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