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/**********************************************************************************************
*
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* raylib v5 .0 - A simple and easy - to - use library to enjoy videogames programming ( www . raylib . com )
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*
* FEATURES :
* - NO external dependencies , all required libraries included with raylib
* - Multiplatform : Windows , Linux , FreeBSD , OpenBSD , NetBSD , DragonFly ,
* MacOS , Haiku , Android , Raspberry Pi , DRM native , HTML5 .
* - Written in plain C code ( C99 ) in PascalCase / camelCase notation
* - Hardware accelerated with OpenGL ( 1.1 , 2.1 , 3.3 , 4.3 or ES2 - choose at compile )
* - Unique OpenGL abstraction layer ( usable as standalone module ) : [ rlgl ]
* - Multiple Fonts formats supported ( TTF , XNA fonts , AngelCode fonts )
* - Outstanding texture formats support , including compressed formats ( DXT , ETC , ASTC )
* - Full 3 d support for 3 d Shapes , Models , Billboards , Heightmaps and more !
* - Flexible Materials system , supporting classic maps and PBR maps
* - Animated 3 D models supported ( skeletal bones animation ) ( IQM )
* - Shaders support , including Model shaders and Postprocessing shaders
* - Powerful math module for Vector , Matrix and Quaternion operations : [ raymath ]
* - Audio loading and playing with streaming support ( WAV , OGG , MP3 , FLAC , XM , MOD )
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available !
*
* NOTES :
* - One default Font is loaded on InitWindow ( ) - > LoadFontDefault ( ) [ core , text ]
* - One default Texture2D is loaded on rlglInit ( ) , 1 x1 white pixel R8G8B8A8 [ rlgl ] ( OpenGL 3.3 or ES2 )
* - One default Shader is loaded on rlglInit ( ) - > rlLoadShaderDefault ( ) [ rlgl ] ( OpenGL 3.3 or ES2 )
* - One default RenderBatch is loaded on rlglInit ( ) - > rlLoadRenderBatch ( ) [ rlgl ] ( OpenGL 3.3 or ES2 )
*
* DEPENDENCIES ( included ) :
* [ rcore ] rglfw ( Camilla Löwy - github . com / glfw / glfw ) for window / context management and input ( PLATFORM_DESKTOP )
* [ rlgl ] glad ( David Herberth - github . com / Dav1dde / glad ) for OpenGL 3.3 extensions loading ( PLATFORM_DESKTOP )
* [ raudio ] miniaudio ( David Reid - github . com / mackron / miniaudio ) for audio device / context management
*
* OPTIONAL DEPENDENCIES ( included ) :
* [ rcore ] msf_gif ( Miles Fogle ) for GIF recording
* [ rcore ] sinfl ( Micha Mettke ) for DEFLATE decompression algorithm
* [ rcore ] sdefl ( Micha Mettke ) for DEFLATE compression algorithm
* [ rtextures ] stb_image ( Sean Barret ) for images loading ( BMP , TGA , PNG , JPEG , HDR . . . )
* [ rtextures ] stb_image_write ( Sean Barret ) for image writing ( BMP , TGA , PNG , JPG )
* [ rtextures ] stb_image_resize ( Sean Barret ) for image resizing algorithms
* [ rtext ] stb_truetype ( Sean Barret ) for ttf fonts loading
* [ rtext ] stb_rect_pack ( Sean Barret ) for rectangles packing
* [ rmodels ] par_shapes ( Philip Rideout ) for parametric 3 d shapes generation
* [ rmodels ] tinyobj_loader_c ( Syoyo Fujita ) for models loading ( OBJ , MTL )
* [ rmodels ] cgltf ( Johannes Kuhlmann ) for models loading ( glTF )
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* [ rmodels ] Model3D ( bzt ) for models loading ( M3D , https : //bztsrc.gitlab.io/model3d)
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* [ raudio ] dr_wav ( David Reid ) for WAV audio file loading
* [ raudio ] dr_flac ( David Reid ) for FLAC audio file loading
* [ raudio ] dr_mp3 ( David Reid ) for MP3 audio file loading
* [ raudio ] stb_vorbis ( Sean Barret ) for OGG audio loading
* [ raudio ] jar_xm ( Joshua Reisenauer ) for XM audio module loading
* [ raudio ] jar_mod ( Joshua Reisenauer ) for MOD audio module loading
*
*
* LICENSE : zlib / libpng
*
* raylib is licensed under an unmodified zlib / libpng license , which is an OSI - certified ,
* BSD - like license that allows static linking with closed source software :
*
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* Copyright ( c ) 2013 - 2023 Ramon Santamaria ( @ raysan5 )
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*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef RAYLIB_H
# define RAYLIB_H
# include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
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# define RAYLIB_VERSION_MAJOR 5
# define RAYLIB_VERSION_MINOR 0
# define RAYLIB_VERSION_PATCH 0
# define RAYLIB_VERSION "5.0"
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// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
# if defined(_WIN32)
# if defined(BUILD_LIBTYPE_SHARED)
# if defined(__TINYC__)
# define __declspec(x) __attribute__((x))
# endif
# define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
# elif defined(USE_LIBTYPE_SHARED)
# define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
# endif
# endif
# ifndef RLAPI
# define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
# endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
# ifndef PI
# define PI 3.14159265358979323846f
# endif
# ifndef DEG2RAD
# define DEG2RAD (PI / 180.0f)
# endif
# ifndef RAD2DEG
# define RAD2DEG (180.0f / PI)
# endif
// Allow custom memory allocators
// NOTE: Require recompiling raylib sources
# ifndef RL_MALLOC
# define RL_MALLOC(sz) malloc(sz)
# endif
# ifndef RL_CALLOC
# define RL_CALLOC(n,sz) calloc(n,sz)
# endif
# ifndef RL_REALLOC
# define RL_REALLOC(ptr,sz) realloc(ptr,sz)
# endif
# ifndef RL_FREE
# define RL_FREE(ptr) free(ptr)
# endif
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
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// This is called aggregate initialization (C++11 feature)
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# if defined(__cplusplus)
# define CLITERAL(type) type
# else
# define CLITERAL(type) (type)
# endif
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// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
# if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
# error "C++11 or later is required. Add -std=c++11"
# endif
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// NOTE: We set some defines with some data types declared by raylib
// Other modules (raymath, rlgl) also require some of those types, so,
// to be able to use those other modules as standalone (not depending on raylib)
// this defines are very useful for internal check and avoid type (re)definitions
# define RL_COLOR_TYPE
# define RL_RECTANGLE_TYPE
# define RL_VECTOR2_TYPE
# define RL_VECTOR3_TYPE
# define RL_VECTOR4_TYPE
# define RL_QUATERNION_TYPE
# define RL_MATRIX_TYPE
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
# define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
# define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
# define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
# define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
# define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
# define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
# define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
# define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
# define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
# define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
# define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
# define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
# define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
# define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
# define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
# define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
# define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
# define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
# define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
# define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
# define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
# define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
# define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
# define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
# define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
# define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
# if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
# include <stdbool.h>
# elif !defined(__cplusplus) && !defined(bool)
typedef enum bool { false = 0 , true = ! false } bool ;
# define RL_BOOL_TYPE
# endif
// Vector2, 2 components
typedef struct Vector2 {
float x ; // Vector x component
float y ; // Vector y component
} Vector2 ;
// Vector3, 3 components
typedef struct Vector3 {
float x ; // Vector x component
float y ; // Vector y component
float z ; // Vector z component
} Vector3 ;
// Vector4, 4 components
typedef struct Vector4 {
float x ; // Vector x component
float y ; // Vector y component
float z ; // Vector z component
float w ; // Vector w component
} Vector4 ;
// Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion ;
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// Matrix, 4x4 components, column major, OpenGL style, right-handed
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typedef struct Matrix {
float m0 , m4 , m8 , m12 ; // Matrix first row (4 components)
float m1 , m5 , m9 , m13 ; // Matrix second row (4 components)
float m2 , m6 , m10 , m14 ; // Matrix third row (4 components)
float m3 , m7 , m11 , m15 ; // Matrix fourth row (4 components)
} Matrix ;
// Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color {
unsigned char r ; // Color red value
unsigned char g ; // Color green value
unsigned char b ; // Color blue value
unsigned char a ; // Color alpha value
} Color ;
// Rectangle, 4 components
typedef struct Rectangle {
float x ; // Rectangle top-left corner position x
float y ; // Rectangle top-left corner position y
float width ; // Rectangle width
float height ; // Rectangle height
} Rectangle ;
// Image, pixel data stored in CPU memory (RAM)
typedef struct Image {
void * data ; // Image raw data
int width ; // Image base width
int height ; // Image base height
int mipmaps ; // Mipmap levels, 1 by default
int format ; // Data format (PixelFormat type)
} Image ;
// Texture, tex data stored in GPU memory (VRAM)
typedef struct Texture {
unsigned int id ; // OpenGL texture id
int width ; // Texture base width
int height ; // Texture base height
int mipmaps ; // Mipmap levels, 1 by default
int format ; // Data format (PixelFormat type)
} Texture ;
// Texture2D, same as Texture
typedef Texture Texture2D ;
// TextureCubemap, same as Texture
typedef Texture TextureCubemap ;
// RenderTexture, fbo for texture rendering
typedef struct RenderTexture {
unsigned int id ; // OpenGL framebuffer object id
Texture texture ; // Color buffer attachment texture
Texture depth ; // Depth buffer attachment texture
} RenderTexture ;
// RenderTexture2D, same as RenderTexture
typedef RenderTexture RenderTexture2D ;
// NPatchInfo, n-patch layout info
typedef struct NPatchInfo {
Rectangle source ; // Texture source rectangle
int left ; // Left border offset
int top ; // Top border offset
int right ; // Right border offset
int bottom ; // Bottom border offset
int layout ; // Layout of the n-patch: 3x3, 1x3 or 3x1
} NPatchInfo ;
// GlyphInfo, font characters glyphs info
typedef struct GlyphInfo {
int value ; // Character value (Unicode)
int offsetX ; // Character offset X when drawing
int offsetY ; // Character offset Y when drawing
int advanceX ; // Character advance position X
Image image ; // Character image data
} GlyphInfo ;
// Font, font texture and GlyphInfo array data
typedef struct Font {
int baseSize ; // Base size (default chars height)
int glyphCount ; // Number of glyph characters
int glyphPadding ; // Padding around the glyph characters
Texture2D texture ; // Texture atlas containing the glyphs
Rectangle * recs ; // Rectangles in texture for the glyphs
GlyphInfo * glyphs ; // Glyphs info data
} Font ;
// Camera, defines position/orientation in 3d space
typedef struct Camera3D {
Vector3 position ; // Camera position
Vector3 target ; // Camera target it looks-at
Vector3 up ; // Camera up vector (rotation over its axis)
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float fovy ; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection ; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D ;
typedef Camera3D Camera ; // Camera type fallback, defaults to Camera3D
// Camera2D, defines position/orientation in 2d space
typedef struct Camera2D {
Vector2 offset ; // Camera offset (displacement from target)
Vector2 target ; // Camera target (rotation and zoom origin)
float rotation ; // Camera rotation in degrees
float zoom ; // Camera zoom (scaling), should be 1.0f by default
} Camera2D ;
// Mesh, vertex data and vao/vbo
typedef struct Mesh {
int vertexCount ; // Number of vertices stored in arrays
int triangleCount ; // Number of triangles stored (indexed or not)
// Vertex attributes data
float * vertices ; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float * texcoords ; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float * texcoords2 ; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
float * normals ; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float * tangents ; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char * colors ; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short * indices ; // Vertex indices (in case vertex data comes indexed)
// Animation vertex data
float * animVertices ; // Animated vertex positions (after bones transformations)
float * animNormals ; // Animated normals (after bones transformations)
unsigned char * boneIds ; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float * boneWeights ; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
unsigned int vaoId ; // OpenGL Vertex Array Object id
unsigned int * vboId ; // OpenGL Vertex Buffer Objects id (default vertex data)
} Mesh ;
// Shader
typedef struct Shader {
unsigned int id ; // Shader program id
int * locs ; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
} Shader ;
// MaterialMap
typedef struct MaterialMap {
Texture2D texture ; // Material map texture
Color color ; // Material map color
float value ; // Material map value
} MaterialMap ;
// Material, includes shader and maps
typedef struct Material {
Shader shader ; // Material shader
MaterialMap * maps ; // Material maps array (MAX_MATERIAL_MAPS)
float params [ 4 ] ; // Material generic parameters (if required)
} Material ;
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// Transform, vertex transformation data
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typedef struct Transform {
Vector3 translation ; // Translation
Quaternion rotation ; // Rotation
Vector3 scale ; // Scale
} Transform ;
// Bone, skeletal animation bone
typedef struct BoneInfo {
char name [ 32 ] ; // Bone name
int parent ; // Bone parent
} BoneInfo ;
// Model, meshes, materials and animation data
typedef struct Model {
Matrix transform ; // Local transform matrix
int meshCount ; // Number of meshes
int materialCount ; // Number of materials
Mesh * meshes ; // Meshes array
Material * materials ; // Materials array
int * meshMaterial ; // Mesh material number
// Animation data
int boneCount ; // Number of bones
BoneInfo * bones ; // Bones information (skeleton)
Transform * bindPose ; // Bones base transformation (pose)
} Model ;
// ModelAnimation
typedef struct ModelAnimation {
int boneCount ; // Number of bones
int frameCount ; // Number of animation frames
BoneInfo * bones ; // Bones information (skeleton)
Transform * * framePoses ; // Poses array by frame
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char name [ 32 ] ; // Animation name
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} ModelAnimation ;
// Ray, ray for raycasting
typedef struct Ray {
Vector3 position ; // Ray position (origin)
Vector3 direction ; // Ray direction
} Ray ;
// RayCollision, ray hit information
typedef struct RayCollision {
bool hit ; // Did the ray hit something?
