1 module raylib;
2 
3 public
4 {
5     import raymath;
6     import raymathext;
7     import easings;
8 }
9 
10 /**********************************************************************************************
11 *
12 *   raylib v4.2 - 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,
17 *                        MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
18 *       - Written in plain C code (C99) in PascalCase/camelCase notation
19 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
20 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
21 *       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
22 *       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
23 *       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
24 *       - Flexible Materials system, supporting classic maps and PBR maps
25 *       - Animated 3D models supported (skeletal bones animation) (IQM)
26 *       - Shaders support, including Model shaders and Postprocessing shaders
27 *       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
28 *       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
29 *       - VR stereo rendering with configurable HMD device parameters
30 *       - Bindings to multiple programming languages available!
31 *
32 *   NOTES:
33 *       - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
34 *       - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
35 *       - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
36 *       - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
37 *
38 *   DEPENDENCIES (included):
39 *       [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
40 *       [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
41 *       [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
42 *
43 *   OPTIONAL DEPENDENCIES (included):
44 *       [rcore] msf_gif (Miles Fogle) for GIF recording
45 *       [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
46 *       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
47 *       [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
48 *       [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
49 *       [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
50 *       [rtext] stb_truetype (Sean Barret) for ttf fonts loading
51 *       [rtext] stb_rect_pack (Sean Barret) for rectangles packing
52 *       [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
53 *       [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
54 *       [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
55 *       [raudio] dr_wav (David Reid) for WAV audio file loading
56 *       [raudio] dr_flac (David Reid) for FLAC audio file loading
57 *       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
58 *       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
59 *       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
60 *       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
61 *
62 *
63 *   LICENSE: zlib/libpng
64 *
65 *   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
66 *   BSD-like license that allows static linking with closed source software:
67 *
68 *   Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
69 *
70 *   This software is provided "as-is", without any express or implied warranty. In no event
71 *   will the authors be held liable for any damages arising from the use of this software.
72 *
73 *   Permission is granted to anyone to use this software for any purpose, including commercial
74 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
75 *
76 *     1. The origin of this software must not be misrepresented; you must not claim that you
77 *     wrote the original software. If you use this software in a product, an acknowledgment
78 *     in the product documentation would be appreciated but is not required.
79 *
80 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
81 *     as being the original software.
82 *
83 *     3. This notice may not be removed or altered from any source distribution.
84 *
85 **********************************************************************************************/
86 
87 import core.stdc.config;
88 import core.stdc.stdarg;
89 import core.stdc.stdlib;
90 
91 extern (C) @nogc nothrow:
92 
93 // Required for: va_list - Only used by TraceLogCallback
94 
95 enum RAYLIB_VERSION = "4.2";
96 
97 // Function specifiers in case library is build/used as a shared library (Windows)
98 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
99 
100 // We are building the library as a Win32 shared library (.dll)
101 
102 // We are using the library as a Win32 shared library (.dll) // Functions defined as 'extern' by default (implicit specifiers)
103 
104 //----------------------------------------------------------------------------------
105 // Some basic Defines
106 //----------------------------------------------------------------------------------
107 
108 enum PI = 3.14159265358979323846f;
109 
110 enum DEG2RAD = PI / 180.0f;
111 
112 enum RAD2DEG = 180.0f / PI;
113 
114 // Allow custom memory allocators
115 // NOTE: Require recompiling raylib sources
116 
117 alias RL_MALLOC = malloc;
118 
119 alias RL_CALLOC = calloc;
120 
121 alias RL_REALLOC = realloc;
122 
123 alias RL_FREE = free;
124 
125 enum Colors {
126     // Some Basic Colors
127     // 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)
128     LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray
129     GRAY = Color(130, 130, 130, 255), // Gray
130     DARKGRAY = Color(80, 80, 80, 255), // Dark Gray
131     YELLOW = Color(253, 249, 0, 255), // Yellow
132     GOLD = Color(255, 203, 0, 255), // Gold
133     ORANGE = Color(255, 161, 0, 255), // Orange
134     PINK = Color(255, 109, 194, 255), // Pink
135     RED = Color(230, 41, 55, 255), // Red
136     MAROON = Color(190, 33, 55, 255), // Maroon
137     GREEN = Color(0, 228, 48, 255), // Green
138     LIME = Color(0, 158, 47, 255), // Lime
139     DARKGREEN = Color(0, 117, 44, 255), // Dark Green
140     SKYBLUE = Color(102, 191, 255, 255), // Sky Blue
141     BLUE = Color(0, 121, 241, 255), // Blue
142     DARKBLUE = Color(0, 82, 172, 255), // Dark Blue
143     PURPLE = Color(200, 122, 255, 255), // Purple
144     VIOLET = Color(135, 60, 190, 255), // Violet
145     DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple
146     BEIGE = Color(211, 176, 131, 255), // Beige
147     BROWN = Color(127, 106, 79, 255), // Brown
148     DARKBROWN = Color(76, 63, 47, 255), // Dark Brown
149 
150     WHITE = Color(255, 255, 255, 255), // White
151     BLACK = Color(0, 0, 0, 255), // Black
152     BLANK = Color(0, 0, 0, 0), // Blank (Transparent)
153     MAGENTA = Color(255, 0, 255, 255), // Magenta
154     RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo)
155 }
156 
157 // NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
158 // Plain structures in C++ (without constructors) can be initialized with { }
159 
160 extern (D) auto CLITERAL(T)(auto ref T type)
161 {
162     return type;
163 }
164 
165 // NOTE: We set some defines with some data types declared by raylib
166 // Other modules (raymath, rlgl) also require some of those types, so,
167 // to be able to use those other modules as standalone (not depending on raylib)
168 // this defines are very useful for internal check and avoid type (re)definitions
169 
170 // Some Basic Colors
171 // 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)
172 
173 //----------------------------------------------------------------------------------
174 // Structures Definition
175 //----------------------------------------------------------------------------------
176 // Boolean type
177 
178 // Vector2, 2 components
179 struct Vector2
180 {
181     float x = 0; // Vector x component
182     float y = 0; // Vector y component
183     mixin Linear;
184 }
185 
186 // Vector3, 3 components
187 struct Vector3
188 {
189     float x = 0; // Vector x component
190     float y = 0; // Vector y component
191     float z = 0; // Vector z component
192     mixin Linear;
193 }
194 
195 // Vector4, 4 components
196 struct Vector4
197 {
198     float x = 0; // Vector x component
199     float y = 0; // Vector y component
200     float z = 0; // Vector z component
201     float w = 0; // Vector w component
202     mixin Linear;
203 }
204 
205 // Quaternion, 4 components (Vector4 alias)
206 alias Quaternion = Vector4;
207 
208 // Matrix, 4x4 components, column major, OpenGL style, right handed
209 struct Matrix
210 {
211     float m0 = 0;
212     float m4 = 0;
213     float m8 = 0;
214     float m12 = 0; // Matrix first row (4 components)
215     float m1 = 0;
216     float m5 = 0;
217     float m9 = 0;
218     float m13 = 0; // Matrix second row (4 components)
219     float m2 = 0;
220     float m6 = 0;
221     float m10 = 0;
222     float m14 = 0; // Matrix third row (4 components)
223     float m3 = 0;
224     float m7 = 0;
225     float m11 = 0;
226     float m15 = 0; // Matrix fourth row (4 components)
227     mixin Linear;
228 }
229 alias Matrix4 = Matrix;
230 
231 // Color, 4 components, R8G8B8A8 (32bit)
232 struct Color
233 {
234     ubyte r; // Color red value
235     ubyte g; // Color green value
236     ubyte b; // Color blue value
237     ubyte a; // Color alpha value
238 }
239 
240 // Rectangle, 4 components
241 struct Rectangle
242 {
243 
244     float x; // Rectangle top-left corner position x
245     float y; // Rectangle top-left corner position y
246     float width; // Rectangle width
247     float height; // Rectangle height
248     alias w = width;
249     alias h = height;
250 }
251 
252 // Image, pixel data stored in CPU memory (RAM)
253 struct Image
254 {
255     void* data; // Image raw data
256     int width; // Image base width
257     int height; // Image base height
258     int mipmaps; // Mipmap levels, 1 by default
259     int format; // Data format (PixelFormat type)
260 }
261 
262 // Texture, tex data stored in GPU memory (VRAM)
263 struct Texture
264 {
265     uint id; // OpenGL texture id
266     int width; // Texture base width
267     int height; // Texture base height
268     int mipmaps; // Mipmap levels, 1 by default
269     int format; // Data format (PixelFormat type)
270 }
271 
272 // Texture2D, same as Texture
273 alias Texture2D = Texture;
274 
275 // TextureCubemap, same as Texture
276 alias TextureCubemap = Texture;
277 
278 // RenderTexture, fbo for texture rendering
279 struct RenderTexture
280 {
281     uint id; // OpenGL framebuffer object id
282     Texture texture; // Color buffer attachment texture
283     Texture depth; // Depth buffer attachment texture
284 }
285 
286 // RenderTexture2D, same as RenderTexture
287 alias RenderTexture2D = RenderTexture;
288 
289 // NPatchInfo, n-patch layout info
290 struct NPatchInfo
291 {
292     Rectangle source; // Texture source rectangle
293     int left; // Left border offset
294     int top; // Top border offset
295     int right; // Right border offset
296     int bottom; // Bottom border offset
297     int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
298 }
299 
300 // GlyphInfo, font characters glyphs info
301 struct GlyphInfo
302 {
303     int value; // Character value (Unicode)
304     int offsetX; // Character offset X when drawing
305     int offsetY; // Character offset Y when drawing
306     int advanceX; // Character advance position X
307     Image image; // Character image data
308 }
309 
310 // Font, font texture and GlyphInfo array data
311 struct Font
312 {
313     int baseSize; // Base size (default chars height)
314     int glyphCount; // Number of glyph characters
315     int glyphPadding; // Padding around the glyph characters
316     Texture2D texture; // Texture atlas containing the glyphs
317     Rectangle* recs; // Rectangles in texture for the glyphs
318     GlyphInfo* glyphs; // Glyphs info data
319 }
320 
321 // Camera, defines position/orientation in 3d space
322 struct Camera3D
323 {
324     Vector3 position; // Camera position
325     Vector3 target; // Camera target it looks-at
326     Vector3 up; // Camera up vector (rotation over its axis)
327     float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
328     int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
329 }
330 
331 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D
332 
333 // Camera2D, defines position/orientation in 2d space
334 struct Camera2D
335 {
336     Vector2 offset; // Camera offset (displacement from target)
337     Vector2 target; // Camera target (rotation and zoom origin)
338     float rotation; // Camera rotation in degrees
339     float zoom; // Camera zoom (scaling), should be 1.0f by default
340 }
341 
342 // Mesh, vertex data and vao/vbo
343 struct Mesh
344 {
345     int vertexCount; // Number of vertices stored in arrays
346     int triangleCount; // Number of triangles stored (indexed or not)
347 
348     // Vertex attributes data
349     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
350     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
351     float* texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
352     float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
353     float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
354     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
355     ushort* indices; // Vertex indices (in case vertex data comes indexed)
356 
357     // Animation vertex data
358     float* animVertices; // Animated vertex positions (after bones transformations)
359     float* animNormals; // Animated normals (after bones transformations)
360     ubyte* boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
361     float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
362 
363     // OpenGL identifiers
364     uint vaoId; // OpenGL Vertex Array Object id
365     uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
366 }
367 
368 // Shader
369 struct Shader
370 {
371     uint id; // Shader program id
372     int* locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
373 }
374 
375 // MaterialMap
376 struct MaterialMap
377 {
378     Texture2D texture; // Material map texture
379     Color color; // Material map color
380     float value; // Material map value
381 }
382 
383 // Material, includes shader and maps
384 struct Material
385 {
386     Shader shader; // Material shader
387     MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS)
388     float[4] params; // Material generic parameters (if required)
389 }
390 
391 // Transform, vectex transformation data
392 struct Transform
393 {
394     Vector3 translation; // Translation
395     Quaternion rotation; // Rotation
396     Vector3 scale; // Scale
397 }
398 
399 // Bone, skeletal animation bone
400 struct BoneInfo
401 {
402     char[32] name; // Bone name
403     int parent; // Bone parent
404 }
405 
406 // Model, meshes, materials and animation data
407 struct Model
408 {
409     Matrix transform; // Local transform matrix
410 
411     int meshCount; // Number of meshes
412     int materialCount; // Number of materials
413     Mesh* meshes; // Meshes array
414     Material* materials; // Materials array
415     int* meshMaterial; // Mesh material number
416 
417     // Animation data
418     int boneCount; // Number of bones
419     BoneInfo* bones; // Bones information (skeleton)
420     Transform* bindPose; // Bones base transformation (pose)
421 }
422 
423 // ModelAnimation
424 struct ModelAnimation
425 {
426     int boneCount; // Number of bones
427     int frameCount; // Number of animation frames
428     BoneInfo* bones; // Bones information (skeleton)
429     Transform** framePoses; // Poses array by frame
430 }
431 
432 // Ray, ray for raycasting
433 struct Ray
434 {
435     Vector3 position; // Ray position (origin)
436     Vector3 direction; // Ray direction
437 }
438 
439 // RayCollision, ray hit information
440 struct RayCollision
441 {
442     bool hit; // Did the ray hit something?
443     float distance; // Distance to nearest hit
444     Vector3 point; // Point of nearest hit
445     Vector3 normal; // Surface normal of hit
446 }
447 
448 // BoundingBox
449 struct BoundingBox
450 {
451     Vector3 min; // Minimum vertex box-corner
452     Vector3 max; // Maximum vertex box-corner
453 }
454 
455 // Wave, audio wave data
456 struct Wave
457 {
458     uint frameCount; // Total number of frames (considering channels)
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     void* data; // Buffer data pointer
463 }
464 
465 // Opaque structs declaration
466 // NOTE: Actual structs are defined internally in raudio module
467 struct rAudioBuffer;
468 struct rAudioProcessor;
469 
470 // AudioStream, custom audio stream
471 struct AudioStream
472 {
473     rAudioBuffer* buffer; // Pointer to internal data used by the audio system
474     rAudioProcessor* processor; // Pointer to internal data processor, useful for audio effects
475 
476     uint sampleRate; // Frequency (samples per second)
477     uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
478     uint channels; // Number of channels (1-mono, 2-stereo, ...)
