1 module raylib; 2 3 public 4 { 5 import rlgl; 6 import raymath; 7 import raymathext; 8 import easings; 9 } 10 /********************************************************************************************** 11 * 12 * raylib - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) 13 * 14 * FEATURES: 15 * - NO external dependencies, all required libraries included with raylib 16 * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5. 17 * - Written in plain C code (C99) in PascalCase/camelCase notation 18 * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) 19 * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] 20 * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) 21 * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) 22 * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! 23 * - Flexible Materials system, supporting classic maps and PBR maps 24 * - Skeletal Animation support (CPU bones-based animation) 25 * - Shaders support, including Model shaders and Postprocessing shaders 26 * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] 27 * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) 28 * - VR stereo rendering with configurable HMD device parameters 29 * - Bindings to multiple programming languages available! 30 * 31 * NOTES: 32 * One custom font is loaded by default when InitWindow() [core] 33 * If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] 34 * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads 35 * 36 * DEPENDENCIES (included): 37 * [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) 38 * [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP) 39 * [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management 40 * 41 * OPTIONAL DEPENDENCIES (included): 42 * [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording 43 * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) 44 * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) 45 * [textures] stb_image_resize (Sean Barret) for image resizing algorithms 46 * [textures] stb_perlin (Sean Barret) for Perlin noise image generation 47 * [text] stb_truetype (Sean Barret) for ttf fonts loading 48 * [text] stb_rect_pack (Sean Barret) for rectangles packing 49 * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation 50 * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) 51 * [models] cgltf (Johannes Kuhlmann) for models loading (glTF) 52 * [raudio] stb_vorbis (Sean Barret) for OGG audio loading 53 * [raudio] dr_flac (David Reid) for FLAC audio file loading 54 * [raudio] dr_mp3 (David Reid) for MP3 audio file loading 55 * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading 56 * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading 57 * 58 * 59 * LICENSE: zlib/libpng 60 * 61 * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, 62 * BSD-like license that allows static linking with closed source software: 63 * 64 * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5) 65 * 66 * This software is provided "as-is", without any express or implied warranty. In no event 67 * will the authors be held liable for any damages arising from the use of this software. 68 * 69 * Permission is granted to anyone to use this software for any purpose, including commercial 70 * applications, and to alter it and redistribute it freely, subject to the following restrictions: 71 * 72 * 1. The origin of this software must not be misrepresented; you must not claim that you 73 * wrote the original software. If you use this software in a product, an acknowledgment 74 * in the product documentation would be appreciated but is not required. 75 * 76 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented 77 * as being the original software. 78 * 79 * 3. This notice may not be removed or altered from any source distribution. 80 * 81 **********************************************************************************************/ 82 83 import core.stdc.config; 84 import core.stdc.stdarg; 85 import core.stdc.stdlib; 86 87 extern (C) @nogc nothrow: 88 89 // Required for: va_list - Only used by TraceLogCallback 90 91 // We are building raylib as a Win32 shared library (.dll) 92 // We are using raylib as a Win32 shared library (.dll) // We are building or using raylib as a static library (or Linux shared library) 93 94 //---------------------------------------------------------------------------------- 95 // Some basic Defines 96 //---------------------------------------------------------------------------------- 97 98 enum PI = 3.14159265358979323846f; 99 100 enum DEG2RAD = PI / 180.0f; 101 enum RAD2DEG = 180.0f / PI; 102 103 enum MAX_TOUCH_POINTS = 10; // Maximum number of touch points supported 104 105 // Shader and material limits 106 enum MAX_SHADER_LOCATIONS = 32; // Maximum number of predefined locations stored in shader struct 107 enum MAX_MATERIAL_MAPS = 12; // Maximum number of texture maps stored in shader struct 108 109 // NOTE: MSC C++ compiler does not support compound literals (C99 feature) 110 // Plain structures in C++ (without constructors) can be initialized from { } initializers. 111 112 alias CLITERAL = Color; 113 114 enum Colors { 115 // Some Basic Colors 116 // NOTE: Custom raylib color palette for amazing visuals on WHITE background // Light Gray // Gray // Dark Gray // Yellow // Gold // Orange // Pink // Red // Maroon // Green // Lime // Dark Green // Sky Blue // Blue // Dark Blue // Purple // Violet // Dark Purple // Beige // Brown // Dark Brown // White // Black // Blank (Transparent) // Magenta // My own White (raylib logo) 117 LIGHTGRAY = Color(200, 200, 200, 255), // Light Gray 118 GRAY = Color(130, 130, 130, 255), // Gray 119 DARKGRAY = Color(80, 80, 80, 255), // Dark Gray 120 YELLOW = Color(253, 249, 0, 255), // Yellow 121 GOLD = Color(255, 203, 0, 255), // Gold 122 ORANGE = Color(255, 161, 0, 255), // Orange 123 PINK = Color(255, 109, 194, 255), // Pink 124 RED = Color(230, 41, 55, 255), // Red 125 MAROON = Color(190, 33, 55, 255), // Maroon 126 GREEN = Color(0, 228, 48, 255), // Green 127 LIME = Color(0, 158, 47, 255), // Lime 128 DARKGREEN = Color(0, 117, 44, 255), // Dark Green 129 SKYBLUE = Color(102, 191, 255, 255), // Sky Blue 130 BLUE = Color(0, 121, 241, 255), // Blue 131 DARKBLUE = Color(0, 82, 172, 255), // Dark Blue 132 PURPLE = Color(200, 122, 255, 255), // Purple 133 VIOLET = Color(135, 60, 190, 255), // Violet 134 DARKPURPLE = Color(112, 31, 126, 255), // Dark Purple 135 BEIGE = Color(211, 176, 131, 255), // Beige 136 BROWN = Color(127, 106, 79, 255), // Brown 137 DARKBROWN = Color(76, 63, 47, 255), // Dark Brown 138 139 WHITE = Color(255, 255, 255, 255), // White 140 BLACK = Color(0, 0, 0, 255), // Black 141 BLANK = Color(0, 0, 0, 0), // Blank (Transparent) 142 MAGENTA = Color(255, 0, 255, 255), // Magenta 143 RAYWHITE = Color(245, 245, 245, 255), // My own White (raylib logo) 144 } 145 146 147 //---------------------------------------------------------------------------------- 148 // Structures Definition 149 //---------------------------------------------------------------------------------- 150 151 152 // Vector2 type 153 struct Vector2 154 { 155 float x = 0.0f; 156 float y = 0.0f; 157 mixin Linear; 158 } 159 160 struct Bivector2 161 { 162 float xy = 0.0f; 163 alias xy this; 164 mixin Linear; 165 } 166 167 // Vector3 type 168 struct Vector3 169 { 170 float x = 0.0f; 171 float y = 0.0f; 172 float z = 0.0f; 173 mixin Linear; 174 } 175 176 // Vector4 type 177 struct Vector4 178 { 179 float x = 0.0f; 180 float y = 0.0f; 181 float z = 0.0f; 182 float w = 0.0f; 183 mixin Linear; 184 } 185 186 // Quaternion type, same as Vector4 187 alias Quaternion = Vector4; 188 189 // Matrix type (OpenGL style 4x4 - right handed, column major) 190 struct Matrix4 191 { 192 float m0 = 0.0f; 193 float m4 = 0.0f; 194 float m8 = 0.0f; 195 float m12 = 0.0f; 196 float m1 = 0.0f; 197 float m5 = 0.0f; 198 float m9 = 0.0f; 199 float m13 = 0.0f; 200 float m2 = 0.0f; 201 float m6 = 0.0f; 202 float m10 = 0.0f; 203 float m14 = 0.0f; 204 float m3 = 0.0f; 205 float m7 = 0.0f; 206 float m11 = 0.0f; 207 float m15 = 0.0f; 208 mixin Linear; 209 } 210 211 alias Matrix = Matrix4; 212 213 // Color type, RGBA (32bit) 214 struct Color 215 { 216 ubyte r; 217 ubyte g; 218 ubyte b; 219 ubyte a; 220 } 221 222 // Rectangle type 223 struct Rectangle 224 { 225 float x = 0.0f; 226 float y = 0.0f; 227 float width = 0.0f; 228 float height = 0.0f; 229 alias w = width; 230 alias h = height; 231 } 232 233 // Image type, bpp always RGBA (32bit) 234 // NOTE: Data stored in CPU memory (RAM) 235 struct Image 236 { 237 void* data; // Image raw data 238 int width; // Image base width 239 int height; // Image base height 240 int mipmaps; // Mipmap levels, 1 by default 241 int format; // Data format (PixelFormat type) 242 } 243 244 // Texture type 245 // NOTE: Data stored in GPU memory 246 struct Texture 247 { 248 uint id; // OpenGL texture id 249 int width; // Texture base width 250 int height; // Texture base height 251 int mipmaps; // Mipmap levels, 1 by default 252 int format; // Data format (PixelFormat type) 253 } 254 255 // Texture2D type, same as Texture 256 alias Texture2D = Texture; 257 258 // TextureCubemap type, actually, same as Texture 259 alias TextureCubemap = Texture; 260 261 // RenderTexture type, for texture rendering 262 struct RenderTexture 263 { 264 uint id; // OpenGL Framebuffer Object (FBO) id 265 Texture texture; // Color buffer attachment texture 266 Texture depth; // Depth buffer attachment texture 267 } 268 