From f3373d08c74e36b2161e1f4e4eef6aa7197352e0 Mon Sep 17 00:00:00 2001 From: Indrajith K L Date: Fri, 7 Nov 2025 04:44:30 +0530 Subject: docs: Add HTML documentation generator and improve documentation structure - Add html_docs/ directory with Python-based documentation generator - Include custom CSS styling for modern, clean documentation layout - Update README.md with improved formatting and documentation links - Enhance markdown documentation across all docs/ files: - Improve API documentation with better code examples - Refactor DOCUMENTATION_INDEX.md for clearer navigation - Update EMBEDDING.md, CUSTOMIZATION.md, and other guides - Standardize formatting and improve readability throughout - Fix inconsistent line endings and formatting issues The HTML documentation generator creates a styled, browsable version of the project documentation for easier reading and navigation. --- README.md | 58 +- docs/API.md | 90 + docs/ASSET_LOADING.md | 83 +- docs/BUILD_SCRIPTS.md | 34 +- docs/CUSTOMIZATION.md | 18 +- docs/DOCUMENTATION_INDEX.md | 196 +- docs/EMBEDDING.md | 60 +- docs/SPLASH_SCREENS.md | 11 +- docs/UPGRADE_SUMMARY.md | 24 +- docs/ZED_EDITOR_SETUP.md | 24 +- html_docs/README.md | 34 + html_docs/generate.py | 174 ++ html_docs/index.html | 15 + html_docs/manual.html | 2144 +++++++++++++++ html_docs/reference.html | 6023 +++++++++++++++++++++++++++++++++++++++++++ html_docs/style.css | 136 + 16 files changed, 8838 insertions(+), 286 deletions(-) create mode 100644 html_docs/README.md create mode 100644 html_docs/generate.py create mode 100644 html_docs/index.html create mode 100644 html_docs/manual.html create mode 100644 html_docs/reference.html create mode 100644 html_docs/style.css diff --git a/README.md b/README.md index 41883e3..f8771b3 100644 --- a/README.md +++ b/README.md @@ -7,18 +7,18 @@ ## About This Version This is an enhanced version of ReiLua featuring: -- ๐ŸŽฎ **Embedded Lua Support** - Bundle all your Lua code into a single executable -- ๐Ÿ“ฆ **Embedded Assets** - Package images, sounds, and other assets into your game -- ๐ŸŽจ **Splash Screens** - Customizable startup screens featuring Raylib and ReiLua -- ๐Ÿ“Š **Asset Loading System** - Beautiful loading screen with progress tracking -- ๐Ÿ”ง **Automated Build Scripts** - One-command development and release builds -- ๐ŸชŸ **Console Control** - Debug logging system for development +- **Embedded Lua Support** - Bundle all your Lua code into a single executable +- **Embedded Assets** - Package images, sounds, and other assets into your game +- **Splash Screens** - Customizable startup screens featuring Raylib and ReiLua +- **Asset Loading System** - Loading screen with progress tracking +- **Automated Build Scripts** - One-command development and release builds +- **Console Control** - Debug logging system for development ## What is ReiLua? ReiLua brings the power and simplicity of Raylib to the beginner-friendly Lua language in a straightforward manner. It is a loose binding to Raylib - some functions are excluded and some are added. The concept of pointing to a "main.lua" file and accessing functions "init", "update", and "draw" is borrowed from the Lรถve game framework. -**Note:** ReiLua is lovingly :heart: handcrafted and will likely contain bugs and documentation errors, so it would be much appreciated if you would report any such findings. +**Note:** ReiLua is lovingly handcrafted and will likely contain bugs and documentation errors, so it would be much appreciated if you would report any such findings. **Reilua** means "fair" in Finnish. @@ -81,7 +81,8 @@ List of some MISSING features that are planned to be included: ### For Game Developers -**Development Mode (Fast Iteration):** +Development Mode (Fast Iteration): + ```bash # 1. Create your game files GameFolder/ @@ -104,7 +105,8 @@ ReiLua.exe --no-logo ReiLua.exe --log --no-logo ``` -**Release Mode (Single Executable):** +Release Mode (Single Executable): + ```bash # See "Building for Release" section below ``` @@ -175,12 +177,12 @@ This version includes customizable splash screens that display at startup: Each screen fades in (0.8s), displays (2.5s), and fades out (0.8s) for a total of ~8 seconds. -**Skip During Development:** +Skip During Development: ```bash ReiLua.exe --no-logo ``` -**Customize:** +Customize: - Change text in `src/splash.c` - Replace logos in `logo/` folder - Adjust timing with constants in `src/splash.c` @@ -221,7 +223,7 @@ function RL.init() end ``` -**Features:** +Features: - Retro 1-bit pixel art aesthetic - Animated loading text with dots - Progress bar with dithering pattern @@ -294,7 +296,7 @@ This shows: One-command builds for development and release: -**Development Build (Fast Iteration):** +Development Build (Fast Iteration): ```bash # Windows scripts\build_dev.bat @@ -307,7 +309,7 @@ scripts/build_dev.sh - Fast build times - Edit code without rebuilding -**Release Build (Distribution):** +Release Build (Distribution): ```bash # Prepare files first cd build @@ -453,13 +455,13 @@ copy liblua.a path\to\ReiLua\lib\ #### 4. Build ReiLua -**Quick Method (Recommended):** +Quick Method (Recommended): ```bash cd ReiLua scripts\build_dev.bat ``` -**Manual Method:** +Manual Method: ```bash cd ReiLua\build cmake -G "MinGW Makefiles" .. @@ -491,14 +493,14 @@ Move both `.a` files to the `ReiLua/lib` folder. #### 3. Build ReiLua -**Quick Method (Recommended):** +Quick Method (Recommended): ```bash cd ReiLua chmod +x scripts/build_dev.sh scripts/build_dev.sh ``` -**Manual Method:** +Manual Method: ```bash cd ReiLua/build cmake .. @@ -651,9 +653,9 @@ ReiLua.exe --log ``` Verify: -- โœ… No file loading errors -- โœ… Game runs correctly -- โœ… All assets load properly +- No file loading errors +- Game runs correctly +- All assets load properly ### Step 5: Distribute @@ -840,32 +842,32 @@ path\to\ReiLua.exe --log --no-logo ### Common Issues -**Game doesn't start:** +Game doesn't start: - Run with `--log` to see error messages - Check that `main.lua` exists - Verify all required assets exist -**Assets not loading:** +Assets not loading: - Check file paths (use forward slashes or escaped backslashes) - Verify files exist in the correct location - Use `--log` to see loading errors -**Splash screens don't show:** +Splash screens don't show: - Check you're not using `--no-logo` flag - Verify build completed successfully - Rebuild project: `cmake --build . --config Release` -**Lua files not embedded:** +Lua files not embedded: - Ensure Lua files are in `build/` directory before building - Check `main.lua` exists - Verify `-DEMBED_MAIN=ON` was used -**Assets not embedded:** +Assets not embedded: - Create `build/assets/` folder - Copy assets before building - Verify `-DEMBED_ASSETS=ON` was used -**Build fails:** +Build fails: - Check CMake and compiler are installed and in PATH - Verify `libraylib.a` and `liblua.a` are in `lib/` folder - Try clean build: `scripts\build_dev.bat clean` @@ -910,4 +912,4 @@ ReiLua is licensed under the zlib/libpng license. See LICENSE file for details. --- -**Happy Game Development! ๐ŸŽฎ** +Happy Game Development! diff --git a/docs/API.md b/docs/API.md index 5359d3f..201fc1b 100644 --- a/docs/API.md +++ b/docs/API.md @@ -59,6 +59,96 @@ This function will be called when unloading resource that has allocated memory. --- +## ReiLua Enhanced Functions + +These functions are part of ReiLua Enhanced Edition and provide additional functionality for asset loading and game development. + +--- + +> RL.BeginAssetLoading( int totalAssets ) + +Initialize asset loading progress tracking and show the loading screen. This displays a beautiful loading UI with progress bar and asset names. + +Parameters: +- `totalAssets` (integer) - Total number of assets to load + +Example: +```lua +RL.BeginAssetLoading(10) -- We're loading 10 assets +``` + +Features: +- Shows animated "LOADING..." text with dots +- Displays progress bar with shimmer effect +- Shows current asset name being loaded +- Shows progress counter (e.g., "3 / 10") +- 1-bit pixel art aesthetic + +--- + +> RL.UpdateAssetLoading( string assetName ) + +Update loading progress for the current asset. Call this after each asset is loaded to update the progress bar and display. + +Parameters: +- `assetName` (string) - Name of the asset currently being loaded + +Example: +```lua +RL.UpdateAssetLoading("player.png") +-- Load the asset here +playerTexture = RL.LoadTexture("assets/player.png") +``` + +Notes: +- Automatically increments the loaded asset counter +- Updates the loading screen UI +- Shows the asset name on screen +- Updates progress bar percentage + +--- + +> RL.EndAssetLoading() + +Finish asset loading and hide the loading screen. Call this after all assets have been loaded. + +Example: +```lua +RL.EndAssetLoading() +``` + +Complete Example: +```lua +function RL.init() + local assets = {} + local assetsToLoad = { + "assets/player.png", + "assets/enemy.png", + "assets/background.png", + "assets/music.wav", + } + + -- Begin loading + RL.BeginAssetLoading(#assetsToLoad) + + -- Load each asset + for i, path in ipairs(assetsToLoad) do + RL.UpdateAssetLoading(path) + + if path:match("%.png$") then + assets[i] = RL.LoadTexture(path) + elseif path:match("%.wav$") then + assets[i] = RL.LoadSound(path) + end + end + + -- Done loading + RL.EndAssetLoading() +end +``` + +--- + ## Object unloading Some objects allocate memory that needs to be freed when object is no longer needed. By default objects like Textures are unloaded by the Lua garbage collector. It is generatty however recommended to handle this manually in more complex projects. You can change the behavior with SetGCUnload. diff --git a/docs/ASSET_LOADING.md b/docs/ASSET_LOADING.md index a38a264..f5c5d8c 100644 --- a/docs/ASSET_LOADING.md +++ b/docs/ASSET_LOADING.md @@ -1,29 +1,28 @@ # Asset Loading System -ReiLua includes a built-in asset loading system with a nice loading screen UI that automatically shows progress while assets are being loaded. +ReiLua includes a built-in asset loading system with a loading screen UI that shows progress while assets are being loaded. -## ๐ŸŽจ Features +## Features -- **Automatic Progress Tracking** - Tracks how many assets have been loaded -- **Beautiful Loading UI** - Modern, minimal loading screen with: +- Automatic Progress Tracking - Tracks how many assets have been loaded +- Loading UI with: - Animated "Loading..." text with dots - Smooth progress bar with shimmer effect - Progress percentage (e.g., "3 / 10") - Current asset name being loaded - - Dark, clean color scheme -- **Easy to Use** - Just 3 functions to show loading progress -- **Works Everywhere** - Development and release builds +- Easy to Use - Just 3 functions to show loading progress +- Works in development and release builds -## ๐Ÿ“ API Functions +## API Functions ### RL.BeginAssetLoading(totalAssets) Initialize asset loading progress tracking and show the loading screen. -**Parameters:** +Parameters: - `totalAssets` (integer) - Total number of assets to load -**Example:** +Example: ```lua RL.BeginAssetLoading(10) -- We're loading 10 assets ``` @@ -34,10 +33,10 @@ RL.BeginAssetLoading(10) -- We're loading 10 assets Update the loading progress and display current asset being loaded. -**Parameters:** +Parameters: - `assetName` (string) - Name of the asset currently being loaded -**Example:** +Example: ```lua RL.UpdateAssetLoading("player.png") ``` @@ -50,12 +49,12 @@ Call this **after** each asset is loaded to update the progress bar. Finish asset loading and hide the loading screen. -**Example:** +Example: ```lua RL.EndAssetLoading() ``` -## ๐Ÿš€ Quick Example +## Quick Example ```lua function RL.init() @@ -87,7 +86,7 @@ function RL.init() end ``` -## ๐Ÿ’ก Complete Example +## Complete Example ```lua local assets = {} @@ -146,16 +145,16 @@ function RL.draw() end ``` -## ๐ŸŽจ Loading Screen Appearance +## Loading Screen Appearance The loading screen features a clean 1-bit pixel art style: -**Design:** +Design: - Pure black and white aesthetic - Retro pixel art styling - Minimal and clean design -**Elements:** +Elements: - **Title**: "LOADING" in bold white pixel text - **Animated Dots**: White pixelated dots (4x4 squares) that cycle - **Progress Bar**: @@ -167,52 +166,34 @@ The loading screen features a clean 1-bit pixel art style: - **Asset Name**: Current loading asset in small white text - **Corner Decorations**: White pixel art L-shaped corners in all 4 corners -**Background:** +Background: - Pure black background (#000000) - High contrast for maximum clarity -**Color Palette:** +Color Palette: - White text and UI (#FFFFFF) - Black background (#000000) - Pure 1-bit aesthetic (inverted terminal style) -**Visual Layout:** -``` -[Black Background] - -โ”Œโ”€โ” โ”Œโ”€โ” -โ”‚ โ”‚ LOADING โ–ก โ–ก โ”‚ โ”‚ -โ”‚ โ”‚ โ”‚ โ”‚ -โ”‚ โ”‚ โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” โ”‚ โ”‚ -โ”‚ โ”‚ โ”‚โ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–ˆโ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ–‘โ”‚ 3/10 โ”‚ โ”‚ -โ”‚ โ”‚ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ โ”‚ โ”‚ -โ”‚ โ”‚ โ”‚ โ”‚ -โ”‚ โ”‚ player.png โ”‚ โ”‚ -โ”‚ โ”‚ โ”‚ โ”‚ -โ””โ”€โ”˜ โ””โ”€โ”˜ - -[All text and UI elements in WHITE] -``` - -**Style Inspiration:** +Style Inspiration: - Classic terminal / console aesthetic - MS-DOS loading screens - 1-bit dithering patterns - Chunky pixel borders - Retro computing / CRT monitor style -## ๐Ÿ”ง Customization +## Customization If you want to customize the loading screen appearance, you can modify the colors and sizes in `src/lua_core.c` in the `drawLoadingScreen()` function. -## โšก Performance Tips +## Performance Tips 1. **Call UpdateAssetLoading AFTER loading** - This ensures the progress updates at the right time 2. **Load assets in order of importance** - Load critical assets first 3. **Group similar assets** - Load all textures, then sounds, etc. 4. **Use descriptive names** - Shows better feedback to users -## ๐Ÿ“‹ Example Asset Loading Patterns +## Example Asset Loading Patterns ### Pattern 1: Simple List ```lua @@ -260,26 +241,26 @@ end RL.EndAssetLoading() ``` -## ๐ŸŽฎ When to Use +## When to Use -**Use the loading system when:** +Use the loading system when: - You have more than 5-10 assets to load - Assets are large (images, sounds, fonts) - Loading might take more than 1 second - You want polished loading feedback -**You can skip it when:** +You can skip it when: - You have very few, small assets - Loading is nearly instant - You prefer immediate game start ## โœจ Benefits -- โœ… Polished user experience -- โœ… User knows the game is loading, not frozen -- โœ… Shows progress for large asset sets -- โœ… Works with embedded assets -- โœ… Minimal code required -- โœ… Beautiful default UI +- Polished user experience +- User knows the game is loading, not frozen +- Shows progress for large asset sets +- Works with embedded assets +- Minimal code required +- Beautiful default UI The loading system makes your game feel polished with just a few lines of code! diff --git a/docs/BUILD_SCRIPTS.md b/docs/BUILD_SCRIPTS.md index 875ef0b..191bd37 100644 --- a/docs/BUILD_SCRIPTS.md +++ b/docs/BUILD_SCRIPTS.md @@ -19,24 +19,24 @@ Fast iteration during game development with external Lua files and assets. ### Usage -**Windows:** +Windows: ```cmd scripts\build_dev.bat ``` -**Linux/Unix:** +Linux/Unix: ```bash chmod +x scripts/build_dev.sh scripts/build_dev.sh ``` ### Features -- โœ… No embedding - loads Lua and assets from file system -- โœ… Fast build times -- โœ… Edit code and assets without rebuilding -- โœ… Automatic cleanup of embedded files -- โœ… Warns if Lua files or assets are in build directory -- โœ… Optional clean build: `scripts\build_dev.bat clean` or `scripts/build_dev.sh clean` +- No embedding - loads Lua and assets from file system +- Fast build times +- Edit code and assets without rebuilding +- Automatic cleanup of embedded files +- Warns if Lua files or assets are in build directory +- Optional clean build: `scripts\build_dev.bat clean` or `scripts/build_dev.sh clean` ### Output - Development executable: `build/ReiLua.exe` @@ -67,25 +67,25 @@ copy ..\your_game\assets\* assets\ ### Usage -**Windows:** +Windows: ```cmd scripts\build_release.bat ``` -**Linux/Unix:** +Linux/Unix: ```bash chmod +x scripts/build_release.sh scripts/build_release.sh ``` ### Features -- โœ… Embeds all Lua files from `build/` directory -- โœ… Embeds all assets from `build/assets/` folder -- โœ… Creates single-file executable -- โœ… Release optimization enabled -- โœ… Verifies Lua files and assets before building -- โœ… Shows summary of embedded files after build -- โœ… Interactive confirmation before building +- Embeds all Lua files from `build/` directory +- Embeds all assets from `build/assets/` folder +- Creates single-file executable +- Release optimization enabled +- Verifies Lua files and assets before building +- Shows summary of embedded files after build +- Interactive confirmation before building ### Output - Release executable: `build/ReiLua.exe` diff --git a/docs/CUSTOMIZATION.md b/docs/CUSTOMIZATION.md index 388a894..22529be 100644 --- a/docs/CUSTOMIZATION.md +++ b/docs/CUSTOMIZATION.md @@ -322,11 +322,11 @@ YourGame.exe ``` Verify: -- โœ… Executable has correct name -- โœ… Icon appears in file explorer -- โœ… Right-click โ†’ Properties shows correct info -- โœ… Splash screens display correctly -- โœ… Loading screen appears as expected +- Executable has correct name +- Icon appears in file explorer +- Right-click โ†’ Properties shows correct info +- Splash screens display correctly +- Loading screen appears as expected ## Checklist: Release-Ready Customization @@ -359,22 +359,22 @@ Before releasing your game: ## Troubleshooting -**Icon doesn't change:** +Icon doesn't change: - Ensure .ico file is valid - Rebuild completely (clean build) - Clear icon cache (Windows): Delete `IconCache.db` -**Properties don't update:** +Properties don't update: - Verify `resources.rc` syntax is correct - Rebuild completely - Check that resource compiler ran (check build output) -**Splash screens don't show changes:** +Splash screens don't show changes: - Rebuild with clean build - Check `scripts/embed_logo.py` ran successfully - Verify logo files exist in `logo/` folder -**Executable name unchanged:** +Executable name unchanged: - Check `CMakeLists.txt` project name - Do a clean rebuild - Verify cmake configuration step succeeded diff --git a/docs/DOCUMENTATION_INDEX.md b/docs/DOCUMENTATION_INDEX.md index fee3521..854bfd2 100644 --- a/docs/DOCUMENTATION_INDEX.md +++ b/docs/DOCUMENTATION_INDEX.md @@ -4,160 +4,115 @@ This document provides a quick reference to all available documentation for ReiL ## Core Documentation -### ๐Ÿ“˜ [README.md](README.md) - **START HERE** -The main documentation covering: -- What is ReiLua Enhanced Edition -- Complete attributions (Raylib, ReiLua, enhancements) -- Quick start guide -- All enhanced features overview -- Command line options -- Building from source (Windows, Linux, Mac, Raspberry Pi, Web) -- Complete release workflow -- Troubleshooting - -**Read this first!** +**README.md** - START HERE + +The main documentation covering: what is ReiLua Enhanced Edition, complete attributions (Raylib, ReiLua, enhancements), quick start guide, all enhanced features overview, command line options, building from source (Windows, Linux, Mac, Raspberry Pi, Web), complete release workflow, and troubleshooting. + +Read this first! --- ## Feature-Specific Guides -### ๐ŸŽจ [SPLASH_SCREENS.md](SPLASH_SCREENS.md) -Everything about splash screens: -- How the dual splash screen system works -- Custom text splash screen details -- "Made using Raylib + ReiLua" screen details -- Skipping splashes with `--no-logo` flag -- Customizing text, logos, timing, and colors -- Technical implementation details -- Troubleshooting splash screen issues - -### ๐Ÿ“ฆ [EMBEDDING.md](EMBEDDING.md) -Complete guide to embedding: -- Development vs release workflows -- Embedding Lua files (`EMBED_MAIN=ON`) -- Embedding assets (`EMBED_ASSETS=ON`) -- Console control with `--log` flag -- Complete release build workflow -- Asset path consistency -- Troubleshooting embedding issues - -### ๐Ÿ“Š [ASSET_LOADING.md](ASSET_LOADING.md) -Asset loading system documentation: -- API functions (`BeginAssetLoading`, `UpdateAssetLoading`, `EndAssetLoading`) -- Beautiful 1-bit pixel art loading screen -- Complete examples -- Loading patterns -- Progress tracking -- When to use the loading system -- Customization options - -### ๐Ÿ”ง [BUILD_SCRIPTS.md](BUILD_SCRIPTS.md) -Build automation documentation: -- `scripts\build_dev.bat` / `scripts/build_dev.sh` - Development builds -- `scripts\build_release.bat` / `scripts/build_release.sh` - Release builds -- Features of each build type -- Workflow examples -- Customizing executable name, icon, and properties -- Troubleshooting build issues - -### ๐ŸŽจ [CUSTOMIZATION.md](CUSTOMIZATION.md) -Complete rebranding guide: -- Changing executable name -- Adding custom icon -- Customizing file properties (company name, version, etc.) -- Customizing splash screens -- Customizing loading screen -- Complete rebranding example -- Removing ReiLua branding (with attribution notes) - -### ๐Ÿ’ป [ZED_EDITOR_SETUP.md](ZED_EDITOR_SETUP.md) -Complete Zed editor setup: -- Why Zed for ReiLua development -- Installation guide -- Lua Language Server configuration -- Project setup with `.zed/settings.json` -- Task configuration for quick testing -- Essential keyboard shortcuts -- Multi-cursor editing, split views, Vim mode -- Troubleshooting LSP issues -- Workflow tips and best practices +**SPLASH_SCREENS.md** - Everything about splash screens + +How the dual splash screen system works, custom text splash screen details, "Made using Raylib + ReiLua" screen details, skipping splashes with `--no-logo` flag, customizing text, logos, timing, and colors, technical implementation details, and troubleshooting. + +**EMBEDDING.md** - Complete guide to embedding + +Development vs release workflows, embedding Lua files (`EMBED_MAIN=ON`), embedding assets (`EMBED_ASSETS=ON`), console control with `--log` flag, complete release build workflow, asset path consistency, and troubleshooting. + +**ASSET_LOADING.md** - Asset loading system documentation + +API functions (`BeginAssetLoading`, `UpdateAssetLoading`, `EndAssetLoading`), beautiful 1-bit pixel art loading screen, complete examples, loading patterns, progress tracking, when to use the loading system, and customization options. + +**BUILD_SCRIPTS.md** - Build automation documentation + +`scripts\build_dev.bat` / `scripts/build_dev.sh` for development builds, `scripts\build_release.bat` / `scripts/build_release.sh` for release builds, features of each build type, workflow examples, customizing executable name, icon, and properties, and troubleshooting. + +**CUSTOMIZATION.md** - Complete rebranding guide + +Changing executable name, adding custom icon, customizing file properties (company name, version, etc.), customizing splash screens, customizing loading screen, complete rebranding example, and removing ReiLua branding (with attribution notes). + +**ZED_EDITOR_SETUP.md** - Complete Zed editor setup + +Why Zed for ReiLua development, installation guide, Lua Language Server configuration, project setup with `.zed/settings.json`, task configuration for quick testing, essential keyboard shortcuts, multi-cursor editing, split views, Vim mode, troubleshooting LSP issues, and workflow tips. --- ## Technical Documentation -### ๐Ÿ“š [API.md](API.md) -Complete API reference: -- 1000+ functions -- All ReiLua/Raylib bindings -- Function signatures -- Raygui, Raymath, Lights, Easings, RLGL modules - -### ๐Ÿ“ [tools/ReiLua_API.lua](tools/ReiLua_API.lua) -Lua annotations file: -- Provides autocomplete in LSP-enabled editors -- Function documentation -- Copy to your project for IDE support - -### ๐Ÿ”„ [UPGRADE_SUMMARY.md](UPGRADE_SUMMARY.md) -Technical implementation details: -- Features added in this enhanced version -- Files modified and added -- Build options explained -- Testing checklist -- Known changes from original ReiLua +**API.md** - Complete API reference + +1000+ functions, all ReiLua/Raylib bindings, function signatures, Raygui, Raymath, Lights, Easings, and RLGL modules. + +**tools/ReiLua_API.lua** - Lua annotations file + +Provides autocomplete in LSP-enabled editors, function documentation. Copy to your project for IDE support. + +**UPGRADE_SUMMARY.md** - Technical implementation details + +Features added in this enhanced version, files modified and added, build options explained, testing checklist, and known changes from original ReiLua --- ## Quick Reference by Task -### "I want to start making a game" -1. Read [README.md](README.md) - Quick Start section +I want to start making a game + +1. Read README.md - Quick Start section 2. Look at examples in `examples/` folder 3. Use `ReiLua.exe --log --no-logo` for development -### "I want to embed my game into a single .exe" -1. Read [EMBEDDING.md](EMBEDDING.md) +I want to embed my game into a single .exe + +1. Read EMBEDDING.md 2. Use `scripts\build_release.bat` / `scripts/build_release.sh` -3. Follow the complete release workflow in [README.md](README.md) +3. Follow the complete release workflow in README.md -### "I want to add a loading screen" -1. Read [ASSET_LOADING.md](ASSET_LOADING.md) +I want to add a loading screen + +1. Read ASSET_LOADING.md 2. Use `RL.BeginAssetLoading()`, `RL.UpdateAssetLoading()`, `RL.EndAssetLoading()` 3. See complete examples in the guide -### "I want to customize splash screens" -1. Read [SPLASH_SCREENS.md](SPLASH_SCREENS.md) +I want to customize splash screens + +1. Read SPLASH_SCREENS.md 2. Edit `src/splash.c` for text changes 3. Replace logo files in `logo/` folder 4. Rebuild project -### "I want to rebrand the executable" -1. Read [CUSTOMIZATION.md](CUSTOMIZATION.md) +I want to rebrand the executable + +1. Read CUSTOMIZATION.md 2. Change project name in `CMakeLists.txt` 3. Replace `icon.ico` 4. Edit `resources.rc` 5. Customize splash screens 6. Rebuild -### "I want to setup my code editor" -1. Read [ZED_EDITOR_SETUP.md](ZED_EDITOR_SETUP.md) +I want to setup my code editor + +1. Read ZED_EDITOR_SETUP.md 2. Install Zed and Lua Language Server 3. Copy `tools/ReiLua_API.lua` to your project 4. Create `.zed/settings.json` configuration 5. Set up tasks for quick testing -### "I want to build ReiLua from source" -1. Read [README.md](README.md) - Building from Source section +I want to build ReiLua from source + +1. Read README.md - Building from Source section 2. Install prerequisites (CMake, compiler, Raylib, Lua) 3. Use `scripts\build_dev.bat` for development 4. Use `scripts\build_release.bat` for release -### "I need API reference" -1. Open [API.md](API.md) +I need API reference + +1. Open API.md 2. Search for function name 3. See function signature and description -4. Or copy [tools/ReiLua_API.lua](tools/ReiLua_API.lua) for autocomplete +4. Or copy tools/ReiLua_API.lua for autocomplete --- @@ -190,22 +145,21 @@ When adding new features, please: ## Documentation Standards All documentation follows these standards: -- โœ… Clear headings and structure -- โœ… Code examples for all features -- โœ… Troubleshooting sections -- โœ… Cross-references to related docs -- โœ… Platform-specific notes where needed -- โœ… Emoji icons for visual scanning -- โœ… Complete but concise +- Clear headings and structure +- Code examples for all features +- Troubleshooting sections +- Cross-references to related docs +- Platform-specific notes where needed +- Complete but concise --- ## Quick Links -- **Original ReiLua**: https://github.com/Gamerfiend/ReiLua -- **Raylib**: https://github.com/raysan5/raylib -- **Lua**: https://www.lua.org/ -- **Zed Editor**: https://zed.dev/ +- Original ReiLua: https://github.com/Gamerfiend/ReiLua +- Raylib: https://github.com/raysan5/raylib +- Lua: https://www.lua.org/ +- Zed Editor: https://zed.dev/ --- diff --git a/docs/EMBEDDING.md b/docs/EMBEDDING.md index 13f3752..59e9fb1 100644 --- a/docs/EMBEDDING.md +++ b/docs/EMBEDDING.md @@ -4,11 +4,11 @@ When you're ready to ship your game, you can embed all Lua files and asset files ## Development vs Release Workflow -### ๐Ÿ”ง Development Build (Fast Iteration) +Development Build (Fast Iteration) -During development, use external files for quick iteration: +During development, use external files for quick iteration. -**Setup:** +Setup: ``` GameFolder/ โ”œโ”€โ”€ ReiLua.exe @@ -19,24 +19,24 @@ GameFolder/ โ””โ”€โ”€ music.wav ``` -**Build:** +Build: ```bash cd build cmake .. cmake --build . ``` -**Benefits:** -- โœ… Edit Lua files and re-run immediately -- โœ… Edit assets and reload -- โœ… Fast development cycle -- โœ… Debug with `--log` flag +Benefits: +- Edit Lua files and re-run immediately +- Edit assets and reload +- Fast development cycle +- Debug with `--log` flag -### ๐Ÿ“ฆ Release Build (Single Executable) +Release Build (Single Executable) -For distribution, embed everything into one file: +For distribution, embed everything into one file. -**Setup:** +Setup: ```bash cd build @@ -50,7 +50,7 @@ copy ..\player.png assets\ copy ..\music.wav assets\ ``` -**Build:** +Build: ```bash # Configure with embedding cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON @@ -59,17 +59,17 @@ cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON cmake --build . --config Release ``` -**Result:** +Result: ``` Distribution/ โ””โ”€โ”€ YourGame.exe (Everything embedded!) ``` -**Benefits:** -- โœ… Single executable file -- โœ… No external dependencies -- โœ… Users can't modify game files -- โœ… Smaller download (no separate files) +Benefits: +- Single executable file +- No external dependencies +- Users can't modify game files +- Smaller download (no separate files) ## Quick Start @@ -143,13 +143,13 @@ MyGame/ ### Step 2: Customize Branding (Optional) -**Change executable icon:** +Change executable icon: ```bash # Replace ReiLua's icon with yours copy MyGame\icon.ico ReiLua\icon.ico ``` -**Edit executable properties:** +Edit executable properties: Open `ReiLua\resources.rc` and modify: ```rc VALUE "CompanyName", "Your Studio Name" @@ -158,7 +158,7 @@ VALUE "ProductName", "Your Game Name" VALUE "LegalCopyright", "Copyright (C) Your Name, 2025" ``` -**Change executable name:** +Change executable name: Edit `ReiLua\CMakeLists.txt`: ```cmake project( YourGameName ) # Change from "ReiLua" @@ -171,7 +171,7 @@ See [CUSTOMIZATION.md](CUSTOMIZATION.md) for full details. **Keep your paths consistent!** The embedding system now preserves the `assets/` prefix, so use the same paths in both development and release: ```lua --- โœ… Correct - works in both dev and release +-- Correct - works in both dev and release playerImage = RL.LoadTexture("assets/player.png") backgroundImg = RL.LoadTexture("assets/background.png") musicSound = RL.LoadSound("assets/music.wav") @@ -220,9 +220,9 @@ YourGameName.exe ``` Check console output for: -- โœ… "ReiLua x.x.x" version info -- โœ… No file loading errors -- โœ… Game runs correctly +- "ReiLua x.x.x" version info +- No file loading errors +- Game runs correctly ### Step 6: Package for Distribution @@ -247,26 +247,26 @@ Your game is now ready to distribute as a single executable! ### Troubleshooting -**Problem: "No .lua files found in build directory"** +Problem: "No .lua files found in build directory" ```bash # Solution: Copy Lua files to build directory copy ..\*.lua . ``` -**Problem: "No files found in assets folder"** +Problem: "No files found in assets folder" ```bash # Solution: Create assets folder and copy files mkdir assets copy ..\*.png assets\ ``` -**Problem: Game crashes on startup** +Problem: Game crashes on startup ```bash # Solution: Run with --log to see error messages YourGameName.exe --log ``` -**Problem: Assets not loading** +Problem: Assets not loading - Verify assets are in `build/assets/` before building - Check asset filenames match in your Lua code - Use `--log` to see loading errors diff --git a/docs/SPLASH_SCREENS.md b/docs/SPLASH_SCREENS.md index 840a0d2..1d1f290 100644 --- a/docs/SPLASH_SCREENS.md +++ b/docs/SPLASH_SCREENS.md @@ -21,10 +21,10 @@ Each splash screen: The logo images are **always embedded** into the executable in both development and release builds. This means: -- โœ… No external logo files needed -- โœ… Consistent splash screens across all builds -- โœ… No risk of missing logo files -- โœ… Clean appearance from the start +- No external logo files needed +- Consistent splash screens across all builds +- No risk of missing logo files +- Clean appearance from the start ### Asset Loading Integration @@ -149,8 +149,7 @@ Here's what a typical game startup looks like with everything enabled: ReiLua.exe MyGame/ ``` -**User Experience:** - +User Experience: 1. **Splash Screen 1** (4.1 seconds) - Custom text displayed in bold (default: "YOUR STUDIO NAME") - Red background (Raylib color #E62937) diff --git a/docs/UPGRADE_SUMMARY.md b/docs/UPGRADE_SUMMARY.md index 35eb38b..c9c885f 100644 --- a/docs/UPGRADE_SUMMARY.md +++ b/docs/UPGRADE_SUMMARY.md @@ -91,7 +91,7 @@ Successfully ported embedded assets, splash screens, and asset loading features ### Quick Build (Recommended) -**Development (Fast Iteration):** +Development (Fast Iteration): ```bash # Windows scripts\build_dev.bat @@ -100,7 +100,7 @@ scripts\build_dev.bat scripts/build_dev.sh ``` -**Release (Single Executable):** +Release (Single Executable): ```bash # Copy files to build directory first cd build @@ -120,7 +120,7 @@ scripts/build_release.sh ### Manual Build -**Development Build (Fast Iteration):** +Development Build (Fast Iteration): ```bash cmake -G "MinGW Makefiles" .. mingw32-make @@ -129,7 +129,7 @@ mingw32-make - Fast edit-and-run workflow - Use `--no-logo` to skip splash screens -**Release Build (Single Executable):** +Release Build (Single Executable): ```bash # Copy Lua files and assets to build directory copy ..\*.lua . @@ -157,14 +157,14 @@ Options: ``` ## Testing -โœ… Build compiles successfully -โœ… Logos and font embedded automatically -โœ… Asset loading API functions registered -โœ… Splash screens implemented and working -โœ… Console control working (Windows) -โœ… Documentation complete -โœ… SEGV crash fixed - window initializes before splash screens -โœ… Runs successfully with and without --no-logo flag + Build compiles successfully + Logos and font embedded automatically + Asset loading API functions registered + Splash screens implemented and working + Console control working (Windows) + Documentation complete + SEGV crash fixed - window initializes before splash screens + Runs successfully with and without --no-logo flag ## Known Changes from Original ReiLua - `RL.config()` callback removed - window now initializes automatically diff --git a/docs/ZED_EDITOR_SETUP.md b/docs/ZED_EDITOR_SETUP.md index 626f06b..c1ba754 100644 --- a/docs/ZED_EDITOR_SETUP.md +++ b/docs/ZED_EDITOR_SETUP.md @@ -178,10 +178,10 @@ end ``` If autocomplete works, you should see: -- โœ… Function suggestions when typing `RL.` -- โœ… Parameter hints when calling functions -- โœ… Documentation on hover -- โœ… Constant values (RL.RED, RL.KEY_SPACE, etc.) +- Function suggestions when typing `RL.` +- Parameter hints when calling functions +- Documentation on hover +- Constant values (RL.RED, RL.KEY_SPACE, etc.) --- @@ -237,7 +237,7 @@ Add these to suppress common false positives: } ``` -**Common warnings and what they mean:** +Common warnings and what they mean: - `lowercase-global` - Using global variables with lowercase names (RL is intentional) - `unused-local` - Local variables that aren't used - `duplicate-set-field` - Redefining functions (callback functions are expected to be redefined) @@ -267,7 +267,7 @@ function RL.init() end RL.init = nil ``` -**Fix Steps:** +Fix Steps: 1. **Update `tools/ReiLua_API.lua`** - Copy the latest version from the repository 2. **Or add to diagnostics.disable** in your configuration: ```json @@ -277,11 +277,11 @@ RL.init = nil ``` 3. **Restart Zed** to reload the configuration -**Benefits of the new approach:** -- โœ… No duplicate warnings -- โœ… Still get autocomplete -- โœ… Still get documentation on hover -- โœ… Still get type checking +Benefits of the new approach: +- No duplicate warnings +- Still get autocomplete +- Still get documentation on hover +- Still get type checking --- @@ -431,4 +431,4 @@ Then copy `tools/ReiLua_API.lua` to your project root, and you're ready to go! --- -**Happy Coding! ๐Ÿš€** +Happy Coding! diff --git a/html_docs/README.md b/html_docs/README.md new file mode 100644 index 0000000..ab45668 --- /dev/null +++ b/html_docs/README.md @@ -0,0 +1,34 @@ +# ReiLua Documentation + +Simple HTML documentation for ReiLua, inspired by the Lua manual style. + +## Contents + +- index.html - Homepage +- manual.html - Complete user guide +- reference.html - API reference (1924 functions and structures) +- style.css - Stylesheet +- generate.py - Documentation generator + +## Viewing + +Open index.html in any web browser. + +## Hosting + +Upload the entire html_docs folder to your web server. + +## Regenerating + +If you update the markdown source files, regenerate with: + + cd html_docs + python generate.py + +Requires Python 3. + +## Style + +Clean white background with navy blue headers, inspired by the official Lua manual. + +Simple, practical, and easy to read. diff --git a/html_docs/generate.py b/html_docs/generate.py new file mode 100644 index 0000000..4320bcc --- /dev/null +++ b/html_docs/generate.py @@ -0,0 +1,174 @@ +#!/usr/bin/env python3 +"""ReiLua Documentation Generator""" +import os, re +from pathlib import Path + +HTML_TEMPLATE = '''{title} + +
{content}
''' + +def fix_links(t): + t=re.sub(r'\(([^)]+)\.md\)',r'(manual.html)',t) + t=re.sub(r'\(docs/[^)]+\.md\)',r'(manual.html)',t) + t=re.sub(r'\(\.\.\/docs\/[^)]+\.md\)',r'(manual.html)',t) + return t + +def md2html(md): + h=fix_links(md) + + # Protect code blocks by replacing them with placeholders + code_blocks = [] + def save_code(m): + code_blocks.append(m.group(0)) + return f'___CODE_BLOCK_{len(code_blocks)-1}___' + h=re.sub(r'```[^\n]*\n.*?```',save_code,h,flags=re.DOTALL) + + # Now process markdown (code is protected) + # Headers - MUST be before bold/italic to avoid conflicts + h=re.sub(r'^#### (.+)$',r'

\1

',h,flags=re.MULTILINE) + h=re.sub(r'^### (.+)$',r'

\1

',h,flags=re.MULTILINE) + h=re.sub(r'^## (.+)$',r'

\1

',h,flags=re.MULTILINE) + h=re.sub(r'^# (.+)$',r'

\1

',h,flags=re.MULTILINE) + + # Links + h=re.sub(r'\[([^\]]+)\]\(([^\)]+)\)',r'\1',h) + + # Bold/italic (after headers to avoid **text:** becoming headings) + h=re.sub(r'\*\*([^\*]+)\*\*',r'\1',h) + h=re.sub(r'\*([^\*\n]+)\*',r'\1',h) + + # Inline code + h=re.sub(r'`([^`]+)`',r'\1',h) + + # Restore code blocks + for i, block in enumerate(code_blocks): + content = re.search(r'```[^\n]*\n(.*?)```', block, re.DOTALL).group(1) + h = h.replace(f'___CODE_BLOCK_{i}___', f'
{content}
') + + # Process line by line for paragraphs and lists + lines=h.split('\n') + result=[] + in_ul=False + in_pre=False + para_buffer=[] + + def flush_para(): + if para_buffer: + result.append('

' + ' '.join(para_buffer) + '

') + para_buffer.clear() + + for line in lines: + s=line.strip() + + # Track pre blocks + if '
' in line:
+            flush_para()
+            in_pre=True
+            result.append(line)
+            continue
+        if '
' in line: + in_pre=False + result.append(line) + continue + if in_pre: + result.append(line) + continue + + # Handle list items + if s.startswith(('- ','* ')): + flush_para() + if not in_ul: + result.append('') + in_ul=False + + # Handle block elements + if s.startswith('') + + return '\n'.join(result) + +def parse_api(f): + with open(f,'r',encoding='utf-8') as fp: c=fp.read() + secs=[]; cur=None; lines=c.split('\n'); i=0 + while i'): + if not cur: cur={'title':'Definitions','items':[]} + d=s.replace('>','').strip(); desc=[]; i+=1 + while i') or (ns.startswith('##') and not ns.startswith('###')): break + if ns=='---': i+=1; break + desc.append(n); i+=1 + cur['items'].append({'definition':d,'description':'\n'.join(desc).strip()}); continue + i+=1 + if cur and cur.get('items'): secs.append(cur) + return secs + +out=Path(__file__).parent +(out/'index.html').write_text(HTML_TEMPLATE.format(title='ReiLua',content='

ReiLua Enhanced

Lua binding for Raylib.