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float distance ; // Distance to the nearest hit
Vector3 point ; // Point of the nearest hit
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Vector3 normal ; // Surface normal of hit
} RayCollision ;
// BoundingBox
typedef struct BoundingBox {
Vector3 min ; // Minimum vertex box-corner
Vector3 max ; // Maximum vertex box-corner
} BoundingBox ;
// Wave, audio wave data
typedef struct Wave {
unsigned int frameCount ; // Total number of frames (considering channels)
unsigned int sampleRate ; // Frequency (samples per second)
unsigned int sampleSize ; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels ; // Number of channels (1-mono, 2-stereo, ...)
void * data ; // Buffer data pointer
} Wave ;
// Opaque structs declaration
// NOTE: Actual structs are defined internally in raudio module
typedef struct rAudioBuffer rAudioBuffer ;
typedef struct rAudioProcessor rAudioProcessor ;
// AudioStream, custom audio stream
typedef struct AudioStream {
rAudioBuffer * buffer ; // Pointer to internal data used by the audio system
rAudioProcessor * processor ; // Pointer to internal data processor, useful for audio effects
unsigned int sampleRate ; // Frequency (samples per second)
unsigned int sampleSize ; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
unsigned int channels ; // Number of channels (1-mono, 2-stereo, ...)
} AudioStream ;
// Sound
typedef struct Sound {
AudioStream stream ; // Audio stream
unsigned int frameCount ; // Total number of frames (considering channels)
} Sound ;
// Music, audio stream, anything longer than ~10 seconds should be streamed
typedef struct Music {
AudioStream stream ; // Audio stream
unsigned int frameCount ; // Total number of frames (considering channels)
bool looping ; // Music looping enable
int ctxType ; // Type of music context (audio filetype)
void * ctxData ; // Audio context data, depends on type
} Music ;
// VrDeviceInfo, Head-Mounted-Display device parameters
typedef struct VrDeviceInfo {
int hResolution ; // Horizontal resolution in pixels
int vResolution ; // Vertical resolution in pixels
float hScreenSize ; // Horizontal size in meters
float vScreenSize ; // Vertical size in meters
float vScreenCenter ; // Screen center in meters
float eyeToScreenDistance ; // Distance between eye and display in meters
float lensSeparationDistance ; // Lens separation distance in meters
float interpupillaryDistance ; // IPD (distance between pupils) in meters
float lensDistortionValues [ 4 ] ; // Lens distortion constant parameters
float chromaAbCorrection [ 4 ] ; // Chromatic aberration correction parameters
} VrDeviceInfo ;
// VrStereoConfig, VR stereo rendering configuration for simulator
typedef struct VrStereoConfig {
Matrix projection [ 2 ] ; // VR projection matrices (per eye)
Matrix viewOffset [ 2 ] ; // VR view offset matrices (per eye)
float leftLensCenter [ 2 ] ; // VR left lens center
float rightLensCenter [ 2 ] ; // VR right lens center
float leftScreenCenter [ 2 ] ; // VR left screen center
float rightScreenCenter [ 2 ] ; // VR right screen center
float scale [ 2 ] ; // VR distortion scale
float scaleIn [ 2 ] ; // VR distortion scale in
} VrStereoConfig ;
// File path list
typedef struct FilePathList {
unsigned int capacity ; // Filepaths max entries
unsigned int count ; // Filepaths entries count
char * * paths ; // Filepaths entries
} FilePathList ;
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// Automation event
typedef struct AutomationEvent {
unsigned int frame ; // Event frame
unsigned int type ; // Event type (AutomationEventType)
int params [ 4 ] ; // Event parameters (if required)
} AutomationEvent ;
// Automation event list
typedef struct AutomationEventList {
unsigned int capacity ; // Events max entries (MAX_AUTOMATION_EVENTS)
unsigned int count ; // Events entries count
AutomationEvent * events ; // Events entries
} AutomationEventList ;
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//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// System/Window config flags
// NOTE: Every bit registers one state (use it with bit masks)
// By default all flags are set to 0
typedef enum {
FLAG_VSYNC_HINT = 0x00000040 , // Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 0x00000002 , // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 0x00000004 , // Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 0x00000008 , // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 0x00000080 , // Set to hide window
FLAG_WINDOW_MINIMIZED = 0x00000200 , // Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 0x00000400 , // Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 0x00000800 , // Set to window non focused
FLAG_WINDOW_TOPMOST = 0x00001000 , // Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 0x00000100 , // Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 0x00000010 , // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000 , // Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000 , // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
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FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000 , // Set to run program in borderless windowed mode
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FLAG_MSAA_4X_HINT = 0x00000020 , // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} ConfigFlags ;
// Trace log level
// NOTE: Organized by priority level
typedef enum {
LOG_ALL = 0 , // Display all logs
LOG_TRACE , // Trace logging, intended for internal use only
LOG_DEBUG , // Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO , // Info logging, used for program execution info
LOG_WARNING , // Warning logging, used on recoverable failures
LOG_ERROR , // Error logging, used on unrecoverable failures
LOG_FATAL , // Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE // Disable logging
} TraceLogLevel ;
// Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts
typedef enum {
KEY_NULL = 0 , // Key: NULL, used for no key pressed
// Alphanumeric keys
KEY_APOSTROPHE = 39 , // Key: '
KEY_COMMA = 44 , // Key: ,
KEY_MINUS = 45 , // Key: -
KEY_PERIOD = 46 , // Key: .
KEY_SLASH = 47 , // Key: /
KEY_ZERO = 48 , // Key: 0
KEY_ONE = 49 , // Key: 1
KEY_TWO = 50 , // Key: 2
KEY_THREE = 51 , // Key: 3
KEY_FOUR = 52 , // Key: 4
KEY_FIVE = 53 , // Key: 5
KEY_SIX = 54 , // Key: 6
KEY_SEVEN = 55 , // Key: 7
KEY_EIGHT = 56 , // Key: 8
KEY_NINE = 57 , // Key: 9
KEY_SEMICOLON = 59 , // Key: ;
KEY_EQUAL = 61 , // Key: =
KEY_A = 65 , // Key: A | a
KEY_B = 66 , // Key: B | b
KEY_C = 67 , // Key: C | c
KEY_D = 68 , // Key: D | d
KEY_E = 69 , // Key: E | e
KEY_F = 70 , // Key: F | f
KEY_G = 71 , // Key: G | g
KEY_H = 72 , // Key: H | h
KEY_I = 73 , // Key: I | i
KEY_J = 74 , // Key: J | j
KEY_K = 75 , // Key: K | k
KEY_L = 76 , // Key: L | l
KEY_M = 77 , // Key: M | m
KEY_N = 78 , // Key: N | n
KEY_O = 79 , // Key: O | o
KEY_P = 80 , // Key: P | p
KEY_Q = 81 , // Key: Q | q
KEY_R = 82 , // Key: R | r
KEY_S = 83 , // Key: S | s
KEY_T = 84 , // Key: T | t
KEY_U = 85 , // Key: U | u
KEY_V = 86 , // Key: V | v
KEY_W = 87 , // Key: W | w
KEY_X = 88 , // Key: X | x
KEY_Y = 89 , // Key: Y | y
KEY_Z = 90 , // Key: Z | z
KEY_LEFT_BRACKET = 91 , // Key: [
KEY_BACKSLASH = 92 , // Key: '\'
KEY_RIGHT_BRACKET = 93 , // Key: ]
KEY_GRAVE = 96 , // Key: `
// Function keys
KEY_SPACE = 32 , // Key: Space
KEY_ESCAPE = 256 , // Key: Esc
KEY_ENTER = 257 , // Key: Enter
KEY_TAB = 258 , // Key: Tab
KEY_BACKSPACE = 259 , // Key: Backspace
KEY_INSERT = 260 , // Key: Ins
KEY_DELETE = 261 , // Key: Del
KEY_RIGHT = 262 , // Key: Cursor right
KEY_LEFT = 263 , // Key: Cursor left
KEY_DOWN = 264 , // Key: Cursor down
KEY_UP = 265 , // Key: Cursor up
KEY_PAGE_UP = 266 , // Key: Page up
KEY_PAGE_DOWN = 267 , // Key: Page down
KEY_HOME = 268 , // Key: Home
KEY_END = 269 , // Key: End
KEY_CAPS_LOCK = 280 , // Key: Caps lock
KEY_SCROLL_LOCK = 281 , // Key: Scroll down
KEY_NUM_LOCK = 282 , // Key: Num lock
KEY_PRINT_SCREEN = 283 , // Key: Print screen
KEY_PAUSE = 284 , // Key: Pause
KEY_F1 = 290 , // Key: F1
KEY_F2 = 291 , // Key: F2
KEY_F3 = 292 , // Key: F3
KEY_F4 = 293 , // Key: F4
KEY_F5 = 294 , // Key: F5
KEY_F6 = 295 , // Key: F6
KEY_F7 = 296 , // Key: F7
KEY_F8 = 297 , // Key: F8
KEY_F9 = 298 , // Key: F9
KEY_F10 = 299 , // Key: F10
KEY_F11 = 300 , // Key: F11
KEY_F12 = 301 , // Key: F12
KEY_LEFT_SHIFT = 340 , // Key: Shift left
KEY_LEFT_CONTROL = 341 , // Key: Control left
KEY_LEFT_ALT = 342 , // Key: Alt left
KEY_LEFT_SUPER = 343 , // Key: Super left
KEY_RIGHT_SHIFT = 344 , // Key: Shift right
KEY_RIGHT_CONTROL = 345 , // Key: Control right
KEY_RIGHT_ALT = 346 , // Key: Alt right
KEY_RIGHT_SUPER = 347 , // Key: Super right
KEY_KB_MENU = 348 , // Key: KB menu
// Keypad keys
KEY_KP_0 = 320 , // Key: Keypad 0
KEY_KP_1 = 321 , // Key: Keypad 1
KEY_KP_2 = 322 , // Key: Keypad 2
KEY_KP_3 = 323 , // Key: Keypad 3
KEY_KP_4 = 324 , // Key: Keypad 4
KEY_KP_5 = 325 , // Key: Keypad 5
KEY_KP_6 = 326 , // Key: Keypad 6
KEY_KP_7 = 327 , // Key: Keypad 7
KEY_KP_8 = 328 , // Key: Keypad 8
KEY_KP_9 = 329 , // Key: Keypad 9
KEY_KP_DECIMAL = 330 , // Key: Keypad .
