more bindings
This commit is contained in:
@@ -267,7 +267,7 @@ export struct Transform
|
||||
// materials: ^Material
|
||||
// meshMaterial: ^int
|
||||
|
||||
// boneCount: int
|
||||
// boneCount: i32
|
||||
// bones: ^BoneInfo
|
||||
// bindPose: ^Transform
|
||||
// }
|
||||
@@ -894,363 +894,313 @@ export extern "TakeScreenshot" func TakeScreenshot(fileName: cstring)
|
||||
export extern "SetConfigFlags" func SetConfigFlags(flags: u32)
|
||||
export extern "OpenURL" func OpenURL(url: cstring)
|
||||
|
||||
// todo(nub31): not implemented
|
||||
// // NOTE: Following functions implemented in module [utils]
|
||||
// //------------------------------------------------------------------
|
||||
// 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
|
||||
// RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
|
||||
// RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
|
||||
// RLAPI void MemFree(void *ptr); // Internal memory free
|
||||
// export extern "TraceLog" func TraceLog(logLevel: i32, text: cstring, ...)
|
||||
export extern "SetTraceLogLevel" func SetTraceLogLevel(logLevel: i32)
|
||||
export extern "MemAlloc" func MemAlloc(size: u32): ^void
|
||||
export extern "MemRealloc" func MemRealloc(ptr: ^void, size: u32): ^void
|
||||
export extern "MemFree" func MemFree(ptr: ^void)
|
||||
|
||||
// // Set custom callbacks
|
||||
// // WARNING: Callbacks setup is intended for advanced 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
|
||||
// export extern "SetTraceLogCallback" func SetTraceLogCallback(callback: TraceLogCallback)
|
||||
// export extern "SetLoadFileDataCallback" func SetLoadFileDataCallback(callback: LoadFileDataCallback)
|
||||
// export extern "SetSaveFileDataCallback" func SetSaveFileDataCallback(callback: SaveFileDataCallback)
|
||||
// export extern "SetLoadFileTextCallback" func SetLoadFileTextCallback(callback: LoadFileTextCallback)
|
||||
// export extern "SetSaveFileTextCallback" func SetSaveFileTextCallback(callback: SaveFileTextCallback)
|
||||
|
||||
// // Files management functions
|
||||
// RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
|
||||
// RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
|
||||
// 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
|
||||
// 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
|
||||
// //------------------------------------------------------------------
|
||||
export extern "LoadFileData" func LoadFileData(fileName: cstring, dataSize: ^i32): ^u8
|
||||
export extern "UnloadFileData" func UnloadFileData(data: ^u8)
|
||||
export extern "SaveFileData" func SaveFileData(fileName: cstring, data: ^void, dataSize: i32): bool
|
||||
export extern "ExportDataAsCode" func ExportDataAsCode(data: ^u8, dataSize: i32, fileName: cstring): bool
|
||||
export extern "LoadFileText" func LoadFileText(fileName: cstring): cstring
|
||||
export extern "UnloadFileText" func UnloadFileText(text: cstring)
|
||||
export extern "SaveFileText" func SaveFileText(fileName: cstring, text: cstring): bool
|
||||
|
||||
// // File system functions
|
||||
// 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)
|
||||
// RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
|
||||
// RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
|
||||
// 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 bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
|
||||
// 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. Use 'DIR' in the filter string to include directories in the result
|
||||
// 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)
|
||||
export extern "FileExists" func FileExists(fileName: cstring): bool
|
||||
export extern "DirectoryExists" func DirectoryExists(dirPath: cstring): bool
|
||||
export extern "IsFileExtension" func IsFileExtension(fileName: cstring, ext: cstring): bool
|
||||
export extern "GetFileLength" func GetFileLength(fileName: cstring): i32
|
||||
export extern "GetFileExtension" func GetFileExtension(fileName: cstring): cstring
|
||||
export extern "GetFileName" func GetFileName(filePath: cstring): cstring
|
||||
export extern "GetFileNameWithoutExt" func GetFileNameWithoutExt(filePath: cstring): cstring
|
||||
export extern "GetDirectoryPath" func GetDirectoryPath(filePath: cstring): cstring
|
||||
export extern "GetPrevDirectoryPath" func GetPrevDirectoryPath(dirPath: cstring): cstring
|
||||
export extern "GetWorkingDirectory" func GetWorkingDirectory(): cstring
|
||||
export extern "GetApplicationDirectory" func GetApplicationDirectory(): cstring
|
||||
export extern "MakeDirectory" func MakeDirectory(dirPath: cstring): i32
|
||||
export extern "ChangeDirectory" func ChangeDirectory(dir: cstring): bool
|
||||
export extern "IsPathFile" func IsPathFile(path: cstring): bool
|
||||
export extern "IsFileNameValid" func IsFileNameValid(fileName: cstring): bool
|
||||
// export extern "LoadDirectoryFiles" func LoadDirectoryFiles(dirPath: cstring): FilePathList
