1 module raylib;
2 
3 public
4 {
5     import rlgl;
6     import raymath;
7     import raymathext;
8     import easings;
9 }
10 /**********************************************************************************************
11 *
12 *   raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
13 *
14 *   FEATURES:
15 *       - NO external dependencies, all required libraries included with raylib
16 *       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5.
17 *       - Written in plain C code (C99) in PascalCase/camelCase notation
18 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
19 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
20 *       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
21 *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
22 *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
23 *       - Flexible Materials system, supporting classic maps and PBR maps
24 *       - Skeletal Animation support (CPU bones-based animation)
25 *       - Shaders support, including Model shaders and Postprocessing shaders
26 *       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
27 *       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
28 *       - VR stereo rendering with configurable HMD device parameters
29 *       - Bindings to multiple programming languages available!
30 *
31 *   NOTES:
32 *       One custom font is loaded by default when InitWindow () [core]
33 *       If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
34 *       If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
35 *
36 *   DEPENDENCIES (included):
37 *       [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP)
38 *       [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP)
39 *       [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management
40 *
41 *   OPTIONAL DEPENDENCIES (included):
42 *       [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording
43 *       [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
44 *       [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
45 *       [textures] stb_image_resize (Sean Barret) for image resizing algorithms
46 *       [textures] stb_perlin (Sean Barret) for Perlin noise image generation
47 *       [text] stb_truetype (Sean Barret) for ttf fonts loading
48 *       [text] stb_rect_pack (Sean Barret) for rectangles packing
49 *       [models] par_shapes (Philip Rideout) for parametric 3d shapes generation
50 *       [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
51 *       [models] cgltf (Johannes Kuhlmann) for models loading (glTF)
52 *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
53 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
54 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
55 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
56 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
57 *
58 *
59 *   LICENSE: zlib/libpng
60 *
61 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
62 *   BSD-like license that allows static linking with closed source software:
63 *
64 *   Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
65 *
66 *   This software is provided "as-is", without any express or implied warranty. In no event
67 *   will the authors be held liable for any damages arising from the use of this software.
68 *
69 *   Permission is granted to anyone to use this software for any purpose, including commercial
70 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
71 *
72 *     1. The origin of this software must not be misrepresented; you must not claim that you
73 *     wrote the original software. If you use this software in a product, an acknowledgment
74 *     in the product documentation would be appreciated but is not required.
75 *
76 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
77 *     as being the original software.
78 *
79 *     3. This notice may not be removed or altered from any source distribution.
80 *
81 **********************************************************************************************/
82 
83 import core.stdc.config;
84 import core.stdc.stdarg;
85 import core.stdc.stdlib;
86 
87 extern (C) @nogc nothrow:
88 
89 // Required for: va_list - Only used by TraceLogCallback
90 
91 // We are building raylib as a Win32 shared library (.dll)
92 // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library)
93 
94 //----------------------------------------------------------------------------------
95 // Some basic Defines
96 //----------------------------------------------------------------------------------
97 
98 enum PI = 3.14159265358979323846f;
99 
100 enum DEG2RAD = PI / 180.0f;
101 enum RAD2DEG = 180.0f / PI;
102 
103 enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported
104 
105 // Shader and material limits
106 enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct
107 enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct
108 
109 // Allow custom memory allocators
110 
111 alias RL_MALLOC = malloc;
112 
113 alias RL_CALLOC = calloc;
114 
115 alias RL_FREE = free;
116 
117 // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
118 // Plain structures in C++ (without constructors) can be initialized from { } initializers.
119 
120 alias CLITERAL = Color;
121 
122 enum Colors {
123     // Some Basic Colors
124     // NOTE: Custom raylib color palette for amazing visuals on WHITE background // Light Gray // Gray // Dark Gray // Yellow // Gold // Orange // Pink // Red // Maroon // Green // Lime // Dark Green // Sky Blue // Blue // Dark Blue // Purple // Violet // Dark Purple // Beige // Brown // Dark Brown // White // Black // Blank (Transparent) // Magenta // My own White (raylib logo)
125     LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
126     GRAY = Color(130, 130, 130, 255), // Gray
127     DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
128     YELLOW = Color(253, 249, 0, 255), // Yellow
129     GOLD = Color(255, 203, 0, 255), // Gold
130     ORANGE = Color(255, 161, 0, 255), // Orange
131     PINK = Color(255, 109, 194, 255), // Pink
132     RED = Color(230, 41, 55, 255), // Red
133     MAROON = Color(190, 33, 55, 255), // Maroon
134     GREEN = Color(0, 228, 48, 255), // Green
135     LIME = Color(0, 158, 47, 255), // Lime
136     DARKGREEN = Color(0, 117, 44, 255), // Dark Green
137     SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
138     BLUE = Color(0, 121, 241, 255), // Blue
139     DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
140     PURPLE = Color(200, 122, 255, 255), // Purple
141     VIOLET = Color(135, 60, 190, 255), // Violet
142     DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
143     BEIGE = Color(211, 176, 131, 255), // Beige
144     BROWN = Color(127, 106, 79, 255), // Brown
145     DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
146 
147     WHITE = Color(255, 255, 255, 255), // White
148     BLACK = Color(0, 0, 0, 255), // Black
149     BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
150     MAGENTA = Color(255, 0, 255, 255), // Magenta
151     RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
152 }
153 
154 //----------------------------------------------------------------------------------
155 // Structures Definition
156 //----------------------------------------------------------------------------------
157 // Vector2 type
158 struct Vector2
159 {
160     float x = 0.0f;
161     float y = 0.0f;
162     mixin Linear;
163 }
164 
165 struct Bivector2
166 {
167     float xy = 0.0f;
168     alias xy this;
169     mixin Linear;
170 }
171 
172 // Vector3 type
173 struct Vector3
174 {
175     float x = 0.0f;
176     float y = 0.0f;
177     float z = 0.0f;