479 }
480 
481 // Sound
482 struct Sound
483 {
484     AudioStream stream; // Audio stream
485     uint frameCount; // Total number of frames (considering channels)
486 }
487 
488 // Music, audio stream, anything longer than ~10 seconds should be streamed
489 struct Music
490 {
491     AudioStream stream; // Audio stream
492     uint frameCount; // Total number of frames (considering channels)
493     bool looping; // Music looping enable
494 
495     int ctxType; // Type of music context (audio filetype)
496     void* ctxData; // Audio context data, depends on type
497 }
498 
499 // VrDeviceInfo, Head-Mounted-Display device parameters
500 struct VrDeviceInfo
501 {
502     int hResolution; // Horizontal resolution in pixels
503     int vResolution; // Vertical resolution in pixels
504     float hScreenSize; // Horizontal size in meters
505     float vScreenSize; // Vertical size in meters
506     float vScreenCenter; // Screen center in meters
507     float eyeToScreenDistance; // Distance between eye and display in meters
508     float lensSeparationDistance; // Lens separation distance in meters
509     float interpupillaryDistance; // IPD (distance between pupils) in meters
510     float[4] lensDistortionValues; // Lens distortion constant parameters
511     float[4] chromaAbCorrection; // Chromatic aberration correction parameters
512 }
513 
514 // VrStereoConfig, VR stereo rendering configuration for simulator
515 struct VrStereoConfig
516 {
517     Matrix[2] projection; // VR projection matrices (per eye)
518     Matrix[2] viewOffset; // VR view offset matrices (per eye)
519     float[2] leftLensCenter; // VR left lens center
520     float[2] rightLensCenter; // VR right lens center
521     float[2] leftScreenCenter; // VR left screen center
522     float[2] rightScreenCenter; // VR right screen center
523     float[2] scale; // VR distortion scale
524     float[2] scaleIn; // VR distortion scale in
525 }
526 
527 // File path list
528 struct FilePathList
529 {
530     uint capacity; // Filepaths max entries
531     uint count; // Filepaths entries count
532     char** paths; // Filepaths entries
533 }
534 
535 //----------------------------------------------------------------------------------
536 // Enumerators Definition
537 //----------------------------------------------------------------------------------
538 // System/Window config flags
539 // NOTE: Every bit registers one state (use it with bit masks)
540 // By default all flags are set to 0
541 enum ConfigFlags
542 {
543     FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
544     FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
545     FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
546     FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
547     FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
548     FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
549     FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
550     FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
551     FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
552     FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
553     FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
554     FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
555     FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
556     FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
557     FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
558 }
559 
560 // Trace log level
561 // NOTE: Organized by priority level
562 enum TraceLogLevel
563 {
564     LOG_ALL = 0, // Display all logs
565     LOG_TRACE = 1, // Trace logging, intended for internal use only
566     LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
567     LOG_INFO = 3, // Info logging, used for program execution info
568     LOG_WARNING = 4, // Warning logging, used on recoverable failures
569     LOG_ERROR = 5, // Error logging, used on unrecoverable failures
570     LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
571     LOG_NONE = 7 // Disable logging
572 }
573 
574 // Keyboard keys (US keyboard layout)
