raylib library

Classes

Aabb2
Defines a 2-dimensional axis-aligned bounding box between a min and a max position.
Aabb3
Defines a 3-dimensional axis-aligned bounding box between a min and a max position.
AudioStream
AutomationEvent
AutomationEventList
BoneInfo
BoundingBox
Camera2D
Camera3D
Color
Colors
Contains functions for converting between different color models and manipulating colors. In addition to that, some known colors can be accessed for fast prototyping.
FilePathList
Font
Frustum
Defines a frustum constructed out of six Planes.
GlyphInfo
Image
IntersectionResult
Defines a result of an intersection test.
Material
MaterialMap
Matrix2
2D Matrix. Values are stored in column major order.
Matrix3
3D Matrix. Values are stored in column major order.
Matrix4
4D Matrix. Values are stored in column major order.
Mesh
Model
ModelAnimation
Music
NPatchInfo
Obb3
Defines a 3-dimensional oriented bounding box defined with a center, halfExtents and axes.
Plane
Quad
Defines a quad by four points.
Quaternion
Defines a Quaternion (a four-dimensional vector) for efficient rotation calculations.
rAudioBuffer
rAudioProcessor
Ray
Defines a Ray by an origin and a direction.
RayCollision
Rectangle
RenderTexture
rlDrawCall
rlRenderBatch
rlVertexBuffer
Shader
SimplexNoise
Sound
Sphere
Defines a sphere with a center and a radius.
Texture
Transform
Triangle
Defines a triangle by three points.
Vector
Base class for vectors
Vector2
2D column vector.
Vector3
3D column vector.
Vector4
4D column vector.
VrDeviceInfo
VrStereoConfig
Wave

Extensions

RectangleExt on Rectangle

Constants

BLEND_ADD_COLORS → const BlendMode
BLEND_ADDITIVE → const BlendMode
BLEND_ALPHA → const BlendMode
BLEND_ALPHA_PREMULTIPLY → const BlendMode
BLEND_CUSTOM → const BlendMode
BLEND_CUSTOM_SEPARATE → const BlendMode
BLEND_MULTIPLIED → const BlendMode
BLEND_SUBTRACT_COLORS → const BlendMode
CAMERA_CUSTOM → const CameraMode
CAMERA_FIRST_PERSON → const CameraMode
CAMERA_FREE → const CameraMode
CAMERA_ORBITAL → const CameraMode
CAMERA_ORTHOGRAPHIC → const CameraProjection
CAMERA_PERSPECTIVE → const CameraProjection
CAMERA_THIRD_PERSON → const CameraMode
CUBEMAP_LAYOUT_AUTO_DETECT → const CubemapLayout
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE → const CubemapLayout
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR → const CubemapLayout
CUBEMAP_LAYOUT_LINE_HORIZONTAL → const CubemapLayout
CUBEMAP_LAYOUT_LINE_VERTICAL → const CubemapLayout
degrees2Radians → const double
Constant factor to convert and angle from degrees to radians.
FLAG_BORDERLESS_WINDOWED_MODE → const ConfigFlags
FLAG_FULLSCREEN_MODE → const ConfigFlags
FLAG_INTERLACED_HINT → const ConfigFlags
FLAG_MSAA_4X_HINT → const ConfigFlags
FLAG_VSYNC_HINT → const ConfigFlags
FLAG_WINDOW_ALWAYS_RUN → const ConfigFlags
FLAG_WINDOW_HIDDEN → const ConfigFlags
FLAG_WINDOW_HIGHDPI → const ConfigFlags
FLAG_WINDOW_MAXIMIZED → const ConfigFlags
FLAG_WINDOW_MINIMIZED → const ConfigFlags
FLAG_WINDOW_MOUSE_PASSTHROUGH → const ConfigFlags
FLAG_WINDOW_RESIZABLE → const ConfigFlags
FLAG_WINDOW_TOPMOST → const ConfigFlags
FLAG_WINDOW_TRANSPARENT → const ConfigFlags
FLAG_WINDOW_UNDECORATED → const ConfigFlags
FLAG_WINDOW_UNFOCUSED → const ConfigFlags
FONT_BITMAP → const FontType
FONT_DEFAULT → const FontType
FONT_SDF → const FontType
GAMEPAD_AXIS_LEFT_TRIGGER → const GamepadAxis
GAMEPAD_AXIS_LEFT_X → const GamepadAxis
GAMEPAD_AXIS_LEFT_Y → const GamepadAxis
GAMEPAD_AXIS_RIGHT_TRIGGER → const GamepadAxis
GAMEPAD_AXIS_RIGHT_X → const GamepadAxis
GAMEPAD_AXIS_RIGHT_Y → const GamepadAxis
GAMEPAD_BUTTON_LEFT_FACE_DOWN → const GamepadButton
GAMEPAD_BUTTON_LEFT_FACE_LEFT → const GamepadButton
GAMEPAD_BUTTON_LEFT_FACE_RIGHT → const GamepadButton
GAMEPAD_BUTTON_LEFT_FACE_UP → const GamepadButton
GAMEPAD_BUTTON_LEFT_THUMB → const GamepadButton
GAMEPAD_BUTTON_LEFT_TRIGGER_1 → const GamepadButton
GAMEPAD_BUTTON_LEFT_TRIGGER_2 → const GamepadButton
GAMEPAD_BUTTON_MIDDLE → const GamepadButton
GAMEPAD_BUTTON_MIDDLE_LEFT → const GamepadButton
GAMEPAD_BUTTON_MIDDLE_RIGHT → const GamepadButton
GAMEPAD_BUTTON_RIGHT_FACE_DOWN → const GamepadButton
GAMEPAD_BUTTON_RIGHT_FACE_LEFT → const GamepadButton
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT → const GamepadButton
GAMEPAD_BUTTON_RIGHT_FACE_UP → const GamepadButton
GAMEPAD_BUTTON_RIGHT_THUMB → const GamepadButton
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 → const GamepadButton
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 → const GamepadButton
GAMEPAD_BUTTON_UNKNOWN → const GamepadButton
GESTURE_DOUBLETAP → const Gesture
GESTURE_DRAG → const Gesture
GESTURE_HOLD → const Gesture
GESTURE_NONE → const Gesture
GESTURE_PINCH_IN → const Gesture
GESTURE_PINCH_OUT → const Gesture
GESTURE_SWIPE_DOWN → const Gesture
GESTURE_SWIPE_LEFT → const Gesture
GESTURE_SWIPE_RIGHT → const Gesture
GESTURE_SWIPE_UP → const Gesture
GESTURE_TAP → const Gesture
KEY_A → const KeyboardKey
KEY_APOSTROPHE → const KeyboardKey
KEY_B → const KeyboardKey
KEY_BACK → const KeyboardKey
KEY_BACKSLASH → const KeyboardKey
KEY_BACKSPACE → const KeyboardKey
KEY_C → const KeyboardKey
KEY_CAPS_LOCK → const KeyboardKey
KEY_COMMA → const KeyboardKey
KEY_D → const KeyboardKey
KEY_DELETE → const KeyboardKey
KEY_DOWN → const KeyboardKey
KEY_E → const KeyboardKey
KEY_EIGHT → const KeyboardKey
KEY_END → const KeyboardKey
KEY_ENTER → const KeyboardKey
KEY_EQUAL → const KeyboardKey
KEY_ESCAPE → const KeyboardKey
KEY_F → const KeyboardKey
KEY_F1 → const KeyboardKey
KEY_F10 → const KeyboardKey
KEY_F11 → const KeyboardKey
KEY_F12 → const KeyboardKey
KEY_F2 → const KeyboardKey
KEY_F3 → const KeyboardKey
KEY_F4 → const KeyboardKey
KEY_F5 → const KeyboardKey
KEY_F6 → const KeyboardKey
KEY_F7 → const KeyboardKey
KEY_F8 → const KeyboardKey
KEY_F9 → const KeyboardKey
KEY_FIVE → const KeyboardKey
KEY_FOUR → const KeyboardKey
KEY_G → const KeyboardKey
KEY_GRAVE → const KeyboardKey
KEY_H → const KeyboardKey
KEY_HOME → const KeyboardKey
KEY_I → const KeyboardKey
KEY_INSERT → const KeyboardKey
KEY_J → const KeyboardKey
KEY_K → const KeyboardKey
KEY_KB_MENU → const KeyboardKey
KEY_KP_0 → const KeyboardKey
KEY_KP_1 → const KeyboardKey
KEY_KP_2 → const KeyboardKey
KEY_KP_3 → const KeyboardKey
KEY_KP_4 → const KeyboardKey
KEY_KP_5 → const KeyboardKey
KEY_KP_6 → const KeyboardKey
KEY_KP_7 → const KeyboardKey
KEY_KP_8 → const KeyboardKey
KEY_KP_9 → const KeyboardKey
KEY_KP_ADD → const KeyboardKey
KEY_KP_DECIMAL → const KeyboardKey
KEY_KP_DIVIDE → const KeyboardKey
KEY_KP_ENTER → const KeyboardKey
KEY_KP_EQUAL → const KeyboardKey
KEY_KP_MULTIPLY → const KeyboardKey
KEY_KP_SUBTRACT → const KeyboardKey
KEY_L → const KeyboardKey
KEY_LEFT → const KeyboardKey
KEY_LEFT_ALT → const KeyboardKey
KEY_LEFT_BRACKET → const KeyboardKey
KEY_LEFT_CONTROL → const KeyboardKey
KEY_LEFT_SHIFT → const KeyboardKey
KEY_LEFT_SUPER → const KeyboardKey
KEY_M → const KeyboardKey
KEY_MENU → const KeyboardKey
KEY_MINUS → const KeyboardKey
KEY_N → const KeyboardKey
KEY_NINE → const KeyboardKey
KEY_NULL → const KeyboardKey
KEY_NUM_LOCK → const KeyboardKey
KEY_O → const KeyboardKey
KEY_ONE → const KeyboardKey
KEY_P → const KeyboardKey
KEY_PAGE_DOWN → const KeyboardKey
KEY_PAGE_UP → const KeyboardKey
KEY_PAUSE → const KeyboardKey
KEY_PERIOD → const KeyboardKey
KEY_PRINT_SCREEN → const KeyboardKey
KEY_Q → const KeyboardKey
KEY_R → const KeyboardKey
KEY_RIGHT → const KeyboardKey
KEY_RIGHT_ALT → const KeyboardKey
KEY_RIGHT_BRACKET → const KeyboardKey
KEY_RIGHT_CONTROL → const KeyboardKey
KEY_RIGHT_SHIFT → const KeyboardKey
KEY_RIGHT_SUPER → const KeyboardKey
KEY_S → const KeyboardKey
KEY_SCROLL_LOCK → const KeyboardKey
KEY_SEMICOLON → const KeyboardKey
KEY_SEVEN → const KeyboardKey
KEY_SIX → const KeyboardKey
KEY_SLASH → const KeyboardKey
KEY_SPACE → const KeyboardKey
KEY_T → const KeyboardKey
KEY_TAB → const KeyboardKey
KEY_THREE → const KeyboardKey
KEY_TWO → const KeyboardKey
KEY_U → const KeyboardKey
KEY_UP → const KeyboardKey
KEY_V → const KeyboardKey
KEY_VOLUME_DOWN → const KeyboardKey
KEY_VOLUME_UP → const KeyboardKey
KEY_W → const KeyboardKey
KEY_X → const KeyboardKey
KEY_Y → const KeyboardKey
KEY_Z → const KeyboardKey
KEY_ZERO → const KeyboardKey
LOG_ALL → const TraceLogLevel
LOG_DEBUG → const TraceLogLevel
LOG_ERROR → const TraceLogLevel
LOG_FATAL → const TraceLogLevel
LOG_INFO → const TraceLogLevel
LOG_NONE → const TraceLogLevel
LOG_TRACE → const TraceLogLevel
LOG_WARNING → const TraceLogLevel
MATERIAL_MAP_ALBEDO → const MaterialMapIndex
MATERIAL_MAP_BRDF → const MaterialMapIndex
MATERIAL_MAP_CUBEMAP → const MaterialMapIndex
MATERIAL_MAP_EMISSION → const MaterialMapIndex
MATERIAL_MAP_HEIGHT → const MaterialMapIndex
MATERIAL_MAP_IRRADIANCE → const MaterialMapIndex
MATERIAL_MAP_METALNESS → const MaterialMapIndex
MATERIAL_MAP_NORMAL → const MaterialMapIndex
MATERIAL_MAP_OCCLUSION → const MaterialMapIndex
MATERIAL_MAP_PREFILTER → const MaterialMapIndex
MATERIAL_MAP_ROUGHNESS → const MaterialMapIndex
MOUSE_BUTTON_BACK → const MouseButton
MOUSE_BUTTON_EXTRA → const MouseButton
MOUSE_BUTTON_FORWARD → const MouseButton
MOUSE_BUTTON_LEFT → const MouseButton
MOUSE_BUTTON_MIDDLE → const MouseButton
MOUSE_BUTTON_RIGHT → const MouseButton
MOUSE_BUTTON_SIDE → const MouseButton
MOUSE_CURSOR_ARROW → const MouseCursor
MOUSE_CURSOR_CROSSHAIR → const MouseCursor
MOUSE_CURSOR_DEFAULT → const MouseCursor
MOUSE_CURSOR_IBEAM → const MouseCursor
MOUSE_CURSOR_NOT_ALLOWED → const MouseCursor
MOUSE_CURSOR_POINTING_HAND → const MouseCursor
MOUSE_CURSOR_RESIZE_ALL → const MouseCursor
MOUSE_CURSOR_RESIZE_EW → const MouseCursor
MOUSE_CURSOR_RESIZE_NESW → const MouseCursor
MOUSE_CURSOR_RESIZE_NS → const MouseCursor
MOUSE_CURSOR_RESIZE_NWSE → const MouseCursor
NPATCH_NINE_PATCH → const NPatchLayout
NPATCH_THREE_PATCH_HORIZONTAL → const NPatchLayout
NPATCH_THREE_PATCH_VERTICAL → const NPatchLayout
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA → const PixelFormat
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA → const PixelFormat
PIXELFORMAT_COMPRESSED_DXT1_RGB → const PixelFormat
PIXELFORMAT_COMPRESSED_DXT1_RGBA → const PixelFormat
PIXELFORMAT_COMPRESSED_DXT3_RGBA → const PixelFormat
PIXELFORMAT_COMPRESSED_DXT5_RGBA → const PixelFormat
PIXELFORMAT_COMPRESSED_ETC1_RGB → const PixelFormat
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA → const PixelFormat
PIXELFORMAT_COMPRESSED_ETC2_RGB → const PixelFormat
PIXELFORMAT_COMPRESSED_PVRT_RGB → const PixelFormat
PIXELFORMAT_COMPRESSED_PVRT_RGBA → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R16 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R16G16B16 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R32 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R32G32B32 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R5G6B5 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R8G8B8 → const PixelFormat
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 → const PixelFormat
radians2Degrees → const double
Constant factor to convert and angle from radians to degrees.
RL_ATTACHMENT_COLOR_CHANNEL0 → const RlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL1 → const RlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL2 → const RlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL3 → const RlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL4 → const RlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL5 → const RlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL6 → const RlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL7 → const RlFramebufferAttachType
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X → const RlFramebufferAttachTextureType
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y → const RlFramebufferAttachTextureType
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z → const RlFramebufferAttachTextureType
RL_ATTACHMENT_CUBEMAP_POSITIVE_X → const RlFramebufferAttachTextureType
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y → const RlFramebufferAttachTextureType
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z → const RlFramebufferAttachTextureType
RL_ATTACHMENT_DEPTH → const RlFramebufferAttachType
RL_ATTACHMENT_RENDERBUFFER → const RlFramebufferAttachTextureType
RL_ATTACHMENT_STENCIL → const RlFramebufferAttachType
RL_ATTACHMENT_TEXTURE2D → const RlFramebufferAttachTextureType
RL_BLEND_ADD_COLORS → const RlBlendMode
RL_BLEND_ADDITIVE → const RlBlendMode
RL_BLEND_ALPHA → const RlBlendMode
RL_BLEND_ALPHA_PREMULTIPLY → const RlBlendMode
RL_BLEND_CUSTOM → const RlBlendMode
RL_BLEND_CUSTOM_SEPARATE → const RlBlendMode
RL_BLEND_MULTIPLIED → const RlBlendMode
RL_BLEND_SUBTRACT_COLORS → const RlBlendMode
RL_CULL_FACE_BACK → const RlCullMode
RL_CULL_FACE_FRONT → const RlCullMode
RL_LOG_ALL → const RlTraceLogLevel
RL_LOG_DEBUG → const RlTraceLogLevel
RL_LOG_ERROR → const RlTraceLogLevel
RL_LOG_FATAL → const RlTraceLogLevel
RL_LOG_INFO → const RlTraceLogLevel
RL_LOG_NONE → const RlTraceLogLevel
RL_LOG_TRACE → const RlTraceLogLevel
RL_LOG_WARNING → const RlTraceLogLevel
RL_OPENGL_11 → const RlGlVersion
RL_OPENGL_21 → const RlGlVersion
RL_OPENGL_33 → const RlGlVersion
RL_OPENGL_43 → const RlGlVersion
RL_OPENGL_ES_20 → const RlGlVersion
RL_OPENGL_ES_30 → const RlGlVersion
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB → const RlPixelFormat
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R16 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R32 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 → const RlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 → const RlPixelFormat
RL_SHADER_ATTRIB_FLOAT → const RlShaderAttributeDataType
RL_SHADER_ATTRIB_VEC2 → const RlShaderAttributeDataType
RL_SHADER_ATTRIB_VEC3 → const RlShaderAttributeDataType
RL_SHADER_ATTRIB_VEC4 → const RlShaderAttributeDataType
RL_SHADER_LOC_COLOR_AMBIENT → const RlShaderLocationIndex
RL_SHADER_LOC_COLOR_DIFFUSE → const RlShaderLocationIndex
RL_SHADER_LOC_COLOR_SPECULAR → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_ALBEDO → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_BRDF → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_CUBEMAP → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_EMISSION → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_HEIGHT → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_IRRADIANCE → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_METALNESS → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_NORMAL → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_OCCLUSION → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_PREFILTER → const RlShaderLocationIndex
RL_SHADER_LOC_MAP_ROUGHNESS → const RlShaderLocationIndex
RL_SHADER_LOC_MATRIX_MODEL → const RlShaderLocationIndex
RL_SHADER_LOC_MATRIX_MVP → const RlShaderLocationIndex
RL_SHADER_LOC_MATRIX_NORMAL → const RlShaderLocationIndex
RL_SHADER_LOC_MATRIX_PROJECTION → const RlShaderLocationIndex
RL_SHADER_LOC_MATRIX_VIEW → const RlShaderLocationIndex
RL_SHADER_LOC_VECTOR_VIEW → const RlShaderLocationIndex
RL_SHADER_LOC_VERTEX_COLOR → const RlShaderLocationIndex
RL_SHADER_LOC_VERTEX_NORMAL → const RlShaderLocationIndex
RL_SHADER_LOC_VERTEX_POSITION → const RlShaderLocationIndex
RL_SHADER_LOC_VERTEX_TANGENT → const RlShaderLocationIndex
RL_SHADER_LOC_VERTEX_TEXCOORD01 → const RlShaderLocationIndex
RL_SHADER_LOC_VERTEX_TEXCOORD02 → const RlShaderLocationIndex
RL_SHADER_UNIFORM_FLOAT → const RlShaderUniformDataType
RL_SHADER_UNIFORM_INT → const RlShaderUniformDataType
RL_SHADER_UNIFORM_IVEC2 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_IVEC3 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_IVEC4 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_SAMPLER2D → const RlShaderUniformDataType
RL_SHADER_UNIFORM_UINT → const RlShaderUniformDataType
RL_SHADER_UNIFORM_UIVEC2 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_UIVEC3 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_UIVEC4 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_VEC2 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_VEC3 → const RlShaderUniformDataType
RL_SHADER_UNIFORM_VEC4 → const RlShaderUniformDataType
RL_TEXTURE_FILTER_ANISOTROPIC_16X → const RlTextureFilter
RL_TEXTURE_FILTER_ANISOTROPIC_4X → const RlTextureFilter
RL_TEXTURE_FILTER_ANISOTROPIC_8X → const RlTextureFilter
RL_TEXTURE_FILTER_BILINEAR → const RlTextureFilter
RL_TEXTURE_FILTER_POINT → const RlTextureFilter
RL_TEXTURE_FILTER_TRILINEAR → const RlTextureFilter
SHADER_ATTRIB_FLOAT → const ShaderAttributeDataType
SHADER_ATTRIB_VEC2 → const ShaderAttributeDataType
SHADER_ATTRIB_VEC3 → const ShaderAttributeDataType
SHADER_ATTRIB_VEC4 → const ShaderAttributeDataType
SHADER_LOC_BONE_MATRICES → const ShaderLocationIndex
SHADER_LOC_COLOR_AMBIENT → const ShaderLocationIndex
SHADER_LOC_COLOR_DIFFUSE → const ShaderLocationIndex
SHADER_LOC_COLOR_SPECULAR → const ShaderLocationIndex
SHADER_LOC_MAP_ALBEDO → const ShaderLocationIndex
SHADER_LOC_MAP_BRDF → const ShaderLocationIndex
SHADER_LOC_MAP_CUBEMAP → const ShaderLocationIndex
SHADER_LOC_MAP_EMISSION → const ShaderLocationIndex
SHADER_LOC_MAP_HEIGHT → const ShaderLocationIndex
SHADER_LOC_MAP_IRRADIANCE → const ShaderLocationIndex
SHADER_LOC_MAP_METALNESS → const ShaderLocationIndex
SHADER_LOC_MAP_NORMAL → const ShaderLocationIndex
SHADER_LOC_MAP_OCCLUSION → const ShaderLocationIndex
SHADER_LOC_MAP_PREFILTER → const ShaderLocationIndex
SHADER_LOC_MAP_ROUGHNESS → const ShaderLocationIndex
SHADER_LOC_MATRIX_MODEL → const ShaderLocationIndex
SHADER_LOC_MATRIX_MVP → const ShaderLocationIndex
SHADER_LOC_MATRIX_NORMAL → const ShaderLocationIndex
SHADER_LOC_MATRIX_PROJECTION → const ShaderLocationIndex
SHADER_LOC_MATRIX_VIEW → const ShaderLocationIndex
SHADER_LOC_VECTOR_VIEW → const ShaderLocationIndex
SHADER_LOC_VERTEX_BONEIDS → const ShaderLocationIndex
SHADER_LOC_VERTEX_BONEWEIGHTS → const ShaderLocationIndex
SHADER_LOC_VERTEX_COLOR → const ShaderLocationIndex
SHADER_LOC_VERTEX_NORMAL → const ShaderLocationIndex
SHADER_LOC_VERTEX_POSITION → const ShaderLocationIndex
SHADER_LOC_VERTEX_TANGENT → const ShaderLocationIndex
SHADER_LOC_VERTEX_TEXCOORD01 → const ShaderLocationIndex
SHADER_LOC_VERTEX_TEXCOORD02 → const ShaderLocationIndex
SHADER_UNIFORM_FLOAT → const ShaderUniformDataType
SHADER_UNIFORM_INT → const ShaderUniformDataType
SHADER_UNIFORM_IVEC2 → const ShaderUniformDataType
SHADER_UNIFORM_IVEC3 → const ShaderUniformDataType
SHADER_UNIFORM_IVEC4 → const ShaderUniformDataType
SHADER_UNIFORM_SAMPLER2D → const ShaderUniformDataType
SHADER_UNIFORM_VEC2 → const ShaderUniformDataType
SHADER_UNIFORM_VEC3 → const ShaderUniformDataType
SHADER_UNIFORM_VEC4 → const ShaderUniformDataType
TEXTURE_FILTER_ANISOTROPIC_16X → const TextureFilter
TEXTURE_FILTER_ANISOTROPIC_4X → const TextureFilter
TEXTURE_FILTER_ANISOTROPIC_8X → const TextureFilter
TEXTURE_FILTER_BILINEAR → const TextureFilter
TEXTURE_FILTER_POINT → const TextureFilter
TEXTURE_FILTER_TRILINEAR → const TextureFilter
TEXTURE_WRAP_CLAMP → const TextureWrap
TEXTURE_WRAP_MIRROR_CLAMP → const TextureWrap
TEXTURE_WRAP_MIRROR_REPEAT → const TextureWrap
TEXTURE_WRAP_REPEAT → const TextureWrap

Properties

BEIGE Color
final
BLACK Color
final
BLANK Color
final
BLUE Color
final
BROWN Color
final
DARKBLUE Color
final
DARKBROWN Color
final
DARKGRAY Color
final
DARKGREEN Color
final
DARKPURPLE Color
final
GOLD Color
final
GRAY Color
final
GREEN Color
final
LIGHTGRAY Color
final
LIME Color
final
MAGENTA Color
final
MAROON Color
final
ORANGE Color
final
PINK Color
final
PURPLE Color
final
RAYWHITE Color
final
RED Color
final
SKYBLUE Color
final
VIOLET Color
final
WHITE Color
final
YELLOW Color
final

Functions

absoluteError(dynamic calculated, dynamic correct) double
Returns absolute error between calculated and correct. The type of calculated and correct must match and can be any vector, matrix, or quaternion.
AttachAudioMixedProcessor(AudioCallback processor) → void
AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor) → void
BeginBlendMode(int mode) → void
BeginDrawing() → void
BeginMode2D(Camera2D camera) → void
BeginMode3D(Camera3D camera) → void
BeginScissorMode(int x, int y, int width, int height) → void
BeginShaderMode(Shader shader) → void
BeginTextureMode(RenderTexture2D target) → void
BeginVrStereoMode(VrStereoConfig config) → void
buildPlaneVectors(Vector3 planeNormal, Vector3 u, Vector3 v) → void
Sets u and v to be two vectors orthogonal to each other and planeNormal.
catmullRom(double edge0, double edge1, double edge2, double edge3, double amount) double
Do a catmull rom spline interpolation with edge0, edge1, edge2 and edge3 by amount.
CheckCollisionBoxes(BoundingBox box1, BoundingBox box2) bool
CheckCollisionBoxSphere(BoundingBox box, Vector3 center, double radius) bool
CheckCollisionCircleLine(Vector2 center, double radius, Vector2 p1, Vector2 p2) bool
CheckCollisionCircleRec(Vector2 center, double radius, Rectangle rec) bool
CheckCollisionCircles(Vector2 center1, double radius1, Vector2 center2, double radius2) bool
CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, List<Vector2> collisionPoint) bool
CheckCollisionPointCircle(Vector2 point, Vector2 center, double radius) bool
CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) bool
CheckCollisionPointPoly(Vector2 point, List<Vector2> points) bool
CheckCollisionPointRec(Vector2 point, Rectangle rec) bool
CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) bool
CheckCollisionRecs(Rectangle rec1, Rectangle rec2) bool
Basic shapes collision detection functions
CheckCollisionSpheres(Vector3 center1, double radius1, Vector3 center2, double radius2) bool
ClearBackground(Color color) → void
Drawing-related functions
ClearWindowState(ConfigFlags flags) → void
CloseAudioDevice() → void
CloseWindow() → void
CodepointToUTF8(int codepoint, Pointer<Int> utf8Size) Pointer<Char>
ColorAlpha(Color color, double alpha) → Color
ColorAlphaBlend(Color dst, Color src, Color tint) → Color
ColorBrightness(Color color, double factor) → Color
ColorContrast(Color color, double contrast) → Color
ColorFromHSV(double hue, double saturation, double value) → Color
ColorFromNormalized(Vector4 normalized) → Color
ColorIsEqual(Color col1, Color col2) bool
ColorLerp(Color color1, Color color2, double factor) → Color
ColorNormalize(Color color) → Vector4
ColorTint(Color color, Color tint) → Color
ColorToHSV(Color color) → Vector3
ColorToInt(Color color) int
cross2(Vector2 x, Vector2 y) double
2D cross product. vec2 x vec2.
cross2A(double x, Vector2 y, Vector2 out) → void
2D cross product. double x vec2.
cross2B(Vector2 x, double y, Vector2 out) → void
2D cross product. vec2 x double.
cross3(Vector3 x, Vector3 y, Vector3 out) → void
3D Cross product.
degrees(double radians) double
Convert radians to degrees.
DetachAudioMixedProcessor(AudioCallback processor) → void
DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor) → void
DisableCursor() → void
DisableEventWaiting() → void
dot2(Vector2 x, Vector2 y) double
2D dot product.
dot3(Vector3 x, Vector3 y) double
3D dot product.
DrawBillboard(Camera camera, Texture2D texture, Vector3 position, double scale, Color tint) → void
DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, double rotation, Color tint) → void
DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint) → void
DrawBoundingBox(BoundingBox box, Color color) → void
DrawCapsule(Vector3 startPos, Vector3 endPos, double radius, int slices, int rings, Color color) → void
DrawCapsuleWires(Vector3 startPos, Vector3 endPos, double radius, int slices, int rings, Color color) → void
DrawCircle(int centerX, int centerY, double radius, Color color) → void
DrawCircle3D(Vector3 center, double radius, Vector3 rotationAxis, double rotationAngle, Color color) → void
DrawCircleGradient(int centerX, int centerY, double radius, Color inner, Color outer) → void
DrawCircleLines(int centerX, int centerY, double radius, Color color) → void
DrawCircleLinesV(Vector2 center, double radius, Color color) → void
DrawCircleSector(Vector2 center, double radius, double startAngle, double endAngle, int segments, Color color) → void
DrawCircleSectorLines(Vector2 center, double radius, double startAngle, double endAngle, int segments, Color color) → void
DrawCircleV(Vector2 center, double radius, Color color) → void
DrawCube(Vector3 position, double width, double height, double length, Color color) → void
DrawCubeV(Vector3 position, Vector3 size, Color color) → void
DrawCubeWires(Vector3 position, double width, double height, double length, Color color) → void
DrawCubeWiresV(Vector3 position, Vector3 size, Color color) → void
DrawCylinder(Vector3 position, double radiusTop, double radiusBottom, double height, int slices, Color color) → void
DrawCylinderEx(Vector3 startPos, Vector3 endPos, double startRadius, double endRadius, int sides, Color color) → void
DrawCylinderWires(Vector3 position, double radiusTop, double radiusBottom, double height, int slices, Color color) → void
DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, double startRadius, double endRadius, int sides, Color color) → void
DrawEllipse(int centerX, int centerY, double radiusH, double radiusV, Color color) → void
DrawEllipseLines(int centerX, int centerY, double radiusH, double radiusV, Color color) → void
DrawFPS(int posX, int posY) → void
DrawGrid(int slices, double spacing) → void
DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) → void
DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) → void
DrawLineBezier(Vector2 startPos, Vector2 endPos, double thick, Color color) → void
DrawLineEx(Vector2 startPos, Vector2 endPos, double thick, Color color) → void
DrawLineStrip(List<Vector2> points, Color color) → void
DrawLineV(Vector2 startPos, Vector2 endPos, Color color) → void
DrawMesh(Mesh mesh, Material material, Matrix transform) → void
DrawMeshInstanced(Mesh mesh, Material material, Pointer<Matrix> transforms, int instances) → void
DrawModel(Model model, Vector3 position, double scale, Color tint) → void
DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, double rotationAngle, Vector3 scale, Color tint) → void
DrawModelPoints(Model model, Vector3 position, double scale, Color tint) → void
DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, double rotationAngle, Vector3 scale, Color tint) → void
DrawModelWires(Model model, Vector3 position, double scale, Color tint) → void
DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, double rotationAngle, Vector3 scale, Color tint) → void
DrawPixel(int posX, int posY, Color color) → void
Basic shapes drawing functions
DrawPixelV(Vector2 position, Color color) → void
DrawPlane(Vector3 centerPos, Vector2 size, Color color) → void
DrawPoint3D(Vector3 position, Color color) → void
DrawPoly(Vector2 center, int sides, double radius, double rotation, Color color) → void
DrawPolyLines(Vector2 center, int sides, double radius, double rotation, Color color) → void
DrawPolyLinesEx(Vector2 center, int sides, double radius, double rotation, double lineThick, Color color) → void
DrawRay(Ray ray, Color color) → void
DrawRectangle(int posX, int posY, int width, int height, Color color) → void
DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight) → void
DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right) → void
DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom) → void
DrawRectangleLines(int posX, int posY, int width, int height, Color color) → void
DrawRectangleLinesEx(Rectangle rec, double lineThick, Color color) → void
DrawRectanglePro(Rectangle rec, Vector2 origin, double rotation, Color color) → void
DrawRectangleRec(Rectangle rec, Color color) → void
DrawRectangleRounded(Rectangle rec, double roundness, int segments, Color color) → void
DrawRectangleRoundedLines(Rectangle rec, double roundness, int segments, Color color) → void
DrawRectangleRoundedLinesEx(Rectangle rec, double roundness, int segments, double lineThick, Color color) → void
DrawRectangleV(Vector2 position, Vector2 size, Color color) → void
DrawRing(Vector2 center, double innerRadius, double outerRadius, double startAngle, double endAngle, int segments, Color color) → void
DrawRingLines(Vector2 center, double innerRadius, double outerRadius, double startAngle, double endAngle, int segments, Color color) → void
DrawSphere(Vector3 centerPos, double radius, Color color) → void
DrawSphereEx(Vector3 centerPos, double radius, int rings, int slices, Color color) → void
DrawSphereWires(Vector3 centerPos, double radius, int rings, int slices, Color color) → void
DrawSplineBasis(List<Vector2> points, double thick, Color color) → void
DrawSplineBezierCubic(List<Vector2> points, double thick, Color color) → void
DrawSplineBezierQuadratic(List<Vector2> points, double thick, Color color) → void
DrawSplineCatmullRom(List<Vector2> points, double thick, Color color) → void
DrawSplineLinear(List<Vector2> points, double thick, Color color) → void
Splines drawing functions
DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, double thick, Color color) → void
DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, double thick, Color color) → void
DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, double thick, Color color) → void
DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, double thick, Color color) → void
DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, double thick, Color color) → void
DrawText(String text, int posX, int posY, int fontSize, Color color) → void
Text drawing functions
DrawTextCodepoint(Font font, int codepoint, Vector2 position, double fontSize, Color tint) → void
DrawTextCodepoints(Font font, Pointer<Int> codepoints, int codepointCount, Vector2 position, double fontSize, double spacing, Color tint) → void
DrawTextEx(Font font, String text, Vector2 position, double fontSize, double spacing, Color tint) → void
DrawTextPro(Font font, Pointer<Char> text, Vector2 position, Vector2 origin, double rotation, double fontSize, double spacing, Color tint) → void
DrawTexture(Texture2D texture, int posX, int posY, Color tint) → void
Texture drawing functions
DrawTextureEx(Texture2D texture, Vector2 position, double rotation, double scale, Color tint) → void
DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, double rotation, Color tint) → void
DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, double rotation, Color tint) → void
DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint) → void
DrawTextureV(Texture2D texture, Vector2 position, Color tint) → void
DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) → void
DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color) → void
DrawTriangleFan(List<Vector2> points, Color color) → void
DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) → void
DrawTriangleStrip(List<Vector2> points, Color color) → void
DrawTriangleStrip3D(Pointer<Vector3> points, int pointCount, Color color) → void
EnableCursor() → void
EnableEventWaiting() → void
EndBlendMode() → void
EndDrawing() → void
EndMode2D() → void
EndMode3D() → void
EndScissorMode() → void
EndShaderMode() → void
EndTextureMode() → void
EndVrStereoMode() → void
ExportFontAsCode(Font font, Pointer<Char> fileName) bool
ExportImage(Image image, Pointer<Char> fileName) bool
ExportImageAsCode(Image image, Pointer<Char> fileName) bool
ExportImageToMemory(Image image, Pointer<Char> fileType, Pointer<Int> fileSize) Pointer<UnsignedChar>
ExportMesh(Mesh mesh, Pointer<Char> fileName) bool
ExportMeshAsCode(Mesh mesh, Pointer<Char> fileName) bool
ExportWave(Wave wave, Pointer<Char> fileName) bool
ExportWaveAsCode(Wave wave, Pointer<Char> fileName) bool
Fade(Color color, double alpha) Color
GenImageCellular(int width, int height, int tileSize) Image
GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2) Image
GenImageColor(int width, int height, Color color) Image
GenImageFontAtlas(Pointer<GlyphInfo> glyphs, Pointer<Pointer<Rectangle>> glyphRecs, int glyphCount, int fontSize, int padding, int packMethod) Image
GenImageGradientLinear(int width, int height, int direction, Color start, Color end) Image
GenImageGradientRadial(int width, int height, double density, Color inner, Color outer) Image
GenImageGradientSquare(int width, int height, double density, Color inner, Color outer) Image
GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, double scale) Image
GenImageText(int width, int height, Pointer<Char> text) Image
GenImageWhiteNoise(int width, int height, double factor) Image
GenMeshCone(double radius, double height, int slices) Mesh
GenMeshCube(double width, double height, double length) Mesh
GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) Mesh
GenMeshCylinder(double radius, double height, int slices) Mesh
GenMeshHeightmap(Image heightmap, Vector3 size) Mesh
GenMeshHemiSphere(double radius, int rings, int slices) Mesh
GenMeshKnot(double radius, double size, int radSeg, int sides) Mesh
GenMeshPlane(double width, double length, int resX, int resZ) Mesh
GenMeshPoly(int sides, double radius) Mesh
GenMeshSphere(double radius, int rings, int slices) Mesh
GenMeshTangents(Pointer<Mesh> mesh) → void
GenMeshTorus(double radius, double size, int radSeg, int sides) Mesh
GenTextureMipmaps(Pointer<Texture2D> texture) → void
GetCameraMatrix(Camera3D camera) Matrix4
GetCameraMatrix2D(Camera2D camera) Matrix4
GetCharPressed() KeyboardKey
GetClipboardImage() Image
GetClipboardText() String
GetCodepoint(Pointer<Char> text, Pointer<Int> codepointSize) int
GetCodepointCount(Pointer<Char> text) int
GetCodepointNext(Pointer<Char> text, Pointer<Int> codepointSize) int
GetCodepointPrevious(Pointer<Char> text, Pointer<Int> codepointSize) int
GetCollisionRec(Rectangle rec1, Rectangle rec2) Rectangle
GetColor(int hexValue) → Color
GetCurrentMonitor() int
GetFontDefault() Font
GetFPS() int
GetFrameTime() double
GetGamepadAxisCount(int gamepad) int
GetGamepadAxisMovement(int gamepad, GamepadAxis axis) double
GetGamepadButtonPressed() GamepadButton
GetGamepadName(int gamepad) String
Input-related functions: gamepads
GetGestureDetected() Gesture
GetGestureDragAngle() double
GetGestureDragVector() Vector2
GetGestureHoldDuration() double
GetGesturePinchAngle() double
GetGesturePinchVector() Vector2
GetGlyphAtlasRec(Font font, int codepoint) → Rectangle
GetGlyphIndex(Font font, int codepoint) int
GetGlyphInfo(Font font, int codepoint) GlyphInfo
GetImageAlphaBorder(Image image, double threshold) → Rectangle
GetImageColor(Image image, int x, int y) → Color
GetKeyPressed() KeyboardKey
GetMasterVolume() double
GetMeshBoundingBox(Mesh mesh) BoundingBox
GetModelBoundingBox(Model model) BoundingBox
GetMonitorCount() int
GetMonitorHeight(int monitor) int
GetMonitorName(int monitor) String
GetMonitorPhysicalHeight(int monitor) int
GetMonitorPhysicalWidth(int monitor) int
GetMonitorPosition(int monitor) → Vector2
GetMonitorRefreshRate(int monitor) int
GetMonitorWidth(int monitor) int
GetMouseDelta() Vector2
GetMousePosition() Vector2
GetMouseWheelMove() double
GetMouseWheelMoveV() Vector2
GetMouseX() int
GetMouseY() int
GetMusicTimeLength(Music music) double
GetMusicTimePlayed(Music music) double
GetPixelColor(Pointer<Void> srcPtr, int format) → Color
GetPixelDataSize(int width, int height, int format) int
GetRandomValue(int min, int max) int
GetRayCollisionBox(Ray ray, BoundingBox box) RayCollision
GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) RayCollision
GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) RayCollision
GetRayCollisionSphere(Ray ray, Vector3 center, double radius) RayCollision
GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3) RayCollision
GetRenderHeight() int
GetRenderWidth() int
GetScreenHeight() int
GetScreenToWorld2D(Vector2 position, Camera2D camera) Vector2
GetScreenToWorldRay(Vector2 position, Camera3D camera) Ray
Screen-space-related functions
GetScreenToWorldRayEx(Vector2 position, Camera3D camera, int width, int height) Ray
GetScreenWidth() int
GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, double t) Vector2
GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, double t) Vector2
GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, double t) Vector2
GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, double t) Vector2
GetSplinePointLinear(Vector2 startPos, Vector2 endPos, double t) Vector2
Spline segment point evaluation functions
GetTime() double
GetTouchPointCount() int
GetTouchPointId(int index) int
GetTouchPosition(int index) Vector2
Input-related functions: touch
GetTouchX() int
GetTouchY() int
GetWindowPosition() → Vector2
GetWindowScaleDPI() → Vector2
GetWorldToScreen(Vector3 position, Camera3D camera) Vector2
GetWorldToScreen2D(Vector2 position, Camera2D camera) Vector2
GetWorldToScreenEx(Vector3 position, Camera3D camera, int width, int height) Vector2
HideCursor() → void
ImageAlphaClear(Pointer<Image> image, Color color, double threshold) → void
ImageAlphaCrop(Pointer<Image> image, double threshold) → void
ImageAlphaMask(Pointer<Image> image, Image alphaMask) → void
ImageAlphaPremultiply(Pointer<Image> image) → void
ImageBlurGaussian(Pointer<Image> image, int blurSize) → void
ImageClearBackground(Pointer<Image> dst, Color color) → void
ImageColorBrightness(Pointer<Image> image, int brightness) → void
ImageColorContrast(Pointer<Image> image, double contrast) → void
ImageColorGrayscale(Pointer<Image> image) → void
ImageColorInvert(Pointer<Image> image) → void
ImageColorReplace(Pointer<Image> image, Color color, Color replace) → void
ImageColorTint(Pointer<Image> image, Color color) → void
ImageCopy(Image image) Image
ImageCrop(Pointer<Image> image, Rectangle crop) → void
ImageDither(Pointer<Image> image, int rBpp, int gBpp, int bBpp, int aBpp) → void
ImageDraw(Pointer<Image> dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint) → void
ImageDrawCircle(Pointer<Image> dst, int centerX, int centerY, int radius, Color color) → void
ImageDrawCircleLines(Pointer<Image> dst, int centerX, int centerY, int radius, Color color) → void
ImageDrawCircleLinesV(Pointer<Image> dst, Vector2 center, int radius, Color color) → void
ImageDrawCircleV(Pointer<Image> dst, Vector2 center, int radius, Color color) → void
ImageDrawLine(Pointer<Image> dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color) → void
ImageDrawLineEx(Pointer<Image> dst, Vector2 start, Vector2 end, int thick, Color color) → void
ImageDrawLineV(Pointer<Image> dst, Vector2 start, Vector2 end, Color color) → void
ImageDrawPixel(Pointer<Image> dst, int posX, int posY, Color color) → void
ImageDrawPixelV(Pointer<Image> dst, Vector2 position, Color color) → void
ImageDrawRectangle(Pointer<Image> dst, int posX, int posY, int width, int height, Color color) → void
ImageDrawRectangleLines(Pointer<Image> dst, Rectangle rec, int thick, Color color) → void
ImageDrawRectangleRec(Pointer<Image> dst, Rectangle rec, Color color) → void
ImageDrawRectangleV(Pointer<Image> dst, Vector2 position, Vector2 size, Color color) → void
ImageDrawText(Pointer<Image> dst, Pointer<Char> text, int posX, int posY, int fontSize, Color color) → void
ImageDrawTextEx(Pointer<Image> dst, Font font, Pointer<Char> text, Vector2 position, double fontSize, double spacing, Color tint) → void
ImageDrawTriangle(Pointer<Image> dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color) → void
ImageDrawTriangleEx(Pointer<Image> dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3) → void
ImageDrawTriangleFan(Pointer<Image> dst, Pointer<Vector2> points, int pointCount, Color color) → void
ImageDrawTriangleLines(Pointer<Image> dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color) → void
ImageDrawTriangleStrip(Pointer<Image> dst, Pointer<Vector2> points, int pointCount, Color color) → void
ImageFlipHorizontal(Pointer<Image> image) → void
ImageFlipVertical(Pointer<Image> image) → void
ImageFormat(Pointer<Image> image, int newFormat) → void
ImageFromChannel(Image image, int selectedChannel) Image
ImageFromImage(Image image, Rectangle rec) Image
ImageKernelConvolution(Pointer<Image> image, Pointer<Float> kernel, int kernelSize) → void
ImageMipmaps(Pointer<Image> image) → void
ImageResize(Pointer<Image> image, int newWidth, int newHeight) → void
ImageResizeCanvas(Pointer<Image> image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill) → void
ImageResizeNN(Pointer<Image> image, int newWidth, int newHeight) → void
ImageRotate(Pointer<Image> image, int degrees) → void
ImageRotateCCW(Pointer<Image> image) → void
ImageRotateCW(Pointer<Image> image) → void
ImageText(Pointer<Char> text, int fontSize, Color color) Image
ImageTextEx(Font font, Pointer<Char> text, double fontSize, double spacing, Color tint) Image
ImageToPOT(Pointer<Image> image, Color fill) → void
InitAudioDevice() → void
InitWindow(int width, int height, String title) → void
IsAudioDeviceReady() bool
IsAudioStreamPlaying(AudioStream stream) bool
IsAudioStreamProcessed(AudioStream stream) bool
IsAudioStreamValid(AudioStream stream) bool
IsCursorHidden() bool
IsCursorOnScreen() bool
IsFontValid(Font font) bool
IsGamepadAvailable(int gamepad) bool
IsGamepadButtonDown(int gamepad, GamepadButton button) bool
IsGamepadButtonPressed(int gamepad, GamepadButton button) bool
IsGamepadButtonReleased(int gamepad, GamepadButton button) bool
IsGamepadButtonUp(int gamepad, GamepadButton button) bool
IsGestureDetected(Gesture gesture) bool
Gestures and Touch Handling Functions
IsImageValid(Image image) bool
IsKeyDown(KeyboardKey key) bool
IsKeyPressed(KeyboardKey key) bool
Input-related functions: keyboard
IsKeyPressedRepeat(KeyboardKey key) bool
IsKeyReleased(KeyboardKey key) bool
IsKeyUp(KeyboardKey key) bool
IsMaterialValid(Material material) bool
IsModelAnimationValid(Model model, ModelAnimation anim) bool
IsModelValid(Model model) bool
IsMouseButtonDown(MouseButton button) bool
IsMouseButtonPressed(MouseButton button) bool
Input-related functions: mouse
IsMouseButtonReleased(MouseButton button) bool
IsMouseButtonUp(MouseButton button) bool
IsMusicStreamPlaying(Music music) bool
IsMusicValid(Music music) bool
IsRenderTextureValid(RenderTexture2D target) bool
IsShaderValid(Shader shader) bool
IsSoundPlaying(Sound sound) bool
IsSoundValid(Sound sound) bool
IsTextureValid(Texture2D texture) bool
IsWaveValid(Wave wave) bool
IsWindowFocused() bool
IsWindowFullscreen() bool
IsWindowHidden() bool
IsWindowMaximized() bool
IsWindowMinimized() bool
IsWindowReady() bool
IsWindowResized() bool
IsWindowState(ConfigFlags flags) bool
LoadAudioStream(int sampleRate, int sampleSize, int channels) AudioStream
LoadCodepoints(Pointer<Char> text, Pointer<Int> count) Pointer<Int>
LoadFont(Pointer<Char> fileName) Font
LoadFontData(Pointer<UnsignedChar> fileData, int dataSize, int fontSize, Pointer<Int> codepoints, int codepointCount, int type) Pointer<GlyphInfo>
LoadFontEx(Pointer<Char> fileName, int fontSize, Pointer<Int> codepoints, int codepointCount) Font
LoadFontFromImage(Image image, Color key, int firstChar) Font
LoadFontFromMemory(Pointer<Char> fileType, Pointer<UnsignedChar> fileData, int dataSize, int fontSize, Pointer<Int> codepoints, int codepointCount) Font
LoadImage(Pointer<Char> fileName) Image
LoadImageAnim(Pointer<Char> fileName, Pointer<Int> frames) Image
LoadImageAnimFromMemory(Pointer<Char> fileType, Pointer<UnsignedChar> fileData, int dataSize, Pointer<Int> frames) Image
LoadImageColors(Image image) Pointer<Color>
LoadImageFromMemory(Pointer<Char> fileType, Pointer<UnsignedChar> fileData, int dataSize) Image
LoadImageFromScreen() Image
LoadImageFromTexture(Texture2D texture) Image
LoadImagePalette(Image image, int maxPaletteSize, Pointer<Int> colorCount) Pointer<Color>
LoadImageRaw(Pointer<Char> fileName, int width, int height, int format, int headerSize) Image
LoadMaterialDefault() Material
LoadMaterials(Pointer<Char> fileName, Pointer<Int> materialCount) Pointer<Material>
LoadModel(Pointer<Char> fileName) Model
LoadModelAnimations(Pointer<Char> fileName, Pointer<Int> animCount) Pointer<ModelAnimation>
LoadModelFromMesh(Mesh mesh) Model
LoadMusicStream(Pointer<Char> fileName) Music
LoadMusicStreamFromMemory(Pointer<Char> fileType, Pointer<UnsignedChar> data, int dataSize) Music
LoadRenderTexture(int width, int height) RenderTexture2D
LoadShader(String vsFileName, String fsFileName) Shader
Shader management functions
LoadShaderFromMemory(String vsCode, String fsCode) Shader
LoadSound(Pointer<Char> fileName) Sound
LoadSoundAlias(Sound source) Sound
LoadSoundFromWave(Wave wave) Sound
LoadTexture(String fileName) Texture2D
Texture loading functions
LoadTextureCubemap(Image image, int layout) TextureCubemap
LoadTextureFromImage(Image image) Texture2D
LoadUTF8(Pointer<Int> codepoints, int length) Pointer<Char>
LoadVrStereoConfig(VrDeviceInfo device) VrStereoConfig
LoadWave(Pointer<Char> fileName) Wave
LoadWaveFromMemory(Pointer<Char> fileType, Pointer<UnsignedChar> fileData, int dataSize) Wave
LoadWaveSamples(Wave wave) Pointer<Float>
makeFrustumMatrix(double left, double right, double bottom, double top, double near, double far) Matrix4
Constructs a new OpenGL perspective projection matrix.
makeInfiniteMatrix(double fovYRadians, double aspectRatio, double zNear) Matrix4
Constructs a new OpenGL infinite projection matrix.
makeOrthographicMatrix(double left, double right, double bottom, double top, double near, double far) Matrix4
Constructs a new OpenGL orthographic projection matrix.
makePerspectiveMatrix(double fovYRadians, double aspectRatio, double zNear, double zFar) Matrix4
Constructs a new OpenGL perspective projection matrix.
makePlaneProjection(Vector3 planeNormal, Vector3 planePoint) Matrix4
Returns a transformation matrix that transforms points onto the plane specified with planeNormal and planePoint.
makePlaneReflection(Vector3 planeNormal, Vector3 planePoint) Matrix4
Returns a transformation matrix that transforms points by reflecting them through the plane specified with planeNormal and planePoint.
makeViewMatrix(Vector3 cameraPosition, Vector3 cameraFocusPosition, Vector3 upDirection) Matrix4
Constructs a new OpenGL view matrix.
MaximizeWindow() → void
MeasureText(Pointer<Char> text, int fontSize) int
MeasureTextEx(Font font, Pointer<Char> text, double fontSize, double spacing) → Vector2
MinimizeWindow() → void
mix(double min, double max, double a) double
Interpolate between min and max with the amount of a using a linear interpolation. The computation is equivalent to the GLSL function mix.
