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z_c_fns.v
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z_c_fns.v
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module vraylib
// C Original: RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
// C.InitWindow - Initialize window and OpenGL context
fn C.InitWindow(c_width int, c_height int, c_title charptr)
// C Original: RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
// C.WindowShouldClose - Check if KEY_ESCAPE pressed or Close icon pressed
fn C.WindowShouldClose() bool
// C Original: RLAPI void CloseWindow(void); // Close window and unload OpenGL context
// C.CloseWindow - Close window and unload OpenGL context
fn C.CloseWindow()
// C Original: RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
// C.IsWindowReady - Check if window has been initialized successfully
fn C.IsWindowReady() bool
// C Original: RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
// C.IsWindowMinimized - Check if window has been minimized (or lost focus)
fn C.IsWindowMinimized() bool
// C Original: RLAPI bool IsWindowResized(void); // Check if window has been resized
// C.IsWindowResized - Check if window has been resized
fn C.IsWindowResized() bool
// C Original: RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
// C.IsWindowHidden - Check if window is currently hidden
fn C.IsWindowHidden() bool
// C Original: RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
// C.ToggleFullscreen - Toggle fullscreen mode (only PLATFORM_DESKTOP)
fn C.ToggleFullscreen()
// C Original: RLAPI void UnhideWindow(void); // Show the window
// C.UnhideWindow - Show the window
fn C.UnhideWindow()
// C Original: RLAPI void HideWindow(void); // Hide the window
// C.HideWindow - Hide the window
fn C.HideWindow()
// C Original: RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
// C.SetWindowIcon - Set icon for window (only PLATFORM_DESKTOP)
fn C.SetWindowIcon(c_image C.Image)
// C Original: RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
// C.SetWindowTitle - Set title for window (only PLATFORM_DESKTOP)
fn C.SetWindowTitle(c_title charptr)
// C Original: RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
// C.SetWindowPosition - Set window position on screen (only PLATFORM_DESKTOP)
fn C.SetWindowPosition(c_x int, c_y int)
// C Original: RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
// C.SetWindowMonitor - Set monitor for the current window (fullscreen mode)
fn C.SetWindowMonitor(c_monitor int)
// C Original: RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
// C.SetWindowMinSize - Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
fn C.SetWindowMinSize(c_width int, c_height int)
// C Original: RLAPI void SetWindowSize(int width, int height); // Set window dimensions
// C.SetWindowSize - Set window dimensions
fn C.SetWindowSize(c_width int, c_height int)
// C Original: RLAPI void *GetWindowHandle(void); // Get native window handle
// C.GetWindowHandle - Get native window handle
fn C.GetWindowHandle() voidptr
// C Original: RLAPI int GetScreenWidth(void); // Get current screen width
// C.GetScreenWidth - Get current screen width
fn C.GetScreenWidth() int
// C Original: RLAPI int GetScreenHeight(void); // Get current screen height
// C.GetScreenHeight - Get current screen height
fn C.GetScreenHeight() int
// C Original: RLAPI int GetMonitorCount(void); // Get number of connected monitors
// C.GetMonitorCount - Get number of connected monitors
fn C.GetMonitorCount() int
// C Original: RLAPI int GetMonitorWidth(int monitor); // Get primary monitor width
// C.GetMonitorWidth - Get primary monitor width
fn C.GetMonitorWidth(c_monitor int) int
// C Original: RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height
// C.GetMonitorHeight - Get primary monitor height
fn C.GetMonitorHeight(c_monitor int) int
// C Original: RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
// C.GetMonitorPhysicalWidth - Get primary monitor physical width in millimetres
fn C.GetMonitorPhysicalWidth(c_monitor int) int
// C Original: RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
// C.GetMonitorPhysicalHeight - Get primary monitor physical height in millimetres
fn C.GetMonitorPhysicalHeight(c_monitor int) int
// C Original: RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
// C.GetWindowPosition - Get window position XY on monitor
fn C.GetWindowPosition() C.Vector2
// C Original: RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
// C.GetMonitorName - Get the human-readable, UTF-8 encoded name of the primary monitor
fn C.GetMonitorName(c_monitor int) charptr
// C Original: RLAPI const char *GetClipboardText(void); // Get clipboard text content
// C.GetClipboardText - Get clipboard text content
fn C.GetClipboardText() charptr
// C Original: RLAPI void SetClipboardText(const char *text); // Set clipboard text content
// C.SetClipboardText - Set clipboard text content
fn C.SetClipboardText(c_text charptr)
// C Original: RLAPI void ShowCursor(void); // Shows cursor
// C.ShowCursor - Shows cursor
fn C.ShowCursor()
// C Original: RLAPI void HideCursor(void); // Hides cursor
// C.HideCursor - Hides cursor
fn C.HideCursor()
// C Original: RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
// C.IsCursorHidden - Check if cursor is not visible
fn C.IsCursorHidden() bool
// C Original: RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
// C.EnableCursor - Enables cursor (unlock cursor)
fn C.EnableCursor()
// C Original: RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
// C.DisableCursor - Disables cursor (lock cursor)
fn C.DisableCursor()
// C Original: RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
// C.ClearBackground - Set background color (framebuffer clear color)
fn C.ClearBackground(c_color C.Color)
// C Original: RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
// C.BeginDrawing - Setup canvas (framebuffer) to start drawing
fn C.BeginDrawing()
