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

1996 lines
114 KiB
C++

/**********************************************************************************************
*
* raylib v4.6-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 InitWindow()->LoadFontDefault() [core, text]
* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [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
#include <stdarg.h>
// Required for: va_list - Only used by TraceLogCallback
// 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( BUILD_LIBTYPE_SHARED )
#if defined( __TINYC__ )
#define RL___declspec( x ) __attribute__( ( x ) )
#endif
#elif defined( USE_LIBTYPE_SHARED )
#endif
#endif
#ifndef RLAPI
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define RL_PI 3.14159265358979323846f
#endif
#ifndef DEG2RAD
#define RL_DEG2RAD ( PI / 180.0f )
#endif
#ifndef RAD2DEG
#define RL_RAD2DEG ( 180.0f / PI )
#endif
// Allow custom memory allocators
// NOTE: Require recompiling raylib sources
#ifndef RL_MALLOC
#endif
#ifndef RL_CALLOC
#endif
#ifndef RL_REALLOC
#endif
#ifndef RL_FREE
#endif
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
// This is called aggregate initialization (C++11 feature)
#if defined( __cplusplus )
#define RL_CLITERAL( type ) type
#else
#define RL_CLITERAL( type ) ( type )
#endif
// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
#if ! defined( _MSC_VER ) && ( defined( __cplusplus ) && __cplusplus < 201103L )
#error "C++11 or later is required. Add -std=c++11"
#endif
// NOTE: We set some defines with some data types declared by raylib
// Other modules (raymath, rlgl) also require some of those types, so,
// to be able to use those other modules as standalone (not depending on raylib)
// this defines are very useful for internal check and avoid type (re)definitions
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define RL_LIGHTGRAY \
CLITERAL( Color ) \
{ \
200, 200, 200, 255 \
} // Light Gray
#define RL_GRAY \
CLITERAL( Color ) \
{ \
130, 130, 130, 255 \
} // Gray
#define RL_DARKGRAY \
CLITERAL( Color ) \
{ \
80, 80, 80, 255 \
} // Dark Gray
#define RL_YELLOW \
CLITERAL( Color ) \
{ \
253, 249, 0, 255 \
} // Yellow
#define RL_GOLD \
CLITERAL( Color ) \
{ \
255, 203, 0, 255 \
} // Gold
#define RL_ORANGE \
CLITERAL( Color ) \
{ \
255, 161, 0, 255 \
} // Orange
#define RL_PINK \
CLITERAL( Color ) \
{ \
255, 109, 194, 255 \
} // Pink
#define RL_RED \
CLITERAL( Color ) \
{ \
230, 41, 55, 255 \
} // Red
#define RL_MAROON \
CLITERAL( Color ) \
{ \
190, 33, 55, 255 \
} // Maroon
#define RL_GREEN \
CLITERAL( Color ) \
{ \
0, 228, 48, 255 \
} // Green
#define RL_LIME \
CLITERAL( Color ) \
{ \
0, 158, 47, 255 \
} // Lime
#define RL_DARKGREEN \
CLITERAL( Color ) \
{ \
0, 117, 44, 255 \
} // Dark Green
#define RL_SKYBLUE \
CLITERAL( Color ) \
{ \
102, 191, 255, 255 \
} // Sky Blue
#define RL_BLUE \
CLITERAL( Color ) \
{ \
0, 121, 241, 255 \
} // Blue
#define RL_DARKBLUE \
CLITERAL( Color ) \
{ \
0, 82, 172, 255 \
} // Dark Blue
#define RL_PURPLE \
CLITERAL( Color ) \
{ \
200, 122, 255, 255 \
} // Purple
#define RL_VIOLET \
CLITERAL( Color ) \
{ \
135, 60, 190, 255 \
} // Violet
#define RL_DARKPURPLE \
CLITERAL( Color ) \
{ \
112, 31, 126, 255 \
} // Dark Purple
#define RL_BEIGE \
CLITERAL( Color ) \
{ \
211, 176, 131, 255 \
} // Beige
#define RL_BROWN \
CLITERAL( Color ) \
{ \
127, 106, 79, 255 \
} // Brown
#define RL_DARKBROWN \
CLITERAL( Color ) \
{ \
76, 63, 47, 255 \
} // Dark Brown
#define RL_WHITE \
CLITERAL( Color ) \
{ \
255, 255, 255, 255 \
} // White
#define RL_BLACK \
CLITERAL( Color ) \
{ \
0, 0, 0, 255 \
} // Black
#define RL_BLANK \
CLITERAL( Color ) \
{ \
0, 0, 0, 0 \
} // Blank (Transparent)
#define RL_MAGENTA \
CLITERAL( Color ) \
{ \
255, 0, 255, 255 \
} // Magenta
#define RL_RAYWHITE \
CLITERAL( 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;
#endif
// Vector2, 2 components
typedef struct Vector2
{
f32 x;
f32 y;
} Vector2;
// Vector3, 3 components
typedef struct Vector3
{
f32 x;
f32 y;
f32 z;
} Vector3;
// Vector4, 4 components
typedef struct Vector4
{
f32 x;
f32 y;
f32 z;
f32 w;
} Vector4;
// Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion;
// Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix
{
f32 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;
// Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color
{
u8 r;
u8 g;
u8 b;
u8 a;
} Color;
// Rectangle, 4 components
typedef struct Rectangle
{
f32 x;
f32 y;
f32 width;
f32 height;
} Rectangle;
// Image, pixel data stored in CPU memory (RAM)
typedef struct Image
{
void* data;
s32 width;
s32 height;
s32 mipmaps;
s32 format;
} Image;
// Texture, tex data stored in GPU memory (VRAM)
typedef struct Texture
{
u32 id;
s32 width;
s32 height;
s32 mipmaps;
s32 format;
} Texture;
// Texture2D, same as Texture
typedef Texture Texture2D;
// TextureCubemap, same as Texture
typedef Texture TextureCubemap;
// RenderTexture, fbo for texture rendering
typedef struct RenderTexture
{
u32 id;
Texture texture;
Texture depth;
} RenderTexture;
// RenderTexture2D, same as RenderTexture
typedef RenderTexture RenderTexture2D;
// NPatchInfo, n-patch layout info
typedef struct NPatchInfo
{
Rectangle source;
s32 left;
s32 top;
s32 right;
s32 bottom;
s32 layout;
} NPatchInfo;
// GlyphInfo, font characters glyphs info
typedef struct GlyphInfo
{
s32 value;
s32 offsetX;
s32 offsetY;
s32 advanceX;
Image image;
} GlyphInfo;
// Font, font texture and GlyphInfo array data
typedef struct Font
{
s32 baseSize;
s32 glyphCount;
s32 glyphPadding;
Texture2D texture;
Rectangle* recs;
GlyphInfo* glyphs;
} Font;
// Camera, defines position/orientation in 3d space
typedef struct Camera3D
{
Vector3 position;
Vector3 target;
Vector3 up;
f32 fovy;
s32 projection;
} Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// Camera2D, defines position/orientation in 2d space
typedef struct Camera2D
{
Vector2 offset;
Vector2 target;
f32 rotation;
f32 zoom;
} Camera2D;
// Mesh, vertex data and vao/vbo
typedef struct Mesh
{
s32 vertexCount;
s32 triangleCount;
// Vertex attributes data
f32* vertices;
f32* texcoords;
f32* texcoords2;
f32* normals;
f32* tangents;
u8* colors;
u8* indices;
// Animation vertex data
f32* animVertices;
f32* animNormals;
u8* boneIds;
f32* boneWeights;
// OpenGL identifiers
u32 vaoId;
unsigned int* vboId;
} Mesh;
// Shader
typedef struct Shader
{
u32 id;
s32* locs;
} Shader;
