commit d5c3c45a4d084fad26bf8f71c87ab70b5a760b17
Author: Yongbin Kim <iam@yongbin.kim>
Date: Mon, 22 Jan 2024 01:38:20 +0900
WIP: :tada: First commit
Diffstat:
8 files changed, 4049 insertions(+), 0 deletions(-)
diff --git a/.editorconfig b/.editorconfig
@@ -0,0 +1,8 @@
+[*]
+charset = utf-8
+end_of_line = lf
+insert_final_newline = true
+trim_trailing_whitespace = true
+
+[*.v]
+indent_style = tab
diff --git a/.gitattributes b/.gitattributes
@@ -0,0 +1,7 @@
+* text=auto eol=lf
+*.bat eol=crlf
+
+**/*.v linguist-language=V
+**/*.vv linguist-language=V
+**/*.vsh linguist-language=V
+**/v.mod linguist-language=V
diff --git a/.gitignore b/.gitignore
@@ -0,0 +1,25 @@
+# Binaries for programs and plugins
+main
+vraylib
+*.exe
+*.exe~
+*.so
+*.dylib
+*.dll
+
+# Ignore binary output folders
+bin/
+
+# Ignore common editor/system specific metadata
+.DS_Store
+.idea/
+.vscode/
+*.iml
+.ccls-cache/
+
+# ENV
+.env
+
+# vweb and database
+*.db
+*.js
diff --git a/LICENSE b/LICENSE
@@ -0,0 +1,16 @@
+Copyright (c) 2024 Yongbin Kim (@ybkimm)
+
+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.
diff --git a/README b/README
@@ -0,0 +1,12 @@
+Raylib 5.0 bindings for the V programming language
+
+
+Note: This library is work in progress and not yet ready for use.
+
+
+## Changes from original Raylib C-API
+
+- `string` instead of `char *` for all string parameters
+- `void TraceLog(int logLevel, const char *text, ...)` -> `fn trace_log(log_level: int, text: string)`
+ - Use string interpolation instead of `printf`-style formatting
+
diff --git a/c/raylib.h b/c/raylib.h
@@ -0,0 +1,1662 @@
+/**********************************************************************************************
+*
+* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+* FEATURES:
+* - NO external dependencies, all required libraries included with raylib
+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
+* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+* - Written in plain C code (C99) in PascalCase/camelCase notation
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+* - Flexible Materials system, supporting classic maps and PBR maps
+* - Animated 3D models supported (skeletal bones animation) (IQM)
+* - Shaders support, including Model shaders and Postprocessing shaders
+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+* - VR stereo rendering with configurable HMD device parameters
+* - Bindings to multiple programming languages available!
+*
+* NOTES:
+* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
+* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
+* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
+* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
+*
+* DEPENDENCIES (included):
+* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
+* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
+* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
+*
+* OPTIONAL DEPENDENCIES (included):
+* [rcore] msf_gif (Miles Fogle) for GIF recording
+* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
+* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
+* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
+* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
+* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
+* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
+* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
+* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
+* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+* [raudio] dr_wav (David Reid) for WAV audio file loading
+* [raudio] dr_flac (David Reid) for FLAC audio file loading
+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*
+*
+* LICENSE: zlib/libpng
+*
+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software:
+*
+* Copyright (c) 2013-2023 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.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
+
+#define RAYLIB_VERSION_MAJOR 5
+#define RAYLIB_VERSION_MINOR 0
+#define RAYLIB_VERSION_PATCH 0
+#define RAYLIB_VERSION "5.0"
+
+// Function specifiers in case library is build/used as a shared library (Windows)
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+#if defined(_WIN32)
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #if defined(__TINYC__)
+ #define __declspec(x) __attribute__((x))
+ #endif
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+ #endif
+#endif
+
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Allow custom memory allocators
+// NOTE: Require recompiling raylib sources
+#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: MSVC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized with { }
+// This is called aggregate initialization (C++11 feature)
+#if defined(__cplusplus)
+ #define CLITERAL(type) type
+#else
+ #define CLITERAL(type) (type)
+#endif
+
+// Some compilers (mostly macos clang) default to C++98,
+// where aggregate initialization can't be used
+// So, give a more clear error stating how to fix this
+#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
+ #error "C++11 or later is required. Add -std=c++11"
+#endif
+
+// NOTE: We set some defines with some data types declared by raylib
+// Other modules (raymath, rlgl) also require some of those types, so,
+// to be able to use those other modules as standalone (not depending on raylib)
+// this defines are very useful for internal check and avoid type (re)definitions
+#define RL_COLOR_TYPE
+#define RL_RECTANGLE_TYPE
+#define RL_VECTOR2_TYPE
+#define RL_VECTOR3_TYPE
+#define RL_VECTOR4_TYPE
+#define RL_QUATERNION_TYPE
+#define RL_MATRIX_TYPE
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
+#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
+#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
+#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
+#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
+#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
+#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
+#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
+#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
+#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
+#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
+#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
+#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
+#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
+#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
+#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
+
+#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
+#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+ typedef enum bool { false = 0, true = !false } bool;
+ #define RL_BOOL_TYPE
+#endif
+
+// Vector2, 2 components
+typedef struct Vector2 {
+ float x; // Vector x component
+ float y; // Vector y component
+} Vector2;
+
+// Vector3, 3 components
+typedef struct Vector3 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+} Vector3;
+
+// Vector4, 4 components
+typedef struct Vector4 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+ float w; // Vector w component
+} Vector4;
+
+// Quaternion, 4 components (Vector4 alias)
+typedef Vector4 Quaternion;
+
+// Matrix, 4x4 components, column major, OpenGL style, right-handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+
+// Color, 4 components, R8G8B8A8 (32bit)
+typedef struct Color {
+ unsigned char r; // Color red value
+ unsigned char g; // Color green value
+ unsigned char b; // Color blue value
+ unsigned char a; // Color alpha value
+} Color;
+
+// Rectangle, 4 components
+typedef struct Rectangle {
+ float x; // Rectangle top-left corner position x
+ float y; // Rectangle top-left corner position y
+ float width; // Rectangle width
+ float height; // Rectangle height
+} Rectangle;
+
+// Image, pixel 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;
+
+// Texture, tex data stored in GPU memory (VRAM)
+typedef struct Texture {
+ 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)
+} Texture;
+
+// Texture2D, same as Texture
+typedef Texture Texture2D;
+
+// TextureCubemap, same as Texture
+typedef Texture TextureCubemap;
+
+// RenderTexture, fbo for texture rendering
+typedef struct RenderTexture {
+ unsigned int id; // OpenGL framebuffer object id
+ Texture texture; // Color buffer attachment texture
+ Texture depth; // Depth buffer attachment texture
+} RenderTexture;
+
+// RenderTexture2D, same as RenderTexture
+typedef RenderTexture RenderTexture2D;
+
+// NPatchInfo, n-patch layout info
+typedef struct NPatchInfo {
+ Rectangle source; // Texture source rectangle
+ int left; // Left border offset
+ int top; // Top border offset
+ int right; // Right border offset
+ int bottom; // Bottom border offset
+ int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// GlyphInfo, font characters glyphs info
+typedef struct GlyphInfo {
+ 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
+} GlyphInfo;
+
+// Font, font texture and GlyphInfo array data
+typedef struct Font {
+ int baseSize; // Base size (default chars height)
+ int glyphCount; // Number of glyph characters
+ int glyphPadding; // Padding around the glyph characters
+ Texture2D texture; // Texture atlas containing the glyphs
+ Rectangle *recs; // Rectangles in texture for the glyphs
+ GlyphInfo *glyphs; // Glyphs info data
+} Font;
+
+// Camera, defines 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 aperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
+
+// Camera2D, defines position/orientation in 2d space
+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;
+
+// Mesh, vertex data and vao/vbo
+typedef struct Mesh {
+ int vertexCount; // Number of vertices stored in arrays
+ int triangleCount; // Number of triangles stored (indexed or not)
+
+ // Vertex attributes 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 texture second coordinates (UV - 2 components per vertex) (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)
+ unsigned char *boneIds; // Vertex bone ids, max 255 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
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
+} Shader;
+
+// MaterialMap
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material, includes shader and maps
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
+ float params[4]; // Material generic parameters (if required)
+} Material;
+
+// Transform, vertex transformation data
+typedef struct Transform {
+ Vector3 translation; // Translation
+ Quaternion rotation; // Rotation
+ Vector3 scale; // Scale
+} Transform;
+
+// Bone, skeletal animation bone
+typedef struct BoneInfo {
+ char name[32]; // Bone name
+ int parent; // Bone parent
+} BoneInfo;
+
+// Model, meshes, materials and animation data
+typedef struct Model {
+ Matrix transform; // Local transform matrix
+
+ int meshCount; // Number of meshes
+ int materialCount; // Number of materials
+ Mesh *meshes; // Meshes array
+ 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;
+
+// ModelAnimation
+typedef struct ModelAnimation {
+ int boneCount; // Number of bones
+ int frameCount; // Number of animation frames
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform **framePoses; // Poses array by frame
+ char name[32]; // Animation name
+} ModelAnimation;
+
+// Ray, ray for raycasting
+typedef struct Ray {
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction
+} Ray;
+
+// RayCollision, ray hit information
+typedef struct RayCollision {
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to the nearest hit
+ Vector3 point; // Point of the nearest hit
+ Vector3 normal; // Surface normal of hit
+} RayCollision;
+
+// BoundingBox
+typedef struct BoundingBox {
+ Vector3 min; // Minimum vertex box-corner
+ Vector3 max; // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave, audio wave data
+typedef struct Wave {
+ unsigned int frameCount; // Total number of frames (considering channels)
+ 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;
+
+// Opaque structs declaration
+// NOTE: Actual structs are defined internally in raudio module
+typedef struct rAudioBuffer rAudioBuffer;
+typedef struct rAudioProcessor rAudioProcessor;
+
+// AudioStream, custom audio stream
+typedef struct AudioStream {
+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
+ rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
+
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+} AudioStream;
+
+// Sound
+typedef struct Sound {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+} Sound;
+
+// Music, audio stream, anything longer than ~10 seconds should be streamed
+typedef struct Music {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+ bool looping; // Music looping enable
+
+ int ctxType; // Type of music context (audio filetype)
+ void *ctxData; // Audio context data, depends on type
+} Music;
+
+// VrDeviceInfo, Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // Horizontal resolution in pixels
+ int vResolution; // Vertical resolution in pixels
+ float hScreenSize; // Horizontal size in meters
+ float vScreenSize; // Vertical size in meters
+ float vScreenCenter; // Screen center in meters
+ float eyeToScreenDistance; // Distance between eye and display in meters
+ float lensSeparationDistance; // Lens separation distance in meters
+ float interpupillaryDistance; // IPD (distance between pupils) in meters
+ float lensDistortionValues[4]; // Lens distortion constant parameters
+ float chromaAbCorrection[4]; // Chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VrStereoConfig, VR stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ Matrix projection[2]; // VR projection matrices (per eye)
+ Matrix viewOffset[2]; // VR view offset matrices (per eye)
+ float leftLensCenter[2]; // VR left lens center
+ float rightLensCenter[2]; // VR right lens center
+ float leftScreenCenter[2]; // VR left screen center
+ float rightScreenCenter[2]; // VR right screen center
+ float scale[2]; // VR distortion scale
+ float scaleIn[2]; // VR distortion scale in
+} VrStereoConfig;
+
+// File path list
+typedef struct FilePathList {
+ unsigned int capacity; // Filepaths max entries
+ unsigned int count; // Filepaths entries count
+ char **paths; // Filepaths entries
+} FilePathList;
+
+// Automation event
+typedef struct AutomationEvent {
+ unsigned int frame; // Event frame
+ unsigned int type; // Event type (AutomationEventType)
+ int params[4]; // Event parameters (if required)
+} AutomationEvent;
+
+// Automation event list
+typedef struct AutomationEventList {
+ unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
+ unsigned int count; // Events entries count
+ AutomationEvent *events; // Events entries
+} AutomationEventList;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System/Window config flags
+// NOTE: Every bit registers one state (use it with bit masks)
+// By default all flags are set to 0
+typedef enum {
+ FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
+ FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
+ FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
+ FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
+ FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
+ FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
+ FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
+ FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
+ FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
+ FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
+ FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
+ FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
+ FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
+ FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
+ FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
+ FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
+} ConfigFlags;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ LOG_ALL = 0, // Display all logs
+ LOG_TRACE, // Trace logging, intended for internal use only
+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ LOG_INFO, // Info logging, used for program execution info
+ LOG_WARNING, // Warning logging, used on recoverable failures
+ LOG_ERROR, // Error logging, used on unrecoverable failures
+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ LOG_NONE // Disable logging
+} TraceLogLevel;
+
+// Keyboard keys (US keyboard layout)
+// NOTE: Use GetKeyPressed() to allow redefining
+// required keys for alternative layouts
+typedef enum {
+ KEY_NULL = 0, // Key: NULL, used for no key pressed
+ // Alphanumeric keys
+ KEY_APOSTROPHE = 39, // Key: '
+ KEY_COMMA = 44, // Key: ,
+ KEY_MINUS = 45, // Key: -
+ KEY_PERIOD = 46, // Key: .