KEY_KP_DIVIDE = 331 , // Key: Keypad /
KEY_KP_MULTIPLY = 332 , // Key: Keypad *
KEY_KP_SUBTRACT = 333 , // Key: Keypad -
KEY_KP_ADD = 334 , // Key: Keypad +
KEY_KP_ENTER = 335 , // Key: Keypad Enter
KEY_KP_EQUAL = 336 , // Key: Keypad =
// Android key buttons
KEY_BACK = 4 , // Key: Android back button
KEY_MENU = 82 , // Key: Android menu button
KEY_VOLUME_UP = 24 , // Key: Android volume up button
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
} KeyboardKey ;
// Add backwards compatibility support for deprecated names
# define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
# define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
# define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
// Mouse buttons
typedef enum {
MOUSE_BUTTON_LEFT = 0 , // Mouse button left
MOUSE_BUTTON_RIGHT = 1 , // Mouse button right
MOUSE_BUTTON_MIDDLE = 2 , // Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3 , // Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4 , // Mouse button extra (advanced mouse device)
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MOUSE_BUTTON_FORWARD = 5 , // Mouse button forward (advanced mouse device)
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MOUSE_BUTTON_BACK = 6 , // Mouse button back (advanced mouse device)
} MouseButton ;
// Mouse cursor
typedef enum {
MOUSE_CURSOR_DEFAULT = 0 , // Default pointer shape
MOUSE_CURSOR_ARROW = 1 , // Arrow shape
MOUSE_CURSOR_IBEAM = 2 , // Text writing cursor shape
MOUSE_CURSOR_CROSSHAIR = 3 , // Cross shape
MOUSE_CURSOR_POINTING_HAND = 4 , // Pointing hand cursor
MOUSE_CURSOR_RESIZE_EW = 5 , // Horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6 , // Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7 , // Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8 , // The top-right to bottom-left diagonal resize/move arrow shape
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MOUSE_CURSOR_RESIZE_ALL = 9 , // The omnidirectional resize/move cursor shape
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MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} MouseCursor ;
// Gamepad buttons
typedef enum {
GAMEPAD_BUTTON_UNKNOWN = 0 , // Unknown button, just for error checking
GAMEPAD_BUTTON_LEFT_FACE_UP , // Gamepad left DPAD up button
GAMEPAD_BUTTON_LEFT_FACE_RIGHT , // Gamepad left DPAD right button
GAMEPAD_BUTTON_LEFT_FACE_DOWN , // Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT , // Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP , // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT , // Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN , // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT , // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_LEFT_TRIGGER_1 , // Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2 , // Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 , // Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 , // Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT , // Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE , // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GAMEPAD_BUTTON_MIDDLE_RIGHT , // Gamepad center buttons, right one (i.e. PS3: Start)
GAMEPAD_BUTTON_LEFT_THUMB , // Gamepad joystick pressed button left
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
} GamepadButton ;
// Gamepad axis
typedef enum {
GAMEPAD_AXIS_LEFT_X = 0 , // Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1 , // Gamepad left stick Y axis
GAMEPAD_AXIS_RIGHT_X = 2 , // Gamepad right stick X axis
GAMEPAD_AXIS_RIGHT_Y = 3 , // Gamepad right stick Y axis
GAMEPAD_AXIS_LEFT_TRIGGER = 4 , // Gamepad back trigger left, pressure level: [1..-1]
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
} GamepadAxis ;
// Material map index
typedef enum {
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MATERIAL_MAP_ALBEDO = 0 , // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
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MATERIAL_MAP_METALNESS , // Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL , // Normal material
MATERIAL_MAP_ROUGHNESS , // Roughness material
MATERIAL_MAP_OCCLUSION , // Ambient occlusion material
MATERIAL_MAP_EMISSION , // Emission material
MATERIAL_MAP_HEIGHT , // Heightmap material
MATERIAL_MAP_CUBEMAP , // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE , // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER , // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDF // Brdf material
} MaterialMapIndex ;
# define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
# define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
// Shader location index
typedef enum {
SHADER_LOC_VERTEX_POSITION = 0 , // Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01 , // Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02 , // Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL , // Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT , // Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR , // Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP , // Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW , // Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION , // Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL , // Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL , // Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW , // Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE , // Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR , // Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT , // Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO , // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS , // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL , // Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS , // Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION , // Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION , // Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT , // Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP , // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE , // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER , // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} ShaderLocationIndex ;
# define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
# define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
// Shader uniform data type
typedef enum {
SHADER_UNIFORM_FLOAT = 0 , // Shader uniform type: float
SHADER_UNIFORM_VEC2 , // Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3 , // Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4 , // Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT , // Shader uniform type: int
SHADER_UNIFORM_IVEC2 , // Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3 , // Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4 , // Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} ShaderUniformDataType ;
// Shader attribute data types
typedef enum {
SHADER_ATTRIB_FLOAT = 0 , // Shader attribute type: float
SHADER_ATTRIB_VEC2 , // Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3 , // Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} ShaderAttributeDataType ;
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 , // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA , // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5 , // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8 , // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 , // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 , // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 , // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32 , // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32 , // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 , // 32*4 bpp (4 channels - float)
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PIXELFORMAT_UNCOMPRESSED_R16 , // 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16 , // 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 , // 16*4 bpp (4 channels - half float)
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PIXELFORMAT_COMPRESSED_DXT1_RGB , // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA , // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA , // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat ;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
TEXTURE_FILTER_POINT = 0 , // No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR , // Linear filtering
TEXTURE_FILTER_TRILINEAR , // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X , // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X , // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X , // Anisotropic filtering 16x
} TextureFilter ;
// Texture parameters: wrap mode
typedef enum {
TEXTURE_WRAP_REPEAT = 0 , // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP , // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT , // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrap ;
// Cubemap layouts
typedef enum {
CUBEMAP_LAYOUT_AUTO_DETECT = 0 , // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL , // Layout is defined by a vertical line with faces
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CUBEMAP_LAYOUT_LINE_HORIZONTAL , // Layout is defined by a horizontal line with faces
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CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR , // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE , // Layout is defined by a 4x3 cross with cubemap faces
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CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
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} CubemapLayout ;
// Font type, defines generation method
typedef enum {
FONT_DEFAULT = 0 , // Default font generation, anti-aliased
FONT_BITMAP , // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
} FontType ;
// Color blending modes (pre-defined)
typedef enum {
BLEND_ALPHA = 0 , // Blend textures considering alpha (default)
BLEND_ADDITIVE , // Blend textures adding colors
BLEND_MULTIPLIED , // Blend textures multiplying colors
BLEND_ADD_COLORS , // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS , // Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY , // Blend premultiplied textures considering alpha
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BLEND_CUSTOM , // Blend textures using custom src/dst factors (use rlSetBlendFactors())
BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
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} BlendMode ;
// Gesture
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// NOTE: Provided as bit-wise flags to enable only desired gestures
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typedef enum {
GESTURE_NONE = 0 , // No gesture
GESTURE_TAP = 1 , // Tap gesture
GESTURE_DOUBLETAP = 2 , // Double tap gesture
GESTURE_HOLD = 4 , // Hold gesture
GESTURE_DRAG = 8 , // Drag gesture
GESTURE_SWIPE_RIGHT = 16 , // Swipe right gesture
GESTURE_SWIPE_LEFT = 32 , // Swipe left gesture
GESTURE_SWIPE_UP = 64 , // Swipe up gesture
GESTURE_SWIPE_DOWN = 128 , // Swipe down gesture
GESTURE_PINCH_IN = 256 , // Pinch in gesture
GESTURE_PINCH_OUT = 512 // Pinch out gesture
} Gesture ;
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0 , // Custom camera
CAMERA_FREE , // Free camera
CAMERA_ORBITAL , // Orbital camera
CAMERA_FIRST_PERSON , // First person camera
CAMERA_THIRD_PERSON // Third person camera
} CameraMode ;
// Camera projection
typedef enum {
CAMERA_PERSPECTIVE = 0 , // Perspective projection
CAMERA_ORTHOGRAPHIC // Orthographic projection
} CameraProjection ;
// N-patch layout
typedef enum {
NPATCH_NINE_PATCH = 0 , // Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL , // Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchLayout ;
// Callbacks to hook some internal functions
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// WARNING: These callbacks are intended for advance users
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typedef void ( * TraceLogCallback ) ( int logLevel , const char * text , va_list args ) ; // Logging: Redirect trace log messages
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typedef unsigned char * ( * LoadFileDataCallback ) ( const char * fileName , int * dataSize ) ; // FileIO: Load binary data
typedef bool ( * SaveFileDataCallback ) ( const char * fileName , void * data , int dataSize ) ; // FileIO: Save binary data
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typedef char * ( * LoadFileTextCallback ) ( const char * fileName ) ; // FileIO: Load text data
typedef bool ( * SaveFileTextCallback ) ( const char * fileName , char * text ) ; // FileIO: Save text data
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
# if defined(__cplusplus)
extern " C " { // Prevents name mangling of functions
# endif
// Window-related functions
RLAPI void InitWindow ( int width , int height , const char * title ) ; // Initialize window and OpenGL context
