raylibVapi/vapi/raylib.vapi

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2020-07-26 01:47:05 +01:00
/*
* Raylib VAPI bindings
*
* Copyright (c)2020 Martin White (Nightweave Software) <martin _AT_ guddler.uk>
*
* This is free software. The license for the Raylib library aligns with my ideals
* quite well and I therefore apply it to this VAPI and quote it below. Most notably
* this VAPI took a lot of effort and typing so please don't claim it as your work and
* if you use it, a mention would be appreciated, but is not legally required.
*
* Copyright for the Raylib library itself follows...
*
* --------------------------------------------------------------------------------------
*
* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following
* restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
*/
/**
* Raylib is a highly portable library for creating video games. To quote the libraries
* author: "raylib is a simple and easy-to-use library to enjoy videogames programming.
* raylib is highly inspired by Borland BGI graphics lib and by XNA framework"
*
* See: [[https://www.raylib.com/index.html]]
*/
[CCode (cprefix = "", cheader_filename="raylib.h")]
namespace Raylib {
//#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
[CCode (cname = "PI")] public const double PI;
// #define DEG2RAD (PI/180.0f)
// #define RAD2DEG (180.0f/PI)
// #define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
// Allow custom memory allocators
//#ifndef RL_MALLOC
// #define RL_MALLOC(sz) malloc(sz)
//#endif
//#ifndef RL_CALLOC
// #define RL_CALLOC(n,sz) calloc(n,sz)
//#endif
//#ifndef RL_REALLOC
// #define RL_REALLOC(ptr,sz) realloc(ptr,sz)
//#endif
//#ifndef RL_FREE
// #define RL_FREE(ptr) free(ptr)
//#endif
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
//#if defined(__cplusplus)
// #define CLITERAL(type) type
//#else
// #define CLITERAL(type) (type)
//#endif
//----------------------------------------------------------------------------------
// Structures Definition
//----------------------------------------------------------------------------------
// If the struct is passed by value then declare as SimpleType, else vala will pass by reference
// Vector 2 type
[SimpleType]
[CCode (cname = "struct Vector2", destroy_function = "", has_type_id = true)]
public struct Vector2 {
float x;
float y;
}
// Vector3 type
[SimpleType]
[CCode (cname = "struct Vector3", destroy_function = "", has_type_id = true)]
public struct Vector3 {
float x;
float y;
float z;
}
// Vector4 type
[SimpleType]
[CCode (cname = "struct Vector4", destroy_function = "", has_type_id = true)]
public struct Vector4 {
float x;
float y;
float z;
float w;
}
// // Quaternion type, same as Vector4
// typedef Vector4 Quaternion;
public struct Quaternion : Vector4 { }
// // Matrix type (OpenGL style 4x4 - right handed, column major)
// typedef struct Matrix {
// float m0, m4, m8, m12;
// float m1, m5, m9, m13;
// float m2, m6, m10, m14;
// float m3, m7, m11, m15;
// } Matrix;
// Color type, RGBA (32bit)
[CCode (cname = "struct Color", has_type_id = false)]
[SimpleType]
public struct Color {
uint8 r;
uint8 g;
uint8 b;
uint8 a;
}
// Rectangle type
[SimpleType]
[CCode (cname = "struct Rectangle", cheader_filename = "raylib.h", destroy_function = "", has_type_id = true)]
public struct Rectangle {
float x;
float y;
float width;
float height;
}
// // Image type, bpp always RGBA (32bit)
// // NOTE: Data stored in CPU memory (RAM)
// typedef struct Image {
// void *data; // Image raw data
// int width; // Image base width
// int height; // Image base height
// int mipmaps; // Mipmap levels, 1 by default
// int format; // Data format (PixelFormat type)
// } Image;
// // Texture2D type
// // NOTE: Data stored in GPU memory
// typedef struct Texture2D {
// unsigned int id; // OpenGL texture id
// int width; // Texture base width
// int height; // Texture base height
// int mipmaps; // Mipmap levels, 1 by default
// int format; // Data format (PixelFormat type)
// } Texture2D;
// // Texture type, same as Texture2D
// typedef Texture2D Texture;
// // TextureCubemap type, actually, same as Texture2D
// typedef Texture2D TextureCubemap;
// // RenderTexture2D type, for texture rendering
// typedef struct RenderTexture2D {
// unsigned int id; // OpenGL Framebuffer Object (FBO) id
// Texture2D texture; // Color buffer attachment texture
// Texture2D depth; // Depth buffer attachment texture
// bool depthTexture; // Track if depth attachment is a texture or renderbuffer
// } RenderTexture2D;
// // RenderTexture type, same as RenderTexture2D
// typedef RenderTexture2D RenderTexture;
// // N-Patch layout info
// typedef struct NPatchInfo {
// Rectangle sourceRec; // Region in the texture
// int left; // left border offset
// int top; // top border offset
// int right; // right border offset
// int bottom; // bottom border offset
// int type; // layout of the n-patch: 3x3, 1x3 or 3x1
// } NPatchInfo;
// // Font character info
// typedef struct CharInfo {