Documentation

Quick Start

Create main.lua:

function RL.init()\n  RL.SetWindowTitle("Hello")\nend\n\nfunction RL.update(dt)\nend\n\nfunction RL.draw()\n  RL.ClearBackground(RL.RAYWHITE)\n  RL.DrawText("Hello!",190,200,20,RL.BLACK)\nend

Run: ReiLua.exe

'),encoding='utf-8') +print('โœ“ index.html') + +parts=['

ReiLua Manual

'] +readme=Path('../README.md') +if readme.exists(): + parts.append(md2html(re.sub(r'!\[.*?\]\(.*?\)','',readme.read_text(encoding='utf-8')))) + parts.append('
') +for fp,t in [('../docs/EMBEDDING.md','Embedding'),('../docs/ASSET_LOADING.md','Asset Loading'),('../docs/SPLASH_SCREENS.md','Splash Screens'),('../docs/BUILD_SCRIPTS.md','Build Scripts'),('../docs/CUSTOMIZATION.md','Customization'),('../docs/ZED_EDITOR_SETUP.md','Editor Setup')]: + p=Path(fp) + if p.exists(): + a=t.lower().replace(' ','-') + parts.append(f'

{t}

') + parts.append(md2html(p.read_text(encoding='utf-8'))) + parts.append('
') +(out/'manual.html').write_text(HTML_TEMPLATE.format(title='Manual',content='\n'.join(parts)),encoding='utf-8') +print('โœ“ manual.html') + +secs=parse_api(Path('../docs/API.md')) +parts=['

ReiLua API Reference

Complete function reference.

Contents

    '] +for s in secs: + a=s['title'].lower().replace(' ','-').replace('/','').replace('.','') + parts.append(f'
  • {s["title"]} ({len(s["items"])} items)
  • ') +parts.append('
') +for s in secs: + a=s['title'].lower().replace(' ','-').replace('/','').replace('.','') + parts.append(f'

{s["title"]}

') + for i in s['items']: + parts.append(f'
{i["definition"]}
') + if i['description']: + parts.append(f'
{md2html(i["description"])}
') +(out/'reference.html').write_text(HTML_TEMPLATE.format(title='API Reference',content='\n'.join(parts)),encoding='utf-8') +print(f'โœ“ reference.html ({sum(len(s["items"]) for s in secs)} items)') +print('Complete!') diff --git a/html_docs/index.html b/html_docs/index.html new file mode 100644 index 0000000..ef7e6e1 --- /dev/null +++ b/html_docs/index.html @@ -0,0 +1,15 @@ +ReiLua + +

ReiLua Enhanced

Lua binding for Raylib.

Documentation

Quick Start

Create main.lua:

function RL.init()
+  RL.SetWindowTitle("Hello")
+end
+
+function RL.update(dt)
+end
+
+function RL.draw()
+  RL.ClearBackground(RL.RAYWHITE)
+  RL.DrawText("Hello!",190,200,20,RL.BLACK)
+end

Run: ReiLua.exe

\ No newline at end of file diff --git a/html_docs/manual.html b/html_docs/manual.html new file mode 100644 index 0000000..5cae8e5 --- /dev/null +++ b/html_docs/manual.html @@ -0,0 +1,2144 @@ +Manual + +

ReiLua Manual

+

ReiLua - Enhanced Edition

+

> A modified version of ReiLua with embedded main.lua, embedded assets, splash screens, and asset loading system

+

About This Version

+

This is an enhanced version of ReiLua featuring:

+
    +
  • Embedded Lua Support - Bundle all your Lua code into a single executable
  • +
  • Embedded Assets - Package images, sounds, and other assets into your game
  • +
  • Splash Screens - Customizable startup screens featuring Raylib and ReiLua
  • +
  • Asset Loading System - Loading screen with progress tracking
  • +
  • Automated Build Scripts - One-command development and release builds
  • +
  • Console Control - Debug logging system for development
  • +
+

What is ReiLua?

+

ReiLua brings the power and simplicity of Raylib to the beginner-friendly Lua language in a straightforward manner. It is a loose binding to Raylib - some functions are excluded and some are added. The concept of pointing to a "main.lua" file and accessing functions "init", "update", and "draw" is borrowed from the Lรถve game framework.

+Note: ReiLua is lovingly handcrafted and will likely contain bugs and documentation errors, so it would be much appreciated if you would report any such findings. +Reilua means "fair" in Finnish. +

Attributions

+

This enhanced version is built upon:

+

Core Framework

+
    +
  • Raylib (v5.5) - A simple and easy-to-use library to enjoy videogames programming
  • +
  • Created by Ray(Ramon Santamaria) (@raysan5)
  • +
  • Licensed under the zlib/libpng license
  • +
  • ReiLua - The original Lua bindings for Raylib
  • +
  • Created by Jussi Viitala
  • +
  • Licensed under the MIT license
  • +
  • Lua (v5.4) - Powerful, efficient, lightweight, embeddable scripting language
  • +
+

Enhancements Added

+
    +
  • Embedded Lua and asset support system
  • +
  • Splash screen implementation
  • +
  • Asset loading progress API with retro UI
  • +
  • Build automation scripts
  • +
  • Console control system
  • +
  • Comprehensive documentation
  • +
+

Additional Components

+
    +
  • Raygui - Immediate mode GUI library
  • +
  • Raymath - Math utilities for game development
  • +
  • Lights - 3D lighting system
  • +
  • Easings - Easing functions for smooth animations
  • +
  • RLGL - OpenGL abstraction layer
  • +
+

Font

+
    +
  • Oleaguid - Custom pixel art font for splash and loading screens
  • +
+

Status

+

ReiLua is WIP and some planned raylib functionality is still missing, but it already has over 1000 functions. Current Raylib version is 5.5.

+

Included Submodules

+
    +
  • Raygui
  • +
  • Raymath
  • +
  • Lights
  • +
  • Easings
  • +
  • RLGL
  • +
+

Missing Features

+

List of some MISSING features that are planned to be included:

+
    +
  • Core
  • +
  • VR stereo config functions for VR simulator
  • +
+

Roadmap

+
    +
  • v0.9
  • +
  • Stability improvements
  • +
  • Additional raylib bindings
  • +
  • v1.0
  • +
  • raylib 6.0 support
  • +
+

Quick Start

+

For Game Developers

+

Development Mode (Fast Iteration):

+
# 1. Create your game files
+GameFolder/
+โ”œโ”€โ”€ main.lua
+โ”œโ”€โ”€ assets/
+โ”‚   โ”œโ”€โ”€ player.png
+โ”‚   โ””โ”€โ”€ music.wav
+
+# 2. Run ReiLua pointing to your game folder
+ReiLua.exe GameFolder/
+
+# Or from your game folder
+cd GameFolder
+path/to/ReiLua.exe
+
+# Skip splash screens during development
+ReiLua.exe --no-logo
+
+# Enable console for debugging
+ReiLua.exe --log --no-logo
+
+

Release Mode (Single Executable):

+
# See "Building for Release" section below
+
+

Basic Example

+

Create a main.lua file:

+
local textColor = RL.BLACK
+local textPos = { 192, 200 }
+local textSize = 20
+local text = "Congrats! You created your first window!"
+
+function RL.init()
+	RL.SetWindowTitle( "First window" )
+	RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+end
+
+function RL.update( delta )
+	if RL.IsKeyPressed( RL.KEY_ENTER ) then
+		local winSize = RL.GetScreenSize()
+		local measuredSize = RL.MeasureTextEx( RL.GetFontDefault(), text, textSize, 2 )
+
+		textColor = RL.BLUE
+		textPos = { winSize[1] / 2 - measuredSize[1] / 2, winSize[2] / 2 - measuredSize[2] / 2 }
+	end
+
+	if RL.IsKeyPressed( RL.KEY_SPACE ) then
+		textColor = RL.RED
+		textPos = { 192, 200 }
+	end
+end
+
+function RL.draw()
+	RL.ClearBackground( RL.RAYWHITE )
+	RL.DrawText( text, textPos, textSize, textColor )
+end
+
+

Run it:

+
ReiLua.exe --no-logo
+
+

Framework Functions

+

ReiLua looks for a 'main.lua' or 'main' file as the entry point. There are seven Lua functions that the framework will call:

+
    +
  • RL.init() - Called once at startup for initialization
  • +
  • RL.update(delta) - Called every frame before draw, receives delta time
  • +
  • RL.draw() - Called every frame for rendering
  • +
  • RL.event(event) - Called when events occur
  • +
  • RL.log(logLevel, message) - Called for logging
  • +
  • RL.exit() - Called when the application is closing
  • +
  • RL.config() - โš ๏ธ Deprecated in this version
  • +
+

All functionality can be found in "API.md".

+

Enhanced Features

+

1. Splash Screens

+

This version includes customizable splash screens that display at startup:

+Screen 1: Custom text - Bold text on Raylib red background (customizable) +Screen 2: "Made using" - Displays Raylib and ReiLua logos side-by-side +

Each screen fades in (0.8s), displays (2.5s), and fades out (0.8s) for a total of ~8 seconds.

+

Skip During Development:

+
ReiLua.exe --no-logo
+
+

Customize:

+
    +
  • Change text in src/splash.c
  • +
  • Replace logos in logo/ folder
  • +
  • Adjust timing with constants in src/splash.c
  • +
+

See SPLASH_SCREENS.md for full documentation.

+

2. Asset Loading System

+

Beautiful loading screen with progress tracking:

+
function RL.init()
+    -- List your assets
+    local assets = {
+        "assets/player.png",
+        "assets/enemy.png",
+        "assets/background.png",
+        "assets/music.wav",
+    }
+
+    -- Start loading with progress
+    RL.BeginAssetLoading(#assets)
+
+    -- Load each asset
+    for i, path in ipairs(assets) do
+        RL.UpdateAssetLoading(path)
+
+        -- Your loading code
+        if path:match("%.png$") then
+            textures[i] = RL.LoadTexture(path)
+        elseif path:match("%.wav$") then
+            sounds[i] = RL.LoadSound(path)
+        end
+    end
+
+    -- Finish loading
+    RL.EndAssetLoading()
+end
+
+

Features:

+
    +
  • Retro 1-bit pixel art aesthetic
  • +
  • Animated loading text with dots
  • +
  • Progress bar with dithering pattern
  • +
  • Shows current asset name
  • +
  • Progress counter (e.g., "3/10")
  • +
  • Corner decorations
  • +
+

See ASSET_LOADING.md for full documentation.

+

3. Embedded Lua Files

+

Bundle all your Lua code into the executable for easy distribution:

+
# Copy Lua files to build directory
+cd build
+copy ..\your_game\*.lua .
+
+# Build with embedding
+cmake .. -DEMBED_MAIN=ON
+cmake --build . --config Release
+
+

Result: Single executable with all Lua code embedded!

+

4. Embedded Assets

+

Package images, sounds, fonts, and other assets into your executable:

+
# Create assets folder and copy files
+cd build
+mkdir assets
+copy ..\your_game\assets\* assets\
+
+# Build with embedding
+cmake .. -DEMBED_ASSETS=ON
+cmake --build . --config Release
+
+Your Lua code doesn't change! Use the same paths: +
-- Works in both development and release
+playerImg = RL.LoadTexture("assets/player.png")
+music = RL.LoadSound("assets/music.wav")
+
+

See EMBEDDING.md for full documentation.

+

5. Console Control (Windows)

+

By default, ReiLua runs without a console window for a clean user experience. Enable it for debugging:

+
# Show console for debugging
+ReiLua.exe --log
+
+# Combine with other options
+ReiLua.exe --log --no-logo
+ReiLua.exe --log path/to/game
+
+

This shows:

+
    +
  • TraceLog output
  • +
  • Print statements
  • +
  • Lua errors
  • +
  • Debug information
  • +
+

6. Automated Build Scripts

+

One-command builds for development and release:

+

Development Build (Fast Iteration):

+
# Windows
+scripts\build_dev.bat
+
+# Linux/Unix
+chmod +x scripts/build_dev.sh
+scripts/build_dev.sh
+
+
    +
  • No embedding
  • +
  • Fast build times
  • +
  • Edit code without rebuilding
  • +
+

Release Build (Distribution):

+
# Prepare files first
+cd build
+copy ..\your_game\*.lua .
+mkdir assets
+copy ..\your_game\assets\* assets\
+
+# Build release
+cd ..
+
+# Windows
+scripts\build_release.bat
+
+# Linux/Unix
+scripts/build_release.sh
+
+
    +
  • Embeds all Lua files
  • +
  • Embeds all assets
  • +
  • Creates single executable
  • +
  • Release optimizations
  • +
+

See BUILD_SCRIPTS.md for full documentation.

+

Command Line Options

+
ReiLua [Options] [Directory to main.lua or main]
+
+Options:
+  -h, --help       Show help message
+  -v, --version    Show ReiLua version
+  -i, --interpret  Interpret mode [File name]
+  --log            Show console window for logging (Windows only)
+  --no-logo        Skip splash screens (development)
+
+

Examples

+
# Run game in current directory
+ReiLua.exe
+
+# Run game in specific folder
+ReiLua.exe path/to/game/
+
+# Development mode (no splash, with console)
+ReiLua.exe --log --no-logo
+
+# Interpreter mode (run single script)
+ReiLua.exe -i script.lua
+
+# Show help
+ReiLua.exe --help
+
+# Show version
+ReiLua.exe --version
+
+

Object Unloading

+

Some objects allocate memory that needs to be freed when no longer needed. By default, objects like Textures are unloaded by the Lua garbage collector. However, it's generally recommended to handle this manually in more complex projects:

+
RL.SetGCUnload()
+
+

Interpreter Mode

+

ReiLua can run single Lua files using interpreter mode:

+
ReiLua -i hello.lua
+
+

The given file will be called with dofile.

+

Generate API Documentation

+

Generate API.md and ReiLua_API.lua from the build folder:

+
ReiLua -i ../tools/docgen.lua
+
+Tip: Use tools/ReiLua_API.lua in your project folder to provide annotations when using "Lua Language Server". +

Building from Source

+

Prerequisites

+

You'll need to statically link Raylib and Lua to create the executable. This simplifies distribution, especially on Linux where different distros use different library versions.

+
    +
  • Raylib: https://github.com/raysan5/raylib
  • +
  • Lua: https://github.com/lua/lua or https://github.com/LuaJIT/LuaJIT
  • +
  • CMake: https://cmake.org/download/
  • +
  • Build tools: MinGW (Windows), GCC/Make (Linux)
  • +
+Note: Lua header files are from Lua 5.4.0. If using a different version, replace them. +

Windows

+

1. Install Tools

+
    +
  • Download w64devkit from https://github.com/skeeto/w64devkit
  • +
  • Download CMake from https://cmake.org/download/ (install with PATH environment variables set)
  • +
+

2. Build Raylib

+
# Download Raylib source
+# Run w64devkit.exe and navigate to raylib/src
+cd raylib/src
+mingw32-make
+
+# Copy libraylib.a to ReiLua/lib folder
+copy libraylib.a path\to\ReiLua\lib\
+
+

3. Build Lua

+

Download Lua source from https://github.com/lua/lua

+

Modify Lua's makefile:

+
# Change this:
+MYCFLAGS= $(LOCAL) -std=c99 -DLUA_USE_LINUX -DLUA_USE_READLINE
+# To this:
+MYCFLAGS= $(LOCAL) -std=c99
+
+# Comment out or remove:
+MYLIBS= -ldl -lreadline
+
+

Build:

+
# In w64devkit, navigate to Lua folder
+mingw32-make
+
+# Copy liblua.a to ReiLua/lib folder
+copy liblua.a path\to\ReiLua\lib\
+
+

4. Build ReiLua

+

Quick Method (Recommended):

+
cd ReiLua
+scripts\build_dev.bat
+
+

Manual Method:

+
cd ReiLua\build
+cmake -G "MinGW Makefiles" ..
+mingw32-make
+
+

5. Test

+
cd build
+ReiLua.exe ..\examples\snake\
+
+

If you see a low-res snake racing off the window, success! Press Enter to reset.

+

Linux

+

1. Install Dependencies

+
sudo apt install build-essential cmake
+
+

2. Build Raylib and Lua

+

Compile Raylib and Lua by following their instructions. They will compile to libraylib.a and liblua.a by default.

+

Move both .a files to the ReiLua/lib folder.

+

3. Build ReiLua

+

Quick Method (Recommended):

+
cd ReiLua
+chmod +x scripts/build_dev.sh
+scripts/build_dev.sh
+
+

Manual Method:

+
cd ReiLua/build
+cmake ..
+make
+
+

4. Test

+
./ReiLua ../examples/snake/
+
+

MacOS

+

Not tested, but should work similarly to Linux.

+

Raspberry Pi

+

Works best when Raylib is compiled using PLATFORM=DRM. See Raylib build instructions for Raspberry Pi.

+

Compile ReiLua with:

+
cmake .. -DDRM=ON
+
+Note: DRM should be launched from CLI, not in X. +

Web (Emscripten)

+

Compile Raylib for web following its instructions: https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5)

+

1. Compile Lua for Web

+

Modify Lua's makefile:

+
# Change:
+MYCFLAGS= $(LOCAL) -std=c99 -DLUA_USE_LINUX -DLUA_USE_READLINE
+# To:
+MYCFLAGS= $(LOCAL) -std=c99
+
+# Change:
+MYLIBS= -ldl -lreadline
+# To:
+MYLIBS= -ldl
+
+# Change:
+CC= gcc
+# To:
+CC= emcc
+
+# Change:
+CFLAGS= -Wall -O2 $(MYCFLAGS) -fno-stack-protector -fno-common -march=native
+# To:
+CFLAGS= -Wall -O2 $(MYCFLAGS) -fno-stack-protector -fno-common
+
+# Change:
+AR= ar rc
+# To:
+AR= emar
+
+# Change:
+$(AR) $@ $?
+# To:
+$(AR) rcs $@ $?
+
+

Build with make if emsdk environmental variables are correct.

+

2. Prepare Libraries

+

Put libraylib.a and liblua.a into ReiLua/lib/web/.

+

3. Create Resources Folder

+
cd ReiLua/build
+mkdir resources
+# Copy main.lua to resources/
+# Copy assets to resources/
+
+

Structure:

+
ReiLua/
+โ””โ”€โ”€ build/
+    โ””โ”€โ”€ resources/
+        โ”œโ”€โ”€ main.lua
+        โ””โ”€โ”€ assets/
+
+

4. Build

+
cd build
+cmake .. -DCMAKE_TOOLCHAIN_FILE=/emsdk/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake -DPLATFORM=Web
+make
+
+

5. Test

+
python -m http.server 8080
+
+

Access in browser: localhost:8080/ReiLua.html

+

Complete Release Workflow

+

Step 1: Prepare Your Game

+
MyGame/
+โ”œโ”€โ”€ main.lua
+โ”œโ”€โ”€ player.lua
+โ”œโ”€โ”€ enemy.lua
+โ”œโ”€โ”€ assets/
+โ”‚   โ”œโ”€โ”€ player.png
+โ”‚   โ”œโ”€โ”€ enemy.png
+โ”‚   โ””โ”€โ”€ music.wav
+
+

Step 2: Copy Files to Build Directory

+
cd ReiLua/build
+
+# Copy all Lua files
+copy ..\MyGame\*.lua .
+
+# Copy assets
+mkdir assets
+copy ..\MyGame\assets\* assets\
+# Or: xcopy /E /I ..\MyGame\assets assets
+
+

Step 3: Build Release

+
cd ..
+scripts\build_release.bat
+# Or: scripts/build_release.sh on Linux
+
+

Step 4: Test

+
cd build
+ReiLua.exe --log
+
+

Verify:

+
    +
  • No file loading errors
  • +
  • Game runs correctly
  • +
  • All assets load properly
  • +
+

Step 5: Distribute

+
mkdir Distribution
+copy ReiLua.exe Distribution\YourGameName.exe
+
+

Your game is now a single executable ready for distribution!

+

Customizing Your Executable

+

Change Executable Name

+

Edit CMakeLists.txt:

+
project( YourGameName )  # Change from "ReiLua"
+
+

Add Custom Icon

+

Replace icon.ico with your own icon file, then rebuild.

+

Edit Executable Properties

+

Edit resources.rc:

+
VALUE "CompanyName", "Your Studio Name"
+VALUE "FileDescription", "Your Game Description"
+VALUE "ProductName", "Your Game Name"
+VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
+
+

Customize Splash Screens

+

Edit src/splash.c:

+
const char* text = "YOUR STUDIO NAME";  // Change this
+
+

Replace logos:

+
# Replace these files before building
+logo/raylib_logo.png
+logo/reilua_logo.png
+
+

Setting Up Zed Editor

+

Zed is a modern, high-performance code editor. Here's how to set it up for ReiLua development:

+

Install Zed

+

Download from: https://zed.dev/

+

Setup Lua Language Support

+

1. Open Zed 2. Press Cmd+Shift+P (Mac) or Ctrl+Shift+P (Windows/Linux) 3. Type "install language server" and select Lua 4. Zed will automatically install the Lua Language Server

+

Configure for ReiLua

+

Create .zed/settings.json in your project root:

+
{
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua": {
+          "runtime": {
+            "version": "Lua 5.4"
+          },
+          "diagnostics": {
+            "globals": ["RL"]
+          },
+          "workspace": {
+            "library": ["ReiLua_API.lua"]
+          }
+        }
+      }
+    }
+  },
+  "languages": {
+    "Lua": {
+      "format_on_save": "on",
+      "formatter": "language_server"
+    }
+  }
+}
+
+

Copy ReiLua API Definitions

+

Copy tools/ReiLua_API.lua to your project folder. This provides autocomplete and documentation for all ReiLua functions.

+
copy path\to\ReiLua\tools\ReiLua_API.lua your_game\
+
+

Keyboard Shortcuts

+

Useful Zed shortcuts for Lua development:

+
    +
  • Ctrl+P / Cmd+P - Quick file search
  • +
  • Ctrl+Shift+F / Cmd+Shift+F - Search in files
  • +
  • Ctrl+. / Cmd+. - Code actions
  • +
  • F12 - Go to definition
  • +
  • Shift+F12 - Find references
  • +
  • Ctrl+Space - Trigger autocomplete
  • +
+

Extensions

+

Install useful extensions: 1. Press Ctrl+Shift+X / Cmd+Shift+X 2. Search and install:

+
    +
  • Lua - Syntax highlighting and language support
  • +
  • Better Comments - Enhanced comment highlighting
  • +
  • Error Lens - Inline error display
  • +
+

Workspace Setup

+

Create a workspace for ReiLua projects:

+

1. Open your game folder in Zed 2. File โ†’ Add Folder to Workspace 3. Add the ReiLua source folder (for reference) 4. File โ†’ Save Workspace As...

+

This lets you easily reference ReiLua source while developing your game.

+

Debugging

+

For debugging Lua code with Zed:

+

1. Use print() statements liberally 2. Run ReiLua with --log flag to see output 3. Use RL.TraceLog() for more detailed logging:

+
RL.TraceLog(RL.LOG_INFO, "Player position: " .. x .. ", " .. y)
+RL.TraceLog(RL.LOG_WARNING, "Low health!")
+RL.TraceLog(RL.LOG_ERROR, "Failed to load asset!")
+
+

Terminal Integration

+

Run ReiLua directly from Zed's terminal:

+

1. Press ` Ctrl+ ` / Cmd+ ` to open terminal 2. Run your game:

+
path\to\ReiLua.exe --log --no-logo
+
+

Tips for ReiLua Development in Zed

+

1. Use Multiple Cursors: Alt+Click to add cursors, great for batch edits 2. Split Views: Ctrl+\ to split editor for side-by-side editing 3. Symbol Search: Ctrl+T / Cmd+T to search for functions 4. Zen Mode: Ctrl+K Z for distraction-free coding 5. Live Grep: Ctrl+Shift+F to search across all files

+

Documentation

+

Comprehensive Guides

+ +

Quick References

+
    +
  • docs/API.md - All ReiLua/Raylib functions
  • +
  • tools/ReiLua_API.lua - Lua annotations for IDE autocomplete
  • +
  • examples/ - Example games and demos
  • +
+

Troubleshooting

+

Common Issues

+

Game doesn't start:

+
    +
  • Run with --log to see error messages
  • +
  • Check that main.lua exists
  • +
  • Verify all required assets exist
  • +
+

Assets not loading:

+
    +
  • Check file paths (use forward slashes or escaped backslashes)
  • +
  • Verify files exist in the correct location
  • +
  • Use --log to see loading errors
  • +
+

Splash screens don't show:

+
    +
  • Check you're not using --no-logo flag
  • +
  • Verify build completed successfully
  • +
  • Rebuild project: cmake --build . --config Release
  • +
+

Lua files not embedded:

+
    +
  • Ensure Lua files are in build/ directory before building
  • +
  • Check main.lua exists
  • +
  • Verify -DEMBED_MAIN=ON was used
  • +
+

Assets not embedded:

+
    +
  • Create build/assets/ folder
  • +
  • Copy assets before building
  • +
  • Verify -DEMBED_ASSETS=ON was used
  • +
+

Build fails:

+
    +
  • Check CMake and compiler are installed and in PATH
  • +
  • Verify libraylib.a and liblua.a are in lib/ folder
  • +
  • Try clean build: scripts\build_dev.bat clean
  • +
+

Getting Help

+

1. Check documentation files listed above 2. Review the examples in examples/ folder 3. Use --log` flag to see detailed error messages 4. Check your file paths and directory structure

+

Contributing

+

Contributions are welcome! This is an enhanced version with additional features. When contributing:

+

1. Test thoroughly with both development and release builds 2. Update documentation if adding features 3. Follow existing code style 4. Test on multiple platforms if possible

+

License

+

ReiLua is licensed under the zlib/libpng license. See LICENSE file for details.

+

Third-Party Licenses

+
    +
  • Raylib - zlib/libpng license
  • +
  • Lua - MIT license
  • +
  • Oleaguid Font - Check font documentation for licensing
  • +
+

Contact & Links

+
    +
  • Original ReiLua: https://github.com/Gamerfiend/ReiLua
  • +
  • Raylib: https://github.com/raysan5/raylib
  • +
  • Lua: https://www.lua.org/
  • +
+

Version Information

+
    +
  • ReiLua Version: Based on original ReiLua with enhancements
  • +
  • Raylib Version: 5.5
  • +
  • Lua Version: 5.4
  • +
+

---

+

Happy Game Development!

+
+

Embedding

+

Embedding main.lua into Executable

+

When you're ready to ship your game, you can embed all Lua files and asset files directly into the executable.

+

Development vs Release Workflow

+

Development Build (Fast Iteration)

+

During development, use external files for quick iteration.

+

Setup:

+
GameFolder/
+โ”œโ”€โ”€ ReiLua.exe
+โ”œโ”€โ”€ main.lua
+โ”œโ”€โ”€ player.lua
+โ””โ”€โ”€ assets/
+    โ”œโ”€โ”€ player.png
+    โ””โ”€โ”€ music.wav
+
+

Build:

+
cd build
+cmake ..
+cmake --build .
+
+

Benefits:

+
    +
  • Edit Lua files and re-run immediately
  • +
  • Edit assets and reload
  • +
  • Fast development cycle
  • +
  • Debug with --log flag
  • +
+

Release Build (Single Executable)

+

For distribution, embed everything into one file.

+

Setup:

+
cd build
+
+# Copy Lua files to build directory
+copy ..\main.lua .
+copy ..\player.lua .
+
+# Create assets folder and copy files
+mkdir assets
+copy ..\player.png assets\
+copy ..\music.wav assets\
+
+

Build:

+
# Configure with embedding
+cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
+
+# Build release
+cmake --build . --config Release
+
+

Result:

+
Distribution/
+โ””โ”€โ”€ YourGame.exe  (Everything embedded!)
+
+

Benefits:

+
    +
  • Single executable file
  • +
  • No external dependencies
  • +
  • Users can't modify game files
  • +
  • Smaller download (no separate files)
  • +
+

Quick Start

+

Embedding Lua Files

+

1. Copy your Lua files to the build directory:

+
   copy main.lua build\main.lua
+   copy player.lua build\player.lua
+   
+

2. Build with EMBED_MAIN option:

+
   cd build
+   cmake .. -DEMBED_MAIN=ON
+   cmake --build . --config Release
+   
+

Command Line Options

+

ReiLua supports several command-line options:

+
ReiLua [Options] [Directory to main.lua or main]
+
+Options:
+  -h, --help       Show help message
+  -v, --version    Show ReiLua version
+  -i, --interpret  Interpret mode [File name]
+  --log            Show console window for logging (Windows only)
+
+

Console/Logging

+

By default, ReiLua runs without a console window for a clean user experience. To enable console output for debugging:

+
# Run with console for debugging
+ReiLua.exe --log
+
+# You can also combine with other options
+ReiLua.exe --log path/to/game
+
+# Or with interpret mode
+ReiLua.exe --log -i script.lua
+
+

This is useful during development to see:

+
    +
  • TraceLog output
  • +
  • Print statements
  • +
  • Lua errors
  • +
  • Debug information
  • +
+

Complete Release Workflow

+

Here's a complete step-by-step guide to prepare your game for release:

+

Step 1: Organize Your Project

+

Ensure your project has this structure:

+
MyGame/
+โ”œโ”€โ”€ main.lua
+โ”œโ”€โ”€ player.lua
+โ”œโ”€โ”€ enemy.lua
+โ”œโ”€โ”€ player.png
+โ”œโ”€โ”€ enemy.png
+โ”œโ”€โ”€ music.wav
+โ””โ”€โ”€ icon.ico (optional)
+
+

Step 2: Customize Branding (Optional)

+

Change executable icon:

+
# Replace ReiLua's icon with yours
+copy MyGame\icon.ico ReiLua\icon.ico
+
+

Edit executable properties: Open ReiLua\resources.rc and modify:

+
VALUE "CompanyName", "Your Studio Name"
+VALUE "FileDescription", "Your Game Description"
+VALUE "ProductName", "Your Game Name"
+VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
+
+

Change executable name: Edit ReiLua\CMakeLists.txt:

+
project( YourGameName )  # Change from "ReiLua"
+
+

See CUSTOMIZATION.md for full details.

+

Important: Asset Paths

+Keep your paths consistent! The embedding system now preserves the assets/ prefix, so use the same paths in both development and release: +
--  Correct - works in both dev and release
+playerImage = RL.LoadTexture("assets/player.png")
+backgroundImg = RL.LoadTexture("assets/background.png")
+musicSound = RL.LoadSound("assets/music.wav")
+
+

Your Lua code doesn't need to change between development and release builds!

+

Step 3: Prepare Build Directory

+
cd ReiLua\build
+
+# Copy all Lua files
+copy ..\MyGame\*.lua .
+
+# Create assets folder
+mkdir assets
+
+# Copy all asset files (images, sounds, etc.)
+copy ..\MyGame\*.png assets\
+copy ..\MyGame\*.wav assets\
+copy ..\MyGame\*.ogg assets\
+# Or copy entire folders
+xcopy /E /I ..\MyGame\images assets\images
+xcopy /E /I ..\MyGame\sounds assets\sounds
+
+

Step 4: Build Release

+
# Configure with embedding enabled
+cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
+
+# Build in release mode
+cmake --build . --config Release
+
+

Step 5: Test Release Build

+
# Test with console to verify everything loaded
+YourGameName.exe --log
+
+# Test production mode (no console)
+YourGameName.exe
+
+

Check console output for:

+
    +
  • "ReiLua x.x.x" version info
  • +
  • No file loading errors
  • +
  • Game runs correctly
  • +
+

Step 6: Package for Distribution

+
# Create distribution folder
+mkdir ..\Distribution
+copy YourGameName.exe ..\Distribution\
+
+# Optional: Add README, LICENSE, etc.
+copy ..\README.txt ..\Distribution\
+
+

Your game is now ready to distribute as a single executable!

+

Workflow Summary

+

| Stage | Build Command | Files Needed | Result | |-------|--------------|--------------|--------| | Development | cmake .. && cmake --build . | Lua + assets external | Fast iteration | | Testing | cmake .. -DEMBED_MAIN=ON && cmake --build . | Lua in build/ | Test embedding | | Release | cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON && cmake --build . --config Release | Lua + assets in build/ | Single .exe |

+

Troubleshooting

+

Problem: "No .lua files found in build directory"

+
# Solution: Copy Lua files to build directory
+copy ..\*.lua .
+
+

Problem: "No files found in assets folder"

+
# Solution: Create assets folder and copy files
+mkdir assets
+copy ..\*.png assets\
+
+

Problem: Game crashes on startup

+
# Solution: Run with --log to see error messages
+YourGameName.exe --log
+
+

Problem: Assets not loading

+
    +
  • Verify assets are in build/assets/ before building
  • +
  • Check asset filenames match in your Lua code
  • +
  • Use --log to see loading errors
  • +
+

Notes

+
    +
  • .lua files in the build directory root are embedded when using EMBED_MAIN=ON
  • +
  • Asset files in build/assets/ folder (and subfolders) are embedded when using EMBED_ASSETS=ON
  • +
  • main.lua must exist and is always the entry point
  • +
  • Asset embedding works with subdirectories: assets/images/player.png โ†’ Load with LoadImage("player.png")
  • +
  • Both Lua and asset embedding can be used independently or together
  • +
  • The system falls back to file system if embedded file is not found
  • +
  • No code changes needed - all raylib functions work automatically with embedded assets
  • +
+

Customizing Your Executable

+

Want to add your own icon and version info to the executable? See CUSTOMIZATION.md for details on:

+
    +
  • Adding a custom icon
  • +
  • Setting exe properties (company name, version, description)
  • +
  • Renaming the executable
  • +
+
+

Asset Loading

+

Asset Loading System

+

ReiLua includes a built-in asset loading system with a loading screen UI that shows progress while assets are being loaded.

+

Features

+
    +
  • Automatic Progress Tracking - Tracks how many assets have been loaded
  • +
  • Loading UI with:
  • +
  • Animated "Loading..." text with dots
  • +
  • Smooth progress bar with shimmer effect
  • +
  • Progress percentage (e.g., "3 / 10")
  • +
  • Current asset name being loaded
  • +
  • Easy to Use - Just 3 functions to show loading progress
  • +
  • Works in development and release builds
  • +
+

API Functions

+

RL.BeginAssetLoading(totalAssets)

+

Initialize asset loading progress tracking and show the loading screen.

+

Parameters:

+
    +
  • totalAssets (integer) - Total number of assets to load
  • +
+

Example:

+
RL.BeginAssetLoading(10)  -- We're loading 10 assets
+
+

---

+

RL.UpdateAssetLoading(assetName)

+

Update the loading progress and display current asset being loaded.

+

Parameters:

+
    +
  • assetName (string) - Name of the asset currently being loaded
  • +
+

Example:

+
RL.UpdateAssetLoading("player.png")
+
+

Call this after each asset is loaded to update the progress bar.

+

---

+

RL.EndAssetLoading()

+

Finish asset loading and hide the loading screen.

+

Example:

+
RL.EndAssetLoading()
+
+

Quick Example

+
function RL.init()
+    -- List of assets to load
+    local assetsToLoad = {
+        "assets/player.png",
+        "assets/enemy.png", 
+        "assets/background.png",
+        "assets/music.wav",
+    }
+    
+    -- Begin loading
+    RL.BeginAssetLoading(#assetsToLoad)
+    
+    -- Load each asset
+    for i, path in ipairs(assetsToLoad) do
+        RL.UpdateAssetLoading(path)  -- Update progress
+        
+        -- Load the actual asset
+        if path:match("%.png$") or path:match("%.jpg$") then
+            textures[i] = RL.LoadTexture(path)
+        elseif path:match("%.wav$") or path:match("%.ogg$") then
+            sounds[i] = RL.LoadSound(path)
+        end
+    end
+    
+    -- Done!
+    RL.EndAssetLoading()
+end
+
+

Complete Example

+
local assets = {}
+
+local assetsToLoad = {
+    {type="texture", name="player", path="assets/player.png"},
+    {type="texture", name="enemy", path="assets/enemy.png"},
+    {type="texture", name="background", path="assets/background.png"},
+    {type="sound", name="music", path="assets/music.wav"},
+    {type="sound", name="shoot", path="assets/shoot.wav"},
+    {type="font", name="title", path="assets/title.ttf"},
+}
+
+function RL.init()
+    RL.SetWindowTitle("My Game")
+    
+    -- Start loading with progress
+    RL.BeginAssetLoading(#assetsToLoad)
+    
+    -- Load all assets
+    for i, asset in ipairs(assetsToLoad) do
+        -- Show current asset name on loading screen
+        RL.UpdateAssetLoading(asset.name)
+        
+        -- Load based on type
+        if asset.type == "texture" then
+            assets[asset.name] = RL.LoadTexture(asset.path)
+        elseif asset.type == "sound" then
+            assets[asset.name] = RL.LoadSound(asset.path)
+        elseif asset.type == "font" then
+            assets[asset.name] = RL.LoadFont(asset.path)
+        end
+    end
+    
+    -- Loading complete!
+    RL.EndAssetLoading()
+    
+    print("Game ready!")
+end
+
+function RL.update(delta)
+    -- Your game logic
+end
+
+function RL.draw()
+    RL.ClearBackground(RL.RAYWHITE)
+    
+    -- Use loaded assets
+    if assets.background then
+        RL.DrawTexture(assets.background, {0, 0}, RL.WHITE)
+    end
+    
+    if assets.player then
+        RL.DrawTexture(assets.player, {100, 100}, RL.WHITE)
+    end
+end
+
+

Loading Screen Appearance

+

The loading screen features a clean 1-bit pixel art style:

+

Design:

+
    +
  • Pure black and white aesthetic
  • +
  • Retro pixel art styling
  • +
  • Minimal and clean design
  • +
+

Elements:

+
    +
  • Title: "LOADING" in bold white pixel text
  • +
  • Animated Dots: White pixelated dots (4x4 squares) that cycle
  • +
  • Progress Bar:
  • +
  • 200px wide, 16px tall
  • +
  • Thick 2px white border (pixel art style)
  • +
  • White fill with black dithering pattern
  • +
  • Retro/Classic terminal aesthetic
  • +
  • Progress Text: "3/10" in white pixel font style
  • +
  • Asset Name: Current loading asset in small white text
  • +
  • Corner Decorations: White pixel art L-shaped corners in all 4 corners
  • +
+

Background:

+
    +
  • Pure black background (#000000)
  • +
  • High contrast for maximum clarity
  • +
+

Color Palette:

+
    +
  • White text and UI (#FFFFFF)
  • +
  • Black background (#000000)
  • +
  • Pure 1-bit aesthetic (inverted terminal style)
  • +
+

Style Inspiration:

+
    +
  • Classic terminal / console aesthetic
  • +
  • MS-DOS loading screens
  • +
  • 1-bit dithering patterns
  • +
  • Chunky pixel borders
  • +
  • Retro computing / CRT monitor style
  • +
+

Customization

+

If you want to customize the loading screen appearance, you can modify the colors and sizes in src/lua_core.c in the drawLoadingScreen() function.