RLAPI void CloseWindow ( void ) ; // Close window and unload OpenGL context
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RLAPI bool WindowShouldClose ( void ) ; // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
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RLAPI bool IsWindowReady ( void ) ; // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen ( void ) ; // Check if window is currently fullscreen
RLAPI bool IsWindowHidden ( void ) ; // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMinimized ( void ) ; // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMaximized ( void ) ; // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowFocused ( void ) ; // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool IsWindowResized ( void ) ; // Check if window has been resized last frame
RLAPI bool IsWindowState ( unsigned int flag ) ; // Check if one specific window flag is enabled
RLAPI void SetWindowState ( unsigned int flags ) ; // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void ClearWindowState ( unsigned int flags ) ; // Clear window configuration state flags
RLAPI void ToggleFullscreen ( void ) ; // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
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RLAPI void ToggleBorderlessWindowed ( void ) ; // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
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RLAPI void MaximizeWindow ( void ) ; // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow ( void ) ; // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow ( void ) ; // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
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RLAPI void SetWindowIcon ( Image image ) ; // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons ( Image * images , int count ) ; // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle ( const char * title ) ; // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
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RLAPI void SetWindowPosition ( int x , int y ) ; // Set window position on screen (only PLATFORM_DESKTOP)
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RLAPI void SetWindowMonitor ( int monitor ) ; // Set monitor for the current window
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RLAPI void SetWindowMinSize ( int width , int height ) ; // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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RLAPI void SetWindowMaxSize ( int width , int height ) ; // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
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RLAPI void SetWindowSize ( int width , int height ) ; // Set window dimensions
RLAPI void SetWindowOpacity ( float opacity ) ; // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
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RLAPI void SetWindowFocused ( void ) ; // Set window focused (only PLATFORM_DESKTOP)
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RLAPI void * GetWindowHandle ( void ) ; // Get native window handle
RLAPI int GetScreenWidth ( void ) ; // Get current screen width
RLAPI int GetScreenHeight ( void ) ; // Get current screen height
RLAPI int GetRenderWidth ( void ) ; // Get current render width (it considers HiDPI)
RLAPI int GetRenderHeight ( void ) ; // Get current render height (it considers HiDPI)
RLAPI int GetMonitorCount ( void ) ; // Get number of connected monitors
RLAPI int GetCurrentMonitor ( void ) ; // Get current connected monitor
RLAPI Vector2 GetMonitorPosition ( int monitor ) ; // Get specified monitor position
RLAPI int GetMonitorWidth ( int monitor ) ; // Get specified monitor width (current video mode used by monitor)
RLAPI int GetMonitorHeight ( int monitor ) ; // Get specified monitor height (current video mode used by monitor)
RLAPI int GetMonitorPhysicalWidth ( int monitor ) ; // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight ( int monitor ) ; // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate ( int monitor ) ; // Get specified monitor refresh rate
RLAPI Vector2 GetWindowPosition ( void ) ; // Get window position XY on monitor
RLAPI Vector2 GetWindowScaleDPI ( void ) ; // Get window scale DPI factor
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RLAPI const char * GetMonitorName ( int monitor ) ; // Get the human-readable, UTF-8 encoded name of the specified monitor
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RLAPI void SetClipboardText ( const char * text ) ; // Set clipboard text content
RLAPI const char * GetClipboardText ( void ) ; // Get clipboard text content
RLAPI void EnableEventWaiting ( void ) ; // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void DisableEventWaiting ( void ) ; // Disable waiting for events on EndDrawing(), automatic events polling
// Cursor-related functions
RLAPI void ShowCursor ( void ) ; // Shows cursor
RLAPI void HideCursor ( void ) ; // Hides cursor
RLAPI bool IsCursorHidden ( void ) ; // Check if cursor is not visible
RLAPI void EnableCursor ( void ) ; // Enables cursor (unlock cursor)
RLAPI void DisableCursor ( void ) ; // Disables cursor (lock cursor)
RLAPI bool IsCursorOnScreen ( void ) ; // Check if cursor is on the screen
// Drawing-related functions
RLAPI void ClearBackground ( Color color ) ; // Set background color (framebuffer clear color)
RLAPI void BeginDrawing ( void ) ; // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing ( void ) ; // End canvas drawing and swap buffers (double buffering)
RLAPI void BeginMode2D ( Camera2D camera ) ; // Begin 2D mode with custom camera (2D)
RLAPI void EndMode2D ( void ) ; // Ends 2D mode with custom camera
RLAPI void BeginMode3D ( Camera3D camera ) ; // Begin 3D mode with custom camera (3D)
RLAPI void EndMode3D ( void ) ; // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode ( RenderTexture2D target ) ; // Begin drawing to render texture
RLAPI void EndTextureMode ( void ) ; // Ends drawing to render texture
RLAPI void BeginShaderMode ( Shader shader ) ; // Begin custom shader drawing
RLAPI void EndShaderMode ( void ) ; // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode ( int mode ) ; // Begin blending mode (alpha, additive, multiplied, subtract, custom)
RLAPI void EndBlendMode ( void ) ; // End blending mode (reset to default: alpha blending)
RLAPI void BeginScissorMode ( int x , int y , int width , int height ) ; // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode ( void ) ; // End scissor mode
RLAPI void BeginVrStereoMode ( VrStereoConfig config ) ; // Begin stereo rendering (requires VR simulator)
RLAPI void EndVrStereoMode ( void ) ; // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI VrStereoConfig LoadVrStereoConfig ( VrDeviceInfo device ) ; // Load VR stereo config for VR simulator device parameters
RLAPI void UnloadVrStereoConfig ( VrStereoConfig config ) ; // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader ( const char * vsFileName , const char * fsFileName ) ; // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory ( const char * vsCode , const char * fsCode ) ; // Load shader from code strings and bind default locations
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RLAPI bool IsShaderReady ( Shader shader ) ; // Check if a shader is ready
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RLAPI int GetShaderLocation ( Shader shader , const char * uniformName ) ; // Get shader uniform location
RLAPI int GetShaderLocationAttrib ( Shader shader , const char * attribName ) ; // Get shader attribute location
RLAPI void SetShaderValue ( Shader shader , int locIndex , const void * value , int uniformType ) ; // Set shader uniform value
RLAPI void SetShaderValueV ( Shader shader , int locIndex , const void * value , int uniformType , int count ) ; // Set shader uniform value vector
RLAPI void SetShaderValueMatrix ( Shader shader , int locIndex , Matrix mat ) ; // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture ( Shader shader , int locIndex , Texture2D texture ) ; // Set shader uniform value for texture (sampler2d)
RLAPI void UnloadShader ( Shader shader ) ; // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay ( Vector2 mousePosition , Camera camera ) ; // Get a ray trace from mouse position
RLAPI Matrix GetCameraMatrix ( Camera camera ) ; // Get camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D ( Camera2D camera ) ; // Get camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen ( Vector3 position , Camera camera ) ; // Get the screen space position for a 3d world space position
RLAPI Vector2 GetScreenToWorld2D ( Vector2 position , Camera2D camera ) ; // Get the world space position for a 2d camera screen space position
RLAPI Vector2 GetWorldToScreenEx ( Vector3 position , Camera camera , int width , int height ) ; // Get size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D ( Vector2 position , Camera2D camera ) ; // Get the screen space position for a 2d camera world space position
// Timing-related functions
RLAPI void SetTargetFPS ( int fps ) ; // Set target FPS (maximum)
RLAPI float GetFrameTime ( void ) ; // Get time in seconds for last frame drawn (delta time)
RLAPI double GetTime ( void ) ; // Get elapsed time in seconds since InitWindow()
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RLAPI int GetFPS ( void ) ; // Get current FPS
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// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer ( void ) ; // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents ( void ) ; // Register all input events
RLAPI void WaitTime ( double seconds ) ; // Wait for some time (halt program execution)
// Random values generation functions
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RLAPI void SetRandomSeed ( unsigned int seed ) ; // Set the seed for the random number generator
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RLAPI int GetRandomValue ( int min , int max ) ; // Get a random value between min and max (both included)
RLAPI int * LoadRandomSequence ( unsigned int count , int min , int max ) ; // Load random values sequence, no values repeated
RLAPI void UnloadRandomSequence ( int * sequence ) ; // Unload random values sequence
// Misc. functions
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RLAPI void TakeScreenshot ( const char * fileName ) ; // Takes a screenshot of current screen (filename extension defines format)
RLAPI void SetConfigFlags ( unsigned int flags ) ; // Setup init configuration flags (view FLAGS)
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RLAPI void OpenURL ( const char * url ) ; // Open URL with default system browser (if available)
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// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
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RLAPI void TraceLog ( int logLevel , const char * text , . . . ) ; // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogLevel ( int logLevel ) ; // Set the current threshold (minimum) log level
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RLAPI void * MemAlloc ( unsigned int size ) ; // Internal memory allocator
RLAPI void * MemRealloc ( void * ptr , unsigned int size ) ; // Internal memory reallocator
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RLAPI void MemFree ( void * ptr ) ; // Internal memory free
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void SetTraceLogCallback ( TraceLogCallback callback ) ; // Set custom trace log
RLAPI void SetLoadFileDataCallback ( LoadFileDataCallback callback ) ; // Set custom file binary data loader
RLAPI void SetSaveFileDataCallback ( SaveFileDataCallback callback ) ; // Set custom file binary data saver
RLAPI void SetLoadFileTextCallback ( LoadFileTextCallback callback ) ; // Set custom file text data loader
RLAPI void SetSaveFileTextCallback ( SaveFileTextCallback callback ) ; // Set custom file text data saver
// Files management functions
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RLAPI unsigned char * LoadFileData ( const char * fileName , int * dataSize ) ; // Load file data as byte array (read)
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RLAPI void UnloadFileData ( unsigned char * data ) ; // Unload file data allocated by LoadFileData()
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RLAPI bool SaveFileData ( const char * fileName , void * data , int dataSize ) ; // Save data to file from byte array (write), returns true on success
RLAPI bool ExportDataAsCode ( const unsigned char * data , int dataSize , const char * fileName ) ; // Export data to code (.h), returns true on success
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RLAPI char * LoadFileText ( const char * fileName ) ; // Load text data from file (read), returns a '\0' terminated string
RLAPI void UnloadFileText ( char * text ) ; // Unload file text data allocated by LoadFileText()