// int value; // Character value (Unicode)
// int offsetX; // Character offset X when drawing
// int offsetY; // Character offset Y when drawing
// int advanceX; // Character advance position X
// Image image; // Character image data
// } CharInfo;
// // Font type, includes texture and charSet array data
// typedef struct Font {
// int baseSize; // Base size (default chars height)
// int charsCount; // Number of characters
// Texture2D texture; // Characters texture atlas
// Rectangle *recs; // Characters rectangles in texture
// CharInfo *chars; // Characters info data
// } Font;
// // #define SpriteFont Font // SpriteFont type fallback, defaults to Font
// // Camera type, defines a camera position/orientation in 3d space
// typedef struct Camera3D {
// Vector3 position; // Camera position
// Vector3 target; // Camera target it looks-at
// Vector3 up; // Camera up vector (rotation over its axis)
// float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
// int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
// } Camera3D;
// typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
// // Camera2D type, defines a 2d camera
// typedef struct Camera2D {
// Vector2 offset; // Camera offset (displacement from target)
// Vector2 target; // Camera target (rotation and zoom origin)
// float rotation; // Camera rotation in degrees
// float zoom; // Camera zoom (scaling), should be 1.0f by default
// } Camera2D;
// // Vertex data definning a mesh
// // NOTE: Data stored in CPU memory (and GPU)
// typedef struct Mesh {
// int vertexCount; // Number of vertices stored in arrays
// int triangleCount; // Number of triangles stored (indexed or not)
// // Default vertex data
// float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
// float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
// float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
// float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
// float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
// unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
// unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
// // Animation vertex data
// float *animVertices; // Animated vertex positions (after bones transformations)
// float *animNormals; // Animated normals (after bones transformations)
// int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
// float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// // OpenGL identifiers
// unsigned int vaoId; // OpenGL Vertex Array Object id
// unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
// } Mesh;
// // Shader type (generic)
// typedef struct Shader {
// unsigned int id; // Shader program id
// int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
// } Shader;
// // Material texture map
// typedef struct MaterialMap {
// Texture2D texture; // Material map texture
// Color color; // Material map color
// float value; // Material map value
// } MaterialMap;
// // Material type (generic)
// typedef struct Material {
// Shader shader; // Material shader
// MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
// float *params; // Material generic parameters (if required)
// } Material;
// // Transformation properties
// typedef struct Transform {
// Vector3 translation; // Translation
// Quaternion rotation; // Rotation
// Vector3 scale; // Scale
// } Transform;
// // Bone information
// typedef struct BoneInfo {
// char name[32]; // Bone name
// int parent; // Bone parent
// } BoneInfo;
// // Model type
// typedef struct Model {
// Matrix transform; // Local transform matrix
// int meshCount; // Number of meshes
// Mesh *meshes; // Meshes array
// int materialCount; // Number of materials
// Material *materials; // Materials array
// int *meshMaterial; // Mesh material number
// // Animation data
// int boneCount; // Number of bones
// BoneInfo *bones; // Bones information (skeleton)
// Transform *bindPose; // Bones base transformation (pose)
// } Model;
// // Model animation
// typedef struct ModelAnimation {
// int boneCount; // Number of bones
// BoneInfo *bones; // Bones information (skeleton)
// int frameCount; // Number of animation frames
// Transform **framePoses; // Poses array by frame
// } ModelAnimation;
// // Ray type (useful for raycast)
// typedef struct Ray {
// Vector3 position; // Ray position (origin)
// Vector3 direction; // Ray direction
// } Ray;
// // Raycast hit information
// typedef struct RayHitInfo {
// bool hit; // Did the ray hit something?
// float distance; // Distance to nearest hit
// Vector3 position; // Position of nearest hit
// Vector3 normal; // Surface normal of hit
// } RayHitInfo;
// // Bounding box type
// typedef struct BoundingBox {
// Vector3 min; // Minimum vertex box-corner
// Vector3 max; // Maximum vertex box-corner
// } BoundingBox;
// // Wave type, defines audio wave data
// typedef struct Wave {
// unsigned int sampleCount; // Total number of samples
// unsigned int sampleRate; // Frequency (samples per second)
// unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
// unsigned int channels; // Number of channels (1-mono, 2-stereo)
// void *data; // Buffer data pointer
// } Wave;
// typedef struct rAudioBuffer rAudioBuffer;
// // Audio stream type
// // NOTE: Useful to create custom audio streams not bound to a specific file
// typedef struct AudioStream {
// 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)
// rAudioBuffer *buffer; // Pointer to internal data used by the audio system
// } AudioStream;
// // Sound source type
// typedef struct Sound {
// unsigned int sampleCount; // Total number of samples
// AudioStream stream; // Audio stream
// } Sound;
// // Music stream type (audio file streaming from memory)
// // NOTE: Anything longer than ~10 seconds should be streamed
// typedef struct Music {
// int ctxType; // Type of music context (audio filetype)
// void *ctxData; // Audio context data, depends on type
// unsigned int sampleCount; // Total number of samples
// unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop
// AudioStream stream; // Audio stream
// } Music;
// // Head-Mounted-Display device parameters
// typedef struct VrDeviceInfo {
// int hResolution; // HMD horizontal resolution in pixels
// int vResolution; // HMD vertical resolution in pixels
// float hScreenSize; // HMD horizontal size in meters
// float vScreenSize; // HMD vertical size in meters
// float vScreenCenter; // HMD screen center in meters
// float eyeToScreenDistance; // HMD distance between eye and display in meters
// float lensSeparationDistance; // HMD lens separation distance in meters
// float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
// float lensDistortionValues[4]; // HMD lens distortion constant parameters
// float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
// } VrDeviceInfo;
//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
// Vala Note: These just map through to C so generally don't need values
//
/**
* System config flags
* NOTE: Used for bit masks
*/
[Flags]
[CCode (cprefix = "", has_type_id = false)]
public enum ConfigFlag {
FLAG_RESERVED , //= 1, // Reserved
FLAG_FULLSCREEN_MODE , //= 2, // Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE , //= 4, // Set to allow resizable window
FLAG_WINDOW_UNDECORATED , //= 8, // Set to disable window decoration (frame and buttons)
FLAG_WINDOW_TRANSPARENT , //= 16, // Set to allow transparent window
FLAG_MSAA_4X_HINT , //= 32, // Set to try enabling MSAA 4X
FLAG_VSYNC_HINT , //= 64, // Set to try enabling V-Sync on GPU
FLAG_WINDOW_HIDDEN , //= 128, // Set to create the window initially hidden
FLAG_WINDOW_ALWAYS_RUN //= 256 // Set to allow windows running while minimized
}
// Trace log type
[CCode (cprefix = "", has_type_id = false)]
public enum TraceLogType {
LOG_ALL, // = 0, // Display all logs
LOG_TRACE,
LOG_DEBUG,
LOG_INFO,
LOG_WARNING,
LOG_ERROR,
LOG_FATAL,
LOG_NONE // Disable logging
}
// Keyboard keys
[CCode (cname = "KeyboardKey", cprefix="", has_type_id = false)]
public enum Keyboard {
// Alphanumeric keys
KEY_APOSTROPHE,
KEY_COMMA,
KEY_MINUS,
KEY_PERIOD,
KEY_SLASH,
KEY_ZERO,
KEY_ONE,
KEY_TWO,
KEY_THREE,
KEY_FOUR,
KEY_FIVE,
KEY_SIX,
KEY_SEVEN,
KEY_EIGHT,
KEY_NINE,
KEY_SEMICOLON,
KEY_EQUAL,
KEY_A,
KEY_B,
KEY_C,
KEY_D,
KEY_E,
KEY_F,
KEY_G,
KEY_H,
KEY_I,
KEY_J,
KEY_K,
KEY_L,
KEY_M,
KEY_N,
KEY_O,
KEY_P,
KEY_Q,
KEY_R,
KEY_S,
KEY_T,
KEY_U,
KEY_V,
KEY_W,
KEY_X,
KEY_Y,
KEY_Z,
// Function keys
KEY_SPACE,
KEY_ESCAPE,
KEY_ENTER,
KEY_TAB,
KEY_BACKSPACE,
KEY_INSERT,
KEY_DELETE,
KEY_RIGHT,
KEY_LEFT,
KEY_DOWN,
KEY_UP,
KEY_PAGE_UP,
KEY_PAGE_DOWN,
KEY_HOME,
KEY_END,
KEY_CAPS_LOCK,
KEY_SCROLL_LOCK,
KEY_NUM_LOCK,
KEY_PRINT_SCREEN,
KEY_PAUSE,
KEY_F1,
KEY_F2,
KEY_F3,
KEY_F4,
KEY_F5,
KEY_F6,
KEY_F7,
KEY_F8,
KEY_F9,
KEY_F10,
KEY_F11,
KEY_F12,
KEY_LEFT_SHIFT,
KEY_LEFT_CONTROL,
KEY_LEFT_ALT,
KEY_LEFT_SUPER,
KEY_RIGHT_SHIFT,
KEY_RIGHT_CONTROL,
KEY_RIGHT_ALT,
KEY_RIGHT_SUPER,
KEY_KB_MENU,
KEY_LEFT_BRACKET,
KEY_BACKSLASH,
KEY_RIGHT_BRACKET,
KEY_GRAVE,
// Keypad keys
KEY_KP_0,
KEY_KP_1,
KEY_KP_2,
KEY_KP_3,
KEY_KP_4,
KEY_KP_5,
KEY_KP_6,
KEY_KP_7,
KEY_KP_8,
KEY_KP_9,
KEY_KP_DECIMAL,
KEY_KP_DIVIDE,
KEY_KP_MULTIPLY,
KEY_KP_SUBTRACT,
KEY_KP_ADD,
KEY_KP_ENTER,
KEY_KP_EQUAL
}
/**
* Android buttons
*/
[CCode (has_type_id = false)]
public enum AndroidButton {
KEY_BACK,
KEY_MENU,
KEY_VOLUME_UP,
KEY_VOLUME_DOWN
}
// Mouse buttons
[CCode (cprefix = "MOUSE_", has_type_id = false)]
public enum Mouse {
LEFT_BUTTON,
RIGHT_BUTTON,
MIDDLE_BUTTON,
}
// Gamepad number
[CCode (cprefix = "GAMEPAD_", has_type_id = false)]
public enum GamepadNumber {
PLAYER1,
PLAYER2,
PLAYER3,
PLAYER4
}
// Gamepad Buttons
[CCode (cprefix = "GAMEPAD_BUTTON_", has_type_id = false)]
public enum GamepadButton {
// This is here just for error checking
UNKNOWN = 0,
// This is normally a DPAD
LEFT_FACE_UP,
LEFT_FACE_RIGHT,
LEFT_FACE_DOWN,
LEFT_FACE_LEFT,
// This normally corresponds with PlayStation and Xbox controllers
// XBOX: [Y,X,A,B]
// PS3: [Triangle,Square,Cross,Circle]
// No support for 6 button controllers though..