575 // NOTE: Use GetKeyPressed() to allow redefining
576 // required keys for alternative layouts
577 enum KeyboardKey
578 {
579     KEY_NULL = 0, // Key: NULL, used for no key pressed
580     // Alphanumeric keys
581     KEY_APOSTROPHE = 39, // Key: '
582     KEY_COMMA = 44, // Key: ,
583     KEY_MINUS = 45, // Key: -
584     KEY_PERIOD = 46, // Key: .
585     KEY_SLASH = 47, // Key: /
586     KEY_ZERO = 48, // Key: 0
587     KEY_ONE = 49, // Key: 1
588     KEY_TWO = 50, // Key: 2
589     KEY_THREE = 51, // Key: 3
590     KEY_FOUR = 52, // Key: 4
591     KEY_FIVE = 53, // Key: 5
592     KEY_SIX = 54, // Key: 6
593     KEY_SEVEN = 55, // Key: 7
594     KEY_EIGHT = 56, // Key: 8
595     KEY_NINE = 57, // Key: 9
596     KEY_SEMICOLON = 59, // Key: ;
597     KEY_EQUAL = 61, // Key: =
598     KEY_A = 65, // Key: A | a
599     KEY_B = 66, // Key: B | b
600     KEY_C = 67, // Key: C | c
601     KEY_D = 68, // Key: D | d
602     KEY_E = 69, // Key: E | e
603     KEY_F = 70, // Key: F | f
604     KEY_G = 71, // Key: G | g
605     KEY_H = 72, // Key: H | h
606     KEY_I = 73, // Key: I | i
607     KEY_J = 74, // Key: J | j
608     KEY_K = 75, // Key: K | k
609     KEY_L = 76, // Key: L | l
610     KEY_M = 77, // Key: M | m
611     KEY_N = 78, // Key: N | n
612     KEY_O = 79, // Key: O | o
613     KEY_P = 80, // Key: P | p
614     KEY_Q = 81, // Key: Q | q
615     KEY_R = 82, // Key: R | r
616     KEY_S = 83, // Key: S | s
617     KEY_T = 84, // Key: T | t
618     KEY_U = 85, // Key: U | u
619     KEY_V = 86, // Key: V | v
620     KEY_W = 87, // Key: W | w
621     KEY_X = 88, // Key: X | x
622     KEY_Y = 89, // Key: Y | y
623     KEY_Z = 90, // Key: Z | z
624     KEY_LEFT_BRACKET = 91, // Key: [
625     KEY_BACKSLASH = 92, // Key: '\'
626     KEY_RIGHT_BRACKET = 93, // Key: ]
627     KEY_GRAVE = 96, // Key: `
628     // Function keys
629     KEY_SPACE = 32, // Key: Space
630     KEY_ESCAPE = 256, // Key: Esc
631     KEY_ENTER = 257, // Key: Enter
632     KEY_TAB = 258, // Key: Tab
633     KEY_BACKSPACE = 259, // Key: Backspace
634     KEY_INSERT = 260, // Key: Ins
635     KEY_DELETE = 261, // Key: Del
636     KEY_RIGHT = 262, // Key: Cursor right
637     KEY_LEFT = 263, // Key: Cursor left
638     KEY_DOWN = 264, // Key: Cursor down
639     KEY_UP = 265, // Key: Cursor up
640     KEY_PAGE_UP = 266, // Key: Page up
641     KEY_PAGE_DOWN = 267, // Key: Page down
642     KEY_HOME = 268, // Key: Home
643     KEY_END = 269, // Key: End
644     KEY_CAPS_LOCK = 280, // Key: Caps lock
645     KEY_SCROLL_LOCK = 281, // Key: Scroll down
646     KEY_NUM_LOCK = 282, // Key: Num lock
647     KEY_PRINT_SCREEN = 283, // Key: Print screen
648     KEY_PAUSE = 284, // Key: Pause
649     KEY_F1 = 290, // Key: F1
650     KEY_F2 = 291, // Key: F2
651     KEY_F3 = 292, // Key: F3
652     KEY_F4 = 293, // Key: F4
653     KEY_F5 = 294, // Key: F5
654     KEY_F6 = 295, // Key: F6
655     KEY_F7 = 296, // Key: F7
656     KEY_F8 = 297, // Key: F8
657     KEY_F9 = 298, // Key: F9
658     KEY_F10 = 299, // Key: F10
659     KEY_F11 = 300, // Key: F11
660     KEY_F12 = 301, // Key: F12
661     KEY_LEFT_SHIFT = 340, // Key: Shift left
662     KEY_LEFT_CONTROL = 341, // Key: Control left
663     KEY_LEFT_ALT = 342, // Key: Alt left
664     KEY_LEFT_SUPER = 343, // Key: Super left
665     KEY_RIGHT_SHIFT = 344, // Key: Shift right
666     KEY_RIGHT_CONTROL = 345, // Key: Control right
667     KEY_RIGHT_ALT = 346, // Key: Alt right
668     KEY_RIGHT_SUPER = 347, // Key: Super right
669     KEY_KB_MENU = 348, // Key: KB menu
670     // Keypad keys
671     KEY_KP_0 = 320, // Key: Keypad 0
672     KEY_KP_1 = 321, // Key: Keypad 1
673     KEY_KP_2 = 322, // Key: Keypad 2
674     KEY_KP_3 = 323, // Key: Keypad 3
675     KEY_KP_4 = 324, // Key: Keypad 4
676     KEY_KP_5 = 325, // Key: Keypad 5
677     KEY_KP_6 = 326, // Key: Keypad 6
678     KEY_KP_7 = 327, // Key: Keypad 7
679     KEY_KP_8 = 328, // Key: Keypad 8
680     KEY_KP_9 = 329, // Key: Keypad 9
681     KEY_KP_DECIMAL = 330, // Key: Keypad .
682     KEY_KP_DIVIDE = 331, // Key: Keypad /
683     KEY_KP_MULTIPLY = 332, // Key: Keypad *
684     KEY_KP_SUBTRACT = 333, // Key: Keypad -
685     KEY_KP_ADD = 334, // Key: Keypad +
686     KEY_KP_ENTER = 335, // Key: Keypad Enter
687     KEY_KP_EQUAL = 336, // Key: Keypad =
688     // Android key buttons
689     KEY_BACK = 4, // Key: Android back button
690     KEY_MENU = 82, // Key: Android menu button
691     KEY_VOLUME_UP = 24, // Key: Android volume up button
692     KEY_VOLUME_DOWN = 25 // Key: Android volume down button
693 }
694 
695 // Add backwards compatibility support for deprecated names
696 enum MOUSE_LEFT_BUTTON = MouseButton.MOUSE_BUTTON_LEFT;
697 enum MOUSE_RIGHT_BUTTON = MouseButton.MOUSE_BUTTON_RIGHT;
698 enum MOUSE_MIDDLE_BUTTON = MouseButton.MOUSE_BUTTON_MIDDLE;
699 
700 // Mouse buttons
701 enum MouseButton
702 {
703     MOUSE_BUTTON_LEFT = 0, // Mouse button left
704     MOUSE_BUTTON_RIGHT = 1, // Mouse button right
705     MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
706     MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
707     MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
708     MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
709     MOUSE_BUTTON_BACK = 6 // Mouse button back (advanced mouse device)
710 }
711 
712 // Mouse cursor
713 enum MouseCursor
714 {
715     MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
716     MOUSE_CURSOR_ARROW = 1, // Arrow shape
717     MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
718     MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
719     MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
720     MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
721     MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
722     MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
723     MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
724     MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape
725     MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
726 }
727 
728 // Gamepad buttons
729 enum GamepadButton
730 {
731     GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
732     GAMEPAD_BUTTON_LEFT_FACE_UP = 1, // Gamepad left DPAD up button
733     GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, // Gamepad left DPAD right button
734     GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, // Gamepad left DPAD down button
735     GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, // Gamepad left DPAD left button
736     GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
737     GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
738     GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
739     GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
740     GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, // Gamepad top/back trigger left (first), it could be a trailing button
741     GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, // Gamepad top/back trigger left (second), it could be a trailing button
742     GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, // Gamepad top/back trigger right (one), it could be a trailing button
743     GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, // Gamepad top/back trigger right (second), it could be a trailing button
744     GAMEPAD_BUTTON_MIDDLE_LEFT = 13, // Gamepad center buttons, left one (i.e. PS3: Select)
745     GAMEPAD_BUTTON_MIDDLE = 14, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
746     GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, // Gamepad center buttons, right one (i.e. PS3: Start)
747     GAMEPAD_BUTTON_LEFT_THUMB = 16, // Gamepad joystick pressed button left
748     GAMEPAD_BUTTON_RIGHT_THUMB = 17 // Gamepad joystick pressed button right
749 }
750 
751 // Gamepad axis
752 enum GamepadAxis
753 {
754     GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
755     GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
756     GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
757     GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
758     GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
759     GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
760 }
761 
762 // Material map index
763 enum MaterialMapIndex
764 {
765     MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
766     MATERIAL_MAP_METALNESS = 1, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
767     MATERIAL_MAP_NORMAL = 2, // Normal material
768     MATERIAL_MAP_ROUGHNESS = 3, // Roughness material
769     MATERIAL_MAP_OCCLUSION = 4, // Ambient occlusion material
770     MATERIAL_MAP_EMISSION = 5, // Emission material
771     MATERIAL_MAP_HEIGHT = 6, // Heightmap material
772     MATERIAL_MAP_CUBEMAP = 7, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
773     MATERIAL_MAP_IRRADIANCE = 8, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
774     MATERIAL_MAP_PREFILTER = 9, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
775     MATERIAL_MAP_BRDF = 10 // Brdf material
776 }
777 