RLAPI bool SaveFileText ( const char * fileName , char * text ) ; // Save text data to file (write), string must be '\0' terminated, returns true on success
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//------------------------------------------------------------------
// File system functions
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RLAPI bool FileExists ( const char * fileName ) ; // Check if file exists
RLAPI bool DirectoryExists ( const char * dirPath ) ; // Check if a directory path exists
RLAPI bool IsFileExtension ( const char * fileName , const char * ext ) ; // Check file extension (including point: .png, .wav)
RLAPI int GetFileLength ( const char * fileName ) ; // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI const char * GetFileExtension ( const char * fileName ) ; // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI const char * GetFileName ( const char * filePath ) ; // Get pointer to filename for a path string
RLAPI const char * GetFileNameWithoutExt ( const char * filePath ) ; // Get filename string without extension (uses static string)
RLAPI const char * GetDirectoryPath ( const char * filePath ) ; // Get full path for a given fileName with path (uses static string)
RLAPI const char * GetPrevDirectoryPath ( const char * dirPath ) ; // Get previous directory path for a given path (uses static string)
RLAPI const char * GetWorkingDirectory ( void ) ; // Get current working directory (uses static string)
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RLAPI const char * GetApplicationDirectory ( void ) ; // Get the directory of the running application (uses static string)
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RLAPI bool ChangeDirectory ( const char * dir ) ; // Change working directory, return true on success
RLAPI bool IsPathFile ( const char * path ) ; // Check if a given path is a file or a directory
RLAPI FilePathList LoadDirectoryFiles ( const char * dirPath ) ; // Load directory filepaths
RLAPI FilePathList LoadDirectoryFilesEx ( const char * basePath , const char * filter , bool scanSubdirs ) ; // Load directory filepaths with extension filtering and recursive directory scan
RLAPI void UnloadDirectoryFiles ( FilePathList files ) ; // Unload filepaths
RLAPI bool IsFileDropped ( void ) ; // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles ( void ) ; // Load dropped filepaths
RLAPI void UnloadDroppedFiles ( FilePathList files ) ; // Unload dropped filepaths
RLAPI long GetFileModTime ( const char * fileName ) ; // Get file modification time (last write time)
// Compression/Encoding functionality
RLAPI unsigned char * CompressData ( const unsigned char * data , int dataSize , int * compDataSize ) ; // Compress data (DEFLATE algorithm), memory must be MemFree()
RLAPI unsigned char * DecompressData ( const unsigned char * compData , int compDataSize , int * dataSize ) ; // Decompress data (DEFLATE algorithm), memory must be MemFree()
RLAPI char * EncodeDataBase64 ( const unsigned char * data , int dataSize , int * outputSize ) ; // Encode data to Base64 string, memory must be MemFree()
RLAPI unsigned char * DecodeDataBase64 ( const unsigned char * data , int * outputSize ) ; // Decode Base64 string data, memory must be MemFree()
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// Automation events functionality
RLAPI AutomationEventList LoadAutomationEventList ( const char * fileName ) ; // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
RLAPI void UnloadAutomationEventList ( AutomationEventList * list ) ; // Unload automation events list from file
RLAPI bool ExportAutomationEventList ( AutomationEventList list , const char * fileName ) ; // Export automation events list as text file
RLAPI void SetAutomationEventList ( AutomationEventList * list ) ; // Set automation event list to record to
RLAPI void SetAutomationEventBaseFrame ( int frame ) ; // Set automation event internal base frame to start recording
RLAPI void StartAutomationEventRecording ( void ) ; // Start recording automation events (AutomationEventList must be set)
RLAPI void StopAutomationEventRecording ( void ) ; // Stop recording automation events
RLAPI void PlayAutomationEvent ( AutomationEvent event ) ; // Play a recorded automation event
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//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool IsKeyPressed ( int key ) ; // Check if a key has been pressed once
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RLAPI bool IsKeyPressedRepeat ( int key ) ; // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
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RLAPI bool IsKeyDown ( int key ) ; // Check if a key is being pressed
RLAPI bool IsKeyReleased ( int key ) ; // Check if a key has been released once
RLAPI bool IsKeyUp ( int key ) ; // Check if a key is NOT being pressed
RLAPI int GetKeyPressed ( void ) ; // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed ( void ) ; // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
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RLAPI void SetExitKey ( int key ) ; // Set a custom key to exit program (default is ESC)
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// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable ( int gamepad ) ; // Check if a gamepad is available
RLAPI const char * GetGamepadName ( int gamepad ) ; // Get gamepad internal name id
RLAPI bool IsGamepadButtonPressed ( int gamepad , int button ) ; // Check if a gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown ( int gamepad , int button ) ; // Check if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased ( int gamepad , int button ) ; // Check if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp ( int gamepad , int button ) ; // Check if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed ( void ) ; // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount ( int gamepad ) ; // Get gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement ( int gamepad , int axis ) ; // Get axis movement value for a gamepad axis
RLAPI int SetGamepadMappings ( const char * mappings ) ; // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed ( int button ) ; // Check if a mouse button has been pressed once
RLAPI bool IsMouseButtonDown ( int button ) ; // Check if a mouse button is being pressed
RLAPI bool IsMouseButtonReleased ( int button ) ; // Check if a mouse button has been released once
RLAPI bool IsMouseButtonUp ( int button ) ; // Check if a mouse button is NOT being pressed
RLAPI int GetMouseX ( void ) ; // Get mouse position X
RLAPI int GetMouseY ( void ) ; // Get mouse position Y
RLAPI Vector2 GetMousePosition ( void ) ; // Get mouse position XY
RLAPI Vector2 GetMouseDelta ( void ) ; // Get mouse delta between frames
RLAPI void SetMousePosition ( int x , int y ) ; // Set mouse position XY
RLAPI void SetMouseOffset ( int offsetX , int offsetY ) ; // Set mouse offset
RLAPI void SetMouseScale ( float scaleX , float scaleY ) ; // Set mouse scaling
RLAPI float GetMouseWheelMove ( void ) ; // Get mouse wheel movement for X or Y, whichever is larger
RLAPI Vector2 GetMouseWheelMoveV ( void ) ; // Get mouse wheel movement for both X and Y
RLAPI void SetMouseCursor ( int cursor ) ; // Set mouse cursor
// Input-related functions: touch
RLAPI int GetTouchX ( void ) ; // Get touch position X for touch point 0 (relative to screen size)
RLAPI int GetTouchY ( void ) ; // Get touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 GetTouchPosition ( int index ) ; // Get touch position XY for a touch point index (relative to screen size)
RLAPI int GetTouchPointId ( int index ) ; // Get touch point identifier for given index
RLAPI int GetTouchPointCount ( void ) ; // Get number of touch points
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled ( unsigned int flags ) ; // Enable a set of gestures using flags
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RLAPI bool IsGestureDetected ( unsigned int gesture ) ; // Check if a gesture have been detected
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RLAPI int GetGestureDetected ( void ) ; // Get latest detected gesture
RLAPI float GetGestureHoldDuration ( void ) ; // Get gesture hold time in milliseconds
RLAPI Vector2 GetGestureDragVector ( void ) ; // Get gesture drag vector
RLAPI float GetGestureDragAngle ( void ) ; // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector ( void ) ; // Get gesture pinch delta
RLAPI float GetGesturePinchAngle ( void ) ; // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
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RLAPI void UpdateCamera ( Camera * camera , int mode ) ; // Update camera position for selected mode
RLAPI void UpdateCameraPro ( Camera * camera , Vector3 movement , Vector3 rotation , float zoom ) ; // Update camera movement/rotation
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//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture ( Texture2D texture , Rectangle source ) ; // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel ( int posX , int posY , Color color ) ; // Draw a pixel
RLAPI void DrawPixelV ( Vector2 position , Color color ) ; // Draw a pixel (Vector version)
RLAPI void DrawLine ( int startPosX , int startPosY , int endPosX , int endPosY , Color color ) ; // Draw a line
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RLAPI void DrawLineV ( Vector2 startPos , Vector2 endPos , Color color ) ; // Draw a line (using gl lines)
RLAPI void DrawLineEx ( Vector2 startPos , Vector2 endPos , float thick , Color color ) ; // Draw a line (using triangles/quads)
RLAPI void DrawLineStrip ( Vector2 * points , int pointCount , Color color ) ; // Draw lines sequence (using gl lines)
RLAPI void DrawLineBezier ( Vector2 startPos , Vector2 endPos , float thick , Color color ) ; // Draw line segment cubic-bezier in-out interpolation
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RLAPI void DrawCircle ( int centerX , int centerY , float radius , Color color ) ; // Draw a color-filled circle
RLAPI void DrawCircleSector ( Vector2 center , float radius , float startAngle , float endAngle , int segments , Color color ) ; // Draw a piece of a circle
RLAPI void DrawCircleSectorLines ( Vector2 center , float radius , float startAngle , float endAngle , int segments , Color color ) ; // Draw circle sector outline
RLAPI void DrawCircleGradient ( int centerX , int centerY , float radius , Color color1 , Color color2 ) ; // Draw a gradient-filled circle
RLAPI void DrawCircleV ( Vector2 center , float radius , Color color ) ; // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines ( int centerX , int centerY , float radius , Color color ) ; // Draw circle outline
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RLAPI void DrawCircleLinesV ( Vector2 center , float radius , Color color ) ; // Draw circle outline (Vector version)
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RLAPI void DrawEllipse ( int centerX , int centerY , float radiusH , float radiusV , Color color ) ; // Draw ellipse
RLAPI void DrawEllipseLines ( int centerX , int centerY , float radiusH , float radiusV , Color color ) ; // Draw ellipse outline
RLAPI void DrawRing ( Vector2 center , float innerRadius , float outerRadius , float startAngle , float endAngle , int segments , Color color ) ; // Draw ring
RLAPI void DrawRingLines ( Vector2 center , float innerRadius , float outerRadius , float startAngle , float endAngle , int segments , Color color ) ; // Draw ring outline
RLAPI void DrawRectangle ( int posX , int posY , int width , int height , Color color ) ; // Draw a color-filled rectangle
RLAPI void DrawRectangleV ( Vector2 position , Vector2 size , Color color ) ; // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec ( Rectangle rec , Color color ) ; // Draw a color-filled rectangle
RLAPI void DrawRectanglePro ( Rectangle rec , Vector2 origin , float rotation , Color color ) ; // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ; // Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ; // Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx ( Rectangle rec , Color col1 , Color col2 , Color col3 , Color col4 ) ; // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines ( int posX , int posY , int width , int height , Color color ) ; // Draw rectangle outline
RLAPI void DrawRectangleLinesEx ( Rectangle rec , float lineThick , Color color ) ; // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded ( Rectangle rec , float roundness , int segments , Color color ) ; // Draw rectangle with rounded edges
RLAPI void DrawRectangleRoundedLines ( Rectangle rec , float roundness , int segments , float lineThick , Color color ) ; // Draw rectangle with rounded edges outline
RLAPI void DrawTriangle ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ; // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleLines ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ; // Draw triangle outline (vertex in counter-clockwise order!)
