void InitWindow(int width, int height, const char *title); bool WindowShouldClose(void); void CloseWindow(void); bool IsWindowReady(void); bool IsWindowMinimized(void); bool IsWindowResized(void); bool IsWindowHidden(void); bool IsWindowFullscreen(void); void ToggleFullscreen(void); void UnhideWindow(void); void HideWindow(void); void SetWindowIcon(Image image); void SetWindowTitle(const char *title); void SetWindowPosition(int x, int y); void SetWindowMonitor(int monitor); void SetWindowMinSize(int width, int height); void SetWindowSize(int width, int height); void *GetWindowHandle(void); int GetScreenWidth(void); int GetScreenHeight(void); int GetMonitorCount(void); int GetMonitorWidth(int monitor); int GetMonitorHeight(int monitor); int GetMonitorPhysicalWidth(int monitor); int GetMonitorPhysicalHeight(int monitor); Vector2 GetWindowPosition(void); const char *GetMonitorName(int monitor); const char *GetClipboardText(void); void SetClipboardText(const char *text); void ShowCursor(void); void HideCursor(void); bool IsCursorHidden(void); void EnableCursor(void); void DisableCursor(void); void ClearBackground(Color color); void BeginDrawing(void); void EndDrawing(void); void BeginMode2D(Camera2D camera); void EndMode2D(void); void BeginMode3D(Camera3D camera); void EndMode3D(void); void BeginTextureMode(RenderTexture2D target); void EndTextureMode(void); void BeginScissorMode(int x, int y, int width, int height); void EndScissorMode(void); Ray GetMouseRay(Vector2 mousePosition, Camera camera); Matrix GetCameraMatrix(Camera camera); Matrix GetCameraMatrix2D(Camera2D camera); Vector2 GetWorldToScreen(Vector3 position, Camera camera); Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); void SetTargetFPS(int fps); int GetFPS(void); float GetFrameTime(void); double GetTime(void); int ColorToInt(Color color); Vector4 ColorNormalize(Color color); Color ColorFromNormalized(Vector4 normalized); Vector3 ColorToHSV(Color color); Color ColorFromHSV(Vector3 hsv); Color GetColor(int hexValue); Color Fade(Color color, float alpha); void SetConfigFlags(unsigned int flags); void SetTraceLogLevel(int logType); void SetTraceLogExit(int logType); void SetTraceLogCallback(TraceLogCallback callback); void TraceLog(int logType, const char *text, ...); void TakeScreenshot(const char *fileName); int GetRandomValue(int min, int max); unsigned char *LoadFileData(const char *fileName, int *bytesRead); void SaveFileData(const char *fileName, void *data, int bytesToWrite); char *LoadFileText(const char *fileName); void SaveFileText(const char *fileName, char *text); bool FileExists(const char *fileName); bool IsFileExtension(const char *fileName, const char *ext); bool DirectoryExists(const char *dirPath); const char *GetExtension(const char *fileName); const char *GetFileName(const char *filePath); const char *GetFileNameWithoutExt(const char *filePath); const char *GetDirectoryPath(const char *filePath); const char *GetPrevDirectoryPath(const char *dirPath); const char *GetWorkingDirectory(void); char **GetDirectoryFiles(const char *dirPath, int *count); void ClearDirectoryFiles(void); bool ChangeDirectory(const char *dir); bool IsFileDropped(void); char **GetDroppedFiles(int *count); void ClearDroppedFiles(void); long GetFileModTime(const char *fileName); unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); void SaveStorageValue(int position, int value); int LoadStorageValue(int position); void OpenURL(const char *url); bool IsKeyPressed(int key); bool IsKeyDown(int key); bool IsKeyReleased(int key); bool IsKeyUp(int key); void SetExitKey(int key); int GetKeyPressed(void); bool IsGamepadAvailable(int gamepad); bool IsGamepadName(int gamepad, const char *name); const char *GetGamepadName(int gamepad); bool IsGamepadButtonPressed(int gamepad, int button); bool IsGamepadButtonDown(int gamepad, int button); bool IsGamepadButtonReleased(int gamepad, int button); bool IsGamepadButtonUp(int gamepad, int button); int GetGamepadButtonPressed(void); int GetGamepadAxisCount(int gamepad); float GetGamepadAxisMovement(int gamepad, int axis); bool IsMouseButtonPressed(int button); bool IsMouseButtonDown(int button); bool IsMouseButtonReleased(int button); bool IsMouseButtonUp(int