gencpp/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h
2023-11-19 00:01:35 -05:00

1677 lines
124 KiB
C

/**********************************************************************************************
*
* raylib v5.1-dev - 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 Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and 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 Font is loaded on init_window()->LoadFontDefault() [core, text]
* - One default Texture2d is loaded on init(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
* - One default Shader is loaded on init()->load_shader_default() [rlgl] (OpenGL 3.3 or ES2)
* - One default RenderBatch is loaded on init()->load_render_batch() [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 TraceLogCallback
#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 1
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.1-dev"
// 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
#pragma message("RLAPI: _declspec(dllexport)")
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(RL_USE_LIBTYPE_SHARED)
#pragma message("RLAPI: _declspec(dllimport)")
#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
// Used for initializer nonsense on cpp.
#if __cplusplus
#define CAST(type) type
#define RL_NS(id) rl::id
#else
#define CAST(type) (type)
#define RL_NS(id) id
#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_NS(Color)){ 200, 200, 200, 255 } // Light Gray
#define RL_GRAY RL_CLITERAL(RL_NS(Color)){ 130, 130, 130, 255 } // Gray
#define RL_DARKGRAY RL_CLITERAL(RL_NS(Color)){ 80, 80, 80, 255 } // Dark Gray
#define RL_YELLOW RL_CLITERAL(RL_NS(Color)){ 253, 249, 0, 255 } // Yellow
#define RL_GOLD RL_CLITERAL(RL_NS(Color)){ 255, 203, 0, 255 } // Gold
#define RL_ORANGE RL_CLITERAL(RL_NS(Color)){ 255, 161, 0, 255 } // Orange
#define RL_PINK RL_CLITERAL(RL_NS(Color)){ 255, 109, 194, 255 } // Pink
#define RL_RED RL_CLITERAL(RL_NS(Color)){ 230, 41, 55, 255 } // Red
#define RL_MAROON RL_CLITERAL(RL_NS(Color)){ 190, 33, 55, 255 } // Maroon
#define RL_GREEN RL_CLITERAL(RL_NS(Color)){ 0, 228, 48, 255 } // Green
#define RL_LIME RL_CLITERAL(RL_NS(Color)){ 0, 158, 47, 255 } // Lime
#define RL_DARKGREEN RL_CLITERAL(RL_NS(Color)){ 0, 117, 44, 255 } // Dark Green
#define RL_SKYBLUE RL_CLITERAL(RL_NS(Color)){ 102, 191, 255, 255 } // Sky Blue
#define RL_BLUE RL_CLITERAL(RL_NS(Color)){ 0, 121, 241, 255 } // Blue
#define RL_DARKBLUE RL_CLITERAL(RL_NS(Color)){ 0, 82, 172, 255 } // Dark Blue
#define RL_PURPLE RL_CLITERAL(RL_NS(Color)){ 200, 122, 255, 255 } // Purple
#define RL_VIOLET RL_CLITERAL(RL_NS(Color)){ 135, 60, 190, 255 } // Violet
#define RL_DARKPURPLE RL_CLITERAL(RL_NS(Color)){ 112, 31, 126, 255 } // Dark Purple
#define RL_BEIGE RL_CLITERAL(RL_NS(Color)){ 211, 176, 131, 255 } // Beige
#define RL_BROWN RL_CLITERAL(RL_NS(Color)){ 127, 106, 79, 255 } // Brown
#define RL_DARKBROWN RL_CLITERAL(RL_NS(Color)){ 76, 63, 47, 255 } // Dark Brown
#define RL_WHITE RL_CLITERAL(RL_NS(Color)){ 255, 255, 255, 255 } // White
#define RL_BLACK RL_CLITERAL(RL_NS(Color)){ 0, 0, 0, 255 } // Black
#define RL_BLANK RL_CLITERAL(RL_NS(Color)){ 0, 0, 0, 0 } // Blank (Transparent)
#define RL_MAGENTA RL_CLITERAL(RL_NS(Color)){ 255, 0, 255, 255 } // Magenta
#define RL_RAYWHITE RL_CLITERAL(RL_NS(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
#include "config.h"
RL_NS_BEGIN
// Vector2, 2 components
typedef struct Vector2 {
float x; // Vector x component
float y; // Vector y component
} Vector2;
// Vector3, 3 components
typedef struct Vector3 {
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
} Vector3;
// Vector4, 4 components
typedef struct Vector4 {
float x; // Vector x component
float y; // Vector y component
float z; // Vector z component
float w; // Vector w component
} Vector4;
// Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion;
// Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
// Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color {
unsigned char r; // Color red value
unsigned char g; // Color green value
unsigned char b; // Color blue value
unsigned char a; // Color alpha value
} Color;
// Rectangle, 4 components
typedef struct Rectangle {
float x; // Rectangle top-left corner position x
float y; // Rectangle top-left corner position y
float width; // Rectangle width
float height; // Rectangle height
} Rectangle;
// Image, pixel data stored in CPU memory (RAM)
typedef struct Image {
void *data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Image;
// Texture, tex data stored in GPU memory (VRAM)
typedef struct Texture {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat type)
} Texture;
// Texture2d, same as Texture
typedef Texture Texture2d;
// Texture_Cubemap, same as Texture
typedef Texture Texture_Cubemap;
// Render_Texture, fbo for texture rendering
typedef struct Render_Texture {
unsigned int id; // OpenGL framebuffer object id
Texture texture; // Color buffer attachment texture
Texture depth; // Depth buffer attachment texture
} Render_Texture;
// Render_Texture2D, same as Render_Texture
typedef Render_Texture Render_Texture2D;
// N_Patch_Info, n-patch layout info
typedef struct N_Patch_Info {
Rectangle source; // 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
} N_Patch_Info;
// Glyph_Info, font characters glyphs info
typedef struct Glyph_Info {
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
Image image; // Character image data
} Glyph_Info;
// Font, font texture and Glyph_Info array data
typedef struct Font {
int baseSize; // Base size (default chars height)
int glyphCount; // Number of glyph characters
int glyphPadding; // Padding around the glyph characters
Texture2d texture; // Texture atlas containing the glyphs
Rectangle *recs; // Rectangles in texture for the glyphs
Glyph_Info *glyphs; // Glyphs info data
} Font;
// Camera, defines position/orientation in 3d space
typedef struct Camera3D {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera2D, defines position/orientation in 2d space
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Mesh, vertex data and vao/vbo
typedef struct 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)
} Mesh;
// Shader
typedef struct Shader {
unsigned int id; // Shader program id
int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
} Shader;
// Material_Map
typedef struct Material_Map {
Texture2d texture; // Material map texture
Color color; // Material map color
float value; // Material map value
} Material_Map;
// Material, includes shader and maps
typedef struct Material {
Shader shader; // Material shader
Material_Map *maps; // Material maps array (RL_MAX_MATERIAL_MAPS)
float params[4]; // Material generic parameters (if required)
} Material;
// Transform, vertex transformation data
typedef struct Transform {
Vector3 translation; // Translation
Quaternion rotation; // Rotation
Vector3 scale; // Scale
} Transform;
// Bone, skeletal animation bone
typedef struct Bone_Info {
char name[32]; // Bone name
int parent; // Bone parent
} Bone_Info;
// Model, meshes, materials and animation data
typedef struct Model {
Matrix transform; // Local transform matrix
int meshCount; // Number of meshes
int materialCount; // Number of materials
Mesh *meshes; // Meshes array
Material *materials; // Materials array
int *meshMaterial; // Mesh material number
// Animation data
int boneCount; // Number of bones
Bone_Info *bones; // Bones information (skeleton)
Transform *bindPose; // Bones base transformation (pose)
} Model;
// Model_Animation
typedef struct Model_Animation {
int boneCount; // Number of bones
int frameCount; // Number of animation frames
Bone_Info *bones; // Bones information (skeleton)
Transform **framePoses; // Poses array by frame
char name[32]; // Animation name
} Model_Animation;
// Ray, ray for raycasting
typedef struct Ray {
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
} Ray;
// Ray_Collision, ray hit information
typedef struct Ray_Collision {
bool hit; // Did the ray hit something?
