/********************************************************************************************** * * raylib v4.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps * - Animated 3D models supported (skeletal bones animation) (IQM) * - Shaders support, including Model shaders and Postprocessing shaders * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) * - VR stereo rendering with configurable HMD device parameters * - Bindings to multiple programming languages available! * * NOTES: * - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] * - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) * - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) * * DEPENDENCIES (included): * [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): * [rcore] msf_gif (Miles Fogle) for GIF recording * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) * [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms * [rtext] stb_truetype (Sean Barret) for ttf fonts loading * [rtext] stb_rect_pack (Sean Barret) for rectangles packing * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) * [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) * [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * * * LICENSE: zlib/libpng * * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAYLIB_H #define RAYLIB_H #include // Required for: va_list - Only used by TraceLogCallback #define RAYLIB_VERSION_MAJOR 4 #define RAYLIB_VERSION_MINOR 6 #define RAYLIB_VERSION_PATCH 0 #define RAYLIB_VERSION "4.6-dev" // Function specifiers in case library is build/used as a shared library (Windows) // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll #if defined(_WIN32) #if defined(BUILD_LIBTYPE_SHARED) #if defined(__TINYC__) #define __declspec(x) __attribute__((x)) #endif #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) #elif defined(USE_LIBTYPE_SHARED) #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) #endif #endif #ifndef RLAPI #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846f #endif #ifndef DEG2RAD #define DEG2RAD (PI/180.0f) #endif #ifndef RAD2DEG #define RAD2DEG (180.0f/PI) #endif // Allow custom memory allocators // NOTE: Require recompiling raylib sources #ifndef RL_MALLOC #define RL_MALLOC(sz) malloc(sz) #endif #ifndef RL_CALLOC #define RL_CALLOC(n,sz) calloc(n,sz) #endif #ifndef RL_REALLOC #define RL_REALLOC(ptr,sz) realloc(ptr,sz) #endif #ifndef RL_FREE #define RL_FREE(ptr) free(ptr) #endif // NOTE: MSVC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized with { } #if defined(__cplusplus) #define CLITERAL(type) type #else #define CLITERAL(type) (type) #endif // NOTE: We set some defines with some data types declared by raylib // Other modules (raymath, rlgl) also require some of those types, so, // to be able to use those other modules as standalone (not depending on raylib) // this defines are very useful for internal check and avoid type (re)definitions #define RL_COLOR_TYPE #define RL_RECTANGLE_TYPE #define RL_VECTOR2_TYPE #define RL_VECTOR3_TYPE #define RL_VECTOR4_TYPE #define RL_QUATERNION_TYPE #define RL_MATRIX_TYPE // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background #define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray #define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray #define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray #define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow #define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold #define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange #define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink #define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red #define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon #define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green #define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime #define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green #define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue #define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue #define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue #define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple #define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet #define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple #define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige #define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown #define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown #define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White #define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black #define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) #define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta #define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- // Boolean type #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) #include #elif !defined(__cplusplus) && !defined(bool) typedef enum bool { false = 0, true = !false } bool; #define RL_BOOL_TYPE #endif // Vector2, 2 components typedef struct Vector2 { float x; // Vector x component float y; // Vector y component } Vector2; // Vector3, 3 components typedef struct Vector3 { float x; // Vector x component float y; // Vector y component float z; // Vector z component } Vector3; // Vector4, 4 components typedef