178     mixin Linear;
179 }
180 
181 // Vector4 type
182 struct Vector4
183 {
184     float x = 0.0f;
185     float y = 0.0f;
186     float z = 0.0f;
187     float w = 0.0f;
188     mixin Linear;
189 }
190 
191 // Quaternion type, same as Vector4
192 alias Quaternion = Vector4;
193 
194 // Matrix type (OpenGL style 4x4 - right handed, column major)
195 struct Matrix4
196 {
197     float m0 = 0.0f;
198     float m4 = 0.0f;
199     float m8 = 0.0f;
200     float m12 = 0.0f;
201     float m1 = 0.0f;
202     float m5 = 0.0f;
203     float m9 = 0.0f;
204     float m13 = 0.0f;
205     float m2 = 0.0f;
206     float m6 = 0.0f;
207     float m10 = 0.0f;
208     float m14 = 0.0f;
209     float m3 = 0.0f;
210     float m7 = 0.0f;
211     float m11 = 0.0f;
212     float m15 = 0.0f;
213     mixin Linear;
214 }
215 
216 alias Matrix = Matrix4;
217 
218 // Color type, RGBA (32bit)
219 struct Color
220 {
221     ubyte r;
222     ubyte g;
223     ubyte b;
224     ubyte a;
225 }
226 
227 // Rectangle type
228 struct Rectangle
229 {
230     float x = 0.0f;
231     float y = 0.0f;
232     float width = 0.0f;
233     float height = 0.0f;
234     alias w = width;
235     alias h = height;
236 }
237 
238 // Image type, bpp always RGBA (32bit)
239 // NOTE: Data stored in CPU memory (RAM)
240 struct Image
241 {
242     void* data; // Image raw data
243     int width; // Image base width
244     int height; // Image base height
245     int mipmaps; // Mipmap levels, 1 by default
246     int format; // Data format (PixelFormat type)
247 }
248 
249 // Texture2D type
250 // NOTE: Data stored in GPU memory
251 struct Texture2D
252 {
253     uint id; // OpenGL texture id
254     int width; // Texture base width
255     int height; // Texture base height
256     int mipmaps; // Mipmap levels, 1 by default
257     int format; // Data format (PixelFormat type)
258 }
259 
260 // Texture type, same as Texture2D
261 alias Texture = Texture2D;
262 
263 // TextureCubemap type, actually, same as Texture2D
264 alias TextureCubemap = Texture2D;
265 
266 // RenderTexture2D type, for texture rendering
267 struct RenderTexture2D
268 {
269     uint id; // OpenGL Framebuffer Object (FBO) id
270     Texture2D texture; // Color buffer attachment texture
271     Texture2D depth; // Depth buffer attachment texture
272     bool depthTexture; // Track if depth attachment is a texture or renderbuffer
273 }
274 
275 // RenderTexture type, same as RenderTexture2D
276 alias RenderTexture = RenderTexture2D;
277 
278 // N-Patch layout info
279 struct NPatchInfo
280 {
281     Rectangle sourceRec; // Region in the texture
282     int left; // left border offset
283     int top; // top border offset
284     int right; // right border offset
285     int bottom; // bottom border offset
286     int type; // layout of the n-patch: 3x3, 1x3 or 3x1
287 }
288 
289 // Font character info
290 struct CharInfo
291 {
292     int value; // Character value (Unicode)
293     int offsetX; // Character offset X when drawing
294     int offsetY; // Character offset Y when drawing
295     int advanceX; // Character advance position X
296     Image image; // Character image data
297 }
298 
299 // Font type, includes texture and charSet array data
300 struct Font
301 {
302     int baseSize; // Base size (default chars height)
303     int charsCount; // Number of characters
304     Texture2D texture; // Characters texture atlas
305     Rectangle* recs; // Characters rectangles in texture
306     CharInfo* chars; // Characters info data
307 }
308 
309 alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font
310 
311 // Camera type, defines a camera position/orientation in 3d space
312 struct Camera3D
313 {
314     Vector3 position; // Camera position
315     Vector3 target; // Camera target it looks-at
316     Vector3 up; // Camera up vector (rotation over its axis)
317     float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
318     CameraType type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
319 }
320 
321 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
322 
323 // Camera2D type, defines a 2d camera
324 struct Camera2D
325 {
326     Vector2 offset; // Camera offset (displacement from target)
327     Vector2 target; // Camera target (rotation and zoom origin)
328     float rotation = 0.0f; // Camera rotation in degrees
329     float zoom = 1.0f; // Camera zoom (scaling), should be 1.0f by default
330 }
331 
332 // Vertex data definning a mesh
333 // NOTE: Data stored in CPU memory (and GPU)
334 struct Mesh
335 {
336     int vertexCount; // Number of vertices stored in arrays
337     int triangleCount; // Number of triangles stored (indexed or not)
338 
339     // Default vertex data
340     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
341     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
342     float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
343     float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
344     float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
345     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
346     ushort* indices; // Vertex indices (in case vertex data comes indexed)
347 
348     // Animation vertex data
349     float* animVertices; // Animated vertex positions (after bones transformations)
350     float* animNormals; // Animated normals (after bones transformations)
351     int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
352     float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
353 
354     // OpenGL identifiers
355     uint vaoId; // OpenGL Vertex Array Object id
356     uint[7] vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
357 }
358 
359 // Shader type (generic)
360 struct Shader
361 {
362     uint id; // Shader program id
363     int* locs; // Shader locations array
364 }
365 
366 // Material texture map
367 struct MaterialMap
368 {
369     Texture2D texture; // Material map texture
370     Color color; // Material map color
371     float value; // Material map value
372 }
373 
374 // Material type (generic)
375 struct Material
376 {
377     Shader shader; // Material shader
378     MaterialMap* maps; // Material maps
379     float* params; // Material generic parameters (if required)
380 }
381 
382 // Transformation properties
383 struct Transform
384 {
385     Vector3 translation; // Translation
386     Quaternion rotation; // Rotation
387     Vector3 scale; // Scale
388 }
389 
390 // Bone information
391 struct BoneInfo
392 {
393     char[32] name; // Bone name
394     int parent; // Bone parent
395 }
396 
397 // Model type
398 struct Model
399 {
400     Matrix transform; // Local transform matrix
401 
402     int meshCount; // Number of meshes
403     Mesh* meshes; // Meshes array
404 
405     int materialCount; // Number of materials
406     Material* materials; // Materials array
407     int* meshMaterial; // Mesh material number
408 
409     // Animation data
410     int boneCount; // Number of bones
411     BoneInfo* bones; // Bones information (skeleton)
412     Transform* bindPose; // Bones base transformation (pose)
413 }
414 
415 // Model animation
416 struct ModelAnimation
417 {
418     int boneCount; // Number of bones
419     BoneInfo* bones; // Bones information (skeleton)
420 
421     int frameCount; // Number of animation frames
422     Transform** framePoses; // Poses array by frame
423 }
424 
425 // Ray type (useful for raycast)
426 struct Ray
427 {
428     Vector3 position; // Ray position (origin)
429     Vector3 direction; // Ray direction
430 }
431 
432 // Raycast hit information
433 struct RayHitInfo
434 {
435     bool hit; // Did the ray hit something?
