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nub-lang/example/src/raylib.nub
2025-09-28 20:57:21 +02:00

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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