struct Vector4 { float x; // Vector x component float y; // Vector y component float z; // Vector z component float w; // Vector w component } Vector4; // Quaternion, 4 components (Vector4 alias) typedef Vector4 Quaternion; // Matrix, 4x4 components, column major, OpenGL style, right-handed typedef struct Matrix { float m0, m4, m8, m12; // Matrix first row (4 components) float m1, m5, m9, m13; // Matrix second row (4 components) float m2, m6, m10, m14; // Matrix third row (4 components) float m3, m7, m11, m15; // Matrix fourth row (4 components) } Matrix; // Color, 4 components, R8G8B8A8 (32bit) typedef struct Color { unsigned char r; // Color red value unsigned char g; // Color green value unsigned char b; // Color blue value unsigned char a; // Color alpha value } Color; // Rectangle, 4 components typedef struct Rectangle { float x; // Rectangle top-left corner position x float y; // Rectangle top-left corner position y float width; // Rectangle width float height; // Rectangle height } Rectangle; // Image, pixel data stored in CPU memory (RAM) typedef struct Image { void *data; // Image raw data int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (PixelFormat type) } Image; // Texture, tex data stored in GPU memory (VRAM) typedef struct Texture { unsigned int id; // OpenGL texture id int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (PixelFormat type) } Texture; // Texture2D, same as Texture typedef Texture Texture2D; // TextureCubemap, same as Texture typedef Texture TextureCubemap; // RenderTexture, fbo for texture rendering typedef struct RenderTexture { unsigned int id; // OpenGL framebuffer object id Texture texture; // Color buffer attachment texture Texture depth; // Depth buffer attachment texture } RenderTexture; // RenderTexture2D, same as RenderTexture typedef RenderTexture RenderTexture2D; // NPatchInfo, n-patch layout info typedef struct NPatchInfo { Rectangle source; // Texture source rectangle int left; // Left border offset int top; // Top border offset int right; // Right border offset int bottom; // Bottom border offset int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 } NPatchInfo; // GlyphInfo, font characters glyphs info typedef struct GlyphInfo { int value; // Character value (Unicode) int offsetX; // Character offset X when drawing int offsetY; // Character offset Y when drawing int advanceX; // Character advance position X Image image; // Character image data } GlyphInfo; // Font, font texture and GlyphInfo array data typedef struct Font { int baseSize; // Base size (default chars height) int glyphCount; // Number of glyph characters int glyphPadding; // Padding around the glyph characters Texture2D texture; // Texture atlas containing the glyphs Rectangle *recs; // Rectangles in texture for the glyphs GlyphInfo *glyphs; // Glyphs info data } Font; // Camera, defines position/orientation in 3d space typedef struct Camera3D { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D // Camera2D, defines position/orientation in 2d space typedef struct Camera2D { Vector2 offset; // Camera offset (displacement from target) Vector2 target; // Camera target (rotation and zoom origin) float rotation; // Camera rotation in degrees float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; // Mesh, vertex data and vao/vbo typedef struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) // Vertex attributes data float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned short *indices; // Vertex indices (in case vertex data comes indexed) // Animation vertex data float *animVertices; // Animated vertex positions (after bones transformations) float *animNormals; // Animated normals (after bones transformations) unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) // OpenGL identifiers unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) } Mesh; // Shader typedef struct Shader { unsigned int id; // Shader program id int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) } Shader; // MaterialMap typedef struct MaterialMap { Texture2D texture; // Material map texture Color color; // Material map color float value; // Material map value } MaterialMap; // Material, includes shader and maps typedef struct Material { Shader shader; // Material shader MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) float params[4]; // Material generic parameters (if required) } Material; // Transform, vertex transformation data typedef struct Transform { Vector3 translation; // Translation Quaternion rotation; // Rotation Vector3 scale; // Scale } Transform; // Bone, skeletal animation bone typedef struct BoneInfo { char name[32]; // Bone name int parent; // Bone parent } BoneInfo; // Model, meshes, materials and animation data typedef struct Model { Matrix transform; // Local transform matrix int meshCount; // Number of meshes int materialCount; // Number of materials Mesh *meshes; // Meshes array Material *materials; // Materials array int *meshMaterial; // Mesh material number // Animation data int boneCount; // Number of bones BoneInfo *bones; // Bones information (skeleton) Transform *bindPose; // Bones base transformation (pose) } Model; // ModelAnimation typedef struct ModelAnimation { int boneCount; // Number of bones int frameCount; // Number of animation frames BoneInfo *bones; // Bones information (skeleton) Transform **framePoses; // Poses array by frame } ModelAnimation; // Ray, ray for raycasting typedef struct Ray { Vector3 position; // Ray position (origin) Vector3 direction; // Ray direction } Ray; // RayCollision, ray hit information typedef struct RayCollision { bool hit; // Did the ray hit something? float distance; // Distance to the nearest hit Vector3 point; // Point of the nearest hit Vector3 normal; // Surface normal of hit } RayCollision; // BoundingBox typedef struct BoundingBox { Vector3 min; // Minimum vertex box-corner Vector3 max; // Maximum vertex box-corner } BoundingBox; // Wave, audio wave data typedef struct Wave { unsigned int frameCount; // Total number of frames (considering channels) unsigned int sampleRate; // Frequency (samples per second) unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) void *data; // Buffer data pointer } Wave; // Opaque structs declaration // NOTE: Actual structs are defined internally in raudio module typedef struct rAudioBuffer rAudioBuffer; typedef struct rAudioProcessor rAudioProcessor; // AudioStream, custom audio stream typedef struct AudioStream { rAudioBuffer *buffer; // Pointer to internal data used by the audio system rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects unsigned int sampleRate; // Frequency (samples per second) unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) } AudioStream; // Sound typedef struct Sound { AudioStream stream; // Audio stream unsigned int frameCount; // Total number of frames (considering channels) } Sound; // Music, audio stream, anything longer than ~10 seconds should be streamed typedef struct Music { AudioStream stream; // Audio stream unsigned int frameCount; // Total number of frames (considering channels) bool looping; // Music looping enable int ctxType; // Type of music context (audio filetype) void *ctxData; // Audio context data, depends on type } Music; // VrDeviceInfo, Head-Mounted-Display device parameters typedef struct VrDeviceInfo { int hResolution; // Horizontal resolution in pixels int vResolution; // Vertical resolution in pixels float hScreenSize; // Horizontal size in meters float vScreenSize; // Vertical size in meters float vScreenCenter; // Screen center in meters float eyeToScreenDistance; // Distance between eye and display in meters float lensSeparationDistance; // Lens separation distance in meters float interpupillaryDistance; // IPD (distance between pupils) in meters float lensDistortionValues[4]; // Lens distortion constant parameters float chromaAbCorrection[4]; // Chromatic aberration correction parameters } VrDeviceInfo; // VrStereoConfig, VR stereo rendering configuration for simulator typedef struct VrStereoConfig { Matrix projection[2]; // VR projection matrices (per eye) Matrix viewOffset[2]; // VR view offset matrices (per eye) float leftLensCenter[2]; // VR left lens center float rightLensCenter[2]; // VR right lens center float leftScreenCenter[2]; // VR left screen center float rightScreenCenter[2]; // VR right screen center float scale[2]; // VR distortion scale float scaleIn[2]; // VR distortion scale in } VrStereoConfig; // File path list typedef struct FilePathList { unsigned int capacity; // Filepaths max entries unsigned int count; // Filepaths entries count char **paths; // Filepaths entries } FilePathList; //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- // System/Window config flags // NOTE: Every bit registers one state (use it with bit masks) // By default all flags are set to 0 typedef enum { FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) } ConfigFlags; // Trace log level // NOTE: Organized by priority level typedef enum { LOG_ALL = 0, // Display all logs LOG_TRACE, // Trace logging, intended for internal use only LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds LOG_INFO, // Info logging, used for program execution info LOG_WARNING, // Warning logging, used on recoverable failures LOG_ERROR, // Error logging, used on unrecoverable failures LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) LOG_NONE // Disable logging } TraceLogLevel; // Keyboard keys (US keyboard layout) // NOTE: Use GetKeyPressed() to allow redefining // required keys for alternative layouts typedef enum { KEY_NULL = 0, // Key: NULL, used for no key pressed // Alphanumeric keys KEY_APOSTROPHE = 39, // Key: ' KEY_COMMA = 44, // Key: , KEY_MINUS = 45, // Key: - KEY_PERIOD = 46, // Key: . KEY_SLASH = 47, // Key: / KEY_ZERO = 48, // Key: 0 KEY_ONE = 49, // Key: 1 KEY_TWO = 50, // Key: 2 KEY_THREE = 51, // Key: 3 KEY_FOUR = 52, // Key: 4 KEY_FIVE = 53, // Key: 5 KEY_SIX = 54, // Key: 6 KEY_SEVEN = 55, // Key: 7 KEY_EIGHT = 56, // Key: 8 KEY_NINE = 57, // Key: 9 KEY_SEMICOLON = 59, // Key: ; KEY_EQUAL = 61, // Key: = KEY_A = 65, // Key: A | a KEY_B = 66, // Key: B | b KEY_C = 67, // Key: C | c KEY_D = 68, // Key: D | d KEY_E = 69, // Key: E | e KEY_F = 70, // Key: F | f KEY_G = 71, // Key: G | g KEY_H = 72, // Key: H | h KEY_I = 73, // Key: I | i KEY_J = 74, // Key: J | j KEY_K = 75, // Key: K | k KEY_L = 76, // Key: L | l KEY_M = 77, // Key: M | m KEY_N = 78, // Key: N | n KEY_O = 79, // Key: O | o KEY_P = 80, // Key: P | p KEY_Q = 81, // Key: Q | q KEY_R = 82, // Key: R | r KEY_S = 83, // Key: S | s KEY_T = 84, // Key: T | t KEY_U = 85, // Key: U | u KEY_V = 86, // Key: V | v KEY_W = 87, // Key: W | w KEY_X = 88, // Key: X | x KEY_Y = 89, // Key: Y | y KEY_Z = 90, // Key: Z | z KEY_LEFT_BRACKET = 91, // Key: [ KEY_BACKSLASH = 92, // Key: '\' KEY_RIGHT_BRACKET = 93, // Key: ] KEY_GRAVE = 96, // Key: ` // Function keys KEY_SPACE = 32, // Key: Space KEY_ESCAPE = 256, // Key: Esc KEY_ENTER = 257, // Key: Enter KEY_TAB = 258, // Key: Tab KEY_BACKSPACE = 259, // Key: Backspace KEY_INSERT = 260, // Key: Ins KEY_DELETE = 261, // Key: Del KEY_RIGHT = 262, // Key: Cursor right KEY_LEFT = 263, // Key: Cursor left KEY_DOWN = 264, // Key: Cursor down KEY_UP = 265, // Key: Cursor up KEY_PAGE_UP = 266, // Key: Page up KEY_PAGE_DOWN = 267, // Key: Page down KEY_HOME = 268, // Key: Home KEY_END = 269, // Key: End KEY_CAPS_LOCK = 280, // Key: Caps lock KEY_SCROLL_LOCK = 281, // Key: Scroll down KEY_NUM_LOCK = 282, // Key: Num lock KEY_PRINT_SCREEN = 283, // Key: Print screen KEY_PAUSE = 284, // Key: Pause KEY_F1 = 290, // Key: F1 KEY_F2 = 291, // Key: F2 KEY_F3 = 292, // Key: F3 KEY_F4 = 293, // Key: F4 KEY_F5 = 294, // Key: F5 KEY_F6 = 295, // Key: F6 KEY_F7 = 296, // Key: F7 KEY_F8 = 297, // Key: F8 KEY_F9 = 298, // Key: F9 KEY_F10 = 299, // Key: F10 KEY_F11 = 300, // Key: F11 KEY_F12 = 301, // Key: F12 KEY_LEFT_SHIFT = 340, // Key: Shift left KEY_LEFT_CONTROL = 341, // Key: Control left KEY_LEFT_ALT = 342, // Key: Alt left KEY_LEFT_SUPER = 343, // Key: Super left KEY_RIGHT_SHIFT = 344, // Key: Shift right KEY_RIGHT_CONTROL = 345, // Key: Control right KEY_RIGHT_ALT = 346, // Key: Alt right KEY_RIGHT_SUPER = 347, // Key: Super right KEY_KB_MENU = 348, // Key: KB menu // Keypad keys KEY_KP_0 = 320, // Key: Keypad 0 KEY_KP_1 = 321, // Key: Keypad 1 KEY_KP_2 = 322, // Key: Keypad 2 KEY_KP_3 = 323, // Key: Keypad 3 KEY_KP_4 = 324, // Key: Keypad 4 KEY_KP_5 = 325, // Key: Keypad 5 KEY_KP_6 = 326, // Key: Keypad 6 KEY_KP_7 = 327, // Key: Keypad 7 KEY_KP_8 = 328, // Key: Keypad 8 KEY_KP_9 = 329, // Key: Keypad 9 KEY_KP_DECIMAL = 330, // Key: Keypad . KEY_KP_DIVIDE = 331, // Key: Keypad / KEY_KP_MULTIPLY = 332, // Key: Keypad * KEY_KP_SUBTRACT = 333, // Key: Keypad - KEY_KP_ADD = 334, // Key: Keypad + KEY_KP_ENTER = 335, // Key: Keypad Enter KEY_KP_EQUAL = 336, // Key: Keypad = // Android key buttons KEY_BACK = 4, // Key: Android back button KEY_MENU = 82, // Key: Android menu button KEY_VOLUME_UP = 24, // Key: Android volume up button KEY_VOLUME_DOWN = 25 // Key: Android volume down button } KeyboardKey; // Add backwards compatibility support for deprecated names #define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT #define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT #define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE // Mouse buttons typedef enum { MOUSE_BUTTON_LEFT = 0, // Mouse button left MOUSE_BUTTON_RIGHT = 1, // Mouse button right MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) } MouseButton; // Mouse cursor typedef enum { MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape MOUSE_CURSOR_ARROW = 1, // Arrow shape MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape } MouseCursor; // Gamepad buttons typedef enum { GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X) GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select) GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start) GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right } GamepadButton; // Gamepad axis typedef enum { GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] } GamepadAxis; // Material map index typedef enum { MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR) MATERIAL_MAP_NORMAL, // Normal material MATERIAL_MAP_ROUGHNESS, // Roughness material MATERIAL_MAP_OCCLUSION, // Ambient occlusion material MATERIAL_MAP_EMISSION, // Emission material MATERIAL_MAP_HEIGHT, // Heightmap material MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_BRDF // Brdf material } MaterialMapIndex; #define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO #define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS // Shader location index typedef enum { SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf } ShaderLocationIndex; #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO #define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS // Shader uniform data type typedef enum { SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) SHADER_UNIFORM_INT, // Shader uniform type: int SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d } ShaderUniformDataType; // Shader attribute data types typedef enum { SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) } ShaderAttributeDataType; // Pixel formats // NOTE: Support depends on OpenGL version and platform typedef enum { PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification typedef enum { TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation TEXTURE_FILTER_BILINEAR, // Linear filtering TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } TextureFilter; // Texture parameters: wrap mode typedef enum { TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode } TextureWrap; // Cubemap layouts typedef enum { CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) } CubemapLayout; // Font type, defines generation method typedef enum { FONT_DEFAULT = 0, // Default font generation, anti-aliased FONT_BITMAP, // Bitmap