|
||||
// export extern "LoadDirectoryFilesEx" func LoadDirectoryFilesEx(basePath: cstring, filter: cstring, scanSubdirs: bool): FilePathList
|
||||
// export extern "UnloadDirectoryFiles" func UnloadDirectoryFiles(files: FilePathList)
|
||||
export extern "IsFileDropped" func IsFileDropped(): bool
|
||||
// export extern "LoadDroppedFiles" func LoadDroppedFiles(): FilePathList
|
||||
// export extern "UnloadDroppedFiles" func UnloadDroppedFiles(files: FilePathList)
|
||||
export extern "GetFileModTime" func GetFileModTime(fileName: cstring): i64
|
||||
|
||||
// // 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()
|
||||
// RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
|
||||
// RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
|
||||
// RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
|
||||
export extern "CompressData" func CompressData(data: ^u8, dataSize: i32, compDataSize: ^i32): ^u8
|
||||
export extern "DecompressData" func DecompressData(compData: ^u8, compDataSize: i32, dataSize: ^i32): ^u8
|
||||
export extern "EncodeDataBase64" func EncodeDataBase64(data: ^u8, dataSize: i32, outputSize: ^i32): ^u8
|
||||
export extern "DecodeDataBase64" func DecodeDataBase64(data: ^u8, outputSize: ^i32): ^u8
|
||||
export extern "ComputeCRC32" func ComputeCRC32(data: ^u8, dataSize: i32): u32
|
||||
export extern "ComputeMD5" func ComputeMD5(data: ^u8, dataSize: i32): ^u32
|
||||
export extern "ComputeSHA1" func ComputeSHA1(data: ^u8, dataSize: i32): ^u32
|
||||
|
||||
// export extern "LoadAutomationEventList" func LoadAutomationEventList(fileName: cstring): AutomationEventList
|
||||
// export extern "UnloadAutomationEventList" func UnloadAutomationEventList(list: AutomationEventList)
|
||||
// export extern "ExportAutomationEventList" func ExportAutomationEventList(list: AutomationEventList, fileName: cstring): bool
|
||||
// export extern "SetAutomationEventList" func SetAutomationEventList(list: ^AutomationEventList)
|
||||
export extern "SetAutomationEventBaseFrame" func SetAutomationEventBaseFrame(frame: i32)
|
||||
export extern "StartAutomationEventRecording" func StartAutomationEventRecording()
|
||||
export extern "StopAutomationEventRecording" func StopAutomationEventRecording()
|
||||
// export extern "PlayAutomationEvent" func PlayAutomationEvent(event: AutomationEvent)
|
||||
|
||||
// // 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
|
||||
export extern "IsKeyPressed" func IsKeyPressed(key: i32): bool
|
||||
export extern "IsKeyPressedRepeat" func IsKeyPressedRepeat(key: i32): bool
|
||||
export extern "IsKeyDown" func IsKeyDown(key: i32): bool
|
||||
export extern "IsKeyReleased" func IsKeyReleased(key: i32): bool
|
||||
export extern "IsKeyUp" func IsKeyUp(key: i32): bool
|
||||
export extern "GetKeyPressed" func GetKeyPressed(): i32
|
||||
export extern "GetCharPressed" func GetCharPressed(): i32
|
||||
export extern "SetExitKey" func SetExitKey(key: i32)
|
||||
|
||||
// //------------------------------------------------------------------------------------
|
||||
// // Input Handling Functions (Module: core)
|
||||
// //------------------------------------------------------------------------------------
|
||||
export extern "IsGamepadAvailable" func IsGamepadAvailable(gamepad: i32): bool
|
||||
export extern "GetGamepadName" func GetGamepadName(gamepad: i32): cstring
|
||||
export extern "IsGamepadButtonPressed" func IsGamepadButtonPressed(gamepad: i32, button: i32): bool
|
||||
export extern "IsGamepadButtonDown" func IsGamepadButtonDown(gamepad: i32, button: i32): bool
|
||||
export extern "IsGamepadButtonReleased" func IsGamepadButtonReleased(gamepad: i32, button: i32): bool
|
||||
export extern "IsGamepadButtonUp" func IsGamepadButtonUp(gamepad: i32, button: i32): bool
|
||||
export extern "GetGamepadButtonPressed" func GetGamepadButtonPressed(): i32
|
||||
export extern "GetGamepadAxisCount" func GetGamepadAxisCount(gamepad: i32): i32
|
||||
export extern "GetGamepadAxisMovement" func GetGamepadAxisMovement(gamepad: i32, axis: i32): f32
|
||||
export extern "SetGamepadMappings" func SetGamepadMappings(mappings: ^u8): i32
|
||||
export extern "SetGamepadVibration" func SetGamepadVibration(gamepad: i32, leftMotor: f32, rightMotor: f32, duration: f32)
|
||||
|
||||
// // Input-related functions: keyboard
|
||||
// RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
|
||||
// RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
|
||||
// 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
|
||||
// RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
export extern "IsMouseButtonPressed" func IsMouseButtonPressed(button: i32): bool
|
||||
export extern "IsMouseButtonDown" func IsMouseButtonDown(button: i32): bool
|
||||
export extern "IsMouseButtonReleased" func IsMouseButtonReleased(button: i32): bool
|
||||
