_Vector2 center , float radius ) ; // Check if point is inside circle
RLAPI bool RL_CheckCollisionPointTriangle ( RL_Vector2 point , RL_Vector2 p1 , RL_Vector2 p2 , RL_Vector2 p3 ) ; // Check if point is inside a triangle
RLAPI bool RL_CheckCollisionPointPoly ( RL_Vector2 point , RL_Vector2 * points , int pointCount ) ; // Check if point is within a polygon described by array of vertices
RLAPI bool RL_CheckCollisionLines ( RL_Vector2 startPos1 , RL_Vector2 endPos1 , RL_Vector2 startPos2 , RL_Vector2 endPos2 , RL_Vector2 * collisionPoint ) ; // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool RL_CheckCollisionPointLine ( RL_Vector2 point , RL_Vector2 p1 , RL_Vector2 p2 , int threshold ) ; // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI RL_Rectangle RL_GetCollisionRec ( RL_Rectangle rec1 , RL_Rectangle rec2 ) ; // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
// RL_Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// RL_Image loading functions
// NOTE: These functions do not require GPU access
RLAPI RL_Image RL_LoadImage ( const char * fileName ) ; // Load image from file into CPU memory (RAM)
RLAPI RL_Image RL_LoadImageRaw ( const char * fileName , int width , int height , int format , int headerSize ) ; // Load image from RAW file data
RLAPI RL_Image RL_LoadImageSvg ( const char * fileNameOrString , int width , int height ) ; // Load image from SVG file data or string with specified size
RLAPI RL_Image RL_LoadImageAnim ( const char * fileName , int * frames ) ; // Load image sequence from file (frames appended to image.data)
RLAPI RL_Image RL_LoadImageFromMemory ( const char * fileType , const unsigned char * fileData , int dataSize ) ; // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI RL_Image RL_LoadImageFromTexture ( RL_Texture2D texture ) ; // Load image from GPU texture data
RLAPI RL_Image RL_LoadImageFromScreen ( void ) ; // Load image from screen buffer and (screenshot)
RLAPI bool RL_IsImageReady ( RL_Image image ) ; // Check if an image is ready
RLAPI void RL_UnloadImage ( RL_Image image ) ; // Unload image from CPU memory (RAM)
RLAPI bool RL_ExportImage ( RL_Image image , const char * fileName ) ; // Export image data to file, returns true on success
RLAPI unsigned char * RL_ExportImageToMemory ( RL_Image image , const char * fileType , int * fileSize ) ; // Export image to memory buffer
RLAPI bool RL_ExportImageAsCode ( RL_Image image , const char * fileName ) ; // Export image as code file defining an array of bytes, returns true on success
// RL_Image generation functions
RLAPI RL_Image RL_GenImageColor ( int width , int height , RL_Color color ) ; // Generate image: plain color
RLAPI RL_Image RL_GenImageGradientLinear ( int width , int height , int direction , RL_Color start , RL_Color end ) ; // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
RLAPI RL_Image RL_GenImageGradientRadial ( int width , int height , float density , RL_Color inner , RL_Color outer ) ; // Generate image: radial gradient
RLAPI RL_Image RL_GenImageGradientSquare ( int width , int height , float density , RL_Color inner , RL_Color outer ) ; // Generate image: square gradient
RLAPI RL_Image RL_GenImageChecked ( int width , int height , int checksX , int checksY , RL_Color col1 , RL_Color col2 ) ; // Generate image: checked
RLAPI RL_Image RL_GenImageWhiteNoise ( int width , int height , float factor ) ; // Generate image: white noise
RLAPI RL_Image RL_GenImagePerlinNoise ( int width , int height , int offsetX , int offsetY , float scale ) ; // Generate image: perlin noise
RLAPI RL_Image RL_GenImageCellular ( int width , int height , int tileSize ) ; // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI RL_Image RL_GenImageText ( int width , int height , const char * text ) ; // Generate image: grayscale image from text data
// RL_Image manipulation functions
RLAPI RL_Image RL_ImageCopy ( RL_Image image ) ; // Create an image duplicate (useful for transformations)
RLAPI RL_Image RL_ImageFromImage ( RL_Image image , RL_Rectangle rec ) ; // Create an image from another image piece
RLAPI RL_Image RL_ImageText ( const char * text , int fontSize , RL_Color color ) ; // Create an image from text (default font)
RLAPI RL_Image RL_ImageTextEx ( RL_Font font , const char * text , float fontSize , float spacing , RL_Color tint ) ; // Create an image from text (custom sprite font)
RLAPI void RL_ImageFormat ( RL_Image * image , int newFormat ) ; // Convert image data to desired format
RLAPI void RL_ImageToPOT ( RL_Image * image , RL_Color fill ) ; // Convert image to POT (power-of-two)
RLAPI void RL_ImageCrop ( RL_Image * image , RL_Rectangle crop ) ; // Crop an image to a defined rectangle
RLAPI void RL_ImageAlphaCrop ( RL_Image * image , float threshold ) ; // Crop image depending on alpha value
RLAPI void RL_ImageAlphaClear ( RL_Image * image , RL_Color color , float threshold ) ; // Clear alpha channel to desired color