float distance; // Distance to the nearest hit
Vector3 point; // Point of the nearest hit
Vector3 normal; // Surface normal of hit
} Ray_Collision;
// Bounding_box
typedef struct Bounding_box {
Vector3 min; // Minimum vertex box-corner
Vector3 max; // Maximum vertex box-corner
} Bounding_box;
// Wave, audio wave data
typedef struct 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
} Wave;
// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
typedef struct Audio_Buffer Audio_Buffer;
typedef struct Audio_Processor Audio_Processor;
// Audio_Stream, custom audio stream
typedef struct Audio_Stream {
Audio_Buffer *buffer; // Pointer to internal data used by the audio system
Audio_Processor *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, ...)
} Audio_Stream;
// Sound
typedef struct Sound {
Audio_Stream stream; // Audio stream
unsigned int frameCount; // Total number of frames (considering channels)
} Sound;
// Music, audio stream, anything longer than ~10 seconds should be streamed
typedef struct Music {
Audio_Stream stream; // Audio stream
unsigned int frameCount; // Total number of frames (considering channels)
bool looping; // Music looping enable
int ctxType; // Type of music context (audio filetype)
void *ctxData; // Audio context data, depends on type
} Music;
// VR_Device_Info, Head-Mounted-Display device parameters
typedef struct VR_Device_Info {
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
} VR_Device_Info;
// VR_Stereo_Config, VR stereo rendering configuration for simulator
typedef struct VR_Stereo_Config {
Matrix projection[2]; // VR projection matrices (per eye)
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
} VR_Stereo_Config;
// File path list
typedef struct File_Path_List {
unsigned int capacity; // Filepaths max entries
unsigned int count; // Filepaths entries count
char **paths; // Filepaths entries
} File_Path_List;
// Automation event
typedef struct Automation_Event {
unsigned int frame; // Event frame
unsigned int type; // Event type (AutomationEventType)
int params[4]; // Event parameters (if required)
} Automation_Event;
// Automation event list
typedef struct Automation_Event_List {
unsigned int capacity; // Events max entries (RL_MAX_AUTOMATION_EVENTS)
unsigned int count; // Events entries count
Automation_Event *events; // Events entries
} Automation_Event_List;
//----------------------------------------------------------------------------------
// 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 {
FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} ConfigFlags;
// Trace log level
// NOTE: Organized by priority level
typedef enum {
LOG_ALL = 0, // Display all logs
LOG_TRACE, // Trace logging, intended for internal use only
LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO, // Info logging, used for program execution info
LOG_WARNING, // Warning logging, used on recoverable failures
LOG_ERROR, // Error logging, used on unrecoverable failures
LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE // Disable logging
} TraceLogLevel;
// Keyboard keys (US keyboard layout)
// NOTE: Use get_key_pressed() to allow redefining
// required keys for alternative layouts
typedef enum {
KEY_NULL = 0, // Key: NULL, used for no key pressed
// Alphanumeric keys
KEY_APOSTROPHE = 39, // Key: '
KEY_COMMA = 44, // Key: ,
KEY_MINUS = 45, // Key: -
KEY_PERIOD = 46, // Key: .
