module "raylib" // export let PI = 3.14159265358979323846 // export let LIGHTGRAY = struct Color { r = 200, g = 200, b = 200, a = 255 } // export let GRAY = struct Color { r = 130, g = 130, b = 130, a = 255 } // export let DARKGRAY = struct Color { r = 80, g = 80, b = 80, a = 255 } // export let YELLOW = struct Color { r = 253, g = 249, b = 0, a = 255 } // export let GOLD = struct Color { r = 255, g = 203, b = 0, a = 255 } // export let ORANGE = struct Color { r = 255, g = 161, b = 0, a = 255 } // export let PINK = struct Color { r = 255, g = 109, b = 194, a = 255 } // export let RED = struct Color { r = 230, g = 41, b = 55, a = 255 } // export let MAROON = struct Color { r = 190, g = 33, b = 55, a = 255 } // export let GREEN = struct Color { r = 0, g = 228, b = 48, a = 255 } // export let LIME = struct Color { r = 0, g = 158, b = 47, a = 255 } // export let DARKGREEN = struct Color { r = 0, g = 117, b = 44, a = 255 } // export let SKYBLUE = struct Color { r = 102, g = 191, b = 255, a = 255 } // export let BLUE = struct Color { r = 0, g = 121, b = 241, a = 255 } // export let DARKBLUE = struct Color { r = 0, g = 82, b = 172, a = 255 } // export let PURPLE = struct Color { r = 200, g = 122, b = 255, a = 255 } // export let VIOLET = struct Color { r = 135, g = 60, b = 190, a = 255 } // export let DARKPURPLE = struct Color { r = 112, g = 31, b = 126, a = 255 } // export let BEIGE = struct Color { r = 211, g = 176, b = 131, a = 255 } // export let BROWN = struct Color { r = 127, g = 106, b = 79, a = 255 } // export let DARKBROWN = struct Color { r = 76, g = 63, b = 47, a = 255 } // export let WHITE = struct Color { r = 255, g = 255, b = 255, a = 255 } // export let BLACK = struct Color { r = 0, g = 0, b = 0, a = 255 } // export let BLANK = struct Color { r = 0, g = 0, b = 0, a = 0 } // export let MAGENTA = struct Color { r = 255, g = 0, b = 255, a = 255 } // export let RAYWHITE = struct Color { r = 245, g = 245, b = 245, a = 255 } export struct Vector2 { x: f32 y: f32 } export struct Vector3 { x: f32 y: f32 z: f32 } export struct Vector4 { x: f32 y: f32 z: f32 w: f32 } export struct Quaternion { x: f32 y: f32 z: f32 w: f32 } export struct Matrix { m0: f32 m1: f32 m2: f32 m3: f32 m4: f32 m5: f32 m6: f32 m7: f32 m8: f32 m9: f32 m10: f32 m11: f32 m12: f32 m13: f32 m14: f32 m15: f32 } export struct Color { r: u8 g: u8 b: u8 a: u8 } export struct Rectangle { x: f32 y: f32 width: f32 height: f32 } export struct Image { data: ^void width: i32 height: i32 mipmaps: i32 format: i32 } export struct Texture { id: u32 width: i32 height: i32 mipmaps: i32 format: i32 } export struct Texture2D { id: u32 width: i32 height: i32 mipmaps: i32 format: i32 } export struct TextureCubemap { id: u32 width: i32 height: i32 mipmaps: i32 format: i32 } export struct RenderTexture { id: u32 texture: Texture depth: Texture } export struct RenderTexture2D { id: u32 texture: Texture depth: Texture } export struct NPatchInfo { source: Rectangle left: i32 top: i32 right: i32 bottom: i32 layout: i32 } export struct GlyphInfo { value: i32 offsetX: i32 offsetY: i32 advanceX: i32 image: Image } export struct Font { baseSize: i32 glyphCount: i32 glyphPadding: i32 texture: Texture2D recs: ^Rectangle glyphs: ^GlyphInfo } export struct Camera3D { position: Vector3 target: Vector3 up: Vector3 fovy: f32 projection: i32 } export struct Camera { position: Vector3 target: Vector3 up: Vector3 fovy: f32 projection: i32 } export struct Camera2D { offset: Vector2 target: Vector2 rotation: f32 zoom: f32 } export struct Mesh { vertexCount: i32 triangleCount: i32 vertices: ^f32 texcoords: ^f32 texcoords2: ^f32 normals: ^f32 tangents: ^f32 colors: ^u8 indices: ^u16 animVertices: ^f32 animNormals: ^f32 boneIds: ^u8 boneWeights: ^f32 boneMatrices: ^Matrix boneCount: i32 vaoId: u32 vboId: ^u32 } export struct Shader { id: u32 locs: ^i32 } export struct MaterialMap { texture: Texture2D color: Color value: f32 } // export struct Material // { // shader: Shader // maps: ^MaterialMap // params: [4]float // } export struct Transform { translation: Vector3 rotation: Quaternion scale: Vector3 } // export struct