+ KEY_SLASH = 47, // Key: /
+ KEY_ZERO = 48, // Key: 0
+ KEY_ONE = 49, // Key: 1
+ KEY_TWO = 50, // Key: 2
+ KEY_THREE = 51, // Key: 3
+ KEY_FOUR = 52, // Key: 4
+ KEY_FIVE = 53, // Key: 5
+ KEY_SIX = 54, // Key: 6
+ KEY_SEVEN = 55, // Key: 7
+ KEY_EIGHT = 56, // Key: 8
+ KEY_NINE = 57, // Key: 9
+ KEY_SEMICOLON = 59, // Key: ;
+ KEY_EQUAL = 61, // Key: =
+ KEY_A = 65, // Key: A | a
+ KEY_B = 66, // Key: B | b
+ KEY_C = 67, // Key: C | c
+ KEY_D = 68, // Key: D | d
+ KEY_E = 69, // Key: E | e
+ KEY_F = 70, // Key: F | f
+ KEY_G = 71, // Key: G | g
+ KEY_H = 72, // Key: H | h
+ KEY_I = 73, // Key: I | i
+ KEY_J = 74, // Key: J | j
+ KEY_K = 75, // Key: K | k
+ KEY_L = 76, // Key: L | l
+ KEY_M = 77, // Key: M | m
+ KEY_N = 78, // Key: N | n
+ KEY_O = 79, // Key: O | o
+ KEY_P = 80, // Key: P | p
+ KEY_Q = 81, // Key: Q | q
+ KEY_R = 82, // Key: R | r
+ KEY_S = 83, // Key: S | s
+ KEY_T = 84, // Key: T | t
+ KEY_U = 85, // Key: U | u
+ KEY_V = 86, // Key: V | v
+ KEY_W = 87, // Key: W | w
+ KEY_X = 88, // Key: X | x
+ KEY_Y = 89, // Key: Y | y
+ KEY_Z = 90, // Key: Z | z
+ KEY_LEFT_BRACKET = 91, // Key: [
+ KEY_BACKSLASH = 92, // Key: '\'
+ KEY_RIGHT_BRACKET = 93, // Key: ]
+ KEY_GRAVE = 96, // Key: `
+ // Function keys
+ KEY_SPACE = 32, // Key: Space
+ KEY_ESCAPE = 256, // Key: Esc
+ KEY_ENTER = 257, // Key: Enter
+ KEY_TAB = 258, // Key: Tab
+ KEY_BACKSPACE = 259, // Key: Backspace
+ KEY_INSERT = 260, // Key: Ins
+ KEY_DELETE = 261, // Key: Del
+ KEY_RIGHT = 262, // Key: Cursor right
+ KEY_LEFT = 263, // Key: Cursor left
+ KEY_DOWN = 264, // Key: Cursor down
+ KEY_UP = 265, // Key: Cursor up
+ KEY_PAGE_UP = 266, // Key: Page up
+ KEY_PAGE_DOWN = 267, // Key: Page down
+ KEY_HOME = 268, // Key: Home
+ KEY_END = 269, // Key: End
+ KEY_CAPS_LOCK = 280, // Key: Caps lock
+ KEY_SCROLL_LOCK = 281, // Key: Scroll down
+ KEY_NUM_LOCK = 282, // Key: Num lock
+ KEY_PRINT_SCREEN = 283, // Key: Print screen
+ KEY_PAUSE = 284, // Key: Pause
+ KEY_F1 = 290, // Key: F1
+ KEY_F2 = 291, // Key: F2
+ KEY_F3 = 292, // Key: F3
+ KEY_F4 = 293, // Key: F4
+ KEY_F5 = 294, // Key: F5
+ KEY_F6 = 295, // Key: F6
+ KEY_F7 = 296, // Key: F7
+ KEY_F8 = 297, // Key: F8
+ KEY_F9 = 298, // Key: F9
+ KEY_F10 = 299, // Key: F10
+ KEY_F11 = 300, // Key: F11
+ KEY_F12 = 301, // Key: F12
+ KEY_LEFT_SHIFT = 340, // Key: Shift left
+ KEY_LEFT_CONTROL = 341, // Key: Control left
+ KEY_LEFT_ALT = 342, // Key: Alt left
+ KEY_LEFT_SUPER = 343, // Key: Super left
+ KEY_RIGHT_SHIFT = 344, // Key: Shift right
+ KEY_RIGHT_CONTROL = 345, // Key: Control right
+ KEY_RIGHT_ALT = 346, // Key: Alt right
+ KEY_RIGHT_SUPER = 347, // Key: Super right
+ KEY_KB_MENU = 348, // Key: KB menu
+ // Keypad keys
+ KEY_KP_0 = 320, // Key: Keypad 0
+ KEY_KP_1 = 321, // Key: Keypad 1
+ KEY_KP_2 = 322, // Key: Keypad 2
+ KEY_KP_3 = 323, // Key: Keypad 3
+ KEY_KP_4 = 324, // Key: Keypad 4
+ KEY_KP_5 = 325, // Key: Keypad 5
+ KEY_KP_6 = 326, // Key: Keypad 6
+ KEY_KP_7 = 327, // Key: Keypad 7
+ KEY_KP_8 = 328, // Key: Keypad 8
+ KEY_KP_9 = 329, // Key: Keypad 9
+ KEY_KP_DECIMAL = 330, // Key: Keypad .
+ KEY_KP_DIVIDE = 331, // Key: Keypad /
+ KEY_KP_MULTIPLY = 332, // Key: Keypad *
+ KEY_KP_SUBTRACT = 333, // Key: Keypad -
+ KEY_KP_ADD = 334, // Key: Keypad +
+ KEY_KP_ENTER = 335, // Key: Keypad Enter
+ KEY_KP_EQUAL = 336, // Key: Keypad =
+ // Android key buttons
+ KEY_BACK = 4, // Key: Android back button
+ KEY_MENU = 82, // Key: Android menu button
+ KEY_VOLUME_UP = 24, // Key: Android volume up button
+ KEY_VOLUME_DOWN = 25 // Key: Android volume down button
+} KeyboardKey;
+
+// Add backwards compatibility support for deprecated names
+#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
+#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
+#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
+
+// Mouse buttons
+typedef enum {
+ MOUSE_BUTTON_LEFT = 0, // Mouse button left
+ MOUSE_BUTTON_RIGHT = 1, // Mouse button right
+ MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
+ MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
+ MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
+ MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
+ MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
+} MouseButton;
+
+// Mouse cursor
+typedef enum {
+ MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
+ MOUSE_CURSOR_ARROW = 1, // Arrow shape
+ MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
+ MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
+ MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
+ MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
+ MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
+} MouseCursor;
+
+// Gamepad buttons
+typedef enum {
+ GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
+ GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
+ GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
+ GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
+ GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
+ GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
+ GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
+} GamepadButton;
+
+// Gamepad axis
+typedef enum {
+ GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
+ GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
+ GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
+ GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
+} GamepadAxis;
+
+// Material map index
+typedef enum {
+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
+ MATERIAL_MAP_NORMAL, // Normal material
+ MATERIAL_MAP_ROUGHNESS, // Roughness material
+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
+ MATERIAL_MAP_EMISSION, // Emission material
+ MATERIAL_MAP_HEIGHT, // Heightmap material
+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_BRDF // Brdf material
+} MaterialMapIndex;
+
+#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
+#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
+
+// Shader location index
+typedef enum {
+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
+ SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
+ SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} ShaderLocationIndex;
+
+#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
+#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ SHADER_UNIFORM_INT, // Shader uniform type: int
+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} ShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} ShaderAttributeDataType;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} PixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+ TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ TEXTURE_FILTER_BILINEAR, // Linear filtering
+ TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilter;
+
+// Texture parameters: wrap mode
+typedef enum {
+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
+} TextureWrap;
+
+// Cubemap layouts
+typedef enum {
+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
+} CubemapLayout;
+
+// Font type, defines generation method
+typedef enum {
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
+ FONT_SDF // SDF font generation, requires external shader
+} FontType;
+
+// Color blending modes (pre-defined)
+typedef enum {
+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ BLEND_ADDITIVE, // Blend textures adding colors
+ BLEND_MULTIPLIED, // Blend textures multiplying colors
+ BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
+ BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
+ BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
+ BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+ BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
+} BlendMode;
+
+// Gesture
+// NOTE: Provided as bit-wise flags to enable only desired gestures
+typedef enum {
+ GESTURE_NONE = 0, // No gesture
+ GESTURE_TAP = 1, // Tap gesture
+ GESTURE_DOUBLETAP = 2, // Double tap gesture
+ GESTURE_HOLD = 4, // Hold gesture
+ GESTURE_DRAG = 8, // Drag gesture
+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
+ GESTURE_SWIPE_UP = 64, // Swipe up gesture
+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
+ GESTURE_PINCH_IN = 256, // Pinch in gesture
+ GESTURE_PINCH_OUT = 512 // Pinch out gesture
+} Gesture;
+
+// Camera system modes
+typedef enum {
+ CAMERA_CUSTOM = 0, // Custom camera
+ CAMERA_FREE, // Free camera
+ CAMERA_ORBITAL, // Orbital camera
+ CAMERA_FIRST_PERSON, // First person camera
+ CAMERA_THIRD_PERSON // Third person camera
+} CameraMode;
+
+// Camera projection
+typedef enum {
+ CAMERA_PERSPECTIVE = 0, // Perspective projection
+ CAMERA_ORTHOGRAPHIC // Orthographic projection
+} CameraProjection;
+
+// N-patch layout
+typedef enum {
+ NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
+ NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
+ NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
+} NPatchLayout;
+
+// Callbacks to hook some internal functions
+// WARNING: These callbacks are intended for advance users
+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
+typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
+typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
+RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
+RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
+RLAPI void *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
+RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetCurrentMonitor(void); // Get current connected monitor
+RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
+RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
+RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
+
