/********************************************************************************************** * * raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [RLGL_] * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps * - Animated 3D models supported (skeletal bones animation) (IQM) * - Shaders support, including 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(), 1x1 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 3d shapes generation * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) * [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * * * LICENSE: zlib/libpng * * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAYLIB_H #define RAYLIB_H #include // Required for: va_list - Only used by RL_TraceLogCallback #define RAYLIB_VERSION_MAJOR 5 #define RAYLIB_VERSION_MINOR 0 #define RAYLIB_VERSION_PATCH 0 #define RAYLIB_VERSION "5.0" // Function specifiers in case library is build/used as a shared library (Windows) // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll #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 #endif #ifndef RLAPI #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef RL_PI #define RL_PI 3.14159265358979323846f #endif #ifndef RL_DEG2RAD #define RL_DEG2RAD (RL_PI/180.0f) #endif #ifndef RL_RAD2DEG #define RL_RAD2DEG (180.0f/RL_PI) #endif // Allow custom memory allocators // NOTE: Require recompiling raylib sources #ifndef RL_MALLOC #define RL_MALLOC(sz) malloc(sz) #endif #ifndef RL_CALLOC #define RL_CALLOC(n,sz) calloc(n,sz) #endif #ifndef RL_REALLOC #define RL_REALLOC(ptr,sz) realloc(ptr,sz) #endif #ifndef RL_FREE #define RL_FREE(ptr) free(ptr) #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) #if defined(__cplusplus) #define RL_CLITERAL(type) type #else #define RL_CLITERAL(type) (type) #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 #if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L) #error "C++11 or later is required. Add -std=c++11" #endif // NOTE: We set some defines with some data types declared by raylib // Other modules (raymath, RLGL_) also require some of those types, so, // to be able to use those other modules as standalone (not depending on raylib) // this defines are very useful for internal check and avoid type (re)definitions #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 // Some Basic Colors // 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) //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- // Boolean type #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) #include #elif !defined(__cplusplus) && !defined(bool) typedef enum bool { false = 0, true = !false } bool; #define RL_BOOL_TYPE #endif // 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; // Bone, skeletal animation bone 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; // Opaque structs declaration // NOTE: Actual structs are defined internally in raudio module 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; // File path list 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; //---------------------------------------------------------------------------------- // 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 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; // Trace log level // NOTE: Organized by priority level 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; // Keyboard keys (US keyboard layout) // NOTE: Use RL_GetKeyPressed() to allow redefining // required keys for alternative layouts 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; // Add backwards compatibility support for deprecated names #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 // Mouse buttons 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; // Mouse cursor 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; // Gamepad buttons 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; // Gamepad axis 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; // Pixel formats // NOTE: Support depends on OpenGL version and platform 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 // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification 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; // Cubemap layouts 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 // NOTE: Provided as bit-wise flags to enable only desired gestures 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; // N-patch layout 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; // Callbacks to hook some internal functions // WARNING: These callbacks are intended for advance users 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 //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions #endif // 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 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 s RLAPI void RL_DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline #if defined(__cplusplus) } #endif #endif // RAYLIB_H