RIGHT_FACE_UP,
RIGHT_FACE_RIGHT,
RIGHT_FACE_DOWN,
RIGHT_FACE_LEFT,
// Triggers
LEFT_TRIGGER_1,
LEFT_TRIGGER_2,
RIGHT_TRIGGER_1,
RIGHT_TRIGGER_2,
// These are buttons in the center of the gamepad
MIDDLE_LEFT, //PS3 Select
MIDDLE, //PS Button/XBOX Button
MIDDLE_RIGHT, //PS3 Start
// These are the joystick press in buttons
LEFT_THUMB,
RIGHT_THUMB
}
[CCode (cprefix = "", has_type_id = false)]
public enum GamepadAxis {
// This is here just for error checking
GAMEPAD_AXIS_UNKNOWN = 0,
// Left stick
GAMEPAD_AXIS_LEFT_X,
GAMEPAD_AXIS_LEFT_Y,
// Right stick
GAMEPAD_AXIS_RIGHT_X,
GAMEPAD_AXIS_RIGHT_Y,
// Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
}
// Shader location point type
[CCode (cprefix = "", has_type_id = false)]
public enum ShaderLocationIndex {
LOC_VERTEX_POSITION = 0,
LOC_VERTEX_TEXCOORD01,
LOC_VERTEX_TEXCOORD02,
LOC_VERTEX_NORMAL,
LOC_VERTEX_TANGENT,
LOC_VERTEX_COLOR,
LOC_MATRIX_MVP,
LOC_MATRIX_MODEL,
LOC_MATRIX_VIEW,
LOC_MATRIX_PROJECTION,
LOC_VECTOR_VIEW,
LOC_COLOR_DIFFUSE,
LOC_COLOR_SPECULAR,
LOC_COLOR_AMBIENT,
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
LOC_MAP_NORMAL,
LOC_MAP_ROUGHNESS,
LOC_MAP_OCCLUSION,
LOC_MAP_EMISSION,
LOC_MAP_HEIGHT,
LOC_MAP_CUBEMAP,
LOC_MAP_IRRADIANCE,
LOC_MAP_PREFILTER,
LOC_MAP_BRDF
}
// #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
// #define LOC_MAP_SPECULAR LOC_MAP_METALNESS
// Shader uniform data types
[CCode (cprefix = "", has_type_id = false)]
public enum ShaderUniformDataType {
UNIFORM_FLOAT = 0,
UNIFORM_VEC2,
UNIFORM_VEC3,
UNIFORM_VEC4,
UNIFORM_INT,
UNIFORM_IVEC2,
UNIFORM_IVEC3,
UNIFORM_IVEC4,
UNIFORM_SAMPLER2D
}
// Material map type
[CCode (cprefix = "", has_type_id = false)]
public enum MaterialMapType {
MAP_ALBEDO = 0, // MAP_DIFFUSE
MAP_METALNESS = 1, // MAP_SPECULAR
MAP_NORMAL = 2,
MAP_ROUGHNESS = 3,
MAP_OCCLUSION,
MAP_EMISSION,
MAP_HEIGHT,
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MAP_BRDF
}
// #define MAP_DIFFUSE MAP_ALBEDO
// #define MAP_SPECULAR MAP_METALNESS
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
[CCode (cprefix = "", has_type_id = false)]
public enum PixelFormat {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
}
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
[CCode (cprefix = "", has_type_id = false)]
public enum TextureFilterMode {
FILTER_POINT = 0, // No filter, just pixel aproximation
FILTER_BILINEAR, // Linear filtering
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
}
// Cubemap layout type
[CCode (cprefix = "", has_type_id = false)]
public enum CubemapLayoutType {
CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map)
}
// Texture parameters: wrap mode
[CCode (cprefix = "", has_type_id = false)]
public enum TextureWrapMode {
WRAP_REPEAT = 0, // Repeats texture in tiled mode
WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
}
// Font type, defines generation method
[CCode (cprefix = "", has_type_id = false)]
public enum FontType {
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
}
// Color blending modes (pre-defined)
[CCode (cprefix = "", has_type_id = false)]
public enum BlendMode {
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED // Blend textures multiplying colors
}
// Gestures type
// NOTE: It could be used as flags to enable only some gestures
[Flags]
[CCode (cprefix = "", has_type_id = false)]
public enum GestureType {
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
}
// Camera system modes
[CCode (cprefix = "", has_type_id = false)]
public enum CameraMode {
CAMERA_CUSTOM = 0,
CAMERA_FREE,
CAMERA_ORBITAL,
CAMERA_FIRST_PERSON,
CAMERA_THIRD_PERSON
}
// Camera projection modes
[CCode (cprefix = "", has_type_id = false)]
public enum CameraType {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
}
// Type of n-patch
[CCode (cprefix = "", has_type_id = false)]
public enum NPatchType {
NPT_9PATCH = 0, // Npatch defined by 3x3 tiles
NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles
NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
}
// Callbacks to be implemented by users
//typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
[CCode (cname = "LIGHTGRAY")] public const Color LIGHTGRAY;
[CCode (cname = "GRAY")] public const Color GRAY;
[CCode (cname = "DARKGRAY")] public const Color DARKGRAY;
[CCode (cname = "YELLOW")] public const Color YELLOW;
[CCode (cname = "GOLD")] public const Color GOLD;
[CCode (cname = "ORANGE")] public const Color ORANGE;
[CCode (cname = "PINK")] public const Color PINK;
[CCode (cname = "RED")] public const Color RED;
[CCode (cname = "MAROON")] public const Color MAROON;
[CCode (cname = "GREEN")] public const Color GREEN;
[CCode (cname = "LIME")] public const Color LIME;
[CCode (cname = "DARKGREEN")] public const Color DARKGREEN;
[CCode (cname = "SKYBLUE")] public const Color SKYBLUE;
[CCode (cname = "BLUE")] public const Color BLUE;
[CCode (cname = "DARKBLUE")] public const Color DARKBLUE;
[CCode (cname = "PURPLE")] public const Color PURPLE;
[CCode (cname = "VIOLET")] public const Color VIOLET;
[CCode (cname = "DARKPURPLE")] public const Color DARKPURPLE;
[CCode (cname = "BEIGE")] public const Color BEIGE;
[CCode (cname = "BROWN")] public const Color BROWN;
[CCode (cname = "DARKBROWN")] public const Color DARKBROWN;
[CCode (cname = "WHITE")] public const Color WHITE;
[CCode (cname = "BLACK")] public const Color BLACK;
[CCode (cname = "BLANK")] public const Color BLANK;
[CCode (cname = "MAGENTA")] public const Color MAGENTA;
[CCode (cname = "RAYWHITE")] public const Color RAYWHITE;
// Skip these - we'll assume nobody will use old codebases and if
// they do then they will have to upgrade as part of porting to Vala.
//
// Temporal hack to avoid breaking old codebases using
// deprecated raylib implementation of these functions
// #define FormatText TextFormat
// #define SubText TextSubtext
// #define ShowWindow UnhideWindow
// #define LoadText LoadFileText
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
/**
* Window object encapsulating static window related functions
*
* Unless I'm mistaken, only a single Raylib window can exist at once. For this reason
* (I presume) the C API does not expose a struct or handle to the current Window apart
* from with one method.
*
* Because of this it really feels like we should implement a Window class but the best I
* can come up with is static methods to group the functionality together. There may be a
* better way?
*/
[Compact]
public class Window {
/**
* Initialize window and OpenGL context
*/
[CCode (cname = "InitWindow")]
public static void init(int width, int height, string title);
/**
* Close window and unload OpenGL context
*/
[CCode (cname = "CloseWindow")]
public static void close();
/**
* Check if KEY_ESCAPE pressed or Close icon pressed
*/
[CCode (cname = "WindowShouldClose")]
public static bool should_close();
/**
* Check if window has been initialized successfully
*/
[CCode (cname = "IsWindowReady")]
public static bool is_ready();
/**
* Check if window has been minimized (or lost focus)
*/
[CCode (cname = "IsWindowMinimized")]
public static bool is_minimized();
/**
* Check if window has been resized
*/
[CCode (cname = "IsWindowResized")]
public static bool is_resized();
/**
* Check if window is currently hidden
*/
[CCode (cname = "IsWindowHidden")]
public static bool is_hidden();
/**
* Check if window is currently fullscreen
*/
[CCode (cname = "IsWindowFullScreen")]
public static bool is_fullscreen();
/**
* Toggle fullscreen mode (only PLATFORM_DESKTOP)
*/
[CCode (cname = "ToggleFullScreen")]
public static void toggle_fullscreen();
/**
* Show the window
*/
[CCode (cname = "UnhideWindow")]
public static void unhide();
/**
* Hide the window
*/
[CCode (cname = "HideWindow")]
public static void hide();
/**
* Set icon for window (only PLATFORM_DESKTOP)
*/
//[CCode (cname = "SetWindowIcon")]
//public static void set_icon(Image image);
/**
* Set title for window (only PLATFORM_DESKTOP)
*/
[CCode (cname = "SetWindowTitle")]
public static void set_title(string title);
/**
* Set window position on screen (only PLATFORM_DESKTOP)
*/
[CCode (cname = "SetWindowPosition")]
public static void set_position(int x, int y);
/**
* Set monitor for the current window (fullscreen mode)
*/
[CCode (cname = "SetWindowMonitor")]
public static void set_monitor(int monitor);
/**
* Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
*/
[CCode (cname = "SetWindowMinSize")]
public static void set_min_size(int width, int height);
/**
* Set window dimensions
*/
[CCode (cname = "SetWindowSize")]
public static void set_size(int width, int height);
/**
* Get native window handle
*/
//[CCode (cname = "GetWindowHandle")]
//public static void *get_handle();
/**
* Get window position XY on monitor
*/
[CCode (cname = "GetWindowPosition")]
public static Vector2 get_position();
}
/**
* Get current screen width
*/
[CCode (cname = "GetScreenWidth")]
public static int get_screen_width();
/**
* Get current screen height
*/
[CCode (cname = "GetScreenHeight")]
public static int get_screen_height();
/**
* Get number of connected monitors
*/
[CCode (cname = "GetMonitorCount")]
public static int get_monitor_count();
/**
* Get primary monitor width
*/
[CCode (cname = "GetMonitorWidth")]
public static int get_monitor_width(int monitor);
/**
* Get primary monitor height
*/
[CCode (cname = "GetMonitorHeight")]
public static int get_monitor_height(int monitor);
/**
* Get primary monitor physical width in millimetres
*/
[CCode (cname = "GetMonitorPhysicalWidth")]
public static int get_monitor_physical_width(int monitor);
/**
* Get primary monitor physical height in millimetres
*/
[CCode (cname = "GetMonitorPhysicalHeight")]
public static int get_monitor_physical_height(int monitor);
/**
* Get the human-readable, UTF-8 encoded name of the primary monitor
*/
[CCode (cname = "GetMonitorName")]
public static string get_monitor_name(int monitor);
/**
* Get clipboard text content
*/
[CCode (cname = "GetClipboardText")]
public static string get_clipboard_text();
/**
* Set clipboard text content
*/
[CCode (cname = "SetClipboardText")]
public static void set_clipboard_text(string *text);
// Cursor-related functions
/**
* Shows cursor
*/
[CCode (cname = "ShowCursor")]
public void show_cursor();
/**
* Hides cursor
*/
[CCode (cname = "HideCursor")]
public void hide_cursor();
/**
* Check if cursor is not visible
*/
[CCode (cname = "IsCursorHidden")]
public bool is_cursor_hidden();
/**
* Enables cursor (unlock cursor)
*/
[CCode (cname = "EnableCursor")]
public void enable_cursor();
/**
* Disables cursor (lock cursor)
*/
[CCode (cname = "DisableCursor")]
public void disable_cursor();
// Drawing-related functions
/**
* Set background color (framebuffer clear color)
*/
[CCode (cname = "ClearBackground")]
public void clear_background(Color color);
/**
* Setup canvas (framebuffer) to start drawing
*/
[CCode (cname = "BeginDrawing")]
public void begin_drawing();
/**
* End canvas drawing and swap buffers (double buffering)
*/
[CCode (cname = "EndDrawing")]
public void end_drawing();
// void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
/**
* Ends 2D mode with custom camera
*/
[CCode (cname = "EndMode2D")]
public void end_mode_2D();
// void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
/**
* Ends 3D mode and returns to default 2D orthographic mode
*/
[CCode (cname = "EndMode3D")]
public void end_mode_3D();
/**
* Initializes render texture for drawing
*/
//[CCode (cname = "BeginTextureMode")]
// void begin_texture_mode(RenderTexture2D target);
/**
* Ends drawing to render texture
*/
[CCode (cname = "EndTextureMode")]
public void end_texture_mode();
/**
* Begin scissor mode (define screen area for following drawing)
*/
[CCode (cname = "BeginScissorMode")]
public void begin_scissor_mode(int x, int y, int width, int height);
/**
* End scissor mode
*/
[CCode (cname = "EndScissorMode")]
public void end_scissor_mode();
// Screen-space-related functions
// Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
// Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
// Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
// Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
// Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
// Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
// Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
// Timing-related functions
/**
* Set target FPS (maximum)
*/
[CCode (cname = "SetTargetFPS")]
public void set_target_fps(int fps);
/**
* Returns current FPS
*/
[CCode (cname = "GetFPS")]
public int get_fps();
/**
* Returns time in seconds for last frame drawn
*/
[CCode (cname = "GetFrameTime")]
public float get_frame_time();
/**
* Returns elapsed time in seconds since InitWindow()
*/
[CCode (cname = "GetTime")]
public double get_time();
// Color-related functions
// int ColorToInt(Color color); // Returns hexadecimal value for a Color
// Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
// Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
// Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
// Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
// Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
// Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
// Misc. functions
// void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS)
// void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
// void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
// void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
// void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
// void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
// int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Files management functions
// unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
// void SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write)
// char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
// void SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated
// bool FileExists(const char *fileName); // Check if file exists
// bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
// bool DirectoryExists(const char *dirPath); // Check if a directory path exists
// const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
// const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
// const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
// const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
// const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
// const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
// char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
// void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
// bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
// bool IsFileDropped(void); // Check if a file has been dropped into window
// char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
// void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
// long GetFileModTime(const char *fileName); // Get file modification time (last write time)
// unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm)
// unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm)
// Persistent storage management
// void SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position)
// int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
// void OpenURL(const char *url); // Open URL with default system browser (if available)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
/**
* Detect if a key has been pressed once
*/
[CCode (cname = "IsKeyPressed")]
public bool is_key_pressed(int key);
/**
* Detect if a key is being pressed
*/
[CCode (cname = "IsKeyDown")]
public bool is_key_down(int key);
/**
* Detect if a key has been released once
*/
[CCode (cname = "IsKeyReleased")]
public bool is_key_released(int key);
/**
* Detect if a key is NOT being pressed
*/
[CCode (cname = "IsKeyUp")]
public bool is_key_up(int key);
/**
* Set a custom key to exit program (default is ESC)
*/
[CCode (cname = "SetExitKey")]
public void set_exit_key(int key);
/**
* Get key pressed, call it multiple times for chars queued
*/
[CCode (cname = "GetKeyPressed")]
public int get_key_pressed();
// These all take a gamepad as input, but it's not one we created by
// (eg) getting a reference to a gamepad, so we still cen't map as a class
// Input-related functions: gamepads
// bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
// bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
// const char *GetGamepadName(int gamepad); // Return gamepad internal name id
// bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
// bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
// bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
// bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
// int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
// int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
// float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
// Input-related functions: mouse
/**
* Detect if a mouse button has been pressed once
*/
[CCode (cname = "IsMouseButtonPressed")]
bool is_mouse_button_pressed(int button);
// bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
// bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
// bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
// int GetMouseX(void); // Returns mouse position X
// int GetMouseY(void); // Returns mouse position Y
/**
* Returns mouse position XY
*/
[CCode (cname = "GetMousePosition")]
public Vector2 get_mouse_position();
// void SetMousePosition(int x, int y); // Set mouse position XY
// void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
// void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
/**
* Returns mouse wheel movement Y
*/
[CCode (cname = "GetMouseWheelMove")]
public int get_mouse_wheel_move();
// Input-related functions: touch
// int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
// int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
// Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
// void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
// bool IsGestureDetected(int gesture); // Check if a gesture have been detected
// int GetGestureDetected(void); // Get latest detected gesture
// int GetTouchPointsCount(void); // Get touch points count
// float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
// Vector2 GetGestureDragVector(void); // Get gesture drag vector
// float GetGestureDragAngle(void); // Get gesture drag angle
// Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
// float GetGesturePinchAngle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
// void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
// void UpdateCamera(Camera *camera); // Update camera position for selected mode
// void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
// void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
// void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
// void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Basic shapes drawing functions
// void DrawPixel(int posX, int posY, Color color); // Draw a pixel
// void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
/**
* Draw a line
*/
[CCode (cname = "DrawLine")]
public void draw_line(int startPosX, int startPosY, int endPosX, int endPosY, Color color);
// void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
// void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
// void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
// void DrawLineStrip(Vector2 *points, int numPoints, Color color); // Draw lines sequence
/**
* Draw a color-filled circle
*/
[CCode (cname = "DrawCircle")]
public void draw_circle(int centerX, int centerY, float radius, Color color);
// void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
// void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
/**
* Draw a gradient-filled circle
*/
[CCode (cname = "DrawCircleGradient")]
public void draw_circle_gradient(int centerX, int centerY, float radius, Color color1, Color color2);
/**
* Draw a color-filled circle (Vector version)
*/
[CCode (cname = "DrawCircleV")]
public void draw_circle_v(Vector2 center, float radius, Color color);
/**
* Draw circle outline
*/
[CCode (cname = "DrawCircleLines")]
public void draw_circle_lines(int centerX, int centerY, float radius, Color color);
// void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
// void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
// void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
// void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
/**
* Draw a color-filled rectangle
*/
[CCode (cname = "DrawRectangle")]
public void draw_rectangle(int posX, int posY, int width, int height, Color color);
// void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
// void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
// void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
/**
* Draw a vertical-gradient-filled rectangle
*/
[CCode (cname = "DrawRectangleGradientV")]
public void draw_rectangle_gradient_v(int posX, int posY, int width, int height, Color color1, Color color2);
/**
* Draw a horizontal-gradient-filled rectangle
*/
[CCode (cname = "DrawRectangleGradientH")]
public void draw_rectangle_gradient_h(int posX, int posY, int width, int height, Color color1, Color color2);
// void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
/**
* Draw rectangle outline
*/
[CCode (cname = "DrawRectangleLines")]
public void draw_rectangle_lines(int posX, int posY, int width, int height, Color color);
// void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
/**
* Draw rectangle with rounded edges
*/
[CCode (cname = "DrawRectangleRounded")]
public void draw_rectangle_rounded(Rectangle rec, float roundness, int segments, Color color);
// void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
/**
* Draw a color-filled triangle (vertex in counter-clockwise order!)
*/
[CCode (cname = "DrawTriangle")]
public void draw_triangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);
/**
* Draw triangle outline (vertex in counter-clockwise order!)
*/
[CCode (cname = "DrawTriangleLines")]
public void draw_triangle_lines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);
// void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
// void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
/**
* Draw a regular polygon (Vector version)
*/
[CCode (cname = "DrawPoly")]
public void draw_poly(Vector2 center, int sides, float radius, float rotation, Color color);
// void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
// Basic shapes collision detection functions
// bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
// bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
// bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
// Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
// bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
// bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
// bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image loading functions
// NOTE: This functions do not require GPU access
// Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
// Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
// Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
// Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
// void UnloadImage(Image image); // Unload image from CPU memory (RAM)
// void ExportImage(Image image, const char *fileName); // Export image data to file
// void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
// Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
// Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
// Image generation functions
// Image GenImageColor(int width, int height, Color color); // Generate image: plain color
// Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
// Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
// Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
// Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
// Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
// Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
// Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Image manipulation functions
// Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
// Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
// Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
// Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
// void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
// void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
// void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
// void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
// void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
// void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
// void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
// void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
// void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
// void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
// void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
// void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
// void ImageFlipVertical(Image *image); // Flip image vertically
// void ImageFlipHorizontal(Image *image); // Flip image horizontally
// void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
// void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
// void ImageColorTint(Image *image, Color color); // Modify image color: tint
// void ImageColorInvert(Image *image); // Modify image color: invert
// void ImageColorGrayscale(Image *image); // Modify image color: grayscale
// void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
// void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
// void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
// Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
// Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
// void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
// void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
// void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
// void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
// void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
// void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
// void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
// void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
// void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
// void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
// void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
// void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
// void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
// void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
// Texture loading functions
// NOTE: These functions require GPU access
// Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
// Texture2D LoadTextureFromImage(Image image); // Load texture from image data
// TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
// RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
// void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
// void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
// void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
// Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
// Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
// Texture configuration functions
// void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
// void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
// void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
// Texture drawing functions
// void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
// void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
// void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
// void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
// void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
// void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
// void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Image/Texture misc functions
// int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
// Font GetFontDefault(void); // Get the default Font
// Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
// Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
// Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
// CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
// Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
// void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
/**
* Shows current FPS
*/
[CCode (cname = "DrawFPS")]
public void draw_fps(int posX, int posY);
/**
* Draw text (using default font)
*/
[CCode (cname = "DrawText")]
public void draw_text(string text, int posX, int posY, int fontSize, Color color);
// void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
// void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
// void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
// int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
// void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint)
// Text misc. functions
// int MeasureText(const char *text, int fontSize); // Measure string width for default font
// Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
// int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font
// Text strings management functions (no utf8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
// int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
// bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
// unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
/**
* Text formatting with variables (sprintf style)
*/
[CCode (cname = "TextFormat")]
public unowned string text_format(string text, ...);
// const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
// char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!)
// char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!)
// const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
// const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
// void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
// int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
/**
* Get upper case version of provided string
*/
[CCode (cname = "TextToUpper")]
public unowned string text_to_upper(string text);
/**
* Get lower case version of provided string
*/
[CCode (cname = "TextToLower")]
public unowned string text_to_lower(string text);
/**
* Get Pascal case notation version of provided string
*/
[CCode (cname = "TextToPascal")]
public unowned string text_to_pascal(string text);
/**
* Get integer value from text (negative values not supported)
*/
[CCode (cname = "TextToInteger")]
public int TextToInteger(string text);
/**
* Encode text codepoint into utf8 text (memory must be freed!)
*/
//[CCode (cname = "TextToUtf8")]
//public string text_to_UTF8(int *codepoints, int length);
// UTF8 text strings management functions
// int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
// int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
// int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
// const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
// void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
// void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
// void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
// void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
// void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
// void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
// void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
// void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
// void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
// void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
// void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
// void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
// void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
// void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
// void DrawRay(Ray ray, Color color); // Draw a ray line
// void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
// void DrawGizmo(Vector3 position); // Draw simple gizmo
//DrawTorus(), DrawTeapot() could be useful?
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model loading/unloading functions
// Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
// Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
// void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
// Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
// void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
// void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
// Material loading/unloading functions
// Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
// Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
// void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
// void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
// void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
// ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
// void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
// void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
// bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Mesh generation functions
// Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
// Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
// Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
// Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
// Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
// Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
// Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
// Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
// Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
// Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Mesh manipulation functions
// BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
// void MeshTangents(Mesh *mesh); // Compute mesh tangents
// void MeshBinormals(Mesh *mesh); // Compute mesh binormals
// Model drawing functions
// void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
// void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
// void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
// void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
// void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
// void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
// void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions
// bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
// bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
// bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
// bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
// bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
// bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
// RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
// RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
// RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
// Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
// Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
// void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Shader GetShaderDefault(void); // Get default shader
// Texture2D GetTextureDefault(void); // Get default texture
// Texture2D GetShapesTexture(void); // Get texture to draw shapes
// Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
// void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
// int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
// void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
// void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
// void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
// void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
// void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
// void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Matrix GetMatrixModelview(void); // Get internal modelview matrix
// Matrix GetMatrixProjection(void); // Get internal projection matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
// Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture
// Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
// Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
// Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
// Shading begin/end functions
// void BeginShaderMode(Shader shader); // Begin custom shader drawing
// void EndShaderMode(void); // End custom shader drawing (use default shader)
// void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
// void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
// void InitVrSimulator(void); // Init VR simulator for selected device parameters
// void CloseVrSimulator(void); // Close VR simulator for current device
// void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
// void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
// bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
// void ToggleVrMode(void); // Enable/Disable VR experience
// void BeginVrDrawing(void); // Begin VR simulator stereo rendering
// void EndVrDrawing(void); // End VR simulator stereo rendering
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
// Audio device management functions
// void InitAudioDevice(void); // Initialize audio device and context
// void CloseAudioDevice(void); // Close the audio device and context
// bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
// void SetMasterVolume(float volume); // Set master volume (listener)
// Wave/Sound loading/unloading functions
// Wave LoadWave(const char *fileName); // Load wave data from file
// Sound LoadSound(const char *fileName); // Load sound from file
// Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
// void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
// void UnloadWave(Wave wave); // Unload wave data
// void UnloadSound(Sound sound); // Unload sound
// void ExportWave(Wave wave, const char *fileName); // Export wave data to file
// void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
// Wave/Sound management functions
// void PlaySound(Sound sound); // Play a sound
// void StopSound(Sound sound); // Stop playing a sound
// void PauseSound(Sound sound); // Pause a sound
// void ResumeSound(Sound sound); // Resume a paused sound
// void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
// void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
// int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
// bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
// void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
// void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
// void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
// Wave WaveCopy(Wave wave); // Copy a wave to a new wave
// void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
// float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
// Music management functions
// Music LoadMusicStream(const char *fileName); // Load music stream from file
// void UnloadMusicStream(Music music); // Unload music stream
// void PlayMusicStream(Music music); // Start music playing
// void UpdateMusicStream(Music music); // Updates buffers for music streaming
// void StopMusicStream(Music music); // Stop music playing
// void PauseMusicStream(Music music); // Pause music playing
// void ResumeMusicStream(Music music); // Resume playing paused music
// bool IsMusicPlaying(Music music); // Check if music is playing
// void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
// void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
// void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
// float GetMusicTimeLength(Music music); // Get music time length (in seconds)
// float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
// AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
// void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
// void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
// bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
// void PlayAudioStream(AudioStream stream); // Play audio stream
// void PauseAudioStream(AudioStream stream); // Pause audio stream
// void ResumeAudioStream(AudioStream stream); // Resume audio stream
// bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
// void StopAudioStream(AudioStream stream); // Stop audio stream
// void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
// void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
// void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
//------------------------------------------------------------------------------------
// Network (Module: network)
//------------------------------------------------------------------------------------
// IN PROGRESS: Check rnet.h for reference
}