+// Cursor-related functions
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
+RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
+RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+RLAPI void EndScissorMode(void); // End scissor mode
+RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void); // Get current FPS
+
+// Custom frame control functions
+// NOTE: Those functions are intended for advance users that want full control over the frame processing
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void); // Register all input events
+RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
+
+// Random values generation functions
+RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
+RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
+RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
+RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
+
+// Misc. functions
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+// NOTE: Following functions implemented in module [utils]
+//------------------------------------------------------------------
+RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
+RLAPI void MemFree(void *ptr); // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advance users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
+//------------------------------------------------------------------
+
+// File system functions
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
+RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
+// Compression/Encoding functionality
+RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
+
+// Automation events functionality
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
+RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Get mouse position X
+RLAPI int GetMouseY(void); // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
+RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
+RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
+RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
+RLAPI int GetTouchPointCount(void); // Get number of touch points
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: rgestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: rcamera)
+//------------------------------------------------------------------------------------
+RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
+RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
+
+// Splines drawing functions
+RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
+RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
+RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
+RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
+RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
+
+// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
+RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
+RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
+RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
+RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
+RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: These functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
+RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
+RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
+RLAPI bool IsImageReady(Image image); // Check if an image is ready
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
+RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
+
+// Texture drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+// Color/pixel related functions
+RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
+RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
+RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontReady(Font font); // Check if a font is ready
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
+RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
+
+// Text font info functions
+RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+
+// Text codepoints management functions (unicode characters)
+RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model management functions
+RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+RLAPI bool IsModelReady(Model model); // Check if a model is ready
+RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
+
+// Mesh management functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
+RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
+RLAPI float GetMasterVolume(void); // Get master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
+RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
+RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
+RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing
+RLAPI void PauseMusicStream(Music music); // Pause music playing
+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
+RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
+RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
+
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
+
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/raylib.c.v b/raylib.c.v
@@ -0,0 +1,2312 @@
+module vraylib
+
+#flag -I @VMODROOT/c
+#flag -l raylib
+
+#include "raylib.h"
+
+@[typedef]
+struct C.Vector2 {
+pub mut:
+ x f32
+ y f32
+}
+
+pub type Vector2 = C.Vector2
+
+@[typedef]
+struct C.Vector3 {
+pub mut:
+ x f32
+ y f32
+ z f32
+}
+
+pub type Vector3 = C.Vector3
+
+@[typedef]
+struct C.Vector4 {
+pub mut:
+ x f32
+ y f32
+ z f32
+ w f32
+}
+
+pub type Vector4 = C.Vector4
+
+pub type Quaternion = C.Vector4
+
+@[typedef]
+struct C.Matrix {
+pub mut:
+ m0 f32
+ m4 f32
+ m8 f32
+ m12 f32
+ m1 f32
+ m5 f32
+ m9 f32
+ m13 f32
+ m2 f32
+ m6 f32
+ m10 f32
+ m14 f32
+ m3 f32
+ m7 f32
+ m11 f32
+ m15 f32
+}
+
+pub type Matrix = C.Matrix
+
+@[typedef]
+struct C.Color {
+pub mut:
+ r u8
+ g u8
+ b u8
+ a u8
+}
+
+pub type Color = C.Color
+
+@[typedef]
+struct C.Rectangle {
+pub mut:
+ x f32
+ y f32
+ width f32
+ height f32
+}
+
+pub type Rectangle = C.Rectangle
+
+@[typedef]
+struct C.Image {
+pub mut:
+ data voidptr
+ width int
+ height int
+ mipmaps int
+ format int
+}
+
+pub type Image = C.Image
+
+@[typedef]
+struct C.Texture {
+pub mut:
+ id u32
+ width int
+ height int
+ mipmaps int
+ format int
+}
+
+pub type Texture = C.Texture
+
+pub type Texture2D = C.Texture
+pub type TextureCubemap = C.Texture
+
+@[typedef]
+struct C.RenderTexture {
+pub mut:
+ id u32
+ texture Texture
+ depth Texture
+}
+
+pub type RenderTexture = C.RenderTexture
+
+pub type RenderTexture2D = C.RenderTexture
+
+@[typedef]
+struct C.NPatchInfo {
+pub mut:
+ source Rectangle
+ left int
+ top int
+ right int
+ bottom int
+ layout int
+}
+
+pub type NPatchInfo = C.NPatchInfo
+
+@[typedef]
+struct C.GlyphInfo {
+pub mut:
+ value int
+ offsetX int
+ offsetY int
+ advanceX int
+ image Image
+}
+
+pub type GlyphInfo = C.GlyphInfo
+
+@[typedef]
+struct C.Font {
+pub mut:
+ baseSize int
+ glyphCount int
+ glyphPadding int
+ texture Texture2D
+ recs &Rectangle
+ glyphs &GlyphInfo
+}
+
+pub type Font = C.Font
+
+@[typedef]
+struct C.Camera3D {
+pub mut:
+ position Vector3
+ target Vector3
+ up Vector3
+ fovy f32
+ projection int
+}
+
+pub type Camera3D = C.Camera3D
+
+pub type Camera = C.Camera3D
+
+@[typedef]
+struct C.Camera2D {
+pub mut:
+ offset Vector2
+ target Vector2
+ rotation f32
+ zoom f32
+}
+
+pub type Camera2D = C.Camera2D
+
+@[typedef]
+struct C.Mesh {
+pub mut:
+ vertexCount int
+ triangleCount int
+ vertices &f32
+ texcoords &f32
+ texcoords2 &f32
+ normals &f32
+ tangents &f32
+ colors &u8
+ indices &u16
+ animVertices &f32
+ animNormals &f32
+ boneIds &u8
+ boneWeights &f32
+ vaoId u32
+ vboId &u32
+}
+
+pub type Mesh = C.Mesh
+
+@[typedef]
+struct C.Shader {
+pub mut:
+ id u32
+ locs &int
+}
+
+pub type Shader = C.Shader
+
+@[typedef]
+struct C.MaterialMap {
+pub mut:
+ texture Texture2D
+ color Color
+ value f32
+}
+
+pub type MaterialMap = C.MaterialMap
+
+@[typedef]
+struct C.Material {
+pub mut:
+ shader Shader
+ maps &MaterialMap
+ params [4]f32
+}
+
+pub type Material = C.Material
+
+@[typedef]
+struct C.Transform {
+pub mut:
+ translation Vector3
+ rotation Quaternion
+ scale Vector3
+}
+
+pub type Transform = C.Transform
+
+@[typedef]
+struct C.BoneInfo {
+pub mut:
+ name [32]i8
+ parent int
+}
+
+pub type BoneInfo = C.BoneInfo
+
+@[typedef]
+struct C.Model {
+pub mut:
+ transform Matrix
+ meshCount int
+ materialCount int
+ meshes &Mesh
+ materials &Material
+ meshMaterial &int
+ boneCount int
+ bones &BoneInfo
+ bindPose &Transform
+}
+
+pub type Model = C.Model
+
+@[typedef]
+struct C.ModelAnimation {
+pub mut:
+ boneCount int
+ frameCount int
+ bones &BoneInfo
+ framePoses &&Transform
+ name [32]i8
+}
+
+pub type ModelAnimation = C.ModelAnimation
+
+@[typedef]
+struct C.Ray {
+pub mut:
+ position Vector3
+ direction Vector3
+}
+
+pub type Ray = C.Ray
+
+@[typedef]
+struct C.RayCollision {
+pub mut:
+ hit bool
+ distance f32
+ point Vector3
+ normal Vector3
+}
+
+pub type RayCollision = C.RayCollision
+
+@[typedef]
+struct C.BoundingBox {
+pub mut:
+ min Vector3
+ max Vector3
+}
+
+pub type BoundingBox = C.BoundingBox
+
+@[typedef]
+struct C.Wave {
+pub mut:
+ frameCount u32
+ sampleRate u32
+ sampleSize u32
+ channels u32
+ data voidptr
+}
+
+pub type Wave = C.Wave
+
+@[typedef]
+struct C.AudioStream {
+pub mut:
+ buffer C.rAudioBuffer
+ processor C.rAudioProcessor
+ sampleRate u32
+ sampleSize u32
+ channels u32
+}
+
+pub type AudioStream = C.AudioStream
+
+@[typedef]
+struct C.Sound {
+pub mut:
+ stream AudioStream
+ frameCount u32
+}
+
+pub type Sound = C.Sound
+
+@[typedef]
+struct C.Music {
+pub mut:
+ stream AudioStream
+ frameCount u32
+ looping bool
+ ctxType int