export extern "IsMouseButtonUp" func IsMouseButtonUp(button: i32): bool
|
||||
export extern "GetMouseX" func GetMouseX(): i32
|
||||
export extern "GetMouseY" func GetMouseY(): i32
|
||||
export extern "GetMousePosition" func GetMousePosition(): Vector2
|
||||
export extern "GetMouseDelta" func GetMouseDelta(): Vector2
|
||||
export extern "SetMousePosition" func SetMousePosition(x: i32, y: i32)
|
||||
export extern "SetMouseOffset" func SetMouseOffset(offsetX: i32, offsetY: i32)
|
||||
export extern "SetMouseScale" func SetMouseScale(scaleX: f32, scaleY: f32)
|
||||
export extern "GetMouseWheelMove" func GetMouseWheelMove(): f32
|
||||
export extern "GetMouseWheelMoveV" func GetMouseWheelMoveV(): Vector2
|
||||
export extern "SetMouseCursor" func SetMouseCursor(cursor: i32)
|
||||
|
||||
// // 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)
|
||||
// RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
|
||||
export extern "GetTouchX" func GetTouchX(): i32
|
||||
export extern "GetTouchY" func GetTouchY(): i32
|
||||
export extern "GetTouchPosition" func GetTouchPosition(index: i32): Vector2
|
||||
export extern "GetTouchPointId" func GetTouchPointId(index: i32): i32
|
||||
export extern "GetTouchPointCount" func GetTouchPointCount(): i32
|
||||
|
||||
// // 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
|
||||
export extern "SetGesturesEnabled" func SetGesturesEnabled(flags: u32)
|
||||
export extern "IsGestureDetected" func IsGestureDetected(gesture: u32): bool
|
||||
export extern "GetGestureDetected" func GetGestureDetected(): i32
|
||||
export extern "GetGestureHoldDuration" func GetGestureHoldDuration(): f32
|
||||
export extern "GetGestureDragVector" func GetGestureDragVector(): Vector2
|
||||
export extern "GetGestureDragAngle" func GetGestureDragAngle(): f32
|
||||
export extern "GetGesturePinchVector" func GetGesturePinchVector(): Vector2
|
||||
export extern "GetGesturePinchAngle" func GetGesturePinchAngle(): f32
|
||||
|
||||
// // 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
|
||||
export extern "UpdateCamera" func UpdateCamera(camera: ^Camera, mode: i32)
|
||||
export extern "UpdateCameraPro" func UpdateCameraPro(camera: ^Camera, movement: Vector3, rotation: Vector3, zoom: f32)
|
||||
|
||||
// //------------------------------------------------------------------------------------
|
||||
// // Gestures and Touch Handling Functions (Module: rgestures)
|
||||
// //------------------------------------------------------------------------------------
|
||||
// RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
||||
// RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
|
||||
// RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
||||
// RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
|
||||
// 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
|
||||
export extern "SetShapesTexture" func SetShapesTexture(texture: Texture2D, source: Rectangle)
|
||||
export extern "GetShapesTexture" func GetShapesTexture(): Texture2D
|
||||
export extern "GetShapesTextureRectangle" func GetShapesTextureRectangle(): Rectangle
|
||||
|
||||
// //------------------------------------------------------------------------------------
|
||||
// // Camera System Functions (Module: rcamera)
|
||||
// //------------------------------------------------------------------------------------
|
||||
// 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
|
||||
export extern "DrawPixel" func DrawPixel(posX: i32, posY: i32, color: Color)
|
||||
export extern "DrawPixelV" func DrawPixelV(position: Vector2, color: Color)
|
||||
export extern "DrawLine" func DrawLine(startPosX: i32, startPosY: i32, endPosX: i32, endPosY: i32, color: Color)
|
||||
export extern "DrawLineV" func DrawLineV(startPos: Vector2, endPos: Vector2, color: Color)
|
||||
export extern "DrawLineEx" func DrawLineEx(startPos: Vector2, endPos: Vector2, thick: f32, color: Color)
|
||||
export extern "DrawLineStrip" func DrawLineStrip(points: ^Vector2, pointCount: i32, color: Color)
|
||||
export extern "DrawLineBezier" func DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: f32, color: Color)
|
||||
export extern "DrawCircle" func DrawCircle(centerX: i32, centerY: i32, radius: f32, color: Color)
|
||||
export extern "DrawCircleSector" func DrawCircleSector(center: Vector2, radius: f32, startAngle: f32, endAngle: f32, segments: i32, color: Color)
|
||||
export extern "DrawCircleSectorLines" func DrawCircleSectorLines(center: Vector2, radius: f32, startAngle: f32, endAngle: f32, segments: i32, color: Color)
|
||||
export extern "DrawCircleGradient" func DrawCircleGradient(centerX: i32, centerY: i32, radius: f32, inner: Color, outer: Color)
|
||||
export extern "DrawCircleV" func DrawCircleV(center: Vector2, radius: f32, color: Color)
|
||||
export extern "DrawCircleLines" func DrawCircleLines(centerX: i32, centerY: i32, radius: f32, color: Color)
|
||||