KEY_SLASH = 47, // Key: /
KEY_ZERO = 48, // Key: 0
KEY_ONE = 49, // Key: 1
KEY_TWO = 50, // Key: 2
KEY_THREE = 51, // Key: 3
KEY_FOUR = 52, // Key: 4
KEY_FIVE = 53, // Key: 5
KEY_SIX = 54, // Key: 6
KEY_SEVEN = 55, // Key: 7
KEY_EIGHT = 56, // Key: 8
KEY_NINE = 57, // Key: 9
KEY_SEMICOLON = 59, // Key: ;
KEY_EQUAL = 61, // Key: =
KEY_A = 65, // Key: A | a
KEY_B = 66, // Key: B | b
KEY_C = 67, // Key: C | c
KEY_D = 68, // Key: D | d
KEY_E = 69, // Key: E | e
KEY_F = 70, // Key: F | f
KEY_G = 71, // Key: G | g
KEY_H = 72, // Key: H | h
KEY_I = 73, // Key: I | i
KEY_J = 74, // Key: J | j
KEY_K = 75, // Key: K | k
KEY_L = 76, // Key: L | l
KEY_M = 77, // Key: M | m
KEY_N = 78, // Key: N | n
KEY_O = 79, // Key: O | o
KEY_P = 80, // Key: P | p
KEY_Q = 81, // Key: Q | q
KEY_R = 82, // Key: R | r
KEY_S = 83, // Key: S | s
KEY_T = 84, // Key: T | t
KEY_U = 85, // Key: U | u
KEY_V = 86, // Key: V | v
KEY_W = 87, // Key: W | w
KEY_X = 88, // Key: X | x
KEY_Y = 89, // Key: Y | y
KEY_Z = 90, // Key: Z | z
KEY_LEFT_BRACKET = 91, // Key: [
KEY_BACKSLASH = 92, // Key: '\'
KEY_RIGHT_BRACKET = 93, // Key: ]
KEY_GRAVE = 96, // Key: `
// Function keys
KEY_SPACE = 32, // Key: Space
KEY_ESCAPE = 256, // Key: Esc
KEY_ENTER = 257, // Key: Enter
KEY_TAB = 258, // Key: Tab
KEY_BACKSPACE = 259, // Key: Backspace
KEY_INSERT = 260, // Key: Ins
KEY_DELETE = 261, // Key: Del
KEY_RIGHT = 262, // Key: Cursor right
KEY_LEFT = 263, // Key: Cursor left
KEY_DOWN = 264, // Key: Cursor down
KEY_UP = 265, // Key: Cursor up
KEY_PAGE_UP = 266, // Key: Page up
KEY_PAGE_DOWN = 267, // Key: Page down
KEY_HOME = 268, // Key: Home
KEY_END = 269, // Key: End
KEY_CAPS_LOCK = 280, // Key: Caps lock
KEY_SCROLL_LOCK = 281, // Key: Scroll down
KEY_NUM_LOCK = 282, // Key: Num lock
KEY_PRINT_SCREEN = 283, // Key: Print screen
KEY_PAUSE = 284, // Key: Pause
KEY_F1 = 290, // Key: F1
KEY_F2 = 291, // Key: F2
KEY_F3 = 292, // Key: F3
KEY_F4 = 293, // Key: F4
KEY_F5 = 294, // Key: F5
KEY_F6 = 295, // Key: F6
KEY_F7 = 296, // Key: F7
KEY_F8 = 297, // Key: F8
KEY_F9 = 298, // Key: F9
KEY_F10 = 299, // Key: F10
KEY_F11 = 300, // Key: F11
KEY_F12 = 301, // Key: F12
KEY_LEFT_SHIFT = 340, // Key: Shift left
KEY_LEFT_CONTROL = 341, // Key: Control left
KEY_LEFT_ALT = 342, // Key: Alt left
KEY_LEFT_SUPER = 343, // Key: Super left
KEY_RIGHT_SHIFT = 344, // Key: Shift right
KEY_RIGHT_CONTROL = 345, // Key: Control right
KEY_RIGHT_ALT = 346, // Key: Alt right
KEY_RIGHT_SUPER = 347, // Key: Super right
KEY_KB_MENU = 348, // Key: KB menu
// Keypad keys
KEY_KP_0 = 320, // Key: Keypad 0
KEY_KP_1 = 321, // Key: Keypad 1
KEY_KP_2 = 322, // Key: Keypad 2
KEY_KP_3 = 323, // Key: Keypad 3
KEY_KP_4 = 324, // Key: Keypad 4
KEY_KP_5 = 325, // Key: Keypad 5
KEY_KP_6 = 326, // Key: Keypad 6
KEY_KP_7 = 327, // Key: Keypad 7
KEY_KP_8 = 328, // Key: Keypad 8
KEY_KP_9 = 329, // Key: Keypad 9
KEY_KP_DECIMAL = 330, // Key: Keypad .
KEY_KP_DIVIDE = 331, // Key: Keypad /
KEY_KP_MULTIPLY = 332, // Key: Keypad *
KEY_KP_SUBTRACT = 333, // Key: Keypad -
KEY_KP_ADD = 334, // Key: Keypad +
KEY_KP_ENTER = 335, // Key: Keypad Enter
KEY_KP_EQUAL = 336, // Key: Keypad =
// Android key buttons
KEY_BACK = 4, // Key: Android back button
KEY_MENU = 82, // Key: Android menu button
KEY_VOLUME_UP = 24, // Key: Android volume up button
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
} KeyboardKey;
// Add backwards compatibility support for deprecated names
#define MOUSE_LEFT_BUTTON RL_NS(MOUSE_BUTTON_LEFT)
#define MOUSE_RIGHT_BUTTON RL_NS(MOUSE_BUTTON_RIGHT)
#define MOUSE_MIDDLE_BUTTON RL_NS(MOUSE_BUTTON_MIDDLE)
// Mouse buttons
typedef enum {
MOUSE_BUTTON_LEFT = 0, // Mouse button left
MOUSE_BUTTON_RIGHT = 1, // Mouse button right
MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
} MouseButton;
// Mouse cursor
typedef enum {
MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
MOUSE_CURSOR_ARROW = 1, // Arrow shape
MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} MouseCursor;
// Gamepad buttons
typedef enum {
GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
} GamepadButton;
// Gamepad axis
typedef enum {
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
} GamepadAxis;
// Material map index
typedef enum {
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL, // Normal material
MATERIAL_MAP_ROUGHNESS, // Roughness material
MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
MATERIAL_MAP_EMISSION, // Emission material
MATERIAL_MAP_HEIGHT, // Heightmap material
MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDF // Brdf material
} MaterialMapIndex;
#define MATERIAL_MAP_DIFFUSE RL_NS(MATERIAL_MAP_ALBEDO)
#define MATERIAL_MAP_SPECULAR RL_NS(MATERIAL_MAP_METALNESS)
// Shader location index
typedef enum {
SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE RL_NS(SHADER_LOC_MAP_ALBEDO)
#define SHADER_LOC_MAP_SPECULAR RL_NS(SHADER_LOC_MAP_METALNESS)
// Shader uniform data type
typedef enum {
SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT, // Shader uniform type: int
SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} ShaderUniformDataType;
// Shader attribute data types
typedef enum {
SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} ShaderAttributeDataType;
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat;
// 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 {
TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR, // Linear filtering
TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilter;
// Texture parameters: wrap mode
typedef enum {
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrap;
// Cubemap layouts
typedef enum {
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
} CubemapLayout;
// Font type, defines generation method
typedef enum {
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
} FontType;
// Color blending modes (pre-defined)
typedef enum {
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
BLEND_CUSTOM, // Blend textures using custom src/dst factors (use set_blend_factors())
BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use set_blend_factors_separate())
} BlendMode;
// Gesture
// NOTE: Provided as bit-wise flags to enable only desired gestures
typedef enum {
GESTURE_NONE = 0, // No gesture
GESTURE_TAP = 1, // Tap gesture
GESTURE_DOUBLETAP = 2, // Double tap gesture
GESTURE_HOLD = 4, // Hold gesture
GESTURE_DRAG = 8, // Drag gesture
GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
GESTURE_SWIPE_UP = 64, // Swipe up gesture
GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
GESTURE_PINCH_IN = 256, // Pinch in gesture
GESTURE_PINCH_OUT = 512 // Pinch out gesture
} Gesture;
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0, // Custom camera
CAMERA_FREE, // Free camera
CAMERA_ORBITAL, // Orbital camera
CAMERA_FIRST_PERSON, // First person camera
CAMERA_THIRD_PERSON // Third person camera
} CameraMode;
// Camera projection
typedef enum {
CAMERA_PERSPECTIVE = 0, // Perspective projection
CAMERA_ORTHOGRAPHIC // Orthographic projection
} CameraProjection;
// N-patch layout
typedef enum {
NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchLayout;
// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advance users
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
RL_EXTERN_C_BEGIN
// Window-related functions
RLAPI void init_window(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI void close_window(void); // Close window and unload OpenGL context
RLAPI bool window_should_close(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool is_window_ready(void); // Check if window has been initialized successfully
RLAPI bool is_window_fullscreen(void); // Check if window is currently fullscreen
RLAPI bool is_window_hidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool is_window_minimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool is_window_maximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool is_window_focused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool is_window_resized(void); // Check if window has been resized last frame
RLAPI bool is_window_state(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void set_window_state(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void clear_window_state(unsigned int flags); // Clear window configuration state flags
RLAPI void toggle_fullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void toggle_borderless_windowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void maximize_window(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void minimize_window(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void restore_window(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void set_window_icon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void set_window_icons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void set_window_title(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void set_window_position(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void set_window_monitor(int monitor); // Set monitor for the current window