436     float distance; // Distance to nearest hit
437     Vector3 position; // Position of nearest hit
438     Vector3 normal; // Surface normal of hit
439 }
440 
441 // Bounding box type
442 struct BoundingBox
443 {
444     Vector3 min; // Minimum vertex box-corner
445     Vector3 max; // Maximum vertex box-corner
446 }
447 
448 // Wave type, defines audio wave data
449 struct Wave
450 {
451     uint sampleCount; // Number of samples
452     uint sampleRate; // Frequency (samples per second)
453     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
454     uint channels; // Number of channels (1-mono, 2-stereo)
455     void* data; // Buffer data pointer
456 }
457 
458 struct rAudioBuffer;
459 
460 // Audio stream type
461 // NOTE: Useful to create custom audio streams not bound to a specific file
462 struct AudioStream
463 {
464     uint sampleRate; // Frequency (samples per second)
465     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
466     uint channels; // Number of channels (1-mono, 2-stereo)
467 
468     rAudioBuffer* buffer; // Pointer to internal data used by the audio system
469 };
470 
471 // Sound source type
472 struct Sound
473 {
474     uint sampleCount; // Total number of samples
475     AudioStream stream; // Audio stream
476 };
477 
478 // Music stream type (audio file streaming from memory)
479 // NOTE: Anything longer than ~10 seconds should be streamed
480 struct Music
481 {
482     int ctxType; // Type of music context (audio filetype)
483     void* ctxData; // Audio context data, depends on type
484 
485     uint sampleCount; // Total number of samples
486     uint loopCount; // Loops count (times music will play), 0 means infinite loop
487 
488     AudioStream stream; // Audio stream
489 };
490 
491 // Head-Mounted-Display device parameters
492 struct VrDeviceInfo
493 {
494     int hResolution; // HMD horizontal resolution in pixels
495     int vResolution; // HMD vertical resolution in pixels
496     float hScreenSize; // HMD horizontal size in meters
497     float vScreenSize; // HMD vertical size in meters
498     float vScreenCenter; // HMD screen center in meters
499     float eyeToScreenDistance; // HMD distance between eye and display in meters
500     float lensSeparationDistance; // HMD lens separation distance in meters
501     float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
502     float[4] lensDistortionValues; // HMD lens distortion constant parameters
503     float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters
504 }
505 
506 //----------------------------------------------------------------------------------
507 // Enumerators Definition
508 //----------------------------------------------------------------------------------
509 // System config flags
510 // NOTE: Used for bit masks
511 enum ConfigFlag
512 {
513     FLAG_RESERVED = 1, // Reserved
514     FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
515     FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
516     FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
517     FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
518     FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
519     FLAG_WINDOW_ALWAYS_RUN = 256, // Set to allow windows running while minimized
520     FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
521     FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
522 }
523 
524 // Trace log type
525 enum TraceLogType
526 {
527     LOG_ALL = 0, // Display all logs
528     LOG_TRACE = 1,
529     LOG_DEBUG = 2,
530     LOG_INFO = 3,
531     LOG_WARNING = 4,
532     LOG_ERROR = 5,
533     LOG_FATAL = 6,
534     LOG_NONE = 7 // Disable logging
535 }
536 
537 // Keyboard keys
538 enum KeyboardKey
539 {
540     // Alphanumeric keys
541     KEY_APOSTROPHE = 39,
542     KEY_COMMA = 44,
543     KEY_MINUS = 45,
544     KEY_PERIOD = 46,
545     KEY_SLASH = 47,
546     KEY_ZERO = 48,
547     KEY_ONE = 49,
548     KEY_TWO = 50,
549     KEY_THREE = 51,
550     KEY_FOUR = 52,
551     KEY_FIVE = 53,
552     KEY_SIX = 54,
553     KEY_SEVEN = 55,
554     KEY_EIGHT = 56,
555     KEY_NINE = 57,
556     KEY_SEMICOLON = 59,
557     KEY_EQUAL = 61,
558     KEY_A = 65,
559     KEY_B = 66,
560     KEY_C = 67,
561     KEY_D = 68,
562     KEY_E = 69,
563     KEY_F = 70,
564     KEY_G = 71,
565     KEY_H = 72,
566     KEY_I = 73,
567     KEY_J = 74,
568     KEY_K = 75,
569     KEY_L = 76,
570     KEY_M = 77,
571     KEY_N = 78,
572     KEY_O = 79,
573     KEY_P = 80,
574     KEY_Q = 81,
575     KEY_R = 82,
576     KEY_S = 83,
577     KEY_T = 84,
578     KEY_U = 85,
579     KEY_V = 86,
580     KEY_W = 87,
581     KEY_X = 88,
582     KEY_Y = 89,
583     KEY_Z = 90,
584 
585     // Function keys
586     KEY_SPACE = 32,
587     KEY_ESCAPE = 256,
588     KEY_ENTER = 257,
589     KEY_TAB = 258,
590     KEY_BACKSPACE = 259,
591     KEY_INSERT = 260,
592     KEY_DELETE = 261,
593     KEY_RIGHT = 262,
594     KEY_LEFT = 263,
595     KEY_DOWN = 264,
596     KEY_UP = 265,
597     KEY_PAGE_UP = 266,
598     KEY_PAGE_DOWN = 267,
599     KEY_HOME = 268,
600     KEY_END = 269,
601     KEY_CAPS_LOCK = 280,
602     KEY_SCROLL_LOCK = 281,
603     KEY_NUM_LOCK = 282,
604     KEY_PRINT_SCREEN = 283,
605     KEY_PAUSE = 284,
606     KEY_F1 = 290,
607     KEY_F2 = 291,
608     KEY_F3 = 292,
609     KEY_F4 = 293,
610     KEY_F5 = 294,
611     KEY_F6 = 295,
612     KEY_F7 = 296,
613     KEY_F8 = 297,
614     KEY_F9 = 298,
615     KEY_F10 = 299,
616     KEY_F11 = 300,
617     KEY_F12 = 301,
618     KEY_LEFT_SHIFT = 340,
619     KEY_LEFT_CONTROL = 341,
620     KEY_LEFT_ALT = 342,
621     KEY_LEFT_SUPER = 343,
622     KEY_RIGHT_SHIFT = 344,
623     KEY_RIGHT_CONTROL = 345,
624     KEY_RIGHT_ALT = 346,
625     KEY_RIGHT_SUPER = 347,
626     KEY_KB_MENU = 348,
627     KEY_LEFT_BRACKET = 91,
628     KEY_BACKSLASH = 92,
629     KEY_RIGHT_BRACKET = 93,
630     KEY_GRAVE = 96,
631 
632     // Keypad keys
633     KEY_KP_0 = 320,
634     KEY_KP_1 = 321,
635     KEY_KP_2 = 322,
636     KEY_KP_3 = 323,
637     KEY_KP_4 = 324,
638     KEY_KP_5 = 325,
639     KEY_KP_6 = 326,
640     KEY_KP_7 = 327,
641     KEY_KP_8 = 328,
642     KEY_KP_9 = 329,
643     KEY_KP_DECIMAL = 330,
644     KEY_KP_DIVIDE = 331,
645     KEY_KP_MULTIPLY = 332,
646     KEY_KP_SUBTRACT = 333,
647     KEY_KP_ADD = 334,
648     KEY_KP_ENTER = 335,
649     KEY_KP_EQUAL = 336
650 }
651 
652 // Android buttons
653 enum AndroidButton
654 {
655     KEY_BACK = 4,
656     KEY_MENU = 82,
657     KEY_VOLUME_UP = 24,
658     KEY_VOLUME_DOWN = 25
659 }
660 
661 // Mouse buttons
662 enum MouseButton
663 {
664     MOUSE_LEFT_BUTTON = 0,
665     MOUSE_RIGHT_BUTTON = 1,
666     MOUSE_MIDDLE_BUTTON = 2
667 }
668 
669 // Gamepad number
670 enum GamepadNumber
671 {
672     GAMEPAD_PLAYER1 = 0,
673     GAMEPAD_PLAYER2 = 1,
674     GAMEPAD_PLAYER3 = 2,
675     GAMEPAD_PLAYER4 = 3
676 }
677 
678 // Gamepad Buttons
679 enum GamepadButton
680 {
681     // This is here just for error checking
682     GAMEPAD_BUTTON_UNKNOWN = 0,
683 
684     // This is normally a DPAD
685     GAMEPAD_BUTTON_LEFT_FACE_UP = 1,
686     GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2,
687     GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3,
688     GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4,
689 
690     // This normally corresponds with PlayStation and Xbox controllers
691     // XBOX: [Y,X,A,B]
692     // PS3: [Triangle,Square,Cross,Circle]
693     // No support for 6 button controllers though..