RLAPI void RL_ImageAlphaMask ( RL_Image * image , RL_Image alphaMask ) ; // Apply alpha mask to image
RLAPI void RL_ImageAlphaPremultiply ( RL_Image * image ) ; // Premultiply alpha channel
RLAPI void RL_ImageBlurGaussian ( RL_Image * image , int blurSize ) ; // Apply Gaussian blur using a box blur approximation
RLAPI void RL_ImageResize ( RL_Image * image , int newWidth , int newHeight ) ; // Resize image (Bicubic scaling algorithm)
RLAPI void RL_ImageResizeNN ( RL_Image * image , int newWidth , int newHeight ) ; // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void RL_ImageResizeCanvas ( RL_Image * image , int newWidth , int newHeight , int offsetX , int offsetY , RL_Color fill ) ; // Resize canvas and fill with color
RLAPI void RL_ImageMipmaps ( RL_Image * image ) ; // Compute all mipmap levels for a provided image
RLAPI void RL_ImageDither ( RL_Image * image , int rBpp , int gBpp , int bBpp , int aBpp ) ; // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void RL_ImageFlipVertical ( RL_Image * image ) ; // Flip image vertically
RLAPI void RL_ImageFlipHorizontal ( RL_Image * image ) ; // Flip image horizontally
RLAPI void RL_ImageRotate ( RL_Image * image , int degrees ) ; // Rotate image by input angle in degrees (-359 to 359)
RLAPI void RL_ImageRotateCW ( RL_Image * image ) ; // Rotate image clockwise 90deg
RLAPI void RL_ImageRotateCCW ( RL_Image * image ) ; // Rotate image counter-clockwise 90deg
RLAPI void RL_ImageColorTint ( RL_Image * image , RL_Color color ) ; // Modify image color: tint
RLAPI void RL_ImageColorInvert ( RL_Image * image ) ; // Modify image color: invert
RLAPI void RL_ImageColorGrayscale ( RL_Image * image ) ; // Modify image color: grayscale
RLAPI void RL_ImageColorContrast ( RL_Image * image , float contrast ) ; // Modify image color: contrast (-100 to 100)
RLAPI void RL_ImageColorBrightness ( RL_Image * image , int brightness ) ; // Modify image color: brightness (-255 to 255)
RLAPI void RL_ImageColorReplace ( RL_Image * image , RL_Color color , RL_Color replace ) ; // Modify image color: replace color
RLAPI RL_Color * RL_LoadImageColors ( RL_Image image ) ; // Load color data from image as a RL_Color array (RGBA - 32bit)
RLAPI RL_Color * RL_LoadImagePalette ( RL_Image image , int maxPaletteSize , int * colorCount ) ; // Load colors palette from image as a RL_Color array (RGBA - 32bit)
RLAPI void RL_UnloadImageColors ( RL_Color * colors ) ; // Unload color data loaded with RL_LoadImageColors()
RLAPI void RL_UnloadImagePalette ( RL_Color * colors ) ; // Unload colors palette loaded with RL_LoadImagePalette()
RLAPI RL_Rectangle RL_GetImageAlphaBorder ( RL_Image image , float threshold ) ; // Get image alpha border rectangle
RLAPI RL_Color RL_GetImageColor ( RL_Image image , int x , int y ) ; // Get image pixel color at (x, y) position
// RL_Image drawing functions
// NOTE: RL_Image software-rendering functions (CPU)
RLAPI void RL_ImageClearBackground ( RL_Image * dst , RL_Color color ) ; // Clear image background with given color
RLAPI void RL_ImageDrawPixel ( RL_Image * dst , int posX , int posY , RL_Color color ) ; // Draw pixel within an image
RLAPI void RL_ImageDrawPixelV ( RL_Image * dst , RL_Vector2 position , RL_Color color ) ; // Draw pixel within an image (Vector version)
RLAPI void RL_ImageDrawLine ( RL_Image * dst , int startPosX , int startPosY , int endPosX , int endPosY , RL_Color color ) ; // Draw line within an image
RLAPI void RL_ImageDrawLineV ( RL_Image * dst , RL_Vector2 start , RL_Vector2 end , RL_Color color ) ; // Draw line within an image (Vector version)
RLAPI void RL_ImageDrawCircle ( RL_Image * dst , int centerX , int centerY , int radius , RL_Color color ) ; // Draw a filled circle within an image
RLAPI void RL_ImageDrawCircleV ( RL_Image * dst , RL_Vector2 center , int radius , RL_Color color ) ; // Draw a filled circle within an image (Vector version)
RLAPI void RL_ImageDrawCircleLines ( RL_Image * dst , int centerX , int centerY , int radius , RL_Color color ) ; // Draw circle outline within an image
RLAPI void RL_ImageDrawCircleLinesV ( RL_Image * dst , RL_Vector2 center , int radius , RL_Color color ) ; // Draw circle outline within an image (Vector version)
RLAPI void RL_ImageDrawRectangle ( RL_Image * dst , int posX , int posY , int width , int height , RL_Color color ) ; // Draw rectangle within an image
RLAPI void RL_ImageDrawRectangleV ( RL_Image * dst , RL_Vector2 position , RL_Vector2 size , RL_Color color ) ; // Draw rectangle within an image (Vector version)
RLAPI void RL_ImageDrawRectangleRec ( RL_Image * dst , RL_Rectangle rec , RL_Color color ) ; // Draw rectangle within an image
RLAPI void RL_ImageDrawRectangleLines ( RL_Image * dst , RL_Rectangle rec , int thick , RL_Color color ) ; // Draw rectangle lines within an image