269 // RenderTexture2D type, same as RenderTexture 270 alias RenderTexture2D = RenderTexture; 271 272 // N-Patch layout info 273 struct NPatchInfo 274 { 275 Rectangle source; // Region in the texture 276 int left; // left border offset 277 int top; // top border offset 278 int right; // right border offset 279 int bottom; // bottom border offset 280 int type; // layout of the n-patch: 3x3, 1x3 or 3x1 281 } 282 283 // Font character info 284 struct CharInfo 285 { 286 int value; // Character value (Unicode) 287 int offsetX; // Character offset X when drawing 288 int offsetY; // Character offset Y when drawing 289 int advanceX; // Character advance position X 290 Image image; // Character image data 291 } 292 293 // Font type, includes texture and charSet array data 294 struct Font 295 { 296 int baseSize; // Base size (default chars height) 297 int charsCount; // Number of characters 298 int charsPadding; // Padding around the chars 299 Texture2D texture; // Characters texture atlas 300 Rectangle* recs; // Characters rectangles in texture 301 CharInfo* chars; // Characters info data 302 } 303 304 alias SpriteFont = Font; // SpriteFont type fallback, defaults to Font 305 306 // Camera type, defines a camera position/orientation in 3d space 307 struct Camera3D 308 { 309 Vector3 position; // Camera position 310 Vector3 target; // Camera target it looks-at 311 Vector3 up; // Camera up vector (rotation over its axis) 312 float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic 313 int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC 314 } 315 316 alias Camera = Camera3D; // Camera type fallback, defaults to Camera3D 317 318 // Camera2D type, defines a 2d camera 319 struct Camera2D 320 { 321 Vector2 offset; // Camera offset (displacement from target) 322 Vector2 target; // Camera target (rotation and zoom origin) 323 float rotation; // Camera rotation in degrees 324 float zoom; // Camera zoom (scaling), should be 1.0f by default 325 } 326 327 // Vertex data definning a mesh 328 // NOTE: Data stored in CPU memory (and GPU) 329 struct Mesh 330 { 331 int vertexCount; // Number of vertices stored in arrays 332 int triangleCount; // Number of triangles stored (indexed or not) 333 334 // Default vertex data 335 float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 336 float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 337 float* texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) 338 float* normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) 339 float* tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) 340 ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 341 ushort* indices; // Vertex indices (in case vertex data comes indexed) 342 343 // Animation vertex data 344 float* animVertices; // Animated vertex positions (after bones transformations) 345 float* animNormals; // Animated normals (after bones transformations) 346 int* boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) 347 float* boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) 348 349 // OpenGL identifiers 350 uint vaoId; // OpenGL Vertex Array Object id 351 uint* vboId; // OpenGL Vertex Buffer Objects id (default vertex data) 352 } 353 354 // Shader type (generic) 355 struct Shader 356 { 357 uint id; // Shader program id 358 int* locs; // Shader locations array (MAX_SHADER_LOCATIONS) 359 } 360 361 // Material texture map 362 struct MaterialMap 363 { 364 Texture2D texture; // Material map texture 365 Color color; // Material map color 366 float value; // Material map value 367 } 368 369 // Material type (generic) 370 struct Material 371 { 372 Shader shader; // Material shader 373 MaterialMap* maps; // Material maps array (MAX_MATERIAL_MAPS) 374 float* params; // Material generic parameters (if required) 375 } 376 377 // Transformation properties 378 struct Transform 379 { 380 Vector3 translation; // Translation 381 Quaternion rotation; // Rotation 382 Vector3 scale; // Scale 383 } 384 385 // Bone information 386 struct BoneInfo 387 { 388 char[32] name; // Bone name 389 int parent; // Bone parent 390 } 391 392 // Model type 393 struct Model 394 { 395 Matrix transform; // Local transform matrix 396 397 int meshCount; // Number of meshes 398 int materialCount; // Number of materials 399 Mesh* meshes; // Meshes array 400 Material* materials; // Materials array 401 int* meshMaterial; // Mesh material number 402 403 // Animation data 404 int boneCount; // Number of bones 405 BoneInfo* bones; // Bones information (skeleton) 406 Transform* bindPose; // Bones base transformation (pose) 407 } 408 409 // Model animation 410 struct ModelAnimation 411 { 412 int boneCount; // Number of bones 413 int frameCount; // Number of animation frames 414 BoneInfo* bones; // Bones information (skeleton) 415 Transform** framePoses; // Poses array by frame 416 } 417 418 // Ray type (useful for raycast) 419 struct Ray 420 { 421 Vector3 position; // Ray position (origin) 422 Vector3 direction; // Ray direction 423 } 424 425 // Raycast hit information 426 struct RayHitInfo 427 { 428 bool hit; // Did the ray hit something? 429 float distance; // Distance to nearest hit 430 Vector3 position; // Position of nearest hit 431 Vector3 normal; // Surface normal of hit 432 } 433 434 // Bounding box type 435 struct BoundingBox 436 { 437 Vector3 min; // Minimum vertex box-corner 438 Vector3 max; // Maximum vertex box-corner 439 } 440 441 // Wave type, defines audio wave data 442 struct Wave 443 { 444 uint sampleCount; // Total number of samples 445 uint sampleRate; // Frequency (samples per second) 446 uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) 447 uint channels; // Number of channels (1-mono, 2-stereo) 448 void* data; // Buffer data pointer 449 } 450 451 struct rAudioBuffer; 452 453 // Audio stream type 454 // NOTE: Useful to create custom audio streams not bound to a specific file 455 struct AudioStream 456 { 457 rAudioBuffer* buffer; // Pointer to internal data used by the audio system 458 459 uint sampleRate; // Frequency (samples per second) 460 uint sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) 461 uint channels; // Number of channels (1-mono, 2-stereo) 462 } 463 464 // Sound source type 465 struct Sound 466 { 467 AudioStream stream; // Audio stream 468 uint sampleCount; // Total number of samples 469 } 470 471 // Music stream type (audio file streaming from memory) 472 // NOTE: Anything longer than ~10 seconds should be streamed 473 struct Music 474 { 475 AudioStream stream; // Audio stream 476 uint sampleCount; // Total number of samples 477 bool looping; // Music looping enable 478 479 int ctxType; // Type of music context (audio filetype) 480 void* ctxData; // Audio context data, depends on type 481 } 482 483 // Head-Mounted-Display device parameters 484 struct VrDeviceInfo 485 { 486 int hResolution; // HMD horizontal resolution in pixels 487 int vResolution; // HMD vertical resolution in pixels 488 float hScreenSize; // HMD horizontal size in meters 489 float vScreenSize; // HMD vertical size in meters 490 float vScreenCenter; // HMD screen center in meters 491 float eyeToScreenDistance; // HMD distance between eye and display in meters 492 float lensSeparationDistance; // HMD lens separation distance in meters 493 float interpupillaryDistance; // HMD IPD (distance between pupils) in meters 494 float[4] lensDistortionValues; // HMD lens distortion constant parameters 495 float[4] chromaAbCorrection; // HMD chromatic aberration correction parameters 496 } 497 498 //---------------------------------------------------------------------------------- 499 // Enumerators Definition 500 //---------------------------------------------------------------------------------- 501 // System/Window config flags 502 // NOTE: Every bit registers one state (use it with bit masks) 503 // By default all flags are set to 0 504 enum ConfigFlag 505 { 506 FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU 507 FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen 508 FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window 509 FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) 510 FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window 511 FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) 512 FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) 513 FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused 514 FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top 515 FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized 516 FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer 517 FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI 518 FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X 519 FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) 520 } 521 522 // Trace log type 523 enum TraceLogType 524 { 525 LOG_ALL = 0, // Display all logs 526 LOG_TRACE = 1, 527 LOG_DEBUG = 2, 528 LOG_INFO = 3, 529 LOG_WARNING = 4, 530 LOG_ERROR = 5, 531 LOG_FATAL = 6, 532 LOG_NONE = 7 // Disable logging 533 } 534 535 // Keyboard keys (US keyboard layout) 536 // NOTE: Use GetKeyPressed() to allow redefining 537 // required keys for alternative layouts 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 // Mouse cursor types 670 enum MouseCursor 671 { 672 MOUSE_CURSOR_DEFAULT = 0, 673 MOUSE_CURSOR_ARROW = 1, 674 MOUSE_CURSOR_IBEAM = 2, 675 MOUSE_CURSOR_CROSSHAIR = 3, 676 MOUSE_CURSOR_POINTING_HAND = 4, 677 MOUSE_CURSOR_RESIZE_EW = 5, // The horizontal resize/move arrow shape 678 MOUSE_CURSOR_RESIZE_NS = 6, // The vertical resize/move arrow shape 679 MOUSE_CURSOR_RESIZE_NWSE = 7, // The top-left to bottom-right diagonal resize/move arrow shape 680 MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape 681 MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape 682 MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape 683 } 684 685 // Gamepad number 686 enum GamepadNumber 687 { 688 GAMEPAD_PLAYER1 = 0, 689 GAMEPAD_PLAYER2 = 1, 690 GAMEPAD_PLAYER3 = 2, 691 GAMEPAD_PLAYER4 = 3 692 } 693 694 // Gamepad buttons 695 enum GamepadButton 696 { 697 // This is here just for error checking 698 GAMEPAD_BUTTON_UNKNOWN = 0, 699 700 // This is normally a DPAD 701 GAMEPAD_BUTTON_LEFT_FACE_UP = 1, 702 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2, 703 GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3, 704 GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4, 705 706 // This normally corresponds with PlayStation and Xbox controllers 707 // XBOX: [Y,X,A,B] 708 // PS3: [Triangle,Square,Cross,Circle] 709 // No support for 6 button controllers though.. 