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authornasr <nsrddyn@gmail.com>2025-12-18 23:06:45 +0100
committernasr <nsrddyn@gmail.com>2025-12-18 23:06:45 +0100
commit604cf259912c812f1ab6b92e212bfe86b3b5fb4e (patch)
tree8a9c8d863acd22294be47340c317a830fa25aa05 /build/RAYLIB_FUNCTIONS.c
parentab3168232c68681470f030fa50071cf44321c66a (diff)
refactor: removed cmake and replaced it with a build script
Diffstat (limited to 'build/RAYLIB_FUNCTIONS.c')
-rw-r--r--build/RAYLIB_FUNCTIONS.c805
1 files changed, 0 insertions, 805 deletions
diff --git a/build/RAYLIB_FUNCTIONS.c b/build/RAYLIB_FUNCTIONS.c
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--- a/build/RAYLIB_FUNCTIONS.c
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- // Window-related functions
- void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
- void CloseWindow(void); // Close window and unload OpenGL context
- bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
- bool IsWindowReady(void); // Check if window has been initialized successfully
- bool IsWindowFullscreen(void); // Check if window is currently fullscreen
- bool IsWindowHidden(void); // Check if window is currently hidden
- bool IsWindowMinimized(void); // Check if window is currently minimized
- bool IsWindowMaximized(void); // Check if window is currently maximized
- bool IsWindowFocused(void); // Check if window is currently focused
- bool IsWindowResized(void); // Check if window has been resized last frame
- bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
- void SetWindowState(unsigned int flags); // Set window configuration state using flags
- void ClearWindowState(unsigned int flags); // Clear window configuration state flags
- void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
- void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
- void MaximizeWindow(void); // Set window state: maximized, if resizable
- void MinimizeWindow(void); // Set window state: minimized, if resizable
- void RestoreWindow(void); // Set window state: not minimized/maximized
- void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
- void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
- void SetWindowTitle(const char *title); // Set title for window
- void SetWindowPosition(int x, int y); // Set window position on screen
- void SetWindowMonitor(int monitor); // Set monitor for the current window
- void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
- void SetWindowSize(int width, int height); // Set window dimensions
- void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
- void SetWindowFocused(void); // Set window focused
- void *GetWindowHandle(void); // Get native window handle
- int GetScreenWidth(void); // Get current screen width
- int GetScreenHeight(void); // Get current screen height
- int GetRenderWidth(void); // Get current render width (it considers HiDPI)
- int GetRenderHeight(void); // Get current render height (it considers HiDPI)
- int GetMonitorCount(void); // Get number of connected monitors
- int GetCurrentMonitor(void); // Get current monitor where window is placed
- Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
- int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
- int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
- int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
- int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
- int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
- Vector2 GetWindowPosition(void); // Get window position XY on monitor
- Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
- const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
- void SetClipboardText(const char *text); // Set clipboard text content
- const char *GetClipboardText(void); // Get clipboard text content
- Image GetClipboardImage(void); // Get clipboard image
- void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
- void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
-
- // Cursor-related functions
- void ShowCursor(void); // Shows cursor
- void HideCursor(void); // Hides cursor
- bool IsCursorHidden(void); // Check if cursor is not visible
- void EnableCursor(void); // Enables cursor (unlock cursor)
- void DisableCursor(void); // Disables cursor (lock cursor)
- bool IsCursorOnScreen(void); // Check if cursor is on the screen
-
- // Drawing-related functions
- void ClearBackground(Color color); // Set background color (framebuffer clear color)
- void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
- void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
- void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
- void EndMode2D(void); // Ends 2D mode with custom camera
- void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
- void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
- void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
- void EndTextureMode(void); // Ends drawing to render texture
- void BeginShaderMode(Shader shader); // Begin custom shader drawing
- void EndShaderMode(void); // End custom shader drawing (use default shader)
- void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
- void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
- void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
- void EndScissorMode(void); // End scissor mode
- void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
- void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
-
- // VR stereo config functions for VR simulator
- VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
- void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
-
- // Shader management functions
- // NOTE: Shader functionality is not available on OpenGL 1.1
- Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
- Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
- bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
- int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
- int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
- void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
- void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
- void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
- void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
- void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
- // Screen-space-related functions
- #define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
- Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
- Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
- Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
- Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
- Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
- Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
- Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
- Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
-
- // Timing-related functions
- void SetTargetFPS(int fps); // Set target FPS (maximum)
- float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
- double GetTime(void); // Get elapsed time in seconds since InitWindow()
- int GetFPS(void); // Get current FPS
-
- // Custom frame control functions
- // NOTE: Those functions are intended for advanced 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
- void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
- void PollInputEvents(void); // Register all input events
- void WaitTime(double seconds); // Wait for some time (halt program execution)
-
- // Random values generation functions
- void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
- int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
- int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
- void UnloadRandomSequence(int *sequence); // Unload random values sequence
-
- // Misc. functions
- void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
- void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
- void OpenURL(const char *url); // Open URL with default system browser (if available)
-
- // NOTE: Following functions implemented in module [utils]
- //------------------------------------------------------------------
- void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
- void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
- void *MemAlloc(unsigned int size); // Internal memory allocator
- void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
- void MemFree(void *ptr); // Internal memory free
-
- // Set custom callbacks
- // WARNING: Callbacks setup is intended for advanced users
- void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
- void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
- void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
- void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
- void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
-
- // Files management functions
- unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
- void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
- bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
- bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
- char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
- void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
- bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
- //------------------------------------------------------------------
-
- // File system functions
- bool FileExists(const char *fileName); // Check if file exists
- bool DirectoryExists(const char *dirPath); // Check if a directory path exists
- bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
- int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
- const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