button); int GetMouseX(void); int GetMouseY(void); Vector2 GetMousePosition(void); void SetMousePosition(int x, int y); void SetMouseOffset(int offsetX, int offsetY); void SetMouseScale(float scaleX, float scaleY); int GetMouseWheelMove(void); int GetTouchX(void); int GetTouchY(void); Vector2 GetTouchPosition(int index); void SetGesturesEnabled(unsigned int gestureFlags); bool IsGestureDetected(int gesture); int GetGestureDetected(void); int GetTouchPointsCount(void); float GetGestureHoldDuration(void); Vector2 GetGestureDragVector(void); float GetGestureDragAngle(void); Vector2 GetGesturePinchVector(void); float GetGesturePinchAngle(void); void SetCameraMode(Camera camera, int mode); void UpdateCamera(Camera *camera); void SetCameraPanControl(int panKey); void SetCameraAltControl(int altKey); void SetCameraSmoothZoomControl(int szKey); void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); void DrawPixel(int posX, int posY, Color color); void DrawPixelV(Vector2 position, Color color); void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); void DrawLineStrip(Vector2 *points, int numPoints, Color color); void DrawCircle(int centerX, int centerY, float radius, Color color); void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); void DrawCircleV(Vector2 center, float radius, Color color); void DrawCircleLines(int centerX, int centerY, float radius, Color color); void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); void DrawRectangle(int posX, int posY, int width, int height, Color color); void DrawRectangleV(Vector2 position, Vector2 size, Color color); void DrawRectangleRec(Rectangle rec, Color color); void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); void DrawRectangleLines(int posX, int posY, int width, int height, Color color); void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); void DrawTriangleFan(Vector2 *points, int numPoints, Color color); void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); bool CheckCollisionPointRec(Vector2 point, Rectangle rec); bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); Image LoadImage(const char *fileName); Image LoadImageEx(Color *pixels, int width, int height); Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); void ExportImage(Image image, const char *fileName); void ExportImageAsCode(Image image, const char *fileName); Texture2D LoadTexture(const char *fileName); Texture2D LoadTextureFromImage(Image image); TextureCubemap LoadTextureCubemap(Image image, int layoutType); RenderTexture2D LoadRenderTexture(int width, int height); void UnloadImage(Image image); void UnloadTexture(Texture2D texture); void UnloadRenderTexture(RenderTexture2D target); Color *GetImageData(Image image); Vector4 *GetImageDataNormalized(Image image); Rectangle GetImageAlphaBorder(Image image, float threshold); int GetPixelDataSize(int width, int height, int format); Image GetTextureData(Texture2D texture); Image GetScreenData(void); void UpdateTexture(Texture2D texture, const void *pixels); Image ImageCopy(Image image); Image ImageFromImage(Image image, Rectangle rec); void ImageToPOT(Image *image, Color fillColor); void ImageFormat(Image *image, int newFormat); void ImageAlphaMask(Image *image, Image alphaMask); void ImageAlphaClear(Image *image, Color color, float threshold); void ImageAlphaCrop(Image *image, float threshold); void ImageAlphaPremultiply(Image *image); void ImageCrop(Image *image, Rectangle crop); void ImageResize(Image *image, int newWidth, int newHeight); void ImageResizeNN(Image *image, int newWidth,int newHeight); void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); void ImageMipmaps(Image *image); void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); Image ImageText(const char *text, int fontSize, Color color); Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); void ImageClearBackground(Image *dst, Color color); void ImageDrawPixel(Image *dst, int posX, int posY, Color color); void ImageDrawPixelV(Image *dst, Vector2 position, Color color); void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); void ImageFlipVertical(Image *image); void ImageFlipHorizontal(Image *image); void ImageRotateCW(Image *image); void ImageRotateCCW(Image *image); void ImageColorTint(Image *image, Color color); void ImageColorInvert(Image *image); void ImageColorGrayscale(Image *image); void ImageColorContrast(Image *image, float contrast); void ImageColorBrightness(Image *image, int brightness); void ImageColorReplace(Image *image, Color color, Color replace); Image GenImageColor(int width, int height, Color color); Image GenImageGradientV(int width, int height, Color top, Color bottom); Image GenImageGradientH(int width, int height, Color left, Color right); Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); Image GenImageWhiteNoise(int width, int height, float factor); Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); Image GenImageCellular(int width, int height, int tileSize); void GenTextureMipmaps(Texture2D *texture); void SetTextureFilter(Texture2D texture, int filterMode); void SetTextureWrap(Texture2D texture, int wrapMode); void DrawTexture(Texture2D texture, int posX, int posY, Color tint); void DrawTextureV(Texture2D texture, Vector2 position, Color tint); void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); Font GetFontDefault(void); Font LoadFont(const char *fileName); Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); Font LoadFontFromImage(Image image, Color key, int firstChar); CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); void UnloadFont(Font font); void DrawFPS(int posX, int posY); void DrawText(const char *text, int posX, int posY, int fontSize, Color color); void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); int MeasureText(const char *text, int fontSize); Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); int GetGlyphIndex(Font font, int codepoint); int TextCopy(char *dst, const char *src); bool TextIsEqual(const char *text1, const char *text2); unsigned int TextLength(const char *text); const char *TextFormat(const char *text, ...); const char *TextSubtext(const char *text, int position, int length); char *TextReplace(char *text, const char *replace, const char *by); char *TextInsert(const char *text, const char *insert, int position); const char *TextJoin(const char **textList, int count, const char *delimiter); const char **TextSplit(const char *text, char delimiter, int *count); void TextAppend(char *text, const char *append, int *position); int TextFindIndex(const char *text, const char *find); const char *TextToUpper(const char *text); const char *TextToLower(const char *text); const char *TextToPascal(const char *text); int TextToInteger(const char *text); char *TextToUtf8(int *codepoints, int length); int *GetCodepoints(const char *text, int *count); int GetCodepointsCount(const char *text); int GetNextCodepoint(const char *text, int *bytesProcessed); const char *CodepointToUtf8(int codepoint, int *byteLength); void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); void DrawPoint3D(Vector3 position, Color color); void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); void DrawCube(Vector3 position, float width, float height, float length, Color color); void DrawCubeV(Vector3 position, Vector3 size, Color color); void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); void DrawSphere(Vector3 centerPos, float radius, Color color); void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); void DrawPlane(Vector3 centerPos, Vector2 size, Color color); void DrawRay(Ray ray, Color color); void DrawGrid(int slices, float spacing); void DrawGizmo(Vector3 position); Model LoadModel(const char *fileName); Model LoadModelFromMesh(Mesh mesh); void UnloadModel(Model model); Mesh *LoadMeshes(const char *fileName, int *meshCount); void ExportMesh(Mesh mesh, const char *fileName); void UnloadMesh(Mesh mesh); Material *LoadMaterials(const char *fileName, int *materialCount); Material LoadMaterialDefault(void); void UnloadMaterial(Material material); void SetMaterialTexture(Material *material, int mapType, Texture2D texture); void SetModelMeshMaterial(Model *model, int meshId, int materialId); ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); void UnloadModelAnimation(ModelAnimation anim); bool IsModelAnimationValid(Model model, ModelAnimation anim); Mesh GenMeshPoly(int sides, float radius); Mesh GenMeshPlane(float width, float