710 GAMEPAD_BUTTON_RIGHT_FACE_UP = 5, 711 GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6, 712 GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7, 713 GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8, 714 715 // Triggers 716 GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9, 717 GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10, 718 GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11, 719 GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12, 720 721 // These are buttons in the center of the gamepad 722 GAMEPAD_BUTTON_MIDDLE_LEFT = 13, //PS3 Select 723 GAMEPAD_BUTTON_MIDDLE = 14, //PS Button/XBOX Button 724 GAMEPAD_BUTTON_MIDDLE_RIGHT = 15, //PS3 Start 725 726 // These are the joystick press in buttons 727 GAMEPAD_BUTTON_LEFT_THUMB = 16, 728 GAMEPAD_BUTTON_RIGHT_THUMB = 17 729 } 730 731 // Gamepad axis 732 enum GamepadAxis 733 { 734 // Left stick 735 GAMEPAD_AXIS_LEFT_X = 0, 736 GAMEPAD_AXIS_LEFT_Y = 1, 737 738 // Right stick 739 GAMEPAD_AXIS_RIGHT_X = 2, 740 GAMEPAD_AXIS_RIGHT_Y = 3, 741 742 // Pressure levels for the back triggers 743 GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level) 744 GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level) 745 } 746 747 // Shader location points 748 enum ShaderLocationIndex 749 { 750 LOC_VERTEX_POSITION = 0, 751 LOC_VERTEX_TEXCOORD01 = 1, 752 LOC_VERTEX_TEXCOORD02 = 2, 753 LOC_VERTEX_NORMAL = 3, 754 LOC_VERTEX_TANGENT = 4, 755 LOC_VERTEX_COLOR = 5, 756 LOC_MATRIX_MVP = 6, 757 LOC_MATRIX_MODEL = 7, 758 LOC_MATRIX_VIEW = 8, 759 LOC_MATRIX_PROJECTION = 9, 760 LOC_VECTOR_VIEW = 10, 761 LOC_COLOR_DIFFUSE = 11, 762 LOC_COLOR_SPECULAR = 12, 763 LOC_COLOR_AMBIENT = 13, 764 LOC_MAP_ALBEDO = 14, // LOC_MAP_DIFFUSE 765 LOC_MAP_METALNESS = 15, // LOC_MAP_SPECULAR 766 LOC_MAP_NORMAL = 16, 767 LOC_MAP_ROUGHNESS = 17, 768 LOC_MAP_OCCLUSION = 18, 769 LOC_MAP_EMISSION = 19, 770 LOC_MAP_HEIGHT = 20, 771 LOC_MAP_CUBEMAP = 21, 772 LOC_MAP_IRRADIANCE = 22, 773 LOC_MAP_PREFILTER = 23, 774 LOC_MAP_BRDF = 24 775 } 776 777 enum LOC_MAP_DIFFUSE = ShaderLocationIndex.LOC_MAP_ALBEDO; 778 enum LOC_MAP_SPECULAR = ShaderLocationIndex.LOC_MAP_METALNESS; 779 780 // Shader uniform data types 781 enum ShaderUniformDataType 782 { 783 UNIFORM_FLOAT = 0, 784 UNIFORM_VEC2 = 1, 785 UNIFORM_VEC3 = 2, 786 UNIFORM_VEC4 = 3, 787 UNIFORM_INT = 4, 788 UNIFORM_IVEC2 = 5, 789 UNIFORM_IVEC3 = 6, 790 UNIFORM_IVEC4 = 7, 791 UNIFORM_SAMPLER2D = 8 792 } 793 794 // Material maps 795 enum MaterialMapType 796 { 797 MAP_ALBEDO = 0, // MAP_DIFFUSE 798 MAP_METALNESS = 1, // MAP_SPECULAR 799 MAP_NORMAL = 2, 800 MAP_ROUGHNESS = 3, 801 MAP_OCCLUSION = 4, 802 MAP_EMISSION = 5, 803 MAP_HEIGHT = 6, 804 MAP_CUBEMAP = 7, // NOTE: Uses GL_TEXTURE_CUBE_MAP 805 MAP_IRRADIANCE = 8, // NOTE: Uses GL_TEXTURE_CUBE_MAP 806 MAP_PREFILTER = 9, // NOTE: Uses GL_TEXTURE_CUBE_MAP 807 MAP_BRDF = 10 808 } 809 810 enum MAP_DIFFUSE = MaterialMapType.MAP_ALBEDO; 811 enum MAP_SPECULAR = MaterialMapType.MAP_METALNESS; 812 813 // Pixel formats 814 // NOTE: Support depends on OpenGL version and platform 815 enum PixelFormat 816 { 817 UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 818 UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) 819 UNCOMPRESSED_R5G6B5 = 3, // 16 bpp 820 UNCOMPRESSED_R8G8B8 = 4, // 24 bpp 821 UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) 822 UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) 823 UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp 824 UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) 825 UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) 826 UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) 827 COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha) 828 COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha) 829 COMPRESSED_DXT3_RGBA = 13, // 8 bpp 830 COMPRESSED_DXT5_RGBA = 14, // 8 bpp 831 COMPRESSED_ETC1_RGB = 15, // 4 bpp 832 COMPRESSED_ETC2_RGB = 16, // 4 bpp 833 COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp 834 COMPRESSED_PVRT_RGB = 18, // 4 bpp 835 COMPRESSED_PVRT_RGBA = 19, // 4 bpp 836 COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp 837 COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp 838 } 839 840 // Texture parameters: filter mode 841 // NOTE 1: Filtering considers mipmaps if available in the texture 842 // NOTE 2: Filter is accordingly set for minification and magnification 843 enum TextureFilterMode 844 { 845 FILTER_POINT = 0, // No filter, just pixel aproximation 846 FILTER_BILINEAR = 1, // Linear filtering 847 FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) 848 FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x 849 FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x 850 FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x 851 } 852 853 // Texture parameters: wrap mode 854 enum TextureWrapMode 855 { 856 WRAP_REPEAT = 0, // Repeats texture in tiled mode 857 WRAP_CLAMP = 1, // Clamps texture to edge pixel in tiled mode 858 WRAP_MIRROR_REPEAT = 2, // Mirrors and repeats the texture in tiled mode 859 WRAP_MIRROR_CLAMP = 3 // Mirrors and clamps to border the texture in tiled mode 860 } 861 862 // Cubemap layouts 863 enum CubemapLayoutType 864 { 865 CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type 866 CUBEMAP_LINE_VERTICAL = 1, // Layout is defined by a vertical line with faces 867 CUBEMAP_LINE_HORIZONTAL = 2, // Layout is defined by an horizontal line with faces 868 CUBEMAP_CROSS_THREE_BY_FOUR = 3, // Layout is defined by a 3x4 cross with cubemap faces 869 CUBEMAP_CROSS_FOUR_BY_THREE = 4, // Layout is defined by a 4x3 cross with cubemap faces 870 CUBEMAP_PANORAMA = 5 // Layout is defined by a panorama image (equirectangular map) 871 } 872 873 // Font type, defines generation method 874 enum FontType 875 { 876 FONT_DEFAULT = 0, // Default font generation, anti-aliased 877 FONT_BITMAP = 1, // Bitmap font generation, no anti-aliasing 878 FONT_SDF = 2 // SDF font generation, requires external shader 879 } 880 881 // Color blending modes (pre-defined) 882 enum BlendMode 883 { 884 BLEND_ALPHA = 0, // Blend textures considering alpha (default) 885 BLEND_ADDITIVE = 1, // Blend textures adding colors 886 BLEND_MULTIPLIED = 2, // Blend textures multiplying colors 887 BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) 888 BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) 889 BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use SetBlendModeCustom()) 890 } 891 892 // Gestures type 893 // NOTE: It could be used as flags to enable only some gestures 894 enum GestureType 895 { 896 GESTURE_NONE = 0, 897 GESTURE_TAP = 1, 898 GESTURE_DOUBLETAP = 2, 899 GESTURE_HOLD = 4, 900 GESTURE_DRAG = 8, 901 GESTURE_SWIPE_RIGHT = 16, 902 GESTURE_SWIPE_LEFT = 32, 903 GESTURE_SWIPE_UP = 64, 904 GESTURE_SWIPE_DOWN = 128, 905 GESTURE_PINCH_IN = 256, 906 GESTURE_PINCH_OUT = 512 907 } 908 909 // Camera system modes 910 enum CameraMode 911 { 912 CAMERA_CUSTOM = 0, 913 CAMERA_FREE = 1, 914 CAMERA_ORBITAL = 2, 915 CAMERA_FIRST_PERSON = 3, 916 CAMERA_THIRD_PERSON = 4 917 } 918 919 // Camera projection modes 920 enum CameraType 921 { 922 CAMERA_PERSPECTIVE = 0, 923 CAMERA_ORTHOGRAPHIC = 1 924 } 925 926 // N-patch types 927 enum NPatchType 928 { 929 NPT_9PATCH = 0, // Npatch defined by 3x3 tiles 930 NPT_3PATCH_VERTICAL = 1, // Npatch defined by 1x3 tiles 931 NPT_3PATCH_HORIZONTAL = 2 // Npatch defined by 3x1 tiles 932 } 933 934 // Callbacks to be implemented by users 935 alias TraceLogCallback = void function (int logType, const(char)* text, va_list args); 936 937 // Prevents name mangling of functions 938 939 //------------------------------------------------------------------------------------ 940 // Global Variables Definition 941 //------------------------------------------------------------------------------------ 942 // It's lonely here... 943 944 //------------------------------------------------------------------------------------ 945 // Window and Graphics Device Functions (Module: core) 946 //------------------------------------------------------------------------------------ 947 948 // Window-related functions 949 void InitWindow (int width, int height, const(char)* title); // Initialize window and OpenGL context 950 bool WindowShouldClose (); // Check if KEY_ESCAPE pressed or Close icon pressed 951 void CloseWindow (); // Close window and unload OpenGL context 952 bool IsWindowReady (); // Check if