778 enum MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO;
779 enum MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS;
780 
781 // Shader location index
782 enum ShaderLocationIndex
783 {
784     SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
785     SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
786     SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
787     SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
788     SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
789     SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
790     SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
791     SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
792     SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
793     SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
794     SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
795     SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
796     SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
797     SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
798     SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
799     SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
800     SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
801     SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
802     SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
803     SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
804     SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
805     SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
806     SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
807     SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
808     SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
809     SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
810 }
811 
812 enum SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.SHADER_LOC_MAP_ALBEDO;
813 enum SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.SHADER_LOC_MAP_METALNESS;
814 
815 // Shader uniform data type
816 enum ShaderUniformDataType
817 {
818     SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
819     SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
820     SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
821     SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
822     SHADER_UNIFORM_INT = 4, // Shader uniform type: int
823     SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
824     SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
825     SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
826     SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
827 }
828 
829 // Shader attribute data types
830 enum ShaderAttributeDataType
831 {
832     SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
833     SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
834     SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
835     SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
836 }
837 
838 // Pixel formats
839 // NOTE: Support depends on OpenGL version and platform
840 enum PixelFormat
841 {
842     PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
843     PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
844     PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
845     PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
846     PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
847     PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
848     PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
849     PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
850     PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
851     PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
852     PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
853     PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
854     PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
855     PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
856     PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
857     PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
858     PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
859     PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
860     PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
861     PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
862     PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
863 }
864 
865 // Texture parameters: filter mode
866 // NOTE 1: Filtering considers mipmaps if available in the texture
867 // NOTE 2: Filter is accordingly set for minification and magnification
868 enum TextureFilter
869 {
870     TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
871     TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
872     TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
873     TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
874     TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
875     TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
876 }
877 
878 // Texture parameters: wrap mode
879 enum TextureWrap
880 {
881     TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
882     TEXTURE_WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode
883     TEXTURE_WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode
884     TEXTURE_WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode
885 }
886 
887 // Cubemap layouts
888 enum CubemapLayout
889 {
890     CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
891     CUBEMAP_LAYOUT_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces
892     CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces
893     CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces
894     CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces
895     CUBEMAP_LAYOUT_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map)
896 }
897 
898 // Font type, defines generation method
899 enum FontType
900 {
901     FONT_DEFAULT = 0, // Default font generation, anti-aliased
902     FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing
903     FONT_SDF = 2 // SDF font generation, requires external shader
904 }
905 
906 // Color blending modes (pre-defined)
907 enum BlendMode
908 {
909     BLEND_ALPHA = 0, // Blend textures considering alpha (default)
910     BLEND_ADDITIVE = 1, // Blend textures adding colors
911     BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
912     BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
913     BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
914     BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
915     BLEND_CUSTOM = 6 // Blend textures using custom src/dst factors (use rlSetBlendMode())
916 }
917 
918 // Gesture
919 // NOTE: It could be used as flags to enable only some gestures
920 enum Gesture
921 {
922     GESTURE_NONE = 0, // No gesture
923     GESTURE_TAP = 1, // Tap gesture
924     GESTURE_DOUBLETAP = 2, // Double tap gesture
925     GESTURE_HOLD = 4, // Hold gesture
926     GESTURE_DRAG = 8, // Drag gesture
927     GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
928     GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
929     GESTURE_SWIPE_UP = 64, // Swipe up gesture
930     GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
931     GESTURE_PINCH_IN = 256, // Pinch in gesture
932     GESTURE_PINCH_OUT = 512 // Pinch out gesture
933 }
934 
935 // Camera system modes
936 enum CameraMode
937 {
938     CAMERA_CUSTOM = 0, // Custom camera
939     CAMERA_FREE = 1, // Free camera
940     CAMERA_ORBITAL = 2, // Orbital camera
941     CAMERA_FIRST_PERSON = 3, // First person camera
942     CAMERA_THIRD_PERSON = 4 // Third person camera
943 }
944 
945 // Camera projection
946 enum CameraProjection
947 {
948     CAMERA_PERSPECTIVE = 0, // Perspective projection
949     CAMERA_ORTHOGRAPHIC = 1 // Orthographic projection
950 }
951 
952 // N-patch layout
953 enum NPatchLayout
954 {
955     NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
956     NPATCH_THREE_PATCH_VERTICAL = 1, // Npatch layout: 1x3 tiles
957     NPATCH_THREE_PATCH_HORIZONTAL = 2 // Npatch layout: 3x1 tiles
958 }
959 
960 // Callbacks to hook some internal functions
961 // WARNING: This callbacks are intended for advance users
962 alias TraceLogCallback = void function (int logLevel, const(char)* text, va_list args); // Logging: Redirect trace log messages
963 alias LoadFileDataCallback = ubyte* function (const(char)* fileName, uint* bytesRead); // FileIO: Load binary data
964 alias SaveFileDataCallback = bool function (const(char)* fileName, void* data, uint bytesToWrite); // FileIO: Save binary data
965 alias LoadFileTextCallback = char* function (const(char)* fileName); // FileIO: Load text data
966 alias SaveFileTextCallback = bool function (const(char)* fileName, char* text); // FileIO: Save text data
967 
968 //------------------------------------------------------------------------------------
969 // Global Variables Definition
970 //------------------------------------------------------------------------------------
971 // It's lonely here...