+

Performance Tips

+

1. Call UpdateAssetLoading AFTER loading - This ensures the progress updates at the right time 2. Load assets in order of importance - Load critical assets first 3. Group similar assets - Load all textures, then sounds, etc. 4. Use descriptive names - Shows better feedback to users

+

Example Asset Loading Patterns

+

Pattern 1: Simple List

+
local files = {"player.png", "enemy.png", "music.wav"}
+RL.BeginAssetLoading(#files)
+for i, file in ipairs(files) do
+    RL.UpdateAssetLoading(file)
+    -- load file
+end
+RL.EndAssetLoading()
+
+

Pattern 2: With Types

+
local assets = {
+    textures = {"player.png", "enemy.png"},
+    sounds = {"music.wav", "shoot.wav"},
+}
+local total = #assets.textures + #assets.sounds
+
+RL.BeginAssetLoading(total)
+for _, file in ipairs(assets.textures) do
+    RL.UpdateAssetLoading(file)
+    -- load texture
+end
+for _, file in ipairs(assets.sounds) do
+    RL.UpdateAssetLoading(file)
+    -- load sound
+end
+RL.EndAssetLoading()
+
+

Pattern 3: Error Handling

+
RL.BeginAssetLoading(#files)
+for i, file in ipairs(files) do
+    RL.UpdateAssetLoading(file)
+    
+    if RL.FileExists(file) then
+        -- load file
+    else
+        print("Warning: " .. file .. " not found")
+    end
+end
+RL.EndAssetLoading()
+
+

When to Use

+

Use the loading system when:

+
    +
  • You have more than 5-10 assets to load
  • +
  • Assets are large (images, sounds, fonts)
  • +
  • Loading might take more than 1 second
  • +
  • You want polished loading feedback
  • +
+

You can skip it when:

+
    +
  • You have very few, small assets
  • +
  • Loading is nearly instant
  • +
  • You prefer immediate game start
  • +
+

โœจ Benefits

+
    +
  • Polished user experience
  • +
  • User knows the game is loading, not frozen
  • +
  • Shows progress for large asset sets
  • +
  • Works with embedded assets
  • +
  • Minimal code required
  • +
  • Beautiful default UI
  • +
+

The loading system makes your game feel polished with just a few lines of code!

+
+

Splash Screens

+

Splash Screens

+

ReiLua includes a built-in splash screen system that displays splash screens before your game loads. This gives your game a polished appearance right from startup.

+

Overview

+

When you run your ReiLua game, it automatically shows two splash screens in sequence:

+

1. Custom Text - Clean, bold text on Raylib red background (similar to Squid Game style) 2. "Made using" - Text with Raylib and ReiLua logos displayed side-by-side

+

Each splash screen:

+
    +
  • Fades in over 0.8 seconds
  • +
  • Displays for 2.5 seconds
  • +
  • Fades out over 0.8 seconds
  • +
  • Total display time: 8.2 seconds for both screens
  • +
+

Features

+

Always Embedded

+

The logo images are always embedded into the executable in both development and release builds. This means:

+
    +
  • No external logo files needed
  • +
  • Consistent splash screens across all builds
  • +
  • No risk of missing logo files
  • +
  • Clean appearance from the start
  • +
+

Asset Loading Integration

+

The splash screens display before your game's asset loading begins. This means:

+

1. User starts your game 2. Splash screens play (~8 seconds) 3. Your RL.init() function runs 4. Asset loading with progress indicator (if you use it) 5. Your game starts

+

This creates a smooth, polished startup experience.

+

Skipping Splash Screens (Development)

+

During development, you often need to test your game repeatedly. Waiting for splash screens every time can slow down your workflow. Use the --no-logo flag to skip them:

+
# Windows
+ReiLua.exe --no-logo
+
+# Linux/Mac
+./ReiLua --no-logo
+
+# With other options
+ReiLua.exe --log --no-logo
+./ReiLua --no-logo path/to/game/
+
+Note: The --no-logo flag only works in development. In release builds, users should see the full splash screen sequence. +

Technical Details

+

How It Works

+

The splash screen system is implemented in C and runs before any Lua code executes:

+

1. Logo Embedding: During build, scripts/embed_logo.py converts PNG files to C byte arrays 2. Initialization: Before calling RL.init(), the engine initializes splash screens 3. Display Loop: A dedicated loop handles timing, fading, and rendering 4. Cleanup: After completion, resources are freed and Lua code begins

+

Files

+
    +
  • src/splash.c - Splash screen implementation
  • +
  • include/splash.h - Header file
  • +
  • scripts/embed_logo.py - Python script to embed logo images
  • +
  • logo/raylib_logo.png - Raylib logo (embedded)
  • +
  • logo/reilua_logo.png - ReiLua logo (embedded)
  • +
+

Build Integration

+

The CMakeLists.txt automatically:

+

1. Runs scripts/embed_logo.py during build 2. Generates embedded_logo.h with logo data 3. Defines EMBED_LOGO flag 4. Compiles splash.c with the project

+

No manual steps required - it just works!

+

Customization

+

Changing Splash Screen Text

+

To change the default text to your studio name:

+

1. Open src/splash.c 2. Find the splash drawing function 3. Change the text line:

+
   const char* text = "YOUR STUDIO NAME";
+   
+

4. Rebuild the project

+Note: Use ALL CAPS for the Squid Game-style aesthetic. +

Changing Logos

+

To use different logos:

+

1. Replace logo/raylib_logo.png and/or logo/reilua_logo.png with your images 2. Recommended size: 256x256 or smaller (logos are auto-scaled to max 200px) 3. Format: PNG with transparency support 4. Rebuild the project - logos will be automatically embedded

+

Changing Timing

+

To adjust how long each screen displays:

+

1. Open src/splash.c 2. Modify these constants at the top:

+
   #define FADE_IN_TIME 0.8f    // Seconds to fade in
+   #define DISPLAY_TIME 2.5f    // Seconds to display fully
+   #define FADE_OUT_TIME 0.8f   // Seconds to fade out
+   
+

3. Rebuild the project

+

Removing Splash Screens Entirely

+

If you don't want any splash screens:

+

1. Open src/main.c 2. Find this block:

+
   /* Show splash screens if not skipped */
+   if ( !skip_splash ) {
+       splashInit();
+       // ... splash code ...
+       splashCleanup();
+   }
+   
+

3. Comment out or remove the entire block 4. Rebuild the project

+

Example: Complete Startup Sequence

+

Here's what a typical game startup looks like with everything enabled:

+
ReiLua.exe MyGame/
+
+

User Experience: 1. Splash Screen 1 (4.1 seconds)

+
    +
  • Custom text displayed in bold (default: "YOUR STUDIO NAME")
  • +
  • Red background (Raylib color #E62937)
  • +
  • Subtle zoom effect
  • +
+

2. Splash Screen 2 (4.1 seconds)

+
    +
  • "Made using" text at top
  • +
  • Raylib + ReiLua logos side-by-side (max 200px each)
  • +
  • Black background
  • +
+

3. Asset Loading (varies)

+
    +
  • Your loading screen with progress bar
  • +
  • Shows "Loading texture1.png", "3/10", etc.
  • +
+

4. Game Start

+
    +
  • Your game's main screen appears
  • +
  • Player can interact
  • +
+

Best Practices

+

1. Keep --no-logo for Development: Always use --no-logo during active development 2. Test Without Flag: Occasionally test without --no-logo to ensure splash screens work 3. Customize for Your Studio: Change the text and logos to match your branding 4. Consider Total Time: Splash (~8s) + Loading (varies) = Total startup time 5. Optimize Loading: Keep asset loading fast to maintain a good first impression

+

Troubleshooting

+

Splash Screens Don't Show

+Problem: Game starts immediately without splash screens +Solutions: +
    +
  • Check you're not using --no-logo flag
  • +
  • Verify logos exist in logo/ folder before building
  • +
  • Check console output for embedding errors
  • +
  • Rebuild project completely: cmake .. && make clean && make
  • +
+

Logos Appear Corrupted

+Problem: Logos display incorrectly or not at all +Solutions: +
    +
  • Verify PNG files are valid (open in image viewer)
  • +
  • Check file sizes aren't too large (keep under 1MB each)
  • +
  • Ensure PNGs use standard format (not progressive or exotic encoding)
  • +
  • Rebuild project to regenerate embedded data
  • +
+

Compilation Errors

+Problem: Build fails with logo-related errors +Solutions: +
    +
  • Ensure Python 3 is installed and in PATH
  • +
  • Check scripts/embed_logo.py has correct paths
  • +
  • Verify logo/ folder exists with both PNG files
  • +
  • Check CMake output for specific error messages
  • +
+

Command Reference

+
# Development (skip splash)
+ReiLua --no-logo
+
+# Development with logging
+ReiLua --log --no-logo
+
+# Production/testing (full splash)
+ReiLua
+
+# Help
+ReiLua --help
+
+

---

+

The splash screen system adds a polished touch to your ReiLua games with minimal effort. Customize it to match your studio's branding and give players a great first impression!

+
+

Build Scripts

+

Build Scripts Documentation

+

ReiLua includes automated build scripts for easy development and release builds.

+

Available Scripts

+

Development Build Scripts

+
    +
  • Windows: scripts\build_dev.bat
  • +
  • Linux/Unix: scripts/build_dev.sh
  • +
+

Release Build Scripts

+
    +
  • Windows: scripts\build_release.bat
  • +
  • Linux/Unix: scripts/build_release.sh
  • +
+

Development Build

+

Purpose

+

Fast iteration during game development with external Lua files and assets.

+

Usage

+

Windows:

+
scripts\build_dev.bat
+
+

Linux/Unix:

+
chmod +x scripts/build_dev.sh
+scripts/build_dev.sh
+
+

Features

+
    +
  • No embedding - loads Lua and assets from file system
  • +
  • Fast build times
  • +
  • Edit code and assets without rebuilding
  • +
  • Automatic cleanup of embedded files
  • +
  • Warns if Lua files or assets are in build directory
  • +
  • Optional clean build: scripts\build_dev.bat clean or scripts/build_dev.sh clean
  • +
+

Output

+
    +
  • Development executable: build/ReiLua.exe
  • +
  • Run your game: cd your_game && path/to/build/ReiLua.exe
  • +
  • Debug mode: path/to/build/ReiLua.exe --log
  • +
+

Release Build

+

Purpose

+

Create a single-file executable for distribution with all code and assets embedded.

+

Preparation

+

Before running the release build, prepare your files:

+
cd build
+
+# Copy all Lua files
+copy ..\your_game\*.lua .
+# Or: cp ../your_game/*.lua .
+
+# Copy assets
+mkdir assets
+copy ..\your_game\assets\* assets\
+# Or: cp -r ../your_game/assets/* assets/
+
+

Usage

+

Windows:

+
scripts\build_release.bat
+
+

Linux/Unix:

+
chmod +x scripts/build_release.sh
+scripts/build_release.sh
+
+

Features

+
    +
  • Embeds all Lua files from build/ directory
  • +
  • Embeds all assets from build/assets/ folder
  • +
  • Creates single-file executable
  • +
  • Release optimization enabled
  • +
  • Verifies Lua files and assets before building
  • +
  • Shows summary of embedded files after build
  • +
  • Interactive confirmation before building
  • +
+

Output

+
    +
  • Release executable: build/ReiLua.exe
  • +
  • Ready for distribution - no external dependencies
  • +
  • Can be renamed to your game name
  • +
+

Build Configuration

+

The release build automatically configures:

+
    +
  • EMBED_MAIN=ON - Embeds all Lua files
  • +
  • EMBED_ASSETS=ON - Embeds all assets (if assets folder exists)
  • +
  • CMAKE_BUILD_TYPE=Release - Optimized build
  • +
+

Customizing Your Executable

+

Adding Custom Icon

+

1. Replace icon.ico with your own icon file 2. Keep the same filename or update resources.rc 3. Rebuild

+

Changing Executable Properties

+

Edit resources.rc to customize:

+
VALUE "CompanyName", "Your Studio Name"
+VALUE "FileDescription", "Your Game Description"
+VALUE "ProductName", "Your Game Name"
+VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
+
+

Renaming the Executable

+

Edit CMakeLists.txt:

+
project( YourGameName )  # Line 6
+
+

After building, the executable will be named YourGameName.exe.

+

Workflow Examples

+

Development Workflow

+
# Initial setup
+scripts\build_dev.bat
+
+# Edit your Lua files in your game directory
+# ... make changes ...
+
+# Just run - no rebuild needed!
+cd your_game
+path\to\build\ReiLua.exe
+
+# If you modify C code, rebuild
+scripts\build_dev.bat
+
+

Release Workflow

+
# 1. Prepare files
+cd build
+copy ..\your_game\*.lua .
+mkdir assets
+copy ..\your_game\assets\* assets\
+
+# 2. Build release
+cd ..
+scripts\build_release.bat
+
+# 3. Test
+cd build
+ReiLua.exe --log
+
+# 4. Distribute
+# Copy build\ReiLua.exe to your distribution folder
+
+

Troubleshooting

+

"CMake configuration failed"

+
    +
  • Ensure CMake is installed and in PATH
  • +
  • Ensure MinGW is installed and in PATH
  • +
  • Check CMakeLists.txt exists in parent directory
  • +
+

"No Lua files found"

+
    +
  • Copy your Lua files to build/ directory before release build
  • +
  • Ensure main.lua exists (required entry point)
  • +
+

"Build failed"

+
    +
  • Check compiler errors in output
  • +
  • Ensure all dependencies are installed
  • +
  • Try clean build: scripts\build_dev.bat clean
  • +
+

Development build embedding warning

+
    +
  • The dev build script warns if it finds Lua files or assets in build/
  • +
  • These should be removed for development builds
  • +
  • The script offers to remove them automatically
  • +
+

Script Features

+

Safety Features

+
    +
  • Checks for correct directory before running
  • +
  • Validates required files exist
  • +
  • Warns about potential issues
  • +
  • Interactive confirmations for release builds
  • +
  • Automatic cleanup of old embedded files
  • +
+

User Friendly

+
    +
  • Clear progress messages
  • +
  • Colored output (where supported)
  • +
  • Helpful error messages
  • +
  • Pause at end to review results
  • +
  • Quick reference commands shown after build
  • +
+

Notes

+
    +
  • Development builds are much faster than release builds
  • +
  • Release builds may take longer due to embedding and optimization
  • +
  • Always test your release build before distribution
  • +
  • The scripts work on both Windows (CMD/PowerShell) and Unix shells
  • +
  • On Unix, make scripts executable: chmod +x build_*.sh
  • +
+
+

Customization

+

Customizing Your ReiLua Executable

+

This guide explains how to customize the ReiLua executable with your own branding.

+

Overview

+

You can customize:

+
    +
  • Executable name
  • +
  • Window icon
  • +
  • File properties (company name, version, description, etc.)
  • +
  • Splash screen text and logos
  • +
  • Loading screen appearance
  • +
+

Quick Customization Checklist

+
    +
  • [ ] Change executable name in CMakeLists.txt
  • +
  • [ ] Replace icon.ico with your game icon
  • +
  • [ ] Edit resources.rc with your game information
  • +
  • [ ] Customize splash screens in src/splash.c
  • +
  • [ ] Replace logo images in logo/ folder
  • +
  • [ ] Rebuild the project
  • +
+

1. Changing the Executable Name

+

The easiest customization - change "ReiLua.exe" to "YourGame.exe".

+

Steps

+

1. Open CMakeLists.txt 2. Find line 6 (near the top):

+
   project( ReiLua )
+   
+

3. Change to your game name:

+
   project( MyAwesomeGame )
+   
+

4. Rebuild:

+
   cd build
+   cmake ..
+   cmake --build . --config Release
+   
+

Result: Executable is now named MyAwesomeGame.exe

+

2. Adding a Custom Icon

+

Replace the default icon with your game's icon.

+

Requirements

+
    +
  • Format: .ico file (Windows icon format)
  • +
  • Recommended sizes: 16x16, 32x32, 48x48, 256x256
  • +
  • Tools: Use online converters or tools like IcoFX, GIMP, or Photoshop
  • +
+

Steps

+

1. Create or convert your image to .ico format 2. Replace icon.ico in the ReiLua root folder with your icon 3. Keep the same filename (icon.ico) or update resources.rc:

+
   IDI_ICON1 ICON "your_icon.ico"
+   
+

4. Rebuild the project

+Tip: Many online tools can convert PNG to ICO: +
    +
  • https://convertio.co/png-ico/
  • +
  • https://www.icoconverter.com/
  • +
+

3. Customizing Executable Properties

+

When users right-click your .exe and select "Properties", they see file information. Customize this to show your game details.

+

Steps

+

1. Open resources.rc 2. Find the VERSIONINFO section 3. Modify these values:

+
1 VERSIONINFO
+FILEVERSION     1,0,0,0      // Change version numbers
+PRODUCTVERSION  1,0,0,0      // Change product version
+FILEFLAGSMASK   0x3fL
+FILEFLAGS       0x0L
+FILEOS          VOS_NT_WINDOWS32
+FILETYPE        VFT_APP
+FILESUBTYPE     VFT2_UNKNOWN
+BEGIN
+    BLOCK "StringFileInfo"
+    BEGIN
+        BLOCK "040904b0"
+        BEGIN
+            VALUE "CompanyName",      "Your Studio Name"           // Your company/studio
+            VALUE "FileDescription",  "Your Game - An awesome game"  // Game description
+            VALUE "FileVersion",      "1.0.0.0"                    // File version string
+            VALUE "InternalName",     "YourGame"                   // Internal name
+            VALUE "LegalCopyright",   "Copyright (C) 2025 Your Name"  // Copyright notice
+            VALUE "OriginalFilename", "YourGame.exe"               // Original filename
+            VALUE "ProductName",      "Your Game"                  // Product name
+            VALUE "ProductVersion",   "1.0.0.0"                    // Product version string
+        END
+    END
+    BLOCK "VarFileInfo"
+    BEGIN
+        VALUE "Translation", 0x409, 1200
+    END
+END
+
+

Common Values

+FileVersion / ProductVersion Format: Major, Minor, Patch, Build +
    +
  • Example: 1,0,0,0 for version 1.0.0.0
  • +
  • Example: 2,3,1,5 for version 2.3.1.5
  • +
+CompanyName Examples: +
    +
  • "Your Studio Name"
  • +
  • "Independent Developer"
  • +
  • "Your Name Games"
  • +
+FileDescription: +
    +
  • Short description users see in file properties
  • +
  • Example: "Space Adventure Game"
  • +
  • Example: "Puzzle Game with Physics"
  • +
+LegalCopyright: +
    +
  • Standard format: "Copyright (C) Year Your Name"
  • +
  • Example: "Copyright (C) 2025 Indie Studios"
  • +
+

4. Rebuild the project

+

4. Customizing Splash Screens

+

Change the text and logos that appear when your game starts.

+

Changing Splash Screen Text

+

1. Open src/splash.c 2. Find the splash drawing function (around line 150) 3. Change this line:

+
   const char* text = "YOUR STUDIO NAME";
+   
+Style Tips: +
    +
  • Use ALL CAPS for bold impact
  • +
  • Keep it short (under 30 characters)
  • +
  • Examples: "INDIE STUDIO GAMES", "MADE BY YOUR NAME", "GAME JAM 2025"
  • +
+

Changing Splash Screen Logos

+

1. Create or find your logos:

+
    +
  • Recommended size: 256x256 pixels or smaller
  • +
  • Format: PNG with transparency
  • +
  • Style: Simple, recognizable logos work best
  • +
+

2. Replace these files:

+
   logo/raylib_logo.png  โ†’ Your game logo
+   logo/reilua_logo.png  โ†’ Your studio logo (or keep ReiLua logo as credit)
+   
+

3. Logo sizing:

+
    +
  • Logos are automatically scaled to max 200px
  • +
  • They display side-by-side on second splash screen
  • +
  • Maintain aspect ratio
  • +
+

4. Rebuild the project - logos are automatically embedded

+

Changing Splash Screen Timing

+

1. Open src/splash.c 2. Modify these constants at the top:

+
   #define FADE_IN_TIME 0.8f    // Seconds to fade in (default: 0.8)
+   #define DISPLAY_TIME 2.5f    // Seconds fully visible (default: 2.5)
+   #define FADE_OUT_TIME 0.8f   // Seconds to fade out (default: 0.8)
+   
+Recommendations: +
    +
  • Keep fade times between 0.5 - 1.5 seconds
  • +
  • Display time between 1.5 - 3.5 seconds
  • +
  • Total splash time ideally under 10 seconds
  • +
+

Changing Splash Screen Colors

+

1. Open src/splash.c 2. Find color definitions:

+
   // First splash screen background (Raylib red)
+   Color bgColor = (Color){ 230, 41, 55, 255 };  // Change these RGB values
+   
+   // Second splash screen background (Black)
+   Color bg = BLACK;  // Change to any color
+   
+Color Examples: +
    +
  • White: (Color){ 255, 255, 255, 255 }
  • +
  • Blue: (Color){ 0, 120, 215, 255 }
  • +
  • Dark Gray: (Color){ 32, 32, 32, 255 }
  • +
  • Your brand color: (Color){ R, G, B, 255 }
  • +
+

5. Customizing the Loading Screen

+

Change the appearance of the asset loading screen.

+

Steps

+

1. Open src/lua_core.c 2. Find the drawLoadingScreen() function 3. Modify colors and style:

+
// Background color
+Color bgColor = BLACK;  // Change background
+
+// Text color
+Color textColor = WHITE;  // Change text color
+
+// Progress bar fill color
+Color fillColor = WHITE;  // Change bar fill
+
+// Border color
+Color borderColor = WHITE;  // Change borders
+
+

Customizing Loading Text

+
// In drawLoadingScreen() function
+const char* loadingText = "LOADING";  // Change to "LOADING GAME", etc.
+
+

Changing Progress Bar Size

+
int barWidth = 200;   // Default 200px, change as needed
+int barHeight = 16;   // Default 16px, change as needed
+int borderThick = 2;  // Border thickness
+
+

6. Complete Rebranding Example

+

Here's a complete example of rebranding ReiLua as "Space Quest":

+

1. CMakeLists.txt

+
project( SpaceQuest )
+
+

2. resources.rc

+
VALUE "CompanyName",      "Cosmic Games Studio"
+VALUE "FileDescription",  "Space Quest - Explore the Galaxy"
+VALUE "FileVersion",      "1.0.0.0"
+VALUE "InternalName",     "SpaceQuest"
+VALUE "LegalCopyright",   "Copyright (C) 2025 Cosmic Games"
+VALUE "OriginalFilename", "SpaceQuest.exe"
+VALUE "ProductName",      "Space Quest"
+VALUE "ProductVersion",   "1.0.0.0"
+
+

3. icon.ico

+

Replace with your space-themed icon

+

4. src/splash.c

+
const char* text = "COSMIC GAMES STUDIO";
+
+

5. logo/ folder

+
logo/raylib_logo.png  โ†’ Your game logo (space ship, planet, etc.)
+logo/reilua_logo.png  โ†’ Studio logo (keep ReiLua logo for credit)
+
+

6. Build

+
cd build
+cmake ..
+cmake --build . --config Release
+
+

Result: SpaceQuest.exe with all your custom branding!

+

7. Advanced: Removing ReiLua Branding

+

If you want to completely remove ReiLua references:

+

Remove "Made with ReiLua" Logo

+

1. Open src/splash.c 2. Find drawMadeWithSplash() function 3. Comment out or modify the function to only show your logo

+

Remove Second Splash Screen

+

1. Open src/main.c 2. Find the splash screen loop 3. Modify to only call your custom splash

+Note: Please keep attribution to Raylib and ReiLua in your game's credits or about screen as a courtesy! +

8. Build and Test

+

After making any customizations:

+
# Clean build (recommended after customizations)
+cd build
+rm -rf *  # Or: rmdir /s /q * on Windows
+cmake ..
+cmake --build . --config Release
+
+# Test with console
+YourGame.exe --log
+
+# Test production mode
+YourGame.exe
+
+

Verify:

+
    +
  • Executable has correct name
  • +
  • Icon appears in file explorer
  • +
  • Right-click โ†’ Properties shows correct info
  • +
  • Splash screens display correctly
  • +
  • Loading screen appears as expected
  • +
+

Checklist: Release-Ready Customization

+

Before releasing your game:

+
    +
  • [ ] Executable name matches your game
  • +
  • [ ] Custom icon is recognizable at small sizes
  • +
  • [ ] File properties are complete and accurate
  • +
  • [ ] Splash screens show correct studio name
  • +
  • [ ] Logos are high quality and appropriate size
  • +
  • [ ] Loading screen matches your game's aesthetic
  • +
  • [ ] Copyright and legal information is correct
  • +
  • [ ] Version numbers are accurate
  • +
  • [ ] Tested on target platforms
  • +
  • [ ] Credits mention Raylib and ReiLua
  • +
+

Tips for Polish

+

1. Consistent Branding: Use the same colors, fonts, and style across splash screens, loading screen, and in-game UI

+

2. Icon Quality: Invest time in a good icon - it's the first thing users see

+

3. Version Management: Update version numbers for each release

+

4. Legal Info: Always include proper copyright and attribution

+

5. Test Everything: Test your branded executable on a clean system

+

6. Keep Credits: Mention Raylib and ReiLua in your game's credits screen

+

Troubleshooting

+

Icon doesn't change:

+
    +
  • Ensure .ico file is valid
  • +
  • Rebuild completely (clean build)
  • +
  • Clear icon cache (Windows): Delete IconCache.db
  • +
+

Properties don't update:

+
    +
  • Verify resources.rc syntax is correct
  • +
  • Rebuild completely
  • +
  • Check that resource compiler ran (check build output)
  • +
+

Splash screens don't show changes:

+
    +
  • Rebuild with clean build
  • +
  • Check scripts/embed_logo.py ran successfully
  • +
  • Verify logo files exist in logo/ folder
  • +
+

Executable name unchanged:

+
    +
  • Check CMakeLists.txt project name
  • +
  • Do a clean rebuild
  • +
  • Verify cmake configuration step succeeded
  • +
+

Additional Resources

+

Icon Creation Tools

+
    +
  • IcoFX: Icon editor (paid)
  • +
  • GIMP: Free, supports ICO export
  • +
  • Online: convertio.co, icoconverter.com
  • +
+

Image Editing

+
    +
  • GIMP: Free, powerful image editor
  • +
  • Paint.NET: Simple, free Windows editor
  • +
  • Photoshop: Industry standard (paid)
  • +
+

Color Picking

+
    +
  • ColorPicker: Use system color picker
  • +
  • HTML Color Codes: htmlcolorcodes.com
  • +
  • Adobe Color: color.adobe.com
  • +
+

---

+

Now your ReiLua executable is fully branded and ready to represent your game!

+
+

Editor Setup

+

Zed Editor Setup for ReiLua

+

This guide explains how to set up autocomplete, type hints, and documentation for ReiLua in Zed Editor.

+

---

+

Method 1: Using Lua Language Server (Recommended)

+

Zed uses the Lua Language Server (LuaLS) for Lua support. ReiLua includes tools/ReiLua_API.lua with LuaLS annotations.

+

Setup Steps

+

1. Install Lua Language Server in Zed

+

Zed should automatically install LuaLS when you open a Lua file. If not:

+

1. Open Zed 2. Go to Extensions (Cmd/Ctrl + Shift + X) 3. Search for "Lua" 4. Install the Lua extension

+

2. Configure Your Project

+

Create a .luarc.json file in your project root:

+
{
+  "runtime.version": "Lua 5.4",
+  "workspace.library": [
+    "${3rd}/luassert/library",
+    "${3rd}/busted/library"
+  ],
+  "completion.enable": true,
+  "diagnostics.globals": [
+    "RL"
+  ],
+  "workspace.checkThirdParty": false
+}
+
+

3. Copy tools/ReiLua_API.lua to Your Project

+

Copy tools/ReiLua_API.lua to your game project folder:

+
# From ReiLua directory
+cp tools/ReiLua_API.lua /path/to/your/game/project/
+
+

Or on Windows:

+
Copy-Item tools/ReiLua_API.lua "C:\path\to\your\game\project\"
+
+

4. (Optional) Create Library Directory

+

For better organization, create a library directory:

+
your-game/
+โ”œโ”€โ”€ main.lua
+โ”œโ”€โ”€ .luarc.json
+โ””โ”€โ”€ .lua/
+    โ””โ”€โ”€ tools/ReiLua_API.lua
+
+

Update .luarc.json:

+
{
+  "runtime.version": "Lua 5.4",
+  "workspace.library": [".lua"],
+  "completion.enable": true,
+  "diagnostics.globals": ["RL"],
+  "workspace.checkThirdParty": false
+}
+
+

---

+

Method 2: Global Configuration (All Projects)

+

To make ReiLua API available for all projects:

+

Windows

+

1. Create directory: %USERPROFILE%\.luarocks\lib\lua\5.4\ 2. Copy tools/ReiLua_API.lua to this directory 3. Add to global LuaLS config:

+Location: %APPDATA%\Zed\settings.json or via Zed settings +
{
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua.workspace.library": [
+          "C:\\Users\\YourName\\.luarocks\\lib\\lua\\5.4"
+        ],
+        "Lua.diagnostics.globals": ["RL"]
+      }
+    }
+  }
+}
+
+

Linux/macOS

+

1. Create directory: ~/.lua/reilua/ 2. Copy tools/ReiLua_API.lua to this directory 3. Update Zed settings:

+
{
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua.workspace.library": [
+          "~/.lua/reilua"
+        ],
+        "Lua.diagnostics.globals": ["RL"]
+      }
+    }
+  }
+}
+
+

---

+

Method 3: Using Zed's LSP Configuration

+

Create a .zed/settings.json in your project: > Note There is a sample zed settings json file in the repo root (zed.sample.settings.json)

+
{
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua.runtime.version": "Lua 5.4",
+        "Lua.workspace.library": [
+          "."
+        ],
+        "Lua.completion.enable": true,
+        "Lua.completion.callSnippet": "Replace",
+        "Lua.completion.displayContext": 3,
+        "Lua.diagnostics.globals": [
+          "RL"
+        ],
+        "Lua.hint.enable": true,
+        "Lua.hint.paramName": "All",
+        "Lua.hint.setType": true
+      }
+    }
+  }
+}
+
+

---

+

Verifying Setup

+

Create a test file test.lua:

+
function RL.init()
+    -- Type "RL." and you should see autocomplete
+    RL.SetWindowTitle("Test")  -- Should show documentation
+
+    local color = RL.RED  -- Should autocomplete color constants
+
+    -- Hover over functions to see documentation
+    RL.DrawText("Hello", 10, 10, 20, color)
+end
+
+function RL.update(delta)
+    -- 'delta' should show as number type
+end
+
+

If autocomplete works, you should see:

+
    +
  • Function suggestions when typing RL.
  • +
  • Parameter hints when calling functions
  • +
  • Documentation on hover
  • +
  • Constant values (RL.RED, RL.KEY_SPACE, etc.)
  • +
+

---

+

Enhanced Features

+

Enable Inlay Hints

+

In Zed settings:

+
{
+  "inlay_hints": {
+    "enabled": true
+  },
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua.hint.enable": true,
+        "Lua.hint.paramName": "All",
+        "Lua.hint.setType": true,
+        "Lua.hint.paramType": true
+      }
+    }
+  }
+}
+
+

This will show:

+
    +
  • Parameter names inline
  • +
  • Variable types
  • +
  • Return types
  • +
+

Disable Annoying Warnings

+

Add these to suppress common false positives:

+
{
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua.diagnostics.disable": [
+          "lowercase-global",
+          "unused-local",
+          "duplicate-set-field",
+          "missing-fields",
+          "undefined-field"
+        ],
+        "Lua.diagnostics.globals": ["RL"]
+      }
+    }
+  }
+}
+
+

Common warnings and what they mean:

+
    +
  • lowercase-global - Using global variables with lowercase names (RL is intentional)
  • +
  • unused-local - Local variables that aren't used
  • +
  • duplicate-set-field - Redefining functions (callback functions are expected to be redefined)
  • +
  • missing-fields - Table fields that might not exist
  • +
  • undefined-field - Accessing fields that aren't documented
  • +
+

> Note: The tools/ReiLua_API.lua file now uses type annotations instead of function definitions for callbacks to prevent duplicate warnings.

+

---

+

Troubleshooting

+

"duplicate-set-field" Error

+Problem: Getting warnings like Duplicate field 'init'. (Lua Diagnostics. duplicate-set-field) +Why: The tools/ReiLua_API.lua file previously defined callback functions as empty function definitions. When you define them in your main.lua, LSP sees it as redefining the same field. +Solution: The latest tools/ReiLua_API.lua now uses type annotations instead: +
-- Old way (caused warnings)
+function RL.init() end
+
+-- New way (no warnings)
+---@type fun()
+RL.init = nil
+
+

Fix Steps: 1. Update tools/ReiLua_API.lua - Copy the latest version from the repository 2. Or add to diagnostics.disable in your configuration:

+
   {
+     "diagnostics.disable": ["duplicate-set-field"]
+   }
+   
+

3. Restart Zed to reload the configuration

+

Benefits of the new approach:

+
    +
  • No duplicate warnings
  • +
  • Still get autocomplete
  • +
  • Still get documentation on hover
  • +
  • Still get type checking
  • +
+

---

+

Autocomplete Not Working

+

1. Restart Zed after configuration changes 2. Check LSP Status: Look for Lua Language Server in bottom-right status bar 3. Verify File Location: Ensure tools/ReiLua_API.lua is in the workspace 4. Check Console: Open Zed's log to see LSP errors

+

Performance Issues

+

If the language server is slow:

+
{
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua.workspace.maxPreload": 2000,
+        "Lua.workspace.preloadFileSize": 1000
+      }
+    }
+  }
+}
+
+

Missing Documentation

+

Ensure hover is enabled:

+
{
+  "hover_popover_enabled": true
+}
+
+

---

+

Advanced: Custom Annotations

+

You can extend tools/ReiLua_API.lua with your own game types:

+
---@class Player
+---@field x number
+---@field y number
+---@field health number
+
+---@class Enemy
+---@field x number
+---@field y number
+---@field damage number
+
+-- Your game globals
+---@type Player
+player = {}
+
+---@type Enemy[]
+enemies = {}
+
+

---

+

Keyboard Shortcuts in Zed

+
    +
  • Trigger Autocomplete: Ctrl+Space (Windows/Linux) or Cmd+Space (macOS)
  • +
  • Show Documentation: Hover or Ctrl+K Ctrl+I
  • +
  • Go to Definition: F12 or Cmd+Click
  • +
  • Find References: Shift+F12
  • +
  • Rename Symbol: F2
  • +
+

---

+

Additional Resources

+ +

---

+

Example Project Structure

+
my-reilua-game/
+โ”œโ”€โ”€ .luarc.json              # LuaLS configuration
+โ”œโ”€โ”€ .zed/
+โ”‚   โ””โ”€โ”€ settings.json        # Zed-specific settings
+โ”œโ”€โ”€ tools/ReiLua_API.lua           # API definitions (copy from ReiLua)
+โ”œโ”€โ”€ main.lua                 # Your game entry point
+โ”œโ”€โ”€ player.lua
+โ”œโ”€โ”€ enemy.lua
+โ””โ”€โ”€ assets/
+    โ”œโ”€โ”€ sprites/
+    โ””โ”€โ”€ sounds/
+
+

---

+

Quick Start Template

+

Save this as .luarc.json in your project:

+
{
+  "runtime.version": "Lua 5.4",
+  "completion.enable": true,
+  "completion.callSnippet": "Replace",
+  "diagnostics.globals": ["RL"],
+  "diagnostics.disable": [
+    "lowercase-global",
+    "duplicate-set-field",
+    "missing-fields"
+  ],
+  "workspace.checkThirdParty": false,
+  "workspace.library": ["."],
+  "hint.enable": true
+}
+
+

Save this as .zed/settings.json:

+
{
+  "lsp": {
+    "lua-language-server": {
+      "settings": {
+        "Lua.hint.enable": true,
+        "Lua.hint.paramName": "All",
+        "Lua.hint.setType": true,
+        "Lua.diagnostics.disable": [
+          "lowercase-global",
+          "duplicate-set-field",
+          "missing-fields"
+        ]
+      }
+    }
+  },
+  "inlay_hints": {
+    "enabled": true
+  }
+}
+
+

Then copy tools/ReiLua_API.lua to your project root, and you're ready to go!

+

---

+

Happy Coding!

+
\ No newline at end of file diff --git a/html_docs/reference.html b/html_docs/reference.html new file mode 100644 index 0000000..1ba0a40 --- /dev/null +++ b/html_docs/reference.html @@ -0,0 +1,6023 @@ +API Reference + +

ReiLua API Reference

Complete function reference.

Contents

+

Functions

+
function RL.init()
+

This function will be called after window has been initialized. Should be used as the main init point.

+
function RL.update( delta )
+

This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'

+
function RL.draw()
+

This function will be called every frame after update and it should have all rendering related functions. Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it. You can still use RL.BeginDrawing() and RL.EndDrawing() manually from anywhere.

+
function RL.event( event )
+

This function will be called on events input. Content of event table is determined by event type.

+
function RL.log( logLevel, message )
+

This function can be used for custom log message handling.

+
function RL.exit()
+

This function will be called on program close. Cleanup could be done here.

+
function RL.config()
+

This function will be called before InitWindow. Note! Only place where you should call InitWindow manually. Doesn't have OpenGL context at this point.

+
function RL.load()
+

This function will be called when loading resource that allocates memory. Usefull for memory leak debugging. Note! Cannot detect all resources, for example material textures.

+
function RL.unload()
+

This function will be called when unloading resource that has allocated memory. Usefull for memory leak debugging. Note! Cannot detect all resources, for example material textures.

+

ReiLua Enhanced Functions

+
RL.BeginAssetLoading( int totalAssets )
+

Initialize asset loading progress tracking and show the loading screen. This displays a beautiful loading UI with progress bar and asset names.

+

Parameters:

+
    +
  • totalAssets (integer) - Total number of assets to load
  • +
+

Example:

+
RL.BeginAssetLoading(10)  -- We're loading 10 assets
+
+

Features:

+
    +
  • Shows animated "LOADING..." text with dots
  • +
  • Displays progress bar with shimmer effect
  • +
  • Shows current asset name being loaded
  • +
  • Shows progress counter (e.g., "3 / 10")
  • +
  • 1-bit pixel art aesthetic
  • +
+
RL.UpdateAssetLoading( string assetName )
+

Update loading progress for the current asset. Call this after each asset is loaded to update the progress bar and display.

+

Parameters:

+
    +
  • assetName (string) - Name of the asset currently being loaded
  • +
+

Example:

+
RL.UpdateAssetLoading("player.png")
+-- Load the asset here
+playerTexture = RL.LoadTexture("assets/player.png")
+
+

Notes:

+
    +
  • Automatically increments the loaded asset counter
  • +
  • Updates the loading screen UI
  • +
  • Shows the asset name on screen
  • +
  • Updates progress bar percentage
  • +
+
RL.EndAssetLoading()
+

Finish asset loading and hide the loading screen. Call this after all assets have been loaded.