RLAPI void set_window_min_size(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void set_window_max_size(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void set_window_size(int width, int height); // Set window dimensions
RLAPI void set_window_opacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
RLAPI void set_window_focused(void); // Set window focused (only PLATFORM_DESKTOP)
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int get_screen_width(void); // Get current screen width
RLAPI int get_screen_height(void); // Get current screen height
RLAPI int get_render_width(void); // Get current render width (it considers HiDPI)
RLAPI int get_render_height(void); // Get current render height (it considers HiDPI)
RLAPI int get_monitor_count(void); // Get number of connected monitors
RLAPI int get_current_monitor(void); // Get current connected monitor
RLAPI Vector2 get_monitor_position(int monitor); // Get specified monitor position
RLAPI int get_monitor_width(int monitor); // Get specified monitor width (current video mode used by monitor)
RLAPI int get_monitor_height(int monitor); // Get specified monitor height (current video mode used by monitor)
RLAPI int get_monitor_physical_width(int monitor); // Get specified monitor physical width in millimetres
RLAPI int get_monitor_physical_height(int monitor); // Get specified monitor physical height in millimetres
RLAPI int get_monitor_refresh_rate(int monitor); // Get specified monitor refresh rate
RLAPI Vector2 get_window_position(void); // Get window position XY on monitor
RLAPI Vector2 get_window_scale_dpi(void); // Get window scale DPI factor
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void set_clipboard_text(const char *text); // Set clipboard text content
RLAPI const char *GetClipboardText(void); // Get clipboard text content
RLAPI void enable_event_waiting(void); // Enable waiting for events on end_drawing(), no automatic event polling
RLAPI void disable_event_waiting(void); // Disable waiting for events on end_drawing(), automatic events polling
// Cursor-related functions
RLAPI void show_cursor(void); // Shows cursor
RLAPI void hide_cursor(void); // Hides cursor
RLAPI bool is_cursor_hidden(void); // Check if cursor is not visible
RLAPI void enable_cursor(void); // Enables cursor (unlock cursor)
RLAPI void disable_cursor(void); // Disables cursor (lock cursor)
RLAPI bool is_cursor_on_screen(void); // Check if cursor is on the screen
// Drawing-related functions
RLAPI void clear_background(Color color); // Set background color (framebuffer clear color)
RLAPI void begin_drawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void end_drawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void begin_mode2d(Camera2D camera); // Begin 2D mode with custom camera (2D)
RLAPI void end_mode2_d(void); // Ends 2D mode with custom camera
RLAPI void begin_mode3d(Camera3D camera); // Begin 3D mode with custom camera (3D)
RLAPI void end_mode3d(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void begin_texture_mode(Render_Texture2D target); // Begin drawing to render texture
RLAPI void end_texture_mode(void); // Ends drawing to render texture
RLAPI void begin_shader_mode(Shader shader); // Begin custom shader drawing
RLAPI void end_shader_mode(void); // End custom shader drawing (use default shader)
RLAPI void begin_blend_mode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
RLAPI void end_blend_mode(void); // End blending mode (reset to default: alpha blending)
RLAPI void begin_scissor_mode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void end_scissor_mode(void); // End scissor mode
RLAPI void begin_vr_stereo_mode(VR_Stereo_Config config); // Begin stereo rendering (requires VR simulator)
RLAPI void end_vr_stereo_mode(void); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI VR_Stereo_Config load_vr_stereo_config(VR_Device_Info device); // Load VR stereo config for VR simulator device parameters
RLAPI void unload_vr_stereo_config(VR_Stereo_Config config); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader load_shader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader load_shader_from_memory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool is_shader_ready(Shader shader); // Check if a shader is ready
RLAPI int get_shader_location(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int get_shader_location_attrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void set_shader_value(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void set_shader_value_v(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void set_shader_value_matrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void set_shader_value_texture(Shader shader, int locIndex, Texture2d texture); // Set shader uniform value for texture (sampler2d)
RLAPI void unload_shader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray get_mouse_ray(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
RLAPI Matrix get_camera_matrix(Camera camera); // Get camera transform matrix (view matrix)
RLAPI Matrix get_camera_matrix2d(Camera2D camera); // Get camera 2d transform matrix
RLAPI Vector2 get_world_to_screen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
RLAPI Vector2 get_screen_to_world2d(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
RLAPI Vector2 get_world_to_screen_ex(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
RLAPI Vector2 get_world_to_screen2d(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
// Timing-related functions
RLAPI void set_target_fps(int fps); // Set target FPS (maximum)
RLAPI float get_frame_time(void); // Get time in seconds for last frame drawn (delta time)
RLAPI double get_time(void); // Get elapsed time in seconds since init_window()
RLAPI int get_fps(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 end_drawing() does this job: draws everything + swap_screen_buffer() + manage frame timing + poll_input_events()
// To avoid that behaviour and control frame processes manually, enable in config.h: RL_SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void swap_screen_buffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void poll_input_events(void); // Register all input events
RLAPI void wait_time(double seconds); // Wait for some time (halt program execution)
// Random values generation functions
RLAPI void set_random_seed(unsigned int seed); // Set the seed for the random number generator
RLAPI int get_random_value(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 unload_random_sequence(int *sequence); // Unload random values sequence
// Misc. functions
RLAPI void take_screenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void set_config_flags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void open_url(const char *url); // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
RLAPI void trace_log(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void set_trace_log_level(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
RLAPI void mem_free(void *ptr); // Internal memory free
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void set_trace_log_callback(TraceLogCallback callback); // Set custom trace log
RLAPI void set_load_file_data_callback(LoadFileDataCallback callback); // Set custom file binary data loader
RLAPI void set_save_file_data_callback(SaveFileDataCallback callback); // Set custom file binary data saver
RLAPI void set_load_file_text_callback(LoadFileTextCallback callback); // Set custom file text data loader
RLAPI void set_save_file_text_callback(SaveFileTextCallback callback); // Set custom file text data saver
// Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
RLAPI void unload_file_data(unsigned char *data); // Unload file data allocated by LoadFileData()
RLAPI bool save_file_data(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
RLAPI bool export_data_as_code(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void unload_file_text(char *text); // Unload file text data allocated by LoadFileText()
RLAPI bool save_file_text(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 file_exists(const char *fileName); // Check if file exists
RLAPI bool directory_exists(const char *dirPath); // Check if a directory path exists
RLAPI bool is_file_extension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