694     GAMEPAD_BUTTON_RIGHT_FACE_UP = 5,
695     GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6,
696     GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7,
697     GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8,
698 
699     // Triggers
700     GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9,
701     GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10,
702     GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11,
703     GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12,
704 
705     // These are buttons in the center of the gamepad
706     GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select
707     GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button
708     GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start
709 
710     // These are the joystick press in buttons
711     GAMEPAD_BUTTON_LEFT_THUMB = 16,
712     GAMEPAD_BUTTON_RIGHT_THUMB = 17
713 }
714 
715 enum GamepadAxis
716 {
717     // This is here just for error checking
718     GAMEPAD_AXIS_UNKNOWN = 0,
719 
720     // Left stick
721     GAMEPAD_AXIS_LEFT_X = 1,
722     GAMEPAD_AXIS_LEFT_Y = 2,
723 
724     // Right stick
725     GAMEPAD_AXIS_RIGHT_X = 3,
726     GAMEPAD_AXIS_RIGHT_Y = 4,
727 
728     // Pressure levels for the back triggers
729     GAMEPAD_AXIS_LEFT_TRIGGER = 5, // [1..-1] (pressure-level)
730     GAMEPAD_AXIS_RIGHT_TRIGGER = 6 // [1..-1] (pressure-level)
731 }
732 
733 // Shader location point type
734 enum ShaderLocationIndex
735 {
736     LOC_VERTEX_POSITION = 0,
737     LOC_VERTEX_TEXCOORD01 = 1,
738     LOC_VERTEX_TEXCOORD02 = 2,
739     LOC_VERTEX_NORMAL = 3,
740     LOC_VERTEX_TANGENT = 4,
741     LOC_VERTEX_COLOR = 5,
742     LOC_MATRIX_MVP = 6,
743     LOC_MATRIX_MODEL = 7,
744     LOC_MATRIX_VIEW = 8,
745     LOC_MATRIX_PROJECTION = 9,
746     LOC_VECTOR_VIEW = 10,
747     LOC_COLOR_DIFFUSE = 11,
748     LOC_COLOR_SPECULAR = 12,
749     LOC_COLOR_AMBIENT = 13,
750     LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE
751     LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR
752     LOC_MAP_NORMAL = 16,
753     LOC_MAP_ROUGHNESS = 17,
754     LOC_MAP_OCCLUSION = 18,
755     LOC_MAP_EMISSION = 19,
756     LOC_MAP_HEIGHT = 20,
757     LOC_MAP_CUBEMAP = 21,
758     LOC_MAP_IRRADIANCE = 22,
759     LOC_MAP_PREFILTER = 23,
760     LOC_MAP_BRDF = 24
761 }
762 
763 enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO;
764 enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS;
765 
766 // Shader uniform data types
767 enum ShaderUniformDataType
768 {
769     UNIFORM_FLOAT = 0,
770     UNIFORM_VEC2 = 1,
771     UNIFORM_VEC3 = 2,
772     UNIFORM_VEC4 = 3,
773     UNIFORM_INT = 4,
774     UNIFORM_IVEC2 = 5,
775     UNIFORM_IVEC3 = 6,
776     UNIFORM_IVEC4 = 7,
777     UNIFORM_SAMPLER2D = 8
778 }
779 
780 // Material map type
781 enum MaterialMapType
782 {
783     MAP_ALBEDO = 0, // MAP_DIFFUSE
784     MAP_METALNESS = 1, // MAP_SPECULAR
785     MAP_NORMAL = 2,
786     MAP_ROUGHNESS = 3,
787     MAP_OCCLUSION = 4,
788     MAP_EMISSION = 5,
789     MAP_HEIGHT = 6,
790     MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP
791     MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP
792     MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP
793     MAP_BRDF = 10
794 }
795 
796 enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO;
797 enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS;
798 
799 // Pixel formats
800 // NOTE: Support depends on OpenGL version and platform
801 enum PixelFormat
802 {
803     UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
804     UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
805     UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
806     UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
807     UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
808     UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
809     UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
810     UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
811     UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
812     UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
813     COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
814     COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
815     COMPRESSED_DXT3_RGBA = 13, // 8 bpp
816     COMPRESSED_DXT5_RGBA = 14, // 8 bpp
817     COMPRESSED_ETC1_RGB = 15, // 4 bpp
818     COMPRESSED_ETC2_RGB = 16, // 4 bpp
819     COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
820     COMPRESSED_PVRT_RGB = 18, // 4 bpp
821     COMPRESSED_PVRT_RGBA = 19, // 4 bpp
822     COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
823     COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
824 }
825 
826 // Texture parameters: filter mode
827 // NOTE 1: Filtering considers mipmaps if available in the texture
828 // NOTE 2: Filter is accordingly set for minification and magnification
829 enum TextureFilterMode
830 {
831     FILTER_POINT = 0, // No filter, just pixel aproximation
832     FILTER_BILINEAR = 1, // Linear filtering
833     FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
834     FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
835     FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
836     FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
837 }
838 
839 // Cubemap layout type
840 enum CubemapLayoutType
841 {
842     CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
843     CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
844     CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
845     CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
846     CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
847     CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
848 }
849 
850 // Texture parameters: wrap mode
851 enum TextureWrapMode
852 {
853     WRAP_REPEAT = 0, // Repeats texture in tiled mode
854     WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
855     WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
856     WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
857 }
858 
859 // Font type, defines generation method
860 enum FontType
861 {
862     FONT_DEFAULT = 0, // Default font generation, anti-aliased
863     FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
864     FONT_SDF = 2 // SDF font generation, requires external shader
865 }
866 
867 // Color blending modes (pre-defined)
868 enum BlendMode
869 {
870     BLEND_ALPHA = 0, // Blend textures considering alpha (default)
871     BLEND_ADDITIVE = 1, // Blend textures adding colors
872     BLEND_MULTIPLIED = 2 // Blend textures multiplying colors
873 }
874 
875 // Gestures type
876 // NOTE: It could be used as flags to enable only some gestures
877 enum GestureType
878 {
879     GESTURE_NONE = 0,
880     GESTURE_TAP = 1,
881     GESTURE_DOUBLETAP = 2,
882     GESTURE_HOLD = 4,
883     GESTURE_DRAG = 8,
884     GESTURE_SWIPE_RIGHT = 16,
885     GESTURE_SWIPE_LEFT = 32,
886     GESTURE_SWIPE_UP = 64,
887     GESTURE_SWIPE_DOWN = 128,
888     GESTURE_PINCH_IN = 256,
889     GESTURE_PINCH_OUT = 512
890 }
891 
892 // Camera system modes
893 enum CameraMode
894 {
895     CAMERA_CUSTOM = 0,
896     CAMERA_FREE = 1,
897     CAMERA_ORBITAL = 2,
898     CAMERA_FIRST_PERSON = 3,
899     CAMERA_THIRD_PERSON = 4
900 }
901 
902 // Camera projection modes
903 enum CameraType : int
904 {
905     CAMERA_PERSPECTIVE = 0,
906     CAMERA_ORTHOGRAPHIC = 1
907 }
908 
909 // Type of n-patch
910 enum NPatchType
911 {
912     NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
913     NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles
914     NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles
915 }
916 
917 // Callbacks to be implemented by users
918 alias TraceLogCallback = void function(int logType, const(char)* text, va_list args);
919 
920 // Prevents name mangling of functions
921 
922 //------------------------------------------------------------------------------------
923 // Global Variables Definition
924 //------------------------------------------------------------------------------------
925 // It's lonely here...
