From 3090134068e99e73ca57e8c0b62534c9bc99e93b Mon Sep 17 00:00:00 2001 From: Indrajith K L Date: Fri, 7 Nov 2025 04:55:35 +0530 Subject: Changes Docs Folders --- html_docs/reference.html | 6023 ---------------------------------------------- 1 file changed, 6023 deletions(-) delete mode 100644 html_docs/reference.html (limited to 'html_docs/reference.html') diff --git a/html_docs/reference.html b/html_docs/reference.html deleted file mode 100644 index 1ba0a40..0000000 --- a/html_docs/reference.html +++ /dev/null @@ -1,6023 +0,0 @@ -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:

- -

Example:

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

Features:

-
-
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:

- -

Example:

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

Notes:

-
-
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

-
-
state = RL.IsWindowFullscreen()
-

Check if window is currently fullscreen

-
-
state = RL.IsWindowHidden()
-

Check if window is currently hidden (only PLATFORM_DESKTOP)

-
-
state = RL.IsWindowMinimized()
-

Check if window is currently minimized (only PLATFORM_DESKTOP)

-
-
state = RL.IsWindowMaximized()
-

Check if window is currently maximized (only PLATFORM_DESKTOP)

-
-
state = RL.IsWindowFocused()
-

Check if window is currently focused (only PLATFORM_DESKTOP)

-
-
resized = RL.IsWindowResized()
-

Check if window has been resized from last frame

-
-
state = RL.IsWindowState( int flag )
-

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

-
-
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...)

-
-
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

-
-
size = RL.GetScreenSize()
-

Get screen size

-
-
size = RL.GetRenderSize()
-

Get render size

-
-
count = RL.GetMonitorCount()
-

Get number of connected monitors

-
-
monitor = RL.GetCurrentMonitor()
-

Get current connected monitor

-
-
position = RL.GetMonitorPosition( int monitor )
-

Get specified monitor position

-
-
size = RL.GetMonitorSize( int monitor )
-

Get specified monitor size

-
-
size = RL.GetMonitorPhysicalSize( int monitor )
-

Get specified monitor physical size in millimetres

-
-
refreshRate = RL.GetMonitorRefreshRate( int monitor )
-

Get specified monitor refresh rate

-
-
position = RL.GetWindowPosition()
-

Get window position on monitor

-
-
dpi = RL.GetWindowScaleDPI()
-

Get window scale DPI factor

-
-
name = RL.GetMonitorName( int monitor )
-

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

-
-
RL.SetClipboardText( string text )
-

Set clipboard text content

-
text = RL.GetClipboardText()
-

Get clipboard text content

-
-
image = RL.GetClipboardImage()
-

Get clipboard image content

-
-
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

-
-
RL.EnableCursor()
-

Enables cursor (unlock cursor)

-
RL.DisableCursor()
-

Disables cursor (lock cursor)

-
onSreen = RL.IsCursorOnScreen()
-

Check if cursor is on the screen

-
- -
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

-
-
shader = RL.LoadShaderFromMemory( string|nil vsCode, string|nil fsCode )
-

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

-
-
isValid = RL.IsShaderValid( Shader shader )
-

Check if a shader is valid (loaded on GPU)

-
-
shaderId = RL.GetShaderId( Shader shader )
-

Get shader program id

-
-
location = RL.GetShaderLocation( Shader shader, string uniformName )
-

Get shader uniform location

-
-
location = RL.GetShaderLocationAttrib( Shader shader, string attribName )
-

Get shader attribute location

-
-
RL.SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location )
-

Set shader location index

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

Get shader location index

-
-
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)

-
-
ray = RL.GetScreenToWorldRayEx( Vector2 mousePosition, Camera3D camera, Vector2 size )
-

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

-
-
position = RL.GetWorldToScreen( Vector3 position, Camera3D camera )
-

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

-
-
position = RL.GetWorldToScreenEx( Vector3 position, Camera3D camera, Vector2 size )
-

Get size position for a 3d world space position

-
-
position = RL.GetWorldToScreen2D( Vector2 position, Camera2D camera )
-

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

-
-
position = RL.GetScreenToWorld2D( Vector2 position, Camera2D camera )
-

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

-
-
matrix = RL.GetCameraMatrix( Camera3D camera )
-

Get camera transform matrix (view matrix)