RLAPI int get_file_length(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
RLAPI bool change_directory(const char *dir); // Change working directory, return true on success
RLAPI bool is_path_file(const char *path); // Check if a given path is a file or a directory
RLAPI File_Path_List load_directory_files(const char *dirPath); // Load directory filepaths
RLAPI File_Path_List load_directory_files_ex(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
RLAPI void unload_directory_files(File_Path_List files); // Unload filepaths
RLAPI bool is_file_dropped(void); // Check if a file has been dropped into window
RLAPI File_Path_List load_dropped_files(void); // Load dropped filepaths
RLAPI void unload_dropped_files(File_Path_List files); // Unload dropped filepaths
RLAPI long get_file_mod_time(const char *fileName); // Get file modification time (last write time)
// Compression/Encoding functionality
RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be mem_free()
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be mem_free()
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be mem_free()
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be mem_free()
// Automation events functionality
RLAPI Automation_Event_List load_automation_event_list(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = RL_MAX_AUTOMATION_EVENTS
RLAPI void unload_automation_event_list(Automation_Event_List *list); // Unload automation events list from file
RLAPI bool export_automation_event_list(Automation_Event_List list, const char *fileName); // Export automation events list as text file
RLAPI void set_automation_event_list(Automation_Event_List *list); // Set automation event list to record to
RLAPI void set_automation_event_base_frame(int frame); // Set automation event internal base frame to start recording
RLAPI void start_automation_event_recording(void); // Start recording automation events (Automation_Event_List must be set)
RLAPI void stop_automation_event_recording(void); // Stop recording automation events
RLAPI void play_automation_event(Automation_Event event); // Play a recorded automation event
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool is_key_pressed(int key); // Check if a key has been pressed once
RLAPI bool is_key_pressed_repeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool is_key_down(int key); // Check if a key is being pressed
RLAPI bool is_key_released(int key); // Check if a key has been released once
RLAPI bool is_key_up(int key); // Check if a key is NOT being pressed
RLAPI int get_key_pressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int get_char_pressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI void set_exit_key(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
RLAPI bool is_gamepad_available(int gamepad); // Check if a gamepad is available
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
RLAPI bool is_gamepad_button_pressed(int gamepad, int button); // Check if a gamepad button has been pressed once
RLAPI bool is_gamepad_button_down(int gamepad, int button); // Check if a gamepad button is being pressed
RLAPI bool is_gamepad_button_released(int gamepad, int button); // Check if a gamepad button has been released once
RLAPI bool is_gamepad_button_up(int gamepad, int button); // Check if a gamepad button is NOT being pressed
RLAPI int get_gamepad_button_pressed(void); // Get the last gamepad button pressed
RLAPI int get_gamepad_axis_count(int gamepad); // Get gamepad axis count for a gamepad
RLAPI float get_gamepad_axis_movement(int gamepad, int axis); // Get axis movement value for a gamepad axis
RLAPI int set_gamepad_mappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool is_mouse_button_pressed(int button); // Check if a mouse button has been pressed once
RLAPI bool is_mouse_button_down(int button); // Check if a mouse button is being pressed
RLAPI bool is_mouse_button_released(int button); // Check if a mouse button has been released once
RLAPI bool is_mouse_button_up(int button); // Check if a mouse button is NOT being pressed
RLAPI int get_mouse_x(void); // Get mouse position X
RLAPI int get_mouse_y(void); // Get mouse position Y
RLAPI Vector2 get_mouse_position(void); // Get mouse position XY
RLAPI Vector2 get_mouse_delta(void); // Get mouse delta between frames
RLAPI void set_mouse_position(int x, int y); // Set mouse position XY
RLAPI void set_mouse_offset(int offsetX, int offsetY); // Set mouse offset
RLAPI void set_mouse_scale(float scaleX, float scaleY); // Set mouse scaling
RLAPI float get_mouse_wheel_move(void); // Get mouse wheel movement for X or Y, whichever is larger
RLAPI Vector2 get_mouse_wheel_move_v(void); // Get mouse wheel movement for both X and Y
RLAPI void set_mouse_cursor(int cursor); // Set mouse cursor
// Input-related functions: touch
RLAPI int get_touch_x(void); // Get touch position X for touch point 0 (relative to screen size)
RLAPI int get_touch_y(void); // Get touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 get_touch_position(int index); // Get touch position XY for a touch point index (relative to screen size)
RLAPI int get_touch_point_id(int index); // Get touch point identifier for given index
RLAPI int get_touch_point_count(void); // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
RLAPI void set_gestures_enabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool is_gesture_detected(unsigned int gesture); // Check if a gesture have been detected
RLAPI int get_gesture_detected(void); // Get latest detected gesture
RLAPI float get_gesture_hold_duration(void); // Get gesture hold time in milliseconds
RLAPI Vector2 get_gesture_drag_vector(void); // Get gesture drag vector
RLAPI float get_gesture_drag_angle(void); // Get gesture drag angle
RLAPI Vector2 get_gesture_pinch_vector(void); // Get gesture pinch delta
RLAPI float get_gesture_pinch_angle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
RLAPI void update_camera(Camera *camera, int mode); // Update camera position for selected mode
RLAPI void update_camera_pro(Camera *camera, Vector3 movement, 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 set_shapes_texture(Texture2d texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void draw_pixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void draw_pixel_v(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void draw_line(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void draw_line_v(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void draw_line_ex(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
RLAPI void draw_line_strip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
RLAPI void draw_line_bezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
RLAPI void draw_circle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void draw_circle_sector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void draw_circle_sector_lines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void draw_circle_gradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void draw_circle_v(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void draw_circle_lines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void draw_circle_lines_v(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
RLAPI void draw_ellipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void draw_ellipse_lines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void draw_ring(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void draw_ring_lines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void draw_rectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void draw_rectangle_v(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void draw_rectangle_rec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void draw_rectangle_pro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void draw_rectangle_gradient_v(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void draw_rectangle_gradient_h(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void draw_rectangle_gradient_ex(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void draw_rectangle_lines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void draw_rectangle_lines_ex(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void draw_rectangle_rounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
RLAPI void draw_rectangle_rounded_lines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void draw_triangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void draw_triangle_lines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void draw_triangle_fan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void draw_triangle_strip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void draw_poly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void draw_poly_lines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void draw_poly_lines_ex(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
RLAPI void draw_spline_linear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
RLAPI void draw_spline_basis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
RLAPI void draw_spline_catmull_rom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void draw_spline_bezier_quadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void draw_spline_bezier_cubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void draw_spline_segment_linear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
RLAPI void draw_spline_segment_basis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
RLAPI void draw_spline_segment_catmull_rom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
RLAPI void draw_spline_segment_bezier_quadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
RLAPI void draw_spline_segment_bezier_cubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, 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 Vector2 get_spline_point_linear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
RLAPI Vector2 get_spline_point_basis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
RLAPI Vector2 get_spline_point_catmull_rom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
RLAPI Vector2 get_spline_point_bezier_quad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
RLAPI Vector2 get_spline_point_bezier_cubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
RLAPI bool check_collision_recs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool check_collision_circles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool check_collision_circle_rec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool check_collision_point_rec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool check_collision_point_circle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool check_collision_point_triangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool check_collision_point_poly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool check_collision_lines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool check_collision_point_line(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle get_collision_rec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image loading functions
// NOTE: These functions do not require GPU access
RLAPI Image load_image(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image load_image_raw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image load_image_svg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
RLAPI Image load_image_anim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image load_image_from_memory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image load_image_from_texture(Texture2d texture); // Load image from GPU texture data
RLAPI Image load_image_from_screen(void); // Load image from screen buffer and (screenshot)
RLAPI bool is_image_ready(Image image); // Check if an image is ready
RLAPI void unload_image(Image image); // Unload image from CPU memory (RAM)
RLAPI bool export_image(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
RLAPI bool export_image_as_code(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
RLAPI Image gen_image_color(int width, int height, Color color); // Generate image: plain color
RLAPI Image gen_image_gradient_linear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
RLAPI Image gen_image_gradient_radial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image gen_image_gradient_square(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
RLAPI Image gen_image_checked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image gen_image_white_noise(int width, int height, float factor); // Generate image: white noise
RLAPI Image gen_image_perlin_noise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image gen_image_cellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI Image gen_image_text(int width, int height, const char *text); // Generate image: grayscale image from text data
// Image manipulation functions
RLAPI Image image_copy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image image_from_image(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image image_text(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image image_text_ex(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void image_format(Image *image, int newFormat); // Convert image data to desired format
RLAPI void image_to_pot(Image *image, Color fill); // Convert image to POT (power-of-two)
RLAPI void image_crop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
RLAPI void image_alpha_crop(Image *image, float threshold); // Crop image depending on alpha value
RLAPI void image_alpha_clear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void image_alpha_mask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void image_alpha_premultiply(Image *image); // Premultiply alpha channel
RLAPI void image_blur_gaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel
RLAPI void image_resize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void image_resize_nn(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void image_resize_canvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
RLAPI void image_mipmaps(Image *image); // Compute all mipmap levels for a provided image
RLAPI void image_dither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void image_flip_vertical(Image *image); // Flip image vertically
RLAPI void image_flip_horizontal(Image *image); // Flip image horizontally
RLAPI void image_rotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
RLAPI void image_rotate_cw(Image *image); // Rotate image clockwise 90deg
RLAPI void image_rotate_ccw(Image *image); // Rotate image counter-clockwise 90deg
RLAPI void image_color_tint(Image *image, Color color); // Modify image color: tint
RLAPI void image_color_invert(Image *image); // Modify image color: invert
RLAPI void image_color_grayscale(Image *image); // Modify image color: grayscale
RLAPI void image_color_contrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void image_color_brightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
RLAPI void image_color_replace(Image *image, Color color, Color replace); // Modify image color: replace color
RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
RLAPI void unload_image_colors(Color *colors); // Unload color data loaded with LoadImageColors()
RLAPI void unload_image_palette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
RLAPI Rectangle get_image_alpha_border(Image image, float threshold); // Get image alpha border rectangle
RLAPI Color get_image_color(Image image, int x, int y); // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
RLAPI void image_draw_pixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
RLAPI void image_draw_pixel_v(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
RLAPI void image_draw_line(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
RLAPI void image_draw_line_v(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
RLAPI void image_draw_circle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
RLAPI void image_draw_circle_v(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void image_draw_circle_lines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
RLAPI void image_draw_circle_lines_v(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
RLAPI void image_draw_rectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void image_draw_rectangle_v(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void image_draw_rectangle_rec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void image_draw_rectangle_lines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
RLAPI void image_draw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void image_draw_text(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
RLAPI void image_draw_text_ex(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
// Texture loading functions
// NOTE: These functions require GPU access
RLAPI Texture2d load_texture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2d load_texture_from_image(Image image); // Load texture from image data
RLAPI Texture_Cubemap load_texture_cubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI Render_Texture2D load_render_texture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool is_texture_ready(Texture2d texture); // Check if a texture is ready