window has been initialized successfully 953 bool IsWindowFullscreen (); // Check if window is currently fullscreen 954 bool IsWindowHidden (); // Check if window is currently hidden (only PLATFORM_DESKTOP) 955 bool IsWindowMinimized (); // Check if window is currently minimized (only PLATFORM_DESKTOP) 956 bool IsWindowMaximized (); // Check if window is currently maximized (only PLATFORM_DESKTOP) 957 bool IsWindowFocused (); // Check if window is currently focused (only PLATFORM_DESKTOP) 958 bool IsWindowResized (); // Check if window has been resized last frame 959 bool IsWindowState (uint flag); // Check if one specific window flag is enabled 960 void SetWindowState (uint flags); // Set window configuration state using flags 961 void ClearWindowState (uint flags); // Clear window configuration state flags 962 void ToggleFullscreen (); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) 963 void MaximizeWindow (); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) 964 void MinimizeWindow (); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) 965 void RestoreWindow (); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) 966 void SetWindowIcon (Image image); // Set icon for window (only PLATFORM_DESKTOP) 967 void SetWindowTitle (const(char)* title); // Set title for window (only PLATFORM_DESKTOP) 968 void SetWindowPosition (int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) 969 void SetWindowMonitor (int monitor); // Set monitor for the current window (fullscreen mode) 970 void SetWindowMinSize (int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) 971 void SetWindowSize (int width, int height); // Set window dimensions 972 void* GetWindowHandle (); // Get native window handle 973 int GetScreenWidth (); // Get current screen width 974 int GetScreenHeight (); // Get current screen height 975 int GetMonitorCount (); // Get number of connected monitors 976 Vector2 GetMonitorPosition (int monitor); // Get specified monitor position 977 int GetMonitorWidth (int monitor); // Get specified monitor width 978 int GetMonitorHeight (int monitor); // Get specified monitor height 979 int GetMonitorPhysicalWidth (int monitor); // Get specified monitor physical width in millimetres 980 int GetMonitorPhysicalHeight (int monitor); // Get specified monitor physical height in millimetres 981 int GetMonitorRefreshRate (int monitor); // Get specified monitor refresh rate 982 Vector2 GetWindowPosition (); // Get window position XY on monitor 983 Vector2 GetWindowScaleDPI (); // Get window scale DPI factor 984 const(char)* GetMonitorName (int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor 985 void SetClipboardText (const(char)* text); // Set clipboard text content 986 const(char)* GetClipboardText (); // Get clipboard text content 987 988 // Cursor-related functions 989 void ShowCursor (); // Shows cursor 990 void HideCursor (); // Hides cursor 991 bool IsCursorHidden (); // Check if cursor is not visible 992 void EnableCursor (); // Enables cursor (unlock cursor) 993 void DisableCursor (); // Disables cursor (lock cursor) 994 bool IsCursorOnScreen (); // Check if cursor is on the current screen. 995 996 // Drawing-related functions 997 void ClearBackground (Color color); // Set background color (framebuffer clear color) 998 void BeginDrawing (); // Setup canvas (framebuffer) to start drawing 999 void EndDrawing (); // End canvas drawing and swap buffers (double buffering) 1000 void BeginMode2D (Camera2D camera); // Initialize 2D mode with custom camera (2D) 1001 void EndMode2D (); // Ends 2D mode with custom camera 1002 void BeginMode3D (Camera3D camera); // Initializes 3D mode with custom camera (3D) 1003 void EndMode3D (); // Ends 3D mode and returns to default 2D orthographic mode 1004 void BeginTextureMode (RenderTexture2D target); // Initializes render texture for drawing 1005 void EndTextureMode (); // Ends drawing to render texture 1006 void BeginScissorMode (int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) 1007 void EndScissorMode (); // End scissor mode 1008 1009 // Screen-space-related functions 1010 Ray GetMouseRay (Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position 1011 Matrix GetCameraMatrix (Camera camera); // Returns camera transform matrix (view matrix) 1012 Matrix GetCameraMatrix2D (Camera2D camera); // Returns camera 2d transform matrix 1013 Vector2 GetWorldToScreen (Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position 1014 Vector2 GetWorldToScreenEx (Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position 1015 Vector2 GetWorldToScreen2D (Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position 1016 Vector2 GetScreenToWorld2D (Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position 1017 1018 // Timing-related functions 1019 void SetTargetFPS (int fps); // Set target FPS (maximum) 1020 int GetFPS (); // Returns current FPS 1021 float GetFrameTime (); // Returns time in seconds for last frame drawn 1022 double GetTime (); // Returns elapsed time in seconds since InitWindow() 1023 1024 // Misc. functions 1025 void SetConfigFlags (uint flags); // Setup init configuration flags (view FLAGS) 1026 1027 void SetTraceLogLevel (int logType); // Set the current threshold (minimum) log level 1028 void SetTraceLogExit (int logType); // Set the exit threshold (minimum) log level 1029 void SetTraceLogCallback (TraceLogCallback callback); // Set a trace log callback to enable custom logging 1030 void TraceLog (int logType, const(char)* text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) 1031 1032 void* MemAlloc (int size); // Internal memory allocator 1033 void MemFree (void* ptr); // Internal memory free 1034 void TakeScreenshot (const(char)* fileName); // Takes a screenshot of current screen (saved a .png) 1035 int GetRandomValue (int min, int max); // Returns a random value between min and max (both included) 1036 1037 // Files management functions 1038 ubyte* LoadFileData (const(char)* fileName, uint* bytesRead); // Load file data as byte array (read) 1039 void UnloadFileData (ubyte* data); // Unload file data allocated by LoadFileData() 1040 bool SaveFileData (const(char)* fileName, void* data, uint bytesToWrite); // Save data to file from byte array (write), returns true on success 1041 char* LoadFileText (const(char)* fileName); // Load text data from file (read), returns a '\0' terminated string 1042 void UnloadFileText (ubyte* text); // Unload file text data allocated by LoadFileText() 1043 bool SaveFileText (const(char)* fileName, char* text); // Save text data to file (write), string must be '\0' terminated, returns true on success 1044 bool FileExists (const(char)* fileName); // Check if file exists 1045 bool DirectoryExists (const(char)* dirPath); // Check if a directory path exists 1046 bool IsFileExtension (const(char)* fileName, const(char)* ext); // Check file extension (including point: .png, .wav) 1047 const(char)* GetFileExtension (const(char)* fileName); // Get pointer to extension for a filename string (including point: ".png") 1048 const(char)* GetFileName (const(char)* filePath); // Get pointer to filename for a path string 1049 const(char)* GetFileNameWithoutExt (const(char)* filePath); // Get filename string without extension (uses static string) 1050 const(char)* GetDirectoryPath (const(char)* filePath); // Get full path for a given fileName with path (uses static string) 1051 const(char)* GetPrevDirectoryPath (const(char)* dirPath); // Get previous directory path for a given path (uses static string) 1052 const(char)* GetWorkingDirectory (); // Get current working directory (uses static string) 1053 char** GetDirectoryFiles (const(char)* dirPath, int* count); // Get filenames in a directory path (memory should be freed) 1054 void ClearDirectoryFiles (); // Clear directory files paths buffers (free memory) 1055 bool ChangeDirectory (const(char)* dir); // Change working directory, return true on success 1056 bool IsFileDropped (); // Check if a file has been dropped into window 1057 char** GetDroppedFiles (int* count); // Get dropped files names (memory should be freed) 1058 void ClearDroppedFiles (); // Clear dropped files paths buffer (free memory) 1059 c_long GetFileModTime (const(char)* fileName); // Get file modification time (last write time) 1060 1061 ubyte* CompressData (ubyte* data, int dataLength, int* compDataLength); // Compress data (DEFLATE algorithm) 1062 ubyte* DecompressData (ubyte* compData, int compDataLength, int* dataLength); // Decompress data (DEFLATE algorithm) 1063 1064 // Persistent storage management 1065 bool SaveStorageValue (uint position, int value); // Save integer value to storage file (to defined position), returns true on success 1066 int LoadStorageValue (uint position); // Load integer value from storage file (from defined position) 1067 1068 void OpenURL (const(char)* url); // Open URL with default system browser (if available) 1069 1070 //------------------------------------------------------------------------------------ 1071 // Input Handling Functions (Module: core) 1072 //------------------------------------------------------------------------------------ 1073 1074 // Input-related functions: keyboard 1075 bool IsKeyPressed (int key); // Detect if a key has been pressed once 1076 bool IsKeyDown (int key); // Detect if a key is being pressed 1077 bool IsKeyReleased (int key); // Detect if a key has been released once 1078 bool IsKeyUp (int key); // Detect if a key is NOT being