export extern "DrawCircleLinesV" func DrawCircleLinesV(center: Vector2, radius: f32, color: Color)
|
||||
export extern "DrawEllipse" func DrawEllipse(centerX: i32, centerY: i32, radiusH: f32, radiusV: f32, color: Color)
|
||||
export extern "DrawEllipseLines" func DrawEllipseLines(centerX: i32, centerY: i32, radiusH: f32, radiusV: f32, color: Color)
|
||||
export extern "DrawRing" func DrawRing(center: Vector2, innerRadius: f32, outerRadius: f32, startAngle: f32, endAngle: f32, segments: i32, color: Color)
|
||||
export extern "DrawRingLines" func DrawRingLines(center: Vector2, innerRadius: f32, outerRadius: f32, startAngle: f32, endAngle: f32, segments: i32, color: Color)
|
||||
export extern "DrawRectangle" func DrawRectangle(posX: i32, posY: i32, width: i32, height: i32, color: Color)
|
||||
export extern "DrawRectangleV" func DrawRectangleV(position: Vector2, size: Vector2, color: Color)
|
||||
export extern "DrawRectangleRec" func DrawRectangleRec(rec: Rectangle, color: Color)
|
||||
export extern "DrawRectanglePro" func DrawRectanglePro(rec: Rectangle, origin: Vector2, rotation: f32, color: Color)
|
||||
export extern "DrawRectangleGradientV" func DrawRectangleGradientV(posX: i32, posY: i32, width: i32, height: i32, top: Color, bottom: Color)
|
||||
export extern "DrawRectangleGradientH" func DrawRectangleGradientH(posX: i32, posY: i32, width: i32, height: i32, left: Color, right: Color)
|
||||
export extern "DrawRectangleGradientEx" func DrawRectangleGradientEx(rec: Rectangle, topLeft: Color, bottomLeft: Color, topRight: Color, bottomRight: Color)
|
||||
export extern "DrawRectangleLines" func DrawRectangleLines(posX: i32, posY: i32, width: i32, height: i32, color: Color)
|
||||
export extern "DrawRectangleLinesEx" func DrawRectangleLinesEx(rec: Rectangle, lineThick: f32, color: Color)
|
||||
export extern "DrawRectangleRounded" func DrawRectangleRounded(rec: Rectangle, roundness: f32, segments: i32, color: Color)
|
||||
export extern "DrawRectangleRoundedLines" func DrawRectangleRoundedLines(rec: Rectangle, roundness: f32, segments: i32, color: Color)
|
||||
export extern "DrawRectangleRoundedLinesEx" func DrawRectangleRoundedLinesEx(rec: Rectangle, roundness: f32, segments: i32, lineThick: f32, color: Color)
|
||||
export extern "DrawTriangle" func DrawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
|
||||
export extern "DrawTriangleLines" func DrawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
|
||||
export extern "DrawTriangleFan" func DrawTriangleFan(points: ^Vector2, pointCount: i32, color: Color)
|
||||
export extern "DrawTriangleStrip" func DrawTriangleStrip(points: ^Vector2, pointCount: i32, color: Color)
|
||||
export extern "DrawPoly" func DrawPoly(center: Vector2, sides: i32, radius: f32, rotation: f32, color: Color)
|
||||
export extern "DrawPolyLines" func DrawPolyLines(center: Vector2, sides: i32, radius: f32, rotation: f32, color: Color)
|
||||
export extern "DrawPolyLinesEx" func DrawPolyLinesEx(center: Vector2, sides: i32, radius: f32, rotation: f32, lineThick: f32, color: Color)
|
||||
|
||||
// //------------------------------------------------------------------------------------
|
||||
// // 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
|
||||
// RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
|
||||
// RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
|
||||
export extern "DrawSplineLinear" func DrawSplineLinear(points: ^Vector2, pointCount: i32, thick: f32, color: Color)
|
||||
export extern "DrawSplineBasis" func DrawSplineBasis(points: ^Vector2, pointCount: i32, thick: f32, color: Color)
|
||||
export extern "DrawSplineCatmullRom" func DrawSplineCatmullRom(points: ^Vector2, pointCount: i32, thick: f32, color: Color)
|
||||
export extern "DrawSplineBezierQuadratic" func DrawSplineBezierQuadratic(points: ^Vector2, pointCount: i32, thick: f32, color: Color)
|
||||
export extern "DrawSplineBezierCubic" func DrawSplineBezierCubic(points: ^Vector2, pointCount: i32, thick: f32, color: Color)
|
||||
export extern "DrawSplineSegmentLinear" func DrawSplineSegmentLinear(p1: Vector2, p2: Vector2, thick: f32, color: Color)
|
||||
export extern "DrawSplineSegmentBasis" func DrawSplineSegmentBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: f32, color: Color)
|
||||
export extern "DrawSplineSegmentCatmullRom" func DrawSplineSegmentCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: f32, color: Color)
|
||||
export extern "DrawSplineSegmentBezierQuadratic" func DrawSplineSegmentBezierQuadratic(p1: Vector2, c2: Vector2, p3: Vector2, thick: f32, color: Color)
|
||||
export extern "DrawSplineSegmentBezierCubic" func DrawSplineSegmentBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, thick: f32, color: Color)
|
||||
|
||||
// // Basic shapes drawing functions
|
||||
// RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
|
||||
// RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
|
||||
// RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
||||
// 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(const 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
|
||||
// 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 inner, Color outer); // 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
|
||||
// RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
|
||||
// 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 top, Color bottom); // Draw a vertical-gradient-filled rectangle
|
||||
// RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
|
||||
// RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // 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, Color color); // Draw rectangle lines with rounded edges
|
||||
// RLAPI void DrawRectangleRoundedLinesEx(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(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
|
||||
// RLAPI void DrawTriangleStrip(const 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
|
||||
export extern "GetSplinePointLinear" func GetSplinePointLinear(startPos: Vector2, endPos: Vector2, t: f32): Vector2
|
||||
export extern "GetSplinePointBasis" func GetSplinePointBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: f32): Vector2
|
||||
export extern "GetSplinePointCatmullRom" func GetSplinePointCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: f32): Vector2
|
||||
export extern "GetSplinePointBezierQuad" func GetSplinePointBezierQuad(p1: Vector2, c2: Vector2, p3: Vector2, t: f32): Vector2
|
||||
export extern "GetSplinePointBezierCubic" func GetSplinePointBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, t: f32): Vector2
|
||||
|
||||
// // Splines drawing functions
|
||||
// RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
||||
// RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
||||
// RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
||||
// RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
|
||||
// RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
|
||||
// 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
|
||||
export extern "CheckCollisionRecs" func CheckCollisionRecs(rec1: Rectangle, rec2: Rectangle): bool
|
||||
export extern "CheckCollisionCircles" func CheckCollisionCircles(center1: Vector2, radius1: f32, center2: Vector2, radius2: f32): bool
|
||||
export extern "CheckCollisionCircleRec" func CheckCollisionCircleRec(center: Vector2, radius: f32, rec: Rectangle): bool
|
||||
export extern "CheckCollisionCircleLine" func CheckCollisionCircleLine(center: Vector2, radius: f32, p1: Vector2, p2: Vector2): bool
|
||||
export extern "CheckCollisionPointRec" func CheckCollisionPointRec(point: Vector2, rec: Rectangle): bool
|
||||
export extern "CheckCollisionPointCircle" func CheckCollisionPointCircle(point: Vector2, center: Vector2, radius: f32): bool
|
||||
export extern "CheckCollisionPointTriangle" func CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2): bool
|
||||
export extern "CheckCollisionPointLine" func CheckCollisionPointLine(point: Vector2, p1: Vector2, p2: Vector2, threshold: i32): bool
|
||||
export extern "CheckCollisionPointPoly" func CheckCollisionPointPoly(point: Vector2, points: ^Vector2, pointCount: i32): bool
|
||||
export extern "CheckCollisionLines" func CheckCollisionLines(startPos1: Vector2, endPos1: Vector2, startPos2: Vector2, endPos2: Vector2, collisionPoint: ^Vector2): bool
|
||||
export extern "GetCollisionRec" func GetCollisionRec(rec1: Rectangle, rec2: Rectangle): Rectangle
|
||||
|
||||
// // 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
|
||||
export extern "LoadImage" func LoadImage(fileName: cstring): Image
|
||||
export extern "LoadImageRaw" func LoadImageRaw(fileName: cstring, width: i32, height: i32, format: i32, headerSize: i32): Image
|
||||
export extern "LoadImageAnim" func LoadImageAnim(fileName: cstring, frames: ^i32): Image
|
||||
export extern "LoadImageAnimFromMemory" func LoadImageAnimFromMemory(fileType: cstring, fileData: ^u8, dataSize: i32, frames: ^i32): Image
|
||||
export extern "LoadImageFromMemory" func LoadImageFromMemory(fileType: cstring, fileData: ^u8, dataSize: i32): Image
|
||||
export extern "LoadImageFromTexture" func LoadImageFromTexture(texture: Texture2D): Image
|
||||
export extern "LoadImageFromScreen" func LoadImageFromScreen(): Image
|
||||
export extern "IsImageValid" func IsImageValid(image: Image): bool
|
||||
export extern "UnloadImage" func UnloadImage(image: Image)
|
||||
export extern "ExportImage" func ExportImage(image: Image, fileName: cstring): bool
|
||||
export extern "ExportImageToMemory" func ExportImageToMemory(image: Image, fileType: cstring, fileSize: ^i32): ^u8
|
||||
export extern "ExportImageAsCode" func ExportImageAsCode(image: Image, fileName: cstring): bool
|
||||
|
||||
// // 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 CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