+

Example:

+
RL.EndAssetLoading()
+
+

Complete Example:

+
function RL.init()
+    local assets = {}
+    local assetsToLoad = {
+        "assets/player.png",
+        "assets/enemy.png",
+        "assets/background.png",
+        "assets/music.wav",
+    }
+    
+    -- Begin loading
+    RL.BeginAssetLoading(#assetsToLoad)
+    
+    -- Load each asset
+    for i, path in ipairs(assetsToLoad) do
+        RL.UpdateAssetLoading(path)
+        
+        if path:match("%.png$") then
+            assets[i] = RL.LoadTexture(path)
+        elseif path:match("%.wav$") then
+            assets[i] = RL.LoadSound(path)
+        end
+    end
+    
+    -- Done loading
+    RL.EndAssetLoading()
+end
+
+

Structures

+
Vector2 = { 1.0, 1.0 } or { x = 1.0, y = 1.0 }
+

Vector2, 2 components

+
Vector3 = { 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0 }
+

Vector3, 3 components

+
Vector4 = { 1.0, 1.0, 1.0, 1.0 } or { x = 1.0, y = 1.0, z = 1.0, w = 1.0 }
+

Vector4, 4 components

+
Quaternion = { 0.0, 0.0, 0.0, 1.0 } or { x = 0.0, y = 0.0, z = 0.0, w = 1.0 }
+

Quaternion, 4 components (Vector4 alias)

+
Matrix = { { 1.0, 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0, 0.0 }, { 0.0, 0.0, 1.0, 0.0 }, { 0.0, 0.0, 0.0, 1.0 } }
+

Matrix, 4x4 components, column major, OpenGL style, right-handed. Identity matrix example

+
Color = { 255, 255, 255, 255 } or { r = 255, g = 255, b = 255, a = 255 }
+

Color, 4 components, R8G8B8A8 (32bit)

+
Rectangle = { 0.0, 0.0, 1.0, 1.0 } or { x = 0.0, y = 0.0, width = 1.0, height = 1.0 }
+

Rectangle, 4 components

+
Image = Userdata
+

Image, pixel data stored in CPU memory (RAM)

+
Texture = Userdata
+

Texture, tex data stored in GPU memory (VRAM)

+
textureData = {
+	id = unsigned int,		--OpenGL texture id
+	width = int,			--Texture base width
+	height = int,			--Texture base height
+	mipmaps = int,			--Mipmap levels, 1 by default
+	format = int			--Data format (PixelFormat type)
+}
+
+
RenderTexture = Userdata
+

RenderTexture, fbo for texture rendering

+
renderTextureData = {
+	id = unsigned int,		--OpenGL framebuffer object id
+	texture = Texture,		--Color buffer attachment texture
+	depth = Texture,		--Depth buffer attachment texture
+}
+
+
Font = Userdata
+

Font, font texture and GlyphInfo array data

+
Camera2D = Userdata
+

Camera2D, defines position/orientation in 2d space

+
Camera3D = Userdata
+

Camera, defines position/orientation in 3d space

+
Mesh = Userdata
+

Mesh, vertex data and vao/vbo

+
meshData = {
+	vertices = Vector3{},		--Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+	texcoords = Vector2{},		--Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+	texcoords2 = Vector2{},		--Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
+	normals = Vector3{},		--Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+	tangents = Vector4{},		--Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
+	colors = Color{},			--Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+	indices = int{}				--Vertex indices (in case vertex data comes indexed)
+}
+
+
Material = Userdata
+

Material, includes shader and maps

+
materialData = {
+	shader = Shader,
+	maps = {									--Material maps array (MAX_MATERIAL_MAPS)
+		{
+    		MATERIAL_MAP_*,						--Example MATERIAL_MAP_ALBEDO
+			{
+    			texture = Texture,				--Material map texture
+        		color = Color,					--Material map color
+        		value = float,					--Material map value
+      		},
+    	},
+    	...
+  	},
+  	params = { float, float, float, float }		--Material generic parameters (if required)
+}
+
+
Model = Userdata
+

Model, meshes, materials and animation data

+
Ray = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 } } or { position = { 0.0, 0.0, 0.0 }, direction = { 1.0, 0.0, 0.0 } }
+

Ray, ray for raycasting

+
RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }
+

RayCollision, ray hit information

+
BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or { min = { 0.0, 0.0, 0.0 }, max = { 1.0, 1.0, 1.0 } }
+

BoundingBox

+
GlyphInfo = Userdata
+

GlyphInfo, font characters glyphs info

+
glyphInfoData = {
+	value = int,		--Character value (Unicode)
+	offsetX = int,		--Character offset X when drawing
+	offsetY = int,		--Character offset Y when drawing
+	advanceX = int,		--Character advance position X
+	image = Image,		--Character image data
+}
+
+
BoneInfo = { name = string[32], parent = int }
+

Bone, skeletal animation bone

+
Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }
+

Transform, vertex transformation data

+
Wave = Userdata
+

Wave, audio wave data

+
Sound = Userdata
+

Sound

+
SoundAlias = Userdata
+

SoundAlias

+
Music = Userdata
+

Music, audio stream, anything longer than ~10 seconds should be streamed

+
NPatchInfo = { { 0, 0, 24, 24 }, 8, 8, 8, 8, NPATCH_NINE_PATCH } or { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH }
+

NPatchInfo, n-patch layout info

+
ModelAnimations = Userdata
+

ModelAnimation

+
AutomationEvent = Userdata
+

Automation event

+
AutomationEventList = Userdata
+

Automation event list

+
Buffer = Buffer userdata
+

Data buffer for C primitive types. Type should be one of the Buffer types.

+

Defines - System/Window config flags

+
FLAG_VSYNC_HINT = 64
+

Set to try enabling V-Sync on GPU

+
FLAG_FULLSCREEN_MODE = 2
+

Set to run program in fullscreen

+
FLAG_WINDOW_RESIZABLE = 4
+

Set to allow resizable window

+
FLAG_WINDOW_UNDECORATED = 8
+

Set to disable window decoration (frame and buttons)

+
FLAG_WINDOW_HIDDEN = 128
+

Set to hide window

+
FLAG_WINDOW_MINIMIZED = 512
+

Set to minimize window (iconify)

+
FLAG_WINDOW_MAXIMIZED = 1024
+

Set to maximize window (expanded to monitor)

+
FLAG_WINDOW_UNFOCUSED = 2048
+

Set to window non focused

+
FLAG_WINDOW_TOPMOST = 4096
+

Set to window always on top

+
FLAG_WINDOW_ALWAYS_RUN = 256
+

Set to allow windows running while minimized

+
FLAG_WINDOW_TRANSPARENT = 16
+

Set to allow transparent framebuffer

+
FLAG_WINDOW_HIGHDPI = 8192
+

Set to support HighDPI

+
FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384
+

Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED

+
FLAG_MSAA_4X_HINT = 32
+

Set to try enabling MSAA 4X

+
FLAG_INTERLACED_HINT = 65536
+

Set to try enabling interlaced video format (for V3D)

+

Defines - Trace log level

+
LOG_ALL = 0
+

Display all logs

+
LOG_TRACE = 1
+

Trace logging, intended for internal use only

+
LOG_DEBUG = 2
+

Debug logging, used for internal debugging, it should be disabled on release builds

+
LOG_INFO = 3
+

Info logging, used for program execution info

+
LOG_WARNING = 4
+

Warning logging, used on recoverable failures

+
LOG_ERROR = 5
+

Error logging, used on unrecoverable failures

+
LOG_FATAL = 6
+

Fatal logging, used to abort program: exit(EXIT_FAILURE)

+
LOG_NONE = 7
+

Disable logging

+

Defines - Keyboard keys (US keyboard layout)

+
KEY_NULL = 0
+

Key: NULL, used for no key pressed

+
KEY_APOSTROPHE = 39
+

Key: '

+
KEY_COMMA = 44
+

Key: ,

+
KEY_MINUS = 45
+

Key: -

+
KEY_PERIOD = 46
+

Key: .

+
KEY_SLASH = 47
+

Key: /

+
KEY_ZERO = 48
+

Key: 0

+
KEY_ONE = 49
+

Key: 1

+
KEY_TWO = 50
+

Key: 2

+
KEY_THREE = 51
+

Key: 3

+
KEY_FOUR = 52
+

Key: 4

+
KEY_FIVE = 53
+

Key: 5

+
KEY_SIX = 54
+

Key: 6

+
KEY_SEVEN = 55
+

Key: 7

+
KEY_EIGHT = 56
+

Key: 8

+
KEY_NINE = 57
+

Key: 9

+
KEY_SEMICOLON = 59
+

Key: ;

+
KEY_EQUAL = 61
+

Key: =

+
KEY_A = 65
+

Key: A | a

+
KEY_B = 66
+

Key: B | b

+
KEY_C = 67
+

Key: C | c

+
KEY_D = 68
+

Key: D | d

+
KEY_E = 69
+

Key: E | e

+
KEY_F = 70
+

Key: F | f

+
KEY_G = 71
+

Key: G | g

+
KEY_H = 72
+

Key: H | h

+
KEY_I = 73
+

Key: I | i

+
KEY_J = 74
+

Key: J | j

+
KEY_K = 75
+

Key: K | k

+
KEY_L = 76
+

Key: L | l

+
KEY_M = 77
+

Key: M | m

+
KEY_N = 78
+

Key: N | n

+
KEY_O = 79
+

Key: O | o

+
KEY_P = 80
+

Key: P | p

+
KEY_Q = 81
+

Key: Q | q

+
KEY_R = 82
+

Key: R | r

+
KEY_S = 83
+

Key: S | s

+
KEY_T = 84
+

Key: T | t

+
KEY_U = 85
+

Key: U | u

+
KEY_V = 86
+

Key: V | v

+
KEY_W = 87
+

Key: W | w

+
KEY_X = 88
+

Key: X | x

+
KEY_Y = 89
+

Key: Y | y

+
KEY_Z = 90
+

Key: Z | z

+
KEY_LEFT_BRACKET = 91
+

Key: [

+
KEY_BACKSLASH = 92
+

Key: '\'

+
KEY_RIGHT_BRACKET = 93
+

Key: ]

+
KEY_GRAVE = 96
+

Key: `

+
KEY_SPACE = 32
+

Key: Space

+
KEY_ESCAPE = 256
+

Key: Esc

+
KEY_ENTER = 257
+

Key: Enter

+
KEY_TAB = 258
+

Key: Tab

+
KEY_BACKSPACE = 259
+

Key: Backspace

+
KEY_INSERT = 260
+

Key: Ins

+
KEY_DELETE = 261
+

Key: Del

+
KEY_RIGHT = 262
+

Key: Cursor right

+
KEY_LEFT = 263
+

Key: Cursor left

+
KEY_DOWN = 264
+

Key: Cursor down

+
KEY_UP = 265
+

Key: Cursor up

+
KEY_PAGE_UP = 266
+

Key: Page up

+
KEY_PAGE_DOWN = 267
+

Key: Page down

+
KEY_HOME = 268
+

Key: Home

+
KEY_END = 269
+

Key: End

+
KEY_CAPS_LOCK = 280
+

Key: Caps lock

+
KEY_SCROLL_LOCK = 281
+

Key: Scroll down

+
KEY_NUM_LOCK = 282
+

Key: Num lock

+
KEY_PRINT_SCREEN = 283
+

Key: Print screen

+
KEY_PAUSE = 284
+

Key: Pause

+
KEY_F1 = 290
+

Key: F1

+
KEY_F2 = 291
+

Key: F2

+
KEY_F3 = 292
+

Key: F3

+
KEY_F4 = 293
+

Key: F4

+
KEY_F5 = 294
+

Key: F5

+
KEY_F6 = 295
+

Key: F6

+
KEY_F7 = 296
+

Key: F7

+
KEY_F8 = 297
+

Key: F8

+
KEY_F9 = 298
+

Key: F9

+
KEY_F10 = 299
+

Key: F10

+
KEY_F11 = 300
+

Key: F11

+
KEY_F12 = 301
+

Key: F12

+
KEY_LEFT_SHIFT = 340
+

Key: Shift left

+
KEY_LEFT_CONTROL = 341
+

Key: Control left

+
KEY_LEFT_ALT = 342
+

Key: Alt left

+
KEY_LEFT_SUPER = 343
+

Key: Super left

+
KEY_RIGHT_SHIFT = 344
+

Key: Shift right

+
KEY_RIGHT_CONTROL = 345
+

Key: Control right

+
KEY_RIGHT_ALT = 346
+

Key: Alt right

+
KEY_RIGHT_SUPER = 347
+

Key: Super right

+
KEY_KB_MENU = 348
+

Key: KB menu

+
KEY_KP_0 = 320
+

Key: Keypad 0

+
KEY_KP_1 = 321
+

Key: Keypad 1

+
KEY_KP_2 = 322
+

Key: Keypad 2

+
KEY_KP_3 = 323
+

Key: Keypad 3

+
KEY_KP_4 = 324
+

Key: Keypad 4

+
KEY_KP_5 = 325
+

Key: Keypad 5

+
KEY_KP_6 = 326
+

Key: Keypad 6

+
KEY_KP_7 = 327
+

Key: Keypad 7

+
KEY_KP_8 = 328
+

Key: Keypad 8

+
KEY_KP_9 = 329
+

Key: Keypad 9

+
KEY_KP_DECIMAL = 330
+

Key: Keypad .

+
KEY_KP_DIVIDE = 331
+

Key: Keypad /

+
KEY_KP_MULTIPLY = 332
+

Key: Keypad *

+
KEY_KP_SUBTRACT = 333
+

Key: Keypad -

+
KEY_KP_ADD = 334
+

Key: Keypad +

+
KEY_KP_ENTER = 335
+

Key: Keypad Enter

+
KEY_KP_EQUAL = 336
+

Key: Keypad =

+
KEY_BACK = 4
+

Key: Android back button

+
KEY_MENU = 5
+

Key: Android menu button

+
KEY_VOLUME_UP = 24
+

Key: Android volume up button

+
KEY_VOLUME_DOWN = 25
+

Key: Android volume down button

+

Defines - Mouse buttons

+
MOUSE_BUTTON_LEFT = 0
+

Mouse button left

+
MOUSE_BUTTON_RIGHT = 1
+

Mouse button right

+
MOUSE_BUTTON_MIDDLE = 2
+

Mouse button middle (pressed wheel)

+
MOUSE_BUTTON_SIDE = 3
+

Mouse button side (advanced mouse device)

+
MOUSE_BUTTON_EXTRA = 4
+

Mouse button extra (advanced mouse device)

+
MOUSE_BUTTON_FORWARD = 5
+

Mouse button forward (advanced mouse device)

+
MOUSE_BUTTON_BACK = 6
+

Mouse button back (advanced mouse device)

+

Defines - Mouse cursor

+
MOUSE_CURSOR_DEFAULT = 0
+

Default pointer shape

+
MOUSE_CURSOR_ARROW = 1
+

Arrow shape

+
MOUSE_CURSOR_IBEAM = 2
+

Text writing cursor shape

+
MOUSE_CURSOR_CROSSHAIR = 3
+

Cross shape

+
MOUSE_CURSOR_POINTING_HAND = 4
+

Pointing hand cursor

+
MOUSE_CURSOR_RESIZE_EW = 5
+

Horizontal resize/move arrow shape

+
MOUSE_CURSOR_RESIZE_NS = 6
+

Vertical resize/move arrow shape

+
MOUSE_CURSOR_RESIZE_NWSE = 7
+

Top-left to bottom-right diagonal resize/move arrow shape

+
MOUSE_CURSOR_RESIZE_NESW = 8
+

The top-right to bottom-left diagonal resize/move arrow shape

+
MOUSE_CURSOR_RESIZE_ALL = 9
+

The omnidirectional resize/move cursor shape

+
MOUSE_CURSOR_NOT_ALLOWED = 10
+

The operation-not-allowed shape

+

Defines - Gamepad buttons

+
GAMEPAD_BUTTON_UNKNOWN = 0
+

Unknown button, just for error checking

+
GAMEPAD_BUTTON_LEFT_FACE_UP = 1
+

Gamepad left DPAD up button

+
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2
+

Gamepad left DPAD right button

+
GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3
+

Gamepad left DPAD down button

+
GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4
+

Gamepad left DPAD left button

+
GAMEPAD_BUTTON_RIGHT_FACE_UP = 5
+

Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)

+
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6
+

Gamepad right button right (i.e. PS3: Square, Xbox: X)

+
GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7
+

Gamepad right button down (i.e. PS3: Cross, Xbox: A)

+
GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8
+

Gamepad right button left (i.e. PS3: Circle, Xbox: B)

+
GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9
+

Gamepad top/back trigger left (first), it could be a trailing button

+
GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10
+

Gamepad top/back trigger left (second), it could be a trailing button

+
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11
+

Gamepad top/back trigger right (one), it could be a trailing button

+
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12
+

Gamepad top/back trigger right (second), it could be a trailing button

+
GAMEPAD_BUTTON_MIDDLE_LEFT = 13
+

Gamepad center buttons, left one (i.e. PS3: Select)

+
GAMEPAD_BUTTON_MIDDLE = 14
+

Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)

+
GAMEPAD_BUTTON_MIDDLE_RIGHT = 15
+

Gamepad center buttons, right one (i.e. PS3: Start)

+
GAMEPAD_BUTTON_LEFT_THUMB = 16
+

Gamepad joystick pressed button left

+
GAMEPAD_BUTTON_RIGHT_THUMB = 17
+

Gamepad joystick pressed button right

+

Defines - Gamepad axis

+
GAMEPAD_AXIS_LEFT_X = 0
+

Gamepad left stick X axis

+
GAMEPAD_AXIS_LEFT_Y = 1
+

Gamepad left stick Y axis

+
GAMEPAD_AXIS_RIGHT_X = 2
+

Gamepad right stick X axis

+
GAMEPAD_AXIS_RIGHT_Y = 3
+

Gamepad right stick Y axis

+
GAMEPAD_AXIS_LEFT_TRIGGER = 4
+

Gamepad back trigger left, pressure level: [1..-1]

+
GAMEPAD_AXIS_RIGHT_TRIGGER = 5
+

Gamepad back trigger right, pressure level: [1..-1]

+

Defines - Material map index

+
MATERIAL_MAP_ALBEDO = 0
+

Albedo material (same as: MATERIAL_MAP_DIFFUSE)

+
MATERIAL_MAP_METALNESS = 1
+

Metalness material (same as: MATERIAL_MAP_SPECULAR)

+
MATERIAL_MAP_NORMAL = 2
+

Normal material

+
MATERIAL_MAP_ROUGHNESS = 3
+

Roughness material

+
MATERIAL_MAP_OCCLUSION = 4
+

Ambient occlusion material

+
MATERIAL_MAP_EMISSION = 5
+

Emission material

+
MATERIAL_MAP_HEIGHT = 6
+

Heightmap material

+
MATERIAL_MAP_CUBEMAP = 7
+

Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)

+
MATERIAL_MAP_IRRADIANCE = 8
+

Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)

+
MATERIAL_MAP_PREFILTER = 9
+

Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)

+
MATERIAL_MAP_BRDF = 10
+

Brdf material

+
MATERIAL_MAP_DIFFUSE = 0
+

Diffuce material (same as: MATERIAL_MAP_ALBEDO)

+
MATERIAL_MAP_SPECULAR = 1
+

Specular material (same as: MATERIAL_MAP_METALNESS)

+

Defines - Shader location index

+
SHADER_LOC_VERTEX_POSITION = 0
+

Shader location: vertex attribute: position

+
SHADER_LOC_VERTEX_TEXCOORD01 = 1
+

Shader location: vertex attribute: texcoord01

+
SHADER_LOC_VERTEX_TEXCOORD02 = 2
+

Shader location: vertex attribute: texcoord02

+
SHADER_LOC_VERTEX_NORMAL = 3
+

Shader location: vertex attribute: normal

+
SHADER_LOC_VERTEX_TANGENT = 4
+

Shader location: vertex attribute: tangent

+
SHADER_LOC_VERTEX_COLOR = 5
+

Shader location: vertex attribute: color

+
SHADER_LOC_MATRIX_MVP = 6
+

Shader location: matrix uniform: model-view-projection

+
SHADER_LOC_MATRIX_VIEW = 7
+

Shader location: matrix uniform: view (camera transform)

+
SHADER_LOC_MATRIX_PROJECTION = 8
+

Shader location: matrix uniform: projection

+
SHADER_LOC_MATRIX_MODEL = 9
+

Shader location: matrix uniform: model (transform)

+
SHADER_LOC_MATRIX_NORMAL = 10
+

Shader location: matrix uniform: normal

+
SHADER_LOC_VECTOR_VIEW = 11
+

Shader location: vector uniform: view

+
SHADER_LOC_COLOR_DIFFUSE = 12
+

Shader location: vector uniform: diffuse color

+
SHADER_LOC_COLOR_SPECULAR = 13
+

Shader location: vector uniform: specular color

+
SHADER_LOC_COLOR_AMBIENT = 14
+

Shader location: vector uniform: ambient color

+
SHADER_LOC_MAP_ALBEDO = 15
+

Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)

+
SHADER_LOC_MAP_METALNESS = 16
+

Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)

+
SHADER_LOC_MAP_NORMAL = 17
+

Shader location: sampler2d texture: normal

+
SHADER_LOC_MAP_ROUGHNESS = 18
+

Shader location: sampler2d texture: roughness

+
SHADER_LOC_MAP_OCCLUSION = 19
+

Shader location: sampler2d texture: occlusion

+
SHADER_LOC_MAP_EMISSION = 20
+

Shader location: sampler2d texture: emission

+
SHADER_LOC_MAP_HEIGHT = 21
+

Shader location: sampler2d texture: height

+
SHADER_LOC_MAP_CUBEMAP = 22
+

Shader location: samplerCube texture: cubemap

+
SHADER_LOC_MAP_IRRADIANCE = 23
+

Shader location: samplerCube texture: irradiance

+
SHADER_LOC_MAP_PREFILTER = 24
+

Shader location: samplerCube texture: prefilter

+
SHADER_LOC_MAP_BRDF = 25
+

Shader location: sampler2d texture: brdf

+
SHADER_LOC_VERTEX_BONEIDS = 26
+

Shader location: vertex attribute: boneIds

+
SHADER_LOC_VERTEX_BONEWEIGHTS = 27
+

Shader location: vertex attribute: boneWeights

+
SHADER_LOC_BONE_MATRICES = 28
+

Shader location: array of matrices uniform: boneMatrices

+
SHADER_LOC_MAP_DIFFUSE = 15
+

Shader location: sampler2d texture: diffuce (same as: SHADER_LOC_MAP_ALBEDO)

+
SHADER_LOC_MAP_SPECULAR = 16
+

Shader location: sampler2d texture: specular (same as: SHADER_LOC_MAP_METALNESS)

+

Defines - Shader uniform data type

+
SHADER_UNIFORM_FLOAT = 0
+

Shader uniform type: float

+
SHADER_UNIFORM_VEC2 = 1
+

Shader uniform type: vec2 (2 float)

+
SHADER_UNIFORM_VEC3 = 2
+

Shader uniform type: vec3 (3 float)

+
SHADER_UNIFORM_VEC4 = 3
+

Shader uniform type: vec4 (4 float)

+
SHADER_UNIFORM_INT = 4
+

Shader uniform type: int

+
SHADER_UNIFORM_IVEC2 = 5
+

Shader uniform type: ivec2 (2 int)

+
SHADER_UNIFORM_IVEC3 = 6
+

Shader uniform type: ivec3 (3 int)

+
SHADER_UNIFORM_IVEC4 = 7
+

Shader uniform type: ivec4 (4 int)

+
SHADER_UNIFORM_SAMPLER2D = 8
+

Shader uniform type: sampler2d

+

Defines - Shader attribute data types

+
SHADER_ATTRIB_FLOAT = 0
+

Shader attribute type: float

+
SHADER_ATTRIB_VEC2 = 1
+

Shader attribute type: vec2 (2 float)

+
SHADER_ATTRIB_VEC3 = 2
+

Shader attribute type: vec3 (3 float)

+
SHADER_ATTRIB_VEC4 = 3
+

Shader attribute type: vec4 (4 float)

+

Defines - Pixel formats

+
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1
+

8 bit per pixel (no alpha)

+
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2
+

8*2 bpp (2 channels)

+
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3
+

16 bpp

+
PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4
+

24 bpp

+
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5
+

16 bpp (1 bit alpha)

+
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6
+

16 bpp (4 bit alpha)

+
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7
+

32 bpp

+
PIXELFORMAT_UNCOMPRESSED_R32 = 8
+

32 bpp (1 channel - float)

+
PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9
+

32*3 bpp (3 channels - float)

+
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10
+

32*4 bpp (4 channels - float)

+
PIXELFORMAT_COMPRESSED_DXT1_RGB = 14
+

4 bpp (no alpha)

+
PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15
+

4 bpp (1 bit alpha)

+
PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16
+

8 bpp

+
PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17
+

8 bpp

+
PIXELFORMAT_COMPRESSED_ETC1_RGB = 18
+

4 bpp

+
PIXELFORMAT_COMPRESSED_ETC2_RGB = 19
+

4 bpp

+
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20
+

8 bpp

+
PIXELFORMAT_COMPRESSED_PVRT_RGB = 21
+

4 bpp

+
PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22
+

4 bpp

+
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23
+

8 bpp

+
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24
+

2 bpp

+

Defines - Texture parameters: filter mode

+
TEXTURE_FILTER_POINT = 0
+

No filter, just pixel approximation

+
TEXTURE_FILTER_BILINEAR = 1
+

Linear filtering

+
TEXTURE_FILTER_TRILINEAR = 2
+

Trilinear filtering (linear with mipmaps)

+
TEXTURE_FILTER_ANISOTROPIC_4X = 3
+

Anisotropic filtering 4x

+
TEXTURE_FILTER_ANISOTROPIC_8X = 4
+

Anisotropic filtering 8x

+
TEXTURE_FILTER_ANISOTROPIC_16X = 5
+

Anisotropic filtering 16x

+

Defines - Texture parameters: wrap mode

+
TEXTURE_WRAP_REPEAT = 0
+

Repeats texture in tiled mode

+
TEXTURE_WRAP_CLAMP = 1
+

Clamps texture to edge pixel in tiled mode

+
TEXTURE_WRAP_MIRROR_REPEAT = 2
+

Mirrors and repeats the texture in tiled mode

+
TEXTURE_WRAP_MIRROR_CLAMP = 3
+

Mirrors and clamps to border the texture in tiled mode

+

Defines - Cubemap layouts

+
CUBEMAP_LAYOUT_AUTO_DETECT = 0
+

Automatically detect layout type

+
CUBEMAP_LAYOUT_LINE_VERTICAL = 1
+

Layout is defined by a vertical line with faces

+
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2
+

Layout is defined by a horizontal line with faces

+
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3
+

Layout is defined by a 3x4 cross with cubemap faces

+
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4
+

Layout is defined by a 4x3 cross with cubemap faces

+

Defines - Font type, defines generation method

+
FONT_DEFAULT = 0
+

Default font generation, anti-aliased

+
FONT_BITMAP = 1
+

Bitmap font generation, no anti-aliasing

+
FONT_SDF = 2
+

SDF font generation, requires external shader

+

Defines - Color blending modes (pre-defined)

+
BLEND_ALPHA = 0
+

Blend textures considering alpha (default)

+
BLEND_ADDITIVE = 1
+

Blend textures adding colors

+
BLEND_MULTIPLIED = 2
+

Blend textures multiplying colors

+
BLEND_ADD_COLORS = 3
+

Blend textures adding colors (alternative)

+
BLEND_SUBTRACT_COLORS = 4
+

Blend textures subtracting colors (alternative)

+
BLEND_ALPHA_PREMULTIPLY = 5
+

Blend premultiplied textures considering alpha

+
BLEND_CUSTOM = 6
+

Blend textures using custom src/dst factors (use rlSetBlendFactors())

+
BLEND_CUSTOM_SEPARATE = 7
+

Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())

+

Defines - Gesture

+
GESTURE_NONE = 0
+

No gesture

+
GESTURE_TAP = 1
+

Tap gesture

+
GESTURE_DOUBLETAP = 2
+

Double tap gesture

+
GESTURE_HOLD = 4
+

Hold gesture

+
GESTURE_DRAG = 8
+

Drag gesture

+
GESTURE_SWIPE_RIGHT = 16
+

Swipe right gesture

+
GESTURE_SWIPE_LEFT = 32
+

Swipe left gesture

+
GESTURE_SWIPE_UP = 64
+

Swipe up gesture

+
GESTURE_SWIPE_DOWN = 128
+

Swipe down gesture

+
GESTURE_PINCH_IN = 256
+

Pinch in gesture

+
GESTURE_PINCH_OUT = 512
+

Pinch out gesture

+

Defines - Camera system modes

+
CAMERA_CUSTOM = 0
+

Custom camera

+
CAMERA_FREE = 1
+

Free camera

+
CAMERA_ORBITAL = 2
+

Orbital camera

+
CAMERA_FIRST_PERSON = 3
+

First person camera

+
CAMERA_THIRD_PERSON = 4
+

Third person camera

+

Defines - Camera projection

+
CAMERA_PERSPECTIVE = 0
+

Perspective projection

+
CAMERA_ORTHOGRAPHIC = 1
+

Orthographic projection

+

Defines - N-patch layout

+
NPATCH_NINE_PATCH = 0
+

Npatch layout: 3x3 tiles

+
NPATCH_THREE_PATCH_VERTICAL = 1
+

Npatch layout: 1x3 tiles

+
NPATCH_THREE_PATCH_HORIZONTAL = 2
+

Npatch layout: 3x1 tiles

+

Defines - Math

+
PI = 3.1415927410126
+

Pi

+
EPSILON = 9.9999999747524e-07
+

Epsilon

+
DEG2RAD = 0.017453292384744
+

Degrees to radians

+
RAD2DEG = 57.295776367188
+

Radians to degrees

+

Defines - Gui control state

+
STATE_NORMAL = 0
+
STATE_FOCUSED = 1
+
STATE_PRESSED = 2
+
STATE_DISABLED = 3
+

Defines - Gui control text alignment

+
TEXT_ALIGN_LEFT = 0
+
TEXT_ALIGN_CENTER = 1
+
TEXT_ALIGN_RIGHT = 2
+

Defines - Gui control text alignment vertical

+
TEXT_ALIGN_TOP = 0
+
TEXT_ALIGN_MIDDLE = 1
+
TEXT_ALIGN_BOTTOM = 2
+

Defines - Gui control text wrap mode

+
TEXT_WRAP_NONE = 0
+
TEXT_WRAP_CHAR = 1
+
TEXT_WRAP_WORD = 2
+

Defines - Gui controls

+
DEFAULT = 0
+
LABEL = 1
+

Used also for: LABELBUTTON

+
BUTTON = 2
+
TOGGLE = 3
+

Used also for: TOGGLEGROUP

+
SLIDER = 4
+

Used also for: SLIDERBAR

+
PROGRESSBAR = 5
+
CHECKBOX = 6
+
COMBOBOX = 7
+
DROPDOWNBOX = 8
+
TEXTBOX = 9
+

Used also for: TEXTBOXMULTI

+
VALUEBOX = 10
+
SPINNER = 11
+

Uses: BUTTON, VALUEBOX

+
LISTVIEW = 12
+
COLORPICKER = 13
+
SCROLLBAR = 14
+
STATUSBAR = 15
+

Defines - Gui base properties for every control

+
BORDER_COLOR_NORMAL = 0
+
BASE_COLOR_NORMAL = 1
+
TEXT_COLOR_NORMAL = 2
+
BORDER_COLOR_FOCUSED = 3
+
BASE_COLOR_FOCUSED = 4
+
TEXT_COLOR_FOCUSED = 5
+
BORDER_COLOR_PRESSED = 6
+
BASE_COLOR_PRESSED = 7
+
TEXT_COLOR_PRESSED = 8
+
BORDER_COLOR_DISABLED = 9
+
BASE_COLOR_DISABLED = 10
+
TEXT_COLOR_DISABLED = 11
+
BORDER_WIDTH = 12
+
TEXT_PADDING = 13
+
TEXT_ALIGNMENT = 14
+

Defines - Gui extended properties depend on control

+
TEXT_SIZE = 16
+

Text size (glyphs max height)

+
TEXT_SPACING = 17
+

Text spacing between glyphs

+
LINE_COLOR = 18
+

Line control color

+
BACKGROUND_COLOR = 19
+

Background color

+
TEXT_LINE_SPACING = 20
+

Text spacing between lines

+
TEXT_ALIGNMENT_VERTICAL = 21
+

Text vertical alignment inside text bounds (after border and padding)

+
TEXT_WRAP_MODE = 22
+

Text wrap-mode inside text bounds

+

Defines - Gui Toggle/ToggleGroup

+
GROUP_PADDING = 16
+

ToggleGroup separation between toggles

+

Defines - Gui Slider/SliderBar

+
SLIDER_WIDTH = 16
+

Slider size of internal bar

+
SLIDER_PADDING = 17
+

Slider/SliderBar internal bar padding

+

Defines - Gui ProgressBar

+
PROGRESS_PADDING = 16
+

ProgressBar internal padding

+

Defines - Gui ScrollBar

+
ARROWS_SIZE = 16
+
ARROWS_VISIBLE = 17
+
SCROLL_SLIDER_PADDING = 18
+

(SLIDERBAR, SLIDER_PADDING)

+
SCROLL_SLIDER_SIZE = 19
+
SCROLL_PADDING = 20
+
SCROLL_SPEED = 21
+

Defines - Gui CheckBox

+
CHECK_PADDING = 16
+

CheckBox internal check padding

+

Defines - Gui ComboBox

+
COMBO_BUTTON_WIDTH = 16
+

ComboBox right button width

+
COMBO_BUTTON_SPACING = 17
+

ComboBox button separation

+

Defines - Gui DropdownBox

+
ARROW_PADDING = 16
+

DropdownBox arrow separation from border and items

+
DROPDOWN_ITEMS_SPACING = 17
+

DropdownBox items separation

+

Defines - Gui TextBox/TextBoxMulti/ValueBox/Spinner

+
TEXT_READONLY = 16
+

TextBox in read-only mode: 0-text editable, 1-text no-editable

+

Defines - Gui Spinner

+
SPIN_BUTTON_WIDTH = 16
+

Spinner left/right buttons width

+
SPIN_BUTTON_SPACING = 17
+

Spinner buttons separation

+

Defines - Gui ListView

+
LIST_ITEMS_HEIGHT = 16
+

ListView items height

+
LIST_ITEMS_SPACING = 17
+

ListView items separation

+
SCROLLBAR_WIDTH = 18
+

ListView scrollbar size (usually width)

+
SCROLLBAR_SIDE = 19
+

ListView scrollbar side (0-left, 1-right)

+

Defines - Gui ColorPicker

+
COLOR_SELECTOR_SIZE = 16
+
HUEBAR_WIDTH = 17
+

ColorPicker right hue bar width

+
HUEBAR_PADDING = 18
+

ColorPicker right hue bar separation from panel

+
HUEBAR_SELECTOR_HEIGHT = 19
+

ColorPicker right hue bar selector height

+
HUEBAR_SELECTOR_OVERFLOW = 20
+

ColorPicker right hue bar selector overflow

+

Defines - Gui Icons enumeration

+
ICON_NONE = 0
+
ICON_FOLDER_FILE_OPEN = 1
+
ICON_FILE_SAVE_CLASSIC = 2
+
ICON_FOLDER_OPEN = 3
+
ICON_FOLDER_SAVE = 4
+
ICON_FILE_OPEN = 5
+
ICON_FILE_SAVE = 6
+
ICON_FILE_EXPORT = 7
+
ICON_FILE_ADD = 8
+
ICON_FILE_DELETE = 9
+
ICON_FILETYPE_TEXT = 10
+
ICON_FILETYPE_AUDIO = 11
+
ICON_FILETYPE_IMAGE = 12
+
ICON_FILETYPE_PLAY = 13
+
ICON_FILETYPE_VIDEO = 14
+
ICON_FILETYPE_INFO = 15
+
ICON_FILE_COPY = 16
+
ICON_FILE_CUT = 17
+
ICON_FILE_PASTE = 18
+
ICON_CURSOR_HAND = 19
+
ICON_CURSOR_POINTER = 20
+
ICON_CURSOR_CLASSIC = 21
+
ICON_PENCIL = 22
+
ICON_PENCIL_BIG = 23
+
ICON_BRUSH_CLASSIC = 24
+
ICON_BRUSH_PAINTER = 25
+
ICON_WATER_DROP = 26
+
ICON_COLOR_PICKER = 27
+
ICON_RUBBER = 28
+
ICON_COLOR_BUCKET = 29
+
ICON_TEXT_T = 30
+
ICON_TEXT_A = 31
+
ICON_SCALE = 32
+
ICON_RESIZE = 33
+
ICON_FILTER_POINT = 34
+
ICON_FILTER_BILINEAR = 35
+
ICON_CROP = 36
+
ICON_CROP_ALPHA = 37
+
ICON_SQUARE_TOGGLE = 38
+
ICON_SYMMETRY = 39
+
ICON_SYMMETRY_HORIZONTAL = 40
+
ICON_SYMMETRY_VERTICAL = 41
+
ICON_LENS = 42
+
ICON_LENS_BIG = 43
+
ICON_EYE_ON = 44
+
ICON_EYE_OFF = 45
+
ICON_FILTER_TOP = 46
+
ICON_FILTER = 47
+
ICON_TARGET_POINT = 48
+
ICON_TARGET_SMALL = 49
+
ICON_TARGET_BIG = 50
+
ICON_TARGET_MOVE = 51
+
ICON_CURSOR_MOVE = 52
+
ICON_CURSOR_SCALE = 53
+
ICON_CURSOR_SCALE_RIGHT = 54
+
ICON_CURSOR_SCALE_LEFT = 55
+
ICON_UNDO = 56
+
ICON_REDO = 57
+
ICON_REREDO = 58
+
ICON_MUTATE = 59
+
ICON_ROTATE = 60
+
ICON_REPEAT = 61
+
ICON_SHUFFLE = 62
+
ICON_EMPTYBOX = 63
+
ICON_TARGET = 64
+
ICON_TARGET_SMALL_FILL = 65
+
ICON_TARGET_BIG_FILL = 66
+
ICON_TARGET_MOVE_FILL = 67
+
ICON_CURSOR_MOVE_FILL = 68
+
ICON_CURSOR_SCALE_FILL = 69
+
ICON_CURSOR_SCALE_RIGHT_FILL = 70
+
ICON_CURSOR_SCALE_LEFT_FILL = 71
+
ICON_UNDO_FILL = 72
+
ICON_REDO_FILL = 73
+
ICON_REREDO_FILL = 74
+
ICON_MUTATE_FILL = 75
+
ICON_ROTATE_FILL = 76
+
ICON_REPEAT_FILL = 77
+
ICON_SHUFFLE_FILL = 78
+
ICON_EMPTYBOX_SMALL = 79
+
ICON_BOX = 80
+
ICON_BOX_TOP = 81
+
ICON_BOX_TOP_RIGHT = 82
+
ICON_BOX_RIGHT = 83
+
ICON_BOX_BOTTOM_RIGHT = 84
+
ICON_BOX_BOTTOM = 85
+
ICON_BOX_BOTTOM_LEFT = 86
+
ICON_BOX_LEFT = 87
+
ICON_BOX_TOP_LEFT = 88
+
ICON_BOX_CENTER = 89
+
ICON_BOX_CIRCLE_MASK = 90
+
ICON_POT = 91
+
ICON_ALPHA_MULTIPLY = 92
+
ICON_ALPHA_CLEAR = 93
+
ICON_DITHERING = 94
+
ICON_MIPMAPS = 95
+
ICON_BOX_GRID = 96
+
ICON_GRID = 97
+
ICON_BOX_CORNERS_SMALL = 98
+
ICON_BOX_CORNERS_BIG = 99
+
ICON_FOUR_BOXES = 100
+
ICON_GRID_FILL = 101
+
ICON_BOX_MULTISIZE = 102
+
ICON_ZOOM_SMALL = 103
+
ICON_ZOOM_MEDIUM = 104
+
ICON_ZOOM_BIG = 105
+
ICON_ZOOM_ALL = 106
+
ICON_ZOOM_CENTER = 107
+
ICON_BOX_DOTS_SMALL = 108
+
ICON_BOX_DOTS_BIG = 109
+
ICON_BOX_CONCENTRIC = 110
+
ICON_BOX_GRID_BIG = 111
+
ICON_OK_TICK = 112
+
ICON_CROSS = 113
+
ICON_ARROW_LEFT = 114
+
ICON_ARROW_RIGHT = 115
+
ICON_ARROW_DOWN = 116
+
ICON_ARROW_UP = 117
+
ICON_ARROW_LEFT_FILL = 118
+
ICON_ARROW_RIGHT_FILL = 119
+
ICON_ARROW_DOWN_FILL = 120
+
ICON_ARROW_UP_FILL = 121
+
ICON_AUDIO = 122
+
ICON_FX = 123
+
ICON_WAVE = 124
+
ICON_WAVE_SINUS = 125
+
ICON_WAVE_SQUARE = 126
+
ICON_WAVE_TRIANGULAR = 127
+
ICON_CROSS_SMALL = 128
+
ICON_PLAYER_PREVIOUS = 129
+
ICON_PLAYER_PLAY_BACK = 130
+
ICON_PLAYER_PLAY = 131
+
ICON_PLAYER_PAUSE = 132
+
ICON_PLAYER_STOP = 133
+
ICON_PLAYER_NEXT = 134
+
ICON_PLAYER_RECORD = 135
+
ICON_MAGNET = 136
+
ICON_LOCK_CLOSE = 137
+
ICON_LOCK_OPEN = 138
+
ICON_CLOCK = 139
+
ICON_TOOLS = 140
+
ICON_GEAR = 141
+
ICON_GEAR_BIG = 142
+
ICON_BIN = 143
+
ICON_HAND_POINTER = 144
+
ICON_LASER = 145
+
ICON_COIN = 146
+
ICON_EXPLOSION = 147
+
ICON_1UP = 148
+
ICON_PLAYER = 149
+
ICON_PLAYER_JUMP = 150
+
ICON_KEY = 151
+
ICON_DEMON = 152
+
ICON_TEXT_POPUP = 153
+
ICON_GEAR_EX = 154
+
ICON_CRACK = 155
+
ICON_CRACK_POINTS = 156
+
ICON_STAR = 157
+
ICON_DOOR = 158
+
ICON_EXIT = 159
+
ICON_MODE_2D = 160
+
ICON_MODE_3D = 161
+
ICON_CUBE = 162
+
ICON_CUBE_FACE_TOP = 163
+
ICON_CUBE_FACE_LEFT = 164
+
ICON_CUBE_FACE_FRONT = 165
+
ICON_CUBE_FACE_BOTTOM = 166
+
ICON_CUBE_FACE_RIGHT = 167
+
ICON_CUBE_FACE_BACK = 168
+
ICON_CAMERA = 169
+
ICON_SPECIAL = 170
+
ICON_LINK_NET = 171
+
ICON_LINK_BOXES = 172
+
ICON_LINK_MULTI = 173
+
ICON_LINK = 174
+
ICON_LINK_BROKE = 175
+
ICON_TEXT_NOTES = 176
+
ICON_NOTEBOOK = 177
+
ICON_SUITCASE = 178
+
ICON_SUITCASE_ZIP = 179
+
ICON_MAILBOX = 180
+
ICON_MONITOR = 181
+
ICON_PRINTER = 182
+
ICON_PHOTO_CAMERA = 183
+
ICON_PHOTO_CAMERA_FLASH = 184
+
ICON_HOUSE = 185
+
ICON_HEART = 186
+
ICON_CORNER = 187
+
ICON_VERTICAL_BARS = 188
+
ICON_VERTICAL_BARS_FILL = 189
+
ICON_LIFE_BARS = 190
+
ICON_INFO = 191
+
ICON_CROSSLINE = 192
+
ICON_HELP = 193
+
ICON_FILETYPE_ALPHA = 194
+
ICON_FILETYPE_HOME = 195
+
ICON_LAYERS_VISIBLE = 196
+
ICON_LAYERS = 197
+
ICON_WINDOW = 198
+
ICON_HIDPI = 199
+
ICON_FILETYPE_BINARY = 200
+
ICON_HEX = 201
+
ICON_SHIELD = 202
+
ICON_FILE_NEW = 203
+
ICON_FOLDER_ADD = 204
+
ICON_ALARM = 205
+
ICON_CPU = 206
+
ICON_ROM = 207
+
ICON_STEP_OVER = 208
+
ICON_STEP_INTO = 209
+
ICON_STEP_OUT = 210
+
ICON_RESTART = 211
+
ICON_BREAKPOINT_ON = 212
+
ICON_BREAKPOINT_OFF = 213
+
ICON_BURGER_MENU = 214
+
ICON_CASE_SENSITIVE = 215
+
ICON_REG_EXP = 216
+
ICON_FOLDER = 217
+
ICON_FILE = 218
+
ICON_SAND_TIMER = 219
+

Defines - Light type

+
LIGHT_DIRECTIONAL = 0
+

Directional light

+
LIGHT_POINT = 1
+

Point light

+

Defines - RLGL Default internal render batch elements limits

+
RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192
+

Default internal render batch elements limits

+
RL_DEFAULT_BATCH_BUFFERS = 1
+

Default number of batch buffers (multi-buffering)

+
RL_DEFAULT_BATCH_DRAWCALLS = 256
+

Default number of batch draw calls (by state changes: mode, texture)

+
RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4
+

Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())

+

Defines - RLGL Internal Matrix stack

+
RL_MAX_MATRIX_STACK_SIZE = 32
+

Maximum size of internal Matrix stack

+

Defines - RLGL Shader limits

+
RL_MAX_SHADER_LOCATIONS = 32
+

Maximum number of shader locations supported

+

Defines - RLGL Projection matrix culling

+
RL_CULL_DISTANCE_NEAR = 0.01
+

Default projection matrix near cull distance

+
RL_CULL_DISTANCE_FAR = 1000
+

Default projection matrix far cull distance

+

Defines - RLGL Texture parameters

+
RL_TEXTURE_WRAP_S = 10242
+

GL_TEXTURE_WRAP_S

+
RL_TEXTURE_WRAP_T = 10243
+

GL_TEXTURE_WRAP_T

+
RL_TEXTURE_MAG_FILTER = 10240
+

GL_TEXTURE_MAG_FILTER

+
RL_TEXTURE_MIN_FILTER = 10241
+

GL_TEXTURE_MIN_FILTER

+
RL_TEXTURE_FILTER_NEAREST = 9728
+

GL_NEAREST

+
RL_TEXTURE_FILTER_LINEAR = 9729
+

GL_LINEAR

+
RL_TEXTURE_FILTER_MIP_NEAREST = 9984
+

GL_NEAREST_MIPMAP_NEAREST

+
RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 9986
+

GL_NEAREST_MIPMAP_LINEAR

+
RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 9985
+

GL_LINEAR_MIPMAP_NEAREST

+
RL_TEXTURE_FILTER_MIP_LINEAR = 9987
+

GL_LINEAR_MIPMAP_LINEAR

+
RL_TEXTURE_FILTER_ANISOTROPIC = 12288
+

Anisotropic filter (custom identifier)

+
RL_TEXTURE_MIPMAP_BIAS_RATIO = 16384
+

Texture mipmap bias, percentage ratio (custom identifier)

+
RL_TEXTURE_WRAP_REPEAT = 10497
+

GL_REPEAT

+
RL_TEXTURE_WRAP_CLAMP = 33071
+

GL_CLAMP_TO_EDGE

+
RL_TEXTURE_WRAP_MIRROR_REPEAT = 33648
+

GL_MIRRORED_REPEAT

+
RL_TEXTURE_WRAP_MIRROR_CLAMP = 34626
+

GL_MIRROR_CLAMP_EXT

+

Defines - RLGL Matrix modes (equivalent to OpenGL)

+
RL_MODELVIEW = 5888
+

GL_MODELVIEW

+
RL_PROJECTION = 5889
+

GL_PROJECTION

+
RL_TEXTURE = 5890
+

GL_TEXTURE

+

Defines - RLGL Primitive assembly draw modes

+
RL_LINES = 1
+

GL_LINES

+
RL_TRIANGLES = 4
+

GL_TRIANGLES

+
RL_QUADS = 7
+

GL_QUADS

+

Defines - RLGL GL equivalent data types

+
RL_UNSIGNED_BYTE = 5121
+

GL_UNSIGNED_BYTE

+
RL_FLOAT = 5126
+

GL_FLOAT

+

Defines - RLGL GL buffer usage hint

+
RL_STREAM_DRAW = 35040
+

GL_STREAM_DRAW

+
RL_STREAM_READ = 35041
+

GL_STREAM_READ

+
RL_STREAM_COPY = 35042
+

GL_STREAM_COPY

+
RL_STATIC_DRAW = 35044
+

GL_STATIC_DRAW

+
RL_STATIC_READ = 35045
+

GL_STATIC_READ

+
RL_STATIC_COPY = 35046
+

GL_STATIC_COPY

+
RL_DYNAMIC_DRAW = 35048
+

GL_DYNAMIC_DRAW

+
RL_DYNAMIC_READ = 35049
+

GL_DYNAMIC_READ

+
RL_DYNAMIC_COPY = 35050
+

GL_DYNAMIC_COPY

+

Defines - RLGL Shader type

+
RL_FRAGMENT_SHADER = 35632
+

GL_FRAGMENT_SHADER

+
RL_VERTEX_SHADER = 35633
+

GL_VERTEX_SHADER

+
RL_COMPUTE_SHADER = 37305
+

GL_COMPUTE_SHADER

+

Defines - RLGL GL blending factors

+
RL_ZERO = 0
+

GL_ZERO

+
RL_ONE = 1
+

GL_ONE

+
RL_SRC_COLOR = 768
+

GL_SRC_COLOR

+
RL_ONE_MINUS_SRC_COLOR = 769
+

GL_ONE_MINUS_SRC_COLOR

+
RL_SRC_ALPHA = 770
+

GL_SRC_ALPHA

+
RL_ONE_MINUS_SRC_ALPHA = 771
+

GL_ONE_MINUS_SRC_ALPHA

+
RL_DST_ALPHA = 772
+

GL_DST_ALPHA

+
RL_ONE_MINUS_DST_ALPHA = 773
+

GL_ONE_MINUS_DST_ALPHA

+
RL_DST_COLOR = 774
+

GL_DST_COLOR

+
RL_ONE_MINUS_DST_COLOR = 775
+

GL_ONE_MINUS_DST_COLOR

+
RL_SRC_ALPHA_SATURATE = 776
+

GL_SRC_ALPHA_SATURATE

+
RL_CONSTANT_COLOR = 32769
+

GL_CONSTANT_COLOR

+
RL_ONE_MINUS_CONSTANT_COLOR = 32770
+

GL_ONE_MINUS_CONSTANT_COLOR

+
RL_CONSTANT_ALPHA = 32771
+

GL_CONSTANT_ALPHA

+
RL_ONE_MINUS_CONSTANT_ALPHA = 32772
+

GL_ONE_MINUS_CONSTANT_ALPHA

+

Defines - RLGL GL blending functions/equations

+
RL_FUNC_ADD = 32774
+

GL_FUNC_ADD

+
RL_MIN = 32775
+

GL_MIN

+
RL_MAX = 32776
+

GL_MAX

+
RL_FUNC_SUBTRACT = 32778
+

GL_FUNC_SUBTRACT

+
RL_FUNC_REVERSE_SUBTRACT = 32779
+

GL_FUNC_REVERSE_SUBTRACT

+
RL_BLEND_EQUATION = 32777
+

GL_BLEND_EQUATION

+
RL_BLEND_EQUATION_RGB = 32777
+

GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)

+
RL_BLEND_EQUATION_ALPHA = 34877
+

GL_BLEND_EQUATION_ALPHA

+
RL_BLEND_DST_RGB = 32968
+

GL_BLEND_DST_RGB

+
RL_BLEND_SRC_RGB = 32969
+

GL_BLEND_SRC_RGB

+
RL_BLEND_DST_ALPHA = 32970
+

GL_BLEND_DST_ALPHA

+
RL_BLEND_SRC_ALPHA = 32971
+

GL_BLEND_SRC_ALPHA

+
RL_BLEND_COLOR = 32773
+

GL_BLEND_COLOR

+
RL_READ_FRAMEBUFFER = 36008
+

GL_READ_FRAMEBUFFER

+
RL_DRAW_FRAMEBUFFER = 36009
+

GL_DRAW_FRAMEBUFFER

+

Defines - RLGL Default shader vertex attribute locations

+
RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION = 0
+
RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD = 1
+
RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL = 2
+
RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR = 3
+
RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT = 4
+
RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 = 5
+
RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES = 6
+

Defines - RLGL GlVersion

+
RL_OPENGL_11 = 1
+

OpenGL 1.1

+
RL_OPENGL_21 = 2
+

OpenGL 2.1 (GLSL 120)

+
RL_OPENGL_33 = 3
+

OpenGL 3.3 (GLSL 330)

+
RL_OPENGL_43 = 4
+

OpenGL 4.3 (using GLSL 330)

+
RL_OPENGL_ES_20 = 5
+

OpenGL ES 2.0 (GLSL 100)

+

Defines - RLGL Framebuffer attachment type

+
RL_ATTACHMENT_COLOR_CHANNEL0 = 0
+

Framebuffer attachment type: color 0

+
RL_ATTACHMENT_COLOR_CHANNEL1 = 1
+

Framebuffer attachment type: color 1

+
RL_ATTACHMENT_COLOR_CHANNEL2 = 2
+

Framebuffer attachment type: color 2

+
RL_ATTACHMENT_COLOR_CHANNEL3 = 3
+

Framebuffer attachment type: color 3

+
RL_ATTACHMENT_COLOR_CHANNEL4 = 4
+

Framebuffer attachment type: color 4

+
RL_ATTACHMENT_COLOR_CHANNEL5 = 5
+

Framebuffer attachment type: color 5

+
RL_ATTACHMENT_COLOR_CHANNEL6 = 6
+

Framebuffer attachment type: color 6

+
RL_ATTACHMENT_COLOR_CHANNEL7 = 7
+

Framebuffer attachment type: color 7

+
RL_ATTACHMENT_DEPTH = 100
+

Framebuffer attachment type: depth

+
RL_ATTACHMENT_STENCIL = 200
+

Framebuffer attachment type: stencil

+

Defines - RLGL Framebuffer texture attachment type

+
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0
+

Framebuffer texture attachment type: cubemap, +X side

+
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1
+

Framebuffer texture attachment type: cubemap, -X side

+
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2
+

Framebuffer texture attachment type: cubemap, +Y side

+
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3
+

Framebuffer texture attachment type: cubemap, -Y side

+
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4
+

Framebuffer texture attachment type: cubemap, +Z side

+
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5
+

Framebuffer texture attachment type: cubemap, -Z side

+
RL_ATTACHMENT_TEXTURE2D = 100
+

Framebuffer texture attachment type: texture2d

+
RL_ATTACHMENT_RENDERBUFFER = 200
+

Framebuffer texture attachment type: renderbuffer

+

Defines - RLGL CullMode

+
RL_CULL_FACE_FRONT = 0
+
RL_CULL_FACE_BACK = 1
+

Defines - OpenGL Bitfield mask

+
GL_COLOR_BUFFER_BIT = 16384
+
GL_DEPTH_BUFFER_BIT = 256
+
GL_STENCIL_BUFFER_BIT = 1024
+

Defines - OpenGL Texture parameter

+
GL_NEAREST = 9728
+
GL_LINEAR = 9729
+

Defines - OpenGL Capability

+
GL_BLEND = 3042
+

If enabled, blend the computed fragment color values with the values in the color buffers. See glBlendFunc

+
GL_CULL_FACE = 2884
+

If enabled, cull polygons based on their winding in window coordinates. See glCullFace

+
GL_DEPTH_TEST = 2929
+

If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See glDepthFunc and glDepthRangef

+
GL_DITHER = 3024
+

If enabled, dither color components or indices before they are written to the color buffer

+
GL_POLYGON_OFFSET_FILL = 32823
+

If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset

+
GL_POLYGON_OFFSET_LINE = 10754
+
GL_POLYGON_OFFSET_POINT = 10753
+
GL_SAMPLE_ALPHA_TO_COVERAGE = 32926
+

If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value

+
GL_SAMPLE_COVERAGE = 32928
+

If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage

+
GL_SCISSOR_TEST = 3089
+

If enabled, discard fragments that are outside the scissor rectangle. See glScissor

+
GL_STENCIL_TEST = 2960
+

If enabled, do stencil testing and update the stencil buffer. See glStencilFunc and glStencilOp

+

Defines - OpenGL Test function

+
GL_NEVER = 512
+

Always fails

+
GL_LESS = 513
+

Passes if ( ref & mask ) < ( stencil & mask )

+
GL_LEQUAL = 515
+

Passes if ( ref & mask ) <= ( stencil & mask )

+
GL_GREATER = 516
+

Passes if ( ref & mask ) > ( stencil & mask )

+
GL_GEQUAL = 518
+

Passes if ( ref & mask ) >= ( stencil & mask )

+
GL_EQUAL = 514
+

Passes if ( ref & mask ) = ( stencil & mask )

+
GL_NOTEQUAL = 517
+

Passes if ( ref & mask ) != ( stencil & mask )

+
GL_ALWAYS = 519
+

Always passes

+

Defines - OpenGL Face

+
GL_FRONT = 1028
+
GL_BACK = 1029
+
GL_FRONT_AND_BACK = 1032
+

Defines - OpenGL Stencil test

+
GL_KEEP = 7680
+

Keeps the current value

+
GL_ZERO = 0
+

Sets the stencil buffer value to 0

+
GL_REPLACE = 7681
+

Sets the stencil buffer value to ref, as specified by glStencilFunc

+
GL_INCR = 7682
+

Increments the current stencil buffer value. Clamps to the maximum representable unsigned value

+
GL_INCR_WRAP = 34055
+

Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value

+
GL_DECR = 7683
+

Decrements the current stencil buffer value. Clamps to 0

+
GL_DECR_WRAP = 34056
+

Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero

+
GL_INVERT = 5386
+

Bitwise inverts the current stencil buffer value

+

Defines - OpenGL Connection

+
GL_VENDOR = 7936
+

Returns the company responsible for this GL implementation. This name does not change from release to release

+
GL_RENDERER = 7937
+

Returns the name of the renderer. This name is typically specific to a particular configuration of a hardware platform. It does not change from release to release

+
GL_VERSION = 7938
+

Returns a version or release number of the form OpenGLES

+
GL_SHADING_LANGUAGE_VERSION = 35724
+

Returns a version or release number for the shading language of the form OpenGLESGLSLES

+
GL_EXTENSIONS = 7939
+

Returns a space-separated list of supported extensions to GL

+

Defines - CBuffer Data type

+
BUFFER_UNSIGNED_CHAR = 0
+

C type unsigned char

+
BUFFER_UNSIGNED_SHORT = 1
+

C type unsigned short

+
BUFFER_UNSIGNED_INT = 2
+

C type unsigned int

+
BUFFER_UNSIGNED_LONG = 3
+

C type unsigned long

+
BUFFER_CHAR = 4
+

C type char

+
BUFFER_SHORT = 5
+

C type short

+
BUFFER_INT = 6
+

C type int

+
BUFFER_LONG = 7
+

C type long

+
BUFFER_FLOAT = 8
+

C type float

+
BUFFER_DOUBLE = 9
+

C type double

+

Defines - Keyboard keys (US keyboard layout)

+
GLFW_KEY_UNKNOWN = -1
+

Key: Unknown

+

Defines - GLFW API tokens.

+
GLFW_RELEASE = 0
+

The key or mouse button was released

+
GLFW_PRESS = 1
+

The key or mouse button was pressed

+
GLFW_REPEAT = 2
+

The key was held down until it repeated

+
GLFW_CONNECTED = 262145
+

Joystick connected

+
GLFW_DISCONNECTED = 262146
+

Joystick disconnected

+

Defines - GLFW Window Events.

+
GLFW_WINDOW_SIZE_EVENT = 0
+

GLFW event window size changed

+
GLFW_WINDOW_MAXIMIZE_EVENT = 1
+

GLFW event window maximize

+
GLFW_WINDOW_ICONYFY_EVENT = 2
+

GLFW event window iconify

+
GLFW_WINDOW_FOCUS_EVENT = 3
+

GLFW event window focus

+
GLFW_WINDOW_DROP_EVENT = 4
+

GLFW event window drop

+

Defines - GLFW Input Events.

+
GLFW_KEY_EVENT = 5
+

GLFW event keyboard key

+
GLFW_CHAR_EVENT = 6
+

GLFW event Unicode character

+
GLFW_MOUSE_BUTTON_EVENT = 7
+

GLFW event mouse button

+
GLFW_MOUSE_CURSOR_POS_EVENT = 8
+

GLFW event cursor position

+
GLFW_MOUSE_SCROLL_EVENT = 9
+

GLFW event mouse scroll

+
GLFW_CURSOR_ENTER_EVENT = 10
+

GLFW event cursor enter/leave

+
GLFW_JOYSTICK_EVENT = 11
+

GLFW event joystick

+ +
RL.InitWindow( Vector2 size, string title )
+

Initialize window and OpenGL context. Note! Should be called only in RL.config. InitWindow will still be called automatically before RL.init

+
RL.CloseWindow()
+

Close window and unload OpenGL context and free all resources

+
RL.WindowShouldClose()
+

Check if application should close (KEY_ESCAPE pressed or windows close icon clicked). Note! Not needed unless you want to make custom main loop

+
state = RL.IsWindowReady()
+

Check if window has been initialized successfully

+
    +
  • Success return bool
  • +
+
state = RL.IsWindowFullscreen()
+

Check if window is currently fullscreen

+
    +
  • Success return bool
  • +
+
state = RL.IsWindowHidden()
+

Check if window is currently hidden (only PLATFORM_DESKTOP)

+
    +
  • Success return bool
  • +
+
state = RL.IsWindowMinimized()
+

Check if window is currently minimized (only PLATFORM_DESKTOP)

+
    +
  • Success return bool
  • +
+
state = RL.IsWindowMaximized()
+

Check if window is currently maximized (only PLATFORM_DESKTOP)

+
    +
  • Success return bool
  • +
+
state = RL.IsWindowFocused()
+

Check if window is currently focused (only PLATFORM_DESKTOP)

+
    +
  • Success return bool
  • +
+
resized = RL.IsWindowResized()
+

Check if window has been resized from last frame

+
    +
  • Success return bool
  • +
+
state = RL.IsWindowState( int flag )
+

Check if one specific window flag is enabled (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...)

+
    +
  • Success return bool
  • +
+
RL.SetWindowState( int flag )
+

Set window configuration state using flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...)

+
resized = RL.ClearWindowState( int flag )
+

Clear window configuration state flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...)

+
    +
  • Success return bool
  • +
+
RL.ToggleFullscreen()
+

Toggle window state: fullscreen/windowed, resizes monitor to match window resolution

+
RL.ToggleBorderlessWindowed()
+

Toggle window state: borderless windowed, resizes window to match monitor resolution

+
RL.MaximizeWindow()
+

Set window state: maximized, if resizable (only PLATFORM_DESKTOP)

+
RL.MinimizeWindow()
+

Set window state: minimized, if resizable (only PLATFORM_DESKTOP)

+
RL.RestoreWindow()
+

Set window state: not minimized/maximized (only PLATFORM_DESKTOP)

+
RL.SetWindowIcon( Image image )
+

Set icon for window (Only PLATFORM_DESKTOP)

+
RL.SetWindowIcons( Image{} images )
+

Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)

+
RL.SetWindowTitle( string title )
+

Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)

+
RL.SetWindowPosition( Vector2 pos )
+

Set window position on screen

+
RL.SetWindowMonitor( int monitor )
+

Set monitor for the current window

+
RL.SetWindowMinSize( Vector2 size )
+

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

+
RL.SetWindowMaxSize( Vector2 size )
+

Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

+
RL.SetWindowSize( Vector2 size )
+

Set window dimensions

+
RL.SetWindowOpacity( float opacity )
+

Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)

+
RL.SetWindowFocused()
+

Set window focused (only PLATFORM_DESKTOP)

+
windowHandle = RL.GetWindowHandle()
+

Get native window handle. Return as lightuserdata

+
    +
  • Success return lightuserdata
  • +
+
size = RL.GetScreenSize()
+

Get screen size

+
    +
  • Success return Vector2
  • +
+
size = RL.GetRenderSize()
+

Get render size

+
    +
  • Success return Vector2
  • +
+
count = RL.GetMonitorCount()
+

Get number of connected monitors

+
    +
  • Success return int
  • +
+
monitor = RL.GetCurrentMonitor()
+

Get current connected monitor

+
    +
  • Success return int
  • +
+
position = RL.GetMonitorPosition( int monitor )
+

Get specified monitor position

+
    +
  • Success return Vector2
  • +
+
size = RL.GetMonitorSize( int monitor )
+

Get specified monitor size

+
    +
  • Success return Vector2
  • +
+
size = RL.GetMonitorPhysicalSize( int monitor )
+

Get specified monitor physical size in millimetres

+
    +
  • Success return Vector2
  • +
+
refreshRate = RL.GetMonitorRefreshRate( int monitor )
+

Get specified monitor refresh rate

+
    +
  • Success return int
  • +
+
position = RL.GetWindowPosition()
+

Get window position on monitor

+
    +
  • Success return Vector2
  • +
+
dpi = RL.GetWindowScaleDPI()
+

Get window scale DPI factor

+
    +
  • Success return Vector2
  • +
+
name = RL.GetMonitorName( int monitor )
+

Get the human-readable, UTF-8 encoded name of the specified monitor

+
    +
  • Success return string
  • +
+
RL.SetClipboardText( string text )
+

Set clipboard text content

+
text = RL.GetClipboardText()
+

Get clipboard text content

+
    +
  • Success return string
  • +
+
image = RL.GetClipboardImage()
+

Get clipboard image content

+
    +
  • Success return Image
  • +
+
RL.EnableEventWaiting()
+

Enable waiting for events on EndDrawing(), no automatic event polling

+
RL.DisableEventWaiting()
+

Disable waiting for events on EndDrawing(), automatic events polling

+ +
RL.ShowCursor()
+

Shows cursor

+
RL.HideCursor()
+

Hides cursor

+
hidden = RL.IsCursorHidden()
+

Check if cursor is not visible

+
    +
  • Success return bool
  • +
+
RL.EnableCursor()
+

Enables cursor (unlock cursor)

+
RL.DisableCursor()
+

Disables cursor (lock cursor)

+
onSreen = RL.IsCursorOnScreen()
+

Check if cursor is on the screen

+
    +
  • Success return bool
  • +
+ +
RL.ClearBackground( Color color )
+

Set background color (framebuffer clear color)

+
RL.BeginDrawing()
+

Setup canvas (framebuffer) to start drawing

+
RL.EndDrawing()
+

End canvas drawing and swap buffers (double buffering)

+
RL.BeginMode2D( camera2D camera )
+

Begin 2D mode with custom camera (2D)

+
RL.EndMode2D()
+

Ends 2D mode with custom camera

+
RL.BeginMode3D( camera3D camera )
+

Begin 3D mode with custom camera (3D)

+
RL.EndMode3D()
+

Ends 3D mode and returns to default 2D orthographic mode

+
RL.BeginTextureMode( RenderTexture target )
+

Begin drawing to render texture

+
RL.EndTextureMode()
+

Ends drawing to render texture

+
RL.BeginShaderMode( Shader shader )
+

Begin custom shader drawing

+
RL.EndShaderMode()
+

End custom shader drawing (use default shader)

+
RL.BeginBlendMode( int mode )
+

Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...)

+
RL.EndBlendMode()
+

End blending mode (reset to default: BLEND_ALPHA)

+
RL.BeginScissorMode( Rectangle rectange )
+

Begin scissor mode (define screen area for following drawing)

+
RL.EndScissorMode()
+

End scissor mode

+

Core - Shader management functions

+
shader = RL.LoadShader( string|nil vsFileName, string|nil fsFileName )
+

Load shader from files and bind default locations. NOTE: Set nil if no shader

+
    +
  • Failure return nil
  • +
  • Success return Shader
  • +
+
shader = RL.LoadShaderFromMemory( string|nil vsCode, string|nil fsCode )
+

Load shader from code strings and bind default locations NOTE: Set nil if no shader

+
    +
  • Failure return nil
  • +
  • Success return Shader
  • +
+
isValid = RL.IsShaderValid( Shader shader )
+

Check if a shader is valid (loaded on GPU)

+
    +
  • Success return bool
  • +
+
shaderId = RL.GetShaderId( Shader shader )
+

Get shader program id

+
    +
  • Success return int
  • +
+
location = RL.GetShaderLocation( Shader shader, string uniformName )
+

Get shader uniform location

+
    +
  • Success return int
  • +
+
location = RL.GetShaderLocationAttrib( Shader shader, string attribName )
+

Get shader attribute location

+
    +
  • Success return int
  • +
+
RL.SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )
+

Set shader location index

+
location = RL.GetShaderLocationIndex( Shader shader, int shaderLocationIndex )
+

Get shader location index

+
    +
  • Success return int
  • +
+
RL.SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )
+

Set shader uniform value (matrix 4x4)

+
RL.SetShaderValueTexture( Shader shader, int locIndex, Texture texture )
+

Set shader uniform value for texture (sampler2d)

+
RL.SetShaderValue( Shader shader, int locIndex, number{} values, int uniformType )
+

Set shader uniform value NOTE: Even one value should be in table

+
RL.SetShaderValueV( Shader shader, int locIndex, number{} values, int uniformType, int count )
+

Set shader uniform value vector NOTE: Even one value should be in table

+
RL.SetShaderValueWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType )
+

Set shader uniform value using Buffer object

+
RL.SetShaderValueVWithBuffer( Shader shader, int locIndex, Buffer values, int uniformType, int count )
+

Set shader uniform value vector using Buffer object

+
RL.UnloadShader( Shader shader )
+

Unload shader from GPU memory (VRAM)

+ +
ray = RL.GetScreenToWorldRay( Vector2 mousePosition, Camera3D camera )
+

Get a ray trace from screen position (i.e mouse)

+
    +
  • Success return Ray
  • +
+
ray = RL.GetScreenToWorldRayEx( Vector2 mousePosition, Camera3D camera, Vector2 size )
+

Get a ray trace from screen position (i.e mouse) in a viewport

+
    +
  • Success return Ray
  • +
+
position = RL.GetWorldToScreen( Vector3 position, Camera3D camera )
+

Get the screen space position for a 3d world space position

+
    +
  • Success return Vector2
  • +
+
position = RL.GetWorldToScreenEx( Vector3 position, Camera3D camera, Vector2 size )
+

Get size position for a 3d world space position

+
    +
  • Success return Vector2
  • +
+
position = RL.GetWorldToScreen2D( Vector2 position, Camera2D camera )
+

Get the screen space position for a 2d camera world space position

+
    +
  • Success return Vector2
  • +
+
position = RL.GetScreenToWorld2D( Vector2 position, Camera2D camera )
+

Get the world space position for a 2d camera screen space position

+
    +
  • Success return Vector2
  • +
+
matrix = RL.GetCameraMatrix( Camera3D camera )
+

Get camera transform matrix (view matrix)

+
    +
  • Success return Matrix
  • +
+
matrix = RL.GetCameraMatrix2D( Camera2D camera )
+

Get camera 2d transform matrix

+
    +
  • Success return Matrix
  • +
+ +
RL.SetTargetFPS( int fps )
+

Set target FPS (maximum)

+
delta = RL.GetFrameTime()
+

Get time in seconds for last frame drawn (Delta time)

+
    +
  • Success return float
  • +
+
time = RL.GetTime()
+

Get elapsed time in seconds since InitWindow()

+
    +
  • Success return float
  • +
+
FPS = RL.GetFPS()
+

Get current FPS

+
    +
  • Success return int
  • +
+

Core - Custom frame control functions

+
RL.SwapScreenBuffer()
+

Swap back buffer with front buffer (screen drawing)

+
RL.PollInputEvents()
+

Register all input events

+
RL.WaitTime( number seconds )
+

Wait for some time (halt program execution)

+

Core - Random values generation functions

+
RL.SetRandomSeed( int seed )
+

Set the seed for the random number generator

+
time = RL.GetRandomValue( int min, int max )
+

Get a random value between min and max (both included)

+
    +
  • Success return int
  • +
+
sequence = RL.LoadRandomSequence( int count, int min, int max )
+

Load random values sequence, no values repeated

+
    +
  • Success return int{}
  • +
+

Core - Misc

+
RL.TakeScreenshot( string fileName )
+

Takes a screenshot of current screen (filename extension defines format)

+
RL.SetConfigFlags( int flags )
+

Setup init configuration flags (view FLAGS)

+
RL.TraceLog( int logLevel, string text )
+

Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)

+
RL.SetTraceLogLevel( int logLevel )
+

Set the current threshold (minimum) log level

+
RL.SetLogLevelInvalid( int logLevel )
+

Set the log level for bad function calls and invalid data formats.

+
logLevel = RL.GetLogLevelInvalid()
+

Get the log level for bad function calls and invalid data formats.

+
    +
  • Success return int
  • +
+
RL.OpenURL( string url )
+

Open URL with default system browser (if available)

+
enabled = RL.IsGCUnloadEnabled()
+

Check if Lua garbage collection is set to unload object data

+
    +
  • Success return bool
  • +
+
RL.SetGCUnload( bool enabled )
+

Set Lua garbage collection to unload object data

+
platform = RL.GetPlatform()
+

Get platform. Returns "Windows", "Linux", "FreeBSD", "OpenBSD", "Apple" or "Emscripten"

+
    +
  • Success return string
  • +
+

Core - Files management functions

+
buffer = RL.LoadFileData( string fileName )
+

Load file data as byte array (read). Buffer type is BUFFER_UNSIGNED_CHAR

+
    +
  • Success return Buffer
  • +
+
success = RL.SaveFileData( string fileName, buffer Buffer )
+

Save data to file from byte array (write), returns true on success

+
    +
  • Success return bool
  • +
+
success = RL.ExportDataAsCode( Buffer buffer, string fileName )
+

Export data to code (.h), returns true on success

+
    +
  • Success return bool
  • +
+
text = RL.LoadFileText( string fileName )
+

Load text data from file (read)

+
    +
  • Success return string
  • +
+
success = RL.SaveFileText( string fileName, string text )
+

Save text data to file (write), returns true on success

+
    +
  • Success return bool
  • +
+

Core - Files system functions

+
path = RL.GetBasePath()
+

Return game directory (where main.lua is located)

+
    +
  • Success return string
  • +
+
fileExists = RL.FileExists( string fileName )
+

Check if file exists

+
    +
  • Success return bool
  • +
+
dirExists = RL.DirectoryExists( string dirPath )
+

Check if a directory path exists

+
    +
  • Success return bool
  • +
+
hasFileExtension = RL.IsFileExtension( string fileName, string ext )
+

Check file extension (Including point: .png, .wav)

+
    +
  • Success return bool
  • +
+
length = RL.GetFileLength( string fileName )
+

Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)

+
    +
  • Success return int
  • +
+
extension = RL.GetFileExtension( string fileName )
+

Get pointer to extension for a filename string (Includes dot: '.png')

+
    +
  • Success return string
  • +
+
fileName = RL.GetFileName( string filePath )
+

Get pointer to filename for a path string

+
    +
  • Success return string
  • +
+
fileName = RL.GetFileNameWithoutExt( string filePath )
+

Get filename string without extension (Uses static string)

+
    +
  • Success return string
  • +
+
filePath = RL.GetDirectoryPath( string filePath )
+

Get full path for a given fileName with path (Uses static string)

+
    +
  • Success return string
  • +
+
directory = RL.GetPrevDirectoryPath( string dirPath )
+

Get previous directory path for a given path (Uses static string)

+
    +
  • Success return string
  • +
+
directory = RL.GetWorkingDirectory()
+

Get current working directory (Uses static string)

+
    +
  • Success return string
  • +
+
directory = RL.GetApplicationDirectory()
+

Get the directory of the running application (uses static string)

+
    +
  • Success return string
  • +
+
success = RL.MakeDirectory( string dirPath )
+

Create directories (including full path requested), returns 0 on success

+
    +
  • Success return int
  • +
+
success = RL.ChangeDirectory( string directory )
+

Change working directory, return true on success

+
    +
  • Success return bool
  • +
+
isFile = RL.IsPathFile( string path )
+

Check if a given path is a file or a directory

+
    +
  • Success return bool
  • +
+
isValid = RL.IsFileNameValid( string fileName )
+

Check if fileName is valid for the platform/OS

+
    +
  • Success return bool
  • +
+
fileNames = RL.LoadDirectoryFiles( string dirPath )
+

Load directory filepaths

+
    +
  • Success return string{}
  • +
+
fileNames = RL.LoadDirectoryFilesEx( string basePath, string|nil filter, bool scanSubdirs )
+

Load directory filepaths with extension filtering and recursive directory scan

+
    +
  • Success return string{}
  • +
+
iSFileDropped = RL.IsFileDropped()
+

Check if a file has been dropped into window

+
    +
  • Success return bool
  • +
+
files = RL.LoadDroppedFiles()
+

Load dropped filepaths

+
    +
  • Success return string{}
  • +
+
time = RL.GetFileModTime( string fileName )
+

Get file modification time (Last write time)

+
    +
  • Success return int
  • +
+

Core - Compression/Encoding functionality

+
compData = RL.CompressData( Buffer buffer )
+

Compress data (DEFLATE algorithm)

+
    +
  • Success return Buffer
  • +
+
decompData = RL.DecompressData( Buffer compData )
+

Decompress data (DEFLATE algorithm).

+
    +
  • Success Buffer
  • +
+
encodedData, outputSize = RL.EncodeDataBase64( string data )
+

Encode data to Base64 string

+
    +
  • Success return string, int
  • +
+
decodedData, outputSize = RL.DecodeDataBase64( string data )
+

Decode Base64 string data

+
    +
  • Success return string, int
  • +
+
code = RL.ComputeCRC32( Buffer data )
+

Compute CRC32 hash code.

+
    +
  • Failure return false
  • +
  • Success return int
  • +
+
code = RL.ComputeMD5( Buffer data )
+

Compute MD5 hash code, returns static int[4] (16 bytes).

+
    +
  • Failure return false
  • +
  • Success return int{4}
  • +
+
code = RL.ComputeSHA1( Buffer data )
+

Compute SHA1 hash code, returns static int[5] (20 bytes).