RLAPI void RL_ImageDraw ( RL_Image * dst , RL_Image src , RL_Rectangle srcRec , RL_Rectangle dstRec , RL_Color tint ) ; // Draw a source image within a destination image (tint applied to source)
RLAPI void RL_ImageDrawText ( RL_Image * dst , const char * text , int posX , int posY , int fontSize , RL_Color color ) ; // Draw text (using default font) within an image (destination)
RLAPI void RL_ImageDrawTextEx ( RL_Image * dst , RL_Font font , const char * text , RL_Vector2 position , float fontSize , float spacing , RL_Color tint ) ; // Draw text (custom sprite font) within an image (destination)
// RL_Texture loading functions
// NOTE: These functions require GPU access
RLAPI RL_Texture2D RL_LoadTexture ( const char * fileName ) ; // Load texture from file into GPU memory (VRAM)
RLAPI RL_Texture2D RL_LoadTextureFromImage ( RL_Image image ) ; // Load texture from image data
RLAPI RL_TextureCubemap RL_LoadTextureCubemap ( RL_Image image , int layout ) ; // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RL_RenderTexture2D RL_LoadRenderTexture ( int width , int height ) ; // Load texture for rendering (framebuffer)
RLAPI bool RL_IsTextureReady ( RL_Texture2D texture ) ; // Check if a texture is ready
RLAPI void RL_UnloadTexture ( RL_Texture2D texture ) ; // Unload texture from GPU memory (VRAM)
RLAPI bool RL_IsRenderTextureReady ( RL_RenderTexture2D target ) ; // Check if a render texture is ready
RLAPI void RL_UnloadRenderTexture ( RL_RenderTexture2D target ) ; // Unload render texture from GPU memory (VRAM)
RLAPI void RL_UpdateTexture ( RL_Texture2D texture , const void * pixels ) ; // Update GPU texture with new data
RLAPI void RL_UpdateTextureRec ( RL_Texture2D texture , RL_Rectangle rec , const void * pixels ) ; // Update GPU texture rectangle with new data
// RL_Texture configuration functions
RLAPI void RL_GenTextureMipmaps ( RL_Texture2D * texture ) ; // Generate GPU mipmaps for a texture
RLAPI void RL_SetTextureFilter ( RL_Texture2D texture , int filter ) ; // Set texture scaling filter mode
RLAPI void RL_SetTextureWrap ( RL_Texture2D texture , int wrap ) ; // Set texture wrapping mode
// RL_Texture drawing functions
RLAPI void RL_DrawTexture ( RL_Texture2D texture , int posX , int posY , RL_Color tint ) ; // Draw a RL_Texture2D
RLAPI void RL_DrawTextureV ( RL_Texture2D texture , RL_Vector2 position , RL_Color tint ) ; // Draw a RL_Texture2D with position defined as RL_Vector2
RLAPI void RL_DrawTextureEx ( RL_Texture2D texture , RL_Vector2 position , float rotation , float scale , RL_Color tint ) ; // Draw a RL_Texture2D with extended parameters
RLAPI void RL_DrawTextureRec ( RL_Texture2D texture , RL_Rectangle source , RL_Vector2 position , RL_Color tint ) ; // Draw a part of a texture defined by a rectangle
RLAPI void RL_DrawTexturePro ( RL_Texture2D texture , RL_Rectangle source , RL_Rectangle dest , RL_Vector2 origin , float rotation , RL_Color tint ) ; // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void RL_DrawTextureNPatch ( RL_Texture2D texture , RL_NPatchInfo nPatchInfo , RL_Rectangle dest , RL_Vector2 origin , float rotation , RL_Color tint ) ; // Draws a texture (or part of it) that stretches or shrinks nicely
// RL_Color/pixel related functions
RLAPI RL_Color RL_Fade ( RL_Color color , float alpha ) ; // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int RL_ColorToInt ( RL_Color color ) ; // Get hexadecimal value for a RL_Color
RLAPI RL_Vector4 RL_ColorNormalize ( RL_Color color ) ; // Get RL_Color normalized as float [0..1]
RLAPI RL_Color RL_ColorFromNormalized ( RL_Vector4 normalized ) ; // Get RL_Color from normalized values [0..1]
RLAPI RL_Vector3 RL_ColorToHSV ( RL_Color color ) ; // Get HSV values for a RL_Color, hue [0..360], saturation/value [0..1]
RLAPI RL_Color RL_ColorFromHSV ( float hue , float saturation , float value ) ; // Get a RL_Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI RL_Color RL_ColorTint ( RL_Color color , RL_Color tint ) ; // Get color multiplied with another color
RLAPI RL_Color RL_ColorBrightness ( RL_Color color , float factor ) ; // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI RL_Color RL_ColorContrast ( RL_Color color , float contrast ) ; // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI RL_Color RL_ColorAlpha ( RL_Color color , float alpha ) ; // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI RL_Color RL_ColorAlphaBlend ( RL_Color dst , RL_Color src , RL_Color tint ) ; // Get src alpha-blended into dst color with tint
RLAPI RL_Color RL_GetColor ( unsigned int hexValue ) ; // Get RL_Color structure from hexadecimal value
RLAPI RL_Color RL_GetPixelColor ( void * srcPtr , int format ) ; // Get RL_Color from a source pixel pointer of certain format
RLAPI void RL_SetPixelColor ( void * dstPtr , RL_Color color , int format ) ; // Set color formatted into destination pixel pointer
RLAPI int RL_GetPixelDataSize ( int width , int height , int format ) ; // Get pixel data size in bytes for certain format