// MaterialMap
typedef struct MaterialMap
{
Texture2D texture;
Color color;
f32 value;
} MaterialMap;
// Material, includes shader and maps
typedef struct Material
{
Shader shader;
MaterialMap* maps;
f32 params;
} Material;
// Transform, vertex transformation data
typedef struct Transform
{
Vector3 translation;
Quaternion rotation;
Vector3 scale;
} Transform;
// Bone, skeletal animation bone
typedef struct BoneInfo
{
char name[ 32 ];
s32 parent;
} BoneInfo;
// Model, meshes, materials and animation data
typedef struct Model
{
Matrix transform;
s32 meshCount;
s32 materialCount;
Mesh* meshes;
Material* materials;
s32* meshMaterial;
// Animation data
s32 boneCount;
BoneInfo* bones;
Transform* bindPose;
} Model;
// ModelAnimation
typedef struct ModelAnimation
{
s32 boneCount;
s32 frameCount;
BoneInfo* bones;
Transform** framePoses;
char name[ 32 ];
} ModelAnimation;
// Ray, ray for raycasting
typedef struct Ray
{
Vector3 position;
Vector3 direction;
} Ray;
// RayCollision, ray hit information
typedef struct RayCollision
{
bool hit;
f32 distance;
Vector3 point;
Vector3 normal;
} RayCollision;
// BoundingBox
typedef struct BoundingBox
{
Vector3 min;
Vector3 max;
} BoundingBox;
// Wave, audio wave data
typedef struct Wave
{
u32 frameCount;
u32 sampleRate;
u32 sampleSize;
u32 channels;
void* data;
} Wave;
// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
typedef struct rAudioBuffer rAudioBuffer;
typedef struct rAudioProcessor rAudioProcessor;
// AudioStream, custom audio stream
typedef struct AudioStream
{
rAudioBuffer* buffer;
rAudioProcessor* processor;
u32 sampleRate;
u32 sampleSize;
u32 channels;
} AudioStream;
// Sound
typedef struct Sound
{
AudioStream stream;
u32 frameCount;
} Sound;
// Music, audio stream, anything longer than ~10 seconds should be streamed
typedef struct Music
{
AudioStream stream;
u32 frameCount;
bool looping;
s32 ctxType;
void* ctxData;
} Music;
// VrDeviceInfo, Head-Mounted-Display device parameters
typedef struct VrDeviceInfo
{
s32 hResolution;
s32 vResolution;
f32 hScreenSize;
f32 vScreenSize;
f32 vScreenCenter;
f32 eyeToScreenDistance;
f32 lensSeparationDistance;
f32 interpupillaryDistance;
f32 lensDistortionValues;
f32 chromaAbCorrection;
} VrDeviceInfo;
// VrStereoConfig, VR stereo rendering configuration for simulator
typedef struct VrStereoConfig
{
Matrix projection[ 2 ];
Matrix viewOffset[ 2 ];
f32 leftLensCenter;
f32 rightLensCenter;
f32 leftScreenCenter;
f32 rightScreenCenter;
f32 scale;
f32 scaleIn;
} VrStereoConfig;
// File path list
typedef struct FilePathList
{
u32 capacity;
u32 count;
char** paths;
} FilePathList;
//----------------------------------------------------------------------------------
// 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 GetKeyPressed() 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 RL_MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
#define RL_MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
#define RL_MOUSE_MIDDLE_BUTTON 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 RL_MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
#define RL_MATERIAL_MAP_SPECULAR 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 RL_SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
#define RL_SHADER_LOC_MAP_SPECULAR 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 rlSetBlendFactors())
Blend_Custom_Separate // blend textures using custom rgb/alpha separate src/dst factors (use rlsetblendfactorsseparate())
} 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, char const* text, va_list args ); // Logging: Redirect trace log messages
typedef unsigned char* ( *LoadFileDataCallback )( char const* fileName, int* dataSize ); // FileIO: Load binary data
typedef bool ( *SaveFileDataCallback )( char const* fileName, void* data, int dataSize ); // FileIO: Save binary data
typedef char* ( *LoadFileTextCallback )( char const* fileName ); // FileIO: Load text data
typedef bool ( *SaveFileTextCallback )( char const* fileName, char* text ); // FileIO: Save text data
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined( __cplusplus )
namespace raylib
{
extern "C"
{
// Prevents name mangling of functions
#endif
// Window-related functions
RLAPI void init_window( s32 width, s32 height, char const* 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( u32 flag ); // Check if one specific window flag is enabled
RLAPI void set_window_state( u32 flags ); // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void clear_window_state( u32 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, s32 count ); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void set_window_title( char const* title ); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void set_window_position( s32 x, s32 y ); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void set_window_monitor( s32 monitor ); // Set monitor for the current window
RLAPI void set_window_min_size( s32 width, s32 height ); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void set_window_max_size( s32 width, s32 height ); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void set_window_size( s32 width, s32 height ); // Set window dimensions
RLAPI void set_window_opacity( f32 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* get_window_handle( 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( s32 monitor ); // Get specified monitor position
RLAPI int get_monitor_width( s32 monitor ); // Get specified monitor width (current video mode used by monitor)
RLAPI int get_monitor_height( s32 monitor ); // Get specified monitor height (current video mode used by monitor)
RLAPI int get_monitor_physical_width( s32 monitor ); // Get specified monitor physical width in millimetres
RLAPI int get_monitor_physical_height( s32 monitor ); // Get specified monitor physical height in millimetres
RLAPI int get_monitor_refresh_rate( s32 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 char const* get_monitor_name( s32 monitor ); // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void set_clipboard_text( char const* text ); // Set clipboard text content
RLAPI char const* get_clipboard_text( void ); // Get clipboard text content
RLAPI void enable_event_waiting( void ); // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void disable_event_waiting( void ); // Disable waiting for events on EndDrawing(), 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_mode_2d( Camera2D camera ); // Begin 2D mode with custom camera (2D)
RLAPI void end_mode_2d( void ); // Ends 2D mode with custom camera
RLAPI void begin_mode_3d( Camera3D camera ); // Begin 3D mode with custom camera (3D)
RLAPI void end_mode_3d( void ); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void begin_texture_mode( RenderTexture2D 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( s32 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( s32 x, s32 y, s32 width, s32 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( VrStereoConfig 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 VrStereoConfig load_vr_stereo_config( VrDeviceInfo device ); // Load VR stereo config for VR simulator device parameters
RLAPI void unload_vr_stereo_config( VrStereoConfig config ); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader load_shader( char const* vsFileName, char const* fsFileName ); // Load shader from files and bind default locations
RLAPI Shader load_shader_from_memory( char const* vsCode, char const* 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, char const* uniformName ); // Get shader uniform location
RLAPI int get_shader_location_attrib( Shader shader, char const* attribName ); // Get shader attribute location
RLAPI void set_shader_value( Shader shader, s32 locIndex, void const* value, s32 uniformType ); // Set shader uniform value
RLAPI void set_shader_value_v( Shader shader, s32 locIndex, void const* value, s32 uniformType, s32 count ); // Set shader uniform value vector
RLAPI void set_shader_value_matrix( Shader shader, s32 locIndex, Matrix mat ); // Set shader uniform value (matrix 4x4)
RLAPI void set_shader_value_texture( Shader shader, s32 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_matrix_2d( 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_world_2d( 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, s32 width, s32 height ); // Get size position for a 3d world space position
RLAPI Vector2 get_world_to_screen_2d( Vector2 position, Camera2D camera ); // Get the screen space position for a 2d camera world space position
// Timing-related functions
RLAPI void set_target_fps( s32 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 InitWindow()
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 EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: 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)
// Misc. functions
RLAPI int get_random_value( s32 min, s32 max ); // Get a random value between min and max (both included)
RLAPI void set_random_seed( u32 seed ); // Set the seed for the random number generator
RLAPI void take_screenshot( char const* fileName ); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void set_config_flags( u32 flags ); // Setup init configuration flags (view FLAGS)
RLAPI void open_url( char const* url ); // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
RLAPI void trace_log( s32 logLevel, char const* text, ... ); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void set_trace_log_level( s32 logLevel ); // Set the current threshold (minimum) log level
RLAPI void* mem_alloc( u32 size ); // Internal memory allocator
RLAPI void* mem_realloc( void* ptr, u32 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* load_file_data( char const* fileName, s32* dataSize ); // Load file data as byte array (read)
RLAPI void unload_file_data( u8* data ); // Unload file data allocated by LoadFileData()
RLAPI bool save_file_data( char const* fileName, void* data, s32 dataSize ); // Save data to file from byte array (write), returns true on success
RLAPI bool export_data_as_code( unsigned char const* data, s32 dataSize, char const* fileName ); // Export data to code (.h), returns true on success
RLAPI char* load_file_text( char const* 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( char const* 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( char const* fileName ); // Check if file exists
RLAPI bool directory_exists( char const* dirPath ); // Check if a directory path exists
RLAPI bool is_file_extension( char const* fileName, char const* ext ); // Check file extension (including point: .png, .wav)
RLAPI int get_file_length( char const* fileName ); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI char const* get_file_extension( char const* fileName ); // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI char const* get_file_name( char const* filePath ); // Get pointer to filename for a path string
RLAPI char const* get_file_name_without_ext( char const* filePath ); // Get filename string without extension (uses static string)
RLAPI char const* get_directory_path( char const* filePath ); // Get full path for a given fileName with path (uses static string)
RLAPI char const* get_prev_directory_path( char const* dirPath ); // Get previous directory path for a given path (uses static string)
RLAPI char const* get_working_directory( void ); // Get current working directory (uses static string)
RLAPI char const* get_application_directory( void ); // Get the directory of the running application (uses static string)
RLAPI bool change_directory( char const* dir ); // Change working directory, return true on success
RLAPI bool is_path_file( char const* path ); // Check if a given path is a file or a directory
RLAPI FilePathList load_directory_files( char const* dirPath ); // Load directory filepaths
RLAPI FilePathList load_directory_files_ex(
char const* basePath,
char const* filter,
bool scanSubdirs
); // Load directory filepaths with extension filtering and recursive directory scan
RLAPI void unload_directory_files( FilePathList files ); // Unload filepaths
RLAPI bool is_file_dropped( void ); // Check if a file has been dropped into window
RLAPI FilePathList load_dropped_files( void ); // Load dropped filepaths
RLAPI void unload_dropped_files( FilePathList files ); // Unload dropped filepaths
RLAPI long get_file_mod_time( char const* fileName ); // Get file modification time (last write time)
// Compression/Encoding functionality
RLAPI unsigned char*
compress_data( unsigned char const* data, s32 dataSize, s32* compDataSize ); // Compress data (DEFLATE algorithm), memory must be MemFree()
RLAPI unsigned char* decompress_data(
unsigned char const* compData,
s32 compDataSize,
s32* dataSize
); // Decompress data (DEFLATE algorithm), memory must be MemFree()
