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- /*
- Package vendor:raylib implements bindings for version 5.0 of the raylib library (https://www.raylib.com/)
- *********************************************************************************************
- *
- * raylib v5.0 - 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.
- *
- *********************************************************************************************
- */
- package raylib
- import "core:c"
- import "core:fmt"
- import "core:mem"
- import "core:strings"
- import "core:math/linalg"
- _ :: linalg
- MAX_TEXTFORMAT_BUFFERS :: #config(RAYLIB_MAX_TEXTFORMAT_BUFFERS, 4)
- MAX_TEXT_BUFFER_LENGTH :: #config(RAYLIB_MAX_TEXT_BUFFER_LENGTH, 1024)
- #assert(size_of(rune) == size_of(c.int))
- RAYLIB_SHARED :: #config(RAYLIB_SHARED, false)
- when ODIN_OS == .Windows {
- @(extra_linker_flags="/NODEFAULTLIB:" + ("msvcrt" when RAYLIB_SHARED else "libcmt"))
- foreign import lib {
- "windows/raylibdll.lib" when RAYLIB_SHARED else "windows/raylib.lib" ,
- "system:Winmm.lib",
- "system:Gdi32.lib",
- "system:User32.lib",
- "system:Shell32.lib",
- }
- } else when ODIN_OS == .Linux {
- foreign import lib {
- // Note(bumbread): I'm not sure why in `linux/` folder there are
- // multiple copies of raylib.so, but since these bindings are for
- // particular version of the library, I better specify it. Ideally,
- // though, it's best specified in terms of major (.so.4)
- "linux/libraylib.so.500" when RAYLIB_SHARED else "linux/libraylib.a",
- "system:dl",
- "system:pthread",
- }
- } else when ODIN_OS == .Darwin {
- foreign import lib {
- "macos" +
- ("-arm64" when ODIN_ARCH == .arm64 else "") +
- "/libraylib" + (".500.dylib" when RAYLIB_SHARED else ".a"),
- "system:Cocoa.framework",
- "system:OpenGL.framework",
- "system:IOKit.framework",
- }
- } else {
- foreign import lib "system:raylib"
- }
- VERSION_MAJOR :: 5
- VERSION_MINOR :: 0
- VERSION_PATCH :: 0
- VERSION :: "5.0"
- PI :: 3.14159265358979323846
- DEG2RAD :: PI/180.0
- RAD2DEG :: 180.0/PI
- // Some Basic Colors
- // NOTE: Custom raylib color palette for amazing visuals on WHITE background
- LIGHTGRAY :: Color{ 200, 200, 200, 255 } // Light Gray
- GRAY :: Color{ 130, 130, 130, 255 } // Gray
- DARKGRAY :: Color{ 80, 80, 80, 255 } // Dark Gray
- YELLOW :: Color{ 253, 249, 0, 255 } // Yellow
- GOLD :: Color{ 255, 203, 0, 255 } // Gold
- ORANGE :: Color{ 255, 161, 0, 255 } // Orange
- PINK :: Color{ 255, 109, 194, 255 } // Pink
- RED :: Color{ 230, 41, 55, 255 } // Red
- MAROON :: Color{ 190, 33, 55, 255 } // Maroon
- GREEN :: Color{ 0, 228, 48, 255 } // Green
- LIME :: Color{ 0, 158, 47, 255 } // Lime
- DARKGREEN :: Color{ 0, 117, 44, 255 } // Dark Green
- SKYBLUE :: Color{ 102, 191, 255, 255 } // Sky Blue
- BLUE :: Color{ 0, 121, 241, 255 } // Blue
- DARKBLUE :: Color{ 0, 82, 172, 255 } // Dark Blue
- PURPLE :: Color{ 200, 122, 255, 255 } // Purple
- VIOLET :: Color{ 135, 60, 190, 255 } // Violet
- DARKPURPLE :: Color{ 112, 31, 126, 255 } // Dark Purple
- BEIGE :: Color{ 211, 176, 131, 255 } // Beige
- BROWN :: Color{ 127, 106, 79, 255 } // Brown
- DARKBROWN :: Color{ 76, 63, 47, 255 } // Dark Brown
- WHITE :: Color{ 255, 255, 255, 255 } // White
- BLACK :: Color{ 0, 0, 0, 255 } // Black
- BLANK :: Color{ 0, 0, 0, 0 } // Blank (Transparent)
- MAGENTA :: Color{ 255, 0, 255, 255 } // Magenta
- RAYWHITE :: Color{ 245, 245, 245, 255 } // My own White (raylib logo)
- // Vector2 type
- Vector2 :: [2]f32
- // Vector3 type
- Vector3 :: [3]f32
- // Vector4 type
- Vector4 :: [4]f32
- // Quaternion type
- Quaternion :: quaternion128
- // Matrix type (right handed, stored row major)
- Matrix :: #row_major matrix[4, 4]f32
- // Color, 4 components, R8G8B8A8 (32bit)
- //
- // Note: In Raylib this is a struct. But here we use a fixed array, so that .rgba swizzling etc work.
- Color :: distinct [4]u8
- // Rectangle type
- Rectangle :: struct {
- x: f32, // Rectangle top-left corner position x
- y: f32, // Rectangle top-left corner position y
- width: f32, // Rectangle width
- height: f32, // Rectangle height
- }
- // Image type, bpp always RGBA (32bit)
- // NOTE: Data stored in CPU memory (RAM)
- Image :: struct {
- data: rawptr, // Image raw data
- width: c.int, // Image base width
- height: c.int, // Image base height
- mipmaps: c.int, // Mipmap levels, 1 by default
- format: PixelFormat, // Data format (PixelFormat type)
- }
- // Texture type
- // NOTE: Data stored in GPU memory
- Texture :: struct {
- id: c.uint, // OpenGL texture id
- width: c.int, // Texture base width
- height: c.int, // Texture base height
- mipmaps: c.int, // Mipmap levels, 1 by default
- format: PixelFormat, // Data format (PixelFormat type)
- }
- // Texture2D type, same as Texture
- Texture2D :: Texture
- // TextureCubemap type, actually, same as Texture
- TextureCubemap :: Texture
- // RenderTexture type, for texture rendering
- RenderTexture :: struct {
- id: c.uint, // OpenGL framebuffer object id
- texture: Texture, // Color buffer attachment texture
- depth: Texture, // Depth buffer attachment texture
- }
- // RenderTexture2D type, same as RenderTexture
- RenderTexture2D :: RenderTexture
- // N-Patch layout info
- NPatchInfo :: struct {
- source: Rectangle, // Texture source rectangle
- left: c.int, // Left border offset
- top: c.int, // Top border offset
- right: c.int, // Right border offset
- bottom: c.int, // Bottom border offset
- layout: NPatchLayout, // Layout of the n-patch: 3x3, 1x3 or 3x1
- }
- // Font character info
- GlyphInfo :: struct {
- value: rune, // Character value (Unicode)
- offsetX: c.int, // Character offset X when drawing
- offsetY: c.int, // Character offset Y when drawing
- advanceX: c.int, // Character advance position X
- image: Image, // Character image data
- }
- // Font type, includes texture and charSet array data
- Font :: struct {
- baseSize: c.int, // Base size (default chars height)
- glyphCount: c.int, // Number of characters
- glyphPadding: c.int, // Padding around the chars
- texture: Texture2D, // Characters texture atlas
- recs: [^]Rectangle, // Characters rectangles in texture
- glyphs: [^]GlyphInfo, // Characters info data
- }
- // Camera type, defines a camera position/orientation in 3d space
- Camera3D :: struct {
- position: Vector3, // Camera position
- target: Vector3, // Camera target it looks-at
- up: Vector3, // Camera up vector (rotation over its axis)
- fovy: f32, // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
- projection: CameraProjection, // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
- }
- Camera :: Camera3D // Camera type fallback, defaults to Camera3D
- // Camera2D type, defines a 2d camera
- Camera2D :: struct {
- offset: Vector2, // Camera offset (displacement from target)
- target: Vector2, // Camera target (rotation and zoom origin)
- rotation: f32, // Camera rotation in degrees
- zoom: f32, // Camera zoom (scaling), should be 1.0f by default
- }
- // Vertex data defining a mesh
- // NOTE: Data stored in CPU memory (and GPU)
- Mesh :: struct {
- vertexCount: c.int, // Number of vertices stored in arrays
- triangleCount: c.int, // Number of triangles stored (indexed or not)
- // Default vertex data
- vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- texcoords2: [^]f32, // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- normals: [^]f32, // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- tangents: [^]f32, // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- indices: [^]u16, // Vertex indices (in case vertex data comes indexed)
- // Animation vertex data
- animVertices: [^]f32, // Animated vertex positions (after bones transformations)
- animNormals: [^]f32, // Animated normals (after bones transformations)
- boneIds: [^]u8, // Vertex bone ids, up to 4 bones influence by vertex (skinning)
- boneWeights: [^]f32, // Vertex bone weight, up to 4 bones influence by vertex (skinning)
- // OpenGL identifiers
- vaoId: u32, // OpenGL Vertex Array Object id
- vboId: [^]u32, // OpenGL Vertex Buffer Objects id (default vertex data)
- }
- // Shader type (generic)
- Shader :: struct {
- id: c.uint, // Shader program id
- locs: [^]c.int, // Shader locations array (MAX_SHADER_LOCATIONS)
- }
- // Material texture map
- MaterialMap :: struct {
- texture: Texture2D, // Material map texture
- color: Color, // Material map color
- value: f32, // Material map value
- }
- // Material type (generic)
- Material :: struct {
- shader: Shader, // Material shader
- maps: [^]MaterialMap, // Material maps array (MAX_MATERIAL_MAPS)
- params: [4]f32, // Material generic parameters (if required)
- }
- // Transformation properties
- Transform :: struct {
- translation: Vector3, // Translation
- rotation: Quaternion, // Rotation
- scale: Vector3, // Scale
- }
- // Bone information
- BoneInfo :: struct {
- name: [32]byte `fmt:"s,0"`, // Bone name
- parent: c.int, // Bone parent
- }
- // Model type
- Model :: struct #align(align_of(uintptr)) {
- transform: Matrix, // Local transform matrix
- meshCount: c.int, // Number of meshes
- materialCount: c.int, // Number of materials
- meshes: [^]Mesh, // Meshes array
- materials: [^]Material, // Materials array
- meshMaterial: [^]c.int, // Mesh material number
- // Animation data
- boneCount: c.int, // Number of bones
- bones: [^]BoneInfo, // Bones information (skeleton)
- bindPose: [^]Transform, // Bones base transformation (pose)
- }
- // Model animation
- ModelAnimation :: struct {
- boneCount: c.int, // Number of bones
- frameCount: c.int, // Number of animation frames
- bones: [^]BoneInfo, // Bones information (skeleton)
- framePoses: [^][^]Transform, // Poses array by frame
- name: [32]byte, // Animation name
- }
- // Ray type (useful for raycast)
- Ray :: struct {
- position: Vector3, // Ray position (origin)
- direction: Vector3, // Ray direction
- }
- // RayCollision, ray hit information
- RayCollision :: struct {
- hit: bool, // Did the ray hit something?