- const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
- const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
- const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
- const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
- const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
- const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
- int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
- bool ChangeDirectory(const char *dir); // Change working directory, return true on success
- bool IsPathFile(const char *path); // Check if a given path is a file or a directory
- bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
- FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
- FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
- void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
- bool IsFileDropped(void); // Check if a file has been dropped into window
- FilePathList LoadDroppedFiles(void); // Load dropped filepaths
- void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
- long GetFileModTime(const char *fileName); // Get file modification time (last write time)
-
- // Compression/Encoding functionality
- unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
- unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
- char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
- unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
- unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
- unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
- unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
-
-
- // Automation events functionality
- AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
- void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
- bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
- void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
- void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
- void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
- void StopAutomationEventRecording(void); // Stop recording automation events
- void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
-
- //------------------------------------------------------------------------------------
- // Input Handling Functions (Module: core)
- //------------------------------------------------------------------------------------
-
- // Input-related functions: keyboard
- bool IsKeyPressed(int key); // Check if a key has been pressed once
- bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
- bool IsKeyDown(int key); // Check if a key is being pressed
- bool IsKeyReleased(int key); // Check if a key has been released once
- bool IsKeyUp(int key); // Check if a key is NOT being pressed
- int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
- int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
- void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-
- // Input-related functions: gamepads
- bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
- const char *GetGamepadName(int gamepad); // Get gamepad internal name id
- bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
- bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
- bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
- bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
- int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
- int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
- float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
- int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
- void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
-
- // Input-related functions: mouse
- bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
- bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
- bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
- bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
- int GetMouseX(void); // Get mouse position X
- int GetMouseY(void); // Get mouse position Y
- Vector2 GetMousePosition(void); // Get mouse position XY
- Vector2 GetMouseDelta(void); // Get mouse delta between frames
- void SetMousePosition(int x, int y); // Set mouse position XY
- void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
- void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
- float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
- Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
- void SetMouseCursor(int cursor); // Set mouse cursor
-
- // Input-related functions: touch
- int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
- int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
- Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
- int GetTouchPointId(int index); // Get touch point identifier for given index
- int GetTouchPointCount(void); // Get number of touch points
-
- //------------------------------------------------------------------------------------
- // Gestures and Touch Handling Functions (Module: rgestures)
- //------------------------------------------------------------------------------------
- void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
- bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
- int GetGestureDetected(void); // Get latest detected gesture
- float GetGestureHoldDuration(void); // Get gesture hold time in seconds
- Vector2 GetGestureDragVector(void); // Get gesture drag vector
- float GetGestureDragAngle(void); // Get gesture drag angle
- Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
- float GetGesturePinchAngle(void); // Get gesture pinch angle
-
- //------------------------------------------------------------------------------------
- // Camera System Functions (Module: rcamera)
- //------------------------------------------------------------------------------------
- void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
- void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
-
-module: rshapes →
-
-
- // 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
- void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
- Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
- Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
-
- // Basic shapes drawing functions
- void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
- void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
- void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
- void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
- void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
- void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
- void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
- void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
- void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
- void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
- void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
- void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
- void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
- void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
- void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
- void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
- void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
- void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
- void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
- void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
- void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
- void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
- void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
- void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
- void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
- void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
- void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
- void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
- void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
- void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
- void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
- void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
- void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
- void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
- void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
- void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
-
- // Splines drawing functions
- void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
- void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
- void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
- void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
- void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
- void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
- void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
- void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
- void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
- void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, 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]
- Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
- Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
- Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
- Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
- Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
-
- // Basic shapes collision detection functions
- bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
- bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
- bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
- bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
- bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
- bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
- bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
- bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
- bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
- bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
- Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
-
-module: rtextures →
-
-
- // Image loading functions
- // NOTE: These functions do not require GPU access
- Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
- Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
- Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
- Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
- Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
- Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
- Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
- bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
- void UnloadImage(Image image); // Unload image from CPU memory (RAM)
- bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
- unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
- bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
-
- // Image generation functions
- Image GenImageColor(int width, int height, Color color); // Generate image: plain color
- Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
- Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
- Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
- Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
- Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
- Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
- Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
- Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
-
- // Image manipulation functions
- Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
- Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
- Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
- Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
- Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
- void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
- void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
- void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
- void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
- void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
- void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
- void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
- void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
- void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
- void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
- void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
- void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
- void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
- void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- void ImageFlipVertical(Image *image); // Flip image vertically
- void ImageFlipHorizontal(Image *image); // Flip image horizontally
- void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
- void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
- void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
- void ImageColorTint(Image *image, Color color); // Modify image color: tint
- void ImageColorInvert(Image *image); // Modify image color: invert
- void ImageColorGrayscale(Image *image); // Modify image color: grayscale
- void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
- void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
- void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
- Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
- Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
- void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
- void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
- Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
- Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
-
- // Image drawing functions
- // NOTE: Image software-rendering functions (CPU)
- void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
- void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
- void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
- void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
- void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
- void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
- void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
- void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
- void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
- void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
- void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
- void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
- void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
- void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
- void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
- void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
- void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
- void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
- void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
- void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
- void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
- void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
-
- // Texture loading functions
- // NOTE: These functions require GPU access
- Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
- Texture2D LoadTextureFromImage(Image image); // Load texture from image data
- TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
- RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
- bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
- void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
- bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
- void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
- void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
- void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
-
- // Texture configuration functions
- void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
- void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
- void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
-
- // Texture drawing functions
- void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
- void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
- void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
- void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
- void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
- void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
-
- // Color/pixel related functions
- bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
- Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
- int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
- Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
- Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
- Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
- Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
- Color ColorTint(Color color, Color tint); // Get color multiplied with another color
- Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
- Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
- Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
- Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
- Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
- Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
- Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
- void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
- int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
-
-module: rtext →
-
-
- // Font loading/unloading functions
- Font GetFontDefault(void); // Get the default Font
- Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
- Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
- Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
- Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
- bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
- GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
- Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
- void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
- void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
- bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
-
- // Text drawing functions
- void DrawFPS(int posX, int posY); // Draw current FPS
- void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
- void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
- void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
- void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
- void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
-
- // Text font info functions
- void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
- int MeasureText(const char *text, int fontSize); // Measure string width for default font
- Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
- int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
- GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
- Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
-
- // Text codepoints management functions (unicode characters)
- char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
- void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
- int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
- void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
- int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
- int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
-
- // Text strings management functions (no UTF-8 strings, only byte chars)
- // NOTE: Some strings allocate memory internally for returned strings, just be careful!