//------------------------------------------------------------------------------------
// RL_Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// RL_Font loading/unloading functions
RLAPI RL_Font RL_GetFontDefault ( void ) ; // Get the default RL_Font
RLAPI RL_Font RL_LoadFont ( const char * fileName ) ; // Load font from file into GPU memory (VRAM)
RLAPI RL_Font RL_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
RLAPI RL_Font RL_LoadFontFromImage ( RL_Image image , RL_Color key , int firstChar ) ; // Load font from RL_Image (XNA style)
RLAPI RL_Font RL_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'
RLAPI bool RL_IsFontReady ( RL_Font font ) ; // Check if a font is ready
RLAPI RL_GlyphInfo * RL_LoadFontData ( const unsigned char * fileData , int dataSize , int fontSize , int * codepoints , int codepointCount , int type ) ; // Load font data for further use
RLAPI RL_Image RL_GenImageFontAtlas ( const RL_GlyphInfo * glyphs , RL_Rectangle * * glyphRecs , int glyphCount , int fontSize , int padding , int packMethod ) ; // Generate image font atlas using chars info
RLAPI void RL_UnloadFontData ( RL_GlyphInfo * glyphs , int glyphCount ) ; // Unload font chars info data (RAM)
RLAPI void RL_UnloadFont ( RL_Font font ) ; // Unload font from GPU memory (VRAM)
RLAPI bool RL_ExportFontAsCode ( RL_Font font , const char * fileName ) ; // Export font as code file, returns true on success
// Text drawing functions
RLAPI void RL_DrawFPS ( int posX , int posY ) ; // Draw current FPS
RLAPI void RL_DrawText ( const char * text , int posX , int posY , int fontSize , RL_Color color ) ; // Draw text (using default font)
RLAPI void RL_DrawTextEx ( RL_Font font , const char * text , RL_Vector2 position , float fontSize , float spacing , RL_Color tint ) ; // Draw text using font and additional parameters
RLAPI void RL_DrawTextPro ( RL_Font font , const char * text , RL_Vector2 position , RL_Vector2 origin , float rotation , float fontSize , float spacing , RL_Color tint ) ; // Draw text using RL_Font and pro parameters (rotation)
RLAPI void RL_DrawTextCodepoint ( RL_Font font , int codepoint , RL_Vector2 position , float fontSize , RL_Color tint ) ; // Draw one character (codepoint)
RLAPI void RL_DrawTextCodepoints ( RL_Font font , const int * codepoints , int codepointCount , RL_Vector2 position , float fontSize , float spacing , RL_Color tint ) ; // Draw multiple character (codepoint)
// Text font info functions
RLAPI void RL_SetTextLineSpacing ( int spacing ) ; // Set vertical line spacing when drawing with line-breaks
RLAPI int RL_MeasureText ( const char * text , int fontSize ) ; // Measure string width for default font
RLAPI RL_Vector2 RL_MeasureTextEx ( RL_Font font , const char * text , float fontSize , float spacing ) ; // Measure string size for RL_Font
RLAPI int RL_GetGlyphIndex ( RL_Font font , int codepoint ) ; // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI RL_GlyphInfo RL_GetGlyphInfo ( RL_Font font , int codepoint ) ; // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI RL_Rectangle RL_GetGlyphAtlasRec ( RL_Font font , int codepoint ) ; // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
RLAPI char * RL_LoadUTF8 ( const int * codepoints , int length ) ; // Load UTF-8 text encoded from codepoints array
RLAPI void RL_UnloadUTF8 ( char * text ) ; // Unload UTF-8 text encoded from codepoints array
RLAPI int * RL_LoadCodepoints ( const char * text , int * count ) ; // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void RL_UnloadCodepoints ( int * codepoints ) ; // Unload codepoints data from memory
RLAPI int RL_GetCodepointCount ( const char * text ) ; // Get total number of codepoints in a UTF-8 encoded string
RLAPI int RL_GetCodepoint ( const char * text , int * codepointSize ) ; // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int RL_GetCodepointNext ( const char * text , int * codepointSize ) ; // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int RL_GetCodepointPrevious ( const char * text , int * codepointSize ) ; // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char * RL_CodepointToUTF8 ( int codepoint , int * utf8Size ) ; // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
RLAPI int RL_TextCopy ( char * dst , const char * src ) ; // Copy one string to another, returns bytes copied
RLAPI bool RL_TextIsEqual ( const char * text1 , const char * text2 ) ; // Check if two text string are equal
RLAPI unsigned int RL_TextLength ( const char * text ) ; // Get text length, checks for '\0' ending
RLAPI const char * RL_TextFormat ( const char * text , . . . ) ; // Text formatting with variables (sprintf() style)
RLAPI const char * RL_TextSubtext ( const char * text , int position , int length ) ; // Get a piece of a text string
RLAPI char * RL_TextReplace ( char * text , const char * replace , const char * by ) ; // Replace text string (WARNING: memory must be freed!)