- distance: f32, // Distance to nearest hit
- point: Vector3, // Point of nearest hit
- normal: Vector3, // Surface normal of hit
- }
- // Bounding box type
- BoundingBox :: struct {
- min: Vector3, // Minimum vertex box-corner
- max: Vector3, // Maximum vertex box-corner
- }
- // Wave type, defines audio wave data
- Wave :: struct {
- frameCount: c.uint, // Total number of frames (considering channels)
- sampleRate: c.uint, // Frequency (samples per second)
- sampleSize: c.uint, // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- channels: c.uint, // Number of channels (1-mono, 2-stereo)
- data: rawptr, // Buffer data pointer
- }
- // Audio stream type
- // NOTE: Actual structs are defined internally in raudio module
- AudioStream :: struct {
- buffer: rawptr, // Pointer to internal data used by the audio system
- processor: rawptr, // Pointer to internal data processor, useful for audio effects
- sampleRate: c.uint, // Frequency (samples per second)
- sampleSize: c.uint, // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- channels: c.uint, // Number of channels (1-mono, 2-stereo)
- }
- // Sound source type
- Sound :: struct {
- using stream: AudioStream, // Audio stream
- frameCount: c.uint, // Total number of frames (considering channels)
- }
- // Music stream type (audio file streaming from memory)
- // NOTE: Anything longer than ~10 seconds should be streamed
- Music :: struct {
- using stream: AudioStream, // Audio stream
- frameCount: c.uint, // Total number of frames (considering channels)
- looping: bool, // Music looping enable
- ctxType: c.int, // Type of music context (audio filetype)
- ctxData: rawptr, // Audio context data, depends on type
- }
- // Head-Mounted-Display device parameters
- VrDeviceInfo :: struct {
- hResolution: c.int, // Horizontal resolution in pixels
- vResolution: c.int, // Vertical resolution in pixels
- hScreenSize: f32, // Horizontal size in meters
- vScreenSize: f32, // Vertical size in meters
- eyeToScreenDistance: f32, // Distance between eye and display in meters
- lensSeparationDistance: f32, // Lens separation distance in meters
- interpupillaryDistance: f32, // IPD (distance between pupils) in meters
- lensDistortionValues: [4]f32, // Lens distortion constant parameters
- chromaAbCorrection: [4]f32, // Chromatic aberration correction parameters
- }
- // VR Stereo rendering configuration for simulator
- VrStereoConfig :: struct #align(4) {
- projection: [2]Matrix, // VR projection matrices (per eye)
- viewOffset: [2]Matrix, // VR view offset matrices (per eye)
- leftLensCenter: [2]f32, // VR left lens center
- rightLensCenter: [2]f32, // VR right lens center
- leftScreenCenter: [2]f32, // VR left screen center
- rightScreenCenter: [2]f32, // VR right screen center
- scale: [2]f32, // VR distortion scale
- scaleIn: [2]f32, // VR distortion scale in
- }
- // File path list
- FilePathList :: struct {
- capacity: c.uint, // Filepaths max entries
- count: c.uint, // Filepaths entries count
- paths: [^]cstring, // Filepaths entries
- }
- // Automation event
- AutomationEvent :: struct {
- frame: c.uint, // Event frame
- type: c.uint, // Event type (AutomationEventType)
- params: [4]c.int, // Event parameters (if required) ---
- }
- // Automation event list
- AutomationEventList :: struct {
- capacity: c.uint, // Events max entries (MAX_AUTOMATION_EVENTS)
- count: c.uint, // Events entries count
- events: [^]AutomationEvent, // Events entries
- }
- //----------------------------------------------------------------------------------
- // 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
- ConfigFlag :: enum c.int {
- VSYNC_HINT = 6, // Set to try enabling V-Sync on GPU
- FULLSCREEN_MODE = 1, // Set to run program in fullscreen
- WINDOW_RESIZABLE = 2, // Set to allow resizable window
- WINDOW_UNDECORATED = 3, // Set to disable window decoration (frame and buttons)
- WINDOW_HIDDEN = 7, // Set to hide window
- WINDOW_MINIMIZED = 9, // Set to minimize window (iconify)
- WINDOW_MAXIMIZED = 10, // Set to maximize window (expanded to monitor)
- WINDOW_UNFOCUSED = 11, // Set to window non focused
- WINDOW_TOPMOST = 12, // Set to window always on top
- WINDOW_ALWAYS_RUN = 8, // Set to allow windows running while minimized
- WINDOW_TRANSPARENT = 4, // Set to allow transparent framebuffer
- WINDOW_HIGHDPI = 13, // Set to support HighDPI
- WINDOW_MOUSE_PASSTHROUGH = 14, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
- BORDERLESS_WINDOWED_MODE = 15, // Set to run program in borderless windowed mode
- MSAA_4X_HINT = 5, // Set to try enabling MSAA 4X
- INTERLACED_HINT = 16, // Set to try enabling interlaced video format (for V3D)
- }
- ConfigFlags :: distinct bit_set[ConfigFlag; c.int]
- // Trace log level
- TraceLogLevel :: enum c.int {
- ALL = 0, // Display all logs
- TRACE, // Trace logging, intended for internal use only
- DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
- INFO, // Info logging, used for program execution info
- WARNING, // Warning logging, used on recoverable failures
- ERROR, // Error logging, used on unrecoverable failures
- FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
- NONE, // Disable logging
- }
- // Keyboard keys (US keyboard layout)
- // NOTE: Use GetKeyPressed() to allow redefining
- // required keys for alternative layouts
- KeyboardKey :: enum c.int {
- KEY_NULL = 0, // Key: NULL, used for no key pressed
- // Alphanumeric keys
- APOSTROPHE = 39, // Key: '
- COMMA = 44, // Key: ,
- MINUS = 45, // Key: -
- PERIOD = 46, // Key: .
- SLASH = 47, // Key: /
- ZERO = 48, // Key: 0
- ONE = 49, // Key: 1
- TWO = 50, // Key: 2
- THREE = 51, // Key: 3
- FOUR = 52, // Key: 4
- FIVE = 53, // Key: 5
- SIX = 54, // Key: 6
- SEVEN = 55, // Key: 7
- EIGHT = 56, // Key: 8
- NINE = 57, // Key: 9
- SEMICOLON = 59, // Key: ;
- EQUAL = 61, // Key: =
- A = 65, // Key: A | a
- B = 66, // Key: B | b
- C = 67, // Key: C | c
- D = 68, // Key: D | d
- E = 69, // Key: E | e
- F = 70, // Key: F | f
- G = 71, // Key: G | g
- H = 72, // Key: H | h
- I = 73, // Key: I | i
- J = 74, // Key: J | j
- K = 75, // Key: K | k
- L = 76, // Key: L | l
- M = 77, // Key: M | m
- N = 78, // Key: N | n
- O = 79, // Key: O | o
- P = 80, // Key: P | p
- Q = 81, // Key: Q | q
- R = 82, // Key: R | r
- S = 83, // Key: S | s
- T = 84, // Key: T | t
- U = 85, // Key: U | u
- V = 86, // Key: V | v
- W = 87, // Key: W | w
- X = 88, // Key: X | x
- Y = 89, // Key: Y | y
- Z = 90, // Key: Z | z
- LEFT_BRACKET = 91, // Key: [
- BACKSLASH = 92, // Key: '\'
- RIGHT_BRACKET = 93, // Key: ]
- GRAVE = 96, // Key: `
- // Function keys
- SPACE = 32, // Key: Space
- ESCAPE = 256, // Key: Esc
- ENTER = 257, // Key: Enter
- TAB = 258, // Key: Tab
- BACKSPACE = 259, // Key: Backspace
- INSERT = 260, // Key: Ins
- DELETE = 261, // Key: Del
- RIGHT = 262, // Key: Cursor right
- LEFT = 263, // Key: Cursor left
- DOWN = 264, // Key: Cursor down
- UP = 265, // Key: Cursor up
- PAGE_UP = 266, // Key: Page up
- PAGE_DOWN = 267, // Key: Page down
- HOME = 268, // Key: Home
- END = 269, // Key: End
- CAPS_LOCK = 280, // Key: Caps lock
- SCROLL_LOCK = 281, // Key: Scroll down
- NUM_LOCK = 282, // Key: Num lock
- PRINT_SCREEN = 283, // Key: Print screen
- PAUSE = 284, // Key: Pause
- F1 = 290, // Key: F1
- F2 = 291, // Key: F2
- F3 = 292, // Key: F3
- F4 = 293, // Key: F4
- F5 = 294, // Key: F5
- F6 = 295, // Key: F6
- F7 = 296, // Key: F7
- F8 = 297, // Key: F8
- F9 = 298, // Key: F9
- F10 = 299, // Key: F10
- F11 = 300, // Key: F11
- F12 = 301, // Key: F12
- LEFT_SHIFT = 340, // Key: Shift left
- LEFT_CONTROL = 341, // Key: Control left
- LEFT_ALT = 342, // Key: Alt left
- LEFT_SUPER = 343, // Key: Super left
- RIGHT_SHIFT = 344, // Key: Shift right
- RIGHT_CONTROL = 345, // Key: Control right
- RIGHT_ALT = 346, // Key: Alt right
- RIGHT_SUPER = 347, // Key: Super right
- KB_MENU = 348, // Key: KB menu
- // Keypad keys
- KP_0 = 320, // Key: Keypad 0
- KP_1 = 321, // Key: Keypad 1
- KP_2 = 322, // Key: Keypad 2
- KP_3 = 323, // Key: Keypad 3
- KP_4 = 324, // Key: Keypad 4
- KP_5 = 325, // Key: Keypad 5
- KP_6 = 326, // Key: Keypad 6
- KP_7 = 327, // Key: Keypad 7
- KP_8 = 328, // Key: Keypad 8
- KP_9 = 329, // Key: Keypad 9
- KP_DECIMAL = 330, // Key: Keypad .