RLAPI void unload_texture(Texture2d texture); // Unload texture from GPU memory (VRAM)
RLAPI bool is_render_texture_ready(Render_Texture2D target); // Check if a render texture is ready
RLAPI void unload_render_texture(Render_Texture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void update_texture(Texture2d texture, const void *pixels); // Update GPU texture with new data
RLAPI void update_texture_rec(Texture2d texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
// Texture configuration functions
RLAPI void gen_texture_mipmaps(Texture2d *texture); // Generate GPU mipmaps for a texture
RLAPI void set_texture_filter(Texture2d texture, int filter); // Set texture scaling filter mode
RLAPI void set_texture_wrap(Texture2d texture, int wrap); // Set texture wrapping mode
// Texture drawing functions
RLAPI void draw_texture(Texture2d texture, int posX, int posY, Color tint); // Draw a Texture2d
RLAPI void draw_texture_v(Texture2d texture, Vector2 position, Color tint); // Draw a Texture2d with position defined as Vector2
RLAPI void draw_texture_ex(Texture2d texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2d with extended parameters
RLAPI void draw_texture_rec(Texture2d texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void draw_texture_pro(Texture2d texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void draw_texture_npatch(Texture2d texture, N_Patch_Info nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int color_to_int(Color color); // Get hexadecimal value for a Color
RLAPI Vector4 color_normalize(Color color); // Get Color normalized as float [0..1]
RLAPI Color color_from_normalized(Vector4 normalized); // Get Color from normalized values [0..1]
RLAPI Vector3 color_to_hsv(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color color_from_hsv(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color color_tint(Color color, Color tint); // Get color multiplied with another color
RLAPI Color color_brightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color color_contrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color color_alpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color color_alpha_blend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color get_color(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color get_pixel_color(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void set_pixel_color(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
RLAPI int get_pixel_data_size(int width, int height, int format); // Get pixel data size in bytes for certain format
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
RLAPI Font get_font_default(void); // Get the default Font
RLAPI Font load_font(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font load_font_ex(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 Font load_font_from_image(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font load_font_from_memory(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 is_font_ready(Font font); // Check if a font is ready
RLAPI Glyph_Info *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image gen_image_font_atlas(const Glyph_Info *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void unload_font_data(Glyph_Info *glyphs, int glyphCount); // Unload font chars info data (RAM)
RLAPI void unload_font(Font font); // Unload font from GPU memory (VRAM)
RLAPI bool export_font_as_code(Font font, const char *fileName); // Export font as code file, returns true on success
// Text drawing functions
RLAPI void draw_fps(int posX, int posY); // Draw current FPS
RLAPI void draw_text(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void draw_text_ex(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void draw_text_pro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
RLAPI void draw_text_codepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
RLAPI void draw_text_codepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
// Text font info functions
RLAPI void set_text_line_spacing(int spacing); // Set vertical line spacing when drawing with line-breaks
RLAPI int measure_text(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 measure_text_ex(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI int get_glyph_index(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI Glyph_Info get_glyph_info(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle get_glyph_atlas_rec(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 *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
RLAPI void unload_utf8(char *text); // Unload UTF-8 text encoded from codepoints array
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void unload_codepoints(int *codepoints); // Unload codepoints data from memory
RLAPI int get_codepoint_count(const char *text); // Get total number of codepoints in a UTF-8 encoded string
RLAPI int get_codepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int get_codepoint_next(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int get_codepoint_previous(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char *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 text_copy(char *dst, const char *src); // Copy one string to another, returns bytes copied
RLAPI bool text_is_equal(const char *text1, const char *text2); // Check if two text string are equal
RLAPI unsigned int text_length(const char *text); // Get text length, checks for '\0' ending
RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
RLAPI const char *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 text_append(char *text, const char *append, int *position); // Append text at specific position and move cursor!
RLAPI int text_find_index(const char *text, const char *find); // Find first text occurrence within a string
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
RLAPI int text_to_integer(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 draw_line3_d(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
RLAPI void draw_point3_d(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
RLAPI void draw_circle3_d(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
RLAPI void draw_triangle3_d(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void draw_triangle_strip3d(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void draw_cube(Vector3 position, float width, float height, float length, Color color); // Draw cube
RLAPI void draw_cube_v(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void draw_cube_wires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
RLAPI void draw_cube_wires_v(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
RLAPI void draw_sphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void draw_sphere_ex(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void draw_sphere_wires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
RLAPI void draw_cylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
RLAPI void draw_cylinder_ex(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
RLAPI void draw_cylinder_wires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void draw_cylinder_wires_ex(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void draw_capsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void draw_capsule_wires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void draw_plane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void draw_ray(Ray ray, Color color); // Draw a ray line
RLAPI void draw_grid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model management functions
RLAPI Model load_model(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model load_model_from_mesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool is_model_ready(Model model); // Check if a model is ready
RLAPI void unload_model(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI Bounding_box get_model_bounding_box(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
RLAPI void draw_model(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void draw_model_ex(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void draw_model_wires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void draw_model_wires_ex(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void draw_bounding_box(Bounding_box box, Color color); // Draw bounding box (wires)
RLAPI void draw_billboard(Camera camera, Texture2d texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void draw_billboard_rec(Camera camera, Texture2d texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void draw_billboard_pro(Camera camera, Texture2d texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