pressed 1079 void SetExitKey (int key); // Set a custom key to exit program (default is ESC) 1080 int GetKeyPressed (); // Get key pressed (keycode), call it multiple times for keys queued 1081 int GetCharPressed (); // Get char pressed (unicode), call it multiple times for chars queued 1082 1083 // Input-related functions: gamepads 1084 bool IsGamepadAvailable (int gamepad); // Detect if a gamepad is available 1085 bool IsGamepadName (int gamepad, const(char)* name); // Check gamepad name (if available) 1086 const(char)* GetGamepadName (int gamepad); // Return gamepad internal name id 1087 bool IsGamepadButtonPressed (int gamepad, int button); // Detect if a gamepad button has been pressed once 1088 bool IsGamepadButtonDown (int gamepad, int button); // Detect if a gamepad button is being pressed 1089 bool IsGamepadButtonReleased (int gamepad, int button); // Detect if a gamepad button has been released once 1090 bool IsGamepadButtonUp (int gamepad, int button); // Detect if a gamepad button is NOT being pressed 1091 int GetGamepadButtonPressed (); // Get the last gamepad button pressed 1092 int GetGamepadAxisCount (int gamepad); // Return gamepad axis count for a gamepad 1093 float GetGamepadAxisMovement (int gamepad, int axis); // Return axis movement value for a gamepad axis 1094 1095 // Input-related functions: mouse 1096 bool IsMouseButtonPressed (int button); // Detect if a mouse button has been pressed once 1097 bool IsMouseButtonDown (int button); // Detect if a mouse button is being pressed 1098 bool IsMouseButtonReleased (int button); // Detect if a mouse button has been released once 1099 bool IsMouseButtonUp (int button); // Detect if a mouse button is NOT being pressed 1100 int GetMouseX (); // Returns mouse position X 1101 int GetMouseY (); // Returns mouse position Y 1102 Vector2 GetMousePosition (); // Returns mouse position XY 1103 void SetMousePosition (int x, int y); // Set mouse position XY 1104 void SetMouseOffset (int offsetX, int offsetY); // Set mouse offset 1105 void SetMouseScale (float scaleX, float scaleY); // Set mouse scaling 1106 float GetMouseWheelMove (); // Returns mouse wheel movement Y 1107 int GetMouseCursor (); // Returns mouse cursor if (MouseCursor enum) 1108 void SetMouseCursor (int cursor); // Set mouse cursor 1109 1110 // Input-related functions: touch 1111 int GetTouchX (); // Returns touch position X for touch point 0 (relative to screen size) 1112 int GetTouchY (); // Returns touch position Y for touch point 0 (relative to screen size) 1113 Vector2 GetTouchPosition (int index); // Returns touch position XY for a touch point index (relative to screen size) 1114 1115 //------------------------------------------------------------------------------------ 1116 // Gestures and Touch Handling Functions (Module: gestures) 1117 //------------------------------------------------------------------------------------ 1118 void SetGesturesEnabled (uint gestureFlags); // Enable a set of gestures using flags 1119 bool IsGestureDetected (int gesture); // Check if a gesture have been detected 1120 int GetGestureDetected (); // Get latest detected gesture 1121 int GetTouchPointsCount (); // Get touch points count 1122 float GetGestureHoldDuration (); // Get gesture hold time in milliseconds 1123 Vector2 GetGestureDragVector (); // Get gesture drag vector 1124 float GetGestureDragAngle (); // Get gesture drag angle 1125 Vector2 GetGesturePinchVector (); // Get gesture pinch delta 1126 float GetGesturePinchAngle (); // Get gesture pinch angle 1127 1128 //------------------------------------------------------------------------------------ 1129 // Camera System Functions (Module: camera) 1130 //------------------------------------------------------------------------------------ 1131 void SetCameraMode (Camera camera, int mode); // Set camera mode (multiple camera modes available) 1132 void UpdateCamera (Camera* camera); // Update camera position for selected mode 1133 1134 void SetCameraPanControl (int keyPan); // Set camera pan key to combine with mouse movement (free camera) 1135 void SetCameraAltControl (int keyAlt); // Set camera alt key to combine with mouse movement (free camera) 1136 void SetCameraSmoothZoomControl (int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) 1137 void SetCameraMoveControls (int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) 1138 1139 //------------------------------------------------------------------------------------ 1140 // Basic Shapes Drawing Functions (Module: shapes) 1141 //------------------------------------------------------------------------------------ 1142 1143 // Basic shapes drawing functions 1144 void DrawPixel (int posX, int posY, Color color); // Draw a pixel 1145 void DrawPixelV (Vector2 position, Color color); // Draw a pixel (Vector version) 1146 void DrawLine (int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line 1147 void DrawLineV (Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) 1148 void DrawLineEx (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness 1149 void DrawLineBezier (Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out 1150 void DrawLineStrip (Vector2* points, int pointsCount, Color color); // Draw lines sequence 1151 void DrawCircle (int centerX, int centerY, float radius, Color color); // Draw a color-filled circle 1152 void DrawCircleSector (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle 1153 void DrawCircleSectorLines (Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline 1154 void DrawCircleGradient (int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle 1155 void DrawCircleV (Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) 1156 void DrawCircleLines (int centerX, int centerY, float radius, Color color); // Draw circle outline 1157 void DrawEllipse (int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse 1158 void DrawEllipseLines (int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline 1159 void DrawRing (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring 1160 void DrawRingLines (Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline 1161 void DrawRectangle (int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle 1162 void DrawRectangleV (Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) 1163 void DrawRectangleRec (Rectangle rec, Color color); // Draw a color-filled rectangle 1164 void DrawRectanglePro (Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters 1165 void DrawRectangleGradientV (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle 1166 void DrawRectangleGradientH (int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle 1167 void DrawRectangleGradientEx (Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors 1168 void DrawRectangleLines (int posX, int posY, int width, int height, Color color); // Draw rectangle outline 1169 void DrawRectangleLinesEx (Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters 1170 void DrawRectangleRounded (Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges 1171 void DrawRectangleRoundedLines (Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline 1172 void DrawTriangle (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) 1173 void DrawTriangleLines (Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) 1174 void DrawTriangleFan (Vector2* points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) 1175 void DrawTriangleStrip (Vector2* points, int pointsCount, Color color); // Draw a triangle strip defined by points 1176 void DrawPoly (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) 1177 void DrawPolyLines (Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides 1178 1179 // Basic shapes collision detection functions 1180 bool CheckCollisionRecs (Rectangle rec1, Rectangle rec2); // Check collision between two rectangles 1181 bool CheckCollisionCircles (Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles 1182 bool CheckCollisionCircleRec (Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle 1183 bool CheckCollisionPointRec (Vector2 point, Rectangle rec); // Check if point is inside rectangle 1184 bool CheckCollisionPointCircle (Vector2 point, Vector2 center, float radius); // Check if point is inside circle 1185 bool CheckCollisionPointTriangle (Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle 1186 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 1187 Rectangle GetCollisionRec (Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision 1188 1189 //------------------------------------------------------------------------------------ 1190 // Texture Loading and Drawing Functions (Module: textures) 1191 //------------------------------------------------------------------------------------ 1192 1193 // Image loading functions 1194 // NOTE: This functions do not require GPU access 1195 Image LoadImage (const(char)* fileName); // Load image from file into CPU memory (RAM) 1196 Image LoadImageRaw (const(char)* fileName, int width, int height, int format, int headerSize); // Load image from RAW file data 1197 Image LoadImageAnim (const(char)* fileName, int* frames); // Load image sequence from file (frames appended to image.data) 1198 Image LoadImageFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. "png" 1199 void UnloadImage (Image image); // Unload image from CPU memory (RAM) 1200 bool ExportImage (Image image, const(char)* fileName); // Export image data to file, returns true on success 1201 bool ExportImageAsCode (Image