|
||||
// 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
|
||||
// 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 bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
|
||||
// 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
|
||||
export extern "GenImageColor" func GenImageColor(width: i32, height: i32, color: Color): Image
|
||||
export extern "GenImageGradientLinear" func GenImageGradientLinear(width: i32, height: i32, direction: i32, start: Color, end: Color): Image
|
||||
export extern "GenImageGradientRadial" func GenImageGradientRadial(width: i32, height: i32, density: f32, inner: Color, outer: Color): Image
|
||||
export extern "GenImageGradientSquare" func GenImageGradientSquare(width: i32, height: i32, density: f32, inner: Color, outer: Color): Image
|
||||
export extern "GenImageChecked" func GenImageChecked(width: i32, height: i32, checksX: i32, checksY: i32, col1: Color, col2: Color): Image
|
||||
export extern "GenImageWhiteNoise" func GenImageWhiteNoise(width: i32, height: i32, factor: f32): Image
|
||||
export extern "GenImagePerlinNoise" func GenImagePerlinNoise(width: i32, height: i32, offsetX: i32, offsetY: i32, scale: f32): Image
|
||||
export extern "GenImageCellular" func GenImageCellular(width: i32, height: i32, tileSize: i32): Image
|
||||
export extern "GenImageText" func GenImageText(width: i32, height: i32, text: cstring): Image
|
||||
|
||||
// //------------------------------------------------------------------------------------
|
||||
// // Texture Loading and Drawing Functions (Module: textures)
|
||||
// //------------------------------------------------------------------------------------
|
||||
export extern "ImageCopy" func ImageCopy(image: Image): Image
|
||||
export extern "ImageFromImage" func ImageFromImage(image: Image, rec: Rectangle): Image
|
||||
export extern "ImageFromChannel" func ImageFromChannel(image: Image, selectedChannel: i32): Image
|
||||
export extern "ImageText" func ImageText(text: cstring, fontSize: i32, color: Color): Image
|
||||
export extern "ImageTextEx" func ImageTextEx(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color): Image
|
||||
export extern "ImageFormat" func ImageFormat(image: ^Image, newFormat: i32)
|
||||
export extern "ImageToPOT" func ImageToPOT(image: ^Image, fill: Color)
|
||||
export extern "ImageCrop" func ImageCrop(image: ^Image, crop: Rectangle)
|
||||
export extern "ImageAlphaCrop" func ImageAlphaCrop(image: ^Image, threshold: f32)
|
||||
export extern "ImageAlphaClear" func ImageAlphaClear(image: ^Image, color: Color, threshold: f32)
|
||||
export extern "ImageAlphaMask" func ImageAlphaMask(image: ^Image, alphaMask: Image)
|
||||
export extern "ImageAlphaPremultiply" func ImageAlphaPremultiply(image: ^Image)
|
||||
export extern "ImageBlurGaussian" func ImageBlurGaussian(image: ^Image, blurSize: i32)
|
||||
export extern "ImageKernelConvolution" func ImageKernelConvolution(image: ^Image, kernel: ^f32, kernelSize: i32)
|
||||
export extern "ImageResize" func ImageResize(image: ^Image, newWidth: i32, newHeight: i32)
|
||||
export extern "ImageResizeNN" func ImageResizeNN(image: ^Image, newWidth: i32, newHeight: i32)
|
||||
export extern "ImageResizeCanvas" func ImageResizeCanvas(image: ^Image, newWidth: i32, newHeight: i32, offsetX: i32, offsetY: i32, fill: Color)
|
||||
export extern "ImageMipmaps" func ImageMipmaps(image: ^Image)
|
||||
export extern "ImageDither" func ImageDither(image: ^Image, rBpp: i32, gBpp: i32, bBpp: i32, aBpp: i32)
|
||||
export extern "ImageFlipVertical" func ImageFlipVertical(image: ^Image)
|
||||
export extern "ImageFlipHorizontal" func ImageFlipHorizontal(image: ^Image)
|
||||
export extern "ImageRotate" func ImageRotate(image: ^Image, degrees: i32)
|
||||
export extern "ImageRotateCW" func ImageRotateCW(image: ^Image)
|
||||
export extern "ImageRotateCCW" func ImageRotateCCW(image: ^Image)
|
||||
export extern "ImageColorTint" func ImageColorTint(image: ^Image, color: Color)
|
||||
export extern "ImageColorInvert" func ImageColorInvert(image: ^Image)
|
||||
export extern "ImageColorGrayscale" func ImageColorGrayscale(image: ^Image)
|
||||
export extern "ImageColorContrast" func ImageColorContrast(image: ^Image, contrast: f32)
|
||||
export extern "ImageColorBrightness" func ImageColorBrightness(image: ^Image, brightness: i32)
|
||||
export extern "ImageColorReplace" func ImageColorReplace(image: ^Image, color: Color, replace: Color)
|
||||
export extern "LoadImageColors" func LoadImageColors(image: Image): ^Color
|
||||
export extern "LoadImagePalette" func LoadImagePalette(image: Image, maxPaletteSize: i32, colorCount: ^i32): ^Color
|
||||
export extern "UnloadImageColors" func UnloadImageColors(colors: ^Color)
|
||||
export extern "UnloadImagePalette" func UnloadImagePalette(colors: ^Color)
|
||||
export extern "GetImageAlphaBorder" func GetImageAlphaBorder(image: Image, threshold: f32): Rectangle
