Merge pull request #4512 from lxmcf/master

raylib: Update to 5.5
This commit is contained in:
Jeroen van Rijn
2024-11-25 11:16:28 +01:00
committed by GitHub
22 changed files with 230 additions and 206 deletions

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libraylib.so.500

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libraylib.so.5.0.0

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/*
Package vendor:raylib implements bindings for version 5.0 of the raylib library (https://www.raylib.com/)
Package vendor:raylib implements bindings for version 5.5 of the raylib library (https://www.raylib.com/)
*********************************************************************************************
*
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* raylib v5.5 - 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)
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite 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)
* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
* - 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)
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
@@ -30,29 +30,35 @@ Package vendor:raylib implements bindings for version 5.0 of the raylib library
* - 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)
* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
* [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
* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
* [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
* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
* [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)
* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
* [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
* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
*
*
* LICENSE: zlib/libpng
@@ -60,7 +66,7 @@ Package vendor:raylib implements bindings for version 5.0 of the raylib library
* 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)
* Copyright (c) 2013-2024 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.
@@ -110,27 +116,25 @@ when ODIN_OS == .Windows {
// multiple copies of raylib.so, but since these bindings are for
// particular version of the library, I better specify it. Ideally,
// though, it's best specified in terms of major (.so.4)
"linux/libraylib.so.500" when RAYLIB_SHARED else "linux/libraylib.a",
"linux/libraylib.so.550" when RAYLIB_SHARED else "linux/libraylib.a",
"system:dl",
"system:pthread",
}
} else when ODIN_OS == .Darwin {
foreign import lib {
"macos" +
("-arm64" when ODIN_ARCH == .arm64 else "") +
"/libraylib" + (".500.dylib" when RAYLIB_SHARED else ".a"),
"macos/libraylib.550.dylib" when RAYLIB_SHARED else "libraylib.a",
"system:Cocoa.framework",
"system:OpenGL.framework",
"system:IOKit.framework",
}
}
} else {
foreign import lib "system:raylib"
}
VERSION_MAJOR :: 5
VERSION_MINOR :: 0
VERSION_MINOR :: 5
VERSION_PATCH :: 0
VERSION :: "5.0"
VERSION :: "5.5"
PI :: 3.14159265358979323846
DEG2RAD :: PI/180.0
@@ -298,6 +302,8 @@ Mesh :: struct {
animNormals: [^]f32, // Animated normals (after bones transformations)
boneIds: [^]u8, // Vertex bone ids, up to 4 bones influence by vertex (skinning)
boneWeights: [^]f32, // Vertex bone weight, up to 4 bones influence by vertex (skinning)
boneMatrices: [^]Matrix, // Bones animated transformation matrices
boneCount: c.int, // Number of bones
// OpenGL identifiers
vaoId: u32, // OpenGL Vertex Array Object id
@@ -365,7 +371,7 @@ ModelAnimation :: struct {
// Ray type (useful for raycast)
Ray :: struct {
position: Vector3, // Ray position (origin)
direction: Vector3, // Ray direction
direction: Vector3, // Ray direction (normalized)
}
// RayCollision, ray hit information
@@ -619,7 +625,7 @@ KeyboardKey :: enum c.int {
KP_EQUAL = 336, // Key: Keypad =
// Android key buttons
BACK = 4, // Key: Android back button
MENU = 82, // Key: Android menu button
MENU = 5, // Key: Android menu button
VOLUME_UP = 24, // Key: Android volume up button
VOLUME_DOWN = 25, // Key: Android volume down button
}
@@ -658,12 +664,12 @@ GamepadButton :: enum c.int {
LEFT_FACE_DOWN, // Gamepad left DPAD down button
LEFT_FACE_LEFT, // Gamepad left DPAD left button
RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
@@ -726,6 +732,9 @@ ShaderLocationIndex :: enum c.int {
MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
MAP_BRDF, // Shader location: sampler2d texture: brdf
VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
}
@@ -799,7 +808,6 @@ CubemapLayout :: enum c.int {
LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
PANORAMA, // Layout is defined by a panorama image (equirectangular map)
}
// Font type, defines generation method
@@ -839,11 +847,11 @@ Gestures :: distinct bit_set[Gesture; c.uint]
// Camera system modes
CameraMode :: enum c.int {
CUSTOM = 0, // Custom camera
FREE, // Free camera
ORBITAL, // Orbital camera
FIRST_PERSON, // First person camera
THIRD_PERSON, // Third person camera
CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
FREE, // Camera free mode
ORBITAL, // Camera orbital, around target, zoom supported
FIRST_PERSON, // Camera first person
THIRD_PERSON, // Camera third person
}
// Camera projection
@@ -860,7 +868,7 @@ NPatchLayout :: enum c.int {
}
// Callbacks to hook some internal functions
// WARNING: This callbacks are intended for advance users
// WARNING: This callbacks are intended for advanced users
TraceLogCallback :: #type proc "c" (logLevel: TraceLogLevel, text: cstring, args: ^c.va_list) // Logging: Redirect trace log messages
LoadFileDataCallback :: #type proc "c"(fileName: cstring, dataSize: ^c.int) -> [^]u8 // FileIO: Load binary data
SaveFileDataCallback :: #type proc "c" (fileName: cstring, data: rawptr, dataSize: c.int) -> bool // FileIO: Save binary data
@@ -888,36 +896,36 @@ foreign lib {
CloseWindow :: proc() --- // Close window and unload OpenGL context
IsWindowReady :: proc() -> bool --- // Check if window has been initialized successfully
IsWindowFullscreen :: proc() -> bool --- // Check if window is currently fullscreen
IsWindowHidden :: proc() -> bool --- // Check if window is currently hidden (only PLATFORM_DESKTOP)
IsWindowMinimized :: proc() -> bool --- // Check if window is currently minimized (only PLATFORM_DESKTOP)
IsWindowMaximized :: proc() -> bool --- // Check if window is currently maximized (only PLATFORM_DESKTOP)
IsWindowFocused :: proc() -> bool --- // Check if window is currently focused (only PLATFORM_DESKTOP)
IsWindowHidden :: proc() -> bool --- // Check if window is currently hidden
IsWindowMinimized :: proc() -> bool --- // Check if window is currently minimized
IsWindowMaximized :: proc() -> bool --- // Check if window is currently maximized
IsWindowFocused :: proc() -> bool --- // Check if window is currently focused
IsWindowResized :: proc() -> bool --- // Check if window has been resized last frame