image, const(char)* fileName); // Export image as code file defining an array of bytes, returns true on success 1202 1203 // Image generation functions 1204 Image GenImageColor (int width, int height, Color color); // Generate image: plain color 1205 Image GenImageGradientV (int width, int height, Color top, Color bottom); // Generate image: vertical gradient 1206 Image GenImageGradientH (int width, int height, Color left, Color right); // Generate image: horizontal gradient 1207 Image GenImageGradientRadial (int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient 1208 Image GenImageChecked (int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked 1209 Image GenImageWhiteNoise (int width, int height, float factor); // Generate image: white noise 1210 Image GenImagePerlinNoise (int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise 1211 Image GenImageCellular (int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells 1212 1213 // Image manipulation functions 1214 Image ImageCopy (Image image); // Create an image duplicate (useful for transformations) 1215 Image ImageFromImage (Image image, Rectangle rec); // Create an image from another image piece 1216 Image ImageText (const(char)* text, int fontSize, Color color); // Create an image from text (default font) 1217 Image ImageTextEx (Font font, const(char)* text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) 1218 void ImageFormat (Image* image, int newFormat); // Convert image data to desired format 1219 void ImageToPOT (Image* image, Color fill); // Convert image to POT (power-of-two) 1220 void ImageCrop (Image* image, Rectangle crop); // Crop an image to a defined rectangle 1221 void ImageAlphaCrop (Image* image, float threshold); // Crop image depending on alpha value 1222 void ImageAlphaClear (Image* image, Color color, float threshold); // Clear alpha channel to desired color 1223 void ImageAlphaMask (Image* image, Image alphaMask); // Apply alpha mask to image 1224 void ImageAlphaPremultiply (Image* image); // Premultiply alpha channel 1225 void ImageResize (Image* image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) 1226 void ImageResizeNN (Image* image, int newWidth, int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) 1227 void ImageResizeCanvas (Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color 1228 void ImageMipmaps (Image* image); // Generate all mipmap levels for a provided image 1229 void ImageDither (Image* image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) 1230 void ImageFlipVertical (Image* image); // Flip image vertically 1231 void ImageFlipHorizontal (Image* image); // Flip image horizontally 1232 void ImageRotateCW (Image* image); // Rotate image clockwise 90deg 1233 void ImageRotateCCW (Image* image); // Rotate image counter-clockwise 90deg 1234 void ImageColorTint (Image* image, Color color); // Modify image color: tint 1235 void ImageColorInvert (Image* image); // Modify image color: invert 1236 void ImageColorGrayscale (Image* image); // Modify image color: grayscale 1237 void ImageColorContrast (Image* image, float contrast); // Modify image color: contrast (-100 to 100) 1238 void ImageColorBrightness (Image* image, int brightness); // Modify image color: brightness (-255 to 255) 1239 void ImageColorReplace (Image* image, Color color, Color replace); // Modify image color: replace color 1240 Color* LoadImageColors (Image image); // Load color data from image as a Color array (RGBA - 32bit) 1241 Color* LoadImagePalette (Image image, int maxPaletteSize, int* colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit) 1242 void UnloadImageColors (Color* colors); // Unload color data loaded with LoadImageColors() 1243 void UnloadImagePalette (Color* colors); // Unload colors palette loaded with LoadImagePalette() 1244 Rectangle GetImageAlphaBorder (Image image, float threshold); // Get image alpha border rectangle 1245 1246 // Image drawing functions 1247 // NOTE: Image software-rendering functions (CPU) 1248 void ImageClearBackground (Image* dst, Color color); // Clear image background with given color 1249 void ImageDrawPixel (Image* dst, int posX, int posY, Color color); // Draw pixel within an image 1250 void ImageDrawPixelV (Image* dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) 1251 void ImageDrawLine (Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image 1252 void ImageDrawLineV (Image* dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) 1253 void ImageDrawCircle (Image* dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image 1254 void ImageDrawCircleV (Image* dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version) 1255 void ImageDrawRectangle (Image* dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image 1256 void ImageDrawRectangleV (Image* dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) 1257 void ImageDrawRectangleRec (Image* dst, Rectangle rec, Color color); // Draw rectangle within an image 1258 void ImageDrawRectangleLines (Image* dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image 1259 void ImageDraw (Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) 1260 void ImageDrawText (Image* dst, const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) 1261 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) 1262 1263 // Texture loading functions 1264 // NOTE: These functions require GPU access 1265 Texture2D LoadTexture (const(char)* fileName); // Load texture from file into GPU memory (VRAM) 1266 Texture2D LoadTextureFromImage (Image image); // Load texture from image data 1267 TextureCubemap LoadTextureCubemap (Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported 1268 RenderTexture2D LoadRenderTexture (int width, int height); // Load texture for rendering (framebuffer) 1269 void UnloadTexture (Texture2D texture); // Unload texture from GPU memory (VRAM) 1270 void UnloadRenderTexture (RenderTexture2D target); // Unload render texture from GPU memory (VRAM) 1271 void UpdateTexture (Texture2D texture, const(void)* pixels); // Update GPU texture with new data 1272 void UpdateTextureRec (Texture2D texture, Rectangle rec, const(void)* pixels); // Update GPU texture rectangle with new data 1273 Image GetTextureData (Texture2D texture); // Get pixel data from GPU texture and return an Image 1274 Image GetScreenData (); // Get pixel data from screen buffer and return an Image (screenshot) 1275 1276 // Texture configuration functions 1277 void GenTextureMipmaps (Texture2D* texture); // Generate GPU mipmaps for a texture 1278 void SetTextureFilter (Texture2D texture, int filterMode); // Set texture scaling filter mode 1279 void SetTextureWrap (Texture2D texture, int wrapMode); // Set texture wrapping mode 1280 1281 // Texture drawing functions 1282 void DrawTexture (Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D 1283 void DrawTextureV (Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 1284 void DrawTextureEx (Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters 1285 void DrawTextureRec (Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle 1286 void DrawTextureQuad (Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters 1287 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. 1288 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 1289 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 1290 1291 // Color/pixel related functions 1292 Color Fade (Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f 1293 int ColorToInt (Color color); // Returns hexadecimal value for a Color 1294 Vector4 ColorNormalize (Color color); // Returns Color normalized as float [0..1] 1295 Color ColorFromNormalized (Vector4 normalized); // Returns Color from normalized values [0..1] 1296 Vector3 ColorToHSV (Color color); // Returns HSV values for a Color 1297 Color ColorFromHSV (float hue, float saturation, float value); // Returns a Color from HSV values 1298 Color ColorAlpha (Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f 1299 Color ColorAlphaBlend (Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint 1300 Color GetColor (int hexValue); // Get Color structure from hexadecimal value 1301 Color GetPixelColor (void* srcPtr, int format); // Get Color from a source pixel pointer of certain format 1302 void SetPixelColor (void* dstPtr, Color color, int format); // Set color formatted into destination pixel pointer 1303 int GetPixelDataSize (int width, int height, int format); // Get pixel data size in bytes for certain format 1304 1305 //------------------------------------------------------------------------------------ 1306 // Font Loading and Text Drawing Functions (Module: text) 1307 //------------------------------------------------------------------------------------ 1308 1309 // Font loading/unloading functions 1310 Font GetFontDefault (); // Get the default Font 1311 Font LoadFont (const(char)* fileName); // Load font from file into GPU memory (VRAM) 1312 Font LoadFontEx (const(char)* fileName, int fontSize, int* fontChars, int charsCount); // Load font from file with extended parameters 1313 Font LoadFontFromImage (Image image, Color key, int firstChar); // Load font from Image (XNA style) 1314 Font LoadFontFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. "ttf" 1315 CharInfo* LoadFontData (const(ubyte)* fileData, int dataSize, int fontSize, int* fontChars, int charsCount, int type); // Load font data for further use 1316 Image GenImageFontAtlas (const(CharInfo)* chars, Rectangle** recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info 