|
||||
export extern "GetImageColor" func GetImageColor(image: Image, x: i32, y: i32): Color
|
||||
|
||||
// // Image loading functions
|
||||
// // NOTE: These functions do not require GPU access
|
||||
// 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
|
||||
// RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
|
||||
// RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
|
||||
// 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)
|
||||
// RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
|
||||
// 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
|
||||
// RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
||||
// RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
|
||||
export extern "ImageClearBackground" func ImageClearBackground(dst: ^Image, color: Color)
|
||||
export extern "ImageDrawPixel" func ImageDrawPixel(dst: ^Image, posX: i32, posY: i32, color: Color)
|
||||
export extern "ImageDrawPixelV" func ImageDrawPixelV(dst: ^Image, position: Vector2, color: Color)
|
||||
export extern "ImageDrawLine" func ImageDrawLine(dst: ^Image, startPosX: i32, startPosY: i32, endPosX: i32, endPosY: i32, color: Color)
|
||||
export extern "ImageDrawLineV" func ImageDrawLineV(dst: ^Image, start: Vector2, end: Vector2, color: Color)
|
||||
export extern "ImageDrawLineEx" func ImageDrawLineEx(dst: ^Image, start: Vector2, end: Vector2, thick: i32, color: Color)
|
||||
export extern "ImageDrawCircle" func ImageDrawCircle(dst: ^Image, centerX: i32, centerY: i32, radius: i32, color: Color)
|
||||
export extern "ImageDrawCircleV" func ImageDrawCircleV(dst: ^Image, center: Vector2, radius: i32, color: Color)
|
||||
export extern "ImageDrawCircleLines" func ImageDrawCircleLines(dst: ^Image, centerX: i32, centerY: i32, radius: i32, color: Color)
|
||||
export extern "ImageDrawCircleLinesV" func ImageDrawCircleLinesV(dst: ^Image, center: Vector2, radius: i32, color: Color)
|
||||
export extern "ImageDrawRectangle" func ImageDrawRectangle(dst: ^Image, posX: i32, posY: i32, width: i32, height: i32, color: Color)
|
||||
export extern "ImageDrawRectangleV" func ImageDrawRectangleV(dst: ^Image, position: Vector2, size: Vector2, color: Color)
|
||||
export extern "ImageDrawRectangleRec" func ImageDrawRectangleRec(dst: ^Image, rec: Rectangle, color: Color)
|
||||
export extern "ImageDrawRectangleLines" func ImageDrawRectangleLines(dst: ^Image, rec: Rectangle, thick: i32, color: Color)
|
||||
export extern "ImageDrawTriangle" func ImageDrawTriangle(dst: ^Image, v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
|
||||
export extern "ImageDrawTriangleEx" func ImageDrawTriangleEx(dst: ^Image, v1: Vector2, v2: Vector2, v3: Vector2, c1: Color, c2: Color, c3: Color)
|
||||
export extern "ImageDrawTriangleLines" func ImageDrawTriangleLines(dst: ^Image, v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
|
||||
export extern "ImageDrawTriangleFan" func ImageDrawTriangleFan(dst: ^Image, points: ^Vector2, pointCount: i32, color: Color)
|
||||
export extern "ImageDrawTriangleStrip" func ImageDrawTriangleStrip(dst: ^Image, points: ^Vector2, pointCount: i32, color: Color)
|
||||
export extern "ImageDraw" func ImageDraw(dst: ^Image, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color)
|
||||
export extern "ImageDrawText" func ImageDrawText(dst: ^Image, text: cstring, posX: i32, posY: i32, fontSize: i32, color: Color)
|
||||
export extern "ImageDrawTextEx" func ImageDrawTextEx(dst: ^Image, font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color)
|
||||
|
||||
// // Image generation functions
|
||||
// RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
|
||||
// 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
|
||||
// RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
|
||||
// RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
|
||||
// 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
|
||||
// RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
|
||||
// RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
|
||||
// RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
|
||||
export extern "LoadTexture" func LoadTexture(fileName: cstring): Texture2D
|
||||
export extern "LoadTextureFromImage" func LoadTextureFromImage(image: Image): Texture2D
|
||||
export extern "LoadTextureCubemap" func LoadTextureCubemap(image: Image, layout: i32): TextureCubemap
|
||||
export extern "LoadRenderTexture" func LoadRenderTexture(width: i32, height: i32): RenderTexture2D
|
||||
export extern "IsTextureValid" func IsTextureValid(texture: Texture2D): bool
|
||||
export extern "UnloadTexture" func UnloadTexture(texture: Texture2D)
|
||||
export extern "IsRenderTextureValid" func IsRenderTextureValid(target: RenderTexture2D): bool
|
||||
export extern "UnloadRenderTexture" func UnloadRenderTexture(target: RenderTexture2D)
|
||||
export extern "UpdateTexture" func UpdateTexture(texture: Texture2D, pixels: ^void)