RLAPI char* encode_data_base64( unsigned char const* data, s32 dataSize, s32* outputSize ); // Encode data to Base64 string, memory must be MemFree()
RLAPI unsigned char* decode_data_base64( unsigned char const* data, s32* outputSize ); // Decode Base64 string data, memory must be MemFree()
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool is_key_pressed( s32 key ); // Check if a key has been pressed once
RLAPI bool is_key_pressed_repeat( s32 key ); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool is_key_down( s32 key ); // Check if a key is being pressed
RLAPI bool is_key_released( s32 key ); // Check if a key has been released once
RLAPI bool is_key_up( s32 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( s32 key ); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
RLAPI bool is_gamepad_available( s32 gamepad ); // Check if a gamepad is available
RLAPI char const* get_gamepad_name( s32 gamepad ); // Get gamepad internal name id
RLAPI bool is_gamepad_button_pressed( s32 gamepad, s32 button ); // Check if a gamepad button has been pressed once
RLAPI bool is_gamepad_button_down( s32 gamepad, s32 button ); // Check if a gamepad button is being pressed
RLAPI bool is_gamepad_button_released( s32 gamepad, s32 button ); // Check if a gamepad button has been released once
RLAPI bool is_gamepad_button_up( s32 gamepad, s32 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( s32 gamepad ); // Get gamepad axis count for a gamepad
RLAPI float get_gamepad_axis_movement( s32 gamepad, s32 axis ); // Get axis movement value for a gamepad axis
RLAPI int set_gamepad_mappings( char const* mappings ); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool is_mouse_button_pressed( s32 button ); // Check if a mouse button has been pressed once
RLAPI bool is_mouse_button_down( s32 button ); // Check if a mouse button is being pressed
RLAPI bool is_mouse_button_released( s32 button ); // Check if a mouse button has been released once
RLAPI bool is_mouse_button_up( s32 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( s32 x, s32 y ); // Set mouse position XY
RLAPI void set_mouse_offset( s32 offsetX, s32 offsetY ); // Set mouse offset
RLAPI void set_mouse_scale( f32 scaleX, f32 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( s32 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( s32 index ); // Get touch position XY for a touch point index (relative to screen size)
RLAPI int get_touch_point_id( s32 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( u32 flags ); // Enable a set of gestures using flags
RLAPI bool is_gesture_detected( u32 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, s32 mode ); // Update camera position for selected mode
RLAPI void update_camera_pro( Camera* camera, Vector3 movement, Vector3 rotation, f32 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( s32 posX, s32 posY, Color color ); // Draw a pixel
RLAPI void draw_pixel_v( Vector2 position, Color color ); // Draw a pixel (Vector version)
RLAPI void draw_line( s32 startPosX, s32 startPosY, s32 endPosX, s32 endPosY, Color color ); // Draw a line
RLAPI void draw_line_v( Vector2 startPos, Vector2 endPos, Color color ); // Draw a line (Vector version)
RLAPI void draw_line_ex( Vector2 startPos, Vector2 endPos, f32 thick, Color color ); // Draw a line defining thickness
RLAPI void draw_line_bezier( Vector2 startPos, Vector2 endPos, f32 thick, Color color ); // Draw a line using cubic-bezier curves in-out
RLAPI void draw_line_bezier_quad( Vector2 startPos, Vector2 endPos, Vector2 controlPos, f32 thick, Color color ); // Draw line using quadratic bezier
// curves with a control point
RLAPI void draw_line_bezier_cubic(
Vector2 startPos,
Vector2 endPos,
Vector2 startControlPos,
Vector2 endControlPos,
f32 thick,
Color color
); // Draw line using cubic bezier curves with 2 control points
RLAPI void draw_line_bspline( Vector2* points, s32 pointCount, f32 thick, Color color ); // Draw a B-Spline line, minimum 4 points
RLAPI void draw_line_catmull_rom( Vector2* points, s32 pointCount, f32 thick, Color color ); // Draw a Catmull Rom spline line, minimum 4 points
RLAPI void draw_line_strip( Vector2* points, s32 pointCount, Color color ); // Draw lines sequence
RLAPI void draw_circle( s32 centerX, s32 centerY, f32 radius, Color color ); // Draw a color-filled circle
RLAPI void draw_circle_sector( Vector2 center, f32 radius, f32 startAngle, f32 endAngle, s32 segments, Color color ); // Draw a piece of a circle
RLAPI void
draw_circle_sector_lines( Vector2 center, f32 radius, f32 startAngle, f32 endAngle, s32 segments, Color color ); // Draw circle sector outline
RLAPI void draw_circle_gradient( s32 centerX, s32 centerY, f32 radius, Color color1, Color color2 ); // Draw a gradient-filled circle
RLAPI void draw_circle_v( Vector2 center, f32 radius, Color color ); // Draw a color-filled circle (Vector version)
RLAPI void draw_circle_lines( s32 centerX, s32 centerY, f32 radius, Color color ); // Draw circle outline
RLAPI void draw_circle_lines_v( Vector2 center, f32 radius, Color color ); // Draw circle outline (Vector version)
RLAPI void draw_ellipse( s32 centerX, s32 centerY, f32 radiusH, f32 radiusV, Color color ); // Draw ellipse
RLAPI void draw_ellipse_lines( s32 centerX, s32 centerY, f32 radiusH, f32 radiusV, Color color ); // Draw ellipse outline
RLAPI void draw_ring( Vector2 center, f32 innerRadius, f32 outerRadius, f32 startAngle, f32 endAngle, s32 segments, Color color ); // Draw ring
RLAPI void draw_ring_lines( Vector2 center, f32 innerRadius, f32 outerRadius, f32 startAngle, f32 endAngle, s32 segments, Color color ); // Draw ring
// outline
RLAPI void draw_rectangle( s32 posX, s32 posY, s32 width, s32 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, f32 rotation, Color color ); // Draw a color-filled rectangle with pro parameters
RLAPI void
draw_rectangle_gradient_v( s32 posX, s32 posY, s32 width, s32 height, Color color1, Color color2 ); // Draw a vertical-gradient-filled rectangle
RLAPI void draw_rectangle_gradient_h( s32 posX, s32 posY, s32 width, s32 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( s32 posX, s32 posY, s32 width, s32 height, Color color ); // Draw rectangle outline
RLAPI void draw_rectangle_lines_ex( Rectangle rec, f32 lineThick, Color color ); // Draw rectangle outline with extended parameters
RLAPI void draw_rectangle_rounded( Rectangle rec, f32 roundness, s32 segments, Color color ); // Draw rectangle with rounded edges
RLAPI void draw_rectangle_rounded_lines( Rectangle rec, f32 roundness, s32 segments, f32 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, s32 pointCount, Color color ); // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void draw_triangle_strip( Vector2* points, s32 pointCount, Color color ); // Draw a triangle strip defined by points
RLAPI void draw_poly( Vector2 center, s32 sides, f32 radius, f32 rotation, Color color ); // Draw a regular polygon (Vector version)
RLAPI void draw_poly_lines( Vector2 center, s32 sides, f32 radius, f32 rotation, Color color ); // Draw a polygon outline of n sides
RLAPI void draw_poly_lines_ex( Vector2 center, s32 sides, f32 radius, f32 rotation, f32 lineThick, Color color ); // Draw a polygon outline of n
// sides with extended parameters
// 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, f32 radius1, Vector2 center2, f32 radius2 ); // Check collision between two circles
RLAPI bool check_collision_circle_rec( Vector2 center, f32 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, f32 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,
s32 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,
s32 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( char const* fileName ); // Load image from file into CPU memory (RAM)
RLAPI Image load_image_raw( char const* fileName, s32 width, s32 height, s32 format, s32 headerSize ); // Load image from RAW file data
RLAPI Image load_image_svg( char const* fileNameOrString, s32 width, s32 height ); // Load image from SVG file data or string with specified size
RLAPI Image load_image_anim( char const* fileName, s32* frames ); // Load image sequence from file (frames appended to image.data)
RLAPI Image load_image_from_memory(
char const* fileType,
unsigned char const* fileData,
s32 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, char const* fileName ); // Export image data to file, returns true on success
RLAPI unsigned char* export_image_to_memory( Image image, char const* fileType, s32* fileSize ); // Export image to memory buffer
RLAPI bool
export_image_as_code( Image image, char const* fileName ); // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
RLAPI Image gen_image_color( s32 width, s32 height, Color color ); // Generate image: plain color
RLAPI Image gen_image_gradient_linear( s32 width, s32 height, s32 direction, Color start, Color end ); // Generate image: linear gradient, direction
// in degrees [0..360], 0=Vertical gradient
RLAPI Image gen_image_gradient_radial( s32 width, s32 height, f32 density, Color inner, Color outer ); // Generate image: radial gradient
RLAPI Image gen_image_gradient_square( s32 width, s32 height, f32 density, Color inner, Color outer ); // Generate image: square gradient
RLAPI Image gen_image_checked( s32 width, s32 height, s32 checksX, s32 checksY, Color col1, Color col2 ); // Generate image: checked
RLAPI Image gen_image_white_noise( s32 width, s32 height, f32 factor ); // Generate image: white noise
RLAPI Image gen_image_perlin_noise( s32 width, s32 height, s32 offsetX, s32 offsetY, f32 scale ); // Generate image: perlin noise
RLAPI Image gen_image_cellular( s32 width, s32 height, s32 tileSize ); // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI Image gen_image_text( s32 width, s32 height, char const* 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( char const* text, s32 fontSize, Color color ); // Create an image from text (default font)
RLAPI Image image_text_ex( Font font, char const* text, f32 fontSize, f32 spacing, Color tint ); // Create an image from text (custom sprite font)
RLAPI void image_format( Image* image, s32 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, f32 threshold ); // Crop image depending on alpha value
RLAPI void image_alpha_clear( Image* image, Color color, f32 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, s32 blurSize ); // Apply Gaussian blur using a box blur approximation
RLAPI void image_resize( Image* image, s32 newWidth, s32 newHeight ); // Resize image (Bicubic scaling algorithm)
RLAPI void image_resize_nn( Image* image, s32 newWidth, s32 newHeight ); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void
image_resize_canvas( Image* image, s32 newWidth, s32 newHeight, s32 offsetX, s32 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, s32 rBpp, s32 gBpp, s32 bBpp, s32 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, s32 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, f32 contrast ); // Modify image color: contrast (-100 to 100)
RLAPI void image_color_brightness( Image* image, s32 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* load_image_colors( Image image ); // Load color data from image as a Color array (RGBA - 32bit)
RLAPI Color*
load_image_palette( Image image, s32 maxPaletteSize, s32* 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, f32 threshold ); // Get image alpha border rectangle
RLAPI Color get_image_color( Image image, s32 x, s32 y ); // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
RLAPI void image_clear_background( Image* dst, Color color ); // Clear image background with given color
RLAPI void image_draw_pixel( Image* dst, s32 posX, s32 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, s32 startPosX, s32 startPosY, s32 endPosX, s32 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, s32 centerX, s32 centerY, s32 radius, Color color ); // Draw a filled circle within an image
RLAPI void image_draw_circle_v( Image* dst, Vector2 center, s32 radius, Color color ); // Draw a filled circle within an image (Vector version)
RLAPI void image_draw_circle_lines( Image* dst, s32 centerX, s32 centerY, s32 radius, Color color ); // Draw circle outline within an image
RLAPI void image_draw_circle_lines_v( Image* dst, Vector2 center, s32 radius, Color color ); // Draw circle outline within an image (Vector version)
RLAPI void image_draw_rectangle( Image* dst, s32 posX, s32 posY, s32 width, s32 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, s32 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, char const* text, s32 posX, s32 posY, s32 fontSize, Color color ); // Draw text (using default font) within
// an image (destination)
RLAPI void image_draw_text_ex(
Image* dst,