IsWindowState :: proc(flags: ConfigFlags) -> bool --- // Check if one specific window flag is enabled
SetWindowState :: proc(flags: ConfigFlags) --- // Set window configuration state using flags (only PLATFORM_DESKTOP)
SetWindowState :: proc(flags: ConfigFlags) --- // Set window configuration state using flags
ClearWindowState :: proc(flags: ConfigFlags) --- // Clear window configuration state flags
ToggleFullscreen :: proc() --- // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
ToggleBorderlessWindowed :: proc() --- // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
MaximizeWindow :: proc() --- // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
MinimizeWindow :: proc() --- // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RestoreWindow :: proc() --- // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
SetWindowIcon :: proc(image: Image) --- // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
SetWindowIcons :: proc(images: [^]Image, count: c.int) --- // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
SetWindowTitle :: proc(title: cstring) --- // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
SetWindowPosition :: proc(x, y: c.int) --- // Set window position on screen (only PLATFORM_DESKTOP)
ToggleFullscreen :: proc() --- // Toggle window state: fullscreen/windowed
ToggleBorderlessWindowed :: proc() --- // Toggle window state: borderless windowed
MaximizeWindow :: proc() --- // Set window state: maximized, if resizable
MinimizeWindow :: proc() --- // Set window state: minimized, if resizable
RestoreWindow :: proc() --- // Set window state: not minimized/maximized
SetWindowIcon :: proc(image: Image) --- // Set icon for window (single image, RGBA 32bit,)
SetWindowIcons :: proc(images: [^]Image, count: c.int) --- // Set icon for window (multiple images, RGBA 32bit,)
SetWindowTitle :: proc(title: cstring) --- // Set title for window
SetWindowPosition :: proc(x, y: c.int) --- // Set window position on screen
SetWindowMonitor :: proc(monitor: c.int) --- // Set monitor for the current window
SetWindowMinSize :: proc(width, height: c.int) --- // Set window minimum dimensions (for WINDOW_RESIZABLE)
SetWindowMaxSize :: proc(width, height: c.int) --- // Set window maximum dimensions (for WINDOW_RESIZABLE)
SetWindowSize :: proc(width, height: c.int) --- // Set window dimensions
SetWindowOpacity :: proc(opacity: f32) --- // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
SetWindowFocused :: proc() --- // Set window focused (only PLATFORM_DESKTOP)
SetWindowOpacity :: proc(opacity: f32) --- // Set window opacity [0.0f..1.0f]
SetWindowFocused :: proc() --- // Set window focused
GetWindowHandle :: proc() -> rawptr --- // Get native window handle
GetScreenWidth :: proc() -> c.int --- // Get current screen width
GetScreenHeight :: proc() -> c.int --- // Get current screen height
GetRenderWidth :: proc() -> c.int --- // Get current render width (it considers HiDPI)
GetRenderHeight :: proc() -> c.int --- // Get current render height (it considers HiDPI)
GetMonitorCount :: proc() -> c.int --- // Get number of connected monitors
GetCurrentMonitor :: proc() -> c.int --- // Get current connected monitor
GetCurrentMonitor :: proc() -> c.int --- // Get current monitor where window is placed
GetMonitorPosition :: proc(monitor: c.int) -> Vector2 --- // Get specified monitor position
GetMonitorWidth :: proc(monitor: c.int) -> c.int --- // Get specified monitor width (current video mode used by monitor)
GetMonitorHeight :: proc(monitor: c.int) -> c.int --- // Get specified monitor height (current video mode used by monitor)
@@ -929,6 +937,7 @@ foreign lib {
GetMonitorName :: proc(monitor: c.int) -> cstring --- // Get the human-readable, UTF-8 encoded name of the specified monitor
SetClipboardText :: proc(text: cstring) --- // Set clipboard text content
GetClipboardText :: proc() -> cstring --- // Get clipboard text content
GetClipboardImage :: proc() -> Image --- // Get clipboard image content
EnableEventWaiting :: proc() --- // Enable waiting for events on EndDrawing(), no automatic event polling
DisableEventWaiting :: proc() --- // Disable waiting for events on EndDrawing(), automatic events polling
@@ -982,7 +991,7 @@ foreign lib {
LoadShader :: proc(vsFileName, fsFileName: cstring) -> Shader --- // Load shader from files and bind default locations
LoadShaderFromMemory :: proc(vsCode, fsCode: cstring) -> Shader --- // Load shader from code strings and bind default locations
IsShaderReady :: proc(shader: Shader) -> bool --- // Check if a shader is ready
IsShaderValid :: proc(shader: Shader) -> bool --- // Check if a shader is valid (loaded on GPU)
GetShaderLocation :: proc(shader: Shader, uniformName: cstring) -> c.int --- // Get shader uniform location
GetShaderLocationAttrib :: proc(shader: Shader, attribName: cstring) -> c.int --- // Get shader attribute location
@@ -995,14 +1004,15 @@ foreign lib {
// Screen-space-related functions
GetMouseRay :: proc(mousePosition: Vector2, camera: Camera) -> Ray --- // Get a ray trace from mouse position
GetCameraMatrix :: proc(camera: Camera) -> Matrix --- // Get camera transform matrix (view matrix)
GetCameraMatrix2D :: proc(camera: Camera2D) -> Matrix --- // Get camera 2d transform matrix
GetWorldToScreen :: proc(position: Vector3, camera: Camera) -> Vector2 --- // Get the screen space position for a 3d world space position
GetScreenToWorld2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the world space position for a 2d camera screen space position
GetWorldToScreenEx :: proc(position: Vector3, camera: Camera, width, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
GetWorldToScreen2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the screen space position for a 2d camera world space position
GetScreenToWorldRay :: proc(position: Vector2, camera: Camera) -> Ray --- // Get a ray trace from screen position (i.e mouse)
GetScreenToWorldRayEx :: proc(position: Vector2, camera: Camera, width: c.int, height: c.int) ->Ray --- // Get a ray trace from screen position (i.e mouse) in a viewport
GetWorldToScreen :: proc(position: Vector3, camera: Camera) -> Vector2 --- // Get the screen space position for a 3d world space position
GetWorldToScreenEx :: proc(position: Vector3, camera: Camera, width: c.int, height: c.int) -> Vector2 --- // Get size position for a 3d world space position
GetWorldToScreen2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the screen space position for a 2d camera world space position
GetScreenToWorld2D :: proc(position: Vector2, camera: Camera2D) -> Vector2 --- // Get the world space position for a 2d camera screen space position
GetCameraMatrix :: proc(camera: Camera) -> Matrix --- // Get camera transform matrix (view matrix)
GetCameraMatrix2D :: proc(camera: Camera2D) -> Matrix --- // Get camera 2d transform matrix
// Timing-related functions
SetTargetFPS :: proc(fps: c.int) --- // Set target FPS (maximum)
@@ -1030,7 +1040,7 @@ foreign lib {
MemRealloc :: proc(ptr: rawptr, size: c.uint) -> rawptr --- // Internal memory reallocator
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
// WARNING: Callbacks setup is intended for advanced users
SetTraceLogCallback :: proc(callback: TraceLogCallback) --- // Set custom trace log
SetLoadFileDataCallback :: proc(callback: LoadFileDataCallback) --- // Set custom file binary data loader
@@ -1061,10 +1071,12 @@ foreign lib {
GetPrevDirectoryPath :: proc(dirPath: cstring) -> cstring --- // Get previous directory path for a given path (uses static string)
GetWorkingDirectory :: proc() -> cstring --- // Get current working directory (uses static string)
GetApplicationDirectory :: proc() -> cstring --- // Get the directory of the running application (uses static string)
MakeDirectory :: proc(dirPath: cstring) -> c.int --- // Create directories (including full path requested), returns 0 on success
ChangeDirectory :: proc(dir: cstring) -> bool --- // Change working directory, return true on success
IsPathFile :: proc(path: cstring) -> bool --- // Check if a given path is a file or a directory
IsFileNameValid :: proc (fileName: cstring) -> bool --- // Check if fileName is valid for the platform/OS
LoadDirectoryFiles :: proc(dirPath: cstring) -> FilePathList --- // Load directory filepaths
LoadDirectoryFilesEx :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan
LoadDirectoryFilesEx :: proc(basePath: cstring, filter: cstring, scanSubdirs: bool) -> FilePathList --- // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
UnloadDirectoryFiles :: proc(files: FilePathList) --- // Unload filepaths
IsFileDropped :: proc() -> bool --- // Check if a file has been dropped into window
LoadDroppedFiles :: proc() -> FilePathList --- // Load dropped filepaths
@@ -1077,11 +1089,15 @@ foreign lib {
DecompressData :: proc(compData: rawptr, compDataSize: c.int, dataSize: ^c.int) -> [^]byte --- // Decompress data (DEFLATE algorithm), memory must be MemFree()
EncodeDataBase64 :: proc(data: rawptr, dataSize: c.int, outputSize: ^c.int) -> [^]byte --- // Encode data to Base64 string, memory must be MemFree()
DecodeDataBase64 :: proc(data: rawptr, outputSize: ^c.int) -> [^]byte --- // Decode Base64 string data, memory must be MemFree()
ComputeCRC32 :: proc(data: rawptr, dataSize: c.int) -> c.uint --- // Compute CRC32 hash code
ComputeMD5 :: proc (data: rawptr, dataSize: c.int) -> [^]c.uint --- // Compute MD5 hash code, returns static int[4] (16 bytes)
ComputeSHA1 :: proc(data: rawptr, dataSize: c.int) -> [^]c.uint --- // Compute SHA1 hash code, returns static int[5] (20 bytes)
// Automation events functionality
LoadAutomationEventList :: proc(fileName: cstring) -> AutomationEventList --- // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
UnloadAutomationEventList :: proc(list: ^AutomationEventList) --- // Unload automation events list from file
UnloadAutomationEventList :: proc(list: AutomationEventList) --- // Unload automation events list from file
ExportAutomationEventList :: proc(list: AutomationEventList, fileName: cstring) -> bool --- // Export automation events list as text file
SetAutomationEventList :: proc(list: ^AutomationEventList) --- // Set automation event list to record to
SetAutomationEventBaseFrame :: proc(frame: c.int) --- // Set automation event internal base frame to start recording
@@ -1096,7 +1112,7 @@ foreign lib {
// Input-related functions: keyboard
IsKeyPressed :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been pressed once
IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
IsKeyPressedRepeat :: proc(key: KeyboardKey) -> bool --- // Check if a key has been pressed again
IsKeyDown :: proc(key: KeyboardKey) -> bool --- // Detect if a key is being pressed
IsKeyReleased :: proc(key: KeyboardKey) -> bool --- // Detect if a key has been released once
IsKeyUp :: proc(key: KeyboardKey) -> bool --- // Detect if a key is NOT being pressed
@@ -1106,27 +1122,25 @@ foreign lib {
// Input-related functions: gamepads
IsGamepadAvailable :: proc(gamepad: c.int) -> bool --- // Check if a gamepad is available
GetGamepadName :: proc(gamepad: c.int) -> cstring --- // Get gamepad internal name id
IsGamepadButtonPressed :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been pressed once
IsGamepadButtonDown :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is being pressed
IsGamepadButtonReleased :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been released once
IsGamepadButtonUp :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is NOT being pressed
GetGamepadButtonPressed :: proc() -> GamepadButton --- // Get the last gamepad button pressed
GetGamepadAxisCount :: proc(gamepad: c.int) -> c.int --- // Get gamepad axis count for a gamepad
GetGamepadAxisMovement :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 --- // Get axis movement value for a gamepad axis
SetGamepadMappings :: proc(mappings: cstring) -> c.int --- // Set internal gamepad mappings (SDL_GameControllerDB)
IsGamepadAvailable :: proc(gamepad: c.int) -> bool --- // Check if a gamepad is available
GetGamepadName :: proc(gamepad: c.int) -> cstring --- // Get gamepad internal name id
IsGamepadButtonPressed :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been pressed once
IsGamepadButtonDown :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is being pressed
IsGamepadButtonReleased :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button has been released once
IsGamepadButtonUp :: proc(gamepad: c.int, button: GamepadButton) -> bool --- // Check if a gamepad button is NOT being pressed
GetGamepadButtonPressed :: proc() -> GamepadButton --- // Get the last gamepad button pressed
GetGamepadAxisCount :: proc(gamepad: c.int) -> c.int --- // Get gamepad axis count for a gamepad
GetGamepadAxisMovement :: proc(gamepad: c.int, axis: GamepadAxis) -> f32 --- // Get axis movement value for a gamepad axis
SetGamepadMappings :: proc(mappings: cstring) -> c.int --- // Set internal gamepad mappings (SDL_GameControllerDB)
SetGamepadVibration :: proc(gamepad: c.int, leftMotor: f32, rightMotor: f32, duration: f32) --- // Set gamepad vibration for both motors (duration in seconds)
// Input-related functions: mouse
IsMouseButtonPressed :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been pressed once
IsMouseButtonDown :: proc(button: MouseButton) -> bool --- // Detect if a mouse button is being pressed
IsMouseButtonReleased :: proc(button: MouseButton) -> bool --- // Detect if a mouse button has been released once
when VERSION != "5.0" {
#panic("IsMouseButtonUp was broken in Raylib 5.0 but should be fixed in Raylib > 5.0. Remove this panic and the when block around it and also remove the workaround version of IsMouseButtonUp just after the end of the 'foreign lib {' block.")
IsMouseButtonUp :: proc(button: MouseButton) -> bool ---
}
IsMouseButtonUp :: proc(button: MouseButton) -> bool ---
GetMouseX :: proc() -> c.int --- // Returns mouse position X
GetMouseY :: proc() -> c.int --- // Returns mouse position Y
@@ -1152,10 +1166,9 @@ foreign lib {
//------------------------------------------------------------------------------------
SetGesturesEnabled :: proc(flags: Gestures) --- // Enable a set of gestures using flags
// IsGestureDetected :: proc(gesture: Gesture) -> bool --- // Check if a gesture have been detected
GetGestureDetected :: proc() -> Gestures --- // Get latest detected gesture
GetGestureHoldDuration :: proc() -> f32 --- // Get gesture hold time in milliseconds
GetGestureHoldDuration :: proc() -> f32 --- // Get gesture hold time in seconds
GetGestureDragVector :: proc() -> Vector2 --- // Get gesture drag vector
GetGestureDragAngle :: proc() -> f32 --- // Get gesture drag angle
GetGesturePinchVector :: proc() -> Vector2 --- // Get gesture pinch delta
@@ -1175,46 +1188,50 @@ foreign lib {
// 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
SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) ---
SetShapesTexture :: proc(texture: Texture2D, source: Rectangle) --- // Set texture and rectangle to be used on shapes drawing
GetShapesTexture :: proc() -> Texture2D --- // Get texture that is used for shapes drawing
GetShapesTextureRectangle :: proc() -> Rectangle --- // Get texture source rectangle that is used for shapes drawing
// Basic shapes drawing functions
DrawPixel :: proc(posX, posY: c.int, color: Color) --- // Draw a pixel
DrawPixelV :: proc(position: Vector2, color: Color) --- // Draw a pixel (Vector version)
DrawLine :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw a line
DrawLineV :: proc(startPos, endPos: Vector2, color: Color) --- // Draw a line (using gl lines)
DrawLineEx :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line (using triangles/quads)
DrawLineStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw lines sequence (using gl lines)
DrawLineBezier :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw line segment cubic-bezier in-out interpolation
DrawCircle :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw a color-filled circle
DrawCircleSector :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw a piece of a circle
DrawCircleSectorLines :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw circle sector outline
DrawCircleGradient :: proc(centerX, centerY: c.int, radius: f32, color1, color2: Color) --- // Draw a gradient-filled circle
DrawCircleV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw a color-filled circle (Vector version)
DrawCircleLines :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw circle outline
DrawCircleLinesV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw circle outline (Vector version)
DrawEllipse :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse
DrawEllipseLines :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse outline
DrawRing :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
DrawRingLines :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
DrawRectangle :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw a color-filled rectangle
DrawRectangleV :: proc(position: Vector2, size: Vector2, color: Color) --- // Draw a color-filled rectangle (Vector version)
DrawRectangleRec :: proc(rec: Rectangle, color: Color) --- // Draw a color-filled rectangle
DrawRectanglePro :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) --- // Draw a color-filled rectangle with pro parameters
DrawRectangleGradientV :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) --- // Draw a vertical-gradient-filled rectangle
DrawRectangleGradientH :: proc(posX, posY: c.int, width, height: c.int, color1, color2: Color) --- // Draw a horizontal-gradient-filled rectangle
DrawRectangleGradientEx :: proc(rec: Rectangle, col1, col2, col3, col4: Color) --- // Draw a gradient-filled rectangle with custom vertex colors
DrawRectangleLines :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle outline
DrawRectangleLinesEx :: proc(rec: Rectangle, lineThick: f32, color: Color) --- // Draw rectangle outline with extended parameters
DrawRectangleRounded :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) --- // Draw rectangle with rounded edges
DrawRectangleRoundedLines :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle with rounded edges outline
DrawTriangle :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
DrawTriangleLines :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline (vertex in counter-clockwise order!)
DrawTriangleFan :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points (first vertex is the center)
DrawTriangleStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
DrawPoly :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a regular polygon (Vector version)
DrawPolyLines :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a polygon outline of n sides
DrawPolyLinesEx :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) --- // Draw a polygon outline of n sides with extended parameters
DrawPixel :: proc(posX, posY: c.int, color: Color) --- // Draw a pixel using geometry [Can be slow, use with care]
DrawPixelV :: proc(position: Vector2, color: Color) --- // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
DrawLine :: proc(startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw a line
DrawLineV :: proc(startPos, endPos: Vector2, color: Color) --- // Draw a line (using gl lines)
DrawLineEx :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line (using triangles/quads)
DrawLineStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw lines sequence (using gl lines)
DrawLineBezier :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw line segment cubic-bezier in-out interpolation
DrawCircle :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw a color-filled circle
DrawCircleSector :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw a piece of a circle
DrawCircleSectorLines :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw circle sector outline
DrawCircleGradient :: proc(centerX, centerY: c.int, radius: f32, inner, outer: Color) --- // Draw a gradient-filled circle
DrawCircleV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw a color-filled circle (Vector version)
DrawCircleLines :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw circle outline
DrawCircleLinesV :: proc(center: Vector2, radius: f32, color: Color) --- // Draw circle outline (Vector version)
DrawEllipse :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse
DrawEllipseLines :: proc(centerX, centerY: c.int, radiusH, radiusV: f32, color: Color) --- // Draw ellipse outline
DrawRing :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring
DrawRingLines :: proc(center: Vector2, innerRadius, outerRadius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw ring outline
DrawRectangle :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw a color-filled rectangle
DrawRectangleV :: proc(position: Vector2, size: Vector2, color: Color) --- // Draw a color-filled rectangle (Vector version)
DrawRectangleRec :: proc(rec: Rectangle, color: Color) --- // Draw a color-filled rectangle
DrawRectanglePro :: proc(rec: Rectangle, origin: Vector2, rotation: f32, color: Color) --- // Draw a color-filled rectangle with pro parameters
DrawRectangleGradientV :: proc(posX, posY: c.int, width, height: c.int, top, bottom: Color) --- // Draw a vertical-gradient-filled rectangle
DrawRectangleGradientH :: proc(posX, posY: c.int, width, height: c.int, left, right: Color) --- // Draw a horizontal-gradient-filled rectangle
DrawRectangleGradientEx :: proc(rec: Rectangle, topLeft, bottomLeft, topRight, bottomRight: Color) --- // Draw a gradient-filled rectangle with custom vertex colors
DrawRectangleLines :: proc(posX, posY: c.int, width, height: c.int, color: Color) --- // Draw rectangle outline
DrawRectangleLinesEx :: proc(rec: Rectangle, lineThick: f32, color: Color) --- // Draw rectangle outline with extended parameters
DrawRectangleRounded :: proc(rec: Rectangle, roundness: f32, segments: c.int, color: Color) --- // Draw rectangle with rounded edges
DrawRectangleRoundedLines :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle lines with rounded edges
DrawRectangleRoundedLinesEx :: proc(rec: Rectangle, roundness: f32, segments: c.int, lineThick: f32, color: Color) --- // Draw rectangle with rounded edges outline
DrawTriangle :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
DrawTriangleLines :: proc(v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline (vertex in counter-clockwise order!)
DrawTriangleFan :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points (first vertex is the center)
DrawTriangleStrip :: proc(points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points
DrawPoly :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a regular polygon (Vector version)
DrawPolyLines :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a polygon outline of n sides
DrawPolyLinesEx :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) --- // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
DrawSplineLinear :: proc(points: [^]Vector2, pointCount: c.int, thick: f32, color: Color) --- // Draw spline: Linear, minimum 2 points
@@ -1238,12 +1255,13 @@ foreign lib {
CheckCollisionRecs :: proc(rec1, rec2: Rectangle) -> bool --- // Check collision between two rectangles
CheckCollisionCircles :: proc(center1: Vector2, radius1: f32, center2: Vector2, radius2: f32) -> bool --- // Check collision between two circles
CheckCollisionCircleRec :: proc(center: Vector2, radius: f32, rec: Rectangle) -> bool --- // Check collision between circle and rectangle
CheckCollisionCircleLine :: proc(center: Vector2, radius: f32, p1, p2: Vector2) -> bool --- // Check if circle collides with a line created betweeen two points [p1] and [p2]
CheckCollisionPointRec :: proc(point: Vector2, rec: Rectangle) -> bool --- // Check if point is inside rectangle
CheckCollisionPointCircle :: proc(point, center: Vector2, radius: f32) -> bool --- // Check if point is inside circle
CheckCollisionPointTriangle :: proc(point: Vector2, p1, p2, p3: Vector2) -> bool --- // Check if point is inside a triangle
CheckCollisionPointLine :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool --- // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
CheckCollisionPointPoly :: proc(point: Vector2, points: [^]Vector2, pointCount: c.int) -> bool --- // Check if point is within a polygon described by array of vertices
CheckCollisionLines :: proc(startPos1, endPos1, startPos2, endPos2: Vector2, collisionPoint: [^]Vector2) -> bool --- // Check the collision between two lines defined by two points each, returns collision point by reference
CheckCollisionPointLine :: proc(point: Vector2, p1, p2: Vector2, threshold: c.int) -> bool --- // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
GetCollisionRec :: proc(rec1, rec2: Rectangle) -> Rectangle --- // Get collision rectangle for two rectangles collision
@@ -1251,18 +1269,18 @@ foreign lib {
// Image loading functions
// NOTE: These functions do not require GPU access
LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
LoadImageSvg :: proc(fileNameOrString: cstring, width, height: c.int) -> Image --- // Load image from SVG file data or string with specified size
LoadImageAnim :: proc(fileName: cstring, frames: ^c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. '.png'
LoadImageFromTexture :: proc(texture: Texture2D) -> Image --- // Load image from GPU texture data
LoadImageFromScreen :: proc() -> Image --- // Load image from screen buffer and (screenshot)
IsImageReady :: proc(image: Image) -> bool --- // Check if an image is ready
UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
ExportImageToMemory :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr --- // Export image to memory buffer
ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
LoadImageAnim :: proc(fileName: cstring, frames: ^c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
LoadImageAnimFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, frames: ^c.int) -> Image --- // Load image sequence from memory buffer
LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. '.png'
LoadImageFromTexture :: proc(texture: Texture2D) -> Image --- // Load image from GPU texture data
LoadImageFromScreen :: proc() -> Image --- // Load image from screen buffer and (screenshot)
IsImageValid :: proc(image: Image) -> bool --- // Check if an image is ready
UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
ExportImageToMemory :: proc(image: Image, fileType: cstring, fileSize: ^c.int) -> rawptr --- // Export image to memory buffer
ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
@@ -1278,40 +1296,42 @@ foreign lib {
// Image manipulation functions
ImageCopy :: proc(image: Image) -> Image --- // Create an image duplicate (useful for transformations)
ImageFromImage :: proc(image: Image, rec: Rectangle) -> Image --- // Create an image from another image piece
ImageText :: proc(text: cstring, fontSize: c.int, color: Color) -> Image --- // Create an image from text (default font)
ImageTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image --- // Create an image from text (custom sprite font)
ImageFormat :: proc(image: ^Image, newFormat: PixelFormat) --- // Convert image data to desired format
ImageToPOT :: proc(image: ^Image, fill: Color) --- // Convert image to POT (power-of-two)
ImageCrop :: proc(image: ^Image, crop: Rectangle) --- // Crop an image to a defined rectangle
ImageAlphaCrop :: proc(image: ^Image, threshold: f32) --- // Crop image depending on alpha value
ImageAlphaClear :: proc(image: ^Image, color: Color, threshold: f32) --- // Clear alpha channel to desired color
ImageAlphaMask :: proc(image: ^Image, alphaMask: Image) --- // Apply alpha mask to image
ImageAlphaPremultiply :: proc(image: ^Image) --- // Premultiply alpha channel
ImageBlurGaussian :: proc(image: ^Image, blurSize: c.int) --- // Apply Gaussian blur using a box blur approximation
ImageResize :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Bicubic scaling algorithm)
ImageResizeNN :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Nearest-Neighbor scaling algorithm)
ImageResizeCanvas :: proc(image: ^Image, newWidth, newHeight: c.int, offsetX, offsetY: c.int, fill: Color) --- // Resize canvas and fill with color
ImageMipmaps :: proc(image: ^Image) --- // Compute all mipmap levels for a provided image
ImageDither :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) --- // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
ImageFlipVertical :: proc(image: ^Image) --- // Flip image vertically
ImageFlipHorizontal :: proc(image: ^Image) --- // Flip image horizontally
ImageRotate :: proc(image: ^Image, degrees: c.int) --- // Rotate image by input angle in degrees( -359 to 359)
ImageRotateCW :: proc(image: ^Image) --- // Rotate image clockwise 90deg
ImageRotateCCW :: proc(image: ^Image) --- // Rotate image counter-clockwise 90deg
ImageColorTint :: proc(image: ^Image, color: Color) --- // Modify image color: tint
ImageColorInvert :: proc(image: ^Image) --- // Modify image color: invert
ImageColorGrayscale :: proc(image: ^Image) --- // Modify image color: grayscale
ImageColorContrast :: proc(image: ^Image, contrast: f32) --- // Modify image color: contrast (-100 to 100)
ImageColorBrightness :: proc(image: ^Image, brightness: c.int) --- // Modify image color: brightness (-255 to 255)
ImageColorReplace :: proc(image: ^Image, color, replace: Color) --- // Modify image color: replace color
LoadImageColors :: proc(image: Image) -> [^]Color --- // Load color data from image as a Color array (RGBA - 32bit)
LoadImagePalette :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color --- // Load colors palette from image as a Color array (RGBA - 32bit)
UnloadImageColors :: proc(colors: [^]Color) --- // Unload color data loaded with LoadImageColors()
UnloadImagePalette :: proc(colors: [^]Color) --- // Unload colors palette loaded with LoadImagePalette()
GetImageAlphaBorder :: proc(image: Image, threshold: f32) -> Rectangle --- // Get image alpha border rectangle
GetImageColor :: proc(image: Image, x, y: c.int) -> Color --- // Get image pixel color at (x, y) position
ImageCopy :: proc(image: Image) -> Image --- // Create an image duplicate (useful for transformations)
ImageFromImage :: proc(image: Image, rec: Rectangle) -> Image --- // Create an image from another image piece
ImageFromChannel :: proc(image: Image, selectedChannel: c.int) -> Image --- // Create an image from a selected channel of another image (GRAYSCALE)
ImageText :: proc(text: cstring, fontSize: c.int, color: Color) -> Image --- // Create an image from text (default font)
ImageTextEx :: proc(font: Font, text: cstring, fontSize: f32, spacing: f32, tint: Color) -> Image --- // Create an image from text (custom sprite font)
ImageFormat :: proc(image: ^Image, newFormat: PixelFormat) --- // Convert image data to desired format
ImageToPOT :: proc(image: ^Image, fill: Color) --- // Convert image to POT (power-of-two)
ImageCrop :: proc(image: ^Image, crop: Rectangle) --- // Crop an image to a defined rectangle
ImageAlphaCrop :: proc(image: ^Image, threshold: f32) --- // Crop image depending on alpha value
ImageAlphaClear :: proc(image: ^Image, color: Color, threshold: f32) --- // Clear alpha channel to desired color
ImageAlphaMask :: proc(image: ^Image, alphaMask: Image) --- // Apply alpha mask to image
ImageAlphaPremultiply :: proc(image: ^Image) --- // Premultiply alpha channel
ImageBlurGaussian :: proc(image: ^Image, blurSize: c.int) --- // Apply Gaussian blur using a box blur approximation
ImageKernelConvolution :: proc(image: ^Image, kernel: [^]f32, kernelSize: c.int) --- // Apply custom square convolution kernel to image
ImageResize :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Bicubic scaling algorithm)
ImageResizeNN :: proc(image: ^Image, newWidth, newHeight: c.int) --- // Resize image (Nearest-Neighbor scaling algorithm)
ImageResizeCanvas :: proc(image: ^Image, newWidth, newHeight: c.int, offsetX, offsetY: c.int, fill: Color) --- // Resize canvas and fill with color
ImageMipmaps :: proc(image: ^Image) --- // Compute all mipmap levels for a provided image
ImageDither :: proc(image: ^Image, rBpp, gBpp, bBpp, aBpp: c.int) --- // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
ImageFlipVertical :: proc(image: ^Image) --- // Flip image vertically
ImageFlipHorizontal :: proc(image: ^Image) --- // Flip image horizontally
ImageRotate :: proc(image: ^Image, degrees: c.int) --- // Rotate image by input angle in degrees( -359 to 359)
ImageRotateCW :: proc(image: ^Image) --- // Rotate image clockwise 90deg
ImageRotateCCW :: proc(image: ^Image) --- // Rotate image counter-clockwise 90deg
ImageColorTint :: proc(image: ^Image, color: Color) --- // Modify image color: tint
ImageColorInvert :: proc(image: ^Image) --- // Modify image color: invert
ImageColorGrayscale :: proc(image: ^Image) --- // Modify image color: grayscale
ImageColorContrast :: proc(image: ^Image, contrast: f32) --- // Modify image color: contrast (-100 to 100)
ImageColorBrightness :: proc(image: ^Image, brightness: c.int) --- // Modify image color: brightness (-255 to 255)
ImageColorReplace :: proc(image: ^Image, color, replace: Color) --- // Modify image color: replace color
LoadImageColors :: proc(image: Image) -> [^]Color --- // Load color data from image as a Color array (RGBA - 32bit)
LoadImagePalette :: proc(image: Image, maxPaletteSize: c.int, colorCount: ^c.int) -> [^]Color --- // Load colors palette from image as a Color array (RGBA - 32bit)
UnloadImageColors :: proc(colors: [^]Color) --- // Unload color data loaded with LoadImageColors()
UnloadImagePalette :: proc(colors: [^]Color) --- // Unload colors palette loaded with LoadImagePalette()
GetImageAlphaBorder :: proc(image: Image, threshold: f32) -> Rectangle --- // Get image alpha border rectangle
GetImageColor :: proc(image: Image, x, y: c.int) -> Color --- // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
@@ -1321,6 +1341,7 @@ foreign lib {
ImageDrawPixelV :: proc(dst: ^Image, position: Vector2, color: Color) --- // Draw pixel within an image (Vector version)
ImageDrawLine :: proc(dst: ^Image, startPosX, startPosY, endPosX, endPosY: c.int, color: Color) --- // Draw line within an image
ImageDrawLineV :: proc(dst: ^Image, start, end: Vector2, color: Color) --- // Draw line within an image (Vector version)
ImageDrawLineEx :: proc(dst: ^Image, start, end: Vector2, thick: c.int, color: Color) --- // Draw a line defining thickness within an image
ImageDrawCircle :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw a filled circle within an image
ImageDrawCircleV :: proc(dst: ^Image, center: Vector2, radius: c.int, color: Color) --- // Draw a filled circle within an image (Vector version)
ImageDrawCircleLines :: proc(dst: ^Image, centerX, centerY: c.int, radius: c.int, color: Color) --- // Draw circle outline within an image
@@ -1329,6 +1350,11 @@ foreign lib {
ImageDrawRectangleV :: proc(dst: ^Image, position, size: Vector2, color: Color) --- // Draw rectangle within an image (Vector version)
ImageDrawRectangleRec :: proc(dst: ^Image, rec: Rectangle, color: Color) --- // Draw rectangle within an image
ImageDrawRectangleLines :: proc(dst: ^Image, rec: Rectangle, thick: c.int, color: Color) --- // Draw rectangle lines within an image
ImageDrawTriangle :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) --- // Draw triangle within an image
ImageDrawTriangleEx :: proc(dst: ^Image, v1, v2, v3: Vector2, c1, c2, c3: Color) --- // Draw triangle with interpolated colors within an image
ImageDrawTriangleLines :: proc(dst: ^Image, v1, v2, v3: Vector2, color: Color) --- // Draw triangle outline within an image
ImageDrawTriangleFan :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle fan defined by points within an image (first vertex is the center)
ImageDrawTriangleStrip :: proc(dst: ^Image, points: [^]Vector2, pointCount: c.int, color: Color) --- // Draw a triangle strip defined by points within an image
ImageDraw :: proc(dst: ^Image, src: Image, srcRec, dstRec: Rectangle, tint: Color) --- // Draw a source image within a destination image (tint applied to source)
ImageDrawText :: proc(dst: ^Image, text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) --- // Draw text (using default font) within an image (destination)
ImageDrawTextEx :: proc(dst: ^Image, font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text (custom sprite font) within an image (destination)
@@ -1340,9 +1366,9 @@ foreign lib {
LoadTextureFromImage :: proc(image: Image) -> Texture2D --- // Load texture from image data
LoadTextureCubemap :: proc(image: Image, layout: CubemapLayout) -> TextureCubemap --- // Load cubemap from image, multiple image cubemap layouts supported