RLAPI void DrawTriangleFan ( Vector2 * points , int pointCount , Color color ) ; // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void DrawTriangleStrip ( Vector2 * points , int pointCount , Color color ) ; // Draw a triangle strip defined by points
RLAPI void DrawPoly ( Vector2 center , int sides , float radius , float rotation , Color color ) ; // Draw a regular polygon (Vector version)
RLAPI void DrawPolyLines ( Vector2 center , int sides , float radius , float rotation , Color color ) ; // Draw a polygon outline of n sides
RLAPI void DrawPolyLinesEx ( Vector2 center , int sides , float radius , float rotation , float lineThick , Color color ) ; // Draw a polygon outline of n sides with extended parameters
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// Splines drawing functions
RLAPI void DrawSplineLinear ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Linear, minimum 2 points
RLAPI void DrawSplineBasis ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: B-Spline, minimum 4 points
RLAPI void DrawSplineCatmullRom ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void DrawSplineBezierQuadratic ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void DrawSplineBezierCubic ( Vector2 * points , int pointCount , float thick , Color color ) ; // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void DrawSplineSegmentLinear ( Vector2 p1 , Vector2 p2 , float thick , Color color ) ; // Draw spline segment: Linear, 2 points
RLAPI void DrawSplineSegmentBasis ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float thick , Color color ) ; // Draw spline segment: B-Spline, 4 points
RLAPI void DrawSplineSegmentCatmullRom ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float thick , Color color ) ; // Draw spline segment: Catmull-Rom, 4 points
RLAPI void DrawSplineSegmentBezierQuadratic ( Vector2 p1 , Vector2 c2 , Vector2 p3 , float thick , Color color ) ; // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
RLAPI 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]
RLAPI Vector2 GetSplinePointLinear ( Vector2 startPos , Vector2 endPos , float t ) ; // Get (evaluate) spline point: Linear
RLAPI Vector2 GetSplinePointBasis ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float t ) ; // Get (evaluate) spline point: B-Spline
RLAPI Vector2 GetSplinePointCatmullRom ( Vector2 p1 , Vector2 p2 , Vector2 p3 , Vector2 p4 , float t ) ; // Get (evaluate) spline point: Catmull-Rom
RLAPI Vector2 GetSplinePointBezierQuad ( Vector2 p1 , Vector2 c2 , Vector2 p3 , float t ) ; // Get (evaluate) spline point: Quadratic Bezier
RLAPI Vector2 GetSplinePointBezierCubic ( Vector2 p1 , Vector2 c2 , Vector2 c3 , Vector2 p4 , float t ) ; // Get (evaluate) spline point: Cubic Bezier
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// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs ( Rectangle rec1 , Rectangle rec2 ) ; // Check collision between two rectangles
RLAPI bool CheckCollisionCircles ( Vector2 center1 , float radius1 , Vector2 center2 , float radius2 ) ; // Check collision between two circles
RLAPI bool CheckCollisionCircleRec ( Vector2 center , float radius , Rectangle rec ) ; // Check collision between circle and rectangle
RLAPI bool CheckCollisionPointRec ( Vector2 point , Rectangle rec ) ; // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle ( Vector2 point , Vector2 center , float radius ) ; // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle ( Vector2 point , Vector2 p1 , Vector2 p2 , Vector2 p3 ) ; // Check if point is inside a triangle
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RLAPI bool CheckCollisionPointPoly ( Vector2 point , Vector2 * points , int pointCount ) ; // Check if point is within a polygon described by array of vertices
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RLAPI bool CheckCollisionLines ( Vector2 startPos1 , Vector2 endPos1 , Vector2 startPos2 , Vector2 endPos2 , Vector2 * collisionPoint ) ; // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine ( Vector2 point , Vector2 p1 , Vector2 p2 , int threshold ) ; // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle GetCollisionRec ( Rectangle rec1 , Rectangle rec2 ) ; // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image loading functions
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// NOTE: These functions do not require GPU access
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RLAPI Image LoadImage ( const char * fileName ) ; // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw ( const char * fileName , int width , int height , int format , int headerSize ) ; // Load image from RAW file data
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RLAPI Image LoadImageSvg ( const char * fileNameOrString , int width , int height ) ; // Load image from SVG file data or string with specified size
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RLAPI Image LoadImageAnim ( const char * fileName , int * frames ) ; // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageFromMemory ( const char * fileType , const unsigned char * fileData , int dataSize ) ; // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture ( Texture2D texture ) ; // Load image from GPU texture data
RLAPI Image LoadImageFromScreen ( void ) ; // Load image from screen buffer and (screenshot)
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RLAPI bool IsImageReady ( Image image ) ; // Check if an image is ready
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RLAPI void UnloadImage ( Image image ) ; // Unload image from CPU memory (RAM)
RLAPI bool ExportImage ( Image image , const char * fileName ) ; // Export image data to file, returns true on success
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RLAPI unsigned char * ExportImageToMemory ( Image image , const char * fileType , int * fileSize ) ; // Export image to memory buffer
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RLAPI bool ExportImageAsCode ( Image image , const char * fileName ) ; // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
RLAPI Image GenImageColor ( int width , int height , Color color ) ; // Generate image: plain color
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RLAPI Image GenImageGradientLinear ( int width , int height , int direction , Color start , Color end ) ; // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
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RLAPI Image GenImageGradientRadial ( int width , int height , float density , Color inner , Color outer ) ; // Generate image: radial gradient
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RLAPI Image GenImageGradientSquare ( int width , int height , float density , Color inner , Color outer ) ; // Generate image: square gradient
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RLAPI Image GenImageChecked ( int width , int height , int checksX , int checksY , Color col1 , Color col2 ) ; // Generate image: checked
RLAPI Image GenImageWhiteNoise ( int width , int height , float factor ) ; // Generate image: white noise
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RLAPI Image GenImagePerlinNoise ( int width , int height , int offsetX , int offsetY , float scale ) ; // Generate image: perlin noise
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RLAPI Image GenImageCellular ( int width , int height , int tileSize ) ; // Generate image: cellular algorithm, bigger tileSize means bigger cells
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RLAPI Image GenImageText ( int width , int height , const char * text ) ; // Generate image: grayscale image from text data
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// Image manipulation functions
RLAPI Image ImageCopy ( Image image ) ; // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage ( Image image , Rectangle rec ) ; // Create an image from another image piece
RLAPI Image ImageText ( const char * text , int fontSize , Color color ) ; // Create an image from text (default font)
RLAPI Image ImageTextEx ( Font font , const char * text , float fontSize , float spacing , Color tint ) ; // Create an image from text (custom sprite font)
RLAPI void ImageFormat ( Image * image , int newFormat ) ; // Convert image data to desired format
RLAPI void ImageToPOT ( Image * image , Color fill ) ; // Convert image to POT (power-of-two)
RLAPI void ImageCrop ( Image * image , Rectangle crop ) ; // Crop an image to a defined rectangle
RLAPI void ImageAlphaCrop ( Image * image , float threshold ) ; // Crop image depending on alpha value
RLAPI void ImageAlphaClear ( Image * image , Color color , float threshold ) ; // Clear alpha channel to desired color
RLAPI void ImageAlphaMask ( Image * image , Image alphaMask ) ; // Apply alpha mask to image
RLAPI void ImageAlphaPremultiply ( Image * image ) ; // Premultiply alpha channel
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RLAPI void ImageBlurGaussian ( Image * image , int blurSize ) ; // Apply Gaussian blur using a box blur approximation
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RLAPI void ImageResize ( Image * image , int newWidth , int newHeight ) ; // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN ( Image * image , int newWidth , int newHeight ) ; // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas ( Image * image , int newWidth , int newHeight , int offsetX , int offsetY , Color fill ) ; // Resize canvas and fill with color
RLAPI void ImageMipmaps ( Image * image ) ; // Compute all mipmap levels for a provided image
RLAPI void ImageDither ( Image * image , int rBpp , int gBpp , int bBpp , int aBpp ) ; // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void ImageFlipVertical ( Image * image ) ; // Flip image vertically
RLAPI void ImageFlipHorizontal ( Image * image ) ; // Flip image horizontally
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RLAPI void ImageRotate ( Image * image , int degrees ) ; // Rotate image by input angle in degrees (-359 to 359)
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RLAPI void ImageRotateCW ( Image * image ) ; // Rotate image clockwise 90deg
RLAPI void ImageRotateCCW ( Image * image ) ; // Rotate image counter-clockwise 90deg
RLAPI void ImageColorTint ( Image * image , Color color ) ; // Modify image color: tint
RLAPI void ImageColorInvert ( Image * image ) ; // Modify image color: invert
RLAPI void ImageColorGrayscale ( Image * image ) ; // Modify image color: grayscale
RLAPI void ImageColorContrast ( Image * image , float contrast ) ; // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness ( Image * image , int brightness ) ; // Modify image color: brightness (-255 to 255)
RLAPI void ImageColorReplace ( Image * image , Color color , Color replace ) ; // Modify image color: replace color
RLAPI Color * LoadImageColors ( Image image ) ; // Load color data from image as a Color array (RGBA - 32bit)
RLAPI Color * LoadImagePalette ( Image image , int maxPaletteSize , int * colorCount ) ; // Load colors palette from image as a Color array (RGBA - 32bit)
RLAPI void UnloadImageColors ( Color * colors ) ; // Unload color data loaded with LoadImageColors()
RLAPI void UnloadImagePalette ( Color * colors ) ; // Unload colors palette loaded with LoadImagePalette()
RLAPI Rectangle GetImageAlphaBorder ( Image image , float threshold ) ; // Get image alpha border rectangle
RLAPI Color GetImageColor ( Image image , int x , int y ) ; // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
RLAPI void ImageClearBackground ( Image * dst , Color color ) ; // Clear image background with given color
RLAPI void ImageDrawPixel ( Image * dst , int posX , int posY , Color color ) ; // Draw pixel within an image
RLAPI void ImageDrawPixelV ( Image * dst , Vector2 position , Color color ) ; // Draw pixel within an image (Vector version)
RLAPI void ImageDrawLine ( Image * dst , int startPosX , int startPosY , int endPosX , int endPosY , Color color ) ; // Draw line within an image
RLAPI void ImageDrawLineV ( Image * dst , Vector2 start , Vector2 end , Color color ) ; // Draw line within an image (Vector version)
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RLAPI void ImageDrawCircle ( Image * dst , int centerX , int centerY , int radius , Color color ) ; // Draw a filled circle within an image
