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