+
    +
  • Failure return false
  • +
  • Success return int{5}
  • +
+

Core - Automation events functionality

+
eventList = RL.LoadAutomationEventList( string|nil fileName )
+

Load automation events list from file, nil for empty list, capacity = MAX_AUTOMATION_EVENTS

+
    +
  • Success return AutomationEventList
  • +
+
RL.UnloadAutomationEventList( AutomationEventList list )
+

Unload automation events list from file

+
success = RL.ExportAutomationEventList( string fileName )
+

Export automation events list as text file

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
RL.SetAutomationEventList( AutomationEventList list )
+

Set automation event list to record to

+
RL.SetAutomationEventBaseFrame( int frame )
+

Set automation event internal base frame to start recording

+
RL.StartAutomationEventRecording()
+

Start recording automation events (AutomationEventList must be set)

+
RL.StopAutomationEventRecording()
+

Stop recording automation events

+
RL.PlayAutomationEvent( AutomationEvent event )
+

Play a recorded automation event

+
capacity = RL.GetAutomationEventListCapacity( AutomationEventList list )
+

Get automation event list capacity

+
    +
  • Success return int
  • +
+
count = RL.GetAutomationEventListCount( AutomationEventList list )
+

Get automation event list count

+
    +
  • Success return int
  • +
+
event = RL.GetAutomationEvent( AutomationEventList list, int index )
+

Get automation event from automation event list. Return as lightuserdata

+
    +
  • Failure return nil
  • +
  • Success return AutomationEvent
  • +
+
frame = RL.GetAutomationEventFrame( AutomationEvent event )
+

Get automation event frame

+
    +
  • Success return int
  • +
+
type = RL.GetAutomationEventType( AutomationEvent event )
+

Get automation event type

+
    +
  • Success return int
  • +
+
params = RL.GetAutomationEventParams( AutomationEvent event )
+

Get automation event params

+
    +
  • Success return int{}
  • +
+ +
pressed = RL.IsKeyPressed( int key )
+

Detect if a key has been pressed once

+
    +
  • Success return bool
  • +
+
pressed = RL.IsKeyPressedRepeat( int key )
+

Check if a key has been pressed again (Only PLATFORM_DESKTOP)

+
    +
  • Success return bool
  • +
+
pressed = RL.IsKeyDown( int key )
+

Detect if a key is being pressed

+
    +
  • Success return bool
  • +
+
released = RL.IsKeyReleased( int key )
+

Detect if a key has been released once

+
    +
  • Success return bool
  • +
+
released = RL.IsKeyUp( int key )
+

Check if a key is NOT being pressed

+
    +
  • Success return bool
  • +
+
keycode = RL.GetKeyPressed()
+

Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty

+
    +
  • Success return int
  • +
+
unicode = RL.GetCharPressed()
+

Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty

+
    +
  • Success return int
  • +
+
RL.SetExitKey( int key )
+

Set a custom key to exit program (default is ESC)

+ +
available = RL.IsGamepadAvailable( int gamepad )
+

Detect if a gamepad is available

+
    +
  • Success return bool
  • +
+
name = RL.GetGamepadName( int gamepad )
+

Return gamepad internal name id

+
    +
  • Success return string
  • +
+
pressed = RL.IsGamepadButtonPressed( int gamepad, int button )
+

Detect if a gamepad button has been pressed once

+
    +
  • Success return bool
  • +
+
pressed = RL.IsGamepadButtonDown( int gamepad, int button )
+

Detect if a gamepad button is being pressed

+
    +
  • Success return bool
  • +
+
released = RL.IsGamepadButtonReleased( int gamepad, int button )
+

Detect if a gamepad button has been released once

+
    +
  • Success return bool
  • +
+
notPressed = RL.IsGamepadButtonUp( int gamepad, int button )
+

Check if a gamepad button is NOT being pressed

+
    +
  • Success return bool
  • +
+
button = RL.GetGamepadButtonPressed()
+

Get the last gamepad button pressed

+
    +
  • Success return int
  • +
+
count = RL.GetGamepadAxisCount( int gamepad )
+

Return gamepad axis count for a gamepad

+
    +
  • Success return int
  • +
+
value = RL.GetGamepadAxisMovement( int gamepad, int axis )
+

Return axis movement value for a gamepad axis

+
    +
  • Success return float
  • +
+
result = RL.SetGamepadMappings( string mappings )
+

Set internal gamepad mappings (SDL_GameControllerDB)

+
    +
  • Success return int
  • +
+
RL.SetGamepadVibration( int gamepad, float leftMotor, float rightMotor, float duration )
+

Set gamepad vibration for both motors (duration in seconds)

+ +
pressed = RL.IsMouseButtonPressed( int button )
+

Detect if a mouse button has been pressed once

+
    +
  • Success return bool
  • +
+
pressed = RL.IsMouseButtonDown( int button )
+

Detect if a mouse button is being pressed

+
    +
  • Success return bool
  • +
+
released = RL.IsMouseButtonReleased( int button )
+

Detect if a mouse button has been released once

+
    +
  • Success return bool
  • +
+
released = RL.IsMouseButtonUp( int button )
+

Check if a mouse button is NOT being pressed

+
    +
  • Success return bool
  • +
+
position = RL.GetMousePosition()
+

Returns mouse position

+
    +
  • Success return Vector2
  • +
+
position = RL.GetMouseDelta()
+

Get mouse delta between frames

+
    +
  • Success return Vector2
  • +
+
RL.SetMousePosition( Vector2 position )
+

Set mouse position XY

+
RL.SetMouseOffset( Vector2 offset )
+

Set mouse offset

+
RL.SetMouseScale( Vector2 scale )
+

Set mouse scaling

+
offset = RL.GetMouseOffset()
+

Get mouse offset

+
    +
  • Success return Vector2
  • +
+
scale = RL.GetMouseScale()
+

Get mouse scale

+
    +
  • Success return Vector2
  • +
+
movement = RL.GetMouseWheelMove()
+

Get mouse wheel movement for X or Y, whichever is larger

+
    +
  • Success return float
  • +
+
movement = RL.GetMouseWheelMoveV()
+

Get mouse wheel movement for both X and Y

+
    +
  • Success return Vector2
  • +
+
RL.SetMouseCursor( int cursor )
+

Set mouse cursor

+ +
position = RL.GetTouchPosition( int index )
+

Get touch position XY for a touch point index (relative to screen size)

+
    +
  • Success return Vector2
  • +
+
id = RL.GetTouchPointId( int index )
+

Get touch point identifier for given index

+
    +
  • Success return int
  • +
+
count = RL.GetTouchPointCount()
+

Get touch point identifier for given index

+
    +
  • Success return int
  • +
+ +
RL.SetGesturesEnabled( unsigned int flags )
+

Enable a set of gestures using flags

+
detected = RL.IsGestureDetected( int gesture )
+

Check if a gesture have been detected

+
    +
  • Success return bool
  • +
+
gesture = RL.GetGestureDetected()
+

Get latest detected gesture

+
    +
  • Success return int
  • +
+
time = RL.GetGestureHoldDuration()
+

Get gesture hold time in milliseconds

+
    +
  • Success return float
  • +
+
vector = RL.GetGestureDragVector()
+

Get gesture drag vector

+
    +
  • Success return Vector2
  • +
+
angle = RL.GetGestureDragAngle()
+

Get gesture drag angle

+
    +
  • Success return float
  • +
+
vector = RL.GetGesturePinchVector()
+

Get gesture pinch delta

+
    +
  • Success return Vector2
  • +
+
angle = RL.GetGesturePinchAngle()
+

Get gesture pinch angle

+
    +
  • Success return float
  • +
+

Core - Camera2D System functions

+
camera2D = RL.CreateCamera2D()
+

Return camera2D set to default configuration

+
    +
  • Success return Camera2D
  • +
+
RL.SetCamera2DTarget( camera2D camera, Vector2 target )
+

Set camera target (rotation and zoom origin)

+
RL.SetCamera2DOffset( camera2D camera, Vector2 offset )
+

Set camera offset (displacement from target)

+
RL.SetCamera2DRotation( camera2D camera, float rotation )
+

Set camera rotation in degrees

+
RL.SetCamera2DZoom( camera2D camera, float zoom )
+

Set camera zoom (scaling), should be 1.0f by default

+
target = RL.GetCamera2DTarget( camera2D camera )
+

Get camera2D target

+
    +
  • Success return Vector2
  • +
+
offset = RL.GetCamera2DOffset( camera2D camera )
+

Get camera2D offset

+
    +
  • Success return Vector2
  • +
+
rotation = RL.GetCamera2DRotation( camera2D camera )
+

Get camera2D rotation

+
    +
  • Success return float
  • +
+
zoom = RL.GetCamera2DZoom( camera2D camera )
+

Get camera2D zoom

+
    +
  • Success return float
  • +
+

Core - Camera3D System functions

+
camera = RL.CreateCamera3D()
+

Return camera3D id set to default configuration

+
    +
  • Success return int
  • +
+
RL.SetCamera3DPosition( camera3D camera, Vector3 position )
+

Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)

+
RL.SetCamera3DTarget( camera3D camera, Vector3 target )
+

Set camera target it looks-at

+
RL.SetCamera3DUp( camera3D camera, Vector3 up )
+

Set camera up vector (Rotation over it's axis)

+
RL.SetCamera3DFovy( camera3D camera, float fovy )
+

Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic

+
RL.SetCamera3DProjection( camera3D camera, int projection )
+

Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC)

+
position = RL.GetCamera3DPosition( camera3D camera )
+

Get camera position

+
    +
  • Success return Vector3
  • +
+
target = RL.GetCamera3DTarget( camera3D camera )
+

Get camera target it looks-at

+
    +
  • Success return Vector3
  • +
+
up = RL.GetCamera3DUp( camera3D camera )
+

Get camera up vector (Rotation over it's axis)

+
    +
  • Success return Vector3
  • +
+
fovy = RL.GetCamera3DFovy( camera3D camera )
+

Get camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic

+
    +
  • Success return float
  • +
+
projection = RL.GetCamera3DProjection( camera3D camera )
+

Get camera projection mode

+
    +
  • Success return int
  • +
+
forward = RL.GetCamera3DForward( camera3D camera )
+

Returns the cameras forward vector (normalized)

+
    +
  • Success return Vector3
  • +
+
up = RL.GetCamera3DUpNormalized( camera3D camera )
+

Returns the cameras up vector (normalized) Note: The up vector might not be perpendicular to the forward vector

+
    +
  • Success return Vector3
  • +
+
right = RL.GetCamera3DRight( camera3D camera )
+

Returns the cameras right vector (normalized)

+
    +
  • Success return Vector3
  • +
+
RL.Camera3DMoveForward( camera3D camera, float distance, bool moveInWorldPlane )
+

Moves the camera in it's forward direction

+
RL.Camera3DMoveUp( camera3D camera, float distance )
+

Moves the camera in it's up direction

+
RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane )
+

Moves the camera target in it's current right direction

+
RL.Camera3DMoveToTarget( camera3D camera, float delta )
+

Moves the camera position closer/farther to/from the camera target

+
RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )
+

Rotates the camera around it's up vector Yaw is "looking left and right" If rotateAroundTarget is false, the camera rotates around it's position Note: angle must be provided in radians

+
RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp )
+

Rotates the camera around it's right vector, pitch is "looking up and down"

+
    +
  • lockView prevents camera overrotation (aka "somersaults")
  • +
  • rotateAroundTarget defines if rotation is around target or around it's position
  • +
  • rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
  • +
+

NOTE: angle must be provided in radians

+
RL.Camera3DRoll( camera3D camera, float angle )
+

Rotates the camera around it's forward vector Roll is "turning your head sideways to the left or right" Note: angle must be provided in radians

+
view = RL.GetCamera3DViewMatrix( camera3D camera )
+

Returns the camera view matrix

+
    +
  • Success return Matrix
  • +
+
projection = RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect )
+

Returns the camera projection matrix

+
    +
  • Success return Matrix
  • +
+
RL.UpdateCamera3D( camera3D camera, int mode )
+

Update camera position for selected mode

+
RL.UpdateCamera3DPro( camera3D camera, Vector3 movement, Vector3 rotation, float zoom )
+

Update camera movement, movement/rotation values should be provided by user

+

Core - Buffer management functions

+
buffer = RL.LoadBuffer( data{} buffer, int type )
+

Load Buffer. Type should be one of the Buffer types. Empty buffer will set data to NULL.

+
    +
  • Success return Buffer
  • +
+
buffer = RL.LoadBufferFormatted( int length, int type, int value )
+

Load formatted buffer with all values set to 'value'

+
    +
  • Success return Buffer
  • +
+
buffer = RL.LoadBufferFromFile( string path, int type )
+

Read buffer data from binary file

+
    +
  • Failure return nil
  • +
  • Success return Buffer
  • +
+
buffer = RL.LoadBufferFromString( string buffer )
+

Read buffer data from string

+
    +
  • Failure return nil
  • +
  • Success return Buffer
  • +
+
RL.UnloadBuffer( Buffer buffer )
+

Unload buffer data

+
RL.CopyBufferData( Buffer dst, Buffer src, int posDst, int posSrc, int size )
+

Copy buffer data to another buffer. Size is in bytes

+
RL.SetBufferData( Buffer buffer, int position, any{} values )
+

Set buffer data value

+
RL.SwapBufferEndianness( Buffer buffer )
+

Swap buffer endianness from big endian to little endian and vice versa

+
data = RL.GetBufferData( Buffer buffer, int position, int length )
+

Get buffer data as table in the format it was stored

+
    +
  • Success return data{}
  • +
+
string = RL.GetBufferAsString( Buffer buffer )
+

Get buffer as string

+
    +
  • Success return string
  • +
+
type = RL.GetBufferType( Buffer buffer )
+

Get buffer type

+
    +
  • Success return int
  • +
+
size = RL.GetBufferSize( Buffer buffer )
+

Get buffer size in bytes

+
    +
  • Success return int
  • +
+
size = RL.GetBufferElementSize( Buffer buffer )
+

Get buffer element size in bytes

+
    +
  • Success return int
  • +
+
length = RL.GetBufferLength( Buffer buffer )
+

Get buffer element count

+
    +
  • Success return int
  • +
+
RL.ExportBuffer( Buffer buffer, string path )
+

Write buffer data to binary file

+

Shapes - Basic shapes drawing functions

+
RL.SetShapesTexture( Texture texture, Rectangle source )
+

Set texture and rectangle to be used on shapes drawing NOTE: It can be useful when using basic shapes and one single font, defining a font char white rectangle would allow drawing everything in a single draw call

+
texture = RL.GetShapesTexture()
+

Get texture that is used for shapes drawing. Return as lightuserdata

+
    +
  • Success return Texture
  • +
+
source = RL.GetShapesTextureRectangle()
+

Get texture source rectangle that is used for shapes drawing

+
    +
  • Success return Rectangle
  • +
+
RL.DrawPixel( Vector2 pos, Color color )
+

Draw a pixel

+
RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color )
+

Draw a line defining thickness

+
RL.DrawLineStrip( Vector2{} points, Color color )
+

Draw lines sequence

+
RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color )
+

Draw a line using cubic-bezier curves in-out

+
RL.DrawCircle( Vector2 center, float radius, Color color )
+

Draw a color-filled circle

+
RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )
+

Draw a piece of a circle

+
RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )
+

Draw circle sector outline

+
RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 )
+

Draw a gradient-filled circle

+
RL.DrawCircleLines( Vector2 center, float radius, Color color )
+

Draw circle outline

+
RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color )
+

Draw ellipse

+
RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color )
+

Draw ellipse outline

+
RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )
+

Draw ring

+
RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )
+

Draw ring outline

+
RL.DrawRectangle( Rectangle rec, Color color )
+

Draw a color-filled rectangle

+
RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color )
+

Draw a color-filled rectangle with pro parameters

+
RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 )
+

Draw a vertical-gradient-filled rectangle

+
RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 )
+

Draw a horizontal-gradient-filled rectangle

+
RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 )
+

Draw a gradient-filled rectangle with custom vertex colors

+
RL.DrawRectangleLines( Rectangle rec, Color color )
+

Draw rectangle outline

+
RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color )
+

Draw rectangle outline with extended parameters

+
RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color )
+

Draw rectangle with rounded edges

+
RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, Color color )
+

Draw rectangle lines with rounded edges

+
RL.DrawRectangleRoundedLinesEx( Rectangle rec, float roundness, int segments, float lineThick, Color color )
+

Draw rectangle with rounded edges outline

+
RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
+

Draw a color-filled triangle (Vertex in counter-clockwise order!)

+
RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
+

Draw triangle outline (Vertex in counter-clockwise order!)

+
RL.DrawTriangleFan( Vector2{} points, Color color )
+

Draw a triangle fan defined by points (first vertex is the center)

+
RL.DrawTriangleStrip( Vector2{} points, Color color )
+

Draw a triangle strip defined by points

+
RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color )
+

Draw a regular polygon (Vector version)

+
RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color )
+

Draw a polygon outline of n sides

+
RL.DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color )
+

Draw a polygon outline of n sides with extended parameters

+

Shapes - Splines drawing functions

+
RL.DrawSplineLinear( Vector2{} points, float thick, Color color )
+

Draw spline: Linear, minimum 2 points

+
RL.DrawSplineBasis( Vector2{} points, float thick, Color color )
+

Draw spline: B-Spline, minimum 4 points

+
RL.DrawSplineCatmullRom( Vector2{} points, float thick, Color color )
+

Draw spline: Catmull-Rom, minimum 4 points

+
RL.DrawSplineBezierQuadratic( Vector2{} points, float thick, Color color )
+

Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]

+
RL.DrawSplineBezierCubic( Vector2{} points, float thick, Color color )
+

Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]

+
RL.DrawSplineSegmentLinear( Vector2 p1, Vector2 p2, float thick, Color color )
+

Draw spline segment: Linear, 2 points

+
RL.DrawSplineSegmentBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )
+

Draw spline segment: B-Spline, 4 points

+
RL.DrawSplineSegmentCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )
+

Draw spline segment: Catmull-Rom, 4 points

+
RL.DrawSplineSegmentBezierQuadratic( Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color )
+

Draw spline segment: Quadratic Bezier, 2 points, 1 control point

+
RL.DrawSplineSegmentBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color )
+

Draw spline segment: Cubic Bezier, 2 points, 2 control points

+

Shapes - Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]

+
point = RL.GetSplinePointLinear( Vector2 startPos, Vector2 endPos, float t )
+

Get (evaluate) spline point: Linear

+
    +
  • Success return Vector2
  • +
+
point = RL.GetSplinePointBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
+

Get (evaluate) spline point: B-Spline

+
    +
  • Success return Vector2
  • +
+
point = RL.GetSplinePointCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
+

Get (evaluate) spline point: Catmull-Rom

+
    +
  • Success return Vector2
  • +
+
point = RL.GetSplinePointBezierQuad( Vector2 p1, Vector2 c2, Vector2 p3, float t )
+

Get (evaluate) spline point: Quadratic Bezier

+
    +
  • Success return Vector2
  • +
+
point = RL.GetSplinePointBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t )
+

Get (evaluate) spline point: Cubic Bezier

+
    +
  • Success return Vector2
  • +
+

Shapes - Basic shapes collision detection functions

+
collision = RL.CheckCollisionRecs( Rectangle rec1, Rectangle rec2 )
+

Check collision between two rectangles

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 )
+

Check collision between two circles

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec )
+

Check collision between circle and rectangle

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionCircleLine( Vector2 center, float radius, Vector2 p1, Vector2 p2 )
+

Check if circle collides with a line created betweeen two points [p1] and [p2]

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionPointRec( Vector2 point, Rectangle rec )
+

Check if point is inside rectangle

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius )
+

Check if point is inside circle

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 )
+

Check if point is inside a triangle

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionPointPoly( Vector2 point, Vector2{} points )
+

Check if point is within a polygon described by array of vertices

+
    +
  • Success return bool
  • +
+
collision, position = RL.CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2 )
+

Check the collision between two lines defined by two points each, returns collision point by reference

+
    +
  • Success return bool, Vector2
  • +
+
collision = RL.CheckCollisionPointLine( Vector2 point, Vector2 p1, Vector2 p2, int threshold )
+

Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]

+
    +
  • Success return bool
  • +
+
rectangle = RL.GetCollisionRec( Rectangle rec1, Rectangle rec2 )
+

Get collision rectangle for two rectangles collision

+
    +
  • Success return Rectangle
  • +
+
rects{} = RL.RectPack( Rectangle{} rects, Vector2 size, int padding )
+

Useful for e.g. packing rectangular textures into an atlas. stbrp_pack_rects

+
    +
  • Success return Rectangle{}
  • +
+

Textures - Image loading functions

+
image = RL.LoadImage( string fileName )
+

Load image from file into CPU memory (RAM)

+
    +
  • Failure return nil
  • +
  • Success return Image
  • +
+
image = RL.LoadImageRaw( string fileName, Vector2 size, int format, int headerSize )
+

Load image from RAW file data

+
    +
  • Failure return nil
  • +
  • Success return Image
  • +
+
image, frameCount = RL.LoadImageAnim( string fileName )
+

Load image sequence from file (frames appended to image.data). All frames are returned in RGBA format

+
    +
  • Failure return nil
  • +
  • Success return Image, int
  • +
+
image, frameCount = RL.LoadImageAnimFromMemory( string fileType, Buffer fileData )
+

Load image sequence from memory buffer. All frames are returned in RGBA format

+
    +
  • Success return Image, int
  • +
+
image, frameCount = RL.LoadImageFromMemory( string fileType, Buffer data )
+

Load image from memory buffer, fileType refers to extension: i.e. '.png'

+
    +
  • Success return Image
  • +
+
image, frameCount = RL.LoadImageFromData( Buffer data, Vector2 size, int mipmaps, int format )
+

Load image from data

+
    +
  • Success return Image
  • +
+
image = RL.LoadImageFromTexture( Texture texture )
+

Load image from GPU texture data

+
    +
  • Success return Image
  • +
+
image = RL.LoadImageFromScreen()
+

Load image from screen buffer and (screenshot)

+
    +
  • Success return Image
  • +
+
isValid = RL.IsImageValid( Image image )
+

Check if an image is valid (data and parameters)

+
    +
  • Success return bool
  • +
+
RL.UnloadImage( Image image )
+

Unload image from CPU memory (RAM)

+
success = RL.ExportImage( Image image, string fileName )
+

Export image data to file, returns true on success

+
    +
  • Success return bool
  • +
+
buffer = RL.ExportImageToMemory( Image image, string fileType )
+

Export image to memory buffer

+
    +
  • Success return Buffer
  • +
+
success = RL.ExportImageAsCode( Image image, string fileName )
+

Export image as code file defining an array of bytes, returns true on success

+
    +
  • Success return bool
  • +
+

Textures - Image generation functions

+
image = RL.GenImageColor( Vector2 size, Color color )
+

Generate image: plain color

+
    +
  • Success return Image
  • +
+
image = RL.GenImageGradientLinear( Vector2 size, int direction, Color a, Color b )
+

Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient

+
    +
  • Success return Image
  • +
+
image = RL.GenImageGradientRadial( Vector2 size, float density, Color inner, Color outer )
+

Generate image: radial gradient

+
    +
  • Success return Image
  • +
+
image = RL.GenImageGradientSquare( Vector2 size, float density, Color inner, Color outer )
+

Generate image: square gradient

+
    +
  • Success return Image
  • +
+
image = RL.GenImageChecked( Vector2 size, Vector2 checks, Color col1, Color col2 )
+

Generate image: checked

+
    +
  • Success return Image
  • +
+
image = RL.GenImageWhiteNoise( Vector2 size, float factor )
+

Generate image: white noise

+
    +
  • Success return Image
  • +
+
image = RL.GenImagePerlinNoise( Vector2 size, Vector2 offset, float factor )
+

Generate image: perlin noise

+
    +
  • Success return Image
  • +
+
image = RL.GenImageCellular( Vector2 size, int tileSize )
+

Generate image: cellular algorithm. Bigger tileSize means bigger cells

+
    +
  • Success return Image
  • +
+
image = RL.GenImageText( Vector2 size, string text )
+

Generate image: grayscale image from text data

+
    +
  • Success return Image
  • +
+

Textures - Image manipulation functions

+
image = RL.ImageCopy( Image image )
+

Create an image duplicate (useful for transformations)

+
    +
  • Success return Image
  • +
+
image = RL.ImageFromImage( Image image, Rectangle rec )
+

Create an image from another image piece

+
    +
  • Success return Image
  • +
+
image = RL.ImageFromChannel( Image image, int selectedChannel )
+

Create an image from a selected channel of another image (GRAYSCALE)

+
    +
  • Success return Image
  • +
+
image = RL.ImageText( string text, int fontSize, Color tint )
+

Create an image from text (default font)

+
    +
  • Success return Image
  • +
+
image = RL.ImageTextEx( Font font, string text, float fontSize, float spacing, Color tint )
+

Create an image from text (custom sprite font)

+
    +
  • Success return Image
  • +
+
RL.ImageFormat( Image image, int newFormat )
+

Convert image data to desired format

+
RL.ImageToPOT( Image image, Color fill )
+

Convert image to POT (power-of-two)

+
RL.ImageCrop( Image image, Rectangle crop )
+

Crop an image to a defined rectangle

+
RL.ImageAlphaCrop( Image image, float threshold )
+

Crop image depending on alpha value

+
RL.ImageAlphaClear( Image image, Color color, float threshold )
+

Clear alpha channel to desired color

+
RL.ImageAlphaMask( Image image, Image alphaMask )
+

Apply alpha mask to image

+
RL.ImageAlphaPremultiply( Image image )
+

Premultiply alpha channel

+
RL.ImageBlurGaussian( Image image, int blurSize )
+

Apply Gaussian blur using a box blur approximation

+
RL.ImageKernelConvolution( Image image, float{} kernel )
+

Apply custom square convolution kernel to image

+
RL.ImageResize( Image image, Vector2 size )
+

Resize image (Bicubic scaling algorithm)

+
RL.ImageResizeNN( Image image, Vector2 size )
+

Resize image (Nearest-Neighbor scaling algorithm)

+
RL.ImageResizeCanvas( Image image, Vector2 size, Vector2 offset, Color fill )
+

Resize canvas and fill with color

+
RL.ImageMipmaps( Image image )
+

Generate all mipmap levels for a provided image

+
RL.ImageDither( Image image, Color bpp )
+

Dither image data to 16bpp or lower (Floyd-Steinberg dithering)

+
RL.ImageFlipVertical( Image image )
+

Flip image vertically

+
RL.ImageFlipHorizontal( Image image )
+

Flip image horizontally

+
RL.ImageRotate( Image image, int degrees )
+

Rotate image by input angle in degrees (-359 to 359)

+
RL.ImageRotateCW( Image image )
+

Rotate image clockwise 90deg

+
RL.ImageRotateCCW( Image image )
+

Rotate image counter-clockwise 90deg

+
RL.ImageColorTint( Image image, Color color )
+

Modify image color: tint

+
RL.ImageColorInvert( Image image )
+

Modify image color: invert

+
RL.ImageColorGrayscale( Image image )
+

Modify image color: grayscale

+
RL.ImageColorContrast( Image image, float contrast )
+

Modify image color: contrast (-100 to 100)

+
RL.ImageColorBrightness( Image image, int brightness )
+

Modify image color: brightness (-255 to 255)

+
RL.ImageColorReplace( Image image, Color color, Color replace )
+

Modify image color: replace color

+
colors = RL.LoadImageColors( Image image )
+

Load color data from image as a Color array (RGBA - 32bit)

+
    +
  • Success return Color{}
  • +
+
colors = RL.LoadImagePalette( Image image, int maxPaletteSize )
+

Load colors palette from image as a Color array (RGBA - 32bit)

+
    +
  • Success return Color{}
  • +
+
rectangle = RL.GetImageAlphaBorder( Image image, float threshold )
+

Get image alpha border rectangle

+
    +
  • Success return Rectangle
  • +
+
color = RL.GetImageColor( Image image, Vector2 pixelPos )
+

Get image pixel color at (x, y) position

+
    +
  • Success return Color
  • +
+

Textures - Image configuration functions

+
RL.SetImageData( Image image, Buffer data )
+

Set image data from Buffer

+
imageData = RL.GetImageData( Image image )
+

Get image data as Buffer

+
    +
  • Success return Buffer
  • +
+
size = RL.GetImageSize( Image image )
+

Get image size

+
    +
  • Success return Vector2
  • +
+
mipmaps = RL.GetImageMipmaps( Image image )
+

Get image mipmaps. Mipmap levels, 1 by default

+
    +
  • Success return int
  • +
+
format = RL.GetImageFormat( Image image )
+

Get image data format (PixelFormat type)

+
    +
  • Success return int
  • +
+

Textures - Image drawing functions

+
RL.ImageClearBackground( Image dst, Color color )
+

Clear image background with given color

+
RL.ImageDrawPixel( Image dst, Vector2 position, Color color )
+

Draw pixel within an image

+
RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )
+

Draw line within an image

+
RL.ImageDrawLineEx( Image dst, Vector2 start, Vector2 end, int thick, Color color )
+

Draw a line defining thickness within an image

+
RL.ImageDrawCircle( Image dst, Vector2 center, int radius, Color color )
+

Draw circle within an image

+
RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color )
+

Draw circle outline within an image

+
RL.ImageDrawRectangle( Image dst, Rectangle rec, Color color )
+

Draw rectangle within an image

+
RL.ImageDrawRectangleLines( Image dst, Rectangle rec, int thick, Color color )
+

Draw rectangle lines within an image

+
RL.ImageDrawTriangle( Image dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color )
+

Draw triangle within an image

+
RL.ImageDrawTriangleEx( Image dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3 )
+

Draw triangle with interpolated colors within an image

+
RL.ImageDrawTriangleLines( Image dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color )
+

Draw triangle outline within an image

+
RL.ImageDrawTriangleFan( Image dst, Vector2{} points, Color color )
+

Draw a triangle fan defined by points within an image (first vertex is the center)

+
RL.ImageDrawTriangleStrip( Image dst, Vector2{} points, Color color )
+

Draw a triangle strip defined by points within an image

+
RL.ImageDraw( Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint )
+

Draw a source image within a destination image (Tint applied to source)

+
RL.ImageDrawText( Image dst, string text, Vector2 position, float fontSize, Color tint )
+

Draw text (using default font) within an image (destination)

+
RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
+

Draw text (Custom sprite font) within an image (Destination)

+

Textures - Texture loading functions

+
texture = RL.GetTextureDefault()
+

Get default texture. Return as lightuserdata

+
    +
  • Success return Texture
  • +
+
texture = RL.LoadTexture( string fileName )
+

Load texture from file into GPU memory ( VRAM )

+
    +
  • Failure return nil
  • +
  • Success return Texture
  • +
+
texture = RL.LoadTextureFromImage( Image image )
+

Load texture from image data

+
    +
  • Success return Texture
  • +
+
texture = RL.LoadTextureCubemap( Image image, int layout )
+

Load cubemap from image, multiple image cubemap layouts supported

+
    +
  • Success return Texture
  • +
+
texture = RL.LoadTextureFromData( Texture{} textureData )
+

Load Texture from data

+
    +
  • Success return Texture
  • +
+
renderTexture = RL.LoadRenderTexture( Vector2 size )
+

Load texture for rendering (framebuffer)

+
    +
  • Success return RenderTexture
  • +
+
renderTexture = RL.LoadRenderTextureFromData( Texture{} renderTextureData )
+

Load RenderTexture from data (framebuffer)

+
    +
  • Success return RenderTexture
  • +
+
isValid = RL.IsTextureValid( Texture texture )
+

Check if a texture is valid (loaded in GPU)

+
    +
  • Success return bool
  • +
+
RL.UnloadTexture( Texture texture )
+

Unload texture from GPU memory (VRAM)

+
isValid = RL.IsRenderTextureValid( RenderTexture target )
+

Check if a render texture is valid (loaded in GPU)

+
    +
  • Success return bool
  • +
+
RL.UnloadRenderTexture( RenderTexture target )
+

Unload render texture from GPU memory (VRAM)

+
RL.UpdateTexture( Texture texture, Buffer pixels )
+

Update GPU texture with new data

+
RL.UpdateTextureRec( Texture texture, Rectangle rec, Buffer pixels )
+

Update GPU texture rectangle with new data.

+

Textures - Texture configuration functions

+
RL.GenTextureMipmaps( Texture texture )
+

Generate GPU mipmaps for a texture

+
RL.SetTextureFilter( Texture texture, int filter )
+

Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...)

+
RL.SetTextureWrap( Texture texture, int wrap )
+

Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...)

+
id = RL.GetTextureId( Texture texture )
+

Get OpenGL texture id

+
    +
  • Success return int
  • +
+
size = RL.GetTextureSize( Texture texture )
+

Get texture size

+
    +
  • Success return Vector2
  • +
+
mipmaps = RL.GetTextureMipmaps( Texture texture )
+

Get texture mipmaps. Mipmap levels, 1 by default

+
    +
  • Success return int
  • +
+
format = RL.GetTextureFormat( Texture texture )
+

Get texture data format (PixelFormat type)

+
    +
  • Success return int
  • +
+

Textures - Texture drawing functions

+
RL.DrawTexture( Texture texture, Vector2 position, Color tint )
+

Draw a Texture2D

+
RL.DrawTextureEx( Texture texture, Vector2 position, float rotation, float scale, Color tint )
+

Draw a Texture2D with extended parameters

+
RL.DrawTextureRec( Texture texture, Rectangle source, Vector2 position, Color tint )
+

Draw a part of a texture defined by a rectangle

+
RL.DrawTexturePro( Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
+

Draw a part of a texture defined by a rectangle with "pro" parameters

+
RL.DrawTextureNPatch( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )
+

Draws a texture (or part of it) that stretches or shrinks nicely

+
RL.DrawTextureNPatchRepeat( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )
+

Draws a texture (or part of it) that repeats nicely

+

Textures - RenderTexture configuration functions

+
id = RL.GetRenderTextureId( RenderTexture renderTexture )
+

Get OpenGL framebuffer object id

+
    +
  • Success return int
  • +
+
texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
+

Get color buffer attachment texture. Returns as lightuserdata

+
    +
  • Success return Texture
  • +
+
texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
+

Get depth buffer attachment texture. Returns as lightuserdata

+
    +
  • Success return Texture
  • +
+ +
isEqual = RL.ColorIsEqual( Color col1, Color col2 )
+

Check if two colors are equal

+
    +
  • Success return bool
  • +
+
color = RL.Fade( Color color, float alpha )
+

Returns color with alpha applied, alpha goes from 0.0f to 1.0f

+
    +
  • Success return Color
  • +
+
value = RL.ColorToInt( Color color )
+

Returns hexadecimal value for a Color

+
    +
  • Success return int
  • +
+
color = RL.ColorNormalize( Color color )
+

Returns Color normalized as float [0..1]

+
    +
  • Success return Vector4
  • +
+
color = RL.ColorFromNormalized( Vector4 normalized )
+

Color from normalized values [0..1]

+
    +
  • Success return Color
  • +
+
HSV = RL.ColorToHSV( Color color )
+

Returns HSV values for a Color, hue [0..360], saturation/value [0..1]

+
    +
  • Success return Vector3
  • +
+
color = RL.ColorFromHSV( float hue, float saturation, float value )
+

Returns a Color from HSV values, hue [0..360], saturation/value [0..1]

+
    +
  • Success return Color
  • +
+
color = RL.ColorTint( Color color, Color tint )
+

Get color multiplied with another color

+
    +
  • Success return Color
  • +
+
color = RL.ColorBrightness( Color color, float factor )
+

Get color with brightness correction, brightness factor goes from -1.0f to 1.0f

+
    +
  • Success return Color
  • +
+
color = RL.ColorContrast( Color color, float contrast )
+

Get color with contrast correction, contrast values between -1.0f and 1.0f

+
    +
  • Success return Color
  • +
+
color = RL.ColorAlpha( Color color, float alpha )
+

Returns color with alpha applied, alpha goes from 0.0f to 1.0f

+
    +
  • Success return Color
  • +
+
color = RL.ColorAlphaBlend( Color dst, Color src, Color tint )
+

Returns src alpha-blended into dst color with tint

+
    +
  • Success return Color
  • +
+
color = RL.ColorLerp( Color color1, Color color2, float factor )
+

Get color lerp interpolation between two colors, factor [0.0f..1.0f]

+
    +
  • Success return Color
  • +
+
color = RL.GetColor( int hexValue )
+

Get Color structure from hexadecimal value

+
    +
  • Success return Color
  • +
+
size = RL.GetPixelDataSize( Vector2 size, int format )
+

Get pixel data size in bytes for certain format

+
    +
  • Success return int
  • +
+

Text - Font loading/unloading functions

+
font = RL.GetFontDefault()
+

Get the default Font. Return as lightuserdata

+
    +
  • Success return Font
  • +
+
font = RL.LoadFont( string fileName )
+

Load font from file into GPU memory (VRAM)

+
    +
  • Failure return nil
  • +
  • Success return Font
  • +
+
font = RL.LoadFontEx( string fileName, int fontSize, int{}|nil codepoints )
+

Load font from file with extended parameters, use NULL for codepoints to load the default character set

+
    +
  • Failure return nil
  • +
  • Success return Font
  • +
+
font = RL.LoadFontFromImage( Image image, Color key, int firstChar )
+

Load font from Image (XNA style)

+
    +
  • Success return Font
  • +
+
font = RL.LoadFontFromMemory( string fileType, Buffer fileData, int fontSize, int{} codepoints )
+

Load font from memory buffer, fileType refers to extension: i.e. '.ttf'. NOTE: fileData type should be unsigned char

+
    +
  • Success return Font
  • +
+
font = RL.LoadFontFromData( Font{} fontData )
+

Load Font from data

+
    +
  • Success return Font
  • +
+
font = RL.FontCopy( Font font )
+

Load font copy as new userdata

+
    +
  • Success return Font
  • +
+
isValid = RL.IsFontValid( Font font )
+

Check if a font is valid (font data loaded, WARNING: GPU texture not checked)

+
    +
  • Success return bool
  • +
+
glyphs = RL.LoadFontData( Buffer fileData, int fontSize, int{} codepoints, int type )
+

Load font data for further use. NOTE: fileData type should be unsigned char

+
    +
  • Success return GlyphInfo{}
  • +
+
image, rectangles = RL.GenImageFontAtlas( GlyphInfo{} glyphs, int fontSize, int padding, int packMethod )
+

Generate image font atlas using chars info. NOTE: Packing method: 0-Default, 1-Skyline

+
    +
  • Success Image, Rectangle{}
  • +
+
RL.UnloadFont( Font font )
+

Unload font from GPU memory (VRAM)

+
RL.ExportFontAsCode( Font font, string fileName )
+

Export font as code file, returns true on success

+
    +
  • Success return bool
  • +
+

Text - Text drawing functions

+
RL.DrawFPS( Vector2 pos )
+

Draw current FPS

+
RL.DrawText( string text, Vector2 position, float fontSize, Color tint )
+

Draw text (using default font)

+
RL.DrawTextEx( Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
+

Draw text using font and additional parameters

+
RL.DrawTextPro( Font font, string text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint )
+

Draw text using Font and pro parameters (rotation)

+
RL.DrawTextCodepoint( Font font, int codepoint, Vector2 position, float fontSize, Color tint )
+

Draw one character (codepoint)

+
RL.DrawTextCodepoints( Font font, int{} codepoints, Vector2 position, float fontSize, float spacing, Color tint )
+

Draw multiple character (codepoint)

+
mouseCharId, textOffset = RL.DrawTextBoxed( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, bool limitHeight, Vector2|nil textOffset, int|nil tabSize )
+

Draw text inside rectangle limits. Return character id from mouse position (default 0). textOffset can be used to set start position inside rectangle. Usefull to pass from previous DrawTextBoxed for continuous text. Support for tint change with "\a#FFFFFFFF"

+
    +
  • Success return int, Vector2
  • +
+

Text - Text font info functions

+
RL.SetTextLineSpacing( int spacing )
+

Set vertical line spacing when drawing with line-breaks

+
spacing = RL.GetTextLineSpacing()
+

Get vertical line spacing when drawing with line-breaks

+
    +
  • Success return int
  • +
+
width = RL.MeasureText( string text, int fontSize )
+

Measure string width for default font

+
    +
  • Success return int
  • +
+
size = RL.MeasureTextEx( Font font, string text, float fontSize, float spacing )
+

Measure string size for Font

+
    +
  • Success return Vector2
  • +
+
size, textOffset = RL.MeasureTextBoxed( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, bool limitHeight, Vector2 textOffset, int|nil tabSize )
+

Measure text inside rectangle limits.

+
    +
  • Success return Vector2, Vector2
  • +
+
index = RL.GetGlyphIndex( Font font, int codepoint )
+

Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found

+
    +
  • Success return int
  • +
+
glyphInfo = RL.GetGlyphInfo( Font font, int codepoint )
+

Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found. Return as lightuserdata

+
    +
  • Success return GlyphInfo
  • +
+
glyphInfo = RL.GetGlyphInfoByIndex( Font font, int index )
+

Get glyph font info data by index. Return as lightuserdata

+
    +
  • Failure return nil
  • +
  • Success return GlyphInfo
  • +
+
rect = RL.GetGlyphAtlasRec( Font font, int codepoint )
+

Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found

+
    +
  • Success return Rectangle
  • +
+
rect = RL.GetGlyphAtlasRecByIndex( Font font, int index )
+

Get glyph rectangle in font atlas by index

+
    +
  • Failure return nil
  • +
  • Success return Rectangle
  • +
+
baseSize = RL.GetFontBaseSize( Font font )
+

Get font base size (default chars height)

+
    +
  • Success return int
  • +
+
glyphCount = RL.GetFontGlyphCount( Font font )
+

Get font number of glyph characters

+
    +
  • Success return int
  • +
+
glyphPadding = RL.GetFontGlyphPadding( Font font )
+

Get font padding around the glyph characters

+
    +
  • Success return int
  • +
+
texture = RL.GetFontTexture( Font font )
+

Get font texture atlas containing the glyphs. Return as lightuserdata

+
    +
  • Success return Texture
  • +
+

Text - GlyphInfo management functions

+
glyphInfo = RL.LoadGlyphInfo( GlyphInfo{} glyphInfoData )
+

Load GlyphInfo from data

+
    +
  • Success return GlyphInfo
  • +
+
RL.UnloadGlyphInfo( GlyphInfo glyphInfo )
+

Unload glyphInfo image from CPU memory (RAM)

+
RL.SetGlyphInfoValue( GlyphInfo glyphInfo, int value )
+

Set glyphInfo character value (Unicode)

+
RL.SetGlyphInfoOffset( GlyphInfo glyphInfo, Vector2 offset )
+

Set glyphInfo character offset when drawing

+
RL.SetGlyphInfoAdvanceX( GlyphInfo glyphInfo, int advanceX )
+

Set glyphInfo character advance position X

+
RL.SetGlyphInfoImage( GlyphInfo glyphInfo, Image image )
+

Set glyphInfo character image data

+
value = RL.GetGlyphInfoValue( GlyphInfo glyphInfo )
+

Get glyphInfo character value (Unicode)

+
    +
  • Success return int
  • +
+
offset = RL.GetGlyphInfoOffset( GlyphInfo glyphInfo )
+

Get glyphInfo character offset when drawing

+
    +
  • Success return Vector2
  • +
+
advanceX = RL.GetGlyphInfoAdvanceX( GlyphInfo glyphInfo )
+

Get glyphInfo character advance position X

+
    +
  • Success return int
  • +
+
image = RL.GetGlyphInfoImage( GlyphInfo glyphInfo )
+

Get glyphInfo character image data. Return as lightuserdata

+
    +
  • Success return Image
  • +
+

Text - Text codepoints management functions (unicode characters)

+
string = RL.LoadUTF8( int{} codepoints )
+

Load UTF-8 text encoded from codepoints array

+
    +
  • Success return string
  • +
+
codepoints = RL.LoadCodepoints( string text )
+

Load all codepoints from a UTF-8 text string

+
    +
  • Success return int{}
  • +
+
count = RL.GetCodepointCount( string text )
+

Get total number of codepoints in a UTF-8 encoded string

+
    +
  • Success return int
  • +
+
codepoint, codepointSize = RL.GetCodepoint( string text, int position )
+

Get codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

+
    +
  • Success return int, int
  • +
+
codepoint, codepointSize = RL.GetCodepointNext( string text, int position )
+

Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

+
    +
  • Success return int, int
  • +
+
codepoint, codepointSize = RL.GetCodepointPrevious( string text, int position )
+

Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

+
    +
  • Success return int, int
  • +
+
string = RL.CodepointToUTF8( int codepoint )
+

Encode one codepoint into UTF-8 byte array

+
    +
  • Success return string
  • +
+

Text - Text strings management functions (no UTF-8 strings, only byte chars)

+
text = RL.TextSubtext( string text, int position, int length )
+

Get a piece of a text string

+
    +
  • Success return string
  • +
+
text = RL.TextReplace( string text, string replace, string by )
+

Replace text string

+
    +
  • Success return string
  • +
+
text = RL.TextInsert( string text, string insert, int position )
+

Insert text in a specific position, moves all text forward

+
    +
  • Success return string
  • +
+
splits = RL.TextSplit( string text, char delimiter )
+

Split text into multiple strings

+
    +
  • Success return string{}
  • +
+
index = RL.TextFindIndex( string text, string find )
+

Find first text occurrence within a string

+
    +
  • Success return int
  • +
+
text = RL.TextToPascal( string text )
+

Get Pascal case notation version of provided string

+
    +
  • Success return string
  • +
+
text = RL.TextToSnake( string text )
+

Get Snake case notation version of provided string

+
    +
  • Success return string
  • +
+
text = RL.TextToCamel( string text )
+

Get Camel case notation version of provided string

+
    +
  • Success return string
  • +
+

Models - Basic geometric 3D shapes drawing functions

+
RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
+

Draw a line in 3D world space

+
RL.DrawPoint3D( Vector3 position, Color color )
+

Draw a point in 3D space, actually a small line

+
RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
+

Draw a circle in 3D world space

+
RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
+

Draw a color-filled triangle (Vertex in counter-clockwise order!)

+
RL.DrawTriangleStrip3D( Vector3{} points, Color color )
+

Draw a triangle strip defined by points

+
RL.DrawCube( Vector3 position, Vector3 size, Color color )
+

Draw cube

+
RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
+

Draw cube wires

+
RL.DrawSphere( Vector3 centerPos, float radius, Color color )
+

Draw sphere

+
RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
+

Draw sphere with extended parameters

+
RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
+

Draw sphere wires

+
RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
+

Draw a cylinder/cone

+
RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
+

Draw a cylinder with base at startPos and top at endPos

+
RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
+

Draw a cylinder/cone wires

+
RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
+

Draw a cylinder wires with base at startPos and top at endPos

+
RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
+

Draw a capsule with the center of its sphere caps at startPos and endPos

+
RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
+

Draw capsule wireframe with the center of its sphere caps at startPos and endPos

+
RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
+

Draw a plane XZ

+
RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
+

Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0)

+
RL.DrawRay( Ray ray, Color color )
+

Draw a ray line

+
RL.DrawGrid( int slices, float spacing )
+

Draw a grid (Centered at ( 0, 0, 0 ))

+
RL.DrawGridEx( Vector2 slices, Vector2 spacing, Matrix transform, Color color, Vector2|nil divider, Color|nil dividerColor )
+

Draw a grid with extended parameters. Optionally you can define divider with different color for every n slices

+

Models - Model management functions

+
model = RL.LoadModel( string fileName )
+

Load model from files (Meshes and materials)

+
    +
  • Failure return nil
  • +
  • Success return Model
  • +
+
model = RL.LoadModelFromMesh( Mesh mesh )
+

Load model from generated mesh (Default material)

+
    +
  • Success return Model
  • +
+
isValid = RL.IsModelValid( Model model )
+

Check if a model is valid (loaded in GPU, VAO/VBOs)

+
    +
  • Success return bool
  • +
+
RL.UnloadModel( Model model )
+

Unload model (meshes/materials) from memory (RAM and/or VRAM)

+
boundingBox = RL.GetModelBoundingBox( Model model )
+

Compute model bounding box limits (considers all meshes)

+
    +
  • Success return BoundingBox
  • +
+
RL.SetModelTransform( Model model, Matrix transform )
+

Set model transform matrix

+
success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
+

Set model mesh.

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
success = RL.SetModelMaterial( Model model, int materialId, Material material )
+

Set material to model material

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
+

Set material for a mesh (Mesh and material on this model)

+
success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )
+

Set model bone information (skeleton)

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
+

Set model bones base transformation (pose)

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
transform = RL.GetModelTransform( Model model )
+

Get model transform matrix

+
    +
  • Success return Matrix
  • +
+
meshCount = RL.GetModelMeshCount( Model model )
+

Get model number of meshes

+
    +
  • Success return int
  • +
+
meshCount = RL.GetModelMaterialCount( Model model )
+

Get model number of materials

+
    +
  • Success return int
  • +
+
mesh = RL.GetModelMesh( Model model, int meshId )
+

Get model mesh. Return as lightuserdata

+
    +
  • Failure return nil
  • +
  • Success return Mesh
  • +
+
material = RL.GetModelMaterial( Model model, int materialId )
+

Get model material. Return as lightuserdata

+
    +
  • Failure return nil
  • +
  • Success return Material
  • +
+
boneCount = RL.GetModelBoneCount( Model model )
+

Get model number of bones

+
    +
  • Success return int
  • +
+
bone = RL.GetModelBone( Model model, int boneId )
+

Get model bones information (skeleton)

+
    +
  • Failure return nil
  • +
  • Success return BoneInfo
  • +
+
pose = RL.GetModelBindPose( Model model, int boneId )
+

Get models bones base transformation (pose)

+
    +
  • Failure return nil
  • +
  • Success return Transform
  • +
+

Models - Model drawing functions

+
RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
+

Draw a model (With texture if set)

+
RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
+

Draw a model with extended parameters

+
RL.DrawModelWires( Model model, Vector3 position, float scale, Color tint )
+

Draw a model wires (with texture if set)

+
RL.DrawModelWiresEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
+

Draw a model wires (with texture if set) with extended parameters

+
RL.DrawModelPoints( Model model, Vector3 position, float scale, Color tint )
+

Draw a model as points

+
RL.DrawModelPointsEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
+

Draw a model as points with extended parameters

+
RL.DrawBoundingBox( BoundingBox box, Color color )
+

Draw bounding box (wires)

+
RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
+

Draw a billboard texture

+
RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
+

Draw a billboard texture defined by source

+
RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
+

Draw a billboard texture defined by source and rotation

+

Models - Mesh management functions

+
RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
+

Update mesh vertex data in GPU. NOTE: Mainly intented to be used with custom meshes.

+
RL.UnloadMesh( Mesh mesh )
+

Unload mesh data from CPU and GPU

+
RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
+

Draw a 3d mesh with material and transform

+
RL.DrawMeshInstanced( Mesh mesh, Material material, Buffer transforms, int instances )
+

Draw multiple mesh instances with material and different transforms

+
success = RL.SetMeshColor( Mesh mesh, Color color )
+

Updades mesh color vertex attribute buffer NOTE: Currently only works on custom mesh

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
success = RL.ExportMesh( Mesh mesh, string fileName )
+

Export mesh data to file, returns true on success

+
    +
  • Success return bool
  • +
+
success = RL.ExportMeshAsCode( Mesh mesh, string fileName )
+

Export mesh as code file (.h) defining multiple arrays of vertex attributes

+
    +
  • Success return bool
  • +
+
boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
+

Compute mesh bounding box limits

+
    +
  • Success return BoundingBox
  • +
+
RL.GenMeshTangents( Mesh mesh )
+

Compute mesh tangents

+
meshData = RL.GetMeshData( Mesh mesh )
+

Get mesh vertex attributes data as table.

+
    +
  • Success return Mesh{}
  • +
+

Models - Mesh generation functions

+
mesh = RL.GenMeshPoly( int sides, float radius )
+

Generate polygonal mesh

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
+

Generate plane mesh (With subdivisions)

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshCube( Vector3 size )
+

Generate cuboid mesh

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshSphere( float radius, int rings, int slices )
+

Generate sphere mesh (Standard sphere)

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshHemiSphere( float radius, int rings, int slices )
+

Generate half-sphere mesh (no bottom cap)

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshCylinder( float radius, float height, int slices )
+

Generate cylinder mesh

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshCone( float radius, float height, int slices )
+

Generate cone/pyramid mesh

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides )
+

Generate torus mesh

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides )
+

Generate torus mesh

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size )
+

Generate heightmap mesh from image data

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshCubicmap( Image cubicmap, Vector3 cubeSize )
+

Generate cubes-based map mesh from image data

+
    +
  • Success return Mesh
  • +
+
mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
+

Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO

+
    +
  • Success return Mesh
  • +
+

Models - Material management functions

+
materials = RL.LoadMaterials( string fileName )
+

Load materials from model file

+
    +
  • Success return Material{}
  • +
+
material = RL.GetMaterialDefault()
+

Default material for reference. Return as lightuserdata

+
    +
  • Success return Material
  • +
+
material = RL.LoadMaterialDefault()
+

Load default material as new object

+
    +
  • Success return Material
  • +
+
material = RL.CreateMaterial( Material{} materialData )
+

Load material from table. See material table definition

+
    +
  • Success return Material
  • +
+
isValid = RL.IsMaterialValid( Material material )
+

Check if a material is valid (shader assigned, map textures loaded in GPU)

+
    +
  • Success return bool
  • +
+
RL.UnloadMaterial( Material material, bool freeAll )
+

Unload material from GPU memory (VRAM). Note! Use freeAll to unload shaders and textures

+
RL.SetMaterialTexture( Material material, int mapType, Texture texture )
+

Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)

+
RL.SetMaterialColor( Material material, int mapType, Color color )
+

Set color for a material map type

+
RL.SetMaterialValue( Material material, int mapType, float value )
+

Set value for a material map type

+
RL.SetMaterialShader( Material material, Shader shader )
+

Set shader for material

+
RL.SetMaterialParams( Material material, float{} params )
+

Set material generic parameters (if required)

+
texture = RL.GetMaterialTexture( Material material, int mapType )
+

Get texture from material map type. Return as lightuserdata

+
    +
  • Success return Texture
  • +
+
color = RL.GetMaterialColor( Material material, int mapType )
+

Get color from material map type

+
    +
  • Success return Color
  • +
+
value = RL.GetMaterialValue( Material material, int mapType )
+

Get color from material map type

+
    +
  • Success return float
  • +
+
shader = RL.GetMaterialShader( Material material )
+

Get material shader. Return as lightuserdata

+
    +
  • Success return Shader
  • +
+
params = RL.GetMaterialParams( Material material )
+

Get material parameters

+
    +
  • Success return float{}
  • +
+

Model - Model animations management functions

+
animations = RL.LoadModelAnimations( string fileName )
+

Load model animations from file

+
    +
  • Failure return nil
  • +
  • Success return ModelAnimations{}
  • +
+
RL.UpdateModelAnimation( Model model, ModelAnimation animation, int frame )
+

Update model animation pose

+
RL.UpdateModelAnimationBones( Model model, ModelAnimation animation, int frame )
+

Update model animation mesh bone matrices (GPU skinning)

+
RL.UnloadModelAnimation( ModelAnimation animation )
+

Unload animation data

+
RL.UnloadModelAnimations( ModelAnimation{} animations )
+

Unload animation table data

+
valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation )
+

Check model animation skeleton match

+
    +
  • Success return bool
  • +
+
success = RL.SetModelAnimationBone( ModelAnimation animation, int boneId, BoneInfo bone )
+

Set modelAnimation bones information (skeleton)

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
success = RL.SetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId, Transform pose )
+

Set modelAnimation bones base transformation (pose)

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
RL.SetModelAnimationName( ModelAnimation animation, string name )
+

Set modelAnimation name

+
boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation )
+

Return modelAnimation bone count

+
    +
  • Success return int
  • +
+
frameCount = RL.GetModelAnimationFrameCount( ModelAnimation animation )
+

Return modelAnimation frame count

+
    +
  • Success return int
  • +
+
bone = RL.GetModelAnimationBone( ModelAnimation animation, int boneId )
+

Get modelAnimation bones information (skeleton)

+
    +
  • Failure return nil
  • +
  • Success return BoneInfo
  • +
+
pose = RL.GetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId )
+

Get modelAnimation bones base transformation (pose)

+
    +
  • Failure return nil
  • +
  • Success return Transform
  • +
+
name = RL.GetModelAnimationName( ModelAnimation animation )
+

Get modelAnimation name

+
    +
  • Success return string
  • +
+

Model - Collision detection functions

+
collision = RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )
+

Check collision between two spheres

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )
+

Check collision between two bounding boxes

+
    +
  • Success return bool
  • +
+
collision = RL.CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )
+

Check collision between box and sphere

+
    +
  • Success return bool
  • +
+
rayCollision = RL.GetRayCollisionSphere( Ray ray, Vector3 center, float radius )
+

Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, distance, point, normal } )

+
    +
  • Success return RayCollision
  • +
+
rayCollision = RL.GetRayCollisionBox( Ray ray, BoundingBox box )
+

Get collision info between ray and box

+
    +
  • Success return RayCollision
  • +
+
rayCollision = RL.GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )
+

Get collision info between ray and mesh

+
    +
  • Success return RayCollision
  • +
+
rayCollision = RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )
+

Get collision info between ray and triangle

+
    +
  • Success return RayCollision
  • +
+
rayCollision = RL.GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )
+

Get collision info between ray and quad. NOTE: The points are expected to be in counter-clockwise winding

+
    +
  • Success return RayCollision
  • +
+
cells, exitPoint = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
+

Get cell positions inside box that intersect with the ray. Also returns ray exit point. Returns empty table if ray misses the box

+
    +
  • Success return Vector3{}, RayCollision|nil
  • +
+

Audio - Audio device management functions

+
RL.InitAudioDevice()
+

Initialize audio device and context

+
RL.CloseAudioDevice()
+

Close the audio device and context

+
isReady = RL.IsAudioDeviceReady()
+

Check if audio device has been initialized successfully

+
    +
  • Success return bool
  • +
+
RL.SetMasterVolume( float volume )
+

Set master volume (listener)

+
volume = RL.GetMasterVolume()
+

Get master volume (listener)

+
    +
  • Success return float
  • +
+

Audio - Wave/Sound loading/unloading functions

+
sound = RL.LoadSound( string fileName )
+

Load sound from file

+
    +
  • Failure return nil
  • +
  • Success return Sound
  • +
+
wave = RL.LoadWave( string fileName )
+

Load wave data from file

+
    +
  • Failure return nil
  • +
  • Success return Wave
  • +
+
wave = RL.LoadWaveFromMemory( string fileType, Buffer data )
+

Load wave from memory buffer, fileType refers to extension: i.e. '.wav'

+
    +
  • Success return Wave
  • +
+
isValid = RL.IsWaveValid( Wave wave )
+

Checks if wave data is valid (data loaded and parameters)

+
    +
  • Success return bool
  • +
+
sound = RL.LoadSoundFromWave( Wave wave )
+

Load sound from wave data

+
    +
  • Success return Sound
  • +
+
sound = RL.LoadSoundAlias( Sound source )
+

Create a new sound that shares the same sample data as the source sound, does not own the sound data

+
    +
  • Success return Sound
  • +
+
isValid = RL.IsSoundValid( Sound sound )
+

Checks if a sound is valid (data loaded and buffers initialized)

+
    +
  • Success return bool
  • +
+
RL.UpdateSound( Sound sound, Buffer data, int sampleCount )
+

Update sound buffer with new data

+
RL.UnloadWave( Wave wave )
+

Unload wave data

+
RL.UnloadSound( Sound sound )
+

Unload sound

+
RL.UnloadSoundAlias( Sound alias )
+

Unload a sound alias (does not deallocate sample data)

+
success = RL.ExportWave( Wave wave, string fileName )
+

Export wave data to file, returns true on success

+
    +
  • Success return bool
  • +
+
success = RL.ExportWaveAsCode( Wave wave, string fileName )
+

Export wave sample data to code (.h), returns true on success

+
    +
  • Success return true
  • +
+

Audio - Wave/Sound management functions

+
RL.PlaySound( Sound sound )
+

Play a sound

+
RL.StopSound( Sound sound )
+

Stop playing a sound

+
RL.PauseSound( Sound sound )
+

Pause a sound

+
RL.ResumeSound( Sound sound )
+

Resume a paused sound

+
playing = RL.IsSoundPlaying( Sound sound )
+

Check if a sound is currently playing

+
    +
  • Success return bool
  • +
+
RL.SetSoundVolume( Sound sound, float volume )
+

Set volume for a sound (1.0 is max level)

+
RL.SetSoundPitch( Sound sound, float pitch )
+

Set pitch for a sound (1.0 is base level)

+
RL.SetSoundPan( Sound sound, float pan )
+

Set pan for a sound (0.5 is center)

+
stream = RL.GetSoundStream( Sound sound )
+

Get sound audio stream. Return as lightuserdata

+
    +
  • Success return AudioStream
  • +
+
RL.WaveFormat( Wave wave, int sampleRate, int sampleSize, int channels )
+

Convert wave data to desired format

+
samples = RL.LoadWaveSamples( Wave wave )
+

Load samples data from wave as a 32bit float data array

+
    +
  • Success return float{}
  • +
+
wave = RL.WaveCopy( Wave wave )
+

Copy a wave to a new wave

+
    +
  • Success return Wave
  • +
+
RL.WaveCrop( Wave wave, int initSample, int finalSample )
+

Crop a wave to defined samples range

+

Audio - Music management functions

+
music = RL.LoadMusicStream( string fileName )
+

Load music stream from file

+
    +
  • Success return Music
  • +
+
music = RL.LoadMusicStreamFromMemory( string fileType, Buffer data )
+

Load music stream from data

+
    +
  • Success return Music
  • +
+
isValid = RL.IsMusicValid( Music music )
+

Checks if a music stream is valid (context and buffers initialized)

+
    +
  • Success return bool
  • +
+
RL.UnloadMusicStream( Music music )
+

Unload music stream

+
RL.PlayMusicStream( Music music )
+

Start music playing

+
playing = RL.IsMusicStreamPlaying( Music music )
+

Check if music is playing

+
    +
  • Success return bool
  • +
+
RL.UpdateMusicStream( Music music )
+

Updates buffers for music streaming

+
RL.StopMusicStream( Music music )
+

Stop music playing

+
RL.PauseMusicStream( Music music )
+

Pause music playing

+
RL.ResumeMusicStream( Music music )
+

Resume playing paused music

+
RL.SeekMusicStream( Music music, float position )
+

Seek music to a position (in seconds)

+
RL.SetMusicVolume( Music music, float volume )
+

Set volume for music (1.0 is max level)

+
RL.SetMusicPitch( Music music, float pitch )
+

Set pitch for a music (1.0 is base level)

+
RL.SetMusicPan( Music music, float pan )
+

Set pan for a music (0.5 is center)

+
RL.SetMusicLooping( Music music, bool looping )
+

Set looping for a music

+
looping = RL.GetMusicLooping( Music music )
+

Get looping of a music

+
    +
  • Success return bool
  • +
+
length = RL.GetMusicTimeLength( Music music )
+

Get music time length (in seconds)

+
    +
  • Success return float
  • +
+
timePlayed = RL.GetMusicTimePlayed( Music music )
+

Get current music time played (in seconds)

+
    +
  • Success return float
  • +
+
stream = RL.GetMusicStream( Music music )
+

Get music audio stream. Return as lightuserdata

+
    +
  • Success return AudioStream
  • +
+

Audio - AudioStream management functions

+
audioStream = RL.LoadAudioStream( int sampleRate, int sampleSize, int channels )
+

Load audio stream (to stream raw audio pcm data)

+
    +
  • Success return AudioStream
  • +
+
isValid = RL.IsAudioStreamValid( AudioStream stream )
+

Checks if an audio stream is valid (buffers initialized)

+
    +
  • Success return bool
  • +
+
RL.UnloadAudioStream( AudioStream stream )
+

Unload audio stream and free memory

+
RL.UpdateAudioStream( AudioStream stream, Buffer data, int frameCount )
+

Update audio stream buffers with data

+
isProcessed = RL.IsAudioStreamProcessed( AudioStream stream )
+

Check if any audio stream buffers requires refill

+
    +
  • Success return bool
  • +
+
RL.PlayAudioStream( AudioStream stream )
+

Play audio stream

+
RL.PauseAudioStream( AudioStream stream )
+

Pause audio stream

+
RL.ResumeAudioStream( AudioStream stream )
+

Resume audio stream

+
isPlaying = RL.IsAudioStreamPlaying( AudioStream stream )
+

Check if audio stream is playing

+
    +
  • Success return bool
  • +
+
RL.StopAudioStream( AudioStream stream )
+

Stop audio stream

+
RL.SetAudioStreamVolume( AudioStream stream, float volume )
+

Set volume for audio stream (1.0 is max level)

+
RL.SetAudioStreamPitch( AudioStream stream, float pitch )
+

Set pitch for audio stream (1.0 is base level)

+
RL.SetAudioStreamPan( AudioStream stream, float pan )
+

Set pan for audio stream (0.5 is centered)

+
RL.SetAudioStreamBufferSizeDefault( int size )
+

Default size for new audio streams

+
RL.SetAudioStreamCallback( AudioStream stream, AudioCallback callback )
+

Audio thread callback to request new data. AudioCallback should be lightuserdata function pointer

+
RL.AttachAudioStreamProcessor( AudioStream stream, AudioCallback processor )
+

Attach audio stream processor to stream, receives the samples as 'float'. AudioCallback should be lightuserdata function pointer

+
RL.DetachAudioStreamProcessor( AudioStream stream, AudioCallback processor )
+

Detach audio stream processor from stream. AudioCallback should be lightuserdata function pointer

+
RL.AttachAudioMixedProcessor( AudioCallback processor )
+

Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'. AudioCallback should be lightuserdata function pointer

+
RL.DetachAudioMixedProcessor( AudioCallback processor )
+

Detach audio stream processor from the entire audio pipeline. AudioCallback should be lightuserdata function pointer

+

Math - Utils

+
result = RL.Round( float value )
+

Round float value

+
    +
  • Success return int
  • +
+
result = RL.Sign( float value )
+

Sign of value

+
    +
  • Success return int
  • +
+
result = RL.Clamp( float value, float min, float max )
+

Clamp float value

+
    +
  • Success return float
  • +
+
result = RL.Lerp( float a, float b, float amount )
+

Calculate linear interpolation between two floats

+
    +
  • Success return float
  • +
+
result = RL.Normalize( float value, float a, float b )
+

Normalize input value within input range

+
    +
  • Success return float
  • +
+
result = RL.Remap( float value, float inputStart, float inputEnd, float outputStart, float outputEnd )
+

Remap input value within input range to output range

+
    +
  • Success return float
  • +
+
result = RL.Wrap( float value, float min, float max )
+

Wrap input value from min to max

+
    +
  • Success return float
  • +
+
result = RL.FloatEquals( float x, float y )
+

Check whether two given floats are almost equal

+
    +
  • Success return bool
  • +
+

Math - Vector2

+
result = RL.Vector2Zero()
+

Vector with components value 0.0f

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2One()
+

Vector with components value 1.0f

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Add( Vector2 v1, Vector2 v2 )
+

Add two vectors (v1 + v2)

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2AddValue( Vector2 v, float add )
+

Add vector and float value

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Subtract( Vector2 v1, Vector2 v2 )
+

Subtract two vectors (v1 - v2)

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2SubtractValue( Vector2 v, float sub )
+

Subtract vector by float value

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Length( vector2 v )
+

Calculate vector length

+
    +
  • Success return float
  • +
+
result = RL.Vector2LengthSqr( vector2 v )
+

Calculate vector square length

+
    +
  • Success return float
  • +
+
result = RL.Vector2DotProduct( Vector2 v1, Vector2 v2 )
+

Calculate two vectors dot product

+
    +
  • Success return float
  • +
+
result = RL.Vector2Distance( Vector2 v1, Vector2 v2 )
+

Calculate distance between two vectors

+
    +
  • Success return float
  • +
+
result = RL.Vector2DistanceSqr( Vector2 v1, Vector2 v2 )
+

Calculate square distance between two vectors

+
    +
  • Success return float
  • +
+
result = RL.Vector2Angle( Vector2 v1, Vector2 v2 )
+

Calculate angle between two vectors NOTE: Angle is calculated from origin point (0, 0)

+
    +
  • Success return float
  • +
+
result = RL.Vector2LineAngle( Vector2 a, Vector2 b )
+

Calculate angle defined by a two vectors line NOTE: Parameters need to be normalized Current implementation should be aligned with glm::angle

+
    +
  • Success return float
  • +
+
result = RL.Vector2Scale( Vector2 v, float scale )
+

Scale vector (multiply by value)

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Multiply( Vector2 v1, Vector2 v2 )
+

Multiply vector by vector

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Negate( Vector2 v )
+

Negate vector

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Divide( Vector2 v1, Vector2 v2 )
+

Divide vector by vector

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Normalize( Vector2 v )
+

Normalize provided vector

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Transform( Vector2 v, Matrix mat )
+

Transforms a Vector2 by a given Matrix

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Lerp( Vector2 v1, Vector2 v2, float amount )
+

Calculate linear interpolation between two vectors

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Reflect( Vector2 v, Vector2 normal )
+

Calculate reflected vector to normal

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Min( Vector2 v1, Vector2 v2 )
+

Get min value for each pair of components

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Max( Vector2 v1, Vector2 v2 )
+

Get max value for each pair of components

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Rotate( Vector2 v, float angle )
+

Rotate vector by angle

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2MoveTowards( Vector2 v, Vector2 target, float maxDistance )
+

Move Vector towards target

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Invert( Vector2 v )
+

Invert the given vector

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )
+

Clamp the components of the vector between min and max values specified by the given vectors

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2ClampValue( Vector2 v, float min, float max )
+

Clamp the magnitude of the vector between two min and max values

+
    +
  • Success return Vector2
  • +
+
result = RL.Vector2Equals( Vector2 v1, Vector2 v2 )
+

Check whether two given vectors are almost equal

+
    +
  • Success return bool
  • +
+
result = RL.Vector2Refract( Vector2 v, Vector2 n, float r )
+

Compute the direction of a refracted ray v: normalized direction of the incoming ray n: normalized normal vector of the interface of two optical media r: ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface

+
    +
  • Success return Vector2
  • +
+

Math - Vector 3

+
result = RL.Vector3Zero()
+

Vector with components value 0.0f

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3One()
+

Vector with components value 1.0f

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Add( Vector3 v1, Vector3 v2 )
+

Add two vectors

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3AddValue( Vector3 v, float add )
+

Add vector and float value

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Subtract( Vector3 v1, Vector3 v2 )
+

Subtract two vectors

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3SubtractValue( Vector3 v, float sub )
+

Subtract vector by float value

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Scale( Vector3 v, float scalar )
+

Multiply vector by scalar

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Multiply( Vector3 v1, Vector3 v2 )
+

Multiply vector by vector

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3CrossProduct( Vector3 v1, Vector3 v2 )
+

Calculate two vectors cross product

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Perpendicular( Vector3 v )
+

Calculate one vector perpendicular vector

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Length( Vector3 v )
+

Calculate vector length

+
    +
  • Success return float
  • +
+
result = RL.Vector3LengthSqr( Vector3 v )
+

Calculate vector square length

+
    +
  • Success return float
  • +
+
result = RL.Vector3DotProduct( Vector3 v1, Vector3 v2 )
+

Calculate two vectors dot product

+
    +
  • Success return float
  • +
+
result = RL.Vector3Distance( Vector3 v1, Vector3 v2 )
+

Calculate distance between two vectors

+
    +
  • Success return float
  • +
+
result = RL.Vector3DistanceSqr( Vector3 v1, Vector3 v2 )
+

Calculate square distance between two vectors

+
    +
  • Success return float
  • +
+
result = RL.Vector3Angle( Vector3 v1, Vector3 v2 )
+

Calculate angle between two vectors

+
    +
  • Success return float
  • +
+
result = RL.Vector3Negate( Vector3 v )
+

Negate provided vector (invert direction)

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Divide( Vector3 v1, Vector3 v2 )
+

Divide vector by vector

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Normalize( Vector3 v )
+

Normalize provided vector

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Project( Vector3 v1, Vector3 v2 )
+

Calculate the projection of the vector v1 on to v2

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Reject( Vector3 v1, Vector3 v2 )
+

Calculate the rejection of the vector v1 on to v2

+
    +
  • Success return Vector3
  • +
+
v1, v2 = RL.Vector3OrthoNormalize( Vector3 v1, Vector3 v2 )
+

Orthonormalize provided vectors. Makes vectors normalized and orthogonal to each other. Gram-Schmidt function implementation

+
    +
  • Success return Vector3, Vector3
  • +
+
result = RL.Vector3Transform( Vector3 v, Matrix mat )
+

Transforms a Vector3 by a given Matrix

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3RotateByQuaternion( Vector3 v, Quaternion q )
+

Transform a vector by quaternion rotation

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )
+

Rotates a vector around an axis

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3MoveTowards( Vector3 v, Vector3 target, float maxDistance )
+

Move Vector towards target

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
+

Calculate linear interpolation between two vectors

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3CubicHermite( Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount )
+

Calculate cubic hermite interpolation between two vectors and their tangents as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Reflect( Vector3 v, Vector3 normal )
+

Calculate reflected vector to normal

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Min( Vector3 v1, Vector3 v2 )
+

Get min value for each pair of components

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Max( Vector3 v1, Vector3 v2 )
+

Get max value for each pair of components

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Barycenter( Vector3 p, Vector3 a, Vector3 b, Vector3 c )
+

Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Unproject( Vector3 source, Matrix projection, Matrix view )
+

Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Invert( Vector3 v )
+

Invert the given vector

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )
+

Clamp the components of the vector between min and max values specified by the given vectors

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3ClampValue( Vector3 v, float min, float max )
+

Clamp the magnitude of the vector between two values

+
    +
  • Success return Vector3
  • +
+
result = RL.Vector3Equals( Vector3 v1, Vector3 v2 )
+

Check whether two given vectors are almost equal

+
    +
  • Success return bool
  • +
+
result = RL.Vector3Refract( Vector3 v, Vector3 n, float r )
+

Compute the direction of a refracted ray where v specifies the normalized direction of the incoming ray, n specifies the normalized normal vector of the interface of two optical media, and r specifies the ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface

+
    +
  • Success return Vector3
  • +
+

Math - Vector4

+
result = RL.Vector4Zero()
+

Vector with components value 0.0f

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4One()
+

Vector with components value 1.0f

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Add( Vector4 v1, Vector4 v2 )
+

Add two vectors

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4AddValue( Vector4 v, float add )
+

Add vector and float value

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Subtract( Vector4 v1, Vector4 v2 )
+

Subtract two vectors

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4SubtractValue( Vector4 v, float sub )
+

Subtract vector by float value

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Length( Vector4 v )
+

Calculate vector length

+
    +
  • Success return float
  • +
+
result = RL.Vector4LengthSqr( Vector4 v )
+

Calculate vector square length

+
    +
  • Success return float
  • +
+
result = RL.Vector4DotProduct( Vector4 v1, Vector4 v2 )
+

Calculate two vectors dot product

+
    +
  • Success return float
  • +
+
result = RL.Vector4Distance( Vector4 v1, Vector4 v2 )
+

Calculate distance between two vectors

+
    +
  • Success return float
  • +
+
result = RL.Vector4DistanceSqr( Vector4 v1, Vector4 v2 )
+

Calculate square distance between two vectors

+
    +
  • Success return float
  • +
+
result = RL.Vector4Scale( Vector4 v, float scalar )
+

Multiply vector by scalar

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Multiply( Vector4 v1, Vector4 v2 )
+

Multiply vector by vector

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Negate( Vector4 v )
+

Negate provided vector (invert direction)

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Divide( Vector4 v1, Vector4 v2 )
+

Divide vector by vector

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Normalize( Vector4 v )
+

Normalize provided vector

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Min( Vector4 v1, Vector4 v2 )
+

Get min value for each pair of components

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Max( Vector4 v1, Vector4 v2 )
+

Get max value for each pair of components

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Lerp( Vector4 v1, Vector4 v2, float amount )
+

Calculate linear interpolation between two vectors

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4MoveTowards( Vector4 v, Vector4 target, float maxDistance )
+

Move Vector towards target

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Invert( Vector4 v )
+

Invert the given vector

+
    +
  • Success return Vector4
  • +
+
result = RL.Vector4Equals( Vector4 v1, Vector4 v2 )
+

Check whether two given vectors are almost equal

+
    +
  • Success return bool
  • +
+

Math - Matrix

+
result = RL.MatrixDeterminant( Matrix mat )
+

Compute matrix determinant

+
    +
  • Success return float
  • +
+
result = RL.MatrixTrace( Matrix mat )
+

Get the trace of the matrix (sum of the values along the diagonal)

+
    +
  • Success return float
  • +
+
result = RL.MatrixTranspose( Matrix mat )
+

Transposes provided matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixInvert( Matrix mat )
+

Invert provided matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixIdentity()
+

Get identity matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixAdd( Matrix left, Matrix right )
+

Add two matrices

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixSubtract( Matrix left, Matrix right )
+

Subtract two matrices (left - right)

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixMultiply( Matrix left, Matrix right )
+

Get two matrix multiplication

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixTranslate( Vector3 translate )
+

Get translation matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixRotate( Vector3 axis, float angle )
+

Create rotation matrix from axis and angle. NOTE: Angle should be provided in radians

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixRotateX( float angle )
+

Get x-rotation matrix (angle in radians)

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixRotateY( float angle )
+

Get y-rotation matrix (angle in radians)

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixRotateZ( float angle )
+

Get z-rotation matrix (angle in radians)

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixRotateXYZ( Vector3 angles )
+

Get xyz-rotation matrix (angles in radians)

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixRotateZYX( Vector3 angles )
+

Get zyx-rotation matrix (angles in radians)

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixScale( Vector3 scale )
+

Get scaling matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixFrustum( double left, double right, double bottom, double top, double near, double far )
+

Get perspective projection matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixPerspective( double fovy, double aspect, double near, double far )
+

Get perspective projection matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixOrtho( double left, double right, double bottom, double top, double near, double far )
+

Get orthographic projection matrix

+
    +
  • Success return Matrix
  • +
+
result = RL.MatrixLookAt( Vector3 eye, Vector3 target, Vector3 up )
+

Get camera look-at matrix (View matrix)

+
    +
  • Success return Matrix
  • +
+
translation, rotation, scale = RL.MatrixDecompose( Matrix mat )
+

Decompose a transformation matrix into its rotational, translational and scaling components

+
    +
  • Success return Vector3, Quaternion, Vector3
  • +
+

Math - Quaternion

+
result = RL.QuaternionAdd( Quaternion q1, Quaternion q2 )
+

Add two quaternions

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionAddValue( Quaternion q, float add )
+

Add quaternion and float value

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionSubtract( Quaternion q1, Quaternion q2 )
+

Subtract two quaternions

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionSubtractValue( Quaternion q, float sub )
+

Subtract quaternion and float value

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionIdentity()
+

Get identity quaternion

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionLength( Quaternion q )
+

Computes the length of a quaternion

+
    +
  • Success return float
  • +
+
result = RL.QuaternionNormalize( Quaternion q )
+

Normalize provided quaternion

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionInvert( Quaternion q )
+

Invert provided quaternion

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionMultiply( Quaternion q1, Quaternion q2 )
+

Calculate two quaternion multiplication

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionScale( Quaternion q, float mul )
+

Scale quaternion by float value

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionDivide( Quaternion q1, Quaternion q2 )
+

Divide two quaternions

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionLerp( Quaternion q1, Quaternion q2, float amount )
+

Calculate linear interpolation between two quaternions

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionNlerp( Quaternion q1, Quaternion q2, float amount )
+

Calculate slerp-optimized interpolation between two quaternions

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionSlerp( Quaternion q1, Quaternion q2, float amount )
+

Calculates spherical linear interpolation between two quaternions

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionCubicHermiteSpline( Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t )
+

Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionFromVector3ToVector3( Vector3 from, Vector3 to )
+

Calculate quaternion based on the rotation from one vector to another

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionFromMatrix( Matrix mat )
+

Get a quaternion for a given rotation matrix

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionToMatrix( Quaternion q )
+

Get a matrix for a given quaternion

+
    +
  • Success return Matrix
  • +
+
result = RL.QuaternionFromAxisAngle( Vector3 axis, float angle )
+

Get rotation quaternion for an angle and axis NOTE: angle must be provided in radians

+
    +
  • Success return Quaternion
  • +
+
axis, angle = RL.QuaternionToAxisAngle( Quaternion q )
+

Get the rotation angle and axis for a given quaternion

+
    +
  • Success return Vector3, float
  • +
+
result = RL.QuaternionFromEuler( float pitch, float yaw, float roll )
+

Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionToEuler( Quaternion q )
+

Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians

+
    +
  • Success return Vector3
  • +
+
result = RL.QuaternionTransform( Quaternion q, Matrix mat )
+

Transform a quaternion given a transformation matrix

+
    +
  • Success return Quaternion
  • +
+
result = RL.QuaternionEquals( Quaternion q1, Quaternion q2 )
+

Check whether two given quaternions are almost equal

+
    +
  • Success return bool
  • +
+

Math - Frustum

+
frustum = RL.ExtractFrustum( Matrix projection, Matrix modelview )
+

Extract frustum from projection and modelView matrices.