BoneInfo // { // name: [32]u8 // parent: i32 // } // export struct Model // { // transform: Matrix // meshCount: i32 // materialCount: i32 // meshes: ^Mesh // materials: ^Material // meshMaterial: ^int // boneCount: i32 // bones: ^BoneInfo // bindPose: ^Transform // } // export struct ModelAnimation // { // boneCount: i32 // frameCount: i32 // bones: ^BoneInfo // framePoses: ^^Transform // name: [32]u8 // } export struct Ray { position: Vector3 direction: Vector3 } export struct RayCollision { hit: bool distance: f32 point: Vector3 normal: Vector3 } export struct BoundingBox { min: Vector3 max: Vector3 } // export struct Wave // { // frameCount: u32; // sampleRate: u32; // sampleSize: u32; // channels: u32; // data: ^void; // } // // 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 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; // // 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; // export enum ConfigFlags // { // VSYNC_HINT = 0x00000040 // FULLSCREEN_MODE = 0x00000002 // WINDOW_RESIZABLE = 0x00000004 // WINDOW_UNDECORATED = 0x00000008 // WINDOW_HIDDEN = 0x00000080 // WINDOW_MINIMIZED = 0x00000200 // WINDOW_MAXIMIZED = 0x00000400 // WINDOW_UNFOCUSED = 0x00000800 // WINDOW_TOPMOST = 0x00001000 // WINDOW_ALWAYS_RUN = 0x00000100 // WINDOW_TRANSPARENT = 0x00000010 // WINDOW_HIGHDPI = 0x00002000 // WINDOW_MOUSE_PASSTHROUGH = 0x00004000 // BORDERLESS_WINDOWED_MODE = 0x00008000 // MSAA_4X_HINT = 0x00000020 // INTERLACED_HINT = 0x00010000 // } // export enum TraceLogLevel // { // LOG_ALL = 0 // LOG_TRACE // LOG_DEBUG // LOG_INFO // LOG_WARNING // LOG_ERROR // LOG_FATAL // LOG_NONE // } // export enum KeyboardKey // { // NULL = 0 // APOSTROPHE = 39 // COMMA = 44 // MINUS = 45 // PERIOD = 46 // SLASH = 47 // ZERO = 48 // ONE = 49 // TWO = 50 // THREE = 51 // FOUR = 52 // FIVE = 53 // SIX = 54 // SEVEN = 55 // EIGHT = 56 // NINE = 57 // SEMICOLON = 59 // EQUAL = 61 // A = 65 // B = 66 // C = 67 // D = 68 // E = 69 // F = 70 // G = 71 // H = 72 // I = 73 // J = 74 // K = 75 // L = 76 // M = 77 // N = 78 // O = 79 // P = 80 // Q = 81 // R = 82 // S = 83 // T = 84 // U = 85 // V = 86 // W = 87 // X = 88 // Y = 89 // Z = 90 // LEFT_BRACKET = 91 // BACKSLASH = 92 // RIGHT_BRACKET = 93 // GRAVE = 96 // SPACE = 32 // ESCAPE = 256 // ENTER = 257 // TAB = 258 // BACKSPACE = 259 // INSERT = 260 // DELETE = 261 // RIGHT = 262 // LEFT = 263 // DOWN = 264 // UP = 265 // PAGE_UP = 266 // PAGE_DOWN = 267 // HOME = 268 // END = 269 // CAPS_LOCK = 280 // SCROLL_LOCK = 281 // NUM_LOCK = 282 // PRINT_SCREEN = 283 // PAUSE = 284 // F1 = 290 // F2 = 291 // F3 = 292 // F4 = 293 // F5 = 294 // F6 = 295 // F7 = 296 // F8 = 297 // F9 = 298 // F10 = 299 // F11 = 300 // F12 = 301 // LEFT_SHIFT = 340 // LEFT_CONTROL = 341 // LEFT_ALT = 342 // LEFT_SUPER = 343 // RIGHT_SHIFT = 344 // RIGHT_CONTROL = 345 // RIGHT_ALT = 346 // RIGHT_SUPER = 347 // KB_MENU = 348 // KP_0 = 320 // KP_1 = 321 // KP_2 = 322 // KP_3 = 323 // KP_4 = 324 // KP_5 = 325 // KP_6 = 326 // KP_7 = 327 // KP_8 = 328 // KP_9 = 329 // KP_DECIMAL = 330 // KP_DIVIDE = 331 // KP_MULTIPLY = 332 // KP_SUBTRACT = 333 // KP_ADD = 334 // KP_ENTER = 335 // KP_EQUAL = 336 // BACK = 4 // MENU = 5 // VOLUME_UP = 24 // VOLUME_DOWN = 25 // } // export enum MouseButton // { // LEFT = 0 // RIGHT = 1 // MIDDLE = 2 // SIDE = 3 // EXTRA = 4 // FORWARD = 5 // BACK = 6 // } // export enum MouseCursor // { // DEFAULT = 0 // ARROW = 1 // IBEAM = 2 // CROSSHAIR = 3 // POINTING_HAND = 4 // RESIZE_EW = 5 // RESIZE_NS = 6 // RESIZE_NWSE = 7 // RESIZE_NESW = 8 // RESIZE_ALL = 9 // NOT_ALLOWED = 10 // } // export enum GamepadButton // { // UNKNOWN = 0 // LEFT_FACE_UP // LEFT_FACE_RIGHT // LEFT_FACE_DOWN // LEFT_FACE_LEFT // RIGHT_FACE_UP // RIGHT_FACE_RIGHT // RIGHT_FACE_DOWN // RIGHT_FACE_LEFT // LEFT_TRIGGER_1 // LEFT_TRIGGER_2 // RIGHT_TRIGGER_1 // RIGHT_TRIGGER_2 // MIDDLE_LEFT // MIDDLE // MIDDLE_RIGHT // LEFT_THUMB // RIGHT_THUMB // } // export enum GamepadAxis // { // LEFT_X = 0 // LEFT_Y = 1 // RIGHT_X = 2 // RIGHT_Y = 3 // LEFT_TRIGGER = 4 // RIGHT_TRIGGER = 5 // } // export enum MaterialMapIndex // { // ALBEDO = 0 // METALNESS // NORMAL // ROUGHNESS // OCCLUSION // EMISSION // HEIGHT // CUBEMAP // IRRADIANCE // PREFILTER // BRDF // } // export enum ShaderLocationIndex // { // VERTEX_POSITION = 0 // VERTEX_TEXCOORD01 // VERTEX_TEXCOORD02 // VERTEX_NORMAL // VERTEX_TANGENT // VERTEX_COLOR // MATRIX_MVP // MATRIX_VIEW // MATRIX_PROJECTION // MATRIX_MODEL // MATRIX_NORMAL // VECTOR_VIEW // COLOR_DIFFUSE // COLOR_SPECULAR // COLOR_AMBIENT // MAP_ALBEDO // MAP_METALNESS // MAP_NORMAL // MAP_ROUGHNESS // MAP_OCCLUSION // MAP_EMISSION // MAP_HEIGHT // MAP_CUBEMAP // MAP_IRRADIANCE // MAP_PREFILTER // MAP_BRDF // VERTEX_BONEIDS // VERTEX_BONEWEIGHTS // BONE_MATRICES // } // export enum ShaderUniformDataType { // FLOAT = 0 // VEC2 // VEC3 // VEC4 // INT // IVEC2 // IVEC3 // IVEC4 // SAMPLER2D // } // export enum ShaderAttributeDataType { // FLOAT = 0 // VEC2 // VEC3 // VEC4 // } // export enum PixelFormat // { // UNCOMPRESSED_GRAYSCALE = 1 // UNCOMPRESSED_GRAY_ALPHA // UNCOMPRESSED_R5G6B5 // UNCOMPRESSED_R8G8B8 // UNCOMPRESSED_R5G5B5A1 // UNCOMPRESSED_R4G4B4A4 // UNCOMPRESSED_R8G8B8A8 // UNCOMPRESSED_R32 // UNCOMPRESSED_R32G32B32 // UNCOMPRESSED_R32G32B32A32 // UNCOMPRESSED_R16 // UNCOMPRESSED_R16G16B16 // UNCOMPRESSED_R16G16B16A16 // COMPRESSED_DXT1_RGB // COMPRESSED_DXT1_RGBA // COMPRESSED_DXT3_RGBA // COMPRESSED_DXT5_RGBA // COMPRESSED_ETC1_RGB // COMPRESSED_ETC2_RGB // COMPRESSED_ETC2_EAC_RGBA // COMPRESSED_PVRT_RGB // COMPRESSED_PVRT_RGBA // COMPRESSED_ASTC_4x4_RGBA // COMPRESSED_ASTC_8x8_RGBA // } // export enum TextureFilter // { // POINT = 0 // BILINEAR // TRILINEAR // ANISOTROPIC_4X // ANISOTROPIC_8X // ANISOTROPIC_16X // } // export enum TextureWrap // { // REPEAT = 0 // CLAMP // MIRROR_REPEAT // MIRROR_CLAMP // } // export enum CubemapLayout // { // AUTO_DETECT = 0 // LINE_VERTICAL // LINE_HORIZONTAL // CROSS_THREE_BY_FOUR // CROSS_FOUR_BY_THREE // } // export enum FontType // { // FONT_DEFAULT = 0 // FONT_BITMAP // FONT_SDF // } // export enum BlendMode // { // BLEND_ALPHA = 0, // BLEND_ADDITIVE, // BLEND_MULTIPLIED, // BLEND_ADD_COLORS, // BLEND_SUBTRACT_COLORS, // BLEND_ALPHA_PREMULTIPLY, // BLEND_CUSTOM, // BLEND_CUSTOM_SEPARATE // } // export enum Gesture // { // GESTURE_NONE = 0 // GESTURE_TAP = 1 // GESTURE_DOUBLETAP = 2 // GESTURE_HOLD = 4 // GESTURE_DRAG = 8 // GESTURE_SWIPE_RIGHT = 16 // GESTURE_SWIPE_LEFT = 32 // GESTURE_SWIPE_UP = 64 // GESTURE_SWIPE_DOWN = 128 // GESTURE_PINCH_IN = 256 // GESTURE_PINCH_OUT = 512 // } // export enum CameraMode // { // CAMERA_CUSTOM = 0 // CAMERA_FREE // CAMERA_ORBITAL // CAMERA_FIRST_PERSON // CAMERA_THIRD_PERSON // } // export enum CameraProjection // { // CAMERA_PERSPECTIVE = 0 // CAMERA_ORTHOGRAPHIC // } // export enum NPatchLayout // { // NPATCH_NINE_PATCH = 0 // NPATCH_THREE_PATCH_VERTICAL // NPATCH_THREE_PATCH_HORIZONTAL // } // // Callbacks to hook some internal functions // // WARNING: These callbacks are intended for advanced users // typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages // 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 // typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data // typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data export extern "InitWindow" func InitWindow(width: i32, height: i32, title: cstring) export extern "CloseWindow" func CloseWindow() export extern "WindowShouldClose" func WindowShouldClose(): bool export extern "IsWindowReady" func IsWindowReady(): bool export extern "IsWindowFullscreen" func IsWindowFullscreen(): bool export extern "IsWindowHidden" func IsWindowHidden(): bool export extern "IsWindowMinimized" func IsWindowMinimized(): bool export extern "IsWindowMaximized" func IsWindowMaximized(): bool export extern "IsWindowFocused" func IsWindowFocused(): bool export extern "IsWindowResized" func IsWindowResized(): bool export extern "IsWindowState" func IsWindowState(flag: u32): bool export extern "SetWindowState" func SetWindowState(flags: u32) export extern "ClearWindowState" func ClearWindowState(flags: u32) export extern "ToggleFullscreen" func ToggleFullscreen() export extern "ToggleBorderlessWindowed" func