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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)