972 
973 //------------------------------------------------------------------------------------
974 // Window and Graphics Device Functions (Module: core)
975 //------------------------------------------------------------------------------------
976 
977 // Prevents name mangling of functions
978 
979 // Window-related functions
980 void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context
981 bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed
982 void CloseWindow (); // Close window and unload OpenGL context
983 bool IsWindowReady (); // Check if window has been initialized successfully
984 bool IsWindowFullscreen (); // Check if window is currently fullscreen
985 bool IsWindowHidden (); // Check if window is currently hidden (only PLATFORM_DESKTOP)
986 bool IsWindowMinimized (); // Check if window is currently minimized (only PLATFORM_DESKTOP)
987 bool IsWindowMaximized (); // Check if window is currently maximized (only PLATFORM_DESKTOP)
988 bool IsWindowFocused (); // Check if window is currently focused (only PLATFORM_DESKTOP)
989 bool IsWindowResized (); // Check if window has been resized last frame
990 bool IsWindowState (uint flag); // Check if one specific window flag is enabled
991 void SetWindowState (uint flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
992 void ClearWindowState (uint flags); // Clear window configuration state flags
993 void ToggleFullscreen (); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
994 void MaximizeWindow (); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
995 void MinimizeWindow (); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
996 void RestoreWindow (); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
997 void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP)
998 void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP)
999 void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
1000 void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode)
1001 void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
1002 void SetWindowSize (int width, int height); // Set window dimensions
1003 void SetWindowOpacity (float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
1004 void* GetWindowHandle (); // Get native window handle
1005 int GetScreenWidth (); // Get current screen width
1006 int GetScreenHeight (); // Get current screen height
1007 int GetRenderWidth (); // Get current render width (it considers HiDPI)
1008 int GetRenderHeight (); // Get current render height (it considers HiDPI)
1009 int GetMonitorCount (); // Get number of connected monitors
1010 int GetCurrentMonitor (); // Get current connected monitor
1011 Vector2 GetMonitorPosition (int monitor); // Get specified monitor position
1012 int GetMonitorWidth (int monitor); // Get specified monitor width (current video mode used by monitor)
1013 int GetMonitorHeight (int monitor); // Get specified monitor height (current video mode used by monitor)
1014 int GetMonitorPhysicalWidth (int monitor); // Get specified monitor physical width in millimetres
1015 int GetMonitorPhysicalHeight (int monitor); // Get specified monitor physical height in millimetres
1016 int GetMonitorRefreshRate (int monitor); // Get specified monitor refresh rate
1017 Vector2 GetWindowPosition (); // Get window position XY on monitor
1018 Vector2 GetWindowScaleDPI (); // Get window scale DPI factor
1019 const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
1020 void SetClipboardText (const(char)* text); // Set clipboard text content
1021 const(char)* GetClipboardText (); // Get clipboard text content
1022 void EnableEventWaiting (); // Enable waiting for events on EndDrawing(), no automatic event polling
1023 void DisableEventWaiting (); // Disable waiting for events on EndDrawing(), automatic events polling
1024 
1025 // Custom frame control functions
1026 // NOTE: Those functions are intended for advance users that want full control over the frame processing
1027 // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
1028 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
1029 void SwapScreenBuffer (); // Swap back buffer with front buffer (screen drawing)
1030 void PollInputEvents (); // Register all input events
1031 void WaitTime (double seconds); // Wait for some time (halt program execution)
1032 
1033 // Cursor-related functions
1034 void ShowCursor (); // Shows cursor
1035 void HideCursor (); // Hides cursor
1036 bool IsCursorHidden (); // Check if cursor is not visible
1037 void EnableCursor (); // Enables cursor (unlock cursor)
1038 void DisableCursor (); // Disables cursor (lock cursor)
1039 bool IsCursorOnScreen (); // Check if cursor is on the screen
1040 
1041 // Drawing-related functions
1042 void ClearBackground (Color color); // Set background color (framebuffer clear color)
1043 void BeginDrawing (); // Setup canvas (framebuffer) to start drawing
1044 void EndDrawing (); // End canvas drawing and swap buffers (double buffering)
1045 void BeginMode2D (Camera2D camera); // Begin 2D mode with custom camera (2D)
1046 void EndMode2D (); // Ends 2D mode with custom camera
1047 void BeginMode3D (Camera3D camera); // Begin 3D mode with custom camera (3D)
1048 void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode
1049 void BeginTextureMode (RenderTexture2D target); // Begin drawing to render texture
1050 void EndTextureMode (); // Ends drawing to render texture
1051 void BeginShaderMode (Shader shader); // Begin custom shader drawing
1052 void EndShaderMode (); // End custom shader drawing (use default shader)
1053 void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
1054 void EndBlendMode (); // End blending mode (reset to default: alpha blending)
1055 void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
1056 void EndScissorMode (); // End scissor mode
1057 void BeginVrStereoMode (VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
1058 void EndVrStereoMode (); // End stereo rendering (requires VR simulator)
1059 
1060 // VR stereo config functions for VR simulator
1061 VrStereoConfig LoadVrStereoConfig (VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
1062 void UnloadVrStereoConfig (VrStereoConfig config); // Unload VR stereo config
1063 
1064 // Shader management functions
1065 // NOTE: Shader functionality is not available on OpenGL 1.1
1066 Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations
1067 Shader LoadShaderFromMemory (const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations
1068 int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location
1069 int GetShaderLocationAttrib (Shader shader, const(char)* attribName); // Get shader attribute location
1070 void SetShaderValue (Shader shader, int locIndex, const(void)* value, int uniformType); // Set shader uniform value
1071 void SetShaderValueV (Shader shader, int locIndex, const(void)* value, int uniformType, int count); // Set shader uniform value vector
1072 void SetShaderValueMatrix (Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
1073 void SetShaderValueTexture (Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
1074 void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM)
1075 
1076 // Screen-space-related functions
1077 Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
1078 Matrix GetCameraMatrix (Camera camera); // Get camera transform matrix (view matrix)
1079 Matrix GetCameraMatrix2D (Camera2D camera); // Get camera 2d transform matrix
1080 Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
1081 Vector2 GetScreenToWorld2D (Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
1082 Vector2 GetWorldToScreenEx (Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
1083 Vector2 GetWorldToScreen2D (Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
1084 
1085 // Timing-related functions
1086 void SetTargetFPS (int fps); // Set target FPS (maximum)
1087 int GetFPS (); // Get current FPS
1088 float GetFrameTime (); // Get time in seconds for last frame drawn (delta time)
1089 double GetTime (); // Get elapsed time in seconds since InitWindow()
1090 
1091 // Misc. functions
1092 int GetRandomValue (int min, int max); // Get a random value between min and max (both included)
1093 void SetRandomSeed (uint seed); // Set the seed for the random number generator
1094 void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (filename extension defines format)
1095 void SetConfigFlags (uint flags); // Setup init configuration flags (view FLAGS)
1096 
1097 void TraceLog (int logLevel, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
1098 void SetTraceLogLevel (int logLevel); // Set the current threshold (minimum) log level
1099 void* MemAlloc (int size); // Internal memory allocator
1100 void* MemRealloc (void* ptr, int size); // Internal memory reallocator
1101 void MemFree (void* ptr); // Internal memory free
1102 
1103 void OpenURL (const(char)* url); // Open URL with default system browser (if available)
1104 
1105 // Set custom callbacks
1106 // WARNING: Callbacks setup is intended for advance users
1107 void SetTraceLogCallback (TraceLogCallback callback); // Set custom trace log
1108 void SetLoadFileDataCallback (LoadFileDataCallback callback); // Set custom file binary data loader
1109 void SetSaveFileDataCallback (SaveFileDataCallback callback); // Set custom file binary data saver
1110 void SetLoadFileTextCallback (LoadFileTextCallback callback); // Set custom file text data loader
1111 void SetSaveFileTextCallback (SaveFileTextCallback callback); // Set custom file text data saver
1112 
1113 // Files management functions
1114 ubyte* LoadFileData (const(char)* fileName, uint* bytesRead); // Load file data as byte array (read)
1115 void UnloadFileData (ubyte* data); // Unload file data allocated by LoadFileData()
1116 bool SaveFileData (const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success
1117 bool ExportDataAsCode (const(char)* data, uint size, const(char)* fileName); // Export data to code (.h), returns true on success
1118 char* LoadFileText (const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string
1119 void UnloadFileText (char* text); // Unload file text data allocated by LoadFileText()
1120 bool SaveFileText (const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success
1121 bool FileExists (const(char)* fileName); // Check if file exists
1122 bool DirectoryExists (const(char)* dirPath); // Check if a directory path exists
1123 bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav)
1124 int GetFileLength (const(char)* fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
1125 const(char)* GetFileExtension (const(char)* fileName); // Get pointer to extension for a filename string (includes dot: '.png')
1126 const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string
1127 const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (uses static string)
1128 const(char)* GetDirectoryPath (const(char)* filePath); // Get full path for a given fileName with path (uses static string)
1129 const(char)* GetPrevDirectoryPath (const(char)* dirPath); // Get previous directory path for a given path (uses static string)