- KP_DIVIDE = 331, // Key: Keypad /
- KP_MULTIPLY = 332, // Key: Keypad *
- KP_SUBTRACT = 333, // Key: Keypad -
- KP_ADD = 334, // Key: Keypad +
- KP_ENTER = 335, // Key: Keypad Enter
- KP_EQUAL = 336, // Key: Keypad =
- // Android key buttons
- BACK = 4, // Key: Android back button
- MENU = 82, // Key: Android menu button
- VOLUME_UP = 24, // Key: Android volume up button
- VOLUME_DOWN = 25, // Key: Android volume down button
- }
- // Mouse buttons
- MouseButton :: enum c.int {
- LEFT = 0, // Mouse button left
- RIGHT = 1, // Mouse button right
- MIDDLE = 2, // Mouse button middle (pressed wheel)
- SIDE = 3, // Mouse button side (advanced mouse device)
- EXTRA = 4, // Mouse button extra (advanced mouse device)
- FORWARD = 5, // Mouse button fordward (advanced mouse device)
- BACK = 6, // Mouse button back (advanced mouse device)
- }
- // Mouse cursor
- MouseCursor :: enum c.int {
- DEFAULT = 0, // Default pointer shape
- ARROW = 1, // Arrow shape
- IBEAM = 2, // Text writing cursor shape
- CROSSHAIR = 3, // Cross shape
- POINTING_HAND = 4, // Pointing hand cursor
- RESIZE_EW = 5, // Horizontal resize/move arrow shape
- RESIZE_NS = 6, // Vertical resize/move arrow shape
- RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
- RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
- RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
- NOT_ALLOWED = 10, // The operation-not-allowed shape
- }
- // Gamepad buttons
- GamepadButton :: enum c.int {
- UNKNOWN = 0, // Unknown button, just for error checking
- LEFT_FACE_UP, // Gamepad left DPAD up button
- LEFT_FACE_RIGHT, // Gamepad left DPAD right button
- LEFT_FACE_DOWN, // Gamepad left DPAD down button
- LEFT_FACE_LEFT, // Gamepad left DPAD left button
- RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
- RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
- RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
- RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
- LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
- LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
- RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
- RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
- MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
- MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
- MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
- LEFT_THUMB, // Gamepad joystick pressed button left
- RIGHT_THUMB, // Gamepad joystick pressed button right
- }
- // Gamepad axis
- GamepadAxis :: enum c.int {
- LEFT_X = 0, // Gamepad left stick X axis
- LEFT_Y = 1, // Gamepad left stick Y axis
- RIGHT_X = 2, // Gamepad right stick X axis
- RIGHT_Y = 3, // Gamepad right stick Y axis
- LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
- RIGHT_TRIGGER = 5, // Gamepad back trigger right, pressure level: [1..-1]
- }
- // Material map index
- MaterialMapIndex :: enum c.int {
- ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
- METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
- NORMAL, // Normal material
- ROUGHNESS, // Roughness material
- OCCLUSION, // Ambient occlusion material
- EMISSION, // Emission material
- HEIGHT, // Heightmap material
- CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- BRDF, // Brdf material
- }
- // Shader location index
- ShaderLocationIndex :: enum c.int {
- VERTEX_POSITION = 0, // Shader location: vertex attribute: position
- VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
- VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
- VERTEX_NORMAL, // Shader location: vertex attribute: normal
- VERTEX_TANGENT, // Shader location: vertex attribute: tangent
- VERTEX_COLOR, // Shader location: vertex attribute: color
- MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
- MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
- MATRIX_PROJECTION, // Shader location: matrix uniform: projection
- MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
- MATRIX_NORMAL, // Shader location: matrix uniform: normal
- VECTOR_VIEW, // Shader location: vector uniform: view
- COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
- COLOR_SPECULAR, // Shader location: vector uniform: specular color
- COLOR_AMBIENT, // Shader location: vector uniform: ambient color
- MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
- MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
- MAP_NORMAL, // Shader location: sampler2d texture: normal
- MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
- MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
- MAP_EMISSION, // Shader location: sampler2d texture: emission
- MAP_HEIGHT, // Shader location: sampler2d texture: height
- MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
- MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
- MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
- MAP_BRDF, // Shader location: sampler2d texture: brdf
- }
- // Shader uniform data type
- ShaderUniformDataType :: enum c.int {
- FLOAT = 0, // Shader uniform type: float
- VEC2, // Shader uniform type: vec2 (2 float)
- VEC3, // Shader uniform type: vec3 (3 float)
- VEC4, // Shader uniform type: vec4 (4 float)
- INT, // Shader uniform type: int
- IVEC2, // Shader uniform type: ivec2 (2 int)
- IVEC3, // Shader uniform type: ivec3 (3 int)
- IVEC4, // Shader uniform type: ivec4 (4 int)
- SAMPLER2D, // Shader uniform type: sampler2d
- }
- // Pixel formats
- // NOTE: Support depends on OpenGL version and platform
- PixelFormat :: enum c.int {
- UNKNOWN = 0,
- UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
- UNCOMPRESSED_R5G6B5, // 16 bpp
- UNCOMPRESSED_R8G8B8, // 24 bpp
- UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- UNCOMPRESSED_R8G8B8A8, // 32 bpp
- UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- UNCOMPRESSED_R16, // 16 bpp (1 channel - float)
- UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - float)
- UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - float)
- COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- COMPRESSED_DXT3_RGBA, // 8 bpp
- COMPRESSED_DXT5_RGBA, // 8 bpp
- COMPRESSED_ETC1_RGB, // 4 bpp
- COMPRESSED_ETC2_RGB, // 4 bpp
- COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- COMPRESSED_PVRT_RGB, // 4 bpp
- COMPRESSED_PVRT_RGBA, // 4 bpp
- COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- COMPRESSED_ASTC_8x8_RGBA, // 2 bpp
- }
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- TextureFilter :: enum c.int {
- POINT = 0, // No filter, just pixel approximation
- BILINEAR, // Linear filtering
- TRILINEAR, // Trilinear filtering (linear with mipmaps)
- ANISOTROPIC_4X, // Anisotropic filtering 4x
- ANISOTROPIC_8X, // Anisotropic filtering 8x
- ANISOTROPIC_16X, // Anisotropic filtering 16x
- }
- // Texture parameters: wrap mode
- TextureWrap :: enum c.int {
- REPEAT = 0, // Repeats texture in tiled mode
- CLAMP, // Clamps texture to edge pixel in tiled mode
- MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
- MIRROR_CLAMP, // Mirrors and clamps to border the texture in tiled mode
- }
- // Cubemap layouts
- CubemapLayout :: enum c.int {
- AUTO_DETECT = 0, // Automatically detect layout type
- LINE_VERTICAL, // Layout is defined by a vertical line with faces
- LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
- CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
- CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
- PANORAMA, // Layout is defined by a panorama image (equirectangular map)
- }
- // Font type, defines generation method
- FontType :: enum c.int {
- DEFAULT = 0, // Default font generation, anti-aliased
- BITMAP, // Bitmap font generation, no anti-aliasing
- SDF, // SDF font generation, requires external shader
- }
- // Color blending modes (pre-defined)
- BlendMode :: enum c.int {
- ALPHA = 0, // Blend textures considering alpha (default)
- ADDITIVE, // Blend textures adding colors
- MULTIPLIED, // Blend textures multiplying colors
- ADD_COLORS, // Blend textures adding colors (alternative)
- SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
- ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
- CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
- CUSTOM_SEPARATE, // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
- }
- // Gestures
- // NOTE: It could be used as flags to enable only some gestures
- Gesture :: enum c.uint {
- TAP = 0, // Tap gesture
- DOUBLETAP = 1, // Double tap gesture
- HOLD = 2, // Hold gesture
- DRAG = 3, // Drag gesture
- SWIPE_RIGHT = 4, // Swipe right gesture
- SWIPE_LEFT = 5, // Swipe left gesture
- SWIPE_UP = 6, // Swipe up gesture
- SWIPE_DOWN = 7, // Swipe down gesture
- PINCH_IN = 8, // Pinch in gesture
- PINCH_OUT = 9, // Pinch out gesture
- }
- Gestures :: distinct bit_set[Gesture; c.uint]
- // Camera system modes
- CameraMode :: enum c.int {
- CUSTOM = 0, // Custom camera
- FREE, // Free camera
- ORBITAL, // Orbital camera
- FIRST_PERSON, // First person camera
- THIRD_PERSON, // Third person camera
- }
- // Camera projection
- CameraProjection :: enum c.int {
- PERSPECTIVE = 0, // Perspective projection
- ORTHOGRAPHIC, // Orthographic projection
- }
- // N-patch layout
- NPatchLayout :: enum c.int {
- NINE_PATCH = 0, // Npatch layout: 3x3 tiles
- THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
- THREE_PATCH_HORIZONTAL, // Npatch layout: 3x1 tiles
- }
- // Callbacks to hook some internal functions
- // WARNING: This callbacks are intended for advance users
- TraceLogCallback :: #type proc "c" (logLevel: TraceLogLevel, text: cstring, args: c.va_list) // Logging: Redirect trace log messages
- LoadFileDataCallback :: #type proc "c"(fileName: cstring, dataSize: ^c.int) -> [^]u8 // FileIO: Load binary data
- SaveFileDataCallback :: #type proc "c" (fileName: cstring, data: rawptr, dataSize: c.int) -> bool // FileIO: Save binary data
- LoadFileTextCallback :: #type proc "c" (fileName: cstring) -> [^]u8 // FileIO: Load text data
- SaveFileTextCallback :: #type proc "c" (fileName: cstring, text: cstring) -> bool // FileIO: Save text data
- AudioCallback :: #type proc "c" (bufferData: rawptr, frames: c.uint)
- @(default_calling_convention="c")
- foreign lib {
- //------------------------------------------------------------------------------------
- // Global Variables Definition
- //------------------------------------------------------------------------------------
- // It's lonely here...
- //------------------------------------------------------------------------------------
- // Window and Graphics Device Functions (Module: core)
- //------------------------------------------------------------------------------------
- // Window-related functions
- InitWindow :: proc(width, height: c.int, title: cstring) --- // Initialize window and OpenGL context
- WindowShouldClose :: proc() -> bool --- // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
- CloseWindow :: proc() --- // Close window and unload OpenGL context
- IsWindowReady :: proc() -> bool --- // Check if window has been initialized successfully
- IsWindowFullscreen :: proc() -> bool --- // Check if window is currently fullscreen
- IsWindowHidden :: proc() -> bool --- // Check if window is currently hidden (only PLATFORM_DESKTOP)
- IsWindowMinimized :: proc() -> bool --- // Check if window is currently minimized (only PLATFORM_DESKTOP)
- IsWindowMaximized :: proc() -> bool --- // Check if window is currently maximized (only PLATFORM_DESKTOP)
- IsWindowFocused :: proc() -> bool --- // Check if window is currently focused (only PLATFORM_DESKTOP)
- IsWindowResized :: proc() -> bool --- // Check if window has been resized last frame
- IsWindowState :: proc(flags: ConfigFlags) -> bool --- // Check if one specific window flag is enabled
- SetWindowState :: proc(flags: ConfigFlags) --- // Set window configuration state using flags (only PLATFORM_DESKTOP)
- ClearWindowState :: proc(flags: ConfigFlags) --- // Clear window configuration state flags
- ToggleFullscreen :: proc() --- // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
- ToggleBorderlessWindowed :: proc() --- // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
- MaximizeWindow :: proc() --- // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
- MinimizeWindow :: proc() --- // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
- RestoreWindow :: proc() --- // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
- SetWindowIcon :: proc(image: Image) --- // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
- SetWindowIcons :: proc(images: [^]Image, count: c.int) --- // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
- SetWindowTitle :: proc(title: cstring) --- // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
- SetWindowPosition :: proc(x, y: c.int) --- // Set window position on screen (only PLATFORM_DESKTOP)
- SetWindowMonitor :: proc(monitor: c.int) --- // Set monitor for the current window
- SetWindowMinSize :: proc(width, height: c.int) --- // Set window minimum dimensions (for WINDOW_RESIZABLE)
- SetWindowMaxSize :: proc(width, height: c.int) --- // Set window maximum dimensions (for WINDOW_RESIZABLE)
- SetWindowSize :: proc(width, height: c.int) --- // Set window dimensions
- SetWindowOpacity :: proc(opacity: f32) --- // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
- SetWindowFocused :: proc() --- // Set window focused (only PLATFORM_DESKTOP)
- GetWindowHandle :: proc() -> rawptr --- // Get native window handle
- GetScreenWidth :: proc() -> c.int --- // Get current screen width
- GetScreenHeight :: proc() -> c.int --- // Get current screen height
- GetRenderWidth :: proc() -> c.int --- // Get current render width (it considers HiDPI)
- GetRenderHeight :: proc() -> c.int --- // Get current render height (it considers HiDPI)
- GetMonitorCount :: proc() -> c.int --- // Get number of connected monitors
- GetCurrentMonitor :: proc() -> c.int --- // Get current connected monitor
- GetMonitorPosition :: proc(monitor: c.int) -> Vector2 --- // Get specified monitor position
- GetMonitorWidth :: proc(monitor: c.int) -> c.int --- // Get specified monitor width (current video mode used by monitor)
- GetMonitorHeight :: proc(monitor: c.int) -> c.int --- // Get specified monitor height (current video mode used by monitor)
- GetMonitorPhysicalWidth :: proc(monitor: c.int) -> c.int --- // Get specified monitor physical width in millimetres
- GetMonitorPhysicalHeight :: proc(monitor: c.int) -> c.int --- // Get specified monitor physical height in millimetres
- GetMonitorRefreshRate :: proc(monitor: c.int) -> c.int --- // Get specified monitor refresh rate
- GetWindowPosition :: proc() -> Vector2 --- // Get window position XY on monitor
- GetWindowScaleDPI :: proc() -> Vector2 --- // Get window scale DPI factor
- GetMonitorName :: proc(monitor: c.int) -> cstring --- // Get the human-readable, UTF-8 encoded name of the specified monitor
- SetClipboardText :: proc(text: cstring) --- // Set clipboard text content
- GetClipboardText :: proc() -> cstring --- // Get clipboard text content
- EnableEventWaiting :: proc() --- // Enable waiting for events on EndDrawing(), no automatic event polling
- DisableEventWaiting :: proc() --- // 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
- SwapScreenBuffer :: proc() --- // Swap back buffer with front buffer (screen drawing)
- PollInputEvents :: proc() --- // Register all input events
- WaitTime :: proc(seconds: f64) --- // Wait for some time (halt program execution)
- // Cursor-related functions
- ShowCursor :: proc() --- // Shows cursor
- HideCursor :: proc() --- // Hides cursor
- IsCursorHidden :: proc() -> bool --- // Check if cursor is not visible
- EnableCursor :: proc() --- // Enables cursor (unlock cursor)
- DisableCursor :: proc() --- // Disables cursor (lock cursor)
- IsCursorOnScreen :: proc() -> bool --- // Check if cursor is on the current screen.