926 
927 //------------------------------------------------------------------------------------
928 // Window and Graphics Device Functions (Module: core)
929 //------------------------------------------------------------------------------------
930 
931 // Window-related functions
932 void InitWindow(int width, int height, const(char)* title); // Initialize window and OpenGL context
933 bool WindowShouldClose(); // Check if KEY_ESCAPE pressed or Close icon pressed
934 void CloseWindow(); // Close window and unload OpenGL context
935 bool IsWindowReady(); // Check if window has been initialized successfully
936 bool IsWindowMinimized(); // Check if window has been minimized (or lost focus)
937 bool IsWindowResized(); // Check if window has been resized
938 bool IsWindowHidden(); // Check if window is currently hidden
939 bool IsWindowFullscreen(); // Check if window is currently fullscreen
940 void ToggleFullscreen(); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
941 void UnhideWindow(); // Show the window
942 void HideWindow(); // Hide the window
943 void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
944 void SetWindowTitle(const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
945 void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
946 void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
947 void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
948 void SetWindowSize(int width, int height); // Set window dimensions
949 void* GetWindowHandle(); // Get native window handle
950 int GetScreenWidth(); // Get current screen width
951 int GetScreenHeight(); // Get current screen height
952 int GetMonitorCount(); // Get number of connected monitors
953 int GetMonitorWidth(int monitor); // Get primary monitor width
954 int GetMonitorHeight(int monitor); // Get primary monitor height
955 int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
956 int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
957 Vector2 GetWindowPosition(); // Get window position XY on monitor
958 Vector2 GetWindowScaleDPI (); // Get window scale DPI factor
959 const(char)* GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
960 const(char)* GetClipboardText(); // Get clipboard text content
961 void SetClipboardText(const(char)* text); // Set clipboard text content
962 
963 // Cursor-related functions
964 void ShowCursor(); // Shows cursor
965 void HideCursor(); // Hides cursor
966 bool IsCursorHidden(); // Check if cursor is not visible
967 void EnableCursor(); // Enables cursor (unlock cursor)
968 void DisableCursor(); // Disables cursor (lock cursor)
969 
970 // Drawing-related functions
971 void ClearBackground(Color color); // Set background color (framebuffer clear color)
972 void BeginDrawing(); // Setup canvas (framebuffer) to start drawing
973 void EndDrawing(); // End canvas drawing and swap buffers (double buffering)
974 void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
975 void EndMode2D(); // Ends 2D mode with custom camera
976 void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
977 void EndMode3D(); // Ends 3D mode and returns to default 2D orthographic mode
978 void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
979 void EndTextureMode(); // Ends drawing to render texture
980 void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
981 void EndScissorMode(); // End scissor mode
982 
983 // Screen-space-related functions
984 Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
985 Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
986 Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
987 Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
988 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
989 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
990 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
991 
992 // Timing-related functions
993 void SetTargetFPS(int fps); // Set target FPS (maximum)
994 int GetFPS(); // Returns current FPS
995 float GetFrameTime(); // Returns time in seconds for last frame drawn
996 double GetTime(); // Returns elapsed time in seconds since InitWindow ()
997 
998 // Color-related functions
999 int ColorToInt(Color color); // Returns hexadecimal value for a Color
1000 Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
1001 Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
1002 Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
1003 Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
1004 Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
1005 Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
1006 
1007 // Misc. functions
1008 void SetConfigFlags(ubyte flags); // Setup window configuration flags (view FLAGS)
1009 void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
1010 void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
1011 void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
1012 void TraceLog(int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
1013 void TakeScreenshot(const(char)* fileName); // Takes a screenshot of current screen (saved a .png)
1014 int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
1015 
1016 // Files management functions
1017 ubyte* LoadFileData(const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
1018 void SaveFileData(const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write)
1019 char* LoadFileText(const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
1020 void SaveFileText(const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated
1021 bool FileExists(const(char)* fileName); // Check if file exists
1022 bool IsFileExtension(const(char)* fileName, const(char)* ext); // Check file extension
1023 bool DirectoryExists(const(char)* dirPath); // Check if a directory path exists
1024 const(char)* GetExtension(const(char)* fileName); // Get pointer to extension for a filename string
1025 const(char)* GetFileName(const(char)* filePath); // Get pointer to filename for a path string
1026 const(char)* GetFileNameWithoutExt(const(char)* filePath); // Get filename string without extension (uses static string)
1027 const(char)* GetDirectoryPath(const(char)* filePath); // Get full path for a given fileName with path (uses static string)
1028 const(char)* GetPrevDirectoryPath(const(char)* dirPath); // Get previous directory path for a given path (uses static string)
1029 const(char)* GetWorkingDirectory(); // Get current working directory (uses static string)
1030 char** GetDirectoryFiles(const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed)
1031 void ClearDirectoryFiles(); // Clear directory files paths buffers (free memory)
1032 bool ChangeDirectory(const(char)* dir); // Change working directory, returns true if success
1033 bool IsFileDropped(); // Check if a file has been dropped into window
1034 char** GetDroppedFiles(int* count); // Get dropped files names (memory should be freed)
1035 void ClearDroppedFiles(); // Clear dropped files paths buffer (free memory)
1036 c_long GetFileModTime(const(char)* fileName); // Get file modification time (last write time)
1037 ubyte* CompressData(ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorythm)
1038 ubyte* DecompressData(ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorythm)
1039 
1040 // Persistent storage management
1041 void SaveStorageValue(uint position, int value); // Save integer value to storage file (to defined position)
1042 int LoadStorageValue(uint position); // Load integer value from storage file (from defined position)
1043 
1044 void OpenURL(const(char)* url); // Open URL with default system browser (if available)
1045 
1046 //------------------------------------------------------------------------------------
1047 // Input Handling Functions (Module: core)
1048 //------------------------------------------------------------------------------------
1049 
1050 // Input-related functions: keyboard
1051 bool IsKeyPressed(int key); // Detect if a key has been pressed once
1052 bool IsKeyDown(int key); // Detect if a key is being pressed
1053 bool IsKeyReleased(int key); // Detect if a key has been released once
1054 bool IsKeyUp(int key); // Detect if a key is NOT being pressed
1055 void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
1056 int GetKeyPressed(); // Get key pressed, call it multiple times for chars queued
1057 
1058 // Input-related functions: gamepads
1059 bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
1060 bool IsGamepadName(int gamepad, const(char)* name); // Check gamepad name (if available)
1061 const(char)* GetGamepadName(int gamepad); // Return gamepad internal name id
1062 bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
1063 bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
1064 bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
1065 bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
1066 int GetGamepadButtonPressed(); // Get the last gamepad button pressed
1067 int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
1068 float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
1069 
1070 // Input-related functions: mouse
1071 bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
1072 bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
1073 bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
1074 bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
1075 int GetMouseX(); // Returns mouse position X
1076 int GetMouseY(); // Returns mouse position Y