// C Original: RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
// C.EndDrawing - End canvas drawing and swap buffers (double buffering)
fn C.EndDrawing()
// C Original: RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
// C.BeginMode2D - Initialize 2D mode with custom camera (2D)
fn C.BeginMode2D(c_camera C.Camera2D)
// C Original: RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
// C.EndMode2D - Ends 2D mode with custom camera
fn C.EndMode2D()
// C Original: RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
// C.BeginMode3D - Initializes 3D mode with custom camera (3D)
fn C.BeginMode3D(c_camera C.Camera3D)
// C Original: RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
// C.EndMode3D - Ends 3D mode and returns to default 2D orthographic mode
fn C.EndMode3D()
// C Original: RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
// C.BeginTextureMode - Initializes render texture for drawing
fn C.BeginTextureMode(c_target C.RenderTexture2D)
// C Original: RLAPI void EndTextureMode(void); // Ends drawing to render texture
// C.EndTextureMode - Ends drawing to render texture
fn C.EndTextureMode()
// C Original: RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
// C.BeginScissorMode - Begin scissor mode (define screen area for following drawing)
fn C.BeginScissorMode(c_x int, c_y int, c_width int, c_height int)
// C Original: RLAPI void EndScissorMode(void); // End scissor mode
// C.EndScissorMode - End scissor mode
fn C.EndScissorMode()
// C Original: RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
// C.GetMouseRay - Returns a ray trace from mouse position
fn C.GetMouseRay(c_mousePosition C.Vector2, c_camera C.Camera) C.Ray
// C Original: RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
// C.GetCameraMatrix - Returns camera transform matrix (view matrix)
fn C.GetCameraMatrix(c_camera C.Camera) C.Matrix
// C Original: RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
// C.GetCameraMatrix2D - Returns camera 2d transform matrix
fn C.GetCameraMatrix2D(c_camera C.Camera2D) C.Matrix
// C Original: RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
// C.GetWorldToScreen - Returns the screen space position for a 3d world space position
fn C.GetWorldToScreen(c_position C.Vector3, c_camera C.Camera) C.Vector2
// C Original: RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
// C.GetWorldToScreen2D - Returns the screen space position for a 2d camera world space position
fn C.GetWorldToScreen2D(c_position C.Vector2, c_camera C.Camera2D) C.Vector2
// C Original: RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
// C.GetScreenToWorld2D - Returns the world space position for a 2d camera screen space position
fn C.GetScreenToWorld2D(c_position C.Vector2, c_camera C.Camera2D) C.Vector2
// C Original: RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
// C.SetTargetFPS - Set target FPS (maximum)
fn C.SetTargetFPS(c_fps int)
// C Original: RLAPI int GetFPS(void); // Returns current FPS
// C.GetFPS - Returns current FPS
fn C.GetFPS() int
// C Original: RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
// C.GetFrameTime - Returns time in seconds for last frame drawn
fn C.GetFrameTime() f32
// C Original: RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// C.GetTime - Returns elapsed time in seconds since InitWindow()
fn C.GetTime() f64
// C Original: RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
// C.ColorToInt - Returns hexadecimal value for a Color
fn C.ColorToInt(c_color C.Color) int
// C Original: RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
// C.ColorNormalize - Returns color normalized as float [0..1]
fn C.ColorNormalize(c_color C.Color) C.Vector4
// C Original: RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1]
// C.ColorFromNormalized - Returns color from normalized values [0..1]
fn C.ColorFromNormalized(c_normalized C.Vector4) C.Color
// C Original: RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
// C.ColorToHSV - Returns HSV values for a Color
fn C.ColorToHSV(c_color C.Color) C.Vector3
// C Original: RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
// C.ColorFromHSV - Returns a Color from HSV values
fn C.ColorFromHSV(c_hsv C.Vector3) C.Color
// C Original: RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
// C.GetColor - Returns a Color struct from hexadecimal value
fn C.GetColor(c_hexValue int) C.Color
// C Original: RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
// C.Fade - Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
fn C.Fade(c_color C.Color, c_alpha f32) C.Color
// C Original: RLAPI void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS)
// C.SetConfigFlags - Setup window configuration flags (view FLAGS)
fn C.SetConfigFlags(c_flags u32)
// C Original: RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
// C.SetTraceLogLevel - Set the current threshold (minimum) log level
fn C.SetTraceLogLevel(c_logType int)
// C Original: RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
// C.SetTraceLogExit - Set the exit threshold (minimum) log level
fn C.SetTraceLogExit(c_logType int)
// C Original: RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
// C Original: RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
// C.TraceLog - Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
fn C.TraceLog(c_logType int, c_text charptr, x ...charptr)
// C Original: RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
// C.TakeScreenshot - Takes a screenshot of current screen (saved a .png)
fn C.TakeScreenshot(c_fileName charptr)
// C Original: RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// C.GetRandomValue - Returns a random value between min and max (both included)
fn C.GetRandomValue(c_min int, c_max int) int
// C Original: RLAPI bool FileExists(const char *fileName); // Check if file exists
// C.FileExists - Check if file exists
fn C.FileExists(c_fileName charptr) bool
// C Original: RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