-
-
matrix = RL.GetCameraMatrix2D( Camera2D camera )
-

Get camera 2d transform matrix

-
- -
RL.SetTargetFPS( int fps )
-

Set target FPS (maximum)

-
delta = RL.GetFrameTime()
-

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

-
-
time = RL.GetTime()
-

Get elapsed time in seconds since InitWindow()

-
-
FPS = RL.GetFPS()
-

Get current FPS

-
-

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)

-
-
sequence = RL.LoadRandomSequence( int count, int min, int max )
-

Load random values sequence, no values repeated

-
-

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.

-
-
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

-
-
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"

-
-

Core - Files management functions

-
buffer = RL.LoadFileData( string fileName )
-

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

-
-
success = RL.SaveFileData( string fileName, buffer Buffer )
-

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

-
-
success = RL.ExportDataAsCode( Buffer buffer, string fileName )
-

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

-
-
text = RL.LoadFileText( string fileName )
-

Load text data from file (read)

-
-
success = RL.SaveFileText( string fileName, string text )
-

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

-
-

Core - Files system functions

-
path = RL.GetBasePath()
-

Return game directory (where main.lua is located)

-
-
fileExists = RL.FileExists( string fileName )
-

Check if file exists

-
-
dirExists = RL.DirectoryExists( string dirPath )
-

Check if a directory path exists

-
-
hasFileExtension = RL.IsFileExtension( string fileName, string ext )
-

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

-
-
length = RL.GetFileLength( string fileName )
-

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

-
-
extension = RL.GetFileExtension( string fileName )
-

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

-
-
fileName = RL.GetFileName( string filePath )
-

Get pointer to filename for a path string

-
-
fileName = RL.GetFileNameWithoutExt( string filePath )
-

Get filename string without extension (Uses static string)

-
-
filePath = RL.GetDirectoryPath( string filePath )
-

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

-
-
directory = RL.GetPrevDirectoryPath( string dirPath )
-

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

-
-
directory = RL.GetWorkingDirectory()
-

Get current working directory (Uses static string)

-
-
directory = RL.GetApplicationDirectory()
-

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

-
-
success = RL.MakeDirectory( string dirPath )
-

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

-
-
success = RL.ChangeDirectory( string directory )
-

Change working directory, return true on success

-
-
isFile = RL.IsPathFile( string path )
-

Check if a given path is a file or a directory

-
-
isValid = RL.IsFileNameValid( string fileName )
-

Check if fileName is valid for the platform/OS

-
-
fileNames = RL.LoadDirectoryFiles( string dirPath )
-

Load directory filepaths

-
-
fileNames = RL.LoadDirectoryFilesEx( string basePath, string|nil filter, bool scanSubdirs )
-

Load directory filepaths with extension filtering and recursive directory scan

-
-
iSFileDropped = RL.IsFileDropped()
-

Check if a file has been dropped into window

-
-
files = RL.LoadDroppedFiles()
-

Load dropped filepaths

-
-
time = RL.GetFileModTime( string fileName )
-

Get file modification time (Last write time)

-
-

Core - Compression/Encoding functionality

-
compData = RL.CompressData( Buffer buffer )
-

Compress data (DEFLATE algorithm)

-
-
decompData = RL.DecompressData( Buffer compData )
-

Decompress data (DEFLATE algorithm).

-
-
encodedData, outputSize = RL.EncodeDataBase64( string data )
-

Encode data to Base64 string

-
-
decodedData, outputSize = RL.DecodeDataBase64( string data )
-

Decode Base64 string data

-
-
code = RL.ComputeCRC32( Buffer data )
-

Compute CRC32 hash code.