1077 Vector2 GetMousePosition(); // Returns mouse position XY
1078 void SetMousePosition(int x, int y); // Set mouse position XY
1079 void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
1080 void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
1081 int GetMouseWheelMove(); // Returns mouse wheel movement Y
1082 
1083 // Input-related functions: touch
1084 int GetTouchX(); // Returns touch position X for touch point 0 (relative to screen size)
1085 int GetTouchY(); // Returns touch position Y for touch point 0 (relative to screen size)
1086 Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
1087 
1088 //------------------------------------------------------------------------------------
1089 // Gestures and Touch Handling Functions (Module: gestures)
1090 //------------------------------------------------------------------------------------
1091 void SetGesturesEnabled(uint gestureFlags); // Enable a set of gestures using flags
1092 bool IsGestureDetected(int gesture); // Check if a gesture have been detected
1093 int GetGestureDetected(); // Get latest detected gesture
1094 int GetTouchPointsCount(); // Get touch points count
1095 float GetGestureHoldDuration(); // Get gesture hold time in milliseconds
1096 Vector2 GetGestureDragVector(); // Get gesture drag vector
1097 float GetGestureDragAngle(); // Get gesture drag angle
1098 Vector2 GetGesturePinchVector(); // Get gesture pinch delta
1099 float GetGesturePinchAngle(); // Get gesture pinch angle
1100 
1101 //------------------------------------------------------------------------------------
1102 // Camera System Functions (Module: camera)
1103 //------------------------------------------------------------------------------------
1104 void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
1105 void UpdateCamera(Camera* camera); // Update camera position for selected mode
1106 
1107 void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
1108 void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
1109 void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
1110 void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey,
1111         int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
1112 
1113 //------------------------------------------------------------------------------------
1114 // Basic Shapes Drawing Functions (Module: shapes)
1115 //------------------------------------------------------------------------------------
1116 
1117 // Basic shapes drawing functions
1118 void DrawPixel(int posX, int posY, Color color); // Draw a pixel
1119 void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
1120 void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1121 void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
1122 void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
1123 void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
1124 void DrawLineStrip(Vector2* points, int numPoints, Color color); // Draw lines sequence
1125 void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1126 void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle,
1127         int segments, Color color); // Draw a piece of a circle
1128 void DrawCircleSectorLines(Vector2 center, float radius, int startAngle,
1129         int endAngle, int segments, Color color); // Draw circle sector outline
1130 void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
1131 void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1132 void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
1133 void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
1134 void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
1135 void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle,
1136         int endAngle, int segments, Color color); // Draw ring
1137 void DrawRingLines(Vector2 center, float innerRadius, float outerRadius,
1138         int startAngle, int endAngle, int segments, Color color); // Draw ring outline
1139 void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1140 void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1141 void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
1142 void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1143 void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
1144 void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
1145 void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
1146 void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1147 void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
1148 void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1149 void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments,
1150         int lineThick, Color color); // Draw rectangle with rounded edges outline
1151 void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1152 void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
1153 void DrawTriangleFan(Vector2* points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
1154 void DrawTriangleStrip(Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points
1155 void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1156 void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
1157 
1158 // Basic shapes collision detection functions
1159 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1160 bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1161 bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1162 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1163 bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
1164 bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1165 bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1166 
1167 //------------------------------------------------------------------------------------
1168 // Texture Loading and Drawing Functions (Module: textures)
1169 //------------------------------------------------------------------------------------
1170 
1171 // Image loading functions
1172 // NOTE: This functions do not require GPU access
1173 Image LoadImage(const(char)* fileName); // Load image from file into CPU memory (RAM)
1174 Image LoadImageEx(Color* pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
1175 Image LoadImagePro(void* data, int width, int height, int format); // Load image from raw data with parameters
1176 Image LoadImageRaw(const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1177 void UnloadImage(Image image); // Unload image from CPU memory (RAM)
1178 void ExportImage(Image image, const(char)* fileName); // Export image data to file
1179 void ExportImageAsCode(Image image, const(char)* fileName); // Export image as code file defining an array of bytes
1180 Color* GetImageData(Image image); // Get pixel data from image as a Color struct array
1181 Vector4* GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
1182 
1183 // Image generation functions
1184 Image GenImageColor(int width, int height, Color color); // Generate image: plain color
1185 Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
1186 Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
1187 Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1188 Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1189 Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
1190 Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
1191 Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
1192 
1193 // Image manipulation functions
1194 Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
1195 Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
1196 Image ImageText(const(char)* text, int fontSize, Color color); // Create an image from text (default font)
1197 Image ImageTextEx(Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1198 void ImageToPOT(Image* image, Color fillColor); // Convert image to POT (power-of-two)
1199 void ImageFormat(Image* image, int newFormat); // Convert image data to desired format
1200 void ImageAlphaMask(Image* image, Image alphaMask); // Apply alpha mask to image
1201 void ImageAlphaClear(Image* image, Color color, float threshold); // Clear alpha channel to desired color
1202 void ImageAlphaCrop(Image* image, float threshold); // Crop image depending on alpha value
1203 void ImageAlphaPremultiply(Image* image); // Premultiply alpha channel
1204 void ImageCrop(Image* image, Rectangle crop); // Crop an image to a defined rectangle
1205 void ImageResize(Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1206 void ImageResizeNN(Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1207 void ImageResizeCanvas(Image* image, int newWidth, int newHeight, int offsetX,
1208         int offsetY, Color color); // Resize canvas and fill with color
1209 void ImageMipmaps(Image* image); // Generate all mipmap levels for a provided image
1210 void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1211 void ImageFlipVertical(Image* image); // Flip image vertically
1212 void ImageFlipHorizontal(Image* image); // Flip image horizontally
1213 void ImageRotateCW(Image* image); // Rotate image clockwise 90deg
1214 void ImageRotateCCW(Image* image); // Rotate image counter-clockwise 90deg
1215 void ImageColorTint(Image* image, Color color); // Modify image color: tint
1216 void ImageColorInvert(Image* image); // Modify image color: invert
1217 void ImageColorGrayscale(Image* image); // Modify image color: grayscale
1218 void ImageColorContrast(Image* image, float contrast); // Modify image color: contrast (-100 to 100)