+ ctxData voidptr
+}
+
+pub type Music = C.Music
+
+@[typedef]
+struct C.VrDeviceInfo {
+pub mut:
+ hResolution int
+ vResolution int
+ hScreenSize f32
+ vScreenSize f32
+ eyeToScreenDistance f32
+ lensSeparationDistance f32
+ interpupillaryDistance f32
+ lensDistortionValues [4]f32
+ chromaAbCorrection [4]f32
+}
+
+pub type VrDeviceInfo = C.VrDeviceInfo
+
+@[typedef]
+struct C.VrStereoConfig {
+pub mut:
+ projection [2]Matrix
+ viewOffset [2]Matrix
+ leftLensCenter [2]f32
+ rightLensCenter [2]f32
+ leftScreenCenter [2]f32
+ rightScreenCenter [2]f32
+ scale [2]f32
+ scaleIn [2]f32
+}
+
+pub type VrStereoConfig = C.VrStereoConfig
+
+@[typedef]
+struct C.FilePathList {
+pub mut:
+ capacity u32
+ count u32
+ paths &&u8
+}
+
+pub type FilePathList = C.FilePathList
+
+@[typedef]
+struct C.AutomationEvent {
+pub mut:
+ frame u32
+ type_ u32
+ params [4]int
+}
+
+pub type AutomationEvent = C.AutomationEvent
+
+@[typedef]
+struct C.AutomationEventList {
+pub mut:
+ capacity u32
+ count u32
+ events &AutomationEvent
+}
+
+pub type AutomationEventList = C.AutomationEventList
+
+pub const (
+ lightgray = Color{ 200, 200, 200, 255 }
+ gray = Color{ 130, 130, 130, 255 }
+ darkgray = Color{ 80, 80, 80, 255 }
+ yellow = Color{ 253, 249, 0, 255 }
+ gold = Color{ 255, 203, 0, 255 }
+ orange = Color{ 255, 161, 0, 255 }
+ pink = Color{ 255, 109, 194, 255 }
+ red = Color{ 230, 41, 55, 255 }
+ maroon = Color{ 190, 33, 55, 255 }
+ green = Color{ 0, 228, 48, 255 }
+ lime = Color{ 0, 158, 47, 255 }
+ darkgreen = Color{ 0, 117, 44, 255 }
+ skyblue = Color{ 102, 191, 255, 255 }
+ blue = Color{ 0, 121, 241, 255 }
+ darkblue = Color{ 0, 82, 172, 255 }
+ purple = Color{ 200, 122, 255, 255 }
+ violet = Color{ 135, 60, 190, 255 }
+ darkpurple = Color{ 112, 31, 126, 255 }
+ beige = Color{ 211, 176, 131, 255 }
+ brown = Color{ 127, 106, 79, 255 }
+ darkbrown = Color{ 76, 63, 47, 255 }
+
+ white = Color{ 255, 255, 255, 255 }
+ black = Color{ 0, 0, 0, 255 }
+ blank = Color{ 0, 0, 0, 0 }
+ magenta = Color{ 255, 0, 255, 255 }
+ raywhite = Color{ 245, 245, 245, 255 }
+)
+
+pub enum ConfigFlags {
+ flag_vsync_hint = 64
+ flag_fullscreen_mode = 2
+ flag_window_resizable = 4
+ flag_window_undecorated = 8
+ flag_window_hidden = 128
+ flag_window_minimized = 512
+ flag_window_maximized = 1024
+ flag_window_unfocused = 2048
+ flag_window_topmost = 4096
+ flag_window_always_run = 256
+ flag_window_transparent = 16
+ flag_window_highdpi = 8192
+ flag_window_mouse_passthrough = 16384
+ flag_borderless_windowed_mode = 32768
+ flag_msaa_4x_hint = 32
+ flag_interlaced_hint = 65536
+}
+
+pub enum TraceLogLevel {
+ log_all = 0
+ log_trace
+ log_debug
+ log_info
+ log_warning
+ log_error
+ log_fatal
+ log_none
+}
+
+pub enum KeyboardKey {
+ key_null = 0
+ key_apostrophe = 39
+ key_comma = 44
+ key_minus = 45
+ key_period = 46
+ key_slash = 47
+ key_zero = 48
+ key_one = 49
+ key_two = 50
+ key_three = 51
+ key_four = 52
+ key_five = 53
+ key_six = 54
+ key_seven = 55
+ key_eight = 56
+ key_nine = 57
+ key_semicolon = 59
+ key_equal = 61
+ key_a = 65
+ key_b = 66
+ key_c = 67
+ key_d = 68
+ key_e = 69
+ key_f = 70
+ key_g = 71
+ key_h = 72
+ key_i = 73
+ key_j = 74
+ key_k = 75
+ key_l = 76
+ key_m = 77
+ key_n = 78
+ key_o = 79
+ key_p = 80
+ key_q = 81
+ key_r = 82
+ key_s = 83
+ key_t = 84
+ key_u = 85
+ key_v = 86
+ key_w = 87
+ key_x = 88
+ key_y = 89
+ key_z = 90
+ key_left_bracket = 91
+ key_backslash = 92
+ key_right_bracket = 93
+ key_grave = 96
+ key_space = 32
+ key_escape = 256
+ key_enter = 257
+ key_tab = 258
+ key_backspace = 259
+ key_insert = 260
+ key_delete = 261
+ key_right = 262
+ key_left = 263
+ key_down = 264
+ key_up = 265
+ key_page_up = 266
+ key_page_down = 267
+ key_home = 268
+ key_end = 269
+ key_caps_lock = 280
+ key_scroll_lock = 281
+ key_num_lock = 282
+ key_print_screen = 283
+ key_pause = 284
+ key_f1 = 290
+ key_f2 = 291
+ key_f3 = 292
+ key_f4 = 293
+ key_f5 = 294
+ key_f6 = 295
+ key_f7 = 296
+ key_f8 = 297
+ key_f9 = 298
+ key_f10 = 299
+ key_f11 = 300
+ key_f12 = 301
+ key_left_shift = 340
+ key_left_control = 341
+ key_left_alt = 342
+ key_left_super = 343
+ key_right_shift = 344
+ key_right_control = 345
+ key_right_alt = 346
+ key_right_super = 347
+ key_kb_menu = 348
+ key_kp_0 = 320
+ key_kp_1 = 321
+ key_kp_2 = 322
+ key_kp_3 = 323
+ key_kp_4 = 324
+ key_kp_5 = 325
+ key_kp_6 = 326
+ key_kp_7 = 327
+ key_kp_8 = 328
+ key_kp_9 = 329
+ key_kp_decimal = 330
+ key_kp_divide = 331
+ key_kp_multiply = 332
+ key_kp_subtract = 333
+ key_kp_add = 334
+ key_kp_enter = 335
+ key_kp_equal = 336
+ key_back = 4
+ key_menu = 5
+ key_volume_up = 24
+ key_volume_down = 25
+}
+
+pub enum MouseButton {
+ mouse_button_left = 0
+ mouse_button_right = 1
+ mouse_button_middle = 2
+ mouse_button_side = 3
+ mouse_button_extra = 4
+ mouse_button_forward = 5
+ mouse_button_back = 6
+}
+
+pub enum MouseCursor {
+ mouse_cursor_default = 0
+ mouse_cursor_arrow = 1
+ mouse_cursor_ibeam = 2
+ mouse_cursor_crosshair = 3
+ mouse_cursor_pointing_hand = 4
+ mouse_cursor_resize_ew = 5
+ mouse_cursor_resize_ns = 6
+ mouse_cursor_resize_nwse = 7
+ mouse_cursor_resize_nesw = 8
+ mouse_cursor_resize_all = 9
+ mouse_cursor_not_allowed = 10
+}
+
+pub enum GamepadButton {
+ gamepad_button_unknown = 0
+ gamepad_button_left_face_up
+ gamepad_button_left_face_right
+ gamepad_button_left_face_down
+ gamepad_button_left_face_left
+ gamepad_button_right_face_up
+ gamepad_button_right_face_right
+ gamepad_button_right_face_down
+ gamepad_button_right_face_left
+ gamepad_button_left_trigger_1
+ gamepad_button_left_trigger_2
+ gamepad_button_right_trigger_1
+ gamepad_button_right_trigger_2
+ gamepad_button_middle_left
+ gamepad_button_middle
+ gamepad_button_middle_right
+ gamepad_button_left_thumb
+ gamepad_button_right_thumb
+}
+
+pub enum GamepadAxis {
+ gamepad_axis_left_x = 0
+ gamepad_axis_left_y = 1
+ gamepad_axis_right_x = 2
+ gamepad_axis_right_y = 3
+ gamepad_axis_left_trigger = 4
+ gamepad_axis_right_trigger = 5
+}
+
+pub enum MaterialMapIndex {
+ material_map_albedo = 0
+ material_map_metalness
+ material_map_normal
+ material_map_roughness
+ material_map_occlusion
+ material_map_emission
+ material_map_height
+ material_map_cubemap
+ material_map_irradiance
+ material_map_prefilter
+ material_map_brdf
+}
+
+pub enum ShaderLocationIndex {
+ shader_loc_vertex_position = 0
+ shader_loc_vertex_texcoord01
+ shader_loc_vertex_texcoord02
+ shader_loc_vertex_normal
+ shader_loc_vertex_tangent
+ shader_loc_vertex_color
+ shader_loc_matrix_mvp
+ shader_loc_matrix_view
+ shader_loc_matrix_projection
+ shader_loc_matrix_model
+ shader_loc_matrix_normal
+ shader_loc_vector_view
+ shader_loc_color_diffuse
+ shader_loc_color_specular
+ shader_loc_color_ambient
+ shader_loc_map_albedo
+ shader_loc_map_metalness
+ shader_loc_map_normal
+ shader_loc_map_roughness
+ shader_loc_map_occlusion
+ shader_loc_map_emission
+ shader_loc_map_height
+ shader_loc_map_cubemap
+ shader_loc_map_irradiance
+ shader_loc_map_prefilter
+ shader_loc_map_brdf
+}
+
+pub enum ShaderUniformDataType {
+ shader_uniform_float = 0
+ shader_uniform_vec2
+ shader_uniform_vec3
+ shader_uniform_vec4
+ shader_uniform_int
+ shader_uniform_ivec2
+ shader_uniform_ivec3
+ shader_uniform_ivec4
+ shader_uniform_sampler2d
+}
+
+pub enum ShaderAttributeDataType {
+ shader_attrib_float = 0
+ shader_attrib_vec2
+ shader_attrib_vec3
+ shader_attrib_vec4
+}
+
+pub enum PixelFormat {
+ pixelformat_uncompressed_grayscale = 1
+ pixelformat_uncompressed_gray_alpha
+ pixelformat_uncompressed_r5g6b5
+ pixelformat_uncompressed_r8g8b8
+ pixelformat_uncompressed_r5g5b5a1
+ pixelformat_uncompressed_r4g4b4a4
+ pixelformat_uncompressed_r8g8b8a8
+ pixelformat_uncompressed_r32
+ pixelformat_uncompressed_r32g32b32
+ pixelformat_uncompressed_r32g32b32a32
+ pixelformat_uncompressed_r16
+ pixelformat_uncompressed_r16g16b16
+ pixelformat_uncompressed_r16g16b16a16
+ pixelformat_compressed_dxt1_rgb
+ pixelformat_compressed_dxt1_rgba
+ pixelformat_compressed_dxt3_rgba
+ pixelformat_compressed_dxt5_rgba
+ pixelformat_compressed_etc1_rgb
+ pixelformat_compressed_etc2_rgb
+ pixelformat_compressed_etc2_eac_rgba
+ pixelformat_compressed_pvrt_rgb
+ pixelformat_compressed_pvrt_rgba
+ pixelformat_compressed_astc_4x4_rgba
+ pixelformat_compressed_astc_8x8_rgba
+}
+
+pub enum TextureFilter {
+ texture_filter_point = 0
+ texture_filter_bilinear
+ texture_filter_trilinear
+ texture_filter_anisotropic_4x
+ texture_filter_anisotropic_8x
+ texture_filter_anisotropic_16x
+}
+
+pub enum TextureWrap {
+ texture_wrap_repeat = 0
+ texture_wrap_clamp
+ texture_wrap_mirror_repeat
+ texture_wrap_mirror_clamp
+}
+
+pub enum CubemapLayout {
+ cubemap_layout_auto_detect = 0
+ cubemap_layout_line_vertical
+ cubemap_layout_line_horizontal
+ cubemap_layout_cross_three_by_four
+ cubemap_layout_cross_four_by_three
+ cubemap_layout_panorama
+}
+
+pub enum FontType {
+ font_default = 0
+ font_bitmap
+ font_sdf
+}
+
+pub enum BlendMode {
+ blend_alpha = 0
+ blend_additive
+ blend_multiplied
+ blend_add_colors
+ blend_subtract_colors
+ blend_alpha_premultiply
+ blend_custom
+ blend_custom_separate
+}
+
+pub enum Gesture {
+ gesture_none = 0
+ gesture_tap = 1
+ gesture_doubletap = 2
+ gesture_hold = 4
+ gesture_drag = 8
+ gesture_swipe_right = 16
+ gesture_swipe_left = 32
+ gesture_swipe_up = 64
+ gesture_swipe_down = 128
+ gesture_pinch_in = 256
+ gesture_pinch_out = 512
+}
+
+pub enum CameraMode {
+ camera_custom = 0
+ camera_free
+ camera_orbital
+ camera_first_person
+ camera_third_person
+}
+
+pub enum CameraProjection {
+ camera_perspective = 0
+ camera_orthographic
+}
+
+pub enum NPatchLayout {