-
-
code = RL.ComputeMD5( Buffer data )
-

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

-
-
code = RL.ComputeSHA1( Buffer data )
-

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

-
-

Core - Automation events functionality

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

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

-
-
RL.UnloadAutomationEventList( AutomationEventList list )
-

Unload automation events list from file

-
success = RL.ExportAutomationEventList( string fileName )
-

Export automation events list as text file

-
-
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

-
-
count = RL.GetAutomationEventListCount( AutomationEventList list )
-

Get automation event list count

-
-
event = RL.GetAutomationEvent( AutomationEventList list, int index )
-

Get automation event from automation event list. Return as lightuserdata

-
-
frame = RL.GetAutomationEventFrame( AutomationEvent event )
-

Get automation event frame

-
-
type = RL.GetAutomationEventType( AutomationEvent event )
-

Get automation event type

-
-
params = RL.GetAutomationEventParams( AutomationEvent event )
-

Get automation event params

-
- -
pressed = RL.IsKeyPressed( int key )
-

Detect if a key has been pressed once

-
-
pressed = RL.IsKeyPressedRepeat( int key )
-

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

-
-
pressed = RL.IsKeyDown( int key )
-

Detect if a key is being pressed

-
-
released = RL.IsKeyReleased( int key )
-

Detect if a key has been released once

-
-
released = RL.IsKeyUp( int key )
-

Check if a key is NOT being pressed

-
-
keycode = RL.GetKeyPressed()
-

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

-
-
unicode = RL.GetCharPressed()
-

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

-
-
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

-
-
name = RL.GetGamepadName( int gamepad )
-

Return gamepad internal name id

-
-
pressed = RL.IsGamepadButtonPressed( int gamepad, int button )
-

Detect if a gamepad button has been pressed once

-
-
pressed = RL.IsGamepadButtonDown( int gamepad, int button )
-

Detect if a gamepad button is being pressed

-
-
released = RL.IsGamepadButtonReleased( int gamepad, int button )
-

Detect if a gamepad button has been released once

-
-
notPressed = RL.IsGamepadButtonUp( int gamepad, int button )
-

Check if a gamepad button is NOT being pressed

-
-
button = RL.GetGamepadButtonPressed()
-

Get the last gamepad button pressed

-
-
count = RL.GetGamepadAxisCount( int gamepad )
-

Return gamepad axis count for a gamepad

-
-
value = RL.GetGamepadAxisMovement( int gamepad, int axis )
-

Return axis movement value for a gamepad axis

-
-
result = RL.SetGamepadMappings( string mappings )
-

Set internal gamepad mappings (SDL_GameControllerDB)

-
-
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

-
-
pressed = RL.IsMouseButtonDown( int button )
-

Detect if a mouse button is being pressed

-
-
released = RL.IsMouseButtonReleased( int button )
-

Detect if a mouse button has been released once

-
-
released = RL.IsMouseButtonUp( int button )
-

Check if a mouse button is NOT being pressed

-
-
position = RL.GetMousePosition()
-

Returns mouse position

-
-
position = RL.GetMouseDelta()
-

Get mouse delta between frames

-
-
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

-
-
scale = RL.GetMouseScale()
-

Get mouse scale

-
-
movement = RL.GetMouseWheelMove()
-

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

-
-
movement = RL.GetMouseWheelMoveV()
-

Get mouse wheel movement for both X and Y

-
-
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)

-
-
id = RL.GetTouchPointId( int index )
-

Get touch point identifier for given index

-
-
count = RL.GetTouchPointCount()
-

Get touch point identifier for given index

-
- -
RL.SetGesturesEnabled( unsigned int flags )
-

Enable a set of gestures using flags

-
detected = RL.IsGestureDetected( int gesture )
-

Check if a gesture have been detected

-
-
gesture = RL.GetGestureDetected()
-

Get latest detected gesture

-
-
time = RL.GetGestureHoldDuration()
-

Get gesture hold time in milliseconds

-
-
vector = RL.GetGestureDragVector()
-

Get gesture drag vector

-
-
angle = RL.GetGestureDragAngle()
-

Get gesture drag angle

-
-
vector = RL.GetGesturePinchVector()
-

Get gesture pinch delta

-
-
angle = RL.GetGesturePinchAngle()
-

Get gesture pinch angle

-
-

Core - Camera2D System functions

-
camera2D = RL.CreateCamera2D()
-

Return camera2D set to default configuration

-
-
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

-
-
offset = RL.GetCamera2DOffset( camera2D camera )
-

Get camera2D offset

-
-
rotation = RL.GetCamera2DRotation( camera2D camera )
-

Get camera2D rotation

-
-
zoom = RL.GetCamera2DZoom( camera2D camera )
-

Get camera2D zoom

-
-

Core - Camera3D System functions

-
camera = RL.CreateCamera3D()
-

Return camera3D id set to default configuration

-
-
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

-
-
target = RL.GetCamera3DTarget( camera3D camera )
-

Get camera target it looks-at

-
-
up = RL.GetCamera3DUp( camera3D camera )
-

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

-
-
fovy = RL.GetCamera3DFovy( camera3D camera )
-

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

-
-
projection = RL.GetCamera3DProjection( camera3D camera )
-

Get camera projection mode

-
-
forward = RL.GetCamera3DForward( camera3D camera )
-

Returns the cameras forward vector (normalized)

-
-
up = RL.GetCamera3DUpNormalized( camera3D camera )
-

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

-
-
right = RL.GetCamera3DRight( camera3D camera )
-

Returns the cameras right vector (normalized)

-
-
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"

- -

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

-
-
projection = RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect )
-

Returns the camera projection 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.

-
-
buffer = RL.LoadBufferFormatted( int length, int type, int value )
-

Load formatted buffer with all values set to 'value'

-
-
buffer = RL.LoadBufferFromFile( string path, int type )
-

Read buffer data from binary file

-
-
buffer = RL.LoadBufferFromString( string buffer )
-

Read buffer data from string

-
-
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

-
-
string = RL.GetBufferAsString( Buffer buffer )
-

Get buffer as string

-
-
type = RL.GetBufferType( Buffer buffer )
-

Get buffer type

-
-
size = RL.GetBufferSize( Buffer buffer )
-

Get buffer size in bytes

-
-
size = RL.GetBufferElementSize( Buffer buffer )
-

Get buffer element size in bytes

-
-
length = RL.GetBufferLength( Buffer buffer )
-

Get buffer element count

-
-
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

-
-
source = RL.GetShapesTextureRectangle()
-

Get texture source rectangle that is used for shapes drawing

-
-
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

-
-
point = RL.GetSplinePointBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
-

Get (evaluate) spline point: B-Spline

-
-
point = RL.GetSplinePointCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
-

Get (evaluate) spline point: Catmull-Rom

-
-
point = RL.GetSplinePointBezierQuad( Vector2 p1, Vector2 c2, Vector2 p3, float t )
-

Get (evaluate) spline point: Quadratic Bezier

-
-
point = RL.GetSplinePointBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t )
-

Get (evaluate) spline point: Cubic Bezier

-
-

Shapes - Basic shapes collision detection functions

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

Check collision between two rectangles

-
-
collision = RL.CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 )
-

Check collision between two circles

-
-
collision = RL.CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec )
-

Check collision between circle and rectangle

-
-
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]

-
-
collision = RL.CheckCollisionPointRec( Vector2 point, Rectangle rec )
-

Check if point is inside rectangle

-
-
collision = RL.CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius )
-

Check if point is inside circle

-
-
collision = RL.CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 )
-

Check if point is inside a triangle

-
-
collision = RL.CheckCollisionPointPoly( Vector2 point, Vector2{} points )
-

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

-
-
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

-
-
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]

-
-
rectangle = RL.GetCollisionRec( Rectangle rec1, Rectangle rec2 )
-

Get collision rectangle for two rectangles collision

-
-
rects{} = RL.RectPack( Rectangle{} rects, Vector2 size, int padding )
-

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

-
-

Textures - Image loading functions

-
image = RL.LoadImage( string fileName )
-

Load image from file into CPU memory (RAM)

-
-
image = RL.LoadImageRaw( string fileName, Vector2 size, int format, int headerSize )
-

Load image from RAW file data

-
-
image, frameCount = RL.LoadImageAnim( string fileName )
-

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

-
-
image, frameCount = RL.LoadImageAnimFromMemory( string fileType, Buffer fileData )
-

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

-
-
image, frameCount = RL.LoadImageFromMemory( string fileType, Buffer data )
-

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

-
-
image, frameCount = RL.LoadImageFromData( Buffer data, Vector2 size, int mipmaps, int format )
-