LoadRenderTexture :: proc(width, height: c.int) -> RenderTexture2D --- // Load texture for rendering (framebuffer)
IsTextureReady :: proc(texture: Texture2D) -> bool --- // Check if a texture is ready
IsTextureValid :: proc(texture: Texture2D) -> bool --- // Check if a texture is valid
UnloadTexture :: proc(texture: Texture2D) --- // Unload texture from GPU memory (VRAM)
IsRenderTextureReady :: proc(target: RenderTexture2D) -> bool --- // Check if a render texture is ready
IsRenderTextureValid :: proc(target: RenderTexture2D) -> bool --- // Check if a render texture is valid
UnloadRenderTexture :: proc(target: RenderTexture2D) --- // Unload render texture from GPU memory (VRAM)
UpdateTexture :: proc(texture: Texture2D, pixels: rawptr) --- // Update GPU texture with new data
UpdateTextureRec :: proc(texture: Texture2D, rec: Rectangle, pixels: rawptr) --- // Update GPU texture rectangle with new data
@@ -1362,9 +1388,11 @@ foreign lib {
DrawTextureNPatch :: proc(texture: Texture2D, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) --- // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
@(deprecated="Prefer col1 == col2")
ColorIsEqual :: proc(col1, col2: Color) --- // Check if two colors are equal
Fade :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
ColorToInt :: proc(color: Color) -> c.uint --- // Get hexadecimal value for a Color
ColorToInt :: proc(color: Color) -> c.uint --- // Get hexadecimal value for a Color (0xRRGGBBAA)
ColorNormalize :: proc(color: Color) -> Vector4 --- // Get Color normalized as float [0..1]
ColorFromNormalized :: proc(normalized: Vector4) -> Color --- // Get Color from normalized values [0..1]
ColorToHSV :: proc(color: Color) -> Vector3 --- // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
@@ -1374,6 +1402,7 @@ foreign lib {
ColorContrast :: proc(color: Color, contrast: f32) -> Color --- // Get color with contrast correction, contrast values between -1.0f and 1.0f
ColorAlpha :: proc(color: Color, alpha: f32) -> Color --- // Get color with alpha applied, alpha goes from 0.0f to 1.0f
ColorAlphaBlend :: proc(dst, src, tint: Color) -> Color --- // Get src alpha-blended into dst color with tint
ColorLerp :: proc(color1, color2: Color, factor: f32) -> Color --- // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
GetColor :: proc(hexValue: c.uint) -> Color --- // Get Color structure from hexadecimal value
GetPixelColor :: proc(srcPtr: rawptr, format: PixelFormat) -> Color --- // Get Color from a source pixel pointer of certain format
SetPixelColor :: proc(dstPtr: rawptr, color: Color, format: PixelFormat) --- // Set color formatted into destination pixel pointer
@@ -1390,12 +1419,12 @@ foreign lib {
GetFontDefault :: proc() -> Font --- // Get the default Font
LoadFont :: proc(fileName: cstring) -> Font --- // Load font from file into GPU memory (VRAM)
LoadFontEx :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
LoadFontEx :: proc(fileName: cstring, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
LoadFontFromImage :: proc(image: Image, key: Color, firstChar: rune) -> Font --- // Load font from Image (XNA style)
LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
IsFontReady :: proc(font: Font) -> bool --- // Check if a font is ready
LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- // Load font data for further use
GenImageFontAtlas :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int) -> Font --- // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
IsFontValid :: proc(font: Font) -> bool --- // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, codepoints: [^]rune, codepointCount: c.int, type: FontType) -> [^]GlyphInfo --- // Load font data for further use
GenImageFontAtlas :: proc(glyphs: [^]GlyphInfo, glyphRecs: ^[^]Rectangle, codepointCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
UnloadFontData :: proc(glyphs: [^]GlyphInfo, glyphCount: c.int) --- // Unload font chars info data (RAM)
UnloadFont :: proc(font: Font) --- // Unload font from GPU memory (VRAM)
ExportFontAsCode :: proc(font: Font, fileName: cstring) -> bool --- // Export font as code file, returns true on success
@@ -1449,7 +1478,11 @@ foreign lib {
TextToUpper :: proc(text: cstring) -> cstring --- // Get upper case version of provided string
TextToLower :: proc(text: cstring) -> cstring --- // Get lower case version of provided string
TextToPascal :: proc(text: cstring) -> cstring --- // Get Pascal case notation version of provided string
TextToSnake :: proc(text: cstring) -> cstring --- // Get Snake case notation version of provided string
TextToCamel :: proc(text: cstring) -> cstring --- // Get Camel case notation version of provided string
TextToInteger :: proc(text: cstring) -> c.int --- // Get integer value from text (negative values not supported)
TextToFloat :: proc(text: cstring) -> f32 --- // Get float value from text (negative values not supported)
//------------------------------------------------------------------------------------
@@ -1488,20 +1521,22 @@ foreign lib {
LoadModel :: proc(fileName: cstring) -> Model --- // Load model from files (meshes and materials)
LoadModelFromMesh :: proc(mesh: Mesh) -> Model --- // Load model from generated mesh (default material)
IsModelReady :: proc(model: Model) -> bool --- // Check if a model is ready
IsModelValid :: proc(model: Model) -> bool --- // Check if a model is valid (loaded in GPU, VAO/VBOs)
UnloadModel :: proc(model: Model) --- // Unload model (including meshes) from memory (RAM and/or VRAM)
GetModelBoundingBox :: proc(model: Model) -> BoundingBox --- // Compute model bounding box limits (considers all meshes)
// Model drawing functions
DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
DrawBillboard :: proc(camera: Camera, texture: Texture2D, position: Vector3, size: f32, tint: Color) --- // Draw a billboard texture
DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) --- // Draw a billboard texture defined by source
DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
DrawModelPoints :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model as points
DrawModelPointsEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model as points with extended parameters
DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
DrawBillboard :: proc(camera: Camera, texture: Texture2D, position: Vector3, scale: f32, tint: Color) --- // Draw a billboard texture
DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) --- // Draw a billboard texture defined by source
DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
// Mesh management functions
@@ -1510,9 +1545,10 @@ foreign lib {
UnloadMesh :: proc(mesh: Mesh) --- // Unload mesh data from CPU and GPU
DrawMesh :: proc(mesh: Mesh, material: Material, transform: Matrix) --- // Draw a 3d mesh with material and transform
DrawMeshInstanced :: proc(mesh: Mesh, material: Material, transforms: [^]Matrix, instances: c.int) --- // Draw multiple mesh instances with material and different transforms
ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
GetMeshBoundingBox :: proc(mesh: Mesh) -> BoundingBox --- // Compute mesh bounding box limits