// C.IsFileExtension - Check file extension
fn C.IsFileExtension(c_fileName charptr, c_ext charptr) bool
// C Original: RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
// C.DirectoryExists - Check if a directory path exists
fn C.DirectoryExists(c_dirPath charptr) bool
// C Original: RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
// C.GetExtension - Get pointer to extension for a filename string
fn C.GetExtension(c_fileName charptr) charptr
// C Original: RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
// C.GetFileName - Get pointer to filename for a path string
fn C.GetFileName(c_filePath charptr) charptr
// C Original: RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
// C.GetFileNameWithoutExt - Get filename string without extension (uses static string)
fn C.GetFileNameWithoutExt(c_filePath charptr) charptr
// C Original: RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
// C.GetDirectoryPath - Get full path for a given fileName with path (uses static string)
fn C.GetDirectoryPath(c_filePath charptr) charptr
// C Original: RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
// C.GetPrevDirectoryPath - Get previous directory path for a given path (uses static string)
fn C.GetPrevDirectoryPath(c_dirPath charptr) charptr
// C Original: RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
// C.GetWorkingDirectory - Get current working directory (uses static string)
fn C.GetWorkingDirectory() charptr
// C Original: RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
// C.GetDirectoryFiles - Get filenames in a directory path (memory should be freed)
fn C.GetDirectoryFiles(c_dirPath charptr, c_count &int) &charptr
// C Original: RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
// C.ClearDirectoryFiles - Clear directory files paths buffers (free memory)
fn C.ClearDirectoryFiles()
// C Original: RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
// C.ChangeDirectory - Change working directory, returns true if success
fn C.ChangeDirectory(c_dir charptr) bool
// C Original: RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
// C.IsFileDropped - Check if a file has been dropped into window
fn C.IsFileDropped() bool
// C Original: RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
// C.GetDroppedFiles - Get dropped files names (memory should be freed)
fn C.GetDroppedFiles(c_count &int) &charptr
// C Original: RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
// C.ClearDroppedFiles - Clear dropped files paths buffer (free memory)
fn C.ClearDroppedFiles()
// C Original: RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
// C.GetFileModTime - Get file modification time (last write time)
fn C.GetFileModTime(c_fileName charptr) i64
// C Original: RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm)
// C.CompressData - Compress data (DEFLATE algorythm)
fn C.CompressData(c_data byteptr, c_dataLength int, c_compDataLength &int) byteptr
// C Original: RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm)
// C.DecompressData - Decompress data (DEFLATE algorythm)
fn C.DecompressData(c_compData byteptr, c_compDataLength int, c_dataLength &int) byteptr
// C Original: RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
// C.StorageSaveValue - Save integer value to storage file (to defined position)
fn C.StorageSaveValue(c_position int, c_value int)
// C Original: RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
// C.StorageLoadValue - Load integer value from storage file (from defined position)
fn C.StorageLoadValue(c_position int) int
// C Original: RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
// C.OpenURL - Open URL with default system browser (if available)
fn C.OpenURL(c_url charptr)
// C Original: RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
// C.IsKeyPressed - Detect if a key has been pressed once
fn C.IsKeyPressed(c_key int) bool
// C Original: RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
// C.IsKeyDown - Detect if a key is being pressed
fn C.IsKeyDown(c_key int) bool
// C Original: RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
// C.IsKeyReleased - Detect if a key has been released once
fn C.IsKeyReleased(c_key int) bool
// C Original: RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
// C.IsKeyUp - Detect if a key is NOT being pressed
fn C.IsKeyUp(c_key int) bool
// C Original: RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// C.SetExitKey - Set a custom key to exit program (default is ESC)
fn C.SetExitKey(c_key int)
// C Original: RLAPI int GetKeyPressed(void); // Get key pressed, call it multiple times for chars queued
// C.GetKeyPressed - Get key pressed, call it multiple times for chars queued
fn C.GetKeyPressed() int
// C Original: RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
// C.IsGamepadAvailable - Detect if a gamepad is available
fn C.IsGamepadAvailable(c_gamepad int) bool
// C Original: RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
// C.IsGamepadName - Check gamepad name (if available)
fn C.IsGamepadName(c_gamepad int, c_name charptr) bool
// C Original: RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
// C.GetGamepadName - Return gamepad internal name id
fn C.GetGamepadName(c_gamepad int) charptr
// C Original: RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
// C.IsGamepadButtonPressed - Detect if a gamepad button has been pressed once
fn C.IsGamepadButtonPressed(c_gamepad int, c_button int) bool
// C Original: RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
// C.IsGamepadButtonDown - Detect if a gamepad button is being pressed
fn C.IsGamepadButtonDown(c_gamepad int, c_button int) bool
// C Original: RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
// C.IsGamepadButtonReleased - Detect if a gamepad button has been released once
fn C.IsGamepadButtonReleased(c_gamepad int, c_button int) bool
// C Original: RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
// C.IsGamepadButtonUp - Detect if a gamepad button is NOT being pressed
fn C.IsGamepadButtonUp(c_gamepad int, c_button int) bool
// C Original: RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
// C.GetGamepadButtonPressed - Get the last gamepad button pressed
fn C.GetGamepadButtonPressed() int
// C Original: RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
// C.GetGamepadAxisCount - Return gamepad axis count for a gamepad
fn C.GetGamepadAxisCount(c_gamepad int) int
// C Original: RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
// C.GetGamepadAxisMovement - Return axis movement value for a gamepad axis
fn C.GetGamepadAxisMovement(c_gamepad int, c_axis int) f32
// C Original: RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
// C.IsMouseButtonPressed - Detect if a mouse button has been pressed once
fn C.IsMouseButtonPressed(c_button int) bool
// C Original: RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
// C.IsMouseButtonDown - Detect if a mouse button is being pressed
fn C.IsMouseButtonDown(c_button int) bool
// C Original: RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
// C.IsMouseButtonReleased - Detect if a mouse button has been released once
fn C.IsMouseButtonReleased(c_button int) bool
// C Original: RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
// C.IsMouseButtonUp - Detect if a mouse button is NOT being pressed
fn C.IsMouseButtonUp(c_button int) bool
// C Original: RLAPI int GetMouseX(void); // Returns mouse position X
// C.GetMouseX - Returns mouse position X
fn C.GetMouseX() int
// C Original: RLAPI int GetMouseY(void); // Returns mouse position Y
// C.GetMouseY - Returns mouse position Y
fn C.GetMouseY() int
// C Original: RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
// C.GetMousePosition - Returns mouse position XY
fn C.GetMousePosition() C.Vector2
// C Original: RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
// C.SetMousePosition - Set mouse position XY
fn C.SetMousePosition(c_x int, c_y int)
// C Original: RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
// C.SetMouseOffset - Set mouse offset
fn C.SetMouseOffset(c_offsetX int, c_offsetY int)
// C Original: RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
// C.SetMouseScale - Set mouse scaling
fn C.SetMouseScale(c_scaleX f32, c_scaleY f32)
// C Original: RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
// C.GetMouseWheelMove - Returns mouse wheel movement Y
fn C.GetMouseWheelMove() int
// C Original: RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
// C.GetTouchX - Returns touch position X for touch point 0 (relative to screen size)
fn C.GetTouchX() int
// C Original: RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
// C.GetTouchY - Returns touch position Y for touch point 0 (relative to screen size)
fn C.GetTouchY() int
// C Original: RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
// C.GetTouchPosition - Returns touch position XY for a touch point index (relative to screen size)
fn C.GetTouchPosition(c_index int) C.Vector2
// C Original: RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
// C.SetGesturesEnabled - Enable a set of gestures using flags
fn C.SetGesturesEnabled(c_gestureFlags u32)
// C Original: RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
// C.IsGestureDetected - Check if a gesture have been detected
fn C.IsGestureDetected(c_gesture int) bool
// C Original: RLAPI int GetGestureDetected(void); // Get latest detected gesture
// C.GetGestureDetected - Get latest detected gesture
fn C.GetGestureDetected() int
// C Original: RLAPI int GetTouchPointsCount(void); // Get touch points count
// C.GetTouchPointsCount - Get touch points count
fn C.GetTouchPointsCount() int
// C Original: RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
// C.GetGestureHoldDuration - Get gesture hold time in milliseconds
fn C.GetGestureHoldDuration() f32
// C Original: RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
// C.GetGestureDragVector - Get gesture drag vector
fn C.GetGestureDragVector() C.Vector2
// C Original: RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
// C.GetGestureDragAngle - Get gesture drag angle
fn C.GetGestureDragAngle() f32
// C Original: RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
// C.GetGesturePinchVector - Get gesture pinch delta
fn C.GetGesturePinchVector() C.Vector2
// C Original: RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
// C.GetGesturePinchAngle - Get gesture pinch angle
fn C.GetGesturePinchAngle() f32
// C Original: RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
// C.SetCameraMode - Set camera mode (multiple camera modes available)
fn C.SetCameraMode(c_camera C.Camera, c_mode int)
// C Original: RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
// C.UpdateCamera - Update camera position for selected mode
fn C.UpdateCamera(c_camera &C.Camera )
// C Original: RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
// C.SetCameraPanControl - Set camera pan key to combine with mouse movement (free camera)
fn C.SetCameraPanControl(c_panKey int)
// C Original: RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
// C.SetCameraAltControl - Set camera alt key to combine with mouse movement (free camera)
fn C.SetCameraAltControl(c_altKey int)
// C Original: RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
// C.SetCameraSmoothZoomControl - Set camera smooth zoom key to combine with mouse (free camera)
fn C.SetCameraSmoothZoomControl(c_szKey int)
// C Original: RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
// C.SetCameraMoveControls - Set camera move controls (1st person and 3rd person cameras)
fn C.SetCameraMoveControls(c_frontKey int, c_backKey int, c_rightKey int, c_leftKey int, c_upKey int, c_downKey int)
// C Original: RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
// C.DrawPixel - Draw a pixel
fn C.DrawPixel(c_posX int, c_posY int, c_color C.Color)
// C Original: RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
// C.DrawPixelV - Draw a pixel (Vector version)
fn C.DrawPixelV(c_position C.Vector2, c_color C.Color)
// C Original: RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
// C.DrawLine - Draw a line
fn C.DrawLine(c_startPosX int, c_startPosY int, c_endPosX int, c_endPosY int, c_color C.Color)
// C Original: RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
// C.DrawLineV - Draw a line (Vector version)
fn C.DrawLineV(c_startPos C.Vector2, c_endPos C.Vector2, c_color C.Color)
// C Original: RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
// C.DrawLineEx - Draw a line defining thickness
fn C.DrawLineEx(c_startPos C.Vector2, c_endPos C.Vector2, c_thick f32, c_color C.Color)
// C Original: RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
// C.DrawLineBezier - Draw a line using cubic-bezier curves in-out
fn C.DrawLineBezier(c_startPos C.Vector2, c_endPos C.Vector2, c_thick f32, c_color C.Color)
// C Original: RLAPI void DrawLineStrip(Vector2 *points, int numPoints, Color color); // Draw lines sequence
// C.DrawLineStrip - Draw lines sequence
fn C.DrawLineStrip(c_points &C.Vector2 , c_numPoints int, c_color C.Color)
// C Original: RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
// C.DrawCircle - Draw a color-filled circle
fn C.DrawCircle(c_centerX int, c_centerY int, c_radius f32, c_color C.Color)
// C Original: RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
// C.DrawCircleSector - Draw a piece of a circle
fn C.DrawCircleSector(c_center C.Vector2, c_radius f32, c_startAngle int, c_endAngle int, c_segments int, c_color C.Color)
// C Original: RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
// C.DrawCircleSectorLines - Draw circle sector outline
fn C.DrawCircleSectorLines(c_center C.Vector2, c_radius f32, c_startAngle int, c_endAngle int, c_segments int, c_color C.Color)
// C Original: RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
// C.DrawCircleGradient - Draw a gradient-filled circle
fn C.DrawCircleGradient(c_centerX int, c_centerY int, c_radius f32, c_color1 C.Color, c_color2 C.Color)
// C Original: RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
// C.DrawCircleV - Draw a color-filled circle (Vector version)
fn C.DrawCircleV(c_center C.Vector2, c_radius f32, c_color C.Color)
// C Original: RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
// C.DrawCircleLines - Draw circle outline
fn C.DrawCircleLines(c_centerX int, c_centerY int, c_radius f32, c_color C.Color)
// C Original: RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
// C.DrawRing - Draw ring
fn C.DrawRing(c_center C.Vector2, c_innerRadius f32, c_outerRadius f32, c_startAngle int, c_endAngle int, c_segments int, c_color C.Color)
// C Original: RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
// C.DrawRingLines - Draw ring outline
fn C.DrawRingLines(c_center C.Vector2, c_innerRadius f32, c_outerRadius f32, c_startAngle int, c_endAngle int, c_segments int, c_color C.Color)
// C Original: RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
// C.DrawRectangle - Draw a color-filled rectangle
fn C.DrawRectangle(c_posX int, c_posY int, c_width int, c_height int, c_color C.Color)
// C Original: RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
// C.DrawRectangleV - Draw a color-filled rectangle (Vector version)
fn C.DrawRectangleV(c_position C.Vector2, c_size C.Vector2, c_color C.Color)
// C Original: RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
// C.DrawRectangleRec - Draw a color-filled rectangle
fn C.DrawRectangleRec(c_rec C.Rectangle, c_color C.Color)
// C Original: RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
// C.DrawRectanglePro - Draw a color-filled rectangle with pro parameters
fn C.DrawRectanglePro(c_rec C.Rectangle, c_origin C.Vector2, c_rotation f32, c_color C.Color)
// C Original: RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
// C.DrawRectangleGradientV - Draw a vertical-gradient-filled rectangle
fn C.DrawRectangleGradientV(c_posX int, c_posY int, c_width int, c_height int, c_color1 C.Color, c_color2 C.Color)
// C Original: RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
// C.DrawRectangleGradientH - Draw a horizontal-gradient-filled rectangle
fn C.DrawRectangleGradientH(c_posX int, c_posY int, c_width int, c_height int, c_color1 C.Color, c_color2 C.Color)
// C Original: RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
// C.DrawRectangleGradientEx - Draw a gradient-filled rectangle with custom vertex colors
fn C.DrawRectangleGradientEx(c_rec C.Rectangle, c_col1 C.Color, c_col2 C.Color, c_col3 C.Color, c_col4 C.Color)
// C Original: RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
// C.DrawRectangleLines - Draw rectangle outline
fn C.DrawRectangleLines(c_posX int, c_posY int, c_width int, c_height int, c_color C.Color)
// C Original: RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
// C.DrawRectangleLinesEx - Draw rectangle outline with extended parameters
fn C.DrawRectangleLinesEx(c_rec C.Rectangle, c_lineThick int, c_color C.Color)
// C Original: RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
// C.DrawRectangleRounded - Draw rectangle with rounded edges
fn C.DrawRectangleRounded(c_rec C.Rectangle, c_roundness f32, c_segments int, c_color C.Color)
// C Original: RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
// C.DrawRectangleRoundedLines - Draw rectangle with rounded edges outline
fn C.DrawRectangleRoundedLines(c_rec C.Rectangle, c_roundness f32, c_segments int, c_lineThick int, c_color C.Color)
// C Original: RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
// C.DrawTriangle - Draw a color-filled triangle (vertex in counter-clockwise order!)
fn C.DrawTriangle(c_v1 C.Vector2, c_v2 C.Vector2, c_v3 C.Vector2, c_color C.Color)
// C Original: RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
// C.DrawTriangleLines - Draw triangle outline (vertex in counter-clockwise order!)
fn C.DrawTriangleLines(c_v1 C.Vector2, c_v2 C.Vector2, c_v3 C.Vector2, c_color C.Color)
// C Original: RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center)
// C.DrawTriangleFan - Draw a triangle fan defined by points (first vertex is the center)
fn C.DrawTriangleFan(c_points &C.Vector2 , c_numPoints int, c_color C.Color)
// C Original: RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
// C.DrawTriangleStrip - Draw a triangle strip defined by points
fn C.DrawTriangleStrip(c_points &C.Vector2 , c_pointsCount int, c_color C.Color)
// C Original: RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
// C.DrawPoly - Draw a regular polygon (Vector version)
fn C.DrawPoly(c_center C.Vector2, c_sides int, c_radius f32, c_rotation f32, c_color C.Color)
// C Original: RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// C.SetShapesTexture - Define default texture used to draw shapes
fn C.SetShapesTexture(c_texture C.Texture2D, c_source C.Rectangle)
// C Original: RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
// C.CheckCollisionRecs - Check collision between two rectangles
fn C.CheckCollisionRecs(c_rec1 C.Rectangle, c_rec2 C.Rectangle) bool
// C Original: RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
// C.CheckCollisionCircles - Check collision between two circles
fn C.CheckCollisionCircles(c_center1 C.Vector2, c_radius1 f32, c_center2 C.Vector2, c_radius2 f32) bool
// C Original: RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
// C.CheckCollisionCircleRec - Check collision between circle and rectangle
fn C.CheckCollisionCircleRec(c_center C.Vector2, c_radius f32, c_rec C.Rectangle) bool
// C Original: RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
// C.GetCollisionRec - Get collision rectangle for two rectangles collision
fn C.GetCollisionRec(c_rec1 C.Rectangle, c_rec2 C.Rectangle) C.Rectangle
// C Original: RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
// C.CheckCollisionPointRec - Check if point is inside rectangle
fn C.CheckCollisionPointRec(c_point C.Vector2, c_rec C.Rectangle) bool
// C Original: RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
// C.CheckCollisionPointCircle - Check if point is inside circle
fn C.CheckCollisionPointCircle(c_point C.Vector2, c_center C.Vector2, c_radius f32) bool
// C Original: RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
// C.CheckCollisionPointTriangle - Check if point is inside a triangle
fn C.CheckCollisionPointTriangle(c_point C.Vector2, c_p1 C.Vector2, c_p2 C.Vector2, c_p3 C.Vector2) bool
// C Original: RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
// C.LoadImage - Load image from file into CPU memory (RAM)
fn C.LoadImage(c_fileName charptr) C.Image
// C Original: RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
// C.LoadImageEx - Load image from Color array data (RGBA - 32bit)
fn C.LoadImageEx(c_pixels &C.Color , c_width int, c_height int) C.Image
// C Original: RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
// C.LoadImagePro - Load image from raw data with parameters
fn C.LoadImagePro(c_data voidptr, c_width int, c_height int, c_format int) C.Image
// C Original: RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
// C.LoadImageRaw - Load image from RAW file data
fn C.LoadImageRaw(c_fileName charptr, c_width int, c_height int, c_format int, c_headerSize int) C.Image
// C Original: RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file
// C.ExportImage - Export image data to file
fn C.ExportImage(c_image C.Image, c_fileName charptr)
// C Original: RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
// C.ExportImageAsCode - Export image as code file defining an array of bytes
fn C.ExportImageAsCode(c_image C.Image, c_fileName charptr)
// C Original: RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
// C.LoadTexture - Load texture from file into GPU memory (VRAM)
fn C.LoadTexture(c_fileName charptr) C.Texture2D
// C Original: RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
// C.LoadTextureFromImage - Load texture from image data
fn C.LoadTextureFromImage(c_image C.Image) C.Texture2D
// C Original: RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
// C.LoadTextureCubemap - Load cubemap from image, multiple image cubemap layouts supported
fn C.LoadTextureCubemap(c_image C.Image, c_layoutType int) C.TextureCubemap
// C Original: RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
// C.LoadRenderTexture - Load texture for rendering (framebuffer)
fn C.LoadRenderTexture(c_width int, c_height int) C.RenderTexture2D
// C Original: RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
// C.UnloadImage - Unload image from CPU memory (RAM)
fn C.UnloadImage(c_image C.Image)
// C Original: RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
// C.UnloadTexture - Unload texture from GPU memory (VRAM)
fn C.UnloadTexture(c_texture C.Texture2D)
// C Original: RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
// C.UnloadRenderTexture - Unload render texture from GPU memory (VRAM)
fn C.UnloadRenderTexture(c_target C.RenderTexture2D)
// C Original: RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
// C.GetImageData - Get pixel data from image as a Color struct array
fn C.GetImageData(c_image C.Image) &C.Color
// C Original: RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
// C.GetImageDataNormalized - Get pixel data from image as Vector4 array (float normalized)
fn C.GetImageDataNormalized(c_image C.Image) &C.Vector4
// C Original: RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
// C.GetImageAlphaBorder - Get image alpha border rectangle
fn C.GetImageAlphaBorder(c_image C.Image, c_threshold f32) C.Rectangle
// C Original: RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
// C.GetPixelDataSize - Get pixel data size in bytes (image or texture)
fn C.GetPixelDataSize(c_width int, c_height int, c_format int) int
// C Original: RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
// C.GetTextureData - Get pixel data from GPU texture and return an Image
fn C.GetTextureData(c_texture C.Texture2D) C.Image
// C Original: RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