+
    +
  • Success return Vector4{}
  • +
+
inFrustum = RL.PointInFrustum( Vector4{} frustum, Vector3 position )
+

Check if point inside frustum

+
    +
  • Success return bool
  • +
+
inFrustum = RL.SphereInFrustum( Vector4{} frustum, Vector3 position )
+

Check if sphere inside frustum

+
    +
  • Success return bool
  • +
+
inFrustum = RL.AABBInFrustum( Vector4{} frustum, Vector3 min, Vector3 max )
+

Check if AABB inside frustum

+
    +
  • Success return bool
  • +
+

Gui - Global gui state control functions

+
RL.GuiEnable()
+

Enable gui controls (global state)

+
RL.GuiDisable()
+

Disable gui controls (global state)

+
RL.GuiLock()
+

Lock gui controls (global state)

+
RL.GuiUnlock()
+

Unlock gui controls (global state)

+
locked = RL.GuiIsLocked()
+

Check if gui is locked (global state)

+
    +
  • Success return bool
  • +
+
RL.GuiSetAlpha( float alpha )
+

Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f

+
RL.GuiSetState( int state )
+

Set gui state (global state)

+
state = RL.GuiGetState()
+

Get gui state (global state)

+
    +
  • Success return int
  • +
+
RL.GuiSetSliderDragging( bool dragging )
+

Set guiSliderDragging

+
isSliderDragging = RL.GuiGetSliderDragging()
+

Get guiSliderDragging

+
    +
  • Success return bool
  • +
+
RL.GuiSetSliderActive( Rectange rect )
+

Set guiSliderActive

+
isSliderDragging = RL.GuiGetSliderActive()
+

Get guiSliderActive

+
    +
  • Success return Rectangle
  • +
+

Gui - Font set/get functions

+
RL.GuiSetFont( Font font )
+

Set gui custom font (global state)

+
font = RL.GuiGetFont()
+

Get gui font (global state). Return as lightuserdata

+
    +
  • Success return Font
  • +
+

Gui - Style set/get functions

+
RL.GuiSetStyle( int control, int property, int value )
+

Set one style property

+
value = RL.GuiGetStyle( int control, int property )
+

Get one style property

+
    +
  • Success return int
  • +
+

Gui - Styles loading functions

+
success = RL.GuiLoadStyle( string fileName )
+

Load style file over global style variable (.rgs)

+
    +
  • Failure return nil
  • +
  • Success return true
  • +
+
RL.GuiLoadStyleDefault()
+

Load style default over global style

+

Gui - Tooltips management functions

+
RL.GuiEnableTooltip()
+

Enable gui tooltips (global state)

+
RL.GuiDisableTooltip()
+

Disable gui tooltips (global state)

+
RL.GuiSetTooltip( string tooltip )
+

Set tooltip string

+

Gui - Icons functionality

+
text = RL.GuiIconText( int iconId, string|nil text )
+

Get text with icon id prepended (if supported)

+
    +
  • Success return string
  • +
+
RL.GuiSetIconScale( int scale )
+

Set icon scale (1 by default)

+
iconsBuffer = RL.GuiGetIcons()
+

Get raygui icons data in buffer. guiIcons size is by default: 256(1616/32) = 2048*4 = 8192 bytes = 8 KB

+
    +
  • Success return Buffer
  • +
+
success = RL.GuiSetIcons( Buffer iconBuffer )
+

Set raygui icons data in buffer. guiIcons size is by default: 256(1616/32) = 2048*4 = 8192 bytes = 8 KB

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
iconNames = RL.GuiLoadIcons( string fileName, bool loadIconsName )
+

Load raygui icons file (.rgi) into internal icons data

+
    +
  • Failure return nil
  • +
  • Success return strings{}
  • +
+
RL.GuiDrawIcon( int iconId, Vector2 pos, int pixelSize, Color color )
+

Draw icon

+

Gui - Container/separator controls, useful for controls organization

+
result = RL.GuiWindowBox( Rectangle bounds, string|nil title )
+

Window Box control, shows a window that can be closed

+
    +
  • Success return int
  • +
+
result = RL.GuiGroupBox( Rectangle bounds, string|nil text )
+

Group Box control with text name

+
    +
  • Success return int
  • +
+
result = RL.GuiLine( Rectangle bounds, string|nil text )
+

Line separator control, could contain text

+
    +
  • Success return int
  • +
+
result = RL.GuiPanel( Rectangle bounds, string|nil text )
+

Panel control, useful to group controls

+
    +
  • Success return int
  • +
+
result, active = RL.GuiTabBar( Rectangle bounds, string text, int active )
+

Tab Bar control, returns TAB to be closed or -1

+
    +
  • Success return int, int
  • +
+
result, scroll, view = RL.GuiScrollPanel( Rectangle bounds, string|nil text, Rectangle content, Vector2 scroll, Rectangle view )
+

Scroll Panel control

+
    +
  • Success return int, Vector2, Rectangle
  • +
+

Gui - Basic controls set

+
result = RL.GuiLabel( Rectangle bounds, string|nil text )
+

Label control, shows text

+
    +
  • Success return int
  • +
+
result = RL.GuiButton( Rectangle bounds, string|nil text )
+

Button control, returns true when clicked

+
    +
  • Success return int
  • +
+
result = RL.GuiLabelButton( Rectangle bounds, string|nil text )
+

Label button control, show true when clicked

+
    +
  • Success return int
  • +
+
result, active = RL.GuiToggle( Rectangle bounds, string|nil text, bool active )
+

Toggle Button control, returns true when active

+
    +
  • Success return int, bool
  • +
+
result, active = RL.GuiToggleGroup( Rectangle bounds, string|nil text, int active )
+

Toggle Group control, returns active toggle index

+
    +
  • Success return int, int
  • +
+
result, active = RL.GuiToggleSlider( Rectangle bounds, string|nil text, int active )
+

Toggle Slider control, returns true when clicked

+
    +
  • Success return int, int
  • +
+
result, checked, textBounds = RL.GuiCheckBox( Rectangle bounds, string|nil text, bool checked )
+

Check Box control, returns true when active

+
    +
  • Success return bool, Rectangle
  • +
+
result, active = RL.GuiComboBox( Rectangle bounds, string|nil text, int active )
+

Combo Box control, returns selected item index

+
    +
  • Success return int, int
  • +
+
result, active = RL.GuiDropdownBox( Rectangle bounds, string text, int active, bool editMode )
+

Dropdown Box control, returns selected item

+
    +
  • Success return int, int
  • +
+
result, value, textBounds = RL.GuiSpinner( Rectangle bounds, string|nil text, int value, int minValue, int maxValue, bool editMode )
+

Spinner control, returns selected value

+
    +
  • Success return int, int, Rectangle
  • +
+
result, value, textBounds = RL.GuiValueBox( Rectangle bounds, string|nil text, int value, int minValue, int maxValue, bool editMode )
+

Value Box control, updates input text with numbers

+
    +
  • Success return int, int, Rectangle
  • +
+
result, text = RL.GuiTextBox( Rectangle bounds, string text, int bufferSize, bool editMode )
+

Text Box control, updates input text

+
    +
  • Success return int, string
  • +
+
result, value, textLeftBounds, textRightBounds = RL.GuiSlider( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )
+

Slider control, returns selected value

+
    +
  • Success return int, float, Rectangle, Rectangle
  • +
+
result, value, textLeftBounds, textRightBounds = RL.GuiSliderBar( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )
+

Slider Bar control, returns selected value

+
    +
  • Success return int, float, Rectangle, Rectangle
  • +
+
result, value, textLeftBounds, textRightBounds = RL.GuiProgressBar( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )
+

Progress Bar control, shows current progress value

+
    +
  • Success return int, float, Rectangle, Rectangle
  • +
+
result = RL.GuiStatusBar( Rectangle bounds, string|nil text )
+

Status Bar control, shows info text

+
    +
  • Success return int
  • +
+
result = RL.GuiDummyRec( Rectangle bounds, string|nil text )
+

Dummy control for placeholders

+
    +
  • Success return int
  • +
+
result, mouseCell = RL.GuiGrid( Rectangle bounds, string|nil text, float spacing, int subdivs, Vector2 mouseCell )
+

Grid control, returns mouse cell position

+
    +
  • Success return int, Vector2
  • +
+
value = RL.GuiScrollBar( Rectangle bounds, int value, int minValue, int maxValue )
+

Scroll bar control

+
    +
  • Success return int
  • +
+

Gui - Advance controls set

+
result, scrollIndex, active = RL.GuiListView( Rectangle bounds, string|nil text, int scrollIndex, int active )
+

List View control, returns selected list item index

+
    +
  • Success return int, int, int
  • +
+
result, scrollIndex, active, focus = RL.GuiListViewEx( Rectangle bounds, string text, int scrollIndex, int active, int focus )
+

List View with extended parameters

+
    +
  • Success return int, int, int, int
  • +
+
result = RL.GuiMessageBox( Rectangle bounds, string|nil title, string message, string buttons )
+

Message Box control, displays a message

+
    +
  • Success return int
  • +
+
result, text, secretViewActive = RL.GuiTextInputBox( Rectangle bounds, string title, string message, string buttons, string text, int textMaxSize, bool secretViewActive )
+

Text Input Box control, ask for text, supports secret

+
    +
  • Success return int, string, bool
  • +
+
result, color = RL.GuiColorPicker( Rectangle bounds, string|nil text, Color color )
+

Color Picker control (multiple color controls)

+
    +
  • Success return int, Color
  • +
+
result, color = RL.GuiColorPanel( Rectangle bounds, string|nil text, Color color )
+

Color Panel control

+
    +
  • Success return int, Color
  • +
+
result, alpha = RL.GuiColorBarAlpha( Rectangle bounds, string|nil text, float alpha )
+

Color Bar Alpha control

+
    +
  • Success return int, float
  • +
+
result, value = RL.GuiColorBarHue( Rectangle bounds, string|nil text, float value )
+

Color Bar Hue control

+
    +
  • Success return int, float
  • +
+
result, colorHsv = RL.GuiColorPickerHSV( Rectangle bounds, string|nil text, Vector3 colorHsv )
+

Color Picker control that avoids conversion to RGB on each call (multiple color controls)

+
    +
  • Success return int, Vector3
  • +
+
result, colorHsv = RL.GuiColorPanelHSV( Rectangle bounds, string|nil text, Vector3 colorHsv )
+

Color Panel control that returns HSV color value, used by GuiColorPickerHSV()

+
    +
  • Success return int, Vector3
  • +
+

Lights - Light management functions

+
light = RL.CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )
+

Create a light and get shader locations

+
    +
  • Success return Light
  • +
+
RL.UpdateLightValues( Shader shader, Light light )
+

Send light properties to shader

+
RL.SetLightType( Light light, int type )
+

Set light type

+
RL.SetLightPosition( Light light, Vector3 position )
+

Set light position

+
RL.SetLightTarget( Light light, Vector3 target )
+

Set light target

+
RL.SetLightColor( Light light, Color color )
+

Set light color

+
RL.SetLightEnabled( Light light, bool enabled )
+

Set light enabled

+
type = RL.GetLightType( Light light )
+

Get light type

+
    +
  • Success return int
  • +
+
position = RL.GetLightPosition( Light light )
+

Get light position

+
    +
  • Success return Vector3
  • +
+
target = RL.GetLightTarget( Light light )
+

Get light target

+
    +
  • Success return Vector3
  • +
+
color = RL.GetLightColor( Light light )
+

Get light color

+
    +
  • Success return Color
  • +
+
enabled = RL.IsLightEnabled( Light light )
+

Get light enabled

+
    +
  • Success return bool
  • +
+

RLGL - Matrix operations

+
RL.rlMatrixMode( int mode )
+

Choose the current matrix to be transformed

+
RL.rlPushMatrix()
+

Push the current matrix to stack

+
RL.rlPopMatrix()
+

Pop latest inserted matrix from stack

+
RL.rlLoadIdentity()
+

Reset current matrix to identity matrix

+
RL.rlTranslatef( Vector3 translation )
+

Multiply the current matrix by a translation matrix

+
RL.rlRotatef( float angle, Vector3 rotation )
+

Multiply the current matrix by a rotation matrix

+
RL.rlScalef( Vector3 scale )
+

Multiply the current matrix by a scaling matrix

+
RL.rlMultMatrixf( Matrix matrix )
+

Multiply the current matrix by another matrix

+
RL.rlFrustum( float left, float right, float bottom, float top, float znear, float zfar )
+

Multiply the current matrix by a perspective matrix generated by parameters

+
RL.rlOrtho( float left, float right, float bottom, float top, float znear, float zfar )
+

Multiply the current matrix by an orthographic matrix generated by parameters

+
RL.rlViewport( Rectangle viewport )
+

Set the viewport area (transformation from normalized device coordinates to window coordinates) NOTE: We store current viewport dimensions

+
RL.rlSetClipPlanes( float nearPlane, float farPlane )
+

Set clip planes distances

+
distance = RL.rlGetCullDistanceNear()
+

Get cull plane distance near

+
    +
  • Success return float
  • +
+
distance = RL.rlGetCullDistanceFar()
+

Get cull plane distance far

+
    +
  • Success return float
  • +
+

RLGL - Vertex level operations

+
RL.rlBegin( int mode )
+

Initialize drawing mode (how to organize vertex)

+
RL.rlEnd()
+

Finish vertex providing

+
RL.rlVertex2f( Vector2 position )
+

Define one vertex (position)

+
RL.rlVertex3f( Vector3 position )
+

Define one vertex (position)

+
RL.rlTexCoord2f( Vector2 texCoord )
+

Define one vertex (texture coordinate) - 2 float

+
RL.rlNormal3f( Vector3 normal )
+

Define one vertex (normal) - 3 float

+
RL.rlColor4ub( Color color )
+

Define one vertex (color) - 4 byte

+
RL.rlColor3f( Vector3 color )
+

Define one vertex (color) - 3 float

+
RL.rlColor4f( Vector4 color )
+

Define one vertex (color) - 4 float

+

RLGL - Vertex buffers state

+
supported = RL.rlEnableVertexArray( int vaoId )
+

Enable vertex array (VAO, if supported)

+
    +
  • Success return bool
  • +
+
RL.rlDisableVertexArray()
+

Disable vertex array (VAO, if supported)

+
RL.rlEnableVertexBuffer( int id )
+

Enable vertex buffer (VBO)

+
    +
  • Failure return false
  • +
  • Success return true
  • +
+
RL.rlDisableVertexBuffer()
+

Disable vertex buffer (VBO)

+
RL.rlEnableVertexBufferElement( int id )
+

Enable vertex buffer element (VBO element)

+
RL.rlDisableVertexBufferElement()
+

Disable vertex buffer element (VBO element)

+
RL.rlEnableVertexAttribute( int index )
+

Enable vertex attribute index

+
RL.rlDisableVertexAttribute( int index )
+

Disable vertex attribute index

+
RL.rlEnableStatePointer( int vertexAttribType, Buffer buffer )
+

Enable attribute state pointer

+
RL.rlDisableStatePointer( int vertexAttribType )
+

Disable attribute state pointer

+

RLGL - Textures state

+
RL.rlActiveTextureSlot( int slot )
+

Select and active a texture slot

+
RL.rlEnableTexture( int id )
+

Enable texture

+
RL.rlDisableTexture()
+

Disable texture

+
RL.rlEnableTextureCubemap( int id )
+

Enable texture cubemap

+
RL.rlDisableTextureCubemap()
+

Disable texture cubemap

+
RL.rlTextureParameters( int id, int param, int value )
+

Set texture parameters (filter, wrap)

+
RL.rlCubemapParameters( int id, int param, int value )
+

Set cubemap parameters (filter, wrap)

+

RLGL - Shader state

+
RL.rlEnableShader( int id )
+

Enable shader program

+
RL.rlDisableShader()
+

Disable shader program

+

RLGL - Framebuffer state

+
RL.rlEnableFramebuffer( int id )
+

Enable render texture (fbo)

+
RL.rlDisableFramebuffer()
+

Disable render texture (fbo), return to default framebuffer

+
framebuffer = RL.rlGetActiveFramebuffer()
+

Get the currently active render texture (fbo), 0 for default framebuffer

+
    +
  • Success return int
  • +
+
RL.rlActiveDrawBuffers( int count )
+

Activate multiple draw color buffers

+
RL.rlBlitFramebuffer( Rectangle srcRect, Rectangle dstRect, int bufferMask )
+

Blit active framebuffer to main framebuffer

+
RL.rlBindFramebuffer( int target, int framebuffer )
+

Bind framebuffer (FBO)

+

RLGL - General render state

+
RL.rlEnableColorBlend()
+

Enable color blending

+
RL.rlDisableColorBlend()
+

Disable color blending

+
RL.rlEnableDepthTest()
+

Enable depth test

+
RL.rlDisableDepthTest()
+

Disable depth test

+
RL.rlEnableDepthMask()
+

Enable depth write

+
RL.rlDisableDepthMask()
+

Disable depth write

+
RL.rlEnableBackfaceCulling()
+

Enable backface culling

+
RL.rlDisableBackfaceCulling()
+

Disable backface culling

+
RL.rlColorMask( bool r, bool g, bool b, bool a )
+

Color mask control

+
RL.rlSetCullFace( int mode )
+

Set face culling mode

+
RL.rlEnableScissorTest()
+

Enable scissor test

+
RL.rlDisableScissorTest()
+

Disable scissor test

+
RL.rlScissor( Rectangle area )
+

Scissor test

+
RL.rlEnableWireMode()
+

Enable wire mode

+
RL.rlEnablePointMode()
+

Enable point mode

+
RL.rlDisableWireMode()
+

Disable wire mode

+
RL.rlSetLineWidth( float width )
+

Set the line drawing width

+
width = RL.rlGetLineWidth()
+

Get the line drawing width

+
    +
  • Success return float
  • +
+
RL.rlEnableSmoothLines()
+

Enable line aliasing

+
RL.rlDisableSmoothLines()
+

Disable line aliasing

+
RL.rlEnableStereoRender()
+

Enable stereo rendering

+
RL.rlDisableStereoRender()
+

Enable stereo rendering

+
enabled = RL.rlIsStereoRenderEnabled()
+

Check if stereo render is enabled

+
    +
  • Success return bool
  • +
+
RL.rlClearColor( Color color )
+

Clear color buffer with color

+
RL.rlClearScreenBuffers()
+

Clear used screen buffers (color and depth)

+
RL.rlCheckErrors()
+

Check and log OpenGL error codes

+
RL.rlSetBlendMode( int mode )
+

Set blending mode

+
RL.rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation )
+

Set blending mode factor and equation (using OpenGL factors)

+
RL.rlSetBlendFactorsSeparate( int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha )
+

Set blending mode factors and equations separately (using OpenGL factors)

+

RLGL - Initialization functions

+
version = RL.rlGetVersion()
+

Get current OpenGL version

+
    +
  • Success return int
  • +
+
version = RL.rlSetFramebufferWidth( int width )
+

Set current framebuffer width

+
width = RL.rlGetFramebufferWidth()
+

Get default framebuffer width

+
    +
  • Success return int
  • +
+
version = RL.rlSetFramebufferHeight( int height )
+

Set current framebuffer height

+
height = RL.rlGetFramebufferHeight()
+

Get default framebuffer height

+
    +
  • Success return int
  • +
+
id = RL.rlGetTextureIdDefault()
+

Get default texture id

+
    +
  • Success return int
  • +
+
id = RL.rlGetShaderIdDefault()
+

Get default shader id

+
    +
  • Success return int
  • +
+
locations = RL.rlGetShaderLocsDefault()
+

Get default shader locations

+
    +
  • Success return int{}
  • +
+

RLGL - Render batch management

+
renderBatch = RL.rlLoadRenderBatch( int numBuffers, int bufferElements )
+

Load a render batch system

+
    +
  • Success return rlRenderBatch
  • +
+
RL.rlUnloadRenderBatch( rlRenderBatch renderBatch )
+

Unload render batch system

+
RL.rlDrawRenderBatch( rlRenderBatch renderBatch )
+

Draw render batch data (Update->Draw->Reset)

+
RL.rlSetRenderBatchActive( rlRenderBatch renderBatch )
+

Set the active render batch for rlgl (nil for default internal)

+
RL.rlDrawRenderBatchActive()
+

Update and draw internal render batch

+
overflow = RL.rlCheckRenderBatchLimit( int vCount )
+

Check internal buffer overflow for a given number of vertex and force a rlRenderBatch draw call if required

+
    +
  • Success return bool
  • +
+
RL.rlSetTexture( int id )
+

Set current texture for render batch and check buffers limits

+

RLGL - Vertex buffers management

+
vaoId = RL.rlLoadVertexArray()
+

Load vertex array (vao) if supported

+
    +
  • Success return int
  • +
+
vboId = RL.rlLoadVertexBuffer( Buffer buffer, bool dynamic )
+

Load a vertex buffer attribute

+
    +
  • Success return int
  • +
+
vboId = RL.rlLoadVertexBufferElement( Buffer buffer, bool dynamic )
+

Load a new attributes element buffer

+
    +
  • Success return int
  • +
+
RL.rlUpdateVertexBuffer( int bufferId, Buffer buffer, int offset )
+

Update GPU buffer with new data

+
RL.rlUpdateVertexBufferElements( int id, Buffer buffer, int offset )
+

Update vertex buffer elements with new data

+
RL.rlUnloadVertexArray( int vaoId )
+

Unload vertex array object (VAO)

+
RL.rlUnloadVertexBuffer( int vboId )
+

Unload vertex buffer (VBO)

+
RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int offset )
+

Set vertex attribute data configuration

+
RL.rlSetVertexAttributeDivisor( int index, int divisor )
+

Set vertex attribute divisor

+
RL.rlSetVertexAttributeDefault( int locIndex, float{} value, int attribType )
+

Set vertex attribute default value

+
RL.rlDrawVertexArray( int offset, int count )
+

Draw vertex array

+
RL.rlDrawVertexArrayElements( int offset, int count, Buffer buffer )
+

Draw vertex array elements

+
RL.rlDrawVertexArrayInstanced( int offset, int count, int instances )
+

Draw vertex array instanced

+
RL.rlDrawVertexArrayElementsInstanced( int offset, int count, Buffer buffer, int instances )
+

Draw vertex array elements instanced

+

RLGL - Textures management

+
id = RL.rlLoadTexture( Buffer data, Vector2 size, int format, int mipmapCount )
+

Load texture in GPU

+
    +
  • Success return int
  • +
+
id = RL.rlLoadTextureDepth( Vector2 size, bool useRenderBuffer )
+

Load depth texture/renderbuffer (to be attached to fbo)

+
    +
  • Success return int
  • +
+
id = RL.rlLoadTextureCubemap( Buffer data, int size, int format, int mipmapCount )
+

Load texture cubemap data

+
    +
  • Success return int
  • +
+
RL.rlUpdateTexture( int id, Vector2 offset, Vector2 size, int format, Buffer data )
+

Update GPU texture with new data

+
glInternalFormat, glFormat, glType = RL.rlGetGlTextureFormats( int format )
+

Get OpenGL internal formats

+
    +
  • Success return int, int, int
  • +
+
name = RL.rlGetPixelFormatName( int format )
+

Get name string for pixel format

+
    +
  • Success return string
  • +
+
RL.rlUnloadTexture( int id )
+

Unload texture from GPU memory

+
mipmapCount = RL.rlGenTextureMipmaps( int id, Vector2 size, int format )
+

Generate mipmap data for selected texture

+
    +
  • Success return int
  • +
+
data = RL.rlReadTexturePixels( int id, Vector2 size, int format )
+

Read texture pixel data

+
    +
  • Success return Buffer
  • +
+
data = RL.rlReadScreenPixels( Vector2 size )
+

Read screen pixel data (color buffer)

+
    +
  • Success return Buffer
  • +
+

RLGL - Framebuffer management (fbo)

+
fboId = RL.rlLoadFramebuffer()
+

Load an empty framebuffer

+
    +
  • Success return int
  • +
+
RL.rlFramebufferAttach( int fboId, int texId, int attachType, int texType, int mipLevel )
+

Attach texture/renderbuffer to a framebuffer

+
isComplete = RL.rlFramebufferComplete( int id )
+

Verify framebuffer is complete

+
    +
  • Success return bool
  • +
+
RL.rlUnloadFramebuffer( int id )
+

Delete framebuffer from GPU

+

RLGL - Shaders management

+
shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )
+

Load shader from code strings

+
    +
  • Success return int
  • +
+
shaderId = RL.rlCompileShader( string shaderCode, int type )
+

Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)

+
    +
  • Success return int
  • +
+
shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )
+

Load custom shader program

+
    +
  • Success return int
  • +
+
RL.rlUnloadShaderProgram( int id )
+

Unload shader program

+
location = RL.rlGetLocationUniform( int shaderId, string uniformName )
+

Get shader location uniform

+
    +
  • Success return int
  • +
+
location = RL.rlGetLocationAttrib( int shaderId, string attribName )
+

Get shader location attribute

+
    +
  • Success return int
  • +
+
RL.rlSetUniform( int locIndex, Buffer value, int uniformType, int count )
+

Set shader value uniform

+
RL.rlSetUniformMatrix( int locIndex, Matrix mat )
+

Set shader value matrix

+
RL.rlSetUniformMatrices( int locIndex, Matrix{} mat )
+

Set shader value matrices

+
RL.rlSetUniformSampler( int locIndex, int textureId )
+

Set shader value sampler

+
RL.rlSetShader( int id, int{} locs )
+

Set shader currently active (id and locations)

+

RLGL - Compute shader management

+
programId = RL.rlLoadComputeShaderProgram( int shaderId )
+

Load compute shader program

+
    +
  • Success return int
  • +
+
RL.rlComputeShaderDispatch( int groupX, int groupY, int groupZ )
+

Dispatch compute shader (equivalent to draw for graphics pipeline)

+

RLGL - Shader buffer storage object management (ssbo)

+
buffer = RL.rlLoadShaderBuffer( int size, Buffer data, int usageHint )
+

Load shader storage buffer object (SSBO)

+
    +
  • Success return int
  • +
+
RL.rlUnloadShaderBuffer( int ssboId )
+

Unload shader storage buffer object (SSBO)

+
RL.rlUpdateShaderBuffer( int id, Buffer data, int offset )
+

Update SSBO buffer data

+
RL.rlBindShaderBuffer( int id, int index )
+

Bind SSBO buffer

+
data = RL.rlReadShaderBuffer( int id, int count, int offset )
+

Read SSBO buffer data (GPU->CPU)

+
    +
  • Success return Buffer
  • +
+
RL.rlCopyShaderBuffer( int destId, int srcId, int destOffset, int srcOffset, int count )
+

Copy SSBO data between buffers

+
size = RL.rlGetShaderBufferSize( int id )
+

Get SSBO buffer size

+
    +
  • Success return int
  • +
+

RLGL - Buffer management

+
RL.rlBindImageTexture( int id, int index, int format, bool readonly )
+

Bind image texture

+

RLGL - Matrix state management

+
modelview = RL.rlGetMatrixModelview()
+

Get internal modelview matrix

+
    +
  • Success return Matrix
  • +
+
projection = RL.rlGetMatrixProjection()
+

Get internal projection matrix

+
    +
  • Success return Matrix
  • +
+
transform = RL.rlGetMatrixTransform()
+

Get internal accumulated transform matrix

+
    +
  • Success return Matrix
  • +
+
projection = RL.rlGetMatrixProjectionStereo( int eye )
+

Get internal projection matrix for stereo render (selected eye)

+
    +
  • Success return Matrix
  • +
+
viewOffset = RL.rlGetMatrixViewOffsetStereo( int eye )
+

Get internal view offset matrix for stereo render (selected eye)

+
    +
  • Success return Matrix
  • +
+
RL.rlSetMatrixProjection( Matrix proj )
+

Set a custom projection matrix (replaces internal projection matrix)

+
RL.rlSetMatrixModelview( Matrix view )
+

Set a custom modelview matrix (replaces internal modelview matrix)

+
RL.rlSetMatrixProjectionStereo( Matrix right, Matrix left )
+

Set eyes projection matrices for stereo rendering

+
RL.rlSetMatrixViewOffsetStereo( Matrix right, Matrix left )
+

Set eyes view offsets matrices for stereo rendering

+

OpenGL - Rendering

+
RL.glClear( int mask )
+

Clear buffers to preset values

+

OpenGL - Frame Buffers

+
RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )
+

Copy a block of pixels from one framebuffer object to another. Use nil RenderTexture for window framebuffer

+

OpenGL - State Management

+
RL.glDepthRange( float nearVal, float farVal )
+

Specify mapping of depth values from normalized device coordinates to window coordinates

+
RL.glEnable( int cap )
+

Enable server-side GL capabilities

+
RL.glDisable( int cap )
+

Disable server-side GL capabilities

+
RL.glPolygonOffset( float factor, float units )
+

Set the scale and units used to calculate depth values

+
RL.glStencilFunc( int func, int ref, int mask )
+

Set front and back function and reference value for stencil testing

+
RL.glStencilFuncSeparate( int face, int func, int ref, int mask )
+

Set front and/or back function and reference value for stencil testing

+
RL.glStencilMask( int mask )
+

Control the front and back writing of individual bits in the stencil planes

+
RL.glStencilMaskSeparate( int face, int mask )
+

Control the front and/or back writing of individual bits in the stencil planes

+
RL.glStencilOp( int sfail, int dpfail, int dppass )
+

Set front and back stencil test actions

+
RL.glStencilOpSeparate( int face, int sfail, int dpfail, int dppass )
+

Set front and back stencil test actions

+

OpenGL - Utility

+
connection = RL.glGetString( int name, int|nil index )
+

Return a string describing the current GL connection. GL_EXTENSIONS returns the extension string supported by the implementation at index

+
    +
  • Success return string
  • +
+

Easings - Linear Easing functions

+
value = RL.EaseLinear( float t, float b, float c, float d )
+

Ease linear

+
    +
  • Success return float
  • +
+

Easings - Sine Easing functions

+
value = RL.EaseSineIn( float t, float b, float c, float d )
+

Ease sine in

+
    +
  • Success return float
  • +
+
value = RL.EaseSineOut( float t, float b, float c, float d )
+

Ease sine out

+
    +
  • Success return float
  • +
+
value = RL.EaseSineInOut( float t, float b, float c, float d )
+

Ease sine in out

+
    +
  • Success return float
  • +
+

Easings - Circular Easing functions

+
value = RL.EaseCircIn( float t, float b, float c, float d )
+

Ease circle in

+
    +
  • Success return float
  • +
+
value = RL.EaseCircOut( float t, float b, float c, float d )
+

Ease circle out

+
    +
  • Success return float
  • +
+
value = RL.EaseCircInOut( float t, float b, float c, float d )
+

Ease circle in out

+
    +
  • Success return float
  • +
+

Easings - Cubic Easing functions

+
value = RL.EaseCubicIn( float t, float b, float c, float d )
+

Ease cubic in

+
    +
  • Success return float
  • +
+
value = RL.EaseCubicOut( float t, float b, float c, float d )
+

Ease cubic out

+
    +
  • Success return float
  • +
+
value = RL.EaseCubicInOut( float t, float b, float c, float d )
+

Ease cubic in out

+
    +
  • Success return float
  • +
+

Easings - Quadratic Easing functions

+
value = RL.EaseQuadIn( float t, float b, float c, float d )
+

Ease quadratic in

+
    +
  • Success return float
  • +
+
value = RL.EaseQuadOut( float t, float b, float c, float d )
+

Ease quadratic out

+
    +
  • Success return float
  • +
+
value = RL.EaseQuadInOut( float t, float b, float c, float d )
+

Ease quadratic in out

+
    +
  • Success return float
  • +
+

Easings - Exponential Easing functions

+
value = RL.EaseExpoIn( float t, float b, float c, float d )
+

Ease exponential in

+
    +
  • Success return float
  • +
+
value = RL.EaseExpoOut( float t, float b, float c, float d )
+

Ease exponential out

+
    +
  • Success return float
  • +
+
value = RL.EaseExpoInOut( float t, float b, float c, float d )
+

Ease exponential in out

+
    +
  • Success return float
  • +
+

Easings - Back Easing functions

+
value = RL.EaseBackIn( float t, float b, float c, float d )
+

Ease back in

+
    +
  • Success return float
  • +
+
value = RL.EaseBackOut( float t, float b, float c, float d )
+

Ease back out

+
    +
  • Success return float
  • +
+
value = RL.EaseBackInOut( float t, float b, float c, float d )
+

Ease back in out

+
    +
  • Success return float
  • +
+

Easings - Bounce Easing functions

+
value = RL.EaseBounceIn( float t, float b, float c, float d )
+

Ease bounce in

+
    +
  • Success return float
  • +
+
value = RL.EaseBounceOut( float t, float b, float c, float d )
+

Ease bounce out

+
    +
  • Success return float
  • +
+
value = RL.EaseBounceInOut( float t, float b, float c, float d )
+

Ease bounce in out

+
    +
  • Success return float
  • +
+

Easings - Elastic Easing functions

+
value = RL.EaseElasticIn( float t, float b, float c, float d )
+

Ease elastic in

+
    +
  • Success return float
  • +
+
value = RL.EaseElasticOut( float t, float b, float c, float d )
+

Ease elastic out

+
    +
  • Success return float
  • +
+
value = RL.EaseElasticInOut( float t, float b, float c, float d )
+

Ease elastic in out

+
    +
  • Success return float
  • +
+

Bitwise Operations - Arithmetic

+
result = RL.BitAnd( int a, int b )
+

Equivalent to a & b in C

+
    +
  • Success return int
  • +
+
result = RL.BitOr( int a, int b )
+

Equivalent to a | b in C

+
    +
  • Success return int
  • +
+
result = RL.BitXor( int a, int b )
+

Equivalent to a ^ b in C

+
    +
  • Success return int
  • +
+
result = RL.BitNot( int v )
+

Equivalent to ~v in C

+
    +
  • Success return int
  • +
+
result = RL.BitShiftLeft( int v, int n )
+

Equivalent to v << n in C

+
    +
  • Success return int
  • +
+
result = RL.BitShiftRight( int v, int n )
+

Equivalent to v >> n in C

+
    +
  • Success return int
  • +
+
result = RL.BitSet( int v, int i, bool b )
+

Set bit in index i to state b in value v

+
    +
  • Success return int
  • +
+
bit = RL.BitGet( int v, int i )
+

Get bit in index i from value v

+
    +
  • Success return bool
  • +
+
result = RL.BitToggle( int v, int i )
+

Toggle bit in index i in value v

+
    +
  • Success return int
  • +
+ +
keyName = RL.GetKeyName( int key, int scancode )
+

This function returns the name of the specified printable key, encoded as UTF-8. If the key is KEY_UNKNOWN, the scancode is used to identify the key, otherwise the scancode is ignored. If you specify a non-printable key, or KEY_UNKNOWN and a scancode that maps to a non-printable key, this function returns nil but does not emit an error.

+
    +
  • Success return string or nil
  • +
+
scancode = RL.GetKeyScancode( int key )
+

This function returns the platform-specific scancode of the specified key. If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.

+
    +
  • Success return int
  • +
+

Window events

+
GLFWwindowsizeEvent = { int type, int width, int height }
+

Called when the window is resized. Type GLFW_WINDOW_SIZE_EVENT

+
GLFWwindowmaximizeEvent = { int type, int maximized }
+

Called when the window is maximized or restored. Type GLFW_WINDOW_MAXIMIZE_EVENT

+
GLFWwindowiconifyEvent = { int type, int iconified }
+

Called when the window is iconified or restored. Type GLFW_WINDOW_ICONYFY_EVENT

+
GLFWwindowfocusEvent = { int type, int focused }
+

Called when the window gains or loses input focus. Type GLFW_WINDOW_FOCUS_EVENT

+
GLFWdropEvent = { int type, int count, string{} paths }
+

Called when files are dropped to the window. Type GLFW_WINDOW_DROP_EVENT

+

Input events

+
GLFWkeyEvent = { int type, int key, int scancode, int action, int mods }
+

Called when a physical key is pressed or released or when it repeats. Type GLFW_KEY_EVENT

+
GLFWcharEvent = { int type, int key }
+

Unicode code points for key events that would have led to regular text input and generally behaves as a standard text field on that platform. Type GLFW_CHAR_EVENT

+
GLFWmousebuttonEvent = { int type, int button, int action, int mods }
+

Called when a mouse button is pressed or released. Type GLFW_MOUSE_BUTTON_EVENT

+
GLFWcursorposEvent = { int type, float x, float y }
+

Called when the cursor moves over the window. Type GLFW_MOUSE_CURSOR_POS_EVENT

+
GLFWscrollEvent = { int type, float xoffset, float yoffset }
+

Called when the user scrolls, whether with a mouse wheel or touchpad gesture. Type GLFW_MOUSE_SCROLL_EVENT

+
GLFWcursorenterEvent = { int type, int enter }
+

Called when the cursor enters or leaves the content area of a window. Type GLFW_CURSOR_ENTER_EVENT

+
GLFWjoystickEvent = { int type, int jid, int event }
+

Called when a joystick is connected or disconnected. Type GLFW_JOYSTICK_EVENT

+
GLFWpentabletdataEvent = { int type, float x, float y, float z, float pressure, float pitch, float yaw, float roll }
+

Called when the pen tablet data is updated. Type GLFW_PEN_TABLET_DATA_EVENT NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445

+
GLFWpentabletcursorEvent = { int type, int identifier }
+

Called when the pen tablet cursor has changed. Type GLFW_PEN_TABLET_CURSOR_EVENT NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445

+
GLFWpentabletproximityEvent = { int type, int proxState }
+

Called when the pen tablet proximity has changed. Type GLFW_PEN_TABLET_PROXIMITY_EVENT NOTE: Experimental. Needs glfw PR https://github.com/glfw/glfw/pull/1445

\ No newline at end of file diff --git a/html_docs/style.css b/html_docs/style.css new file mode 100644 index 0000000..1c0aa20 --- /dev/null +++ b/html_docs/style.css @@ -0,0 +1,136 @@ +/* ReiLua Documentation - Lua Manual Style */ + +body { + font-family: Helvetica, Arial, sans-serif; + line-height: 1.6; + color: #000000; + background-color: #FFFFFF; + margin: 0; + padding: 0; +} + +.container { + max-width: 800px; + margin: 0 auto; + padding: 20px; +} + +h1 { + font-size: 24px; + font-weight: normal; + margin: 20px 0 10px 0; + color: #000080; + border-bottom: 1px solid #000080; + padding-bottom: 5px; +} + +h2 { + font-size: 20px; + font-weight: normal; + margin: 20px 0 10px 0; + color: #000080; +} + +h3 { + font-size: 16px; + font-weight: bold; + margin: 15px 0 10px 0; +} + +.navigation { + font-size: 12px; + margin: 10px 0; + padding: 10px; + background-color: #F0F0F0; + border: 1px solid #D0D0D0; +} + +.navigation a { + color: #000080; + text-decoration: none; + margin: 0 5px; +} + +.navigation a:hover { + text-decoration: underline; +} + +a { + color: #000080; + text-decoration: none; +} + +a:hover { + text-decoration: underline; +} + +p { + margin: 10px 0; + text-align: justify; +} + +code, tt { + font-family: "Courier New", Courier, monospace; + font-size: 13px; + background-color: #F5F5F5; + padding: 1px 4px; +} + +pre { + font-family: "Courier New", Courier, monospace; + font-size: 13px; + background-color: #F5F5F5; + border: 1px solid #D0D0D0; + padding: 10px; + overflow-x: auto; + margin: 10px 0; +} + +.apii { + font-family: "Courier New", Courier, monospace; + margin: 15px 0 5px 0; + padding: 8px; + background-color: #F0F0F0; + border-left: 3px solid #000080; +} + +.apii code { + background-color: transparent; + font-weight: bold; +} + +.apidesc { + margin: 5px 0 15px 20px; +} + +ul, ol { + margin: 10px 0; + padding-left: 30px; +} + +table { + border-collapse: collapse; + margin: 10px 0; + width: 100%; +} + +th { + background-color: #F0F0F0; + border: 1px solid #D0D0D0; + padding: 8px; + text-align: left; +} + +td { + border: 1px solid #D0D0D0; + padding: 8px; +} + +.footer { + margin-top: 40px; + padding-top: 10px; + border-top: 1px solid #D0D0D0; + font-size: 11px; + color: #666; + text-align: center; +} -- cgit v1.2.3