- // Drawing-related functions
- ClearBackground :: proc(color: Color) --- // Set background color (framebuffer clear color)
- BeginDrawing :: proc() --- // Setup canvas (framebuffer) to start drawing
- EndDrawing :: proc() --- // End canvas drawing and swap buffers (double buffering)
- BeginMode2D :: proc(camera: Camera2D) --- // Initialize 2D mode with custom camera (2D)
- EndMode2D :: proc() --- // Ends 2D mode with custom camera
- BeginMode3D :: proc(camera: Camera3D) --- // Initializes 3D mode with custom camera (3D)
- EndMode3D :: proc() --- // Ends 3D mode and returns to default 2D orthographic mode
- BeginTextureMode :: proc(target: RenderTexture2D) --- // Initializes render texture for drawing
- EndTextureMode :: proc() --- // Ends drawing to render texture
- BeginShaderMode :: proc(shader: Shader) --- // Begin custom shader drawing
- EndShaderMode :: proc() --- // End custom shader drawing (use default shader)
- BeginBlendMode :: proc(mode: BlendMode) --- // Begin blending mode (alpha, additive, multiplied)
- EndBlendMode :: proc() --- // End blending mode (reset to default: alpha blending)
- BeginScissorMode :: proc(x, y, width, height: c.int) --- // Begin scissor mode (define screen area for following drawing)
- EndScissorMode :: proc() --- // End scissor mode
- BeginVrStereoMode :: proc(config: VrStereoConfig) --- // Begin stereo rendering (requires VR simulator)
- EndVrStereoMode :: proc() --- // End stereo rendering (requires VR simulator)
- // VR stereo config functions for VR simulator
- LoadVrStereoConfig :: proc(device: VrDeviceInfo) -> VrStereoConfig --- // Load VR stereo config for VR simulator device parameters
- UnloadVrStereoConfig :: proc(config: VrStereoConfig) --- // Unload VR stereo config
- // Shader management functions
- // NOTE: Shader functionality is not available on OpenGL 1.1
- LoadShader :: proc(vsFileName, fsFileName: cstring) -> Shader --- // Load shader from files and bind default locations
- LoadShaderFromMemory :: proc(vsCode, fsCode: cstring) -> Shader --- // Load shader from code strings and bind default locations
- IsShaderReady :: proc(shader: Shader) -> bool --- // Check if a shader is ready
- GetShaderLocation :: proc(shader: Shader, uniformName: cstring) -> c.int --- // Get shader uniform location
- GetShaderLocationAttrib :: proc(shader: Shader, attribName: cstring) -> c.int --- // Get shader attribute location
- // We use #any_int here so we can pass ShaderLocationIndex
- SetShaderValue :: proc(shader: Shader, #any_int locIndex: c.int, value: rawptr, uniformType: ShaderUniformDataType) --- // Set shader uniform value
- SetShaderValueV :: proc(shader: Shader, #any_int locIndex: c.int, value: rawptr, uniformType: ShaderUniformDataType, count: c.int) --- // Set shader uniform value vector
- SetShaderValueMatrix :: proc(shader: Shader, #any_int locIndex: c.int, mat: Matrix) --- // Set shader uniform value (matrix 4x4)
- SetShaderValueTexture :: proc(shader: Shader, #any_int locIndex: c.int, texture: Texture2D) --- // Set shader uniform value for texture (sampler2d)
- UnloadShader :: proc(shader: Shader) --- // Unload shader from GPU memory (VRAM)
- // Screen-space-related functions
- GetMouseRay :: proc(mousePosition: Vector2, camera: Camera) -> Ray --- // Get a ray trace from mouse position
- GetCameraMatrix :: proc(camera: Camera) -> Matrix --- // Get camera transform matrix (view matrix)
- GetCameraMatrix2D :: proc(camera: Camera2D) -> Matrix --- // Get camera 2d transform matrix
- GetWorldToScreen :: proc(position: Vector3, camera: Camera) -> Vector2 --- // Get the screen space position for a 3d world space position
- GetScreenToWorld2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the world space position for a 2d camera screen space position
- GetWorldToScreenEx :: proc(position: Vector3, camera: Camera, width, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
- GetWorldToScreen2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the screen space position for a 2d camera world space position
- // Timing-related functions
- SetTargetFPS :: proc(fps: c.int) --- // Set target FPS (maximum)
- GetFPS :: proc() -> c.int --- // Returns current FPS
- GetFrameTime :: proc() -> f32 --- // Returns time in seconds for last frame drawn (delta time)
- GetTime :: proc() -> f64 --- // Returns elapsed time in seconds since InitWindow()
- // Random value generation functions
- SetRandomSeed :: proc(seed: c.uint) --- // Set the seed for the random number generator
- GetRandomValue :: proc(min, max: c.int) -> c.int --- // Get a random value between min and max (both included)
- LoadRandomSequence :: proc(count : c.uint, min, max: c.int) --- // Load random values sequence, no values repeated
- UnloadRandomSequence :: proc(sequence : ^c.int) --- // Unload random values sequence
- // Misc. functions
- TakeScreenshot :: proc(fileName: cstring) --- // Takes a screenshot of current screen (filename extension defines format)
- SetConfigFlags :: proc(flags: ConfigFlags) --- // Setup init configuration flags (view FLAGS). NOTE: This function is expected to be called before window creation
- OpenURL :: proc(url: cstring) --- // Open URL with default system browser (if available)
- // NOTE: Following functions implemented in module [utils]
- //------------------------------------------------------------------
- TraceLog :: proc(logLevel: TraceLogLevel, text: cstring, #c_vararg args: ..any) --- // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
- SetTraceLogLevel :: proc(logLevel: TraceLogLevel) --- // Set the current threshold (minimum) log level
- MemAlloc :: proc(size: c.uint) -> rawptr --- // Internal memory allocator
- MemRealloc :: proc(ptr: rawptr, size: c.uint) -> rawptr --- // Internal memory reallocator
- MemFree :: proc(ptr: rawptr) --- // Internal memory free
- // Set custom callbacks
- // WARNING: Callbacks setup is intended for advance users
- SetTraceLogCallback :: proc(callback: TraceLogCallback) --- // Set custom trace log
- SetLoadFileDataCallback :: proc(callback: LoadFileDataCallback) --- // Set custom file binary data loader
- SetSaveFileDataCallback :: proc(callback: SaveFileDataCallback) --- // Set custom file binary data saver
- SetLoadFileTextCallback :: proc(callback: LoadFileTextCallback) --- // Set custom file text data loader
- SetSaveFileTextCallback :: proc(callback: SaveFileTextCallback) --- // Set custom file text data saver
- // Files management functions
- LoadFileData :: proc(fileName: cstring, dataSize: ^c.int) -> [^]byte --- // Load file data as byte array (read)
- UnloadFileData :: proc(data: [^]byte) --- // Unload file data allocated by LoadFileData()
- SaveFileData :: proc(fileName: cstring, data: rawptr, dataSize: c.int) -> bool --- // Save data to file from byte array (write), returns true on success
- ExportDataAsCode :: proc(data: rawptr, dataSize: c.int, fileName: cstring) -> bool --- // Export data to code (.h), returns true on success
- LoadFileText :: proc(fileName: cstring) -> [^]byte --- // Load text data from file (read), returns a '\0' terminated string
- UnloadFileText :: proc(text: [^]byte) --- // Unload file text data allocated by LoadFileText()
- SaveFileText :: proc(fileName: cstring, text: [^]byte) -> bool --- // Save text data to file (write), string must be '\0' terminated, returns true on success
- // File system functions
- FileExists :: proc(fileName: cstring) -> bool --- // Check if file exists
- DirectoryExists :: proc(dirPath: cstring) -> bool --- // Check if a directory path exists
- IsFileExtension :: proc(fileName, ext: cstring) -> bool --- // Check file extension (including point: .png, .wav)
- GetFileLength :: proc(fileName: cstring) -> c.int --- // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
- GetFileExtension :: proc(fileName: cstring) -> cstring --- // Get pointer to extension for a filename string (includes dot: '.png')
- GetFileName :: proc(filePath: cstring) -> cstring --- // Get pointer to filename for a path string
- GetFileNameWithoutExt :: proc(filePath: cstring) -> cstring --- // Get filename string without extension (uses static string)
- GetDirectoryPath :: proc(filePath: cstring) -> cstring --- // Get full path for a given fileName with path (uses static string)
- GetPrevDirectoryPath :: proc(dirPath: cstring) -> cstring --- // Get previous directory path for a given path (uses static string)
- GetWorkingDirectory :: proc() -> cstring --- // Get current working directory (uses static string)
- GetApplicationDirectory :: proc() -> cstring --- // Get the directory of the running application (uses static string)
- ChangeDirectory :: proc(dir: cstring) -> bool --- // Change working directory, return true on success
- IsPathFile :: proc(path: cstring) -> bool --- // Check if a given path is a file or a directory
- LoadDirectoryFiles :: proc(dirPath: cstring) -> FilePathList --- // Load directory filepaths
- LoadDirectoryFilesEx :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan
- UnloadDirectoryFiles :: proc(files: FilePathList) --- // Unload filepaths
- IsFileDropped :: proc() -> bool --- // Check if a file has been dropped into window
- LoadDroppedFiles :: proc() -> FilePathList --- // Load dropped filepaths
- UnloadDroppedFiles :: proc(files: FilePathList) --- // Unload dropped filepaths
- GetFileModTime :: proc(fileName: cstring) -> c.long --- // Get file modification time (last write time)
- // Compression/Encoding functionality
- CompressData :: proc(data: rawptr, dataSize: c.int, compDataSize: ^c.int) -> [^]byte --- // Compress data (DEFLATE algorithm), memory must be MemFree()
- DecompressData :: proc(compData: rawptr, compDataSize: c.int, dataSize: ^c.int) -> [^]byte --- // Decompress data (DEFLATE algorithm), memory must be MemFree()