1130 const(char)* GetWorkingDirectory (); // Get current working directory (uses static string)
1131 const(char)* GetApplicationDirectory (); // Get the directory if the running application (uses static string)
1132 bool ChangeDirectory (const(char)* dir); // Change working directory, return true on success
1133 bool IsPathFile (const(char)* path); // Check if a given path is a file or a directory
1134 FilePathList LoadDirectoryFiles (const(char)* dirPath); // Load directory filepaths
1135 FilePathList LoadDirectoryFilesEx (const(char)* basePath, const(char)* filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
1136 void UnloadDirectoryFiles (FilePathList files); // Unload filepaths
1137 bool IsFileDropped (); // Check if a file has been dropped into window
1138 FilePathList LoadDroppedFiles (); // Load dropped filepaths
1139 void UnloadDroppedFiles (FilePathList files); // Unload dropped filepaths
1140 c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time)
1141 
1142 // Compression/Encoding functionality
1143 ubyte* CompressData (const(ubyte)* data, int dataSize, int* compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
1144 ubyte* DecompressData (const(ubyte)* compData, int compDataSize, int* dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
1145 char* EncodeDataBase64 (const(ubyte)* data, int dataSize, int* outputSize); // Encode data to Base64 string, memory must be MemFree()
1146 ubyte* DecodeDataBase64 (const(ubyte)* data, int* outputSize); // Decode Base64 string data, memory must be MemFree()
1147 
1148 //------------------------------------------------------------------------------------
1149 // Input Handling Functions (Module: core)
1150 //------------------------------------------------------------------------------------
1151 
1152 // Input-related functions: keyboard
1153 bool IsKeyPressed (int key); // Check if a key has been pressed once
1154 bool IsKeyDown (int key); // Check if a key is being pressed
1155 bool IsKeyReleased (int key); // Check if a key has been released once
1156 bool IsKeyUp (int key); // Check if a key is NOT being pressed
1157 void SetExitKey (int key); // Set a custom key to exit program (default is ESC)
1158 int GetKeyPressed (); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
1159 int GetCharPressed (); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
1160 
1161 // Input-related functions: gamepads
1162 bool IsGamepadAvailable (int gamepad); // Check if a gamepad is available
1163 const(char)* GetGamepadName (int gamepad); // Get gamepad internal name id
1164 bool IsGamepadButtonPressed (int gamepad, int button); // Check if a gamepad button has been pressed once
1165 bool IsGamepadButtonDown (int gamepad, int button); // Check if a gamepad button is being pressed
1166 bool IsGamepadButtonReleased (int gamepad, int button); // Check if a gamepad button has been released once
1167 bool IsGamepadButtonUp (int gamepad, int button); // Check if a gamepad button is NOT being pressed
1168 int GetGamepadButtonPressed (); // Get the last gamepad button pressed
1169 int GetGamepadAxisCount (int gamepad); // Get gamepad axis count for a gamepad
1170 float GetGamepadAxisMovement (int gamepad, int axis); // Get axis movement value for a gamepad axis
1171 int SetGamepadMappings (const(char)* mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
1172 
1173 // Input-related functions: mouse
1174 bool IsMouseButtonPressed (int button); // Check if a mouse button has been pressed once
1175 bool IsMouseButtonDown (int button); // Check if a mouse button is being pressed
1176 bool IsMouseButtonReleased (int button); // Check if a mouse button has been released once
1177 bool IsMouseButtonUp (int button); // Check if a mouse button is NOT being pressed
1178 int GetMouseX (); // Get mouse position X
1179 int GetMouseY (); // Get mouse position Y
1180 Vector2 GetMousePosition (); // Get mouse position XY
1181 Vector2 GetMouseDelta (); // Get mouse delta between frames
1182 void SetMousePosition (int x, int y); // Set mouse position XY
1183 void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset
1184 void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling
1185 float GetMouseWheelMove (); // Get mouse wheel movement for X or Y, whichever is larger
1186 Vector2 GetMouseWheelMoveV (); // Get mouse wheel movement for both X and Y
1187 void SetMouseCursor (int cursor); // Set mouse cursor
1188 
1189 // Input-related functions: touch
1190 int GetTouchX (); // Get touch position X for touch point 0 (relative to screen size)
1191 int GetTouchY (); // Get touch position Y for touch point 0 (relative to screen size)
1192 Vector2 GetTouchPosition (int index); // Get touch position XY for a touch point index (relative to screen size)
1193 int GetTouchPointId (int index); // Get touch point identifier for given index
1194 int GetTouchPointCount (); // Get number of touch points
1195 
1196 //------------------------------------------------------------------------------------
1197 // Gestures and Touch Handling Functions (Module: rgestures)
1198 //------------------------------------------------------------------------------------
1199 void SetGesturesEnabled (uint flags); // Enable a set of gestures using flags
1200 bool IsGestureDetected (int gesture); // Check if a gesture have been detected
1201 int GetGestureDetected (); // Get latest detected gesture
1202 float GetGestureHoldDuration (); // Get gesture hold time in milliseconds
1203 Vector2 GetGestureDragVector (); // Get gesture drag vector
1204 float GetGestureDragAngle (); // Get gesture drag angle
1205 Vector2 GetGesturePinchVector (); // Get gesture pinch delta
1206 float GetGesturePinchAngle (); // Get gesture pinch angle
1207 
1208 //------------------------------------------------------------------------------------
1209 // Camera System Functions (Module: rcamera)
1210 //------------------------------------------------------------------------------------
1211 void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available)
1212 void UpdateCamera (Camera* camera); // Update camera position for selected mode
1213 
1214 void SetCameraPanControl (int keyPan); // Set camera pan key to combine with mouse movement (free camera)
1215 void SetCameraAltControl (int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
1216 void SetCameraSmoothZoomControl (int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
1217 void SetCameraMoveControls (int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
1218 
1219 //------------------------------------------------------------------------------------
1220 // Basic Shapes Drawing Functions (Module: shapes)
1221 //------------------------------------------------------------------------------------
1222 // Set texture and rectangle to be used on shapes drawing
1223 // NOTE: It can be useful when using basic shapes and one single font,
1224 // defining a font char white rectangle would allow drawing everything in a single draw call
1225 void SetShapesTexture (Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
1226 
1227 // Basic shapes drawing functions
1228 void DrawPixel (int posX, int posY, Color color); // Draw a pixel
1229 void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version)
1230 void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
1231 void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
1232 void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
1233 void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
1234 void DrawLineBezierQuad (Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
1235 void DrawLineBezierCubic (Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
1236 void DrawLineStrip (Vector2* points, int pointCount, Color color); // Draw lines sequence
1237 void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
1238 void DrawCircleSector (Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
1239 void DrawCircleSectorLines (Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
1240 void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
1241 void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
1242 void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline
1243 void DrawEllipse (int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
1244 void DrawEllipseLines (int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
1245 void DrawRing (Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
1246 void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
1247 void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
1248 void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
1249 void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle
1250 void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
1251 void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
1252 void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
1253 void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
1254 void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline
1255 void DrawRectangleLinesEx (Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
1256 void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
1257 void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
1258 void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1259 void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
1260 void DrawTriangleFan (Vector2* points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
1261 void DrawTriangleStrip (Vector2* points, int pointCount, Color color); // Draw a triangle strip defined by points
1262 void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
1263 void DrawPolyLines (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
1264 void DrawPolyLinesEx (Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
1265 
1266 // Basic shapes collision detection functions
1267 bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
1268 bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
1269 bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
1270 bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle
1271 bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle
1272 bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
1273 bool CheckCollisionLines (Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
1274 bool CheckCollisionPointLine (Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
1275 Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
1276 
1277 //------------------------------------------------------------------------------------
1278 // Texture Loading and Drawing Functions (Module: textures)
1279 //------------------------------------------------------------------------------------
1280 
1281 // Image loading functions
1282 // NOTE: This functions do not require GPU access
1283 Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM)
1284 Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
1285 Image LoadImageAnim (const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data)
1286 Image LoadImageFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