1317 void UnloadFontData (CharInfo* chars, int charsCount); // Unload font chars info data (RAM) 1318 void UnloadFont (Font font); // Unload Font from GPU memory (VRAM) 1319 1320 // Text drawing functions 1321 void DrawFPS (int posX, int posY); // Shows current FPS 1322 void DrawText (const(char)* text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) 1323 void DrawTextEx (Font font, const(char)* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters 1324 void DrawTextRec (Font font, const(char)* text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits 1325 void DrawTextRecEx ( 1326 Font font, 1327 const(char)* text, 1328 Rectangle rec, 1329 float fontSize, 1330 float spacing, 1331 bool wordWrap, 1332 Color tint, 1333 int selectStart, 1334 int selectLength, 1335 Color selectTint, 1336 Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection 1337 void DrawTextCodepoint (Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) 1338 1339 // Text misc. functions 1340 int MeasureText (const(char)* text, int fontSize); // Measure string width for default font 1341 Vector2 MeasureTextEx (Font font, const(char)* text, float fontSize, float spacing); // Measure string size for Font 1342 int GetGlyphIndex (Font font, int codepoint); // Get index position for a unicode character on font 1343 1344 // Text strings management functions (no utf8 strings, only byte chars) 1345 // NOTE: Some strings allocate memory internally for returned strings, just be careful! 1346 int TextCopy (char* dst, const(char)* src); // Copy one string to another, returns bytes copied 1347 bool TextIsEqual (const(char)* text1, const(char)* text2); // Check if two text string are equal 1348 uint TextLength (const(char)* text); // Get text length, checks for '\0' ending 1349 const(char)* TextFormat (const(char)* text, ...); // Text formatting with variables (sprintf style) 1350 const(char)* TextSubtext (const(char)* text, int position, int length); // Get a piece of a text string 1351 char* TextReplace (char* text, const(char)* replace, const(char)* by); // Replace text string (memory must be freed!) 1352 char* TextInsert (const(char)* text, const(char)* insert, int position); // Insert text in a position (memory must be freed!) 1353 const(char)* TextJoin (const(char*)* textList, int count, const(char)* delimiter); // Join text strings with delimiter 1354 const(char*)* TextSplit (const(char)* text, char delimiter, int* count); // Split text into multiple strings 1355 void TextAppend (char* text, const(char)* append, int* position); // Append text at specific position and move cursor! 1356 int TextFindIndex (const(char)* text, const(char)* find); // Find first text occurrence within a string 1357 const(char)* TextToUpper (const(char)* text); // Get upper case version of provided string 1358 const(char)* TextToLower (const(char)* text); // Get lower case version of provided string 1359 const(char)* TextToPascal (const(char)* text); // Get Pascal case notation version of provided string 1360 int TextToInteger (const(char)* text); // Get integer value from text (negative values not supported) 1361 char* TextToUtf8 (int* codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!) 1362 1363 // UTF8 text strings management functions 1364 int* GetCodepoints (const(char)* text, int* count); // Get all codepoints in a string, codepoints count returned by parameters 1365 int GetCodepointsCount (const(char)* text); // Get total number of characters (codepoints) in a UTF8 encoded string 1366 int GetNextCodepoint (const(char)* text, int* bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure 1367 const(char)* CodepointToUtf8 (int codepoint, int* byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) 1368 1369 //------------------------------------------------------------------------------------ 1370 // Basic 3d Shapes Drawing Functions (Module: models) 1371 //------------------------------------------------------------------------------------ 1372 1373 // Basic geometric 3D shapes drawing functions 1374 void DrawLine3D (Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space 1375 void DrawPoint3D (Vector3 position, Color color); // Draw a point in 3D space, actually a small line 1376 void DrawCircle3D (Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space 1377 void DrawTriangle3D (Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) 1378 void DrawTriangleStrip3D (Vector3* points, int pointsCount, Color color); // Draw a triangle strip defined by points 1379 void DrawCube (Vector3 position, float width, float height, float length, Color color); // Draw cube 1380 void DrawCubeV (Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) 1381 void DrawCubeWires (Vector3 position, float width, float height, float length, Color color); // Draw cube wires 1382 void DrawCubeWiresV (Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) 1383 void DrawCubeTexture (Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured 1384 void DrawSphere (Vector3 centerPos, float radius, Color color); // Draw sphere 1385 void DrawSphereEx (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters 1386 void DrawSphereWires (Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires 1387 void DrawCylinder (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone 1388 void DrawCylinderWires (Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires 1389 void DrawPlane (Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ 1390 void DrawRay (Ray ray, Color color); // Draw a ray line 1391 void DrawGrid (int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) 1392 void DrawGizmo (Vector3 position); // Draw simple gizmo 1393 1394 //------------------------------------------------------------------------------------ 1395 // Model 3d Loading and Drawing Functions (Module: models) 1396 //------------------------------------------------------------------------------------ 1397 1398 // Model loading/unloading functions 1399 Model LoadModel (const(char)* fileName); // Load model from files (meshes and materials) 1400 Model LoadModelFromMesh (Mesh mesh); // Load model from generated mesh (default material) 1401 void UnloadModel (Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) 1402 void UnloadModelKeepMeshes (Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) 1403 1404 // Mesh loading/unloading functions 1405 Mesh* LoadMeshes (const(char)* fileName, int* meshCount); // Load meshes from model file 1406 void UnloadMesh (Mesh mesh); // Unload mesh from memory (RAM and/or VRAM) 1407 bool ExportMesh (Mesh mesh, const(char)* fileName); // Export mesh data to file, returns true on success 1408 1409 // Material loading/unloading functions 1410 Material* LoadMaterials (const(char)* fileName, int* materialCount); // Load materials from model file 1411 Material LoadMaterialDefault (); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) 1412 void UnloadMaterial (Material material); // Unload material from GPU memory (VRAM) 1413 void SetMaterialTexture (Material* material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) 1414 void SetModelMeshMaterial (Model* model, int meshId, int materialId); // Set material for a mesh 1415 1416 // Model animations loading/unloading functions 1417 ModelAnimation* LoadModelAnimations (const(char)* fileName, int* animsCount); // Load model animations from file 1418 void UpdateModelAnimation (Model model, ModelAnimation anim, int frame); // Update model animation pose 1419 void UnloadModelAnimation (ModelAnimation anim); // Unload animation data 1420 bool IsModelAnimationValid (Model model, ModelAnimation anim); // Check model animation skeleton match 1421 1422 // Mesh generation functions 1423 Mesh GenMeshPoly (int sides, float radius); // Generate polygonal mesh 1424 Mesh GenMeshPlane (float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) 1425 Mesh GenMeshCube (float width, float height, float length); // Generate cuboid mesh 1426 Mesh GenMeshSphere (float radius, int rings, int slices); // Generate sphere mesh (standard sphere) 1427 Mesh GenMeshHemiSphere (float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) 1428 Mesh GenMeshCylinder (float radius, float height, int slices); // Generate cylinder mesh 1429 Mesh GenMeshTorus (float radius, float size, int radSeg, int sides); // Generate torus mesh 1430 Mesh GenMeshKnot (float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh 1431 Mesh GenMeshHeightmap (Image heightmap, Vector3 size); // Generate heightmap mesh from image data 1432 Mesh GenMeshCubicmap (Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data 1433 1434 // Mesh manipulation functions 1435 BoundingBox MeshBoundingBox (Mesh mesh); // Compute mesh bounding box limits 1436 void MeshTangents (Mesh* mesh); // Compute mesh tangents 1437 void MeshBinormals (Mesh* mesh); // Compute mesh binormals 1438 void MeshNormalsSmooth (Mesh* mesh); // Smooth (average) vertex normals 1439 1440 // Model drawing functions 1441 void DrawModel (Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) 1442 void DrawModelEx (Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters 1443 void DrawModelWires (Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) 1444 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 1445 void DrawBoundingBox (BoundingBox box, Color color); // Draw bounding box (wires) 1446 void DrawBillboard (Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture 1447 void DrawBillboardRec (Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source 1448 1449 // Collision detection functions 1450 bool CheckCollisionSpheres (Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres 1451 bool CheckCollisionBoxes (BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes 1452 bool CheckCollisionBoxSphere (BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere 1453 bool CheckCollisionRaySphere (Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere 1454 bool CheckCollisionRaySphereEx (Ray ray, Vector3 center, float radius, Vector3* collisionPoint); // Detect collision between ray and sphere, returns collision point 1455 bool CheckCollisionRayBox (Ray ray, BoundingBox box); // Detect collision between ray and box 1456 RayHitInfo GetCollisionRayMesh (Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh 1457 RayHitInfo GetCollisionRayModel (Ray ray, Model model); // Get collision info between ray and model 1458 RayHitInfo GetCollisionRayTriangle (Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle 1459 RayHitInfo GetCollisionRayGround (Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) 1460 1461 //------------------------------------------------------------------------------------ 1462 // Shaders System Functions (Module: rlgl) 1463 // NOTE: This functions are useless when using OpenGL 1.1 1464 //------------------------------------------------------------------------------------ 1465 1466 // Shader loading/unloading functions 1467 Shader LoadShader (const(char)* vsFileName, const(char)* fsFileName); // Load shader from files and bind default locations 1468 Shader LoadShaderCode (const(char)* vsCode, const(char)* fsCode); // Load shader from code strings and bind default locations 1469 void UnloadShader (Shader shader); // Unload shader from GPU memory (VRAM) 1470 1471 Shader GetShaderDefault (); // Get default shader 1472 Texture2D GetTextureDefault (); // Get default texture 1473 Texture2D GetShapesTexture (); // Get texture to draw shapes 1474 Rectangle GetShapesTextureRec (); // Get texture rectangle to draw shapes 1475 void SetShapesTexture (Texture2D texture, Rectangle source); // Define default texture used to draw shapes 1476 1477 // Shader configuration functions 1478 int GetShaderLocation (Shader shader, const(char)* uniformName); // Get shader uniform location 1479 int GetShaderLocationAttrib (Shader shader, const(char)* attribName); // Get shader attribute location 1480 void SetShaderValue (Shader shader, int uniformLoc, const(void)* value, int uniformType); // Set shader uniform value 1481 void SetShaderValueV (Shader shader, int uniformLoc, const(void)* value, int uniformType, int count); // Set shader uniform value vector 1482 void SetShaderValueMatrix (Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) 1483 void SetShaderValueTexture (Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture 1484 void SetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) 1485 void SetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) 1486 Matrix GetMatrixModelview (); // Get internal modelview matrix 1487 Matrix GetMatrixProjection (); // Get internal projection matrix 1488 1489 // Texture maps generation (PBR) 1490 // NOTE: Required shaders should be provided 1491 TextureCubemap GenTextureCubemap (Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture 1492 TextureCubemap GenTextureIrradiance (Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data 1493 TextureCubemap GenTexturePrefilter (Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data 1494 Texture2D GenTextureBRDF (Shader shader, int size); // Generate BRDF texture 1495 1496 // Shading begin/end functions 1497 void BeginShaderMode (Shader shader); // Begin custom shader drawing 1498 void EndShaderMode (); // End custom shader drawing (use default shader) 1499 void BeginBlendMode (int mode); // Begin blending mode (alpha, additive, multiplied) 1500 void EndBlendMode (); // End blending mode (reset to default: alpha blending) 1501 1502 // VR control functions 1503 void InitVrSimulator (); // Init VR simulator for selected device parameters 1504 void CloseVrSimulator (); // Close VR simulator for current device 1505 void UpdateVrTracking (Camera* camera); // Update VR tracking (position and orientation) and camera 1506 void SetVrConfiguration (VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters 1507 bool IsVrSimulatorReady (); // Detect if VR simulator is ready 1508 void ToggleVrMode (); // Enable/Disable VR experience 1509 void BeginVrDrawing (); // Begin VR simulator stereo rendering 1510 void EndVrDrawing (); // End VR simulator stereo rendering 1511 1512 //------------------------------------------------------------------------------------ 1513 // Audio Loading and Playing Functions (Module: audio) 1514 //------------------------------------------------------------------------------------ 1515 1516 // Audio device management functions 1517 void InitAudioDevice (); // Initialize audio device and context 1518 void CloseAudioDevice (); // Close the audio device and context 1519 bool IsAudioDeviceReady (); // Check if audio device has been initialized successfully 1520 void SetMasterVolume (float volume); // Set master volume (listener) 1521 1522 // Wave/Sound loading/unloading functions 1523 Wave LoadWave (const(char)* fileName); // Load wave data from file 1524 Wave LoadWaveFromMemory (const(char)* fileType, const(ubyte)* fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. "wav" 1525 Sound LoadSound (const(char)* fileName); // Load sound from file 1526 Sound LoadSoundFromWave (Wave wave); // Load sound from wave data 1527 void UpdateSound (Sound sound, const(void)* data, int samplesCount); // Update sound buffer with new data 1528 void UnloadWave (Wave wave); // Unload wave data 1529 void UnloadSound (Sound sound); // Unload sound 1530 bool ExportWave (Wave wave, const(char)* fileName); // Export wave data to file, returns true on success 1531 bool ExportWaveAsCode (Wave wave, const(char)* fileName); // Export wave sample data to code (.h), returns true on success 1532 1533 // Wave/Sound management functions 1534 void PlaySound (Sound sound); // Play a sound 1535 void StopSound (Sound sound); // Stop playing a sound 1536 void PauseSound (Sound sound); // Pause a sound 1537 void ResumeSound (Sound sound); // Resume a paused sound 1538 void PlaySoundMulti (Sound sound); // Play a sound (using multichannel buffer pool) 1539 void StopSoundMulti (); // Stop any sound playing (using multichannel buffer pool) 1540 int GetSoundsPlaying (); // Get number of sounds playing in the multichannel 1541 bool IsSoundPlaying (Sound sound); // Check if a sound is currently playing 1542 void SetSoundVolume (Sound sound, float volume); // Set volume for a sound (1.0 is max level) 1543 void SetSoundPitch (Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) 1544 void WaveFormat (Wave* wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format 1545 Wave WaveCopy (Wave wave); // Copy a wave to a new wave 1546 void WaveCrop (Wave* wave, int initSample, int finalSample); // Crop a wave to defined samples range 1547 float* LoadWaveSamples (Wave wave); // Load samples data from wave as a floats array 1548 void UnloadWaveSamples (float* samples); // Unload samples data loaded with LoadWaveSamples() 1549 1550 // Music management functions 1551 Music LoadMusicStream (const(char)* fileName); // Load music stream from file 1552 void UnloadMusicStream (Music music); // Unload music stream 1553 void PlayMusicStream (Music music); // Start music playing 1554 void UpdateMusicStream (Music music); // Updates buffers for music streaming 1555 void StopMusicStream (Music music); // Stop music playing 1556 void PauseMusicStream (Music music); // Pause music playing 1557 void ResumeMusicStream (Music music); // Resume playing paused music 1558 bool IsMusicPlaying (Music music); // Check if music is playing 1559 void SetMusicVolume (Music music, float volume); // Set volume for music (1.0 is max level) 1560 void SetMusicPitch (Music music, float pitch); // Set pitch for a music (1.0 is base level) 1561 float GetMusicTimeLength (Music music); // Get music time length (in seconds) 1562 float GetMusicTimePlayed (Music music); // Get current music time played (in seconds) 1563 1564 // AudioStream management functions 1565 AudioStream InitAudioStream (uint sampleRate, uint sampleSize, uint channels); // Init audio stream (to stream raw audio pcm data) 1566 void UpdateAudioStream (AudioStream stream, const(void)* data, int samplesCount); // Update audio stream buffers with data 1567 void CloseAudioStream (AudioStream stream); // Close audio stream and free memory 1568 bool IsAudioStreamProcessed (AudioStream stream); // Check if any audio stream buffers requires refill 1569 void PlayAudioStream (AudioStream stream); // Play audio stream 1570 void PauseAudioStream (AudioStream stream); // Pause audio stream 1571 void ResumeAudioStream (AudioStream stream); // Resume audio stream 1572 bool IsAudioStreamPlaying (AudioStream stream); // Check if audio stream is playing 1573 void StopAudioStream (AudioStream stream); // Stop audio stream 1574 void SetAudioStreamVolume (AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) 1575 void SetAudioStreamPitch (AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) 1576 void SetAudioStreamBufferSizeDefault (int size); // Default size for new audio streams 1577 1578 // RAYLIB_H