+ npatch_nine_patch = 0
+ npatch_three_patch_vertical
+ npatch_three_patch_horizontal
+}
+
+//pub type TraceLogCallback = fn (int, &u8, Va_list)
+
+pub type LoadFileDataCallback = fn (&u8, &int) &u8
+
+pub type SaveFileDataCallback = fn (&u8, voidptr, int) bool
+
+pub type LoadFileTextCallback = fn (&u8) &u8
+
+pub type SaveFileTextCallback = fn (&u8, &u8) bool
+
+pub type AudioCallback = fn (voidptr, u32)
+
+fn C.InitWindow(width int, height int, title &u8)
+
+@[inline]
+pub fn init_window(width int, height int, title string) {
+ C.InitWindow(width, height, title.str)
+}
+
+fn C.CloseWindow()
+
+@[inline]
+pub fn close_window() {
+ C.CloseWindow()
+}
+
+fn C.WindowShouldClose() bool
+
+@[inline]
+pub fn window_should_close() bool {
+ return C.WindowShouldClose()
+}
+
+fn C.SetWindowState(flags u32)
+
+@[inline]
+pub fn set_window_state(flags u32) {
+ C.SetWindowState(flags)
+}
+
+fn C.ClearWindowState(flags u32)
+
+@[inline]
+pub fn clear_window_state(flags u32) {
+ C.ClearWindowState(flags)
+}
+
+fn C.ToggleFullscreen()
+
+@[inline]
+pub fn toggle_fullscreen() {
+ C.ToggleFullscreen()
+}
+
+fn C.ToggleBorderlessWindowed()
+
+@[inline]
+pub fn toggle_borderless_windowed() {
+ C.ToggleBorderlessWindowed()
+}
+
+fn C.MaximizeWindow()
+
+@[inline]
+pub fn maximize_window() {
+ C.MaximizeWindow()
+}
+
+fn C.MinimizeWindow()
+
+@[inline]
+pub fn minimize_window() {
+ C.MinimizeWindow()
+}
+
+fn C.RestoreWindow()
+
+@[inline]
+pub fn restore_window() {
+ C.RestoreWindow()
+}
+
+fn C.SetWindowIcon(image Image)
+
+@[inline]
+pub fn set_window_icon(image Image) {
+ C.SetWindowIcon(image)
+}
+
+fn C.SetWindowIcons(images &Image, count int)
+
+@[inline]
+pub fn set_window_icons(images []Image) {
+ C.SetWindowIcons(images.data, images.len)
+}
+
+fn C.SetWindowTitle(title &i8)
+
+@[inline]
+pub fn set_window_title(title &i8) {
+ C.SetWindowTitle(title)
+}
+
+fn C.SetWindowPosition(x int, y int)
+
+@[inline]
+pub fn set_window_position(x int, y int) {
+ C.SetWindowPosition(x, y)
+}
+
+fn C.SetWindowMonitor(monitor int)
+
+@[inline]
+pub fn set_window_monitor(monitor int) {
+ C.SetWindowMonitor(monitor)
+}
+
+fn C.SetWindowMinSize(width int, height int)
+
+@[inline]
+pub fn set_window_min_size(width int, height int) {
+ C.SetWindowMinSize(width, height)
+}
+
+fn C.SetWindowMaxSize(width int, height int)
+
+@[inline]
+pub fn set_window_max_size(width int, height int) {
+ C.SetWindowMaxSize(width, height)
+}
+
+fn C.SetWindowSize(width int, height int)
+
+@[inline]
+pub fn set_window_size(width int, height int) {
+ C.SetWindowSize(width, height)
+}
+
+fn C.SetWindowOpacity(opacity f32)
+
+@[inline]
+pub fn set_window_opacity(opacity f32) {
+ C.SetWindowOpacity(opacity)
+}
+
+fn C.SetWindowFocused()
+
+@[inline]
+pub fn set_window_focused() {
+ C.SetWindowFocused()
+}
+
+fn C.GetWindowHandle() voidptr
+
+@[inline]
+pub fn get_window_handle() voidptr {
+ return C.GetWindowHandle()
+}
+
+fn C.GetScreenWidth() int
+
+@[inline]
+pub fn get_screen_width() int {
+ return C.GetScreenWidth()
+}
+
+fn C.GetScreenHeight() int
+
+@[inline]
+pub fn get_screen_height() int {
+ return C.GetScreenHeight()
+}
+
+fn C.GetRenderWidth() int
+
+@[inline]
+pub fn get_render_width() int {
+ return C.GetRenderWidth()
+}
+
+fn C.GetRenderHeight() int
+
+@[inline]
+pub fn get_render_height() int {
+ return C.GetRenderHeight()
+}
+
+fn C.GetMonitorCount() int
+
+@[inline]
+pub fn get_monitor_count() int {
+ return C.GetMonitorCount()
+}
+
+fn C.GetCurrentMonitor() int
+
+@[inline]
+pub fn get_current_monitor() int {
+ return C.GetCurrentMonitor()
+}
+
+fn C.GetMonitorPosition(monitor int) Vector2
+
+@[inline]
+pub fn get_monitor_position(monitor int) Vector2 {
+ return C.GetMonitorPosition(monitor)
+}
+
+fn C.GetMonitorWidth(monitor int) int
+
+@[inline]
+pub fn get_monitor_width(monitor int) int {
+ return C.GetMonitorWidth(monitor)
+}
+
+fn C.GetMonitorHeight(monitor int) int
+
+@[inline]
+pub fn get_monitor_height(monitor int) int {
+ return C.GetMonitorHeight(monitor)
+}
+
+fn C.GetMonitorPhysicalWidth(monitor int) int
+
+@[inline]
+pub fn get_monitor_physical_width(monitor int) int {
+ return C.GetMonitorPhysicalWidth(monitor)
+}
+
+fn C.GetMonitorPhysicalHeight(monitor int) int
+
+@[inline]
+pub fn get_monitor_physical_height(monitor int) int {
+ return C.GetMonitorPhysicalHeight(monitor)
+}
+
+fn C.GetMonitorRefreshRate(monitor int) int
+
+@[inline]
+pub fn get_monitor_refresh_rate(monitor int) int {
+ return C.GetMonitorRefreshRate(monitor)
+}
+
+fn C.GetWindowPosition() Vector2
+
+@[inline]
+pub fn get_window_position() Vector2 {
+ return C.GetWindowPosition()
+}
+
+fn C.GetWindowScaleDPI() Vector2
+
+@[inline]
+pub fn get_window_scale_dpi() Vector2 {
+ return C.GetWindowScaleDPI()
+}
+
+fn C.GetMonitorName(monitor int) &i8
+
+@[inline]
+pub fn get_monitor_name(monitor int) &i8 {
+ return C.GetMonitorName(monitor)
+}
+
+fn C.SetClipboardText(text &i8)
+
+@[inline]
+pub fn set_clipboard_text(text &i8) {
+ C.SetClipboardText(text)
+}
+
+fn C.GetClipboardText() &i8
+
+@[inline]
+pub fn get_clipboard_text() &i8 {
+ return C.GetClipboardText()
+}
+
+fn C.EnableEventWaiting()
+
+@[inline]
+pub fn enable_event_waiting() {
+ C.EnableEventWaiting()
+}
+
+fn C.DisableEventWaiting()
+
+@[inline]
+pub fn disable_event_waiting() {
+ C.DisableEventWaiting()
+}
+
+fn C.ShowCursor()
+
+@[inline]
+pub fn show_cursor() {
+ C.ShowCursor()
+}
+
+fn C.HideCursor()
+
+@[inline]
+pub fn hide_cursor() {
+ C.HideCursor()
+}
+
+fn C.EnableCursor()
+
+@[inline]
+pub fn enable_cursor() {
+ C.EnableCursor()
+}
+
+fn C.DisableCursor()
+
+@[inline]
+pub fn disable_cursor() {
+ C.DisableCursor()
+}
+
+fn C.ClearBackground(color Color)
+
+@[inline]
+pub fn clear_background(color Color) {
+ C.ClearBackground(color)
+}
+
+fn C.BeginDrawing()
+
+@[inline]
+pub fn begin_drawing() {
+ C.BeginDrawing()
+}
+
+fn C.EndDrawing()
+
+@[inline]
+pub fn end_drawing() {
+ C.EndDrawing()
+}
+
+fn C.BeginMode2D(camera Camera2D)
+
+@[inline]
+pub fn begin_mode_2d(camera Camera2D) {
+ C.BeginMode2D(camera)
+}
+
+fn C.EndMode2D()
+
+@[inline]
+pub fn end_mode_2d() {
+ C.EndMode2D()
+}
+
+fn C.BeginMode3D(camera Camera3D)
+
+@[inline]
+pub fn begin_mode_3d(camera Camera3D) {
+ C.BeginMode3D(camera)
+}
+
+fn C.EndMode3D()
+
+@[inline]
+pub fn end_mode_3d() {
+ C.EndMode3D()
+}
+
+fn C.BeginTextureMode(target RenderTexture2D)
+
+@[inline]
+pub fn begin_texture_mode(target RenderTexture2D) {
+ C.BeginTextureMode(target)
+}
+
+fn C.EndTextureMode()
+
+@[inline]
+pub fn end_texture_mode() {
+ C.EndTextureMode()
+}
+
+fn C.BeginShaderMode(shader Shader)
+
+@[inline]
+pub fn begin_shader_mode(shader Shader) {
+ C.BeginShaderMode(shader)
+}
+
+fn C.EndShaderMode()
+
+@[inline]
+pub fn end_shader_mode() {
+ C.EndShaderMode()
+}
+
+fn C.BeginBlendMode(mode int)
+
+@[inline]
+pub fn begin_blend_mode(mode int) {
+ C.BeginBlendMode(mode)
+}
+
+fn C.EndBlendMode()
+
+@[inline]
+pub fn end_blend_mode() {
+ C.EndBlendMode()
+}
+
+fn C.BeginScissorMode(x int, y int, width int, height int)
+
+@[inline]
+pub fn begin_scissor_mode(x int, y int, width int, height int) {
+ C.BeginScissorMode(x, y, width, height)
+}
+
+fn C.EndScissorMode()
+
+@[inline]
+pub fn end_scissor_mode() {
+ C.EndScissorMode()
+}
+
+fn C.BeginVrStereoMode(config VrStereoConfig)
+
+@[inline]
+pub fn begin_vr_stereo_mode(config VrStereoConfig) {
+ C.BeginVrStereoMode(config)
+}
+
+fn C.EndVrStereoMode()
+
+@[inline]
+pub fn end_vr_stereo_mode() {
+ C.EndVrStereoMode()
+}
+
+fn C.LoadVrStereoConfig(device VrDeviceInfo) VrStereoConfig
+
+@[inline]
+pub fn load_vr_stereo_config(device VrDeviceInfo) VrStereoConfig {
+ return C.LoadVrStereoConfig(device)
+}
+
+fn C.UnloadVrStereoConfig(config VrStereoConfig)
+
+@[inline]
+pub fn unload_vr_stereo_config(config VrStereoConfig) {
+ C.UnloadVrStereoConfig(config)
+}
+
+fn C.LoadShader(vsfilename &i8, fsfilename &i8) Shader
+
+@[inline]
+pub fn load_shader(vsfilename &i8, fsfilename &i8) Shader {
+ return C.LoadShader(vsfilename, fsfilename)
+}
+
+fn C.LoadShaderFromMemory(vscode &i8, fscode &i8) Shader
+
+@[inline]
+pub fn load_shader_from_memory(vscode &i8, fscode &i8) Shader {
+ return C.LoadShaderFromMemory(vscode, fscode)
+}
+
+fn C.GetShaderLocation(shader Shader, uniformname &i8) int
+
+@[inline]
+pub fn get_shader_location(shader Shader, uniformname &i8) int {
+ return C.GetShaderLocation(shader, uniformname)
+}
+
+fn C.GetShaderLocationAttrib(shader Shader, attribname &i8) int
+
+@[inline]
+pub fn get_shader_location_attrib(shader Shader, attribname &i8) int {
+ return C.GetShaderLocationAttrib(shader, attribname)
+}
+
+fn C.SetShaderValue(shader Shader, locindex int, value voidptr, uniformtype int)
+
+@[inline]
+pub fn set_shader_value(shader Shader, locindex int, value voidptr, uniformtype int) {
+ C.SetShaderValue(shader, locindex, value, uniformtype)
+}
+
+fn C.SetShaderValueV(shader Shader, locindex int, value voidptr, uniformtype int, count int)
+
+@[inline]
+pub fn set_shader_value_v(shader Shader, locindex int, value voidptr, uniformtype int, count int) {
+ C.SetShaderValueV(shader, locindex, value, uniformtype, count)
+}
+
+fn C.SetShaderValueMatrix(shader Shader, locindex int, mat Matrix)
+
+@[inline]
+pub fn set_shader_value_matrix(shader Shader, locindex int, mat Matrix) {
+ C.SetShaderValueMatrix(shader, locindex, mat)
+}
+
+fn C.SetShaderValueTexture(shader Shader, locindex int, texture Texture2D)
+
+@[inline]
+pub fn set_shader_value_texture(shader Shader, locindex int, texture Texture2D) {
+ C.SetShaderValueTexture(shader, locindex, texture)
+}
+
+fn C.UnloadShader(shader Shader)
+
+@[inline]