// C.GetScreenData - Get pixel data from screen buffer and return an Image (screenshot)
fn C.GetScreenData() C.Image
// C Original: RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
// C.UpdateTexture - Update GPU texture with new data
fn C.UpdateTexture(c_texture C.Texture2D, c_pixels voidptr)
// C Original: RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
// C.ImageCopy - Create an image duplicate (useful for transformations)
fn C.ImageCopy(c_image C.Image) C.Image
// C Original: RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
// C.ImageFromImage - Create an image from another image piece
fn C.ImageFromImage(c_image C.Image, c_rec C.Rectangle) C.Image
// C Original: RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
// C.ImageToPOT - Convert image to POT (power-of-two)
fn C.ImageToPOT(c_image &C.Image , c_fillColor C.Color)
// C Original: RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
// C.ImageFormat - Convert image data to desired format
fn C.ImageFormat(c_image &C.Image , c_newFormat int)
// C Original: RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
// C.ImageAlphaMask - Apply alpha mask to image
fn C.ImageAlphaMask(c_image &C.Image , c_alphaMask C.Image)
// C Original: RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
// C.ImageAlphaClear - Clear alpha channel to desired color
fn C.ImageAlphaClear(c_image &C.Image , c_color C.Color, c_threshold f32)
// C Original: RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
// C.ImageAlphaCrop - Crop image depending on alpha value
fn C.ImageAlphaCrop(c_image &C.Image , c_threshold f32)
// C Original: RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
// C.ImageAlphaPremultiply - Premultiply alpha channel
fn C.ImageAlphaPremultiply(c_image &C.Image )
// C Original: RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
// C.ImageCrop - Crop an image to a defined rectangle
fn C.ImageCrop(c_image &C.Image , c_crop C.Rectangle)
// C Original: RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
// C.ImageResize - Resize image (Bicubic scaling algorithm)
fn C.ImageResize(c_image &C.Image , c_newWidth int, c_newHeight int)
// C Original: RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
// C.ImageResizeNN - Resize image (Nearest-Neighbor scaling algorithm)
fn C.ImageResizeNN(c_image &C.Image , c_newWidth int, c_newHeight int)
// C Original: RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
// C.ImageResizeCanvas - Resize canvas and fill with color
fn C.ImageResizeCanvas(c_image &C.Image , c_newWidth int, c_newHeight int, c_offsetX int, c_offsetY int, c_color C.Color)
// C Original: RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
// C.ImageMipmaps - Generate all mipmap levels for a provided image
fn C.ImageMipmaps(c_image &C.Image )
// C Original: RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
// C.ImageDither - Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
fn C.ImageDither(c_image &C.Image , c_rBpp int, c_gBpp int, c_bBpp int, c_aBpp int)
// C Original: RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
// C.ImageExtractPalette - Extract color palette from image to maximum size (memory should be freed)
fn C.ImageExtractPalette(c_image C.Image, c_maxPaletteSize int, c_extractCount &int) &C.Color
// C Original: RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
// C.ImageText - Create an image from text (default font)
fn C.ImageText(c_text charptr, c_fontSize int, c_color C.Color) C.Image
// C Original: RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
// C.ImageTextEx - Create an image from text (custom sprite font)
fn C.ImageTextEx(c_font C.Font, c_text charptr, c_fontSize f32, c_spacing f32, c_tint C.Color) C.Image
// C Original: 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)
// C.ImageDraw - Draw a source image within a destination image (tint applied to source)
fn C.ImageDraw(c_dst &C.Image , c_src C.Image, c_srcRec C.Rectangle, c_dstRec C.Rectangle, c_tint C.Color)
// C Original: RLAPI void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
// C.ImageDrawRectangle - Draw rectangle within an image
fn C.ImageDrawRectangle(c_dst &C.Image , c_rec C.Rectangle, c_color C.Color)
// C Original: RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
// C.ImageDrawRectangleLines - Draw rectangle lines within an image
fn C.ImageDrawRectangleLines(c_dst &C.Image , c_rec C.Rectangle, c_thick int, c_color C.Color)
// C Original: RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
// C.ImageDrawText - Draw text (default font) within an image (destination)
fn C.ImageDrawText(c_dst &C.Image , c_position C.Vector2, c_text charptr, c_fontSize int, c_color C.Color)
// C Original: RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
// C.ImageDrawTextEx - Draw text (custom sprite font) within an image (destination)
fn C.ImageDrawTextEx(c_dst &C.Image , c_position C.Vector2, c_font C.Font, c_text charptr, c_fontSize f32, c_spacing f32, c_color C.Color)
// C Original: RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
// C.ImageFlipVertical - Flip image vertically
fn C.ImageFlipVertical(c_image &C.Image )
// C Original: RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
// C.ImageFlipHorizontal - Flip image horizontally
fn C.ImageFlipHorizontal(c_image &C.Image )
// C Original: RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
// C.ImageRotateCW - Rotate image clockwise 90deg
fn C.ImageRotateCW(c_image &C.Image )
// C Original: RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
// C.ImageRotateCCW - Rotate image counter-clockwise 90deg
fn C.ImageRotateCCW(c_image &C.Image )
// C Original: RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
// C.ImageColorTint - Modify image color: tint
fn C.ImageColorTint(c_image &C.Image , c_color C.Color)
// C Original: RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
// C.ImageColorInvert - Modify image color: invert
fn C.ImageColorInvert(c_image &C.Image )
// C Original: RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
// C.ImageColorGrayscale - Modify image color: grayscale
fn C.ImageColorGrayscale(c_image &C.Image )