- EncodeDataBase64 :: proc(data: rawptr, dataSize: c.int, outputSize: ^c.int) -> [^]byte --- // Encode data to Base64 string, memory must be MemFree()
- DecodeDataBase64 :: proc(data: rawptr, outputSize: ^c.int) -> [^]byte --- // Decode Base64 string data, memory must be MemFree()
- // Automation events functionality
- LoadAutomationEventList :: proc(fileName: cstring) -> AutomationEventList --- // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
- UnloadAutomationEventList :: proc(list: ^AutomationEventList) --- // Unload automation events list from file
- ExportAutomationEventList :: proc(list: AutomationEventList, fileName: cstring) -> bool --- // Export automation events list as text file
- SetAutomationEventList :: proc(list: ^AutomationEventList) --- // Set automation event list to record to
- SetAutomationEventBaseFrame :: proc(frame: c.int) --- // Set automation event internal base frame to start recording
- StartAutomationEventRecording :: proc() --- // Start recording automation events (AutomationEventList must be set)
- StopAutomationEventRecording :: proc() --- // Stop recording automation events
- PlayAutomationEvent :: proc(event: AutomationEvent) --- // Play a recorded automation event
- //------------------------------------------------------------------------------------
- // Input Handling Functions (Module: core)
- //------------------------------------------------------------------------------------
- // Input-related functions: keyboard
- IsKeyPressed :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been pressed once
- IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
- IsKeyDown :: proc(key: KeyboardKey) -> bool --- // Detect if a key is being pressed
- IsKeyReleased :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been released once
- IsKeyUp :: proc(key: KeyboardKey) -> bool --- // Detect if a key is NOT being pressed
- GetKeyPressed :: proc() -> KeyboardKey --- // Get key pressed (keycode), call it multiple times for keys queued
- GetCharPressed :: proc() -> rune --- // Get char pressed (unicode), call it multiple times for chars queued
- SetExitKey :: proc(key: KeyboardKey) --- // Set a custom key to exit program (default is ESC)
- // Input-related functions: gamepads
- IsGamepadAvailable :: proc(gamepad: c.int) -> bool --- // Check if a gamepad is available
- GetGamepadName :: proc(gamepad: c.int) -> cstring --- // Get gamepad internal name id
- IsGamepadButtonPressed :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been pressed once
- IsGamepadButtonDown :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is being pressed
- IsGamepadButtonReleased :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been released once
- IsGamepadButtonUp :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is NOT being pressed
- GetGamepadButtonPressed :: proc() -> GamepadButton --- // Get the last gamepad button pressed
- GetGamepadAxisCount :: proc(gamepad: c.int) -> c.int --- // Get gamepad axis count for a gamepad
- GetGamepadAxisMovement :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 --- // Get axis movement value for a gamepad axis
- SetGamepadMappings :: proc(mappings: cstring) -> c.int --- // Set internal gamepad mappings (SDL_GameControllerDB)
- // Input-related functions: mouse
- IsMouseButtonPressed :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been pressed once
- IsMouseButtonDown :: proc(button: MouseButton) -> bool --- // Detect if a mouse button is being pressed
- IsMouseButtonReleased :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been released once
- when VERSION != "5.0" {
- #panic("IsMouseButtonUp was broken in Raylib 5.0 but should be fixed in Raylib > 5.0. Remove this panic and the when block around it and also remove the workaround version of IsMouseButtonUp just after the end of the 'foreign lib {' block.")
- IsMouseButtonUp :: proc(button: MouseButton) -> bool ---
- }
-
- GetMouseX :: proc() -> c.int --- // Returns mouse position X
- GetMouseY :: proc() -> c.int --- // Returns mouse position Y
- GetMousePosition :: proc() -> Vector2 --- // Returns mouse position XY
- GetMouseDelta :: proc() -> Vector2 --- // Returns mouse delta XY
- SetMousePosition :: proc(x, y: c.int) --- // Set mouse position XY
- SetMouseOffset :: proc(offsetX, offsetY: c.int) --- // Set mouse offset
- SetMouseScale :: proc(scaleX, scaleY: f32) --- // Set mouse scaling
- GetMouseWheelMove :: proc() -> f32 --- // Returns mouse wheel movement Y
- GetMouseWheelMoveV :: proc() -> Vector2 --- // Get mouse wheel movement for both X and Y
- SetMouseCursor :: proc(cursor: MouseCursor) --- // Set mouse cursor
- // Input-related functions: touch
- GetTouchX :: proc() -> c.int --- // Returns touch position X for touch point 0 (relative to screen size)
- GetTouchY :: proc() -> c.int --- // Returns touch position Y for touch point 0 (relative to screen size)
- GetTouchPosition :: proc(index: c.int) -> Vector2 --- // Returns touch position XY for a touch point index (relative to screen size)
- GetTouchPointId :: proc(index: c.int) -> c.int --- // Get touch point identifier for given index
- GetTouchPointCount :: proc() -> c.int --- // Get number of touch points
- //------------------------------------------------------------------------------------
- // Gestures and Touch Handling Functions (Module: rgestures)
- //------------------------------------------------------------------------------------
- SetGesturesEnabled :: proc(flags: Gestures) --- // Enable a set of gestures using flags
- // IsGestureDetected :: proc(gesture: Gesture) -> bool --- // Check if a gesture have been detected
- GetGestureDetected :: proc() -> Gestures --- // Get latest detected gesture
- GetGestureHoldDuration :: proc() -> f32 --- // Get gesture hold time in milliseconds
- GetGestureDragVector :: proc() -> Vector2 --- // Get gesture drag vector
- GetGestureDragAngle :: proc() -> f32 --- // Get gesture drag angle
- GetGesturePinchVector :: proc() -> Vector2 --- // Get gesture pinch delta
- GetGesturePinchAngle :: proc() -> f32 --- // Get gesture pinch angle
- //------------------------------------------------------------------------------------
- // Camera System Functions (Module: camera)
- //------------------------------------------------------------------------------------
- UpdateCamera :: proc(camera: ^Camera, mode: CameraMode) --- // Set camera mode (multiple camera modes available)
- UpdateCameraPro :: proc(camera: ^Camera, movement: Vector3, rotation: Vector3, zoom: f32) --- // 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
- SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) ---
- // Basic shapes drawing functions
- DrawPixel :: proc(posX, posY: c.int, color: Color) --- // Draw a pixel
- DrawPixelV :: proc(position: Vector2, color: Color) --- // Draw a pixel (Vector version)
- DrawLine :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw a line
- DrawLineV :: proc(startPos, endPos: Vector2, color: Color) --- // Draw a line (using gl lines)
- DrawLineEx :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line (using triangles/quads)
- DrawLineStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw lines sequence (using gl lines)
- DrawLineBezier :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw line segment cubic-bezier in-out interpolation
- DrawCircle :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw a color-filled circle
- DrawCircleSector :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw a piece of a circle
- DrawCircleSectorLines :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw circle sector outline
- DrawCircleGradient :: proc(centerX, centerY: c.int, radius: f32, color1, color2: Color) --- // Draw a gradient-filled circle
- DrawCircleV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw a color-filled circle (Vector version)
- DrawCircleLines :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw circle outline
- DrawCircleLinesV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw circle outline (Vector version)
- DrawEllipse :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse
- DrawEllipseLines :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse outline
- DrawRing :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
- DrawRingLines :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
- DrawRectangle :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw a color-filled rectangle
- DrawRectangleV :: proc(position: Vector2, size: Vector2, color: Color) --- // Draw a color-filled rectangle (Vector version)
- DrawRectangleRec :: proc(rec: Rectangle, color: Color) --- // Draw a color-filled rectangle
- DrawRectanglePro :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) --- // Draw a color-filled rectangle with pro parameters
- DrawRectangleGradientV :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) --- // Draw a vertical-gradient-filled rectangle
- DrawRectangleGradientH :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) --- // Draw a horizontal-gradient-filled rectangle
- DrawRectangleGradientEx :: proc(rec: Rectangle, col1, col2, col3, col4: Color) --- // Draw a gradient-filled rectangle with custom vertex colors
- DrawRectangleLines :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle outline
- DrawRectangleLinesEx :: proc(rec: Rectangle, lineThick: f32, color: Color) --- // Draw rectangle outline with extended parameters
- DrawRectangleRounded :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) --- // Draw rectangle with rounded edges
- DrawRectangleRoundedLines :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle with rounded edges outline
- DrawTriangle :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
- DrawTriangleLines :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline (vertex in counter-clockwise order!)