+pub fn unload_shader(shader Shader) {
+ C.UnloadShader(shader)
+}
+
+fn C.GetMouseRay(mouseposition Vector2, camera Camera) Ray
+
+@[inline]
+pub fn get_mouse_ray(mouseposition Vector2, camera Camera) Ray {
+ return C.GetMouseRay(mouseposition, camera)
+}
+
+fn C.GetCameraMatrix(camera Camera) Matrix
+
+@[inline]
+pub fn get_camera_matrix(camera Camera) Matrix {
+ return C.GetCameraMatrix(camera)
+}
+
+fn C.GetCameraMatrix2D(camera Camera2D) Matrix
+
+@[inline]
+pub fn get_camera_matrix_2d(camera Camera2D) Matrix {
+ return C.GetCameraMatrix2D(camera)
+}
+
+fn C.GetWorldToScreen(position Vector3, camera Camera) Vector2
+
+@[inline]
+pub fn get_world_to_screen(position Vector3, camera Camera) Vector2 {
+ return C.GetWorldToScreen(position, camera)
+}
+
+fn C.GetScreenToWorld2D(position Vector2, camera Camera2D) Vector2
+
+@[inline]
+pub fn get_screen_to_world_2d(position Vector2, camera Camera2D) Vector2 {
+ return C.GetScreenToWorld2D(position, camera)
+}
+
+fn C.GetWorldToScreenEx(position Vector3, camera Camera, width int, height int) Vector2
+
+@[inline]
+pub fn get_world_to_screen_ex(position Vector3, camera Camera, width int, height int) Vector2 {
+ return C.GetWorldToScreenEx(position, camera, width, height)
+}
+
+fn C.GetWorldToScreen2D(position Vector2, camera Camera2D) Vector2
+
+@[inline]
+pub fn get_world_to_screen_2d(position Vector2, camera Camera2D) Vector2 {
+ return C.GetWorldToScreen2D(position, camera)
+}
+
+fn C.SetTargetFPS(fps int)
+
+@[inline]
+pub fn set_target_fps(fps int) {
+ C.SetTargetFPS(fps)
+}
+
+fn C.GetFrameTime() f32
+
+@[inline]
+pub fn get_frame_time() f32 {
+ return C.GetFrameTime()
+}
+
+fn C.GetTime() f64
+
+@[inline]
+pub fn get_time() f64 {
+ return C.GetTime()
+}
+
+fn C.GetFPS() int
+
+@[inline]
+pub fn get_fps() int {
+ return C.GetFPS()
+}
+
+fn C.SwapScreenBuffer()
+
+@[inline]
+pub fn swap_screen_buffer() {
+ C.SwapScreenBuffer()
+}
+
+fn C.PollInputEvents()
+
+@[inline]
+pub fn poll_input_events() {
+ C.PollInputEvents()
+}
+
+fn C.WaitTime(seconds f64)
+
+@[inline]
+pub fn wait_time(seconds f64) {
+ C.WaitTime(seconds)
+}
+
+fn C.SetRandomSeed(seed u32)
+
+@[inline]
+pub fn set_random_seed(seed u32) {
+ C.SetRandomSeed(seed)
+}
+
+fn C.GetRandomValue(min int, max int) int
+
+@[inline]
+pub fn get_random_value(min int, max int) int {
+ return C.GetRandomValue(min, max)
+}
+
+fn C.LoadRandomSequence(count u32, min int, max int) &int
+
+@[inline]
+pub fn load_random_sequence(count u32, min int, max int) &int {
+ return C.LoadRandomSequence(count, min, max)
+}
+
+fn C.UnloadRandomSequence(sequence &int)
+
+@[inline]
+pub fn unload_random_sequence(sequence &int) {
+ C.UnloadRandomSequence(sequence)
+}
+
+fn C.TakeScreenshot(filename &i8)
+
+@[inline]
+pub fn take_screenshot(filename &i8) {
+ C.TakeScreenshot(filename)
+}
+
+fn C.SetConfigFlags(flags u32)
+
+@[inline]
+pub fn set_config_flags(flags u32) {
+ C.SetConfigFlags(flags)
+}
+
+fn C.OpenURL(url &u8)
+
+@[inline]
+pub fn open_url(url string) {
+ C.OpenURL(url.str)
+}
+
+fn C.TraceLog(loglevel int, args ...&u8)
+
+@[inline]
+pub fn trace_log(loglevel int, text string) {
+ // The TraceLog is printf-like function. but since V supports
+ // string interpolation, we can just pass the string
+ C.TraceLog(loglevel, text.str)
+}
+
+fn C.SetTraceLogLevel(loglevel int)
+
+@[inline]
+pub fn set_trace_log_level(loglevel int) {
+ C.SetTraceLogLevel(loglevel)
+}
+
+fn C.MemAlloc(size u32) voidptr
+
+@[inline]
+pub fn mem_alloc(size u32) voidptr {
+ return C.MemAlloc(size)
+}
+
+fn C.MemRealloc(ptr voidptr, size u32) voidptr
+
+@[inline]
+pub fn mem_realloc(ptr voidptr, size u32) voidptr {
+ return C.MemRealloc(ptr, size)
+}
+
+fn C.MemFree(ptr voidptr)
+
+@[inline]
+pub fn mem_free(ptr voidptr) {
+ C.MemFree(ptr)
+}
+
+/*
+fn C.SetTraceLogCallback(callback TraceLogCallback)
+
+@[inline]
+pub fn set_trace_log_callback(callback TraceLogCallback) {
+ C.SetTraceLogCallback(callback)
+}
+*/
+
+fn C.SetLoadFileDataCallback(callback LoadFileDataCallback)
+
+@[inline]
+pub fn set_load_file_data_callback(callback LoadFileDataCallback) {
+ C.SetLoadFileDataCallback(callback)
+}
+
+fn C.SetSaveFileDataCallback(callback SaveFileDataCallback)
+
+@[inline]
+pub fn set_save_file_data_callback(callback SaveFileDataCallback) {
+ C.SetSaveFileDataCallback(callback)
+}
+
+fn C.SetLoadFileTextCallback(callback LoadFileTextCallback)
+
+fn C.SetSaveFileTextCallback(callback SaveFileTextCallback)
+
+fn C.LoadFileData(filename &i8, datasize &int) &u8
+
+fn C.UnloadFileData(data &u8)
+
+fn C.LoadFileText(filename &i8) &i8
+
+fn C.UnloadFileText(text &i8)
+
+fn C.GetFileLength(filename &i8) int
+
+fn C.GetFileExtension(filename &i8) &i8
+
+fn C.GetFileName(filepath &i8) &i8
+
+fn C.GetFileNameWithoutExt(filepath &i8) &i8
+
+fn C.GetDirectoryPath(filepath &i8) &i8
+
+fn C.GetPrevDirectoryPath(dirpath &i8) &i8
+
+fn C.GetWorkingDirectory() &i8
+
+fn C.GetApplicationDirectory() &i8
+
+fn C.LoadDirectoryFiles(dirpath &i8) FilePathList
+
+fn C.LoadDirectoryFilesEx(basepath &i8, filter &i8, scansubdirs bool) FilePathList
+
+fn C.UnloadDirectoryFiles(files FilePathList)
+
+fn C.LoadDroppedFiles() FilePathList
+
+fn C.UnloadDroppedFiles(files FilePathList)
+
+fn C.GetFileModTime(filename &i8) int
+
+fn C.CompressData(data &u8, datasize int, compdatasize &int) &u8
+
+fn C.DecompressData(compdata &u8, compdatasize int, datasize &int) &u8
+
+fn C.EncodeDataBase64(data &u8, datasize int, outputsize &int) &i8
+
+fn C.DecodeDataBase64(data &u8, outputsize &int) &u8
+
+fn C.LoadAutomationEventList(filename &i8) AutomationEventList
+
+fn C.UnloadAutomationEventList(list AutomationEventList)
+
+fn C.SetAutomationEventList(list &AutomationEventList)
+
+fn C.SetAutomationEventBaseFrame(frame int)
+
+fn C.StartAutomationEventRecording()
+
+fn C.StopAutomationEventRecording()
+
+fn C.PlayAutomationEvent(event AutomationEvent)
+
+fn C.GetKeyPressed() int
+
+fn C.GetCharPressed() int
+
+fn C.SetExitKey(key int)
+
+fn C.GetGamepadName(gamepad int) &i8
+
+fn C.GetGamepadButtonPressed() int
+
+fn C.GetGamepadAxisCount(gamepad int) int
+
+fn C.GetGamepadAxisMovement(gamepad int, axis int) f32
+
+fn C.SetGamepadMappings(mappings &i8) int
+
+fn C.GetMouseX() int
+
+fn C.GetMouseY() int
+
+fn C.GetMousePosition() Vector2
+
+fn C.GetMouseDelta() Vector2
+
+fn C.SetMousePosition(x int, y int)
+
+fn C.SetMouseOffset(offsetx int, offsety int)
+
+fn C.SetMouseScale(scalex f32, scaley f32)
+
+fn C.GetMouseWheelMove() f32
+
+fn C.GetMouseWheelMoveV() Vector2
+
+fn C.SetMouseCursor(cursor int)
+
+fn C.GetTouchX() int
+
+fn C.GetTouchY() int
+
+fn C.GetTouchPosition(index int) Vector2
+
+fn C.GetTouchPointId(index int) int
+
+fn C.GetTouchPointCount() int
+
+fn C.SetGesturesEnabled(flags u32)
+
+fn C.GetGestureDetected() int
+
+fn C.GetGestureHoldDuration() f32
+
+fn C.GetGestureDragVector() Vector2
+
+fn C.GetGestureDragAngle() f32
+
+fn C.GetGesturePinchVector() Vector2
+
+fn C.GetGesturePinchAngle() f32
+
+fn C.UpdateCamera(camera &Camera, mode int)
+
+fn C.UpdateCameraPro(camera &Camera, movement Vector3, rotation Vector3, zoom f32)
+
+fn C.SetShapesTexture(texture Texture2D, source Rectangle)
+
+fn C.GetShapesTexture() Texture2D
+
+fn C.GetShapesTextureRectangle() Rectangle
+
+fn C.DrawPixel(posx int, posy int, color Color)
+
+fn C.DrawPixelV(position Vector2, color Color)
+
+fn C.DrawLine(startposx int, startposy int, endposx int, endposy int, color Color)
+
+fn C.DrawLineV(startpos Vector2, endpos Vector2, color Color)
+
+fn C.DrawLineEx(startpos Vector2, endpos Vector2, thick f32, color Color)
+
+fn C.DrawLineStrip(points &Vector2, pointcount int, color Color)
+
+fn C.DrawLineBezier(startpos Vector2, endpos Vector2, thick f32, color Color)
+
+fn C.DrawCircle(centerx int, centery int, radius f32, color Color)
+
+fn C.DrawCircleSector(center Vector2, radius f32, startangle f32, endangle f32, segments int, color Color)
+
+fn C.DrawCircleSectorLines(center Vector2, radius f32, startangle f32, endangle f32, segments int, color Color)
+
+fn C.DrawCircleGradient(centerx int, centery int, radius f32, color1 Color, color2 Color)
+
+fn C.DrawCircleV(center Vector2, radius f32, color Color)
+
+fn C.DrawCircleLines(centerx int, centery int, radius f32, color Color)
+
+fn C.DrawCircleLinesV(center Vector2, radius f32, color Color)
+
+fn C.DrawEllipse(centerx int, centery int, radiush f32, radiusv f32, color Color)
+
+fn C.DrawEllipseLines(centerx int, centery int, radiush f32, radiusv f32, color Color)
+
+fn C.DrawRing(center Vector2, innerradius f32, outerradius f32, startangle f32, endangle f32, segments int, color Color)
+
+fn C.DrawRingLines(center Vector2, innerradius f32, outerradius f32, startangle f32, endangle f32, segments int, color Color)
+
+fn C.DrawRectangle(posx int, posy int, width int, height int, color Color)
+
+fn C.DrawRectangleV(position Vector2, size Vector2, color Color)
+
+fn C.DrawRectangleRec(rec Rectangle, color Color)
+
+fn C.DrawRectanglePro(rec Rectangle, origin Vector2, rotation f32, color Color)
+
+fn C.DrawRectangleGradientV(posx int, posy int, width int, height int, color1 Color, color2 Color)
+
+fn C.DrawRectangleGradientH(posx int, posy int, width int, height int, color1 Color, color2 Color)
+
+fn C.DrawRectangleGradientEx(rec Rectangle, col1 Color, col2 Color, col3 Color, col4 Color)
+
+fn C.DrawRectangleLines(posx int, posy int, width int, height int, color Color)
+
+fn C.DrawRectangleLinesEx(rec Rectangle, linethick f32, color Color)
+
+fn C.DrawRectangleRounded(rec Rectangle, roundness f32, segments int, color Color)
+
+fn C.DrawRectangleRoundedLines(rec Rectangle, roundness f32, segments int, linethick f32, color Color)