RLAPI char * RL_TextInsert ( const char * text , const char * insert , int position ) ; // Insert text in a position (WARNING: memory must be freed!)
RLAPI const char * RL_TextJoin ( const char * * textList , int count , const char * delimiter ) ; // Join text strings with delimiter
RLAPI const char * * TextSplit ( const char * text , char delimiter , int * count ) ; // Split text into multiple strings
RLAPI void RL_TextAppend ( char * text , const char * append , int * position ) ; // Append text at specific position and move cursor!
RLAPI int RL_TextFindIndex ( const char * text , const char * find ) ; // Find first text occurrence within a string
RLAPI const char * RL_TextToUpper ( const char * text ) ; // Get upper case version of provided string
RLAPI const char * RL_TextToLower ( const char * text ) ; // Get lower case version of provided string
RLAPI const char * RL_TextToPascal ( const char * text ) ; // Get Pascal case notation version of provided string
RLAPI int RL_TextToInteger ( const char * text ) ; // Get integer value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
RLAPI void RL_DrawLine3D ( RL_Vector3 startPos , RL_Vector3 endPos , RL_Color color ) ; // Draw a line in 3D world space
RLAPI void RL_DrawPoint3D ( RL_Vector3 position , RL_Color color ) ; // Draw a point in 3D space, actually a small line
RLAPI void RL_DrawCircle3D ( RL_Vector3 center , float radius , RL_Vector3 rotationAxis , float rotationAngle , RL_Color color ) ; // Draw a circle in 3D world space
RLAPI void RL_DrawTriangle3D ( RL_Vector3 v1 , RL_Vector3 v2 , RL_Vector3 v3 , RL_Color color ) ; // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void RL_DrawTriangleStrip3D ( RL_Vector3 * points , int pointCount , RL_Color color ) ; // Draw a triangle strip defined by points
RLAPI void RL_DrawCube ( RL_Vector3 position , float width , float height , float length , RL_Color color ) ; // Draw cube
RLAPI void RL_DrawCubeV ( RL_Vector3 position , RL_Vector3 size , RL_Color color ) ; // Draw cube (Vector version)
RLAPI void RL_DrawCubeWires ( RL_Vector3 position , float width , float height , float length , RL_Color color ) ; // Draw cube wires
RLAPI void RL_DrawCubeWiresV ( RL_Vector3 position , RL_Vector3 size , RL_Color color ) ; // Draw cube wires (Vector version)
RLAPI void RL_DrawSphere ( RL_Vector3 centerPos , float radius , RL_Color color ) ; // Draw sphere
RLAPI void RL_DrawSphereEx ( RL_Vector3 centerPos , float radius , int rings , int slices , RL_Color color ) ; // Draw sphere with extended parameters
RLAPI void RL_DrawSphereWires ( RL_Vector3 centerPos , float radius , int rings , int slices , RL_Color color ) ; // Draw sphere wires
RLAPI void RL_DrawCylinder ( RL_Vector3 position , float radiusTop , float radiusBottom , float height , int slices , RL_Color color ) ; // Draw a cylinder/cone
RLAPI void RL_DrawCylinderEx ( RL_Vector3 startPos , RL_Vector3 endPos , float startRadius , float endRadius , int sides , RL_Color color ) ; // Draw a cylinder with base at startPos and top at endPos
RLAPI void RL_DrawCylinderWires ( RL_Vector3 position , float radiusTop , float radiusBottom , float height , int slices , RL_Color color ) ; // Draw a cylinder/cone wires
RLAPI void RL_DrawCylinderWiresEx ( RL_Vector3 startPos , RL_Vector3 endPos , float startRadius , float endRadius , int sides , RL_Color color ) ; // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void RL_DrawCapsule ( RL_Vector3 startPos , RL_Vector3 endPos , float radius , int slices , int rings , RL_Color color ) ; // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void RL_DrawCapsuleWires ( RL_Vector3 startPos , RL_Vector3 endPos , float radius , int slices , int rings , RL_Color color ) ; // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void RL_DrawPlane ( RL_Vector3 centerPos , RL_Vector2 size , RL_Color color ) ; // Draw a plane XZ
RLAPI void RL_DrawRay ( RL_Ray ray , RL_Color color ) ; // Draw a ray line
RLAPI void RL_DrawGrid ( int slices , float spacing ) ; // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// RL_Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// RL_Model management functions
RLAPI RL_Model RL_LoadModel ( const char * fileName ) ; // Load model from files (meshes and materials)
RLAPI RL_Model RL_LoadModelFromMesh ( RL_Mesh mesh ) ; // Load model from generated mesh (default material)
RLAPI bool RL_IsModelReady ( RL_Model model ) ; // Check if a model is ready