ToggleBorderlessWindowed() export extern "MaximizeWindow" func MaximizeWindow() export extern "MinimizeWindow" func MinimizeWindow() export extern "RestoreWindow" func RestoreWindow() export extern "SetWindowIcon" func SetWindowIcon(image: Image) export extern "SetWindowIcons" func SetWindowIcons(images: ^Image, count: i32) export extern "SetWindowTitle" func SetWindowTitle(title: cstring) export extern "SetWindowPosition" func SetWindowPosition(x: i32, y: i32) export extern "SetWindowMonitor" func SetWindowMonitor(monitor: i32) export extern "SetWindowMinSize" func SetWindowMinSize(width: i32, height: i32) export extern "SetWindowMaxSize" func SetWindowMaxSize(width: i32, height: i32) export extern "SetWindowSize" func SetWindowSize(width: i32, height: i32) export extern "SetWindowOpacity" func SetWindowOpacity(opacity: f32) export extern "SetWindowFocused" func SetWindowFocused() export extern "*GetWindowHandle" func GetWindowHandle(): ^void export extern "GetScreenWidth" func GetScreenWidth(): i32 export extern "GetScreenHeight" func GetScreenHeight(): i32 export extern "GetRenderWidth" func GetRenderWidth(): i32 export extern "GetRenderHeight" func GetRenderHeight(): i32 export extern "GetMonitorCount" func GetMonitorCount(): i32 export extern "GetCurrentMonitor" func GetCurrentMonitor(): i32 export extern "GetMonitorPosition" func GetMonitorPosition(monitor: i32): Vector2 export extern "GetMonitorWidth" func GetMonitorWidth(monitor: i32): i32 export extern "GetMonitorHeight" func GetMonitorHeight(monitor: i32): i32 export extern "GetMonitorPhysicalWidth" func GetMonitorPhysicalWidth(monitor: i32): i32 export extern "GetMonitorPhysicalHeight" func GetMonitorPhysicalHeight(monitor: i32): i32 export extern "GetMonitorRefreshRate" func GetMonitorRefreshRate(monitor: i32): i32 export extern "GetWindowPosition" func GetWindowPosition(): Vector2 export extern "GetWindowScaleDPI" func GetWindowScaleDPI(): Vector2 export extern "GetMonitorName" func GetMonitorName(monitor: i32): cstring export extern "SetClipboardText" func SetClipboardText(text: cstring) export extern "GetClipboardText" func GetClipboardText(): cstring export extern "GetClipboardImage" func GetClipboardImage(): Image export extern "EnableEventWaiting" func EnableEventWaiting() export extern "DisableEventWaiting" func DisableEventWaiting() export extern "ShowCursor" func ShowCursor() export extern "HideCursor" func HideCursor() export extern "IsCursorHidden" func IsCursorHidden(): bool export extern "EnableCursor" func EnableCursor() export extern "DisableCursor" func DisableCursor() export extern "IsCursorOnScreen" func IsCursorOnScreen(): bool export extern "ClearBackground" func ClearBackground(color: Color) export extern "BeginDrawing" func BeginDrawing() export extern "EndDrawing" func EndDrawing() export extern "BeginMode2D" func BeginMode2D(camera: Camera2D) export extern "EndMode2D" func EndMode2D() export extern "BeginMode3D" func BeginMode3D(camera: Camera3D) export extern "EndMode3D" func EndMode3D() export extern "BeginTextureMode" func BeginTextureMode(target: RenderTexture2D) export extern "EndTextureMode" func EndTextureMode() export extern "BeginShaderMode" func BeginShaderMode(shader: Shader) export extern "EndShaderMode" func EndShaderMode() export extern "BeginBlendMode" func BeginBlendMode(mode: i32) export extern "EndBlendMode" func EndBlendMode() export extern "BeginScissorMode" func BeginScissorMode(x: i32, y: i32, width: i32, height: i32) export extern "EndScissorMode" func EndScissorMode() // export extern "BeginVrStereoMode" func BeginVrStereoMode(config: VrStereoConfig) // export extern "EndVrStereoMode" func EndVrStereoMode() // export extern "LoadVrStereoConfig" func LoadVrStereoConfig(device: VrDeviceInfo): VrStereoConfig // export extern "UnloadVrStereoConfig" func UnloadVrStereoConfig(config: VrStereoConfig) export extern "LoadShader" func LoadShader(vsFileName: cstring, fsFileName: cstring): Shader export extern "LoadShaderFromMemory" func LoadShaderFromMemory(vsCode: cstring, fsCode: cstring): Shader export extern "IsShaderValid" func IsShaderValid(shader: Shader): bool export extern "GetShaderLocation" func GetShaderLocation(shader: Shader, uniformName: cstring): i32 export extern "GetShaderLocationAttrib" func GetShaderLocationAttrib(shader: Shader, attribName: cstring): i32 export extern "SetShaderValue" func SetShaderValue(shader: Shader, locIndex: i32, value: ^void, uniformType: i32) export extern "SetShaderValueV" func SetShaderValueV(shader: Shader, locIndex: i32, value: ^void, uniformType: i32, count: i32) export extern "SetShaderValueMatrix" func SetShaderValueMatrix(shader: Shader, locIndex: i32, mat: Matrix) export extern "SetShaderValueTexture" func SetShaderValueTexture(shader: Shader, locIndex: i32, texture: Texture2D) export extern "UnloadShader" func UnloadShader(shader: Shader) export extern "GetScreenToWorldRay" func GetScreenToWorldRay(position: Vector2, camera: Camera): Ray export extern "GetScreenToWorldRayEx" func GetScreenToWorldRayEx(position: Vector2, camera: Camera, width: i32, height: i32): Ray export extern "GetWorldToScreen" func GetWorldToScreen(position: Vector3, camera: Camera): Vector2 export extern "GetWorldToScreenEx" func GetWorldToScreenEx(position: Vector3, camera: Camera, width: i32, height: i32): Vector2 export extern "GetWorldToScreen2D" func GetWorldToScreen2D(position: Vector2, camera: Camera2D): Vector2 export extern "GetScreenToWorld2D" func GetScreenToWorld2D(position: Vector2, camera: Camera2D): Vector2 export extern "GetCameraMatrix" func GetCameraMatrix(camera: Camera): Matrix export extern "GetCameraMatrix2D" func GetCameraMatrix2D(camera: Camera2D): Matrix export extern "SetTargetFPS" func SetTargetFPS(fps: i32) export extern "GetFrameTime" func GetFrameTime(): f32 export extern "GetTime" func GetTime(): f64 export extern "GetFPS" func GetFPS(): i32 export extern "SwapScreenBuffer" func SwapScreenBuffer() export extern "PollInputEvents" func PollInputEvents() export extern "WaitTime" func WaitTime(seconds: f64) export extern "SetRandomSeed" func SetRandomSeed(seed: u32) export extern "GetRandomValue" func GetRandomValue(min: i32, max: i32): i32 export extern "LoadRandomSequence" func LoadRandomSequence(count: u32, min: i32, max: i32): ^i32 export extern "UnloadRandomSequence" func UnloadRandomSequence(sequence: ^i32) export extern "TakeScreenshot" func TakeScreenshot(fileName: cstring) export extern "SetConfigFlags" func SetConfigFlags(flags: u32) export extern "OpenURL" func OpenURL(url: cstring) // 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) // 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) 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 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 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) 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) 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) 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) 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 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 export extern "UpdateCamera" func UpdateCamera(camera: ^Camera, mode: i32) export extern "UpdateCameraPro" func UpdateCameraPro(camera: ^Camera, movement: Vector3, rotation: Vector3, zoom: f32) export extern "SetShapesTexture" func SetShapesTexture(texture: Texture2D, source: Rectangle) export extern "GetShapesTexture" func GetShapesTexture(): Texture2D export extern "GetShapesTextureRectangle" func GetShapesTextureRectangle(): Rectangle 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) 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) 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 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 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 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 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 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) 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) 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) 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) 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) // //------------------------------------------------------------------------------------ // // 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) // 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, font size is provided in pixels height // RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) // 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 IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) // 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) // 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) // RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) // // Text font info functions // RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks // 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) // 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) // // 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(const 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 const char *TextToSnake(const char *text); // Get Snake case notation version of provided string // RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string // RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) // RLAPI float TextToFloat(const char *text); // Get float 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(const 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 // 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 // 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) // RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) // 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 // RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) // RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters // RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) // 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 // RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points // RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters // RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) // RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, 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 BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits // RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents // RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success // RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes // // 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) // RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) // 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 // RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file // RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU) // RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) // RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data // RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data // 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) // RLAPI float GetMasterVolume(void); // Get master volume (listener) // // 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' // RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters) // RLAPI Sound LoadSound(const char *fileName); // Load sound from file // RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data // 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 IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) // 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 // RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) // 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 initFrame, int finalFrame); // Crop a wave to defined frames 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 // RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized) // 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) // RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized) // 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 // RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data // RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float' // RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream // RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float' // RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline