/* * Raylib VAPI bindings * * Copyright (c)2020 Martin White (Nightweave Software) * * 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 // 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 }