- int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
- bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
- unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
- const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
- const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
- char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
- char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
- const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
- const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
- void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
- int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
- const char *TextToUpper(const char *text); // Get upper case version of provided string
- const char *TextToLower(const char *text); // Get lower case version of provided string
- const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
- const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
- const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
-
- int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
- float TextToFloat(const char *text); // Get float value from text (negative values not supported)
-
-module: rmodels →
-
-
- // Basic geometric 3D shapes drawing functions
- void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
- void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
- void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
- void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
- void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
- void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
- void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
- void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
- void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
- void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
- void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
- void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
- void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
- void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
- void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
- void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
- void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
- void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
- void DrawRay(Ray ray, Color color); // Draw a ray line
- void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
-
- //------------------------------------------------------------------------------------
- // Model 3d Loading and Drawing Functions (Module: models)
- //------------------------------------------------------------------------------------
-
- // Model management functions
- Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
- Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
- bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
- void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
- BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
-
- // Model drawing functions
- void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
- void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
- void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
- void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
- void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
- void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
- void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
- void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
- void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
- void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
-
- // Mesh management functions
- void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
- void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
- void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
- void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
- void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
- BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
- void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
- bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
- bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
-
- // Mesh generation functions
- Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
- Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
- Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
- Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
- Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
- Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
- Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
- Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
- Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
- Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
- Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
- // Material loading/unloading functions
- Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
- Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
- void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
- void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
- void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
-
- // Model animations loading/unloading functions
- ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
- void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
- void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
- void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
- void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
- bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
-
- // Collision detection functions
- bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
- bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
- bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
- RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
- RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
- RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
- RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
- RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
-
-module: raudio →
-
-
- // Audio device management functions
- void InitAudioDevice(void); // Initialize audio device and context
- void CloseAudioDevice(void); // Close the audio device and context
- bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
- void SetMasterVolume(float volume); // Set master volume (listener)
- float GetMasterVolume(void); // Get master volume (listener)
-
- // Wave/Sound loading/unloading functions
- Wave LoadWave(const char *fileName); // Load wave data from file
- Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
- bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
- Sound LoadSound(const char *fileName); // Load sound from file
- Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
- Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
- bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
- void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
- void UnloadWave(Wave wave); // Unload wave data
- void UnloadSound(Sound sound); // Unload sound
- void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
- bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
- bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
-
- // Wave/Sound management functions
- void PlaySound(Sound sound); // Play a sound
- void StopSound(Sound sound); // Stop playing a sound
- void PauseSound(Sound sound); // Pause a sound
- void ResumeSound(Sound sound); // Resume a paused sound
- bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
- void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
- void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
- void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
- Wave WaveCopy(Wave wave); // Copy a wave to a new wave
- void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
- void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
- float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
- void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
-
- // Music management functions
- Music LoadMusicStream(const char *fileName); // Load music stream from file
- Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
- bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
- void UnloadMusicStream(Music music); // Unload music stream
- void PlayMusicStream(Music music); // Start music playing
- bool IsMusicStreamPlaying(Music music); // Check if music is playing
- void UpdateMusicStream(Music music); // Updates buffers for music streaming
- void StopMusicStream(Music music); // Stop music playing
- void PauseMusicStream(Music music); // Pause music playing
- void ResumeMusicStream(Music music); // Resume playing paused music
- void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
- void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
- void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
- void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
- float GetMusicTimeLength(Music music); // Get music time length (in seconds)
- float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
-
- // AudioStream management functions
- AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
- bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
- void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
- void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
- bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
- void PlayAudioStream(AudioStream stream); // Play audio stream
- void PauseAudioStream(AudioStream stream); // Pause audio stream
- void ResumeAudioStream(AudioStream stream); // Resume audio stream
- bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
- void StopAudioStream(AudioStream stream); // Stop audio stream
- void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
- void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
- void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
- void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
- void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
-
- void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
- void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
-
- void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
- void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
-
-structs
-
- struct Vector2; // Vector2, 2 components
- struct Vector3; // Vector3, 3 components
- struct Vector4; // Vector4, 4 components
- struct Matrix; // Matrix, 4x4 components, column major, OpenGL style, right handed
- struct Color; // Color, 4 components, R8G8B8A8 (32bit)
- struct Rectangle; // Rectangle, 4 components
-
- struct Image; // Image, pixel data stored in CPU memory (RAM)
- struct Texture; // Texture, tex data stored in GPU memory (VRAM)
- struct RenderTexture; // RenderTexture, fbo for texture rendering
- struct NPatchInfo; // NPatchInfo, n-patch layout info
- struct GlyphInfo; // GlyphInfo, font characters glyphs info
- struct Font; // Font, font texture and GlyphInfo array data
-
- struct Camera2D; // Camera2D, defines position/orientation in 2d space
- struct Camera3D; // Camera, defines position/orientation in 3d space
-
- struct Shader; // Shader
- struct MaterialMap; // MaterialMap
- struct Material; // Material, includes shader and maps
- struct Mesh; // Mesh, vertex data and vao/vbo
- struct Model; // Model, meshes, materials and animation data
- struct ModelAnimation; // ModelAnimation
- struct Transform; // Transform, vertex transformation data
- struct BoneInfo; // Bone, skeletal animation bone
- struct Ray; // Ray, ray for raycasting
- struct RayCollision; // RayCollision, ray hit information
- struct BoundingBox; // BoundingBox
-
- struct Wave; // Wave, audio wave data
- struct AudioStream; // AudioStream, custom audio stream
- struct Sound; // Sound
- struct Music; // Music, audio stream, anything longer than ~10 seconds should be streamed
-
- struct VrDeviceInfo; // VrDeviceInfo, Head-Mounted-Display device parameters
- struct VrStereoConfig; // VrStereoConfig, VR stereo rendering configuration for simulator
-
- struct FilePathList; // File path list
-
- struct AutomationEvent; // Automation event
- struct AutomationEventList; // Automation event list
-colors
-
- // Custom raylib color palette for amazing visuals on WHITE background
- #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
- #define GRAY (Color){ 130, 130, 130, 255 } // Gray
- #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
- #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
- #define GOLD (Color){ 255, 203, 0, 255 } // Gold
- #define ORANGE (Color){ 255, 161, 0, 255 } // Orange
- #define PINK (Color){ 255, 109, 194, 255 } // Pink
- #define RED (Color){ 230, 41, 55, 255 } // Red
- #define MAROON (Color){ 190, 33, 55, 255 } // Maroon
- #define GREEN (Color){ 0, 228, 48, 255 } // Green
- #define LIME (Color){ 0, 158, 47, 255 } // Lime
- #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
- #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
- #define BLUE (Color){ 0, 121, 241, 255 } // Blue
- #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
- #define PURPLE (Color){ 200, 122, 255, 255 } // Purple
- #define VIOLET (Color){ 135, 60, 190, 255 } // Violet
- #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
- #define BEIGE (Color){ 211, 176, 131, 255 } // Beige
- #define BROWN (Color){ 127, 106, 79, 255 } // Brown
- #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
-
- #define WHITE (Color){ 255, 255, 255, 255 } // White
- #define BLACK (Color){ 0, 0, 0, 255 } // Black
- #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
- #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
- #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)