Font font,
char const* text,
Vector2 position,
f32 fontSize,
f32 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( char const* fileName ); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D load_texture_from_image( Image image ); // Load texture from image data
RLAPI TextureCubemap load_texture_cubemap( Image image, s32 layout ); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D load_render_texture( s32 width, s32 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( RenderTexture2D target ); // Check if a render texture is ready
RLAPI void unload_render_texture( RenderTexture2D target ); // Unload render texture from GPU memory (VRAM)
RLAPI void update_texture( Texture2D texture, void const* pixels ); // Update GPU texture with new data
RLAPI void update_texture_rec( Texture2D texture, Rectangle rec, void const* 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, s32 filter ); // Set texture scaling filter mode
RLAPI void set_texture_wrap( Texture2D texture, s32 wrap ); // Set texture wrapping mode
// Texture drawing functions
RLAPI void draw_texture( Texture2D texture, s32 posX, s32 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, f32 rotation, f32 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,
f32 rotation,
Color tint
); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void draw_texture_npatch(
Texture2D texture,
NPatchInfo nPatchInfo,
Rectangle dest,
Vector2 origin,
f32 rotation,
Color tint
); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color fade( Color color, f32 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( f32 hue, f32 saturation, f32 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, f32 factor ); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color color_contrast( Color color, f32 contrast ); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color color_alpha( Color color, f32 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( u32 hexValue ); // Get Color structure from hexadecimal value
RLAPI Color get_pixel_color( void* srcPtr, s32 format ); // Get Color from a source pixel pointer of certain format
RLAPI void set_pixel_color( void* dstPtr, Color color, s32 format ); // Set color formatted into destination pixel pointer
RLAPI int get_pixel_data_size( s32 width, s32 height, s32 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( char const* fileName ); // Load font from file into GPU memory (VRAM)
RLAPI Font load_font_ex(
char const* fileName,
s32 fontSize,
s32* codepoints,
s32 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, s32 firstChar ); // Load font from Image (XNA style)
RLAPI Font load_font_from_memory(
char const* fileType,
unsigned char const* fileData,
s32 dataSize,
s32 fontSize,
s32* codepoints,
s32 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 GlyphInfo*
load_font_data( unsigned char const* fileData, s32 dataSize, s32 fontSize, s32* codepoints, s32 codepointCount, s32 type ); // Load font data for
// further use
RLAPI Image gen_image_font_atlas(
GlyphInfo const* glyphs,
Rectangle** glyphRecs,
s32 glyphCount,
s32 fontSize,
s32 padding,
s32 packMethod
); // Generate image font atlas using chars info
RLAPI void unload_font_data( GlyphInfo* glyphs, s32 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, char const* fileName ); // Export font as code file, returns true on success
// Text drawing functions
RLAPI void draw_fps( s32 posX, s32 posY ); // Draw current FPS
RLAPI void draw_text( char const* text, s32 posX, s32 posY, s32 fontSize, Color color ); // Draw text (using default font)
RLAPI void draw_text_ex( Font font, char const* text, Vector2 position, f32 fontSize, f32 spacing, Color tint ); // Draw text using font and
// additional parameters
RLAPI void draw_text_pro(
Font font,
char const* text,
Vector2 position,
Vector2 origin,
f32 rotation,
f32 fontSize,
f32 spacing,
Color tint
); // Draw text using Font and pro parameters (rotation)
RLAPI void draw_text_codepoint( Font font, s32 codepoint, Vector2 position, f32 fontSize, Color tint ); // Draw one character (codepoint)
RLAPI void draw_text_codepoints(
Font font,
int const* codepoints,
s32 codepointCount,
Vector2 position,
f32 fontSize,
f32 spacing,
Color tint
); // Draw multiple character (codepoint)
// Text font info functions
RLAPI void set_text_line_spacing( s32 spacing ); // Set vertical line spacing when drawing with line-breaks
RLAPI int measure_text( char const* text, s32 fontSize ); // Measure string width for default font
RLAPI Vector2 measure_text_ex( Font font, char const* text, f32 fontSize, f32 spacing ); // Measure string size for Font
RLAPI int get_glyph_index(
Font font,
s32 codepoint
); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI GlyphInfo
get_glyph_info( Font font, s32 codepoint ); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle get_glyph_atlas_rec(
Font font,
s32 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* load_utf8( int const* codepoints, s32 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* load_codepoints( char const* text, s32* count ); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void unload_codepoints( s32* codepoints ); // Unload codepoints data from memory
RLAPI int get_codepoint_count( char const* text ); // Get total number of codepoints in a UTF-8 encoded string
RLAPI int get_codepoint( char const* text, s32* codepointSize ); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int
get_codepoint_next( char const* text, s32* codepointSize ); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int get_codepoint_previous(
char const* text,
s32* codepointSize
); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI char const*
codepoint_to_utf8( s32 codepoint, s32* 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, char const* src ); // Copy one string to another, returns bytes copied
RLAPI bool text_is_equal( char const* text1, char const* text2 ); // Check if two text string are equal
RLAPI unsigned int text_length( char const* text ); // Get text length, checks for '\0' ending
RLAPI char const* text_format( char const* text, ... ); // Text formatting with variables (sprintf() style)
RLAPI char const* text_subtext( char const* text, s32 position, s32 length ); // Get a piece of a text string
RLAPI char* text_replace( char* text, char const* replace, char const* by ); // Replace text string (WARNING: memory must be freed!)