- DrawTriangleFan :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points (first vertex is the center)
- DrawTriangleStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
- DrawPoly :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a regular polygon (Vector version)
- DrawPolyLines :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a polygon outline of n sides
- DrawPolyLinesEx :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) --- // Draw a polygon outline of n sides with extended parameters
- // Splines drawing functions
- DrawSplineLinear :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Linear, minimum 2 points
- DrawSplineBasis :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: B-Spline, minimum 4 points
- DrawSplineCatmullRom :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Catmull-Rom, minimum 4 points
- DrawSplineBezierQuadratic :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
- DrawSplineBezierCubic :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
- DrawSplineSegmentLinear :: proc(p1, p2: Vector2, thick: f32, color: Color) --- // Draw spline segment: Linear, 2 points
- DrawSplineSegmentBasis :: proc(p1, p2, p3, p4: Vector2, thick: f32, color: Color) --- // Draw spline segment: B-Spline, 4 points
- DrawSplineSegmentCatmullRom :: proc(p1, p2, p3, p4: Vector2, thick: f32, color: Color) --- // Draw spline segment: Catmull-Rom, 4 points
- DrawSplineSegmentBezierQuadratic :: proc(p1, c2, p3: Vector2, thick: f32, color: Color) --- // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
- DrawSplineSegmentBezierCubic :: proc(p1, c2, c3, p4: Vector2, thick: f32, color: Color) --- // Draw spline segment: Cubic Bezier, 2 points, 2 control points
- // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
- GetSplinePointLinear :: proc(startPos, endPos: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Linear
- GetSplinePointBasis :: proc(p1, p2, p3, p4: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: B-Spline
- GetSplinePointCatmullRom :: proc(p1, p2, p3, p4: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Catmull-Rom
- GetSplinePointBezierQuad :: proc(p1, c2, p3: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Quadratic Bezier
- GetSplinePointBezierCubic :: proc(p1, c2, c3, p4: Vector2, t: f32) -> Vector2 --- // Get (evaluate) spline point: Cubic Bezier
- // Basic shapes collision detection functions
- CheckCollisionRecs :: proc(rec1, rec2: Rectangle) -> bool --- // Check collision between two rectangles
- CheckCollisionCircles :: proc(center1: Vector2, radius1: f32, center2: Vector2, radius2: f32) -> bool --- // Check collision between two circles
- CheckCollisionCircleRec :: proc(center: Vector2, radius: f32, rec: Rectangle) -> bool --- // Check collision between circle and rectangle
- CheckCollisionPointRec :: proc(point: Vector2, rec: Rectangle) -> bool --- // Check if point is inside rectangle
- CheckCollisionPointCircle :: proc(point, center: Vector2, radius: f32) -> bool --- // Check if point is inside circle
- CheckCollisionPointTriangle :: proc(point: Vector2, p1, p2, p3: Vector2) -> bool --- // Check if point is inside a triangle
- CheckCollisionPointPoly :: proc(point: Vector2, points: [^]Vector2, pointCount: c.int) -> bool --- // Check if point is within a polygon described by array of vertices
- CheckCollisionLines :: proc(startPos1, endPos1, startPos2, endPos2: Vector2, collisionPoint: [^]Vector2) -> bool --- // Check the collision between two lines defined by two points each, returns collision point by reference
- CheckCollisionPointLine :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool --- // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
- GetCollisionRec :: proc(rec1, rec2: Rectangle) -> Rectangle --- // Get collision rectangle for two rectangles collision
- // Image loading functions
- // NOTE: These functions do not require GPU access
- LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
- LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
- LoadImageSvg :: proc(fileNameOrString: cstring, width, height: c.int) -> Image --- // Load image from SVG file data or string with specified size
- LoadImageAnim :: proc(fileName: cstring, frames: [^]c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
- LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. '.png'
- LoadImageFromTexture :: proc(texture: Texture2D) -> Image --- // Load image from GPU texture data
- LoadImageFromScreen :: proc() -> Image --- // Load image from screen buffer and (screenshot)
- IsImageReady :: proc(image: Image) -> bool --- // Check if an image is ready
- UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
- ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
- ExportImageToMemory :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr --- // Export image to memory buffer
- ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
- // Image generation functions
- GenImageColor :: proc(width, height: c.int, color: Color) -> Image --- // Generate image: plain color
- GenImageGradientLinear :: proc(width, height, direction: c.int, start, end: Color) -> Image --- // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
- GenImageGradientRadial :: proc(width, height: c.int, density: f32, inner, outer: Color) -> Image --- // Generate image: radial gradient
- GenImageGradientSquare :: proc(width, height: c.int, density: f32, inner, outer: Color) -> Image --- // Generate image: square gradient
- GenImageChecked :: proc(width, height: c.int, checksX, checksY: c.int, col1, col2: Color) -> Image --- // Generate image: checked
- GenImageWhiteNoise :: proc(width, height: c.int, factor: f32) -> Image --- // Generate image: white noise
- GenImagePerlinNoise :: proc(width, height: c.int, offsetX, offsetY: c.int, scale: f32) -> Image --- // Generate image: perlin noise
- GenImageCellular :: proc(width, height: c.int, tileSize: c.int) -> Image --- // Generate image: cellular algorithm, bigger tileSize means bigger cells
- GenImageText :: proc(width, height: c.int, text: cstring) -> Image --- // Generate image: grayscale image from text data
- // Image manipulation functions
- ImageCopy :: proc(image: Image) -> Image --- // Create an image duplicate (useful for transformations)
- ImageFromImage :: proc(image: Image, rec: Rectangle) -> Image --- // Create an image from another image piece
- ImageText :: proc(text: cstring, fontSize: c.int, color: Color) -> Image --- // Create an image from text (default font)
- ImageTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image --- // Create an image from text (custom sprite font)
- ImageFormat :: proc(image: ^Image, newFormat: PixelFormat) --- // Convert image data to desired format
- ImageToPOT :: proc(image: ^Image, fill: Color) --- // Convert image to POT (power-of-two)
- ImageCrop :: proc(image: ^Image, crop: Rectangle) --- // Crop an image to a defined rectangle
- ImageAlphaCrop :: proc(image: ^Image, threshold: f32) --- // Crop image depending on alpha value
- ImageAlphaClear :: proc(image: ^Image, color: Color, threshold: f32) --- // Clear alpha channel to desired color
- ImageAlphaMask :: proc(image: ^Image, alphaMask: Image) --- // Apply alpha mask to image
- ImageAlphaPremultiply :: proc(image: ^Image) --- // Premultiply alpha channel
- ImageBlurGaussian :: proc(image: ^Image, blurSize: c.int) --- // Apply Gaussian blur using a box blur approximation
- ImageResize :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Bicubic scaling algorithm)
- ImageResizeNN :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Nearest-Neighbor scaling algorithm)
- ImageResizeCanvas :: proc(image: ^Image, newWidth, newHeight: c.int, offsetX, offsetY: c.int, fill: Color) --- // Resize canvas and fill with color
- ImageMipmaps :: proc(image: ^Image) --- // Compute all mipmap levels for a provided image
- ImageDither :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) --- // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- ImageFlipVertical :: proc(image: ^Image) --- // Flip image vertically
- ImageFlipHorizontal :: proc(image: ^Image) --- // Flip image horizontally
- ImageRotate :: proc(image: ^Image, degrees: c.int) --- // Rotate image by input angle in degrees( -359 to 359)
- ImageRotateCW :: proc(image: ^Image) --- // Rotate image clockwise 90deg
- ImageRotateCCW :: proc(image: ^Image) --- // Rotate image counter-clockwise 90deg
- ImageColorTint :: proc(image: ^Image, color: Color) --- // Modify image color: tint
- ImageColorInvert :: proc(image: ^Image) --- // Modify image color: invert
- ImageColorGrayscale :: proc(image: ^Image) --- // Modify image color: grayscale
- ImageColorContrast :: proc(image: ^Image, contrast: f32) --- // Modify image color: contrast (-100 to 100)
- ImageColorBrightness :: proc(image: ^Image, brightness: c.int) --- // Modify image color: brightness (-255 to 255)
- ImageColorReplace :: proc(image: ^Image, color, replace: Color) --- // Modify image color: replace color
- LoadImageColors :: proc(image: Image) -> [^]Color --- // Load color data from image as a Color array (RGBA - 32bit)
- LoadImagePalette :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color --- // Load colors palette from image as a Color array (RGBA - 32bit)
- UnloadImageColors :: proc(colors: [^]Color) --- // Unload color data loaded with LoadImageColors()
- UnloadImagePalette :: proc(colors: [^]Color) --- // Unload colors palette loaded with LoadImagePalette()
- GetImageAlphaBorder :: proc(image: Image, threshold: f32) -> Rectangle --- // Get image alpha border rectangle
- GetImageColor :: proc(image: Image, x, y: c.int) -> Color --- // Get image pixel color at (x, y) position
- // Image drawing functions
- // NOTE: Image software-rendering functions (CPU)
- ImageClearBackground :: proc(dst: ^Image, color: Color) --- // Clear image background with given color
- ImageDrawPixel :: proc(dst: ^Image, posX, posY: c.int, color: Color) --- // Draw pixel within an image
- ImageDrawPixelV :: proc(dst: ^Image, position: Vector2, color: Color) --- // Draw pixel within an image (Vector version)
- ImageDrawLine :: proc(dst: ^Image, startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw line within an image
- ImageDrawLineV :: proc(dst: ^Image, start, end: Vector2, color: Color) --- // Draw line within an image (Vector version)
- ImageDrawCircle :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw a filled circle within an image
- ImageDrawCircleV :: proc(dst: ^Image, center: Vector2, radius: c.int, color: Color) --- // Draw a filled circle within an image (Vector version)
- ImageDrawCircleLines :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw circle outline within an image
- ImageDrawCircleLinesV :: proc(dst: ^Image, center: Vector2, radius: c.int, color: Color) --- // Draw circle outline within an image (Vector version)
- ImageDrawRectangle :: proc(dst: ^Image, posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle within an image
- ImageDrawRectangleV :: proc(dst: ^Image, position, size: Vector2, color: Color) --- // Draw rectangle within an image (Vector version)
- ImageDrawRectangleRec :: proc(dst: ^Image, rec: Rectangle, color: Color) --- // Draw rectangle within an image
- ImageDrawRectangleLines :: proc(dst: ^Image, rec: Rectangle, thick: c.int, color: Color) --- // Draw rectangle lines within an image
- ImageDraw :: proc(dst: ^Image, src: Image, srcRec, dstRec: Rectangle, tint: Color) --- // Draw a source image within a destination image (tint applied to source)
- ImageDrawText :: proc(dst: ^Image, text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) --- // Draw text (using default font) within an image (destination)
- ImageDrawTextEx :: proc(dst: ^Image, font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text (custom sprite font) within an image (destination)
- // Texture loading functions
- // NOTE: These functions require GPU access
- LoadTexture :: proc(fileName: cstring) -> Texture2D --- // Load texture from file into GPU memory (VRAM)
- LoadTextureFromImage :: proc(image: Image) -> Texture2D --- // Load texture from image data
- LoadTextureCubemap :: proc(image: Image, layout: CubemapLayout) -> TextureCubemap --- // Load cubemap from image, multiple image cubemap layouts supported
- LoadRenderTexture :: proc(width, height: c.int) -> RenderTexture2D --- // Load texture for rendering (framebuffer)
- IsTextureReady :: proc(texture: Texture2D) -> bool --- // Check if a texture is ready
- UnloadTexture :: proc(texture: Texture2D) --- // Unload texture from GPU memory (VRAM)
- IsRenderTextureReady :: proc(target: RenderTexture2D) -> bool --- // Check if a render texture is ready
- UnloadRenderTexture :: proc(target: RenderTexture2D) --- // Unload render texture from GPU memory (VRAM)
- UpdateTexture :: proc(texture: Texture2D, pixels: rawptr) --- // Update GPU texture with new data