RLAPI void RL_UnloadModel ( RL_Model model ) ; // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI RL_BoundingBox RL_GetModelBoundingBox ( RL_Model model ) ; // Compute model bounding box limits (considers all meshes)
// RL_Model drawing functions
RLAPI void RL_DrawModel ( RL_Model model , RL_Vector3 position , float scale , RL_Color tint ) ; // Draw a model (with texture if set)
RLAPI void RL_DrawModelEx ( RL_Model model , RL_Vector3 position , RL_Vector3 rotationAxis , float rotationAngle , RL_Vector3 scale , RL_Color tint ) ; // Draw a model with extended parameters
RLAPI void RL_DrawModelWires ( RL_Model model , RL_Vector3 position , float scale , RL_Color tint ) ; // Draw a model wires (with texture if set)
RLAPI void RL_DrawModelWiresEx ( RL_Model model , RL_Vector3 position , RL_Vector3 rotationAxis , float rotationAngle , RL_Vector3 scale , RL_Color tint ) ; // Draw a model wires (with texture if set) with extended parameters
RLAPI void RL_DrawBoundingBox ( RL_BoundingBox box , RL_Color color ) ; // Draw bounding box (wires)
RLAPI void RL_DrawBillboard ( RL_Camera camera , RL_Texture2D texture , RL_Vector3 position , float size , RL_Color tint ) ; // Draw a billboard texture
RLAPI void RL_DrawBillboardRec ( RL_Camera camera , RL_Texture2D texture , RL_Rectangle source , RL_Vector3 position , RL_Vector2 size , RL_Color tint ) ; // Draw a billboard texture defined by source
RLAPI void RL_DrawBillboardPro ( RL_Camera camera , RL_Texture2D texture , RL_Rectangle source , RL_Vector3 position , RL_Vector3 up , RL_Vector2 size , RL_Vector2 origin , float rotation , RL_Color tint ) ; // Draw a billboard texture defined by source and rotation
// RL_Mesh management functions
RLAPI void RL_UploadMesh ( RL_Mesh * mesh , bool dynamic ) ; // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void RL_UpdateMeshBuffer ( RL_Mesh mesh , int index , const void * data , int dataSize , int offset ) ; // Update mesh vertex data in GPU for a specific buffer index
RLAPI void RL_UnloadMesh ( RL_Mesh mesh ) ; // Unload mesh data from CPU and GPU
RLAPI void RL_DrawMesh ( RL_Mesh mesh , RL_Material material , RL_Matrix transform ) ; // Draw a 3d mesh with material and transform
RLAPI void RL_DrawMeshInstanced ( RL_Mesh mesh , RL_Material material , const RL_Matrix * transforms , int instances ) ; // Draw multiple mesh instances with material and different transforms
RLAPI bool RL_ExportMesh ( RL_Mesh mesh , const char * fileName ) ; // Export mesh data to file, returns true on success
RLAPI RL_BoundingBox RL_GetMeshBoundingBox ( RL_Mesh mesh ) ; // Compute mesh bounding box limits
RLAPI void RL_GenMeshTangents ( RL_Mesh * mesh ) ; // Compute mesh tangents
// RL_Mesh generation functions
RLAPI RL_Mesh RL_GenMeshPoly ( int sides , float radius ) ; // Generate polygonal mesh
RLAPI RL_Mesh RL_GenMeshPlane ( float width , float length , int resX , int resZ ) ; // Generate plane mesh (with subdivisions)
RLAPI RL_Mesh RL_GenMeshCube ( float width , float height , float length ) ; // Generate cuboid mesh
RLAPI RL_Mesh RL_GenMeshSphere ( float radius , int rings , int slices ) ; // Generate sphere mesh (standard sphere)
RLAPI RL_Mesh RL_GenMeshHemiSphere ( float radius , int rings , int slices ) ; // Generate half-sphere mesh (no bottom cap)
RLAPI RL_Mesh RL_GenMeshCylinder ( float radius , float height , int slices ) ; // Generate cylinder mesh
RLAPI RL_Mesh RL_GenMeshCone ( float radius , float height , int slices ) ; // Generate cone/pyramid mesh
RLAPI RL_Mesh RL_GenMeshTorus ( float radius , float size , int radSeg , int sides ) ; // Generate torus mesh
RLAPI RL_Mesh RL_GenMeshKnot ( float radius , float size , int radSeg , int sides ) ; // Generate trefoil knot mesh
RLAPI RL_Mesh RL_GenMeshHeightmap ( RL_Image heightmap , RL_Vector3 size ) ; // Generate heightmap mesh from image data
RLAPI RL_Mesh RL_GenMeshCubicmap ( RL_Image cubicmap , RL_Vector3 cubeSize ) ; // Generate cubes-based map mesh from image data
// RL_Material loading/unloading functions
RLAPI RL_Material * RL_LoadMaterials ( const char * fileName , int * materialCount ) ; // Load materials from model file
RLAPI RL_Material RL_LoadMaterialDefault ( void ) ; // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool RL_IsMaterialReady ( RL_Material material ) ; // Check if a material is ready
RLAPI void RL_UnloadMaterial ( RL_Material material ) ; // Unload material from GPU memory (VRAM)
RLAPI void RL_SetMaterialTexture ( RL_Material * material , int mapType , RL_Texture2D texture ) ; // Set texture for a material map type (RL_MATERIAL_MAP_DIFFUSE, RL_MATERIAL_MAP_SPECULAR...)