// C Original: RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
// C.ImageColorContrast - Modify image color: contrast (-100 to 100)
fn C.ImageColorContrast(c_image &C.Image , c_contrast f32)
// C Original: RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
// C.ImageColorBrightness - Modify image color: brightness (-255 to 255)
fn C.ImageColorBrightness(c_image &C.Image , c_brightness int)
// C Original: RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
// C.ImageColorReplace - Modify image color: replace color
fn C.ImageColorReplace(c_image &C.Image , c_color C.Color, c_replace C.Color)
// C Original: RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
// C.GenImageColor - Generate image: plain color
fn C.GenImageColor(c_width int, c_height int, c_color C.Color) C.Image
// C Original: RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
// C.GenImageGradientV - Generate image: vertical gradient
fn C.GenImageGradientV(c_width int, c_height int, c_top C.Color, c_bottom C.Color) C.Image
// C Original: RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
// C.GenImageGradientH - Generate image: horizontal gradient
fn C.GenImageGradientH(c_width int, c_height int, c_left C.Color, c_right C.Color) C.Image
// C Original: RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
// C.GenImageGradientRadial - Generate image: radial gradient
fn C.GenImageGradientRadial(c_width int, c_height int, c_density f32, c_inner C.Color, c_outer C.Color) C.Image
// C Original: RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
// C.GenImageChecked - Generate image: checked
fn C.GenImageChecked(c_width int, c_height int, c_checksX int, c_checksY int, c_col1 C.Color, c_col2 C.Color) C.Image
// C Original: RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
// C.GenImageWhiteNoise - Generate image: white noise
fn C.GenImageWhiteNoise(c_width int, c_height int, c_factor f32) C.Image
// C Original: RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
// C.GenImagePerlinNoise - Generate image: perlin noise
fn C.GenImagePerlinNoise(c_width int, c_height int, c_offsetX int, c_offsetY int, c_scale f32) C.Image
// C Original: RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// C.GenImageCellular - Generate image: cellular algorithm. Bigger tileSize means bigger cells
fn C.GenImageCellular(c_width int, c_height int, c_tileSize int) C.Image
// C Original: RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
// C.GenTextureMipmaps - Generate GPU mipmaps for a texture
fn C.GenTextureMipmaps(c_texture &C.Texture2D )
// C Original: RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
// C.SetTextureFilter - Set texture scaling filter mode
fn C.SetTextureFilter(c_texture C.Texture2D, c_filterMode int)
// C Original: RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
// C.SetTextureWrap - Set texture wrapping mode
fn C.SetTextureWrap(c_texture C.Texture2D, c_wrapMode int)
// C Original: RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
// C.DrawTexture - Draw a Texture2D
fn C.DrawTexture(c_texture C.Texture2D, c_posX int, c_posY int, c_tint C.Color)
// C Original: RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
// C.DrawTextureV - Draw a Texture2D with position defined as Vector2
fn C.DrawTextureV(c_texture C.Texture2D, c_position C.Vector2, c_tint C.Color)
// C Original: RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
// C.DrawTextureEx - Draw a Texture2D with extended parameters
fn C.DrawTextureEx(c_texture C.Texture2D, c_position C.Vector2, c_rotation f32, c_scale f32, c_tint C.Color)
// C Original: RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
// C.DrawTextureRec - Draw a part of a texture defined by a rectangle
fn C.DrawTextureRec(c_texture C.Texture2D, c_sourceRec C.Rectangle, c_position C.Vector2, c_tint C.Color)
// C Original: RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
// C.DrawTextureQuad - Draw texture quad with tiling and offset parameters
fn C.DrawTextureQuad(c_texture C.Texture2D, c_tiling C.Vector2, c_offset C.Vector2, c_quad C.Rectangle, c_tint C.Color)
// C Original: RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
// C.DrawTexturePro - Draw a part of a texture defined by a rectangle with 'pro' parameters
fn C.DrawTexturePro(c_texture C.Texture2D, c_sourceRec C.Rectangle, c_destRec C.Rectangle, c_origin C.Vector2, c_rotation f32, c_tint C.Color)
// C Original: RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// C.DrawTextureNPatch - Draws a texture (or part of it) that stretches or shrinks nicely
fn C.DrawTextureNPatch(c_texture C.Texture2D, c_nPatchInfo C.NPatchInfo, c_destRec C.Rectangle, c_origin C.Vector2, c_rotation f32, c_tint C.Color)
// C Original: RLAPI Font GetFontDefault(void); // Get the default Font
// C.GetFontDefault - Get the default Font
fn C.GetFontDefault() C.Font
// C Original: RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
// C.LoadFont - Load font from file into GPU memory (VRAM)
fn C.LoadFont(c_fileName charptr) C.Font
// C Original: RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
// C.LoadFontEx - Load font from file with extended parameters
fn C.LoadFontEx(c_fileName charptr, c_fontSize int, c_fontChars &int, c_charsCount int) C.Font
// C Original: RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
// C.LoadFontFromImage - Load font from Image (XNA style)
fn C.LoadFontFromImage(c_image C.Image, c_key C.Color, c_firstChar int) C.Font
// C Original: RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
// C.LoadFontData - Load font data for further use
fn C.LoadFontData(c_fileName charptr, c_fontSize int, c_fontChars &int, c_charsCount int, c_type int) &C.CharInfo
// C Original: RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
// C.GenImageFontAtlas - Generate image font atlas using chars info
fn C.GenImageFontAtlas(c_chars &CharInfo, c_recs &PRectangle, c_charsCount int, c_fontSize int, c_padding int, c_packMethod int) C.Image
// C Original: RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// C.UnloadFont - Unload Font from GPU memory (VRAM)
fn C.UnloadFont(c_font C.Font)
// C Original: RLAPI void DrawFPS(int posX, int posY); // Shows current FPS