GenMeshTangents :: proc(mesh: ^Mesh) --- // Compute mesh tangents
ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
ExportMeshAsCode :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh as code file (.h) defining multiple arrays of vertex attributes
// Mesh generation functions
@@ -1532,18 +1568,19 @@ foreign lib {
LoadMaterials :: proc(fileName: cstring, materialCount: ^c.int) -> [^]Material --- // Load materials from model file
LoadMaterialDefault :: proc() -> Material --- // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
IsMaterialReady :: proc(material: Material) -> bool --- // Check if a material is ready
IsMaterialValid :: proc(material: Material) -> bool --- // Check if a material is valid (shader assigned, map textures loaded in GPU)
UnloadMaterial :: proc(material: Material) --- // Unload material from GPU memory (VRAM)
SetMaterialTexture :: proc(material: ^Material, mapType: MaterialMapIndex, texture: Texture2D) --- // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
SetModelMeshMaterial :: proc(model: ^Model, meshId: c.int, materialId: c.int) --- // Set material for a mesh
// Model animations loading/unloading functions
LoadModelAnimations :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation --- // Load model animations from file
UpdateModelAnimation :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation pose
UnloadModelAnimation :: proc(anim: ModelAnimation) --- // Unload animation data
UnloadModelAnimations :: proc(animations: [^]ModelAnimation, animCount: c.int) --- // Unload animation array data
IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool --- // Check model animation skeleton match
LoadModelAnimations :: proc(fileName: cstring, animCount: ^c.int) -> [^]ModelAnimation --- // Load model animations from file
UpdateModelAnimation :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation pose (CPU)
UpdateModelAnimationBones :: proc(model: Model, anim: ModelAnimation, frame: c.int) --- // Update model animation mesh bone matrices (GPU skinning)
UnloadModelAnimation :: proc(anim: ModelAnimation) --- // Unload animation data
UnloadModelAnimations :: proc(animations: [^]ModelAnimation, animCount: c.int) --- // Unload animation array data
IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool --- // Check model animation skeleton match
// Collision detection functions
@@ -1572,11 +1609,11 @@ foreign lib {
LoadWave :: proc(fileName: cstring) -> Wave --- // Load wave data from file
LoadWaveFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Wave --- // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
IsWaveReady :: proc(wave: Wave) -> bool --- // Checks if wave data is ready
IsWaveValid :: proc(wave: Wave) -> bool --- // Checks if wave data is // Checks if wave data is valid (data loaded and parameters)
LoadSound :: proc(fileName: cstring) -> Sound --- // Load sound from file
LoadSoundFromWave :: proc(wave: Wave) -> Sound --- // Load sound from wave data
LoadSoundAlias :: proc(source: Sound) -> Sound --- // Create a new sound that shares the same sample data as the source sound, does not own the sound data
IsSoundReady :: proc(sound: Sound) -> bool --- // Checks if a sound is ready
IsSoundValid :: proc(sound: Sound) -> bool --- // Checks if a sound is valid (data loaded and buffers initialized)
UpdateSound :: proc(sound: Sound, data: rawptr, frameCount: c.int) --- // Update sound buffer with new data
UnloadWave :: proc(wave: Wave) --- // Unload wave data
UnloadSound :: proc(sound: Sound) --- // Unload sound
@@ -1595,7 +1632,7 @@ foreign lib {
SetSoundPitch :: proc(sound: Sound, pitch: f32) --- // Set pitch for a sound (1.0 is base level)
SetSoundPan :: proc(sound: Sound, pan: f32) --- // Set pan for a sound (0.5 is center)
WaveCopy :: proc(wave: Wave) -> Wave --- // Copy a wave to a new wave
WaveCrop :: proc(wave: ^Wave, initSample, finalSample: c.int) --- // Crop a wave to defined samples range
WaveCrop :: proc(wave: ^Wave, initFrame, finalFrame: c.int) --- // Crop a wave to defined samples range
WaveFormat :: proc(wave: ^Wave, sampleRate, sampleSize: c.int, channels: c.int) --- // Convert wave data to desired format
LoadWaveSamples :: proc(wave: Wave) -> [^]f32 --- // Load samples data from wave as a 32bit float data array
UnloadWaveSamples :: proc(samples: [^]f32) --- // Unload samples data loaded with LoadWaveSamples()
@@ -1605,7 +1642,7 @@ foreign lib {
LoadMusicStream :: proc(fileName: cstring) -> Music --- // Load music stream from file
LoadMusicStreamFromMemory :: proc(fileType: cstring, data: rawptr, dataSize: c.int) -> Music --- // Load music stream from data
IsMusicReady :: proc(music: Music) -> bool --- // Checks if a music stream is ready
IsMusicValid :: proc(music: Music) -> bool --- // Checks if a music stream is valid (context and buffers initialized)
UnloadMusicStream :: proc(music: Music) --- // Unload music stream
PlayMusicStream :: proc(music: Music) --- // Start music playing
IsMusicStreamPlaying :: proc(music: Music) -> bool --- // Check if music is playing
@@ -1623,7 +1660,7 @@ foreign lib {
// AudioStream management functions
LoadAudioStream :: proc(sampleRate, sampleSize: c.uint, channels: c.uint) -> AudioStream --- // Load audio stream (to stream raw audio pcm data)
IsAudioStreamReady :: proc(stream: AudioStream) -> bool --- // Checks if an audio stream is ready
IsAudioStreamValid :: proc(stream: AudioStream) -> bool --- // Checks if an audio stream is valid (buffers initialized)
UnloadAudioStream :: proc(stream: AudioStream) --- // Unload audio stream and free memory
UpdateAudioStream :: proc(stream: AudioStream, data: rawptr, frameCount: c.int) --- // Update audio stream buffers with data
IsAudioStreamProcessed :: proc(stream: AudioStream) -> bool --- // Check if any audio stream buffers requires refill
@@ -1638,22 +1675,13 @@ foreign lib {
SetAudioStreamBufferSizeDefault :: proc(size: c.int) --- // Default size for new audio streams
SetAudioStreamCallback :: proc(stream: AudioStream, callback: AudioCallback) --- // Audio thread callback to request new data
AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as <float>s
AttachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Attach audio stream processor to stream, receives the samples as 'float'
DetachAudioStreamProcessor :: proc(stream: AudioStream, processor: AudioCallback) --- // Detach audio stream processor from stream
AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
AttachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
DetachAudioMixedProcessor :: proc(processor: AudioCallback) --- // Detach audio stream processor from the entire audio pipeline
}
// Workaround for broken IsMouseButtonUp in Raylib 5.0.
when VERSION == "5.0" {
IsMouseButtonUp :: proc "c" (button: MouseButton) -> bool {
return !IsMouseButtonDown(button)
}
} else {
#panic("Remove this this when block and everything inside it for Raylib > 5.0. It's just here to fix a bug in Raylib 5.0. See IsMouseButtonUp inside 'foreign lib {' block.")
}
// Check if a gesture have been detected
IsGestureDetected :: proc "c" (gesture: Gesture) -> bool {
@(default_calling_convention="c")

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