+
+fn C.DrawTriangle(v1 Vector2, v2 Vector2, v3 Vector2, color Color)
+
+fn C.DrawTriangleLines(v1 Vector2, v2 Vector2, v3 Vector2, color Color)
+
+fn C.DrawTriangleFan(points &Vector2, pointcount int, color Color)
+
+fn C.DrawTriangleStrip(points &Vector2, pointcount int, color Color)
+
+fn C.DrawPoly(center Vector2, sides int, radius f32, rotation f32, color Color)
+
+fn C.DrawPolyLines(center Vector2, sides int, radius f32, rotation f32, color Color)
+
+fn C.DrawPolyLinesEx(center Vector2, sides int, radius f32, rotation f32, linethick f32, color Color)
+
+fn C.DrawSplineLinear(points &Vector2, pointcount int, thick f32, color Color)
+
+fn C.DrawSplineBasis(points &Vector2, pointcount int, thick f32, color Color)
+
+fn C.DrawSplineCatmullRom(points &Vector2, pointcount int, thick f32, color Color)
+
+fn C.DrawSplineBezierQuadratic(points &Vector2, pointcount int, thick f32, color Color)
+
+fn C.DrawSplineBezierCubic(points &Vector2, pointcount int, thick f32, color Color)
+
+fn C.DrawSplineSegmentLinear(p1 Vector2, p2 Vector2, thick f32, color Color)
+
+fn C.DrawSplineSegmentBasis(p1 Vector2, p2 Vector2, p3 Vector2, p4 Vector2, thick f32, color Color)
+
+fn C.DrawSplineSegmentCatmullRom(p1 Vector2, p2 Vector2, p3 Vector2, p4 Vector2, thick f32, color Color)
+
+fn C.DrawSplineSegmentBezierQuadratic(p1 Vector2, c2 Vector2, p3 Vector2, thick f32, color Color)
+
+fn C.DrawSplineSegmentBezierCubic(p1 Vector2, c2 Vector2, c3 Vector2, p4 Vector2, thick f32, color Color)
+
+fn C.GetSplinePointLinear(startpos Vector2, endpos Vector2, t f32) Vector2
+
+fn C.GetSplinePointBasis(p1 Vector2, p2 Vector2, p3 Vector2, p4 Vector2, t f32) Vector2
+
+fn C.GetSplinePointCatmullRom(p1 Vector2, p2 Vector2, p3 Vector2, p4 Vector2, t f32) Vector2
+
+fn C.GetSplinePointBezierQuad(p1 Vector2, c2 Vector2, p3 Vector2, t f32) Vector2
+
+fn C.GetSplinePointBezierCubic(p1 Vector2, c2 Vector2, c3 Vector2, p4 Vector2, t f32) Vector2
+
+fn C.GetCollisionRec(rec1 Rectangle, rec2 Rectangle) Rectangle
+
+fn C.LoadImage(filename &i8) Image
+
+fn C.LoadImageRaw(filename &i8, width int, height int, format int, headersize int) Image
+
+fn C.LoadImageSvg(filenameorstring &i8, width int, height int) Image
+
+fn C.LoadImageAnim(filename &i8, frames &int) Image
+
+fn C.LoadImageAnimFromMemory(filetype &i8, filedata &u8, datasize int, frames &int) Image
+
+fn C.LoadImageFromMemory(filetype &i8, filedata &u8, datasize int) Image
+
+fn C.LoadImageFromTexture(texture Texture2D) Image
+
+fn C.LoadImageFromScreen() Image
+
+fn C.UnloadImage(image Image)
+
+fn C.ExportImageToMemory(image Image, filetype &i8, filesize &int) &u8
+
+fn C.GenImageColor(width int, height int, color Color) Image
+
+fn C.GenImageGradientLinear(width int, height int, direction int, start Color, end Color) Image
+
+fn C.GenImageGradientRadial(width int, height int, density f32, inner Color, outer Color) Image
+
+fn C.GenImageGradientSquare(width int, height int, density f32, inner Color, outer Color) Image
+
+fn C.GenImageChecked(width int, height int, checksx int, checksy int, col1 Color, col2 Color) Image
+
+fn C.GenImageWhiteNoise(width int, height int, factor f32) Image
+
+fn C.GenImagePerlinNoise(width int, height int, offsetx int, offsety int, scale f32) Image
+
+fn C.GenImageCellular(width int, height int, tilesize int) Image
+
+fn C.GenImageText(width int, height int, text &i8) Image
+
+fn C.ImageCopy(image Image) Image
+
+fn C.ImageFromImage(image Image, rec Rectangle) Image
+
+fn C.ImageText(text &i8, fontsize int, color Color) Image
+
+fn C.ImageTextEx(font Font, text &i8, fontsize f32, spacing f32, tint Color) Image
+
+fn C.ImageFormat(image &Image, newformat int)
+
+fn C.ImageToPOT(image &Image, fill Color)
+
+fn C.ImageCrop(image &Image, crop Rectangle)
+
+fn C.ImageAlphaCrop(image &Image, threshold f32)
+
+fn C.ImageAlphaClear(image &Image, color Color, threshold f32)
+
+fn C.ImageAlphaMask(image &Image, alphamask Image)
+
+fn C.ImageAlphaPremultiply(image &Image)
+
+fn C.ImageBlurGaussian(image &Image, blursize int)
+
+fn C.ImageKernelConvolution(image &Image, kernel &f32, kernelsize int)
+
+fn C.ImageResize(image &Image, newwidth int, newheight int)
+
+fn C.ImageResizeNN(image &Image, newwidth int, newheight int)
+
+fn C.ImageResizeCanvas(image &Image, newwidth int, newheight int, offsetx int, offsety int, fill Color)
+
+fn C.ImageMipmaps(image &Image)
+
+fn C.ImageDither(image &Image, rbpp int, gbpp int, bbpp int, abpp int)
+
+fn C.ImageFlipVertical(image &Image)
+
+fn C.ImageFlipHorizontal(image &Image)
+
+fn C.ImageRotate(image &Image, degrees int)
+
+fn C.ImageRotateCW(image &Image)
+
+fn C.ImageRotateCCW(image &Image)
+
+fn C.ImageColorTint(image &Image, color Color)
+
+fn C.ImageColorInvert(image &Image)
+
+fn C.ImageColorGrayscale(image &Image)
+
+fn C.ImageColorContrast(image &Image, contrast f32)
+
+fn C.ImageColorBrightness(image &Image, brightness int)
+
+fn C.ImageColorReplace(image &Image, color Color, replace Color)
+
+fn C.LoadImageColors(image Image) &Color
+
+fn C.LoadImagePalette(image Image, maxpalettesize int, colorcount &int) &Color
+
+fn C.UnloadImageColors(colors &Color)
+
+fn C.UnloadImagePalette(colors &Color)
+
+fn C.GetImageAlphaBorder(image Image, threshold f32) Rectangle
+
+fn C.GetImageColor(image Image, x int, y int) Color
+
+fn C.ImageClearBackground(dst &Image, color Color)
+
+fn C.ImageDrawPixel(dst &Image, posx int, posy int, color Color)
+
+fn C.ImageDrawPixelV(dst &Image, position Vector2, color Color)
+
+fn C.ImageDrawLine(dst &Image, startposx int, startposy int, endposx int, endposy int, color Color)
+
+fn C.ImageDrawLineV(dst &Image, start Vector2, end Vector2, color Color)
+
+fn C.ImageDrawCircle(dst &Image, centerx int, centery int, radius int, color Color)
+
+fn C.ImageDrawCircleV(dst &Image, center Vector2, radius int, color Color)
+
+fn C.ImageDrawCircleLines(dst &Image, centerx int, centery int, radius int, color Color)
+
+fn C.ImageDrawCircleLinesV(dst &Image, center Vector2, radius int, color Color)
+
+fn C.ImageDrawRectangle(dst &Image, posx int, posy int, width int, height int, color Color)
+
+fn C.ImageDrawRectangleV(dst &Image, position Vector2, size Vector2, color Color)
+
+fn C.ImageDrawRectangleRec(dst &Image, rec Rectangle, color Color)
+
+fn C.ImageDrawRectangleLines(dst &Image, rec Rectangle, thick int, color Color)
+
+fn C.ImageDraw(dst &Image, src Image, srcrec Rectangle, dstrec Rectangle, tint Color)
+
+fn C.ImageDrawText(dst &Image, text &i8, posx int, posy int, fontsize int, color Color)
+
+fn C.ImageDrawTextEx(dst &Image, font Font, text &i8, position Vector2, fontsize f32, spacing f32, tint Color)
+
+fn C.LoadTexture(filename &i8) Texture2D
+
+fn C.LoadTextureFromImage(image Image) Texture2D
+
+fn C.LoadTextureCubemap(image Image, layout int) TextureCubemap
+
+fn C.LoadRenderTexture(width int, height int) RenderTexture2D
+
+fn C.UnloadTexture(texture Texture2D)
+
+fn C.UnloadRenderTexture(target RenderTexture2D)
+
+fn C.UpdateTexture(texture Texture2D, pixels voidptr)
+
+fn C.UpdateTextureRec(texture Texture2D, rec Rectangle, pixels voidptr)
+
+fn C.GenTextureMipmaps(texture &Texture2D)
+
+fn C.SetTextureFilter(texture Texture2D, filter int)
+
+fn C.SetTextureWrap(texture Texture2D, wrap int)
+
+fn C.DrawTexture(texture Texture2D, posx int, posy int, tint Color)
+
+fn C.DrawTextureV(texture Texture2D, position Vector2, tint Color)
+
+fn C.DrawTextureEx(texture Texture2D, position Vector2, rotation f32, scale f32, tint Color)
+
+fn C.DrawTextureRec(texture Texture2D, source Rectangle, position Vector2, tint Color)
+
+fn C.DrawTexturePro(texture Texture2D, source Rectangle, dest Rectangle, origin Vector2, rotation f32, tint Color)
+
+fn C.DrawTextureNPatch(texture Texture2D, npatchinfo NPatchInfo, dest Rectangle, origin Vector2, rotation f32, tint Color)
+
+fn C.Fade(color Color, alpha f32) Color
+
+fn C.ColorToInt(color Color) int
+
+fn C.ColorNormalize(color Color) Vector4
+
+fn C.ColorFromNormalized(normalized Vector4) Color
+
+fn C.ColorToHSV(color Color) Vector3
+
+fn C.ColorFromHSV(hue f32, saturation f32, value f32) Color
+
+fn C.ColorTint(color Color, tint Color) Color
+
+fn C.ColorBrightness(color Color, factor f32) Color
+
+fn C.ColorContrast(color Color, contrast f32) Color
+
+fn C.ColorAlpha(color Color, alpha f32) Color
+
+fn C.ColorAlphaBlend(dst Color, src Color, tint Color) Color
+
+fn C.GetColor(hexvalue u32) Color
+
+fn C.GetPixelColor(srcptr voidptr, format int) Color
+
+fn C.SetPixelColor(dstptr voidptr, color Color, format int)
+
+fn C.GetPixelDataSize(width int, height int, format int) int
+
+fn C.GetFontDefault() Font
+
+fn C.LoadFont(filename &i8) Font
+
+fn C.LoadFontEx(filename &i8, fontsize int, codepoints &int, codepointcount int) Font
+
+fn C.LoadFontFromImage(image Image, key Color, firstchar int) Font
+
+fn C.LoadFontFromMemory(filetype &i8, filedata &u8, datasize int, fontsize int, codepoints &int, codepointcount int) Font
+
+fn C.LoadFontData(filedata &u8, datasize int, fontsize int, codepoints &int, codepointcount int, type_ int) &GlyphInfo
+
+fn C.GenImageFontAtlas(glyphs &GlyphInfo, glyphrecs &&Rectangle, glyphcount int, fontsize int, padding int, packmethod int) Image
+
+fn C.UnloadFontData(glyphs &GlyphInfo, glyphcount int)
+
+fn C.UnloadFont(font Font)
+
+fn C.DrawFPS(posx int, posy int)
+
+fn C.DrawText(text &i8, posx int, posy int, fontsize int, color Color)
+
+@[inline]
+pub fn draw_text(text string, posx int, posy int, fontsize int, color Color) {
+ C.DrawText(text.str, posx, posy, fontsize, color)
+}
+
+fn C.DrawTextEx(font Font, text &i8, position Vector2, fontsize f32, spacing f32, tint Color)