RLAPI void ImageDrawCircleV ( Image * dst , Vector2 center , int radius , Color color ) ; // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines ( Image * dst , int centerX , int centerY , int radius , Color color ) ; // Draw circle outline within an image
RLAPI void ImageDrawCircleLinesV ( Image * dst , Vector2 center , int radius , Color color ) ; // Draw circle outline within an image (Vector version)
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RLAPI void ImageDrawRectangle ( Image * dst , int posX , int posY , int width , int height , Color color ) ; // Draw rectangle within an image
RLAPI void ImageDrawRectangleV ( Image * dst , Vector2 position , Vector2 size , Color color ) ; // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec ( Image * dst , Rectangle rec , Color color ) ; // Draw rectangle within an image
RLAPI void ImageDrawRectangleLines ( Image * dst , Rectangle rec , int thick , Color color ) ; // Draw rectangle lines within an image
RLAPI void ImageDraw ( Image * dst , Image src , Rectangle srcRec , Rectangle dstRec , Color tint ) ; // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawText ( Image * dst , const char * text , int posX , int posY , int fontSize , Color color ) ; // Draw text (using default font) within an image (destination)
RLAPI void ImageDrawTextEx ( Image * dst , Font font , const char * text , Vector2 position , float fontSize , float spacing , Color tint ) ; // Draw text (custom sprite font) within an image (destination)
// Texture loading functions
// NOTE: These functions require GPU access
RLAPI Texture2D LoadTexture ( const char * fileName ) ; // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage ( Image image ) ; // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap ( Image image , int layout ) ; // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture ( int width , int height ) ; // Load texture for rendering (framebuffer)
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RLAPI bool IsTextureReady ( Texture2D texture ) ; // Check if a texture is ready
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RLAPI void UnloadTexture ( Texture2D texture ) ; // Unload texture from GPU memory (VRAM)
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RLAPI bool IsRenderTextureReady ( RenderTexture2D target ) ; // Check if a render texture is ready
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RLAPI void UnloadRenderTexture ( RenderTexture2D target ) ; // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture ( Texture2D texture , const void * pixels ) ; // Update GPU texture with new data
RLAPI void UpdateTextureRec ( Texture2D texture , Rectangle rec , const void * pixels ) ; // Update GPU texture rectangle with new data
// Texture configuration functions
RLAPI void GenTextureMipmaps ( Texture2D * texture ) ; // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter ( Texture2D texture , int filter ) ; // Set texture scaling filter mode
RLAPI void SetTextureWrap ( Texture2D texture , int wrap ) ; // Set texture wrapping mode
// Texture drawing functions
RLAPI void DrawTexture ( Texture2D texture , int posX , int posY , Color tint ) ; // Draw a Texture2D
RLAPI void DrawTextureV ( Texture2D texture , Vector2 position , Color tint ) ; // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx ( Texture2D texture , Vector2 position , float rotation , float scale , Color tint ) ; // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec ( Texture2D texture , Rectangle source , Vector2 position , Color tint ) ; // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro ( Texture2D texture , Rectangle source , Rectangle dest , Vector2 origin , float rotation , Color tint ) ; // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch ( Texture2D texture , NPatchInfo nPatchInfo , Rectangle dest , Vector2 origin , float rotation , Color tint ) ; // Draws a texture (or part of it) that stretches or shrinks nicely
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// Color/pixel related functions
RLAPI Color Fade ( Color color , float alpha ) ; // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int ColorToInt ( Color color ) ; // Get hexadecimal value for a Color
RLAPI Vector4 ColorNormalize ( Color color ) ; // Get Color normalized as float [0..1]
RLAPI Color ColorFromNormalized ( Vector4 normalized ) ; // Get Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV ( Color color ) ; // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color ColorFromHSV ( float hue , float saturation , float value ) ; // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorTint ( Color color , Color tint ) ; // Get color multiplied with another color
RLAPI Color ColorBrightness ( Color color , float factor ) ; // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color ColorContrast ( Color color , float contrast ) ; // Get color with contrast correction, contrast values between -1.0f and 1.0f
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RLAPI Color ColorAlpha ( Color color , float alpha ) ; // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend ( Color dst , Color src , Color tint ) ; // Get src alpha-blended into dst color with tint
RLAPI Color GetColor ( unsigned int hexValue ) ; // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor ( void * srcPtr , int format ) ; // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor ( void * dstPtr , Color color , int format ) ; // Set color formatted into destination pixel pointer
RLAPI int GetPixelDataSize ( int width , int height , int format ) ; // Get pixel data size in bytes for certain format
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
RLAPI Font GetFontDefault ( void ) ; // Get the default Font
RLAPI Font LoadFont ( const char * fileName ) ; // Load font from file into GPU memory (VRAM)
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RLAPI 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
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RLAPI Font LoadFontFromImage ( Image image , Color key , int firstChar ) ; // Load font from Image (XNA style)
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RLAPI 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'
RLAPI bool IsFontReady ( Font font ) ; // Check if a font is ready
RLAPI GlyphInfo * LoadFontData ( const unsigned char * fileData , int dataSize , int fontSize , int * codepoints , int codepointCount , int type ) ; // Load font data for further use
RLAPI Image GenImageFontAtlas ( const GlyphInfo * glyphs , Rectangle * * glyphRecs , int glyphCount , int fontSize , int padding , int packMethod ) ; // Generate image font atlas using chars info
RLAPI void UnloadFontData ( GlyphInfo * glyphs , int glyphCount ) ; // Unload font chars info data (RAM)
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RLAPI void UnloadFont ( Font font ) ; // Unload font from GPU memory (VRAM)
RLAPI bool ExportFontAsCode ( Font font , const char * fileName ) ; // Export font as code file, returns true on success
// Text drawing functions
RLAPI void DrawFPS ( int posX , int posY ) ; // Draw current FPS
RLAPI void DrawText ( const char * text , int posX , int posY , int fontSize , Color color ) ; // Draw text (using default font)
RLAPI void DrawTextEx ( Font font , const char * text , Vector2 position , float fontSize , float spacing , Color tint ) ; // Draw text using font and additional parameters
RLAPI void DrawTextPro ( Font font , const char * text , Vector2 position , Vector2 origin , float rotation , float fontSize , float spacing , Color tint ) ; // Draw text using Font and pro parameters (rotation)
RLAPI void DrawTextCodepoint ( Font font , int codepoint , Vector2 position , float fontSize , Color tint ) ; // Draw one character (codepoint)
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RLAPI void DrawTextCodepoints ( Font font , const int * codepoints , int codepointCount , Vector2 position , float fontSize , float spacing , Color tint ) ; // Draw multiple character (codepoint)
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// Text font info functions
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RLAPI void SetTextLineSpacing ( int spacing ) ; // Set vertical line spacing when drawing with line-breaks
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RLAPI int MeasureText ( const char * text , int fontSize ) ; // Measure string width for default font
RLAPI Vector2 MeasureTextEx ( Font font , const char * text , float fontSize , float spacing ) ; // Measure string size for Font
RLAPI int GetGlyphIndex ( Font font , int codepoint ) ; // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
RLAPI GlyphInfo GetGlyphInfo ( Font font , int codepoint ) ; // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
RLAPI Rectangle GetGlyphAtlasRec ( Font font , int codepoint ) ; // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
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RLAPI char * LoadUTF8 ( const int * codepoints , int length ) ; // Load UTF-8 text encoded from codepoints array
RLAPI void UnloadUTF8 ( char * text ) ; // Unload UTF-8 text encoded from codepoints array
RLAPI int * LoadCodepoints ( const char * text , int * count ) ; // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void UnloadCodepoints ( int * codepoints ) ; // Unload codepoints data from memory
RLAPI int GetCodepointCount ( const char * text ) ; // Get total number of codepoints in a UTF-8 encoded string
RLAPI int GetCodepoint ( const char * text , int * codepointSize ) ; // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointNext ( const char * text , int * codepointSize ) ; // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointPrevious ( const char * text , int * codepointSize ) ; // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char * CodepointToUTF8 ( int codepoint , int * utf8Size ) ; // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
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// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
RLAPI int TextCopy ( char * dst , const char * src ) ; // Copy one string to another, returns bytes copied
RLAPI bool TextIsEqual ( const char * text1 , const char * text2 ) ; // Check if two text string are equal
RLAPI unsigned int TextLength ( const char * text ) ; // Get text length, checks for '\0' ending
RLAPI const char * TextFormat ( const char * text , . . . ) ; // Text formatting with variables (sprintf() style)
RLAPI const char * TextSubtext ( const char * text , int position , int length ) ; // Get a piece of a text string
RLAPI char * TextReplace ( char * text , const char * replace , const char * by ) ; // Replace text string (WARNING: memory must be freed!)
RLAPI char * TextInsert ( const char * text , const char * insert , int position ) ; // Insert text in a position (WARNING: memory must be freed!)
RLAPI const char * TextJoin ( const char * * textList , int count , const char * delimiter ) ; // Join text strings with delimiter
RLAPI const char * * TextSplit ( const char * text , char delimiter , int * count ) ; // Split text into multiple strings
RLAPI void TextAppend ( char * text , const char * append , int * position ) ; // Append text at specific position and move cursor!
RLAPI int TextFindIndex ( const char * text , const char * find ) ; // Find first text occurrence within a string
RLAPI const char * TextToUpper ( const char * text ) ; // Get upper case version of provided string
RLAPI const char * TextToLower ( const char * text ) ; // Get lower case version of provided string
RLAPI const char * TextToPascal ( const char * text ) ; // Get Pascal case notation version of provided string
RLAPI int TextToInteger ( const char * text ) ; // Get integer value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
RLAPI void DrawLine3D ( Vector3 startPos , Vector3 endPos , Color color ) ; // Draw a line in 3D world space
RLAPI void DrawPoint3D ( Vector3 position , Color color ) ; // Draw a point in 3D space, actually a small line
RLAPI void DrawCircle3D ( Vector3 center , float radius , Vector3 rotationAxis , float rotationAngle , Color color ) ; // Draw a circle in 3D world space
RLAPI void DrawTriangle3D ( Vector3 v1 , Vector3 v2 , Vector3 v3 , Color color ) ; // Draw a color-filled triangle (vertex in counter-clockwise order!)