|
||||
export extern "UpdateTextureRec" func UpdateTextureRec(texture: Texture2D, rec: Rectangle, pixels: ^void)
|
||||
|
||||
// // 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 ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
|
||||
// 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
|
||||
// RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
|
||||
// RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
|
||||
// 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
|
||||
// RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
|
||||
// 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
|
||||
export extern "GenTextureMipmaps" func GenTextureMipmaps(texture: ^Texture2D)
|
||||
export extern "SetTextureFilter" func SetTextureFilter(texture: Texture2D, filter: i32)
|
||||
export extern "SetTextureWrap" func SetTextureWrap(texture: Texture2D, wrap: i32)
|
||||
|
||||
// // 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)
|
||||
// RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
|
||||
// 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)
|
||||
// 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 ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
|
||||
// RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
|
||||
// RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
|
||||
// RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
|
||||
// RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points 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)
|
||||
export extern "DrawTexture" func DrawTexture(texture: Texture2D, posX: i32, posY: i32, tint: Color)
|
||||
export extern "DrawTextureV" func DrawTextureV(texture: Texture2D, position: Vector2, tint: Color)
|
||||
export extern "DrawTextureEx" func DrawTextureEx(texture: Texture2D, position: Vector2, rotation: f32, scale: f32, tint: Color)
|
||||
export extern "DrawTextureRec" func DrawTextureRec(texture: Texture2D, source: Rectangle, position: Vector2, tint: Color)
|
||||
export extern "DrawTexturePro" func DrawTexturePro(texture: Texture2D, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color)
|
||||
export extern "DrawTextureNPatch" func DrawTextureNPatch(texture: Texture2D, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color)
|
||||
|
||||
// // 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)
|
||||
// RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
|
||||
// RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
||||
// RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
|
||||
// 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
|
||||
// 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
|
||||
|
||||
// // Color/pixel related functions
|
||||
// RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
|
||||
// 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 (0xRRGGBBAA)
|
||||
// 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]
|
||||
// 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
|
||||
// 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 ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
|
||||
// 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
|
||||
export extern "ColorIsEqual" func ColorIsEqual(col1: Color, col2: Color): bool
|
||||
export extern "Fade" func Fade(color: Color, alpha: f32): Color
|
||||
export extern "ColorToInt" func ColorToInt(color: Color): i32
|
||||
export extern "ColorNormalize" func ColorNormalize(color: Color): Vector4
|
||||
export extern "ColorFromNormalized" func ColorFromNormalized(normalized: Vector4): Color
|
||||
export extern "ColorToHSV" func ColorToHSV(color: Color): Vector3
|
||||
export extern "ColorFromHSV" func ColorFromHSV(hue: f32, saturation: f32, value: f32): Color
|
||||
export extern "ColorTint" func ColorTint(color: Color, tint: Color): Color
|
||||
export extern "ColorBrightness" func ColorBrightness(color: Color, factor: f32): Color
|
||||
export extern "ColorContrast" func ColorContrast(color: Color, contrast: f32): Color
|
||||
export extern "ColorAlpha" func ColorAlpha(color: Color, alpha: f32): Color
|
||||
export extern "ColorAlphaBlend" func ColorAlphaBlend(dst: Color, src: Color, tint: Color): Color
|
||||
export extern "ColorLerp" func ColorLerp(color1: Color, color2: Color, factor: f32): Color
|
||||
export extern "GetColor" func GetColor(hexValue: u32): Color
|
||||
export extern "GetPixelColor" func GetPixelColor(srcPtr: ^void, format: i32): Color
|
||||
export extern "SetPixelColor" func SetPixelColor(dstPtr: ^void, color: Color, format: i32)
|
||||
export extern "GetPixelDataSize" func GetPixelDataSize(width: i32, height: i32, format: i32): i32
|
||||
|
||||
// //------------------------------------------------------------------------------------
|
||||
// // Font Loading and Text Drawing Functions (Module: text)
|
||||
|
||||
Reference in New Issue
Block a user