length, int resX, int resZ); Mesh GenMeshCube(float width, float height, float length); Mesh GenMeshSphere(float radius, int rings, int slices); Mesh GenMeshHemiSphere(float radius, int rings, int slices); Mesh GenMeshCylinder(float radius, float height, int slices); Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); Mesh GenMeshHeightmap(Image heightmap, Vector3 size); Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); BoundingBox MeshBoundingBox(Mesh mesh); void MeshTangents(Mesh *mesh); void MeshBinormals(Mesh *mesh); void DrawModel(Model model, Vector3 position, float scale, Color tint); void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); void DrawModelWires(Model model, Vector3 position, float scale, Color tint); void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); void DrawBoundingBox(BoundingBox box, Color color); void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); bool CheckCollisionRayBox(Ray ray, BoundingBox box); RayHitInfo GetCollisionRayModel(Ray ray, Model model); RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); Shader LoadShader(const char *vsFileName, const char *fsFileName); Shader LoadShaderCode(const char *vsCode, const char *fsCode); void UnloadShader(Shader shader); Shader GetShaderDefault(void); Texture2D GetTextureDefault(void); Texture2D GetShapesTexture(void); Rectangle GetShapesTextureRec(void); void SetShapesTexture(Texture2D texture, Rectangle source); int GetShaderLocation(Shader shader, const char *uniformName); void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); void SetMatrixProjection(Matrix proj); void SetMatrixModelview(Matrix view); Matrix GetMatrixModelview(void); Matrix GetMatrixProjection(void); Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); Texture2D GenTextureBRDF(Shader shader, int size); void BeginShaderMode(Shader shader); void EndShaderMode(void); void BeginBlendMode(int mode); void EndBlendMode(void); void InitVrSimulator(void); void CloseVrSimulator(void); void UpdateVrTracking(Camera *camera); void SetVrConfiguration(VrDeviceInfo info, Shader distortion); bool IsVrSimulatorReady(void); void ToggleVrMode(void); void BeginVrDrawing(void); void EndVrDrawing(void); void InitAudioDevice(void); void CloseAudioDevice(void); bool IsAudioDeviceReady(void); void SetMasterVolume(float volume); Wave LoadWave(const char *fileName); Sound LoadSound(const char *fileName); Sound LoadSoundFromWave(Wave wave); void UpdateSound(Sound sound, const void *data, int samplesCount); void UnloadWave(Wave wave); void UnloadSound(Sound sound); void ExportWave(Wave wave, const char *fileName); void ExportWaveAsCode(Wave wave, const char *fileName); void PlaySound(Sound sound); void StopSound(Sound sound); void PauseSound(Sound sound); void ResumeSound(Sound sound); void PlaySoundMulti(Sound sound); void StopSoundMulti(void); int GetSoundsPlaying(void); bool IsSoundPlaying(Sound sound); void SetSoundVolume(Sound sound, float volume); void SetSoundPitch(Sound sound, float pitch); void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); Wave WaveCopy(Wave wave); void WaveCrop(Wave *wave, int initSample, int finalSample); float *GetWaveData(Wave wave); Music LoadMusicStream(const char *fileName); void UnloadMusicStream(Music music); void PlayMusicStream(Music music); void UpdateMusicStream(Music music); void StopMusicStream(Music music); void PauseMusicStream(Music music); void ResumeMusicStream(Music music); bool IsMusicPlaying(Music music); void SetMusicVolume(Music music, float volume); void SetMusicPitch(Music music, float pitch); void SetMusicLoopCount(Music music, int count); float GetMusicTimeLength(Music music); float GetMusicTimePlayed(Music music); AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); void CloseAudioStream(AudioStream stream); bool IsAudioStreamProcessed(AudioStream stream); void PlayAudioStream(AudioStream stream); void PauseAudioStream(AudioStream stream); void ResumeAudioStream(AudioStream stream); bool IsAudioStreamPlaying(AudioStream stream); void StopAudioStream(AudioStream stream); void SetAudioStreamVolume(AudioStream stream, float volume); void SetAudioStreamPitch(AudioStream stream, float pitch); void SetAudioStreamBufferSizeDefault(int size);