1287 Image LoadImageFromTexture (Texture2D texture); // Load image from GPU texture data
1288 Image LoadImageFromScreen (); // Load image from screen buffer and (screenshot)
1289 void UnloadImage (Image image); // Unload image from CPU memory (RAM)
1290 bool ExportImage (Image image, const(char)* fileName); // Export image data to file, returns true on success
1291 bool ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success
1292 
1293 // Image generation functions
1294 Image GenImageColor (int width, int height, Color color); // Generate image: plain color
1295 Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient
1296 Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient
1297 Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
1298 Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
1299 Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise
1300 Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
1301 
1302 // Image manipulation functions
1303 Image ImageCopy (Image image); // Create an image duplicate (useful for transformations)
1304 Image ImageFromImage (Image image, Rectangle rec); // Create an image from another image piece
1305 Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font)
1306 Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
1307 void ImageFormat (Image* image, int newFormat); // Convert image data to desired format
1308 void ImageToPOT (Image* image, Color fill); // Convert image to POT (power-of-two)
1309 void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle
1310 void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value
1311 void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color
1312 void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image
1313 void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel
1314 void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
1315 void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
1316 void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
1317 void ImageMipmaps (Image* image); // Compute all mipmap levels for a provided image
1318 void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
1319 void ImageFlipVertical (Image* image); // Flip image vertically
1320 void ImageFlipHorizontal (Image* image); // Flip image horizontally
1321 void ImageRotateCW (Image* image); // Rotate image clockwise 90deg
1322 void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg
1323 void ImageColorTint (Image* image, Color color); // Modify image color: tint
1324 void ImageColorInvert (Image* image); // Modify image color: invert
1325 void ImageColorGrayscale (Image* image); // Modify image color: grayscale
1326 void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100)
1327 void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255)
1328 void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color
1329 Color* LoadImageColors (Image image); // Load color data from image as a Color array (RGBA - 32bit)
1330 Color* LoadImagePalette (Image image, int maxPaletteSize, int* colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
1331 void UnloadImageColors (Color* colors); // Unload color data loaded with LoadImageColors()
1332 void UnloadImagePalette (Color* colors); // Unload colors palette loaded with LoadImagePalette()
1333 Rectangle GetImageAlphaBorder (Image image, float threshold); // Get image alpha border rectangle
1334 Color GetImageColor (Image image, int x, int y); // Get image pixel color at (x, y) position
1335 
1336 // Image drawing functions
1337 // NOTE: Image software-rendering functions (CPU)
1338 void ImageClearBackground (Image* dst, Color color); // Clear image background with given color
1339 void ImageDrawPixel (Image* dst, int posX, int posY, Color color); // Draw pixel within an image
1340 void ImageDrawPixelV (Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
1341 void ImageDrawLine (Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
1342 void ImageDrawLineV (Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
1343 void ImageDrawCircle (Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
1344 void ImageDrawCircleV (Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
1345 void ImageDrawRectangle (Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
1346 void ImageDrawRectangleV (Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
1347 void ImageDrawRectangleRec (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image
1348 void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
1349 void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
1350 void ImageDrawText (Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
1351 void ImageDrawTextEx (Image* dst, Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
1352 
1353 // Texture loading functions
1354 // NOTE: These functions require GPU access
1355 Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM)
1356 Texture2D LoadTextureFromImage (Image image); // Load texture from image data
1357 TextureCubemap LoadTextureCubemap (Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
1358 RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer)
1359 void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM)
1360 void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
1361 void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data
1362 void UpdateTextureRec (Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data
1363 
1364 // Texture configuration functions
1365 void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture
1366 void SetTextureFilter (Texture2D texture, int filter); // Set texture scaling filter mode
1367 void SetTextureWrap (Texture2D texture, int wrap); // Set texture wrapping mode
1368 
1369 // Texture drawing functions
1370 void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
1371 void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
1372 void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
1373 void DrawTextureRec (Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
1374 void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
1375 void DrawTextureTiled (Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
1376 void DrawTexturePro (Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
1377 void DrawTextureNPatch (Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
1378 void DrawTexturePoly (Texture2D texture, Vector2 center, Vector2* points, Vector2* texcoords, int pointCount, Color tint); // Draw a textured polygon
1379 
1380 // Color/pixel related functions
1381 Color Fade (Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1382 int ColorToInt (Color color); // Get hexadecimal value for a Color
1383 Vector4 ColorNormalize (Color color); // Get Color normalized as float [0..1]
1384 Color ColorFromNormalized (Vector4 normalized); // Get Color from normalized values [0..1]
1385 Vector3 ColorToHSV (Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
1386 Color ColorFromHSV (float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
1387 Color ColorAlpha (Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
1388 Color ColorAlphaBlend (Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
1389 Color GetColor (uint hexValue); // Get Color structure from hexadecimal value
1390 Color GetPixelColor (void* srcPtr, int format); // Get Color from a source pixel pointer of certain format
1391 void SetPixelColor (void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
1392 int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes for certain format
1393 
1394 //------------------------------------------------------------------------------------
1395 // Font Loading and Text Drawing Functions (Module: text)
1396 //------------------------------------------------------------------------------------
1397 
1398 // Font loading/unloading functions
1399 Font GetFontDefault (); // Get the default Font
1400 Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM)
1401 Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
1402 Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style)
1403 Font LoadFontFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
1404 GlyphInfo* LoadFontData (const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount, int type); // Load font data for further use
1405 Image GenImageFontAtlas (const(GlyphInfo)* chars, Rectangle** recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
1406 void UnloadFontData (GlyphInfo* chars, int glyphCount); // Unload font chars info data (RAM)
1407 void UnloadFont (Font font); // Unload font from GPU memory (VRAM)
1408 bool ExportFontAsCode (Font font, const(char)* fileName); // Export font as code file, returns true on success
1409 
1410 // Text drawing functions
1411 void DrawFPS (int posX, int posY); // Draw current FPS
1412 void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
1413 void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
1414 void DrawTextPro (Font font, const(char)* text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
1415 void DrawTextCodepoint (Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
1416 void DrawTextCodepoints (Font font, const(int)* codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
1417 
1418 // Text font info functions
1419 int MeasureText (const(char)* text, int fontSize); // Measure string width for default font
1420 Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font
1421 int GetGlyphIndex (Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
1422 GlyphInfo GetGlyphInfo (Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
1423 Rectangle GetGlyphAtlasRec (Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
1424 
1425 // Text codepoints management functions (unicode characters)
1426 int* LoadCodepoints (const(char)* text, int* count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
1427 void UnloadCodepoints (int* codepoints); // Unload codepoints data from memory
1428 int GetCodepointCount (const(char)* text); // Get total number of codepoints in a UTF-8 encoded string
1429 int GetCodepoint (const(char)* text, int* bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1430 const(char)* CodepointToUTF8 (int codepoint, int* byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
1431 char* TextCodepointsToUTF8 (const(int)* codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
1432 
1433 // Text strings management functions (no UTF-8 strings, only byte chars)
1434 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
1435 int TextCopy (char* dst, const(char)* src); // Copy one string to another, returns bytes copied
1436 bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal
1437 uint TextLength (const(char)* text); // Get text length, checks for '\0' ending
1438 const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf() style)
1439 const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string
1440 char* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (WARNING: memory must be freed!)
1441 char* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (WARNING: memory must be freed!)