font generation, no anti-aliasing FONT_SDF // SDF font generation, requires external shader } FontType; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, // Blend textures considering alpha (default) BLEND_ADDITIVE, // Blend textures adding colors BLEND_MULTIPLIED, // Blend textures multiplying colors BLEND_ADD_COLORS, // Blend textures adding colors (alternative) BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) } BlendMode; // Gesture // NOTE: Provided as bit-wise flags to enable only desired gestures typedef enum { GESTURE_NONE = 0, // No gesture GESTURE_TAP = 1, // Tap gesture GESTURE_DOUBLETAP = 2, // Double tap gesture GESTURE_HOLD = 4, // Hold gesture GESTURE_DRAG = 8, // Drag gesture GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture GESTURE_SWIPE_LEFT = 32, // Swipe left gesture GESTURE_SWIPE_UP = 64, // Swipe up gesture GESTURE_SWIPE_DOWN = 128, // Swipe down gesture GESTURE_PINCH_IN = 256, // Pinch in gesture GESTURE_PINCH_OUT = 512 // Pinch out gesture } Gesture; // Camera system modes typedef enum { CAMERA_CUSTOM = 0, // Custom camera CAMERA_FREE, // Free camera CAMERA_ORBITAL, // Orbital camera CAMERA_FIRST_PERSON, // First person camera CAMERA_THIRD_PERSON // Third person camera } CameraMode; // Camera projection typedef enum { CAMERA_PERSPECTIVE = 0, // Perspective projection CAMERA_ORTHOGRAPHIC // Orthographic projection } CameraProjection; // N-patch layout typedef enum { NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles } NPatchLayout; // Callbacks to hook some internal functions // WARNING: These callbacks are intended for advance users typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data //------------------------------------------------------------------------------------ // Global Variables Definition //------------------------------------------------------------------------------------ // It's lonely here... //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions #endif // Window-related functions RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed RLAPI void CloseWindow(void); // Close window and unload OpenGL context RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) RLAPI bool IsWindowResized(void); // Check if window has been resized last frame RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowSize(int width, int height); // Set window dimensions RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) RLAPI void *GetWindowHandle(void); // Get native window handle RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI) RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI) RLAPI int GetMonitorCount(void); // Get number of connected monitors RLAPI int GetCurrentMonitor(void); // Get current connected monitor RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor RLAPI void SetClipboardText(const char *text); // Set clipboard text content RLAPI const char *GetClipboardText(void); // Get clipboard text content RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling // Custom frame control functions // NOTE: Those functions are intended for advance users that want full control over the frame processing // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) RLAPI void PollInputEvents(void); // Register all input events RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution) // Cursor-related functions RLAPI void ShowCursor(void); // Shows cursor RLAPI void HideCursor(void); // Hides cursor RLAPI bool IsCursorHidden(void); // Check if cursor is not visible RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) RLAPI void DisableCursor(void); // Disables cursor (lock cursor) RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) RLAPI void EndMode2D(void); // Ends 2D mode with custom camera RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture RLAPI void EndTextureMode(void); // Ends drawing to render texture RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) RLAPI void EndScissorMode(void); // End scissor mode RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) // VR stereo config functions for VR simulator RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config // Shader management functions // NOTE: Shader functionality is not available on OpenGL 1.1 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI int GetFPS(void); // Get current FPS RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() // Misc. functions RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator RLAPI void MemFree(void *ptr); // Internal memory free RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) // Set custom callbacks // WARNING: Callbacks setup is intended for advance users RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver // Files management functions RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success RLAPI bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI const char *GetApplicationDirectory(void); // Get the directory if the running application (uses static string) RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) // Compression/Encoding functionality RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once RLAPI bool IsKeyDown(int key); // Check if a key is being pressed RLAPI bool IsKeyReleased(int key); // Check if a key has been released once RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty // Input-related functions: gamepads RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed RLAPI int GetMouseX(void); // Get mouse position X RLAPI int GetMouseY(void); // Get mouse position Y RLAPI Vector2 GetMousePosition(void); // Get mouse position XY RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames RLAPI void SetMousePosition(int x, int y); // Set mouse position XY RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y RLAPI void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index RLAPI int GetTouchPointCount(void); // Get number of touch points //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: rgestures) //------------------------------------------------------------------------------------ RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected RLAPI int GetGestureDetected(void); // Get latest detected gesture RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector RLAPI float GetGestureDragAngle(void); // Get gesture drag angle RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ // Set texture and rectangle to be used on shapes drawing // NOTE: It can be useful when using basic shapes and one single font, // defining a font char white rectangle would allow drawing everything in a single draw call RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing // Basic shapes drawing functions RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters // Basic shapes collision detection functions RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices RLAPI 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 RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ // Image loading functions // NOTE: These functions do not require GPU access RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) RLAPI bool IsImageReady(Image image); // Check if an image is ready RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success // Image generation functions RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint RLAPI void ImageColorInvert(Image *image); // Modify image color: invert RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position // Image drawing functions // NOTE: Image software-rendering functions (CPU) RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) RLAPI 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) // Texture loading functions // NOTE: These functions require GPU access RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data // Texture configuration functions RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode // Texture drawing functions RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle RLAPI 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 RLAPI 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 // Color/pixel related functions RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ // Font loading/unloading functions RLAPI Font GetFontDefault(void); // Get the default Font RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' RLAPI bool IsFontReady(Font font); // Check if a font is ready RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM) RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM) RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success // Text drawing functions RLAPI void DrawFPS(int posX, int posY); // Draw current FPS RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) // Text font info functions RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found // Text codepoints management functions (unicode characters) RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) // Text strings management functions (no UTF-8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Basic geometric 3D shapes drawing functions RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI bool IsModelReady(Model model); // Check if a model is ready RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) // Model drawing functions RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) RLAPI 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 RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation // Mesh management functions RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents // Mesh generation functions RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI bool IsMaterialReady(Material material); // Check if a material is ready RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ typedef void (*AudioCallback)(void *bufferData, unsigned int frames); // Audio device management functions RLAPI void InitAudioDevice(void); // Initialize audio device and context RLAPI void CloseAudioDevice(void); // Close the audio device and context RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully RLAPI void SetMasterVolume(float volume); // Set master volume (listener) // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success // Wave/Sound management functions RLAPI void PlaySound(Sound sound); // Play a sound RLAPI void StopSound(Sound sound); // Stop playing a sound RLAPI void PauseSound(Sound sound); // Pause a sound RLAPI void ResumeSound(Sound sound); // Resume a paused sound RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void ResumeMusicStream(Music music); // Resume playing paused music RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline #if defined(__cplusplus) } #endif #endif // RAYLIB_H