- UpdateTextureRec :: proc(texture: Texture2D, rec: Rectangle, pixels: rawptr) --- // Update GPU texture rectangle with new data
- // Texture configuration functions
- GenTextureMipmaps :: proc(texture: ^Texture2D) --- // Generate GPU mipmaps for a texture
- SetTextureFilter :: proc(texture: Texture2D, filter: TextureFilter) --- // Set texture scaling filter mode
- SetTextureWrap :: proc(texture: Texture2D, wrap: TextureWrap) --- // Set texture wrapping mode
- // Texture drawing functions
- DrawTexture :: proc(texture: Texture2D, posX, posY: c.int, tint: Color) --- // Draw a Texture2D
- DrawTextureV :: proc(texture: Texture2D, position: Vector2, tint: Color) --- // Draw a Texture2D with position defined as Vector2
- DrawTextureEx :: proc(texture: Texture2D, position: Vector2, rotation: f32, scale: f32, tint: Color) --- // Draw a Texture2D with extended parameters
- DrawTextureRec :: proc(texture: Texture2D, source: Rectangle, position: Vector2, tint: Color) --- // Draw a part of a texture defined by a rectangle
- DrawTexturePro :: proc(texture: Texture2D, source, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) --- // Draw a part of a texture defined by a rectangle with 'pro' parameters
- DrawTextureNPatch :: proc(texture: Texture2D, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) --- // Draws a texture (or part of it) that stretches or shrinks nicely
- // Color/pixel related functions
- Fade :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
- ColorToInt :: proc(color: Color) -> c.uint --- // Get hexadecimal value for a Color
- ColorNormalize :: proc(color: Color) -> Vector4 --- // Get Color normalized as float [0..1]
- ColorFromNormalized :: proc(normalized: Vector4) -> Color --- // Get Color from normalized values [0..1]
- ColorToHSV :: proc(color: Color) -> Vector3 --- // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
- ColorFromHSV :: proc(hue, saturation, value: f32) -> Color --- // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
- ColorTint :: proc(color, tint: Color) -> Color --- // Get color multiplied with another color
- ColorBrightness :: proc(color: Color, factor: f32) -> Color --- // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
- ColorContrast :: proc(color: Color, contrast: f32) -> Color --- // Get color with contrast correction, contrast values between -1.0f and 1.0f
- ColorAlpha :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
- ColorAlphaBlend :: proc(dst, src, tint: Color) -> Color --- // Get src alpha-blended into dst color with tint
- GetColor :: proc(hexValue: c.uint) -> Color --- // Get Color structure from hexadecimal value
- GetPixelColor :: proc(srcPtr: rawptr, format: PixelFormat) -> Color --- // Get Color from a source pixel pointer of certain format
- SetPixelColor :: proc(dstPtr: rawptr, color: Color, format: PixelFormat) --- // Set color formatted into destination pixel pointer
- GetPixelDataSize :: proc(width, height: c.int, format: PixelFormat) -> c.int --- // Get pixel data size in bytes for certain format
- //------------------------------------------------------------------------------------
- // Font Loading and Text Drawing Functions (Module: text)
- //------------------------------------------------------------------------------------
- // Font loading/unloading functions
- GetFontDefault :: proc() -> Font --- // Get the default Font
- LoadFont :: proc(fileName: cstring) -> Font --- // Load font from file into GPU memory (VRAM)
- LoadFontEx :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
- LoadFontFromImage :: proc(image: Image, key: Color, firstChar: rune) -> Font --- // Load font from Image (XNA style)
- LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
- IsFontReady :: proc(font: Font) -> bool --- // Check if a font is ready
- LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- // Load font data for further use
- GenImageFontAtlas :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
- UnloadFontData :: proc(glyphs: [^]GlyphInfo, glyphCount: c.int) --- // Unload font chars info data (RAM)
- UnloadFont :: proc(font: Font) --- // Unload font from GPU memory (VRAM)
- ExportFontAsCode :: proc(font: Font, fileName: cstring) -> bool --- // Export font as code file, returns true on success
- // Text drawing functions
- DrawFPS :: proc(posX, posY: c.int) --- // Draw current FPS
- DrawText :: proc(text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) --- // Draw text (using default font)
- DrawTextEx :: proc(font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text using font and additional parameters
- DrawTextPro :: proc(font: Font, text: cstring, position, origin: Vector2, rotation: f32, fontSize: f32, spacing: f32, tint: Color) --- // Draw text using Font and pro parameters (rotation)
- DrawTextCodepoint :: proc(font: Font, codepoint: rune, position: Vector2, fontSize: f32, tint: Color) --- // Draw one character (codepoint)
- DrawTextCodepoints :: proc(font: Font, codepoints: [^]rune, codepointCount: c.int, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw multiple character (codepoint)
- // Text font info functions
- SetTextLineSpacing :: proc(spacing: c.int) --- // Set vertical line spacing when drawing with line-breaks
- MeasureText :: proc(text: cstring, fontSize: c.int) -> c.int --- // Measure string width for default font
- MeasureTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32) -> Vector2 --- // Measure string size for Font
- GetGlyphIndex :: proc(font: Font, codepoint: rune) -> c.int --- // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
- GetGlyphInfo :: proc(font: Font, codepoint: rune) -> GlyphInfo --- // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
- GetGlyphAtlasRec :: proc(font: Font, codepoint: rune) -> Rectangle --- // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
- // Text codepoints management functions (unicode characters)
- LoadUTF8 :: proc(codepoints: [^]rune, length: c.int) -> [^]byte --- // Load UTF-8 text encoded from codepoints array
- UnloadUTF8 :: proc(text: [^]byte) --- // Unload UTF-8 text encoded from codepoints array
- LoadCodepoints :: proc(text: rawptr, count: ^c.int) -> [^]rune --- // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
- UnloadCodepoints :: proc(codepoints: [^]rune) --- // Unload codepoints data from memory
- GetCodepointCount :: proc(text : cstring) -> c.int --- // Get total number of codepoints in a UTF-8 encoded string
- GetCodepoint :: proc(text: cstring, codepointSize: ^c.int) -> rune --- // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- GetCodepointNext :: proc(text: cstring, codepointSize: ^c.int) -> rune --- // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- GetCodepointPrevious :: proc(text: cstring, codepointSize: ^c.int) -> rune --- // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- CodepointToUTF8 :: proc(codepoint: rune, utf8Size: ^c.int) -> cstring --- // 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!
- TextCopy :: proc(dst: [^]byte, src: cstring) -> c.int --- // Copy one string to another, returns bytes copied
- TextIsEqual :: proc(text1, text2: cstring) -> bool --- // Check if two text string are equal
- TextLength :: proc(text: cstring) -> c.uint --- // Get text length, checks for '\0' ending
- // TextFormat is defined at the bottom of this file
- TextSubtext :: proc(text: cstring, position: c.int, length: c.int) -> cstring --- // Get a piece of a text string
- TextReplace :: proc(text: [^]byte, replace, by: cstring) -> [^]byte --- // Replace text string (WARNING: memory must be freed!)
- TextInsert :: proc(text, insert: cstring, position: c.int) -> [^]byte --- // Insert text in a position (WARNING: memory must be freed!)
- TextJoin :: proc(textList: [^]cstring, count: c.int, delimiter: cstring) -> cstring --- // Join text strings with delimiter
- TextSplit :: proc(text: cstring, delimiter: byte, count: ^c.int) -> [^]cstring --- // Split text into multiple strings
- TextAppend :: proc(text: [^]byte, append: cstring, position: ^c.int) --- // Append text at specific position and move cursor!
- TextFindIndex :: proc(text, find: cstring) -> c.int --- // Find first text occurrence within a string
- TextToUpper :: proc(text: cstring) -> cstring --- // Get upper case version of provided string
- TextToLower :: proc(text: cstring) -> cstring --- // Get lower case version of provided string
- TextToPascal :: proc(text: cstring) -> cstring --- // Get Pascal case notation version of provided string
- TextToInteger :: proc(text: cstring) -> c.int --- // Get integer value from text (negative values not supported)
- //------------------------------------------------------------------------------------
- // Basic 3d Shapes Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- // Basic geometric 3D shapes drawing functions
- DrawLine3D :: proc(startPos, endPos: Vector3, color: Color) --- // Draw a line in 3D world space
- DrawPoint3D :: proc(position: Vector3, color: Color) --- // Draw a point in 3D space, actually a small line
- DrawCircle3D :: proc(center: Vector3, radius: f32, rotationAxis: Vector3, rotationAngle: f32, color: Color) --- // Draw a circle in 3D world space
- DrawTriangle3D :: proc(v1, v2, v3: Vector3, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
- DrawTriangleStrip3D :: proc(points: [^]Vector3, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
- DrawCube :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube
- DrawCubeV :: proc(position: Vector3, size: Vector3, color: Color) --- // Draw cube (Vector version)
- DrawCubeWires :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube wires
- DrawCubeWiresV :: proc(position, size: Vector3, color: Color) --- // Draw cube wires (Vector version)
- DrawSphere :: proc(centerPos: Vector3, radius: f32, color: Color) --- // Draw sphere
- DrawSphereEx :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere with extended parameters
- DrawSphereWires :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere wires
- DrawCylinder :: proc(position: Vector3, radiusTop, radiusBottom: f32, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone
- DrawCylinderEx :: proc(startPos, endPos: Vector3, startRadius, endRadius: f32, sides: c.int, color: Color) --- // Draw a cylinder with base at startPos and top at endPos
- DrawCylinderWires :: proc(position: Vector3, radiusTop, radiusBottom, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone wires
- DrawCylinderWiresEx :: proc(startPos, endPos: Vector3, startRadius, endRadius: f32, sides: c.int, color: Color) --- // Draw a cylinder wires with base at startPos and top at endPos
- DrawCapsule :: proc(startPos, endPos: Vector3, radius: f32, slices, rings: c.int, color: Color) --- // Draw a capsule with the center of its sphere caps at startPos and endPos
- DrawCapsuleWires :: proc(startPos, endPos: Vector3, radius: f32, slices, rings: c.int, color: Color) --- // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
- DrawPlane :: proc(centerPos: Vector3, size: Vector2, color: Color) --- // Draw a plane XZ
- DrawRay :: proc(ray: Ray, color: Color) --- // Draw a ray line
- DrawGrid :: proc(slices: c.int, spacing: f32) --- // Draw a grid (centered at (0, 0, 0))
- //------------------------------------------------------------------------------------
- // Model 3d Loading and Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
- // Model management functions
- LoadModel :: proc(fileName: cstring) -> Model --- // Load model from files (meshes and materials)
- LoadModelFromMesh :: proc(mesh: Mesh) -> Model --- // Load model from generated mesh (default material)
- IsModelReady :: proc(model: Model) -> bool --- // Check if a model is ready
- UnloadModel :: proc(model: Model) --- // Unload model (including meshes) from memory (RAM and/or VRAM)
- GetModelBoundingBox :: proc(model: Model) -> BoundingBox --- // Compute model bounding box limits (considers all meshes)
- // Model drawing functions
- DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
- DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
- DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
- DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
- DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
- DrawBillboard :: proc(camera: Camera, texture: Texture2D, position: Vector3, size: f32, tint: Color) --- // Draw a billboard texture
- DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) --- // Draw a billboard texture defined by source
- DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
- // Mesh management functions
- UploadMesh :: proc(mesh: ^Mesh, is_dynamic: bool) --- // Upload mesh vertex data in GPU and provide VAO/VBO ids
- UpdateMeshBuffer :: proc(mesh: Mesh, index: c.int, data: rawptr, dataSize: c.int, offset: c.int) --- // Update mesh vertex data in GPU for a specific buffer index
- UnloadMesh :: proc(mesh: Mesh) --- // Unload mesh data from CPU and GPU