1442 const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter
1443 const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings
1444 void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor!
1445 int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string
1446 const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string
1447 const(char)* TextToLower (const(char)* text); // Get lower case version of provided string
1448 const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string
1449 int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported)
1450 
1451 //------------------------------------------------------------------------------------
1452 // Basic 3d Shapes Drawing Functions (Module: models)
1453 //------------------------------------------------------------------------------------
1454 
1455 // Basic geometric 3D shapes drawing functions
1456 void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
1457 void DrawPoint3D (Vector3 position, Color color); // Draw a point in 3D space, actually a small line
1458 void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
1459 void DrawTriangle3D (Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
1460 void DrawTriangleStrip3D (Vector3* points, int pointCount, Color color); // Draw a triangle strip defined by points
1461 void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube
1462 void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
1463 void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires
1464 void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
1465 void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
1466 void DrawCubeTextureRec (Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
1467 void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere
1468 void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
1469 void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
1470 void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
1471 void DrawCylinderEx (Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
1472 void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
1473 void DrawCylinderWiresEx (Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
1474 void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
1475 void DrawRay (Ray ray, Color color); // Draw a ray line
1476 void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
1477 
1478 //------------------------------------------------------------------------------------
1479 // Model 3d Loading and Drawing Functions (Module: models)
1480 //------------------------------------------------------------------------------------
1481 
1482 // Model management functions
1483 Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials)
1484 Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material)
1485 void UnloadModel (Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
1486 void UnloadModelKeepMeshes (Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
1487 BoundingBox GetModelBoundingBox (Model model); // Compute model bounding box limits (considers all meshes)
1488 
1489 // Model drawing functions
1490 void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
1491 void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
1492 void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
1493 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
1494 void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires)
1495 void DrawBillboard (Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
1496 void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
1497 void DrawBillboardPro (Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
1498 
1499 // Mesh management functions
1500 void UploadMesh (Mesh* mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
1501 void UpdateMeshBuffer (Mesh mesh, int index, const(void)* data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
1502 void UnloadMesh (Mesh mesh); // Unload mesh data from CPU and GPU
1503 void DrawMesh (Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
1504 void DrawMeshInstanced (Mesh mesh, Material material, const(Matrix)* transforms, int instances); // Draw multiple mesh instances with material and different transforms
1505 bool ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success
1506 BoundingBox GetMeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits
1507 void GenMeshTangents (Mesh* mesh); // Compute mesh tangents
1508 
1509 // Mesh generation functions
1510 Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh
1511 Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
1512 Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh
1513 Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
1514 Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
1515 Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh
1516 Mesh GenMeshCone (float radius, float height, int slices); // Generate cone/pyramid mesh
1517 Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh
1518 Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
1519 Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data
1520 Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
1521 
1522 // Material loading/unloading functions
1523 Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file
1524 Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
1525 void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM)
1526 void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
1527 void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh
1528 
1529 // Model animations loading/unloading functions
1530 ModelAnimation* LoadModelAnimations (const(char)* fileName, uint* animCount); // Load model animations from file
1531 void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose
1532 void UnloadModelAnimation (ModelAnimation anim); // Unload animation data
1533 void UnloadModelAnimations (ModelAnimation* animations, uint count); // Unload animation array data
1534 bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match
1535 
1536 // Collision detection functions
1537 bool CheckCollisionSpheres (Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
1538 bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
1539 bool CheckCollisionBoxSphere (BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
1540 RayCollision GetRayCollisionSphere (Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
1541 RayCollision GetRayCollisionBox (Ray ray, BoundingBox box); // Get collision info between ray and box
1542 RayCollision GetRayCollisionMesh (Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
1543 RayCollision GetRayCollisionTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
1544 RayCollision GetRayCollisionQuad (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
1545 
1546 //------------------------------------------------------------------------------------
1547 // Audio Loading and Playing Functions (Module: audio)
1548 //------------------------------------------------------------------------------------
1549 alias AudioCallback = void function (void* bufferData, uint frames);
1550 
1551 // Audio device management functions
1552 void InitAudioDevice (); // Initialize audio device and context
1553 void CloseAudioDevice (); // Close the audio device and context
1554 bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully
1555 void SetMasterVolume (float volume); // Set master volume (listener)
1556 
1557 // Wave/Sound loading/unloading functions
1558 Wave LoadWave (const(char)* fileName); // Load wave data from file
1559 Wave LoadWaveFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
1560 Sound LoadSound (const(char)* fileName); // Load sound from file
1561 Sound LoadSoundFromWave (Wave wave); // Load sound from wave data
1562 void UpdateSound (Sound sound, const(void)* data, int sampleCount); // Update sound buffer with new data
1563 void UnloadWave (Wave wave); // Unload wave data
1564 void UnloadSound (Sound sound); // Unload sound
1565 bool ExportWave (Wave wave, const(char)* fileName); // Export wave data to file, returns true on success
1566 bool ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success
1567 
1568 // Wave/Sound management functions
1569 void PlaySound (Sound sound); // Play a sound
1570 void StopSound (Sound sound); // Stop playing a sound
1571 void PauseSound (Sound sound); // Pause a sound
1572 void ResumeSound (Sound sound); // Resume a paused sound
1573 void PlaySoundMulti (Sound sound); // Play a sound (using multichannel buffer pool)
1574 void StopSoundMulti (); // Stop any sound playing (using multichannel buffer pool)
1575 int GetSoundsPlaying (); // Get number of sounds playing in the multichannel
1576 bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing
1577 void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level)
1578 void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
1579 void SetSoundPan (Sound sound, float pan); // Set pan for a sound (0.5 is center)
1580 Wave WaveCopy (Wave wave); // Copy a wave to a new wave
1581 void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range
1582 void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
1583 float* LoadWaveSamples (Wave wave); // Load samples data from wave as a 32bit float data array
1584 void UnloadWaveSamples (float* samples); // Unload samples data loaded with LoadWaveSamples()
1585 
1586 // Music management functions
1587 Music LoadMusicStream (const(char)* fileName); // Load music stream from file
1588 Music LoadMusicStreamFromMemory (const(char)* fileType, const(ubyte)* data, int dataSize); // Load music stream from data
1589 void UnloadMusicStream (Music music); // Unload music stream
1590 void PlayMusicStream (Music music); // Start music playing
1591 bool IsMusicStreamPlaying (Music music); // Check if music is playing
1592 void UpdateMusicStream (Music music); // Updates buffers for music streaming
1593 void StopMusicStream (Music music); // Stop music playing
1594 void PauseMusicStream (Music music); // Pause music playing
1595 void ResumeMusicStream (Music music); // Resume playing paused music
1596 void SeekMusicStream (Music music, float position); // Seek music to a position (in seconds)
1597 void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level)
1598 void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level)
1599 void SetMusicPan (Music music, float pan); // Set pan for a music (0.5 is center)
1600 float GetMusicTimeLength (Music music); // Get music time length (in seconds)
1601 float GetMusicTimePlayed (Music music); // Get current music time played (in seconds)
1602 
1603 // AudioStream management functions
1604 AudioStream LoadAudioStream (uint sampleRate, uint sampleSize, uint channels); // Load audio stream (to stream raw audio pcm data)
1605 void UnloadAudioStream (AudioStream stream); // Unload audio stream and free memory
1606 void UpdateAudioStream (AudioStream stream, const(void)* data, int frameCount); // Update audio stream buffers with data
1607 bool IsAudioStreamProcessed (AudioStream stream); // Check if any audio stream buffers requires refill
1608 void PlayAudioStream (AudioStream stream); // Play audio stream
1609 void PauseAudioStream (AudioStream stream); // Pause audio stream
1610 void ResumeAudioStream (AudioStream stream); // Resume audio stream
1611 bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing
1612 void StopAudioStream (AudioStream stream); // Stop audio stream
1613 void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
1614 void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
1615 void SetAudioStreamPan (AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
1616 void SetAudioStreamBufferSizeDefault (int size); // Default size for new audio streams
1617 void SetAudioStreamCallback (AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
1618 
1619 void AttachAudioStreamProcessor (AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
1620 void DetachAudioStreamProcessor (AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
1621 
1622 // RAYLIB_H