OpenURL(String url) → void
PauseAudioStream(AudioStream stream) → void
PauseMusicStream(Music music) → void
PauseSound(Sound sound) → void
pickRay(Matrix4 cameraMatrix, num viewportX, num viewportWidth, num viewportY, num viewportHeight, num pickX, num pickY, Vector3 rayNear, Vector3 rayFar) bool
On success, rayNear and rayFar are the points where the screen space pickX, pickY intersect with the near and far planes respectively.
PlayAudioStream(AudioStream stream) → void
PlayMusicStream(Music music) → void
PlaySound(Sound sound) → void
PollInputEvents() → void
radians(double degrees) double
Convert degrees to radians.
RandomSequence(int count, int min, int max) List<int>
Random values generation functions
relativeError(dynamic calculated, dynamic correct) double
Returns relative error between calculated and correct. The type of calculated and correct must match and can be any vector, matrix, or quaternion.
RestoreWindow() → void
ResumeAudioStream(AudioStream stream) → void
ResumeMusicStream(Music music) → void
ResumeSound(Sound sound) → void
rlActiveDrawBuffers(int count) → void
rlActiveTextureSlot(int slot) → void
rlBegin(int mode) → void
rlBindFramebuffer(int target, int framebuffer) → void
rlBindImageTexture(int id, int index, int format, bool readonly) → void
rlBindShaderBuffer(int id, int index) → void
rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) → void
rlCheckErrors() → void
rlCheckRenderBatchLimit(int vCount) bool
rlClearColor(int r, int g, int b, int a) → void
rlClearScreenBuffers() → void
rlColor3f(double x, double y, double z) → void
rlColor4f(double x, double y, double z, double w) → void
rlColor4ub(int r, int g, int b, int a) → void
rlColorMask(bool r, bool g, bool b, bool a) → void
rlCompileShader(Pointer<Char> shaderCode, int type) int
rlComputeShaderDispatch(int groupX, int groupY, int groupZ) → void
rlCopyShaderBuffer(int destId, int srcId, int destOffset, int srcOffset, int count) → void
rlCubemapParameters(int id, int param, int value) → void
rlDisableBackfaceCulling() → void
rlDisableColorBlend() → void
rlDisableDepthMask() → void
rlDisableDepthTest() → void
rlDisableFramebuffer() → void
rlDisableScissorTest() → void
rlDisableShader() → void
rlDisableSmoothLines() → void
rlDisableStereoRender() → void
rlDisableTexture() → void
rlDisableTextureCubemap() → void
rlDisableVertexArray() → void
rlDisableVertexAttribute(int index) → void
rlDisableVertexBuffer() → void
rlDisableVertexBufferElement() → void
rlDisableWireMode() → void
rlDrawRenderBatch(Pointer<rlRenderBatch> batch) → void
rlDrawRenderBatchActive() → void
rlDrawVertexArray(int offset, int count) → void
rlDrawVertexArrayElements(int offset, int count, Pointer<Void> buffer) → void
rlDrawVertexArrayElementsInstanced(int offset, int count, Pointer<Void> buffer, int instances) → void
rlDrawVertexArrayInstanced(int offset, int count, int instances) → void
rlEnableBackfaceCulling() → void
rlEnableColorBlend() → void
rlEnableDepthMask() → void
rlEnableDepthTest() → void
rlEnableFramebuffer(int id) → void
rlEnablePointMode() → void
rlEnableScissorTest() → void
rlEnableShader(int id) → void
rlEnableSmoothLines() → void
rlEnableStereoRender() → void
rlEnableTexture(int id) → void
rlEnableTextureCubemap(int id) → void
rlEnableVertexArray(int vaoId) bool
rlEnableVertexAttribute(int index) → void
rlEnableVertexBuffer(int id) → void
rlEnableVertexBufferElement(int id) → void
rlEnableWireMode() → void
rlEnd() → void
rlFramebufferAttach(int fboId, int texId, int attachType, int texType, int mipLevel) → void
rlFramebufferComplete(int id) bool
rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) → void
rlGenTextureMipmaps(int id, int width, int height, int format, Pointer<Int> mipmaps) → void
rlGetActiveFramebuffer() int
rlGetCullDistanceFar() double
rlGetCullDistanceNear() double
rlGetFramebufferHeight() int
rlGetFramebufferWidth() int
rlGetGlTextureFormats(int format, Pointer<UnsignedInt> glInternalFormat, Pointer<UnsignedInt> glFormat, Pointer<UnsignedInt> glType) → void
rlGetLineWidth() double
rlGetLocationAttrib(int shaderId, Pointer<Char> attribName) int
rlGetLocationUniform(int shaderId, Pointer<Char> uniformName) int
rlGetMatrixModelview() → Matrix
rlGetMatrixProjection() → Matrix
rlGetMatrixProjectionStereo(int eye) → Matrix
rlGetMatrixTransform() → Matrix
rlGetMatrixViewOffsetStereo(int eye) → Matrix
rlGetPixelFormatName(int format) Pointer<Char>
rlGetShaderBufferSize(int id) int
rlGetShaderIdDefault() int
rlGetShaderLocsDefault() Pointer<Int>
rlGetTextureIdDefault() int
rlGetVersion() int
rlglClose() → void
rlglInit(int width, int height) → void
rlIsStereoRenderEnabled() bool
rlLoadComputeShaderProgram(int shaderId) int
rlLoadDrawCube() → void
rlLoadDrawQuad() → void
rlLoadExtensions(Pointer<Void> loader) → void
rlLoadFramebuffer() int
rlLoadIdentity() → void
rlLoadRenderBatch(int numBuffers, int bufferElements) rlRenderBatch
rlLoadShaderBuffer(int size, Pointer<Void> data, int usageHint) int
rlLoadShaderCode(Pointer<Char> vsCode, Pointer<Char> fsCode) int
rlLoadShaderProgram(int vShaderId, int fShaderId) int
rlLoadTexture(Pointer<Void> data, int width, int height, int format, int mipmapCount) int
rlLoadTextureCubemap(Pointer<Void> data, int size, int format, int mipmapCount) int
rlLoadTextureDepth(int width, int height, bool useRenderBuffer) int
rlLoadVertexArray() int
rlLoadVertexBuffer(Pointer<Void> buffer, int size, bool dynamic) int
rlLoadVertexBufferElement(Pointer<Void> buffer, int size, bool dynamic) int
rlMatrixMode(int mode) → void
rlMultMatrixf(Pointer<Float> matf) → void
rlNormal3f(double x, double y, double z) → void
rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) → void
rlPopMatrix() → void
rlPushMatrix() → void
rlReadScreenPixels(int width, int height) Pointer<UnsignedChar>
rlReadShaderBuffer(int id, Pointer<Void> dest, int count, int offset) → void
rlReadTexturePixels(int id, int width, int height, int format) Pointer<Void>
rlRotatef(double angle, double x, double y, double z) → void
rlScalef(double x, double y, double z) → void
rlScissor(int x, int y, int width, int height) → void
rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) → void
rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha) → void
rlSetBlendMode(int mode) → void
rlSetClipPlanes(double nearPlane, double farPlane) → void
rlSetCullFace(int mode) → void
rlSetFramebufferHeight(int height) → void
rlSetFramebufferWidth(int width) → void
rlSetLineWidth(double width) → void
rlSetMatrixModelview(Matrix view) → void
rlSetMatrixProjection(Matrix proj) → void
rlSetMatrixProjectionStereo(Matrix right, Matrix left) → void
rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) → void
rlSetRenderBatchActive(Pointer<rlRenderBatch> batch) → void
rlSetShader(int id, Pointer<Int> locs) → void
rlSetTexture(int id) → void
rlSetUniform(int locIndex, Pointer<Void> value, int uniformType, int count) → void
rlSetUniformMatrices(int locIndex, Pointer<Matrix> mat, int count) → void
rlSetUniformMatrix(int locIndex, Matrix mat) → void
rlSetUniformSampler(int locIndex, int textureId) → void
rlSetVertexAttribute(int index, int compSize, int type, bool normalized, int stride, int offset) → void
rlSetVertexAttributeDefault(int locIndex, Pointer<Void> value, int attribType, int count) → void
rlSetVertexAttributeDivisor(int index, int divisor) → void
rlTexCoord2f(double x, double y) → void
rlTextureParameters(int id, int param, int value) → void
rlTranslatef(double x, double y, double z) → void
rlUnloadFramebuffer(int id) → void
rlUnloadRenderBatch(rlRenderBatch batch) → void
rlUnloadShaderBuffer(int ssboId) → void
rlUnloadShaderProgram(int id) → void
rlUnloadTexture(int id) → void
rlUnloadVertexArray(int vaoId) → void
rlUnloadVertexBuffer(int vboId) → void
rlUpdateShaderBuffer(int id, Pointer<Void> data, int dataSize, int offset) → void
rlUpdateTexture(int id, int offsetX, int offsetY, int width, int height, int format, Pointer<Void> data) → void
rlUpdateVertexBuffer(int bufferId, Pointer<Void> data, int dataSize, int offset) → void
rlUpdateVertexBufferElements(int id, Pointer<Void> data, int dataSize, int offset) → void
rlVertex2f(double x, double y) → void
rlVertex2i(int x, int y) → void
rlVertex3f(double x, double y, double z) → void
rlViewport(int x, int y, int width, int height) → void
SeekMusicStream(Music music, double position) → void
SetAudioStreamBufferSizeDefault(int size) → void
SetAudioStreamCallback(AudioStream stream, AudioCallback callback) → void
SetAudioStreamPan(AudioStream stream, double pan) → void
SetAudioStreamPitch(AudioStream stream, double pitch) → void
SetAudioStreamVolume(AudioStream stream, double volume) → void
SetClipboardText(String text) → void
SetConfigFlags(ConfigFlags flags) → void
SetExitKey(KeyboardKey key) → void
setFrustumMatrix(Matrix4 perspectiveMatrix, double left, double right, double bottom, double top, double near, double far) → void
Constructs an OpenGL perspective projection matrix in perspectiveMatrix.