- DrawMesh :: proc(mesh: Mesh, material: Material, transform: Matrix) --- // Draw a 3d mesh with material and transform
- DrawMeshInstanced :: proc(mesh: Mesh, material: Material, transforms: [^]Matrix, instances: c.int) --- // Draw multiple mesh instances with material and different transforms
- ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
- GetMeshBoundingBox :: proc(mesh: Mesh) -> BoundingBox --- // Compute mesh bounding box limits
- GenMeshTangents :: proc(mesh: ^Mesh) --- // Compute mesh tangents
- // Mesh generation functions
- GenMeshPoly :: proc(sides: c.int, radius: f32) -> Mesh --- // Generate polygonal mesh
- GenMeshPlane :: proc(width, lengthL: f32, resX, resZ: c.int) -> Mesh --- // Generate plane mesh (with subdivisions)
- GenMeshCube :: proc(width, height, length: f32) -> Mesh --- // Generate cuboid mesh
- GenMeshSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate sphere mesh (standard sphere)
- GenMeshHemiSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate half-sphere mesh (no bottom cap)
- GenMeshCylinder :: proc(radius, height: f32, slices: c.int) -> Mesh --- // Generate cylinder mesh
- GenMeshCone :: proc(radius, height: f32, slices: c.int) -> Mesh --- // Generate cone/pyramid mesh
- GenMeshTorus :: proc(radius, size: f32, radSeg, sides: c.int) -> Mesh --- // Generate torus mesh
- GenMeshKnot :: proc(radius, size: f32, radSeg, sides: c.int) -> Mesh --- // Generate trefoil knot mesh
- GenMeshHeightmap :: proc(heightmap: Image, size: Vector3) -> Mesh --- // Generate heightmap mesh from image data
- GenMeshCubicmap :: proc(cubicmap: Image, cubeSize: Vector3) -> Mesh --- // Generate cubes-based map mesh from image data
- // Material loading/unloading functions
- LoadMaterials :: proc(fileName: cstring, materialCount: ^c.int) -> [^]Material --- // Load materials from model file
- LoadMaterialDefault :: proc() -> Material --- // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- IsMaterialReady :: proc(material: Material) -> bool --- // Check if a material is ready
- UnloadMaterial :: proc(material: Material) --- // Unload material from GPU memory (VRAM)
- SetMaterialTexture :: proc(material: ^Material, mapType: MaterialMapIndex, texture: Texture2D) --- // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
- SetModelMeshMaterial :: proc(model: ^Model, meshId: c.int, materialId: c.int) --- // Set material for a mesh
- // Model animations loading/unloading functions
- LoadModelAnimations :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation --- // Load model animations from file
- UpdateModelAnimation :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation pose
- UnloadModelAnimation :: proc(anim: ModelAnimation) --- // Unload animation data
- UnloadModelAnimations :: proc(animations: [^]ModelAnimation, animCount: c.int) --- // Unload animation array data
- IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool --- // Check model animation skeleton match
- // Collision detection functions
- CheckCollisionSpheres :: proc(center1: Vector3, radius1: f32, center2: Vector3, radius2: f32) -> bool --- // Check collision between two spheres
- CheckCollisionBoxes :: proc(box1, box2: BoundingBox) -> bool --- // Check collision between two bounding boxes
- CheckCollisionBoxSphere :: proc(box: BoundingBox, center: Vector3, radius: f32) -> bool --- // Check collision between box and sphere
- GetRayCollisionSphere :: proc(ray: Ray, center: Vector3, radius: f32) -> RayCollision --- // Get collision info between ray and sphere
- GetRayCollisionBox :: proc(ray: Ray, box: BoundingBox) -> RayCollision --- // Get collision info between ray and box
- GetRayCollisionMesh :: proc(ray: Ray, mesh: Mesh, transform: Matrix) -> RayCollision --- // Get collision info between ray and mesh
- GetRayCollisionTriangle :: proc(ray: Ray, p1, p2, p3: Vector3) -> RayCollision --- // Get collision info between ray and triangle
- GetRayCollisionQuad :: proc(ray: Ray, p1, p2, p3, p4: Vector3) -> RayCollision --- // Get collision info between ray and quad
- //------------------------------------------------------------------------------------
- // Audio Loading and Playing Functions (Module: audio)
- //------------------------------------------------------------------------------------
- // Audio device management functions
- InitAudioDevice :: proc() --- // Initialize audio device and context
- CloseAudioDevice :: proc() --- // Close the audio device and context
- IsAudioDeviceReady :: proc() -> bool --- // Check if audio device has been initialized successfully
- SetMasterVolume :: proc(volume: f32) --- // Set master volume (listener)
- GetMasterVolume :: proc() -> f32 --- // Get master volume (listener)
- // Wave/Sound loading/unloading functions
- LoadWave :: proc(fileName: cstring) -> Wave --- // Load wave data from file
- LoadWaveFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Wave --- // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
- IsWaveReady :: proc(wave: Wave) -> bool --- // Checks if wave data is ready
- LoadSound :: proc(fileName: cstring) -> Sound --- // Load sound from file
- LoadSoundFromWave :: proc(wave: Wave) -> Sound --- // Load sound from wave data
- LoadSoundAlias :: proc(source: Sound) -> Sound --- // Create a new sound that shares the same sample data as the source sound, does not own the sound data
- IsSoundReady :: proc(sound: Sound) -> bool --- // Checks if a sound is ready
- UpdateSound :: proc(sound: Sound, data: rawptr, frameCount: c.int) --- // Update sound buffer with new data
- UnloadWave :: proc(wave: Wave) --- // Unload wave data
- UnloadSound :: proc(sound: Sound) --- // Unload sound
- UnloadSoundAlias :: proc(alias: Sound) --- // Unload a sound alias (does not deallocate sample data)
- ExportWave :: proc(wave: Wave, fileName: cstring) -> bool --- // Export wave data to file, returns true on success
- ExportWaveAsCode :: proc(wave: Wave, fileName: cstring) -> bool --- // Export wave sample data to code (.h), returns true on success
- // Wave/Sound management functions
- PlaySound :: proc(sound: Sound) --- // Play a sound
- StopSound :: proc(sound: Sound) --- // Stop playing a sound
- PauseSound :: proc(sound: Sound) --- // Pause a sound
- ResumeSound :: proc(sound: Sound) --- // Resume a paused sound
- IsSoundPlaying :: proc(sound: Sound) -> bool --- // Check if a sound is currently playing
- SetSoundVolume :: proc(sound: Sound, volume: f32) --- // Set volume for a sound (1.0 is max level)
- SetSoundPitch :: proc(sound: Sound, pitch: f32) --- // Set pitch for a sound (1.0 is base level)
- SetSoundPan :: proc(sound: Sound, pan: f32) --- // Set pan for a sound (0.5 is center)
- WaveCopy :: proc(wave: Wave) -> Wave --- // Copy a wave to a new wave
- WaveCrop :: proc(wave: ^Wave, initSample, finalSample: c.int) --- // Crop a wave to defined samples range
- WaveFormat :: proc(wave: ^Wave, sampleRate, sampleSize: c.int, channels: c.int) --- // Convert wave data to desired format
- LoadWaveSamples :: proc(wave: Wave) -> [^]f32 --- // Load samples data from wave as a 32bit float data array
- UnloadWaveSamples :: proc(samples: [^]f32) --- // Unload samples data loaded with LoadWaveSamples()
- // Music management functions
- LoadMusicStream :: proc(fileName: cstring) -> Music --- // Load music stream from file
- LoadMusicStreamFromMemory :: proc(fileType: cstring, data: rawptr, dataSize: c.int) -> Music --- // Load music stream from data
- IsMusicReady :: proc(music: Music) -> bool --- // Checks if a music stream is ready
- UnloadMusicStream :: proc(music: Music) --- // Unload music stream
- PlayMusicStream :: proc(music: Music) --- // Start music playing
- IsMusicStreamPlaying :: proc(music: Music) -> bool --- // Check if music is playing
- UpdateMusicStream :: proc(music: Music) --- // Updates buffers for music streaming
- StopMusicStream :: proc(music: Music) --- // Stop music playing
- PauseMusicStream :: proc(music: Music) --- // Pause music playing
- ResumeMusicStream :: proc(music: Music) --- // Resume playing paused music
- SeekMusicStream :: proc(music: Music, position: f32) --- // Seek music to a position (in seconds)
- SetMusicVolume :: proc(music: Music, volume: f32) --- // Set volume for music (1.0 is max level)
- SetMusicPitch :: proc(music: Music, pitch: f32) --- // Set pitch for a music (1.0 is base level)
- SetMusicPan :: proc(music: Music, pan: f32) --- // Set pan for a music (0.5 is center)
- GetMusicTimeLength :: proc(music: Music) -> f32 --- // Get music time length (in seconds)
- GetMusicTimePlayed :: proc(music: Music) -> f32 --- // Get current music time played (in seconds)
- // AudioStream management functions
- LoadAudioStream :: proc(sampleRate, sampleSize: c.uint, channels: c.uint) -> AudioStream --- // Load audio stream (to stream raw audio pcm data)
- IsAudioStreamReady :: proc(stream: AudioStream) -> bool --- // Checks if an audio stream is ready
- UnloadAudioStream :: proc(stream: AudioStream) --- // Unload audio stream and free memory
- UpdateAudioStream :: proc(stream: AudioStream, data: rawptr, frameCount: c.int) --- // Update audio stream buffers with data
- IsAudioStreamProcessed :: proc(stream: AudioStream) -> bool --- // Check if any audio stream buffers requires refill
- PlayAudioStream :: proc(stream: AudioStream) --- // Play audio stream
- PauseAudioStream :: proc(stream: AudioStream) --- // Pause audio stream
- ResumeAudioStream :: proc(stream: AudioStream) --- // Resume audio stream
- IsAudioStreamPlaying :: proc(stream: AudioStream) -> bool --- // Check if audio stream is playing
- StopAudioStream :: proc(stream: AudioStream) --- // Stop audio stream
- SetAudioStreamVolume :: proc(stream: AudioStream, volume: f32) --- // Set volume for audio stream (1.0 is max level)
- SetAudioStreamPitch :: proc(stream: AudioStream, pitch: f32) --- // Set pitch for audio stream (1.0 is base level)
- SetAudioStreamPan :: proc(stream: AudioStream, pan: f32) --- // Set pan for audio stream (0.5 is centered)
- SetAudioStreamBufferSizeDefault :: proc(size: c.int) --- // Default size for new audio streams
- SetAudioStreamCallback :: proc(stream: AudioStream, callback: AudioCallback) --- // Audio thread callback to request new data
- AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as <float>s
- DetachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Detach audio stream processor from stream
- AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
- DetachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Detach audio stream processor from the entire audio pipeline
- }
- // Workaround for broken IsMouseButtonUp in Raylib 5.0.
- when VERSION == "5.0" {
- IsMouseButtonUp :: proc "c" (button: MouseButton) -> bool {
- return !IsMouseButtonDown(button)
- }
- } else {
- #panic("Remove this this when block and everything inside it for Raylib > 5.0. It's just here to fix a bug in Raylib 5.0. See IsMouseButtonUp inside 'foreign lib {' block.")
- }
- // Check if a gesture have been detected
- IsGestureDetected :: proc "c" (gesture: Gesture) -> bool {
- @(default_calling_convention="c")
- foreign lib {
- IsGestureDetected :: proc "c" (gesture: Gestures) -> bool ---
- }
- return IsGestureDetected({gesture})
- }
- // Text formatting with variables (sprintf style)
- TextFormat :: proc(text: cstring, args: ..any) -> cstring {
- @static buffers: [MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH]byte
- @static index: u32
-
- buffer := buffers[index][:]
- mem.zero_slice(buffer)
-
- index = (index+1)%MAX_TEXTFORMAT_BUFFERS
-
- str := fmt.bprintf(buffer[:len(buffer)-1], string(text), ..args)
- buffer[len(str)] = 0
-
- return cstring(raw_data(buffer))
- }
- // Text formatting with variables (sprintf style) and allocates (must be freed with 'MemFree')
- TextFormatAlloc :: proc(text: cstring, args: ..any) -> cstring {
- str := fmt.tprintf(string(text), ..args)
- return strings.clone_to_cstring(str, MemAllocator())
- }
- MemAllocator :: proc "contextless" () -> mem.Allocator {
- return mem.Allocator{MemAllocatorProc, nil}
- }
- MemAllocatorProc :: proc(allocator_data: rawptr, mode: mem.Allocator_Mode,
- size, alignment: int,
- old_memory: rawptr, old_size: int, location := #caller_location) -> (data: []byte, err: mem.Allocator_Error) {
- switch mode {
- case .Alloc, .Alloc_Non_Zeroed:
- ptr := MemAlloc(c.uint(size))
- if ptr == nil {
- err = .Out_Of_Memory
- return
- }
- data = mem.byte_slice(ptr, size)
- return
- case .Free:
- MemFree(old_memory)
- return nil, nil
-
- case .Resize, .Resize_Non_Zeroed:
- ptr := MemRealloc(old_memory, c.uint(size))
- if ptr == nil {
- err = .Out_Of_Memory
- return
- }
- data = mem.byte_slice(ptr, size)
- return
-
- case .Free_All, .Query_Features, .Query_Info:
- return nil, .Mode_Not_Implemented
- }
- return nil, .Mode_Not_Implemented
- }
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