+
+@[inline]
+pub fn draw_text_ex(font Font, text string, position Vector2, fontsize f32, spacing f32, tint Color) {
+ C.DrawTextEx(font, text.str, position, fontsize, spacing, tint)
+}
+
+fn C.DrawTextPro(font Font, text &i8, position Vector2, origin Vector2, rotation f32, fontsize f32, spacing f32, tint Color)
+
+fn C.DrawTextCodepoint(font Font, codepoint int, position Vector2, fontsize f32, tint Color)
+
+fn C.DrawTextCodepoints(font Font, codepoints &int, codepointcount int, position Vector2, fontsize f32, spacing f32, tint Color)
+
+fn C.SetTextLineSpacing(spacing int)
+
+fn C.MeasureText(text &i8, fontsize int) int
+
+fn C.MeasureTextEx(font Font, text &i8, fontsize f32, spacing f32) Vector2
+
+fn C.GetGlyphIndex(font Font, codepoint int) int
+
+fn C.GetGlyphInfo(font Font, codepoint int) GlyphInfo
+
+fn C.GetGlyphAtlasRec(font Font, codepoint int) Rectangle
+
+fn C.LoadUTF8(codepoints &int, length int) &i8
+
+fn C.UnloadUTF8(text &i8)
+
+fn C.LoadCodepoints(text &i8, count &int) &int
+
+fn C.UnloadCodepoints(codepoints &int)
+
+fn C.GetCodepointCount(text &i8) int
+
+fn C.GetCodepoint(text &i8, codepointsize &int) int
+
+fn C.GetCodepointNext(text &i8, codepointsize &int) int
+
+fn C.GetCodepointPrevious(text &i8, codepointsize &int) int
+
+fn C.CodepointToUTF8(codepoint int, utf8size &int) &i8
+
+fn C.TextCopy(dst &i8, src &i8) int
+
+fn C.TextLength(text &i8) u32
+
+fn C.TextFormat(text ...&i8) &i8
+
+fn C.TextSubtext(text &i8, position int, length int) &i8
+
+fn C.TextReplace(text &i8, replace &i8, by &i8) &i8
+
+fn C.TextInsert(text &i8, insert &i8, position int) &i8
+
+fn C.TextJoin(textlist &&u8, count int, delimiter &i8) &i8
+
+fn C.TextSplit(text &i8, delimiter i8, count &int) &&u8
+
+fn C.TextAppend(text &i8, append &i8, position &int)
+
+fn C.TextFindIndex(text &i8, find &i8) int
+
+fn C.TextToUpper(text &i8) &i8
+
+fn C.TextToLower(text &i8) &i8
+
+fn C.TextToPascal(text &i8) &i8
+
+fn C.TextToInteger(text &i8) int
+
+fn C.TextToFloat(text &i8) f32
+
+fn C.DrawLine3D(startpos Vector3, endpos Vector3, color Color)
+
+fn C.DrawPoint3D(position Vector3, color Color)
+
+fn C.DrawCircle3D(center Vector3, radius f32, rotationaxis Vector3, rotationangle f32, color Color)
+
+fn C.DrawTriangle3D(v1 Vector3, v2 Vector3, v3 Vector3, color Color)
+
+fn C.DrawTriangleStrip3D(points &Vector3, pointcount int, color Color)
+
+fn C.DrawCube(position Vector3, width f32, height f32, length f32, color Color)
+
+fn C.DrawCubeV(position Vector3, size Vector3, color Color)
+
+fn C.DrawCubeWires(position Vector3, width f32, height f32, length f32, color Color)
+
+fn C.DrawCubeWiresV(position Vector3, size Vector3, color Color)
+
+fn C.DrawSphere(centerpos Vector3, radius f32, color Color)
+
+fn C.DrawSphereEx(centerpos Vector3, radius f32, rings int, slices int, color Color)
+
+fn C.DrawSphereWires(centerpos Vector3, radius f32, rings int, slices int, color Color)
+
+fn C.DrawCylinder(position Vector3, radiustop f32, radiusbottom f32, height f32, slices int, color Color)
+
+fn C.DrawCylinderEx(startpos Vector3, endpos Vector3, startradius f32, endradius f32, sides int, color Color)
+
+fn C.DrawCylinderWires(position Vector3, radiustop f32, radiusbottom f32, height f32, slices int, color Color)
+
+fn C.DrawCylinderWiresEx(startpos Vector3, endpos Vector3, startradius f32, endradius f32, sides int, color Color)
+
+fn C.DrawCapsule(startpos Vector3, endpos Vector3, radius f32, slices int, rings int, color Color)
+
+fn C.DrawCapsuleWires(startpos Vector3, endpos Vector3, radius f32, slices int, rings int, color Color)
+
+fn C.DrawPlane(centerpos Vector3, size Vector2, color Color)
+
+fn C.DrawRay(ray Ray, color Color)
+
+fn C.DrawGrid(slices int, spacing f32)
+
+fn C.LoadModel(filename &i8) Model
+
+fn C.LoadModelFromMesh(mesh Mesh) Model
+
+fn C.UnloadModel(model Model)
+
+fn C.GetModelBoundingBox(model Model) BoundingBox
+
+fn C.DrawModel(model Model, position Vector3, scale f32, tint Color)
+
+fn C.DrawModelEx(model Model, position Vector3, rotationaxis Vector3, rotationangle f32, scale Vector3, tint Color)
+
+fn C.DrawModelWires(model Model, position Vector3, scale f32, tint Color)
+
+fn C.DrawModelWiresEx(model Model, position Vector3, rotationaxis Vector3, rotationangle f32, scale Vector3, tint Color)
+
+fn C.DrawBoundingBox(box BoundingBox, color Color)
+
+fn C.DrawBillboard(camera Camera, texture Texture2D, position Vector3, size f32, tint Color)
+
+fn C.DrawBillboardRec(camera Camera, texture Texture2D, source Rectangle, position Vector3, size Vector2, tint Color)
+
+fn C.DrawBillboardPro(camera Camera, texture Texture2D, source Rectangle, position Vector3, up Vector3, size Vector2, origin Vector2, rotation f32, tint Color)
+
+fn C.UploadMesh(mesh &Mesh, dynamic bool)
+
+fn C.UpdateMeshBuffer(mesh Mesh, index int, data voidptr, datasize int, offset int)
+
+fn C.UnloadMesh(mesh Mesh)
+
+fn C.DrawMesh(mesh Mesh, material Material, transform Matrix)
+
+fn C.DrawMeshInstanced(mesh Mesh, material Material, transforms &Matrix, instances int)
+
+fn C.GetMeshBoundingBox(mesh Mesh) BoundingBox
+
+fn C.GenMeshTangents(mesh &Mesh)
+
+fn C.GenMeshPoly(sides int, radius f32) Mesh
+
+fn C.GenMeshPlane(width f32, length f32, resx int, resz int) Mesh
+
+fn C.GenMeshCube(width f32, height f32, length f32) Mesh
+
+fn C.GenMeshSphere(radius f32, rings int, slices int) Mesh
+
+fn C.GenMeshHemiSphere(radius f32, rings int, slices int) Mesh
+
+fn C.GenMeshCylinder(radius f32, height f32, slices int) Mesh
+
+fn C.GenMeshCone(radius f32, height f32, slices int) Mesh
+
+fn C.GenMeshTorus(radius f32, size f32, radseg int, sides int) Mesh
+
+fn C.GenMeshKnot(radius f32, size f32, radseg int, sides int) Mesh
+
+fn C.GenMeshHeightmap(heightmap Image, size Vector3) Mesh
+
+fn C.GenMeshCubicmap(cubicmap Image, cubesize Vector3) Mesh
+
+fn C.LoadMaterials(filename &i8, materialcount &int) &Material
+
+fn C.LoadMaterialDefault() Material
+
+fn C.UnloadMaterial(material Material)
+
+fn C.SetMaterialTexture(material &Material, maptype int, texture Texture2D)
+
+fn C.SetModelMeshMaterial(model &Model, meshid int, materialid int)
+
+fn C.LoadModelAnimations(filename &i8, animcount &int) &ModelAnimation
+
+fn C.UpdateModelAnimation(model Model, anim ModelAnimation, frame int)
+
+fn C.UnloadModelAnimation(anim ModelAnimation)
+
+fn C.UnloadModelAnimations(animations &ModelAnimation, animcount int)
+
+fn C.GetRayCollisionSphere(ray Ray, center Vector3, radius f32) RayCollision
+
+fn C.GetRayCollisionBox(ray Ray, box BoundingBox) RayCollision
+
+fn C.GetRayCollisionMesh(ray Ray, mesh Mesh, transform Matrix) RayCollision
+
+fn C.GetRayCollisionTriangle(ray Ray, p1 Vector3, p2 Vector3, p3 Vector3) RayCollision
+
+fn C.GetRayCollisionQuad(ray Ray, p1 Vector3, p2 Vector3, p3 Vector3, p4 Vector3) RayCollision
+
+fn C.InitAudioDevice()
+
+fn C.CloseAudioDevice()
+
+fn C.SetMasterVolume(volume f32)
+
+fn C.GetMasterVolume() f32
+
+fn C.LoadWave(filename &i8) Wave
+
+fn C.LoadWaveFromMemory(filetype &i8, filedata &u8, datasize int) Wave
+
+fn C.LoadSound(filename &i8) Sound
+
+fn C.LoadSoundFromWave(wave Wave) Sound
+
+fn C.LoadSoundAlias(source Sound) Sound
+
+fn C.UpdateSound(sound Sound, data voidptr, samplecount int)
+
+fn C.UnloadWave(wave Wave)
+
+fn C.UnloadSound(sound Sound)
+
+fn C.UnloadSoundAlias(alias Sound)
+
+fn C.PlaySound(sound Sound)
+
+fn C.StopSound(sound Sound)
+
+fn C.PauseSound(sound Sound)
+
+fn C.ResumeSound(sound Sound)
+
+fn C.SetSoundVolume(sound Sound, volume f32)
+
+fn C.SetSoundPitch(sound Sound, pitch f32)
+
+fn C.SetSoundPan(sound Sound, pan f32)
+
+fn C.WaveCopy(wave Wave) Wave
+
+fn C.WaveCrop(wave &Wave, initsample int, finalsample int)
+
+fn C.WaveFormat(wave &Wave, samplerate int, samplesize int, channels int)
+
+fn C.LoadWaveSamples(wave Wave) &f32
+
+fn C.UnloadWaveSamples(samples &f32)
+
+fn C.LoadMusicStream(filename &i8) Music
+
+fn C.LoadMusicStreamFromMemory(filetype &i8, data &u8, datasize int) Music
+
+fn C.UnloadMusicStream(music Music)
+
+fn C.PlayMusicStream(music Music)
+
+fn C.UpdateMusicStream(music Music)
+
+fn C.StopMusicStream(music Music)
+
+fn C.PauseMusicStream(music Music)
+
+fn C.ResumeMusicStream(music Music)
+
+fn C.SeekMusicStream(music Music, position f32)
+
+fn C.SetMusicVolume(music Music, volume f32)
+
+fn C.SetMusicPitch(music Music, pitch f32)
+
+fn C.SetMusicPan(music Music, pan f32)
+
+fn C.GetMusicTimeLength(music Music) f32
+
+fn C.GetMusicTimePlayed(music Music) f32
+
+fn C.LoadAudioStream(samplerate u32, samplesize u32, channels u32) AudioStream
+
+fn C.UnloadAudioStream(stream AudioStream)
+
+fn C.UpdateAudioStream(stream AudioStream, data voidptr, framecount int)
+
+fn C.PlayAudioStream(stream AudioStream)
+
+fn C.PauseAudioStream(stream AudioStream)
+
+fn C.ResumeAudioStream(stream AudioStream)
+
+fn C.StopAudioStream(stream AudioStream)
+
+fn C.SetAudioStreamVolume(stream AudioStream, volume f32)
+
+fn C.SetAudioStreamPitch(stream AudioStream, pitch f32)
+
+fn C.SetAudioStreamPan(stream AudioStream, pan f32)
+
+fn C.SetAudioStreamBufferSizeDefault(size int)
+
+fn C.SetAudioStreamCallback(stream AudioStream, callback AudioCallback)
+
+fn C.AttachAudioStreamProcessor(stream AudioStream, processor AudioCallback)
+
+fn C.DetachAudioStreamProcessor(stream AudioStream, processor AudioCallback)
+
+fn C.AttachAudioMixedProcessor(processor AudioCallback)
+
+fn C.DetachAudioMixedProcessor(processor AudioCallback)
diff --git a/v.mod b/v.mod
@@ -0,0 +1,7 @@
+Module {
+ name: 'vraylib'
+ description: 'Raylib wrapper for V'
+ version: '0.0.0'
+ license: 'Zlib'
+ dependencies: []
+}