SetGamepadVibration(int gamepad, double leftMotor, double rightMotor, double duration) → void
setInfiniteMatrix(Matrix4 infiniteMatrix, double fovYRadians, double aspectRatio, double zNear) → void
Constructs an OpenGL infinite projection matrix in infiniteMatrix. fovYRadians specifies the field of view angle, in radians, in the y direction. aspectRatio specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio of x (width) to y (height). zNear specifies the distance from the viewer to the near plane (always positive).
SetLoadFileDataCallback([_LoadFileDataCb? callback]) → void
SetLoadFileTextCallback([_LoadFileTextCb? callback]) → void
SetMasterVolume(double volume) → void
SetMaterialTexture(Pointer<Material> material, int mapType, Texture2D texture) → void
setModelMatrix(Matrix4 modelMatrix, Vector3 forwardDirection, Vector3 upDirection, double tx, double ty, double tz) → void
Constructs an OpenGL model matrix in modelMatrix. Model transformation is the inverse of the view transformation. Model transformation is also known as "camera" transformation. Model matrix is commonly used to compute a object location/orientation into the full model-view stack.
SetModelMeshMaterial(Pointer<Model> model, int meshId, int materialId) → void
SetMouseCursor(MouseCursor cursor) → void
SetMouseOffset(int offsetX, int offsetY) → void
SetMousePosition(int x, int y) → void
SetMouseScale(double scaleX, double scaleY) → void
SetMusicPan(Music music, double pan) → void
SetMusicPitch(Music music, double pitch) → void
SetMusicVolume(Music music, double volume) → void
setOrthographicMatrix(Matrix4 orthographicMatrix, double left, double right, double bottom, double top, double near, double far) → void
Constructs an OpenGL orthographic projection matrix in orthographicMatrix.
setPerspectiveMatrix(Matrix4 perspectiveMatrix, double fovYRadians, double aspectRatio, double zNear, double zFar) → void
Constructs an OpenGL perspective projection matrix in perspectiveMatrix.
SetPixelColor(Pointer<Void> dstPtr, Color color, int format) → void
SetRandomSeed(int seed) → void
setRotationMatrix(Matrix4 rotationMatrix, Vector3 forwardDirection, Vector3 upDirection) → void
Constructs a rotation matrix in rotationMatrix.
SetSaveFileDataCallback([_SaveFileDataCb? callback]) → void
SetSaveFileTextCallback([_SaveFileTextCb? callback]) → void
SetSoundPan(Sound sound, double pan) → void
SetSoundPitch(Sound sound, double pitch) → void
SetSoundVolume(Sound sound, double volume) → void
SetTargetFPS(int fps) → void
SetTextLineSpacing(int spacing) → void
SetTextureFilter(Texture2D texture, int filter) → void
SetTextureWrap(Texture2D texture, int wrap) → void
SetTraceLogLevel(RlTraceLogLevel logLevel) → void
utils
setViewMatrix(Matrix4 viewMatrix, Vector3 cameraPosition, Vector3 cameraFocusPosition, Vector3 upDirection) → void
Constructs an OpenGL view matrix in viewMatrix. View transformation is the inverse of the model transformation. View matrix is commonly used to compute the camera location/orientation into the full model-view stack.
SetWindowFocused() → void
SetWindowMaxSize(int width, int height) → void
SetWindowMinSize(int width, int height) → void
SetWindowMonitor(int monitor) → void
SetWindowOpacity(double opacity) → void
SetWindowPosition(int x, int y) → void
SetWindowSize(int width, int height) → void
SetWindowState(ConfigFlags flags) → void
SetWindowTitle(String title) → void
ShowCursor() → void
smoothStep(double edge0, double edge1, double amount) double
Do a smooth step (hermite interpolation) interpolation with edge0 and edge1 by amount. The computation is equivalent to the GLSL function smoothstep.
StopAudioStream(AudioStream stream) → void
StopMusicStream(Music music) → void
StopSound(Sound sound) → void
SwapScreenBuffer() → void
TakeScreenshot(String fileName) → void
Misc. functions
TextAppend(Pointer<Char> text, Pointer<Char> append, Pointer<Int> position) → void
TextCopy(Pointer<Char> dst, Pointer<Char> src) int
TextFindIndex(String text, String find) int
TextFormat(Pointer<Char> text) Pointer<Char>
TextInsert(Pointer<Char> text, Pointer<Char> insert, int position) Pointer<Char>
TextIsEqual(Pointer<Char> text1, Pointer<Char> text2) bool
TextJoin(Pointer<Pointer<Char>> textList, int count, Pointer<Char> delimiter) Pointer<Char>
TextLength(Pointer<Char> text) int
TextReplace(Pointer<Char> text, Pointer<Char> replace, Pointer<Char> by) Pointer<Char>
TextSplit(Pointer<Char> text, int delimiter, Pointer<Int> count) Pointer<Pointer<Char>>
TextSubtext(Pointer<Char> text, int position, int length) Pointer<Char>
TextToCamel(Pointer<Char> text) Pointer<Char>
TextToFloat(Pointer<Char> text) double
TextToInteger(Pointer<Char> text) int
TextToLower(String text) String
Text strings management functions
TextToPascal(Pointer<Char> text) Pointer<Char>
TextToSnake(Pointer<Char> text) Pointer<Char>
TextToUpper(Pointer<Char> text) Pointer<Char>
ToggleBorderlessWindowed() → void
ToggleFullscreen() → void
UnloadAudioStream(AudioStream stream) → void
UnloadCodepoints(Pointer<Int> codepoints) → void
UnloadFont(Font font) → void
UnloadFontData(Pointer<GlyphInfo> glyphs, int glyphCount) → void
UnloadImage(Image image) → void
UnloadImageColors(Pointer<Color> colors) → void
UnloadImagePalette(Pointer<Color> colors) → void
UnloadMaterial(Material material) → void
UnloadMesh(Mesh mesh) → void
UnloadModel(Model model) → void
UnloadModelAnimation(ModelAnimation anim) → void
UnloadModelAnimations(Pointer<ModelAnimation> animations, int animCount) → void
UnloadMusicStream(Music music) → void
UnloadRenderTexture(RenderTexture2D target) → void
UnloadSound(Sound sound) → void
UnloadSoundAlias(Sound alias) → void
UnloadTexture(Texture2D texture) → void
UnloadUTF8(Pointer<Char> text) → void
UnloadVrStereoConfig(VrStereoConfig config) → void
UnloadWave(Wave wave) → void
UnloadWaveSamples(Pointer<Float> samples) → void
unproject(Matrix4 cameraMatrix, num viewportX, num viewportWidth, num viewportY, num viewportHeight, num pickX, num pickY, num pickZ, Vector3 pickWorld) bool
On success, Sets pickWorld to be the world space position of the screen space pickX, pickY, and pickZ.
UpdateAudioStream(AudioStream stream, Pointer<Void> data, int frameCount) → void
UpdateCamera(Camera3D camera, CameraMode mode) → void
Camera System Functions
UpdateCameraPro(Camera3D camera, Vector3 movement, Vector3 rotation, double zoom) → void
UpdateMeshBuffer(Mesh mesh, int index, Pointer<Void> data, int dataSize, int offset) → void
UpdateModelAnimation(Model model, ModelAnimation anim, int frame) → void
UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) → void
UpdateMusicStream(Music music) → void
UpdateSound(Sound sound, Pointer<Void> data, int sampleCount) → void
UpdateTexture(Texture2D texture, Pointer<Void> pixels) → void
UpdateTextureRec(Texture2D texture, Rectangle rec, Pointer<Void> pixels) → void
UploadMesh(Pointer<Mesh> mesh, bool dynamic) → void
WaitTime(double seconds) → void
WaveCopy(Wave wave) Wave
WaveCrop(Pointer<Wave> wave, int initFrame, int finalFrame) → void
WaveFormat(Pointer<Wave> wave, int sampleRate, int sampleSize, int channels) → void
WindowShouldClose() bool