RLAPI void upload_mesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void update_mesh_buffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
RLAPI void unload_mesh(Mesh mesh); // Unload mesh data from CPU and GPU
RLAPI void draw_mesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void draw_mesh_instanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI bool export_mesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
RLAPI Bounding_box get_mesh_bounding_box(Mesh mesh); // Compute mesh bounding box limits
RLAPI void gen_mesh_tangents(Mesh *mesh); // Compute mesh tangents
// Mesh generation functions
RLAPI Mesh gen_mesh_poly(int sides, float radius); // Generate polygonal mesh
RLAPI Mesh gen_mesh_plane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh gen_mesh_cube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh gen_mesh_sphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
RLAPI Mesh gen_mesh_hemi_sphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh gen_mesh_cylinder(float radius, float height, int slices); // Generate cylinder mesh
RLAPI Mesh gen_mesh_cone(float radius, float height, int slices); // Generate cone/pyramid mesh
RLAPI Mesh gen_mesh_torus(float radius, float size, int radSeg, int sides); // Generate torus mesh
RLAPI Mesh gen_mesh_knot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
RLAPI Mesh gen_mesh_heightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh gen_mesh_cubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material load_material_default(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool is_material_ready(Material material); // Check if a material is ready
RLAPI void unload_material(Material material); // Unload material from GPU memory (VRAM)
RLAPI void set_material_texture(Material *material, int mapType, Texture2d texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void set_model_mesh_material(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI Model_Animation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void update_model_animation(Model model, Model_Animation anim, int frame); // Update model animation pose
RLAPI void unload_model_animation(Model_Animation anim); // Unload animation data
RLAPI void unload_model_animations(Model_Animation *animations, int animCount); // Unload animation array data
RLAPI bool is_model_animation_valid(Model model, Model_Animation anim); // Check model animation skeleton match
// Collision detection functions
RLAPI bool check_collision_spheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
RLAPI bool check_collision_boxes(Bounding_box box1, Bounding_box box2); // Check collision between two bounding boxes
RLAPI bool check_collision_box_sphere(Bounding_box box, Vector3 center, float radius); // Check collision between box and sphere
RLAPI Ray_Collision get_ray_collision_sphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RLAPI Ray_Collision get_ray_collision_box(Ray ray, Bounding_box box); // Get collision info between ray and box
RLAPI Ray_Collision get_ray_collision_mesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RLAPI Ray_Collision get_ray_collision_triangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI Ray_Collision get_ray_collision_quad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, 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 init_audio_device(void); // Initialize audio device and context
RLAPI void close_audio_device(void); // Close the audio device and context
RLAPI bool is_audio_device_ready(void); // Check if audio device has been initialized successfully
RLAPI void set_master_volume(float volume); // Set master volume (listener)
RLAPI float get_master_volume(void); // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave load_wave(const char *fileName); // Load wave data from file
RLAPI Wave load_wave_from_memory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool is_wave_ready(Wave wave); // Checks if wave data is ready
RLAPI Sound load_sound(const char *fileName); // Load sound from file
RLAPI Sound load_sound_from_wave(Wave wave); // Load sound from wave data
RLAPI Sound load_sound_alias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool is_sound_ready(Sound sound); // Checks if a sound is ready
RLAPI void update_sound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void unload_wave(Wave wave); // Unload wave data
RLAPI void unload_sound(Sound sound); // Unload sound
RLAPI void unload_sound_alias(Sound alias); // Unload a sound alias (does not deallocate sample data)
RLAPI bool export_wave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
RLAPI bool export_wave_as_code(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
RLAPI void play_sound(Sound sound); // Play a sound
RLAPI void stop_sound(Sound sound); // Stop playing a sound
RLAPI void pause_sound(Sound sound); // Pause a sound
RLAPI void resume_sound(Sound sound); // Resume a paused sound
RLAPI bool is_sound_playing(Sound sound); // Check if a sound is currently playing
RLAPI void set_sound_volume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void set_sound_pitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void set_sound_pan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
RLAPI Wave wave_copy(Wave wave); // Copy a wave to a new wave
RLAPI void wave_crop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI void wave_format(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
RLAPI void unload_wave_samples(float *samples); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
RLAPI Music load_music_stream(const char *fileName); // Load music stream from file
RLAPI Music load_music_stream_from_memory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool is_music_ready(Music music); // Checks if a music stream is ready
RLAPI void unload_music_stream(Music music); // Unload music stream
RLAPI void play_music_stream(Music music); // Start music playing
RLAPI bool is_music_stream_playing(Music music); // Check if music is playing
RLAPI void update_music_stream(Music music); // Updates buffers for music streaming
RLAPI void stop_music_stream(Music music); // Stop music playing
RLAPI void pause_music_stream(Music music); // Pause music playing
RLAPI void resume_music_stream(Music music); // Resume playing paused music
RLAPI void seek_music_stream(Music music, float position); // Seek music to a position (in seconds)
RLAPI void set_music_volume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void set_music_pitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI void set_music_pan(Music music, float pan); // Set pan for a music (0.5 is center)
RLAPI float get_music_time_length(Music music); // Get music time length (in seconds)
RLAPI float get_music_time_played(Music music); // Get current music time played (in seconds)
// Audio_Stream management functions
RLAPI Audio_Stream load_audio_stream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool is_audio_stream_ready(Audio_Stream stream); // Checks if an audio stream is ready
RLAPI void unload_audio_stream(Audio_Stream stream); // Unload audio stream and free memory
RLAPI void update_audio_stream(Audio_Stream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool is_audio_stream_processed(Audio_Stream stream); // Check if any audio stream buffers requires refill
RLAPI void play_audio_stream(Audio_Stream stream); // Play audio stream
RLAPI void pause_audio_stream(Audio_Stream stream); // Pause audio stream
RLAPI void resume_audio_stream(Audio_Stream stream); // Resume audio stream
RLAPI bool is_audio_stream_playing(Audio_Stream stream); // Check if audio stream is playing
RLAPI void stop_audio_stream(Audio_Stream stream); // Stop audio stream
RLAPI void set_audio_stream_volume(Audio_Stream stream, float volume); // Set volume for audio stream (1.0 is max level)
RLAPI void set_audio_stream_pitch(Audio_Stream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
RLAPI void set_audio_stream_pan(Audio_Stream stream, float pan); // Set pan for audio stream (0.5 is centered)
RLAPI void set_audio_stream_buffer_size_default(int size); // Default size for new audio streams
RLAPI void set_audio_stream_callback(Audio_Stream stream, AudioCallback callback); // Audio thread callback to request new data
RLAPI void attach_audio_stream_processor(Audio_Stream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
RLAPI void detach_audio_stream_processor(Audio_Stream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void attach_audio_mixed_processor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void detach_audio_mixed_processor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
RL_EXTERN_C_END
RL_NS_END
#endif // RAYLIB_H