1219 void ImageColorBrightness(Image* image, int brightness); // Modify image color: brightness (-255 to 255)
1220 void ImageColorReplace(Image* image, Color color, Color replace); // Modify image color: replace color
1221 Color* ImageExtractPalette(Image image, int maxPaletteSize, int* extractCount); // Extract color palette from image to maximum size (memory should be freed)
1222 Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
1223 
1224 // Image drawing functions
1225 // NOTE: Image software-rendering functions (CPU)
1226 void ImageClearBackground(Image* dst, Color color); // Clear image background with given color
1227 void ImageDrawPixel(Image* dst, int posX, int posY, Color color); // Draw pixel within an image
1228 void ImageDrawPixelV(Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
1229 void ImageDrawLine(Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
1230 void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
1231 void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
1232 void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
1233 void ImageDrawRectangle(Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
1234 void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
1235 void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
1236 void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1237 void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
1238 void ImageDrawText(Image* dst, Vector2 position, const(char)* text, int fontSize, Color color); // Draw text (default font) within an image (destination)
1239 void ImageDrawTextEx(Image* dst, Vector2 position, Font font, const(char)* text,
1240         float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
1241 
1242 // Texture loading functions
1243 // NOTE: These functions require GPU access
1244 Texture2D LoadTexture(const(char)* fileName); // Load texture from file into GPU memory (VRAM)
1245 Texture2D LoadTextureFromImage(Image image); // Load texture from image data
1246 TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
1247 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
1248 void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
1249 void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1250 void UpdateTexture(Texture2D texture, const(void)* pixels); // Update GPU texture with new data
1251 Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
1252 Image GetScreenData(); // Get pixel data from screen buffer and return an Image (screenshot)
1253 
1254 // Texture2D configuration functions
1255 void GenTextureMipmaps(Texture2D* texture); // Generate GPU mipmaps for a texture
1256 void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
1257 void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
1258 
1259 // Texture2D drawing functions
1260 void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1261 void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1262 void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1263 void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1264 void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
1265 void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec,
1266         Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
1267 void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo,
1268         Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
1269 
1270 // Image/Texture misc functions
1271 int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
1272 
1273 //------------------------------------------------------------------------------------
1274 // Font Loading and Text Drawing Functions (Module: text)
1275 //------------------------------------------------------------------------------------
1276 
1277 // Font loading/unloading functions
1278 Font GetFontDefault(); // Get the default Font
1279 Font LoadFont(const(char)* fileName); // Load font from file into GPU memory (VRAM)
1280 Font LoadFontEx(const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters
1281 Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
1282 CharInfo* LoadFontData(const(char)* fileName, int fontSize, int* fontChars,
1283         int charsCount, int type); // Load font data for further use
1284 Image GenImageFontAtlas(const(CharInfo)* chars, Rectangle** recs,
1285         int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1286 void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
1287 
1288 // Text drawing functions
1289 void DrawFPS(int posX, int posY); // Shows current FPS
1290 void DrawText(const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1291 void DrawTextEx(Font font, const(char)* text, Vector2 position, float fontSize,
1292         float spacing, Color tint); // Draw text using font and additional parameters
1293 void DrawTextRec(Font font, const(char)* text, Rectangle rec, float fontSize,
1294         float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
1295 void DrawTextRecEx(Font font, const(char)* text, Rectangle rec, float fontSize,
1296         float spacing, bool wordWrap, Color tint, int selectStart,
1297         int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
1298 void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
1299 
1300 // Text misc. functions
1301 int MeasureText(const(char)* text, int fontSize); // Measure string width for default font
1302 Vector2 MeasureTextEx(Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
1303 int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
1304 
1305 // Text strings management functions (no utf8 strings, only byte chars)
1306 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1307 int TextCopy(char* dst, const(char)* src); // Copy one string to another, returns bytes copied
1308 bool TextIsEqual(const(char)* text1, const(char)* text2); // Check if two text string are equal
1309 uint TextLength(const(char)* text); // Get text length, checks for '\0' ending
1310 const(char)* TextFormat(const(char)* text, ...); // Text formatting with variables (sprintf style)
1311 const(char)* TextSubtext(const(char)* text, int position, int length); // Get a piece of a text string
1312 char* TextReplace(char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!)
1313 char* TextInsert(const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!)
1314 const(char)* TextJoin(const(char)** textList, int count, const(char)* delimiter); // Join text strings with delimiter
1315 const(char)** TextSplit(const(char)* text, char delimiter, int* count); // Split text into multiple strings
1316 void TextAppend(char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
1317 int TextFindIndex(const(char)* text, const(char)* find); // Find first text occurrence within a string
1318 const(char)* TextToUpper(const(char)* text); // Get upper case version of provided string
1319 const(char)* TextToLower(const(char)* text); // Get lower case version of provided string
1320 const(char)* TextToPascal(const(char)* text); // Get Pascal case notation version of provided string
1321 int TextToInteger(const(char)* text); // Get integer value from text (negative values not supported)
1322 char* TextToUtf8(int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
1323 
1324 // UTF8 text strings management functions
1325 int* GetCodepoints(const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters
1326 int GetCodepointsCount(const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string
1327 int GetNextCodepoint(const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f ('?') is returned on failure
1328 const(char)* CodepointToUtf8(int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
1329 
1330 //------------------------------------------------------------------------------------
1331 // Basic 3d Shapes Drawing Functions (Module: models)
1332 //------------------------------------------------------------------------------------
1333 
1334 // Basic geometric 3D shapes drawing functions
1335 void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1336 void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
1337 void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
1338         float rotationAngle, Color color); // Draw a circle in 3D world space
1339 void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
1340 void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1341 void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1342 void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1343 void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
1344         float height, float length, Color color); // Draw cube textured
1345 void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
1346 void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1347 void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1348 void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom,
1349         float height, int slices, Color color); // Draw a cylinder/cone
1350 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom,
1351         float height, int slices, Color color); // Draw a cylinder/cone wires
1352 void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1353 void DrawRay(Ray ray, Color color); // Draw a ray line
1354 void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1355 void DrawGizmo(Vector3 position); // Draw simple gizmo
1356 //DrawTorus (), DrawTeapot () could be useful?