RLAPI void RL_SetModelMeshMaterial ( RL_Model * model , int meshId , int materialId ) ; // Set material for a mesh
// RL_Model animations loading/unloading functions
RLAPI RL_ModelAnimation * RL_LoadModelAnimations ( const char * fileName , int * animCount ) ; // Load model animations from file
RLAPI void RL_UpdateModelAnimation ( RL_Model model , RL_ModelAnimation anim , int frame ) ; // Update model animation pose
RLAPI void RL_UnloadModelAnimation ( RL_ModelAnimation anim ) ; // Unload animation data
RLAPI void RL_UnloadModelAnimations ( RL_ModelAnimation * animations , int animCount ) ; // Unload animation array data
RLAPI bool RL_IsModelAnimationValid ( RL_Model model , RL_ModelAnimation anim ) ; // Check model animation skeleton match
// Collision detection functions
RLAPI bool RL_CheckCollisionSpheres ( RL_Vector3 center1 , float radius1 , RL_Vector3 center2 , float radius2 ) ; // Check collision between two spheres
RLAPI bool RL_CheckCollisionBoxes ( RL_BoundingBox box1 , RL_BoundingBox box2 ) ; // Check collision between two bounding boxes
RLAPI bool RL_CheckCollisionBoxSphere ( RL_BoundingBox box , RL_Vector3 center , float radius ) ; // Check collision between box and sphere
RLAPI RL_RayCollision RL_GetRayCollisionSphere ( RL_Ray ray , RL_Vector3 center , float radius ) ; // Get collision info between ray and sphere
RLAPI RL_RayCollision RL_GetRayCollisionBox ( RL_Ray ray , RL_BoundingBox box ) ; // Get collision info between ray and box
RLAPI RL_RayCollision RL_GetRayCollisionMesh ( RL_Ray ray , RL_Mesh mesh , RL_Matrix transform ) ; // Get collision info between ray and mesh
RLAPI RL_RayCollision RL_GetRayCollisionTriangle ( RL_Ray ray , RL_Vector3 p1 , RL_Vector3 p2 , RL_Vector3 p3 ) ; // Get collision info between ray and triangle
RLAPI RL_RayCollision RL_GetRayCollisionQuad ( RL_Ray ray , RL_Vector3 p1 , RL_Vector3 p2 , RL_Vector3 p3 , RL_Vector3 p4 ) ; // Get collision info between ray and quad
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
typedef void ( * AudioCallback ) ( void * bufferData , unsigned int frames ) ;
// Audio device management functions
RLAPI void RL_InitAudioDevice ( void ) ; // Initialize audio device and context
RLAPI void RL_CloseAudioDevice ( void ) ; // Close the audio device and context
RLAPI bool RL_IsAudioDeviceReady ( void ) ; // Check if audio device has been initialized successfully
RLAPI void RL_SetMasterVolume ( float volume ) ; // Set master volume (listener)
RLAPI float RL_GetMasterVolume ( void ) ; // Get master volume (listener)
// RL_Wave/RL_Sound loading/unloading functions
RLAPI RL_Wave RL_LoadWave ( const char * fileName ) ; // Load wave data from file
RLAPI RL_Wave RL_LoadWaveFromMemory ( const char * fileType , const unsigned char * fileData , int dataSize ) ; // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool RL_IsWaveReady ( RL_Wave wave ) ; // Checks if wave data is ready
RLAPI RL_Sound RL_LoadSound ( const char * fileName ) ; // Load sound from file
RLAPI RL_Sound RL_LoadSoundFromWave ( RL_Wave wave ) ; // Load sound from wave data
RLAPI RL_Sound RL_LoadSoundAlias ( RL_Sound source ) ; // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool RL_IsSoundReady ( RL_Sound sound ) ; // Checks if a sound is ready
RLAPI void RL_UpdateSound ( RL_Sound sound , const void * data , int sampleCount ) ; // Update sound buffer with new data
RLAPI void RL_UnloadWave ( RL_Wave wave ) ; // Unload wave data
RLAPI void RL_UnloadSound ( RL_Sound sound ) ; // Unload sound
RLAPI void RL_UnloadSoundAlias ( RL_Sound alias ) ; // Unload a sound alias (does not deallocate sample data)
RLAPI bool RL_ExportWave ( RL_Wave wave , const char * fileName ) ; // Export wave data to file, returns true on success
RLAPI bool RL_ExportWaveAsCode ( RL_Wave wave , const char * fileName ) ; // Export wave sample data to code (.h), returns true on success
// RL_Wave/RL_Sound management functions
RLAPI void RL_PlaySound ( RL_Sound sound ) ; // Play a sound
RLAPI void RL_StopSound ( RL_Sound sound ) ; // Stop playing a sound
RLAPI void RL_PauseSound ( RL_Sound sound ) ; // Pause a sound
RLAPI void RL_ResumeSound ( RL_Sound sound ) ; // Resume a paused sound
RLAPI bool RL_IsSoundPlaying ( RL_Sound sound ) ; // Check if a sound is currently playing
RLAPI void RL_SetSoundVolume ( RL_Sound sound , float volume ) ; // Set volume for a sound (1.0 is max level)
RLAPI void RL_SetSoundPitch ( RL_Sound sound , float pitch ) ; // Set pitch for a sound (1.0 is base level)
RLAPI void RL_SetSoundPan ( RL_Sound sound , float pan ) ; // Set pan for a sound (0.5 is center)