RLAPI void DrawTriangleStrip3D ( Vector3 * points , int pointCount , Color color ) ; // Draw a triangle strip defined by points
RLAPI void DrawCube ( Vector3 position , float width , float height , float length , Color color ) ; // Draw cube
RLAPI void DrawCubeV ( Vector3 position , Vector3 size , Color color ) ; // Draw cube (Vector version)
RLAPI void DrawCubeWires ( Vector3 position , float width , float height , float length , Color color ) ; // Draw cube wires
RLAPI void DrawCubeWiresV ( Vector3 position , Vector3 size , Color color ) ; // Draw cube wires (Vector version)
RLAPI void DrawSphere ( Vector3 centerPos , float radius , Color color ) ; // Draw sphere
RLAPI void DrawSphereEx ( Vector3 centerPos , float radius , int rings , int slices , Color color ) ; // Draw sphere with extended parameters
RLAPI void DrawSphereWires ( Vector3 centerPos , float radius , int rings , int slices , Color color ) ; // Draw sphere wires
RLAPI void DrawCylinder ( Vector3 position , float radiusTop , float radiusBottom , float height , int slices , Color color ) ; // Draw a cylinder/cone
RLAPI void DrawCylinderEx ( Vector3 startPos , Vector3 endPos , float startRadius , float endRadius , int sides , Color color ) ; // Draw a cylinder with base at startPos and top at endPos
RLAPI void DrawCylinderWires ( Vector3 position , float radiusTop , float radiusBottom , float height , int slices , Color color ) ; // Draw a cylinder/cone wires
RLAPI void DrawCylinderWiresEx ( Vector3 startPos , Vector3 endPos , float startRadius , float endRadius , int sides , Color color ) ; // Draw a cylinder wires with base at startPos and top at endPos
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RLAPI void DrawCapsule ( Vector3 startPos , Vector3 endPos , float radius , int slices , int rings , Color color ) ; // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires ( Vector3 startPos , Vector3 endPos , float radius , int slices , int rings , Color color ) ; // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
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RLAPI void DrawPlane ( Vector3 centerPos , Vector2 size , Color color ) ; // Draw a plane XZ
RLAPI void DrawRay ( Ray ray , Color color ) ; // Draw a ray line
RLAPI void DrawGrid ( int slices , float spacing ) ; // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model management functions
RLAPI Model LoadModel ( const char * fileName ) ; // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh ( Mesh mesh ) ; // Load model from generated mesh (default material)
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RLAPI bool IsModelReady ( Model model ) ; // Check if a model is ready
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RLAPI void UnloadModel ( Model model ) ; // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox ( Model model ) ; // Compute model bounding box limits (considers all meshes)
// Model drawing functions
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RLAPI void DrawModel ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model (with texture if set)
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RLAPI void DrawModelEx ( Model model , Vector3 position , Vector3 rotationAxis , float rotationAngle , Vector3 scale , Color tint ) ; // Draw a model with extended parameters
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RLAPI void DrawModelWires ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx ( Model model , Vector3 position , Vector3 rotationAxis , float rotationAngle , Vector3 scale , Color tint ) ; // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox ( BoundingBox box , Color color ) ; // Draw bounding box (wires)
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RLAPI void DrawBillboard ( Camera camera , Texture2D texture , Vector3 position , float size , Color tint ) ; // Draw a billboard texture
RLAPI void DrawBillboardRec ( Camera camera , Texture2D texture , Rectangle source , Vector3 position , Vector2 size , Color tint ) ; // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro ( Camera camera , Texture2D texture , Rectangle source , Vector3 position , Vector3 up , Vector2 size , Vector2 origin , float rotation , Color tint ) ; // Draw a billboard texture defined by source and rotation
// Mesh management functions
RLAPI void UploadMesh ( Mesh * mesh , bool dynamic ) ; // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void UpdateMeshBuffer ( Mesh mesh , int index , const void * data , int dataSize , int offset ) ; // Update mesh vertex data in GPU for a specific buffer index
RLAPI void UnloadMesh ( Mesh mesh ) ; // Unload mesh data from CPU and GPU
RLAPI void DrawMesh ( Mesh mesh , Material material , Matrix transform ) ; // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced ( Mesh mesh , Material material , const Matrix * transforms , int instances ) ; // Draw multiple mesh instances with material and different transforms
RLAPI bool ExportMesh ( Mesh mesh , const char * fileName ) ; // Export mesh data to file, returns true on success
RLAPI BoundingBox GetMeshBoundingBox ( Mesh mesh ) ; // Compute mesh bounding box limits
RLAPI void GenMeshTangents ( Mesh * mesh ) ; // Compute mesh tangents
// Mesh generation functions
RLAPI Mesh GenMeshPoly ( int sides , float radius ) ; // Generate polygonal mesh
RLAPI Mesh GenMeshPlane ( float width , float length , int resX , int resZ ) ; // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube ( float width , float height , float length ) ; // Generate cuboid mesh
RLAPI Mesh GenMeshSphere ( float radius , int rings , int slices ) ; // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere ( float radius , int rings , int slices ) ; // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder ( float radius , float height , int slices ) ; // Generate cylinder mesh
RLAPI Mesh GenMeshCone ( float radius , float height , int slices ) ; // Generate cone/pyramid mesh
RLAPI Mesh GenMeshTorus ( float radius , float size , int radSeg , int sides ) ; // Generate torus mesh
RLAPI Mesh GenMeshKnot ( float radius , float size , int radSeg , int sides ) ; // Generate trefoil knot mesh
RLAPI Mesh GenMeshHeightmap ( Image heightmap , Vector3 size ) ; // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap ( Image cubicmap , Vector3 cubeSize ) ; // Generate cubes-based map mesh from image data
// Material loading/unloading functions
RLAPI Material * LoadMaterials ( const char * fileName , int * materialCount ) ; // Load materials from model file
RLAPI Material LoadMaterialDefault ( void ) ; // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI bool IsMaterialReady ( Material material ) ; // Check if a material is ready
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RLAPI void UnloadMaterial ( Material material ) ; // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture ( Material * material , int mapType , Texture2D texture ) ; // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial ( Model * model , int meshId , int materialId ) ; // Set material for a mesh
// Model animations loading/unloading functions
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RLAPI ModelAnimation * LoadModelAnimations ( const char * fileName , int * animCount ) ; // Load model animations from file
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RLAPI void UpdateModelAnimation ( Model model , ModelAnimation anim , int frame ) ; // Update model animation pose
RLAPI void UnloadModelAnimation ( ModelAnimation anim ) ; // Unload animation data
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RLAPI void UnloadModelAnimations ( ModelAnimation * animations , int animCount ) ; // Unload animation array data
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RLAPI bool IsModelAnimationValid ( Model model , ModelAnimation anim ) ; // Check model animation skeleton match
// Collision detection functions
RLAPI bool CheckCollisionSpheres ( Vector3 center1 , float radius1 , Vector3 center2 , float radius2 ) ; // Check collision between two spheres
RLAPI bool CheckCollisionBoxes ( BoundingBox box1 , BoundingBox box2 ) ; // Check collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere ( BoundingBox box , Vector3 center , float radius ) ; // Check collision between box and sphere
RLAPI RayCollision GetRayCollisionSphere ( Ray ray , Vector3 center , float radius ) ; // Get collision info between ray and sphere
RLAPI RayCollision GetRayCollisionBox ( Ray ray , BoundingBox box ) ; // Get collision info between ray and box
RLAPI RayCollision GetRayCollisionMesh ( Ray ray , Mesh mesh , Matrix transform ) ; // Get collision info between ray and mesh
RLAPI RayCollision GetRayCollisionTriangle ( Ray ray , Vector3 p1 , Vector3 p2 , Vector3 p3 ) ; // Get collision info between ray and triangle
RLAPI RayCollision GetRayCollisionQuad ( Ray ray , Vector3 p1 , Vector3 p2 , Vector3 p3 , Vector3 p4 ) ; // Get collision info between ray and quad
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
typedef void ( * AudioCallback ) ( void * bufferData , unsigned int frames ) ;
// Audio device management functions
RLAPI void InitAudioDevice ( void ) ; // Initialize audio device and context
RLAPI void CloseAudioDevice ( void ) ; // Close the audio device and context
RLAPI bool IsAudioDeviceReady ( void ) ; // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume ( float volume ) ; // Set master volume (listener)
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RLAPI float GetMasterVolume ( void ) ; // Get master volume (listener)
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// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave ( const char * fileName ) ; // Load wave data from file
RLAPI Wave LoadWaveFromMemory ( const char * fileType , const unsigned char * fileData , int dataSize ) ; // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
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RLAPI bool IsWaveReady ( Wave wave ) ; // Checks if wave data is ready
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RLAPI Sound LoadSound ( const char * fileName ) ; // Load sound from file
RLAPI Sound LoadSoundFromWave ( Wave wave ) ; // Load sound from wave data
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RLAPI Sound LoadSoundAlias ( Sound source ) ; // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundReady ( Sound sound ) ; // Checks if a sound is ready
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RLAPI void UpdateSound ( Sound sound , const void * data , int sampleCount ) ; // Update sound buffer with new data
RLAPI void UnloadWave ( Wave wave ) ; // Unload wave data
RLAPI void UnloadSound ( Sound sound ) ; // Unload sound
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RLAPI void UnloadSoundAlias ( Sound alias ) ; // Unload a sound alias (does not deallocate sample data)
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RLAPI bool ExportWave ( Wave wave , const char * fileName ) ; // Export wave data to file, returns true on success
RLAPI bool ExportWaveAsCode ( Wave wave , const char * fileName ) ; // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
RLAPI void PlaySound ( Sound sound ) ; // Play a sound
RLAPI void StopSound ( Sound sound ) ; // Stop playing a sound
RLAPI void PauseSound ( Sound sound ) ; // Pause a sound
RLAPI void ResumeSound ( Sound sound ) ; // Resume a paused sound
RLAPI bool IsSoundPlaying ( Sound sound ) ; // Check if a sound is currently playing
RLAPI void SetSoundVolume ( Sound sound , float volume ) ; // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch ( Sound sound , float pitch ) ; // Set pitch for a sound (1.0 is base level)
RLAPI void SetSoundPan ( Sound sound , float pan ) ; // Set pan for a sound (0.5 is center)
RLAPI Wave WaveCopy ( Wave wave ) ; // Copy a wave to a new wave
RLAPI void WaveCrop ( Wave * wave , int initSample , int finalSample ) ; // Crop a wave to defined samples range
RLAPI void WaveFormat ( Wave * wave , int sampleRate , int sampleSize , int channels ) ; // Convert wave data to desired format
RLAPI float * LoadWaveSamples ( Wave wave ) ; // Load samples data from wave as a 32bit float data array
RLAPI void UnloadWaveSamples ( float * samples ) ; // Unload samples data loaded with LoadWaveSamples()
// Music management functions
RLAPI Music LoadMusicStream ( const char * fileName ) ; // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory ( const char * fileType , const unsigned char * data , int dataSize ) ; // Load music stream from data
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RLAPI bool IsMusicReady ( Music music ) ; // Checks if a music stream is ready
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RLAPI void UnloadMusicStream ( Music music ) ; // Unload music stream
RLAPI void PlayMusicStream ( Music music ) ; // Start music playing
RLAPI bool IsMusicStreamPlaying ( Music music ) ; // Check if music is playing
RLAPI void UpdateMusicStream ( Music music ) ; // Updates buffers for music streaming
RLAPI void StopMusicStream ( Music music ) ; // Stop music playing
RLAPI void PauseMusicStream ( Music music ) ; // Pause music playing
RLAPI void ResumeMusicStream ( Music music ) ; // Resume playing paused music
RLAPI void SeekMusicStream ( Music music , float position ) ; // Seek music to a position (in seconds)
RLAPI void SetMusicVolume ( Music music , float volume ) ; // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch ( Music music , float pitch ) ; // Set pitch for a music (1.0 is base level)
RLAPI void SetMusicPan ( Music music , float pan ) ; // Set pan for a music (0.5 is center)
RLAPI float GetMusicTimeLength ( Music music ) ; // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed ( Music music ) ; // Get current music time played (in seconds)
// AudioStream management functions
RLAPI AudioStream LoadAudioStream ( unsigned int sampleRate , unsigned int sampleSize , unsigned int channels ) ; // Load audio stream (to stream raw audio pcm data)
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RLAPI bool IsAudioStreamReady ( AudioStream stream ) ; // Checks if an audio stream is ready
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RLAPI void UnloadAudioStream ( AudioStream stream ) ; // Unload audio stream and free memory
RLAPI void UpdateAudioStream ( AudioStream stream , const void * data , int frameCount ) ; // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed ( AudioStream stream ) ; // Check if any audio stream buffers requires refill
RLAPI void PlayAudioStream ( AudioStream stream ) ; // Play audio stream
RLAPI void PauseAudioStream ( AudioStream stream ) ; // Pause audio stream
RLAPI void ResumeAudioStream ( AudioStream stream ) ; // Resume audio stream
RLAPI bool IsAudioStreamPlaying ( AudioStream stream ) ; // Check if audio stream is playing
RLAPI void StopAudioStream ( AudioStream stream ) ; // Stop audio stream
RLAPI void SetAudioStreamVolume ( AudioStream stream , float volume ) ; // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch ( AudioStream stream , float pitch ) ; // Set pitch for audio stream (1.0 is base level)
RLAPI void SetAudioStreamPan ( AudioStream stream , float pan ) ; // Set pan for audio stream (0.5 is centered)
RLAPI void SetAudioStreamBufferSizeDefault ( int size ) ; // Default size for new audio streams
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RLAPI void SetAudioStreamCallback ( AudioStream stream , AudioCallback callback ) ; // Audio thread callback to request new data
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RLAPI void AttachAudioStreamProcessor ( AudioStream stream , AudioCallback processor ) ; // Attach audio stream processor to stream, receives the samples as <float>s
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RLAPI void DetachAudioStreamProcessor ( AudioStream stream , AudioCallback processor ) ; // Detach audio stream processor from stream
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RLAPI void AttachAudioMixedProcessor ( AudioCallback processor ) ; // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void DetachAudioMixedProcessor ( AudioCallback processor ) ; // Detach audio stream processor from the entire audio pipeline
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# if defined(__cplusplus)
}
# endif
# endif // RAYLIB_H