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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)