RLAPI char* text_insert( char const* text, char const* insert, s32 position ); // Insert text in a position (WARNING: memory must be freed!)
RLAPI char const* text_join( char const** textList, s32 count, char const* delimiter ); // Join text strings with delimiter
RLAPI char const** text_split( char const* text, char delimiter, s32* count ); // Split text into multiple strings
RLAPI void text_append( char* text, char const* append, s32* position ); // Append text at specific position and move cursor!
RLAPI int text_find_index( char const* text, char const* find ); // Find first text occurrence within a string
RLAPI char const* text_to_upper( char const* text ); // Get upper case version of provided string
RLAPI char const* text_to_lower( char const* text ); // Get lower case version of provided string
RLAPI char const* text_to_pascal( char const* text ); // Get Pascal case notation version of provided string
RLAPI int text_to_integer( char const* 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_line_3d( Vector3 startPos, Vector3 endPos, Color color ); // Draw a line in 3D world space
RLAPI void draw_point_3d( Vector3 position, Color color ); // Draw a point in 3D space, actually a small line
RLAPI void draw_circle_3d( Vector3 center, f32 radius, Vector3 rotationAxis, f32 rotationAngle, Color color ); // Draw a circle in 3D world space
RLAPI void draw_triangle_3d( Vector3 v1, Vector3 v2, Vector3 v3, Color color ); // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void draw_triangle_strip_3d( Vector3* points, s32 pointCount, Color color ); // Draw a triangle strip defined by points
RLAPI void draw_cube( Vector3 position, f32 width, f32 height, f32 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, f32 width, f32 height, f32 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, f32 radius, Color color ); // Draw sphere
RLAPI void draw_sphere_ex( Vector3 centerPos, f32 radius, s32 rings, s32 slices, Color color ); // Draw sphere with extended parameters
RLAPI void draw_sphere_wires( Vector3 centerPos, f32 radius, s32 rings, s32 slices, Color color ); // Draw sphere wires
RLAPI void draw_cylinder( Vector3 position, f32 radiusTop, f32 radiusBottom, f32 height, s32 slices, Color color ); // Draw a cylinder/cone
RLAPI void
draw_cylinder_ex( Vector3 startPos, Vector3 endPos, f32 startRadius, f32 endRadius, s32 sides, Color color ); // Draw a cylinder with base at
// startPos and top at endPos
RLAPI void
draw_cylinder_wires( Vector3 position, f32 radiusTop, f32 radiusBottom, f32 height, s32 slices, Color color ); // Draw a cylinder/cone wires
RLAPI void draw_cylinder_wires_ex(
Vector3 startPos,
Vector3 endPos,
f32 startRadius,
f32 endRadius,
s32 sides,
Color color
); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void draw_capsule( Vector3 startPos, Vector3 endPos, f32 radius, s32 slices, s32 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,
f32 radius,
s32 slices,
s32 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( s32 slices, f32 spacing ); // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model management functions
RLAPI Model load_model( char const* 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 BoundingBox 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, f32 scale, Color tint ); // Draw a model (with texture if set)
RLAPI void draw_model_ex( Model model, Vector3 position, Vector3 rotationAxis, f32 rotationAngle, Vector3 scale, Color tint ); // Draw a model with
// extended parameters
RLAPI void draw_model_wires( Model model, Vector3 position, f32 scale, Color tint ); // Draw a model wires (with texture if set)
RLAPI void draw_model_wires_ex(
Model model,
Vector3 position,
Vector3 rotationAxis,
f32 rotationAngle,
Vector3 scale,
Color tint
); // Draw a model wires (with texture if set) with extended parameters
RLAPI void draw_bounding_box( BoundingBox box, Color color ); // Draw bounding box (wires)
RLAPI void draw_billboard( Camera camera, Texture2D texture, Vector3 position, f32 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,
f32 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, s32 index, void const* data, s32 dataSize, s32 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, Matrix const* transforms, s32 instances ); // Draw multiple mesh instances with
// material and different transforms
RLAPI bool export_mesh( Mesh mesh, char const* fileName ); // Export mesh data to file, returns true on success
RLAPI BoundingBox 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( s32 sides, f32 radius ); // Generate polygonal mesh
RLAPI Mesh gen_mesh_plane( f32 width, f32 length, s32 resX, s32 resZ ); // Generate plane mesh (with subdivisions)
RLAPI Mesh gen_mesh_cube( f32 width, f32 height, f32 length ); // Generate cuboid mesh
RLAPI Mesh gen_mesh_sphere( f32 radius, s32 rings, s32 slices ); // Generate sphere mesh (standard sphere)
RLAPI Mesh gen_mesh_hemi_sphere( f32 radius, s32 rings, s32 slices ); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh gen_mesh_cylinder( f32 radius, f32 height, s32 slices ); // Generate cylinder mesh
RLAPI Mesh gen_mesh_cone( f32 radius, f32 height, s32 slices ); // Generate cone/pyramid mesh
RLAPI Mesh gen_mesh_torus( f32 radius, f32 size, s32 radSeg, s32 sides ); // Generate torus mesh
RLAPI Mesh gen_mesh_knot( f32 radius, f32 size, s32 radSeg, s32 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* load_materials( char const* fileName, s32* 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,
s32 mapType,
Texture2D texture
); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void set_model_mesh_material( Model* model, s32 meshId, s32 materialId ); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI ModelAnimation* load_model_animations( char const* fileName, s32* animCount ); // Load model animations from file
RLAPI void update_model_animation( Model model, ModelAnimation anim, s32 frame ); // Update model animation pose
RLAPI void unload_model_animation( ModelAnimation anim ); // Unload animation data
RLAPI void unload_model_animations( ModelAnimation* animations, s32 animCount ); // Unload animation array data
RLAPI bool is_model_animation_valid( Model model, ModelAnimation anim ); // Check model animation skeleton match
// Collision detection functions
RLAPI bool check_collision_spheres( Vector3 center1, f32 radius1, Vector3 center2, f32 radius2 ); // Check collision between two spheres
RLAPI bool check_collision_boxes( BoundingBox box1, BoundingBox box2 ); // Check collision between two bounding boxes
RLAPI bool check_collision_box_sphere( BoundingBox box, Vector3 center, f32 radius ); // Check collision between box and sphere
RLAPI RayCollision get_ray_collision_sphere( Ray ray, Vector3 center, f32 radius ); // Get collision info between ray and sphere
RLAPI RayCollision get_ray_collision_box( Ray ray, BoundingBox box ); // Get collision info between ray and box
RLAPI RayCollision get_ray_collision_mesh( Ray ray, Mesh mesh, Matrix transform ); // Get collision info between ray and mesh
RLAPI RayCollision get_ray_collision_triangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 ); // Get collision info between ray and triangle
RLAPI RayCollision 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( f32 volume ); // Set master volume (listener)
RLAPI float get_master_volume( void ); // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave load_wave( char const* fileName ); // Load wave data from file
RLAPI Wave load_wave_from_memory(
char const* fileType,
unsigned char const* fileData,
s32 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( char const* 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, void const* data, s32 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, char const* fileName ); // Export wave data to file, returns true on success
RLAPI bool export_wave_as_code( Wave wave, char const* 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, f32 volume ); // Set volume for a sound (1.0 is max level)
RLAPI void set_sound_pitch( Sound sound, f32 pitch ); // Set pitch for a sound (1.0 is base level)
RLAPI void set_sound_pan( Sound sound, f32 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, s32 initSample, s32 finalSample ); // Crop a wave to defined samples range
RLAPI void wave_format( Wave* wave, s32 sampleRate, s32 sampleSize, s32 channels ); // Convert wave data to desired format
RLAPI float* load_wave_samples( Wave wave ); // Load samples data from wave as a 32bit float data array
RLAPI void unload_wave_samples( f32* samples ); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
RLAPI Music load_music_stream( char const* fileName ); // Load music stream from file
RLAPI Music load_music_stream_from_memory( char const* fileType, unsigned char const* data, s32 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, f32 position ); // Seek music to a position (in seconds)
RLAPI void set_music_volume( Music music, f32 volume ); // Set volume for music (1.0 is max level)
RLAPI void set_music_pitch( Music music, f32 pitch ); // Set pitch for a music (1.0 is base level)
RLAPI void set_music_pan( Music music, f32 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)
// AudioStream management functions
RLAPI AudioStream load_audio_stream( u32 sampleRate, u32 sampleSize, u32 channels ); // Load audio stream (to stream raw audio pcm data)
RLAPI bool is_audio_stream_ready( AudioStream stream ); // Checks if an audio stream is ready
RLAPI void unload_audio_stream( AudioStream stream ); // Unload audio stream and free memory
RLAPI void update_audio_stream( AudioStream stream, void const* data, s32 frameCount ); // Update audio stream buffers with data
RLAPI bool is_audio_stream_processed( AudioStream stream ); // Check if any audio stream buffers requires refill
RLAPI void play_audio_stream( AudioStream stream ); // Play audio stream
RLAPI void pause_audio_stream( AudioStream stream ); // Pause audio stream
RLAPI void resume_audio_stream( AudioStream stream ); // Resume audio stream
RLAPI bool is_audio_stream_playing( AudioStream stream ); // Check if audio stream is playing
RLAPI void stop_audio_stream( AudioStream stream ); // Stop audio stream
RLAPI void set_audio_stream_volume( AudioStream stream, f32 volume ); // Set volume for audio stream (1.0 is max level)
RLAPI void set_audio_stream_pitch( AudioStream stream, f32 pitch ); // Set pitch for audio stream (1.0 is base level)
RLAPI void set_audio_stream_pan( AudioStream stream, f32 pan ); // Set pan for audio stream (0.5 is centered)
RLAPI void set_audio_stream_buffer_size_default( s32 size ); // Default size for new audio streams
RLAPI void set_audio_stream_callback( AudioStream stream, AudioCallback callback ); // Audio thread callback to request new data
RLAPI void attach_audio_stream_processor(
AudioStream stream,
AudioCallback processor
); // Attach audio stream processor to stream, receives the samples as <float>s
RLAPI void detach_audio_stream_processor( AudioStream 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
#if defined( __cplusplus )
}
}
#endif
#endif
// RAYLIB_H