1357 
1358 //------------------------------------------------------------------------------------
1359 // Model 3d Loading and Drawing Functions (Module: models)
1360 //------------------------------------------------------------------------------------
1361 
1362 // Model loading/unloading functions
1363 Model LoadModel(const(char)* fileName); // Load model from files (meshes and materials)
1364 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
1365 void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
1366 
1367 // Mesh loading/unloading functions
1368 Mesh* LoadMeshes(const(char)* fileName, int* meshCount); // Load meshes from model file
1369 void ExportMesh(Mesh mesh, const(char)* fileName); // Export mesh data to file
1370 void UnloadMesh(Mesh* mesh); // Unload mesh from memory (RAM and/or VRAM)
1371 
1372 // Material loading/unloading functions
1373 Material* LoadMaterials(const(char)* fileName, int* materialCount); // Load materials from model file
1374 Material LoadMaterialDefault(); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1375 void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
1376 void SetMaterialTexture(Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
1377 void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Set material for a mesh
1378 
1379 // Model animations loading/unloading functions
1380 ModelAnimation* LoadModelAnimations(const(char)* fileName, int* animsCount); // Load model animations from file
1381 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
1382 void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
1383 bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
1384 
1385 // Mesh generation functions
1386 Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
1387 Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1388 Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
1389 Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1390 Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1391 Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
1392 Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
1393 Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1394 Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1395 Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1396 
1397 // Mesh manipulation functions
1398 BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
1399 void MeshTangents(Mesh* mesh); // Compute mesh tangents
1400 void MeshBinormals(Mesh* mesh); // Compute mesh binormals
1401 
1402 // Model drawing functions
1403 void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1404 void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
1405         float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1406 void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1407 void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
1408         float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
1409 void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
1410 void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
1411 void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
1412         Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
1413 
1414 // Collision detection functions
1415 bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
1416 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
1417 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
1418 bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
1419 bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point
1420 bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
1421 RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
1422 RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1423 RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
1424 
1425 //------------------------------------------------------------------------------------
1426 // Shaders System Functions (Module: rlgl)
1427 // NOTE: This functions are useless when using OpenGL 1.1
1428 //------------------------------------------------------------------------------------
1429 
1430 // Shader loading/unloading functions
1431 Shader LoadShader(const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
1432 Shader LoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
1433 void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
1434 
1435 Shader GetShaderDefault(); // Get default shader
1436 Texture2D GetTextureDefault(); // Get default texture
1437 Texture2D GetShapesTexture(); // Get texture to draw shapes
1438 Rectangle GetShapesTextureRec(); // Get texture rectangle to draw shapes
1439 void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
1440 
1441 // Shader configuration functions
1442 int GetShaderLocation(Shader shader, const(char)* uniformName); // Get shader uniform location
1443 void SetShaderValue(Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value
1444 void SetShaderValueV(Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector
1445 void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
1446 void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
1447 void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
1448 void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
1449 Matrix GetMatrixModelview(); // Get internal modelview matrix
1450 Matrix GetMatrixProjection(); // Get internal projection matrix
1451 
1452 // Texture maps generation (PBR)
1453 // NOTE: Required shaders should be provided
1454 Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
1455 Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
1456 Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
1457 Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
1458 
1459 // Shading begin/end functions
1460 void BeginShaderMode(Shader shader); // Begin custom shader drawing
1461 void EndShaderMode(); // End custom shader drawing (use default shader)
1462 void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
1463 void EndBlendMode(); // End blending mode (reset to default: alpha blending)
1464 
1465 // VR control functions
1466 void InitVrSimulator(); // Init VR simulator for selected device parameters
1467 void CloseVrSimulator(); // Close VR simulator for current device
1468 void UpdateVrTracking(Camera* camera); // Update VR tracking (position and orientation) and camera
1469 void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
1470 bool IsVrSimulatorReady(); // Detect if VR simulator is ready
1471 void ToggleVrMode(); // Enable/Disable VR experience
1472 void BeginVrDrawing(); // Begin VR simulator stereo rendering
1473 void EndVrDrawing(); // End VR simulator stereo rendering
1474 
1475 //------------------------------------------------------------------------------------
1476 // Audio Loading and Playing Functions (Module: audio)
1477 //------------------------------------------------------------------------------------
1478 
1479 // Audio device management functions
1480 void InitAudioDevice(); // Initialize audio device and context
1481 void CloseAudioDevice(); // Close the audio device and context
1482 bool IsAudioDeviceReady(); // Check if audio device has been initialized successfully
1483 void SetMasterVolume(float volume); // Set master volume (listener)
1484 
1485 // Wave/Sound loading/unloading functions
1486 Wave LoadWave(const(char)* fileName); // Load wave data from file
1487 Sound LoadSound(const(char)* fileName); // Load sound from file
1488 Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
1489 void UpdateSound(Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data
1490 void UnloadWave(Wave wave); // Unload wave data
1491 void UnloadSound(Sound sound); // Unload sound
1492 void ExportWave(Wave wave, const(char)* fileName); // Export wave data to file
1493 void ExportWaveAsCode(Wave wave, const(char)* fileName); // Export wave sample data to code (.h)
1494 
1495 // Wave/Sound management functions
1496 void PlaySound(Sound sound); // Play a sound
1497 void StopSound(Sound sound); // Stop playing a sound
1498 void PauseSound(Sound sound); // Pause a sound
1499 void ResumeSound(Sound sound); // Resume a paused sound
1500 void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
1501 void StopSoundMulti(); // Stop any sound playing (using multichannel buffer pool)
1502 int GetSoundsPlaying(); // Get number of sounds playing in the multichannel
1503 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
1504 void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1505 void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1506 void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1507 Wave WaveCopy(Wave wave); // Copy a wave to a new wave
1508 void WaveCrop(Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
1509 float* GetWaveData(Wave wave); // Get samples data from wave as a floats array
1510 
1511 // Music management functions
1512 Music LoadMusicStream(const(char)* fileName); // Load music stream from file
1513 void UnloadMusicStream(Music music); // Unload music stream
1514 void PlayMusicStream(Music music); // Start music playing
1515 void UpdateMusicStream(Music music); // Updates buffers for music streaming
1516 void StopMusicStream(Music music); // Stop music playing
1517 void PauseMusicStream(Music music); // Pause music playing
1518 void ResumeMusicStream(Music music); // Resume playing paused music
1519 bool IsMusicPlaying(Music music); // Check if music is playing
1520 void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
1521 void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
1522 void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
1523 float GetMusicTimeLength(Music music); // Get music time length (in seconds)
1524 float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
1525 
1526 // AudioStream management functions
1527 AudioStream InitAudioStream(uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data)
1528 void UpdateAudioStream(AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data
1529 void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
1530 bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
1531 void PlayAudioStream(AudioStream stream); // Play audio stream
1532 void PauseAudioStream(AudioStream stream); // Pause audio stream
1533 void ResumeAudioStream(AudioStream stream); // Resume audio stream
1534 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
1535 void StopAudioStream(AudioStream stream); // Stop audio stream
1536 void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1537 void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1538 void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
1539 
1540 //------------------------------------------------------------------------------------
1541 // Network (Module: network)
1542 //------------------------------------------------------------------------------------
1543 
1544 // IN PROGRESS: Check rnet.h for reference
1545 
1546 // RAYLIB_H