gencpp/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h

1663 lines
128 KiB
C

/**********************************************************************************************
*
* 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 <stdarg.h> // 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 <stdbool.h>
#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 <float>s
RLAPI void RL_DetachAudioStreamProcessor(RL_AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void RL_AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void RL_DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
#if defined(__cplusplus)
}
#endif
#endif // RAYLIB_H