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