RLAPI RL_Wave RL_WaveCopy ( RL_Wave wave ) ; // Copy a wave to a new wave
RLAPI void RL_WaveCrop ( RL_Wave * wave , int initSample , int finalSample ) ; // Crop a wave to defined samples range
RLAPI void RL_WaveFormat ( RL_Wave * wave , int sampleRate , int sampleSize , int channels ) ; // Convert wave data to desired format
RLAPI float * RL_LoadWaveSamples ( RL_Wave wave ) ; // Load samples data from wave as a 32bit float data array
RLAPI void RL_UnloadWaveSamples ( float * samples ) ; // Unload samples data loaded with RL_LoadWaveSamples()
// RL_Music management functions
RLAPI RL_Music RL_LoadMusicStream ( const char * fileName ) ; // Load music stream from file
RLAPI RL_Music RL_LoadMusicStreamFromMemory ( const char * fileType , const unsigned char * data , int dataSize ) ; // Load music stream from data
RLAPI bool RL_IsMusicReady ( RL_Music music ) ; // Checks if a music stream is ready
RLAPI void RL_UnloadMusicStream ( RL_Music music ) ; // Unload music stream
RLAPI void RL_PlayMusicStream ( RL_Music music ) ; // Start music playing
RLAPI bool RL_IsMusicStreamPlaying ( RL_Music music ) ; // Check if music is playing
RLAPI void RL_UpdateMusicStream ( RL_Music music ) ; // Updates buffers for music streaming
RLAPI void RL_StopMusicStream ( RL_Music music ) ; // Stop music playing
RLAPI void RL_PauseMusicStream ( RL_Music music ) ; // Pause music playing
RLAPI void RL_ResumeMusicStream ( RL_Music music ) ; // Resume playing paused music
RLAPI void RL_SeekMusicStream ( RL_Music music , float position ) ; // Seek music to a position (in seconds)
RLAPI void RL_SetMusicVolume ( RL_Music music , float volume ) ; // Set volume for music (1.0 is max level)
RLAPI void RL_SetMusicPitch ( RL_Music music , float pitch ) ; // Set pitch for a music (1.0 is base level)
RLAPI void RL_SetMusicPan ( RL_Music music , float pan ) ; // Set pan for a music (0.5 is center)
RLAPI float RL_GetMusicTimeLength ( RL_Music music ) ; // Get music time length (in seconds)
RLAPI float RL_GetMusicTimePlayed ( RL_Music music ) ; // Get current music time played (in seconds)
// RL_AudioStream management functions
RLAPI RL_AudioStream RL_LoadAudioStream ( unsigned int sampleRate , unsigned int sampleSize , unsigned int channels ) ; // Load audio stream (to stream raw audio pcm data)
RLAPI bool RL_IsAudioStreamReady ( RL_AudioStream stream ) ; // Checks if an audio stream is ready
RLAPI void RL_UnloadAudioStream ( RL_AudioStream stream ) ; // Unload audio stream and free memory
RLAPI void RL_UpdateAudioStream ( RL_AudioStream stream , const void * data , int frameCount ) ; // Update audio stream buffers with data
RLAPI bool RL_IsAudioStreamProcessed ( RL_AudioStream stream ) ; // Check if any audio stream buffers requires refill
RLAPI void RL_PlayAudioStream ( RL_AudioStream stream ) ; // Play audio stream
RLAPI void RL_PauseAudioStream ( RL_AudioStream stream ) ; // Pause audio stream
RLAPI void RL_ResumeAudioStream ( RL_AudioStream stream ) ; // Resume audio stream
RLAPI bool RL_IsAudioStreamPlaying ( RL_AudioStream stream ) ; // Check if audio stream is playing
RLAPI void RL_StopAudioStream ( RL_AudioStream stream ) ; // Stop audio stream
RLAPI void RL_SetAudioStreamVolume ( RL_AudioStream stream , float volume ) ; // Set volume for audio stream (1.0 is max level)
RLAPI void RL_SetAudioStreamPitch ( RL_AudioStream stream , float pitch ) ; // Set pitch for audio stream (1.0 is base level)
RLAPI void RL_SetAudioStreamPan ( RL_AudioStream stream , float pan ) ; // Set pan for audio stream (0.5 is centered)
RLAPI void RL_SetAudioStreamBufferSizeDefault ( int size ) ; // Default size for new audio streams
RLAPI void RL_SetAudioStreamCallback ( RL_AudioStream stream , AudioCallback callback ) ; // Audio thread callback to request new data
RLAPI void RL_AttachAudioStreamProcessor ( RL_AudioStream stream , AudioCallback processor ) ; // Attach audio stream processor to stream, receives the samples as <float>s
RLAPI void RL_DetachAudioStreamProcessor ( RL_AudioStream stream , AudioCallback processor ) ; // Detach audio stream processor from stream
RLAPI void RL_AttachAudioMixedProcessor ( AudioCallback processor ) ; // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void RL_DetachAudioMixedProcessor ( AudioCallback processor ) ; // Detach audio stream processor from the entire audio pipeline
# if defined(__cplusplus)
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}
# endif
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# endif // RAYLIB_H