Load image from data

-
-
image = RL.LoadImageFromTexture( Texture texture )
-

Load image from GPU texture data

-
-
image = RL.LoadImageFromScreen()
-

Load image from screen buffer and (screenshot)

-
-
isValid = RL.IsImageValid( Image image )
-

Check if an image is valid (data and parameters)

-
-
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

-
-
buffer = RL.ExportImageToMemory( Image image, string fileType )
-

Export image to memory buffer

-
-
success = RL.ExportImageAsCode( Image image, string fileName )
-

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

-
-

Textures - Image generation functions

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

Generate image: plain color

-
-
image = RL.GenImageGradientLinear( Vector2 size, int direction, Color a, Color b )
-

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

-
-
image = RL.GenImageGradientRadial( Vector2 size, float density, Color inner, Color outer )
-

Generate image: radial gradient

-
-
image = RL.GenImageGradientSquare( Vector2 size, float density, Color inner, Color outer )
-

Generate image: square gradient

-
-
image = RL.GenImageChecked( Vector2 size, Vector2 checks, Color col1, Color col2 )
-

Generate image: checked

-
-
image = RL.GenImageWhiteNoise( Vector2 size, float factor )
-

Generate image: white noise

-
-
image = RL.GenImagePerlinNoise( Vector2 size, Vector2 offset, float factor )
-

Generate image: perlin noise

-
-
image = RL.GenImageCellular( Vector2 size, int tileSize )
-

Generate image: cellular algorithm. Bigger tileSize means bigger cells

-
-
image = RL.GenImageText( Vector2 size, string text )
-

Generate image: grayscale image from text data

-
-

Textures - Image manipulation functions

-
image = RL.ImageCopy( Image image )
-

Create an image duplicate (useful for transformations)

-
-
image = RL.ImageFromImage( Image image, Rectangle rec )
-

Create an image from another image piece

-
-
image = RL.ImageFromChannel( Image image, int selectedChannel )
-

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

-
-
image = RL.ImageText( string text, int fontSize, Color tint )
-

Create an image from text (default font)

-
-
image = RL.ImageTextEx( Font font, string text, float fontSize, float spacing, Color tint )
-

Create an image from text (custom sprite font)

-
-
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)

-
-
colors = RL.LoadImagePalette( Image image, int maxPaletteSize )
-

Load colors palette from image as a Color array (RGBA - 32bit)

-
-
rectangle = RL.GetImageAlphaBorder( Image image, float threshold )
-

Get image alpha border rectangle

-
-
color = RL.GetImageColor( Image image, Vector2 pixelPos )
-

Get image pixel color at (x, y) position

-
-

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

-
-
size = RL.GetImageSize( Image image )
-

Get image size

-
-
mipmaps = RL.GetImageMipmaps( Image image )
-

Get image mipmaps. Mipmap levels, 1 by default

-
-
format = RL.GetImageFormat( Image image )
-

Get image data format (PixelFormat type)

-
-

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

-
-
texture = RL.LoadTexture( string fileName )
-

Load texture from file into GPU memory ( VRAM )

-
-
texture = RL.LoadTextureFromImage( Image image )
-

Load texture from image data

-
-
texture = RL.LoadTextureCubemap( Image image, int layout )
-

Load cubemap from image, multiple image cubemap layouts supported

-
-
texture = RL.LoadTextureFromData( Texture{} textureData )
-

Load Texture from data

-
-
renderTexture = RL.LoadRenderTexture( Vector2 size )
-

Load texture for rendering (framebuffer)

-
-
renderTexture = RL.LoadRenderTextureFromData( Texture{} renderTextureData )
-

Load RenderTexture from data (framebuffer)

-
-
isValid = RL.IsTextureValid( Texture texture )
-

Check if a texture is valid (loaded in GPU)

-
-
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)

-
-
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

-
-
size = RL.GetTextureSize( Texture texture )
-

Get texture size

-
-
mipmaps = RL.GetTextureMipmaps( Texture texture )
-

Get texture mipmaps. Mipmap levels, 1 by default

-
-
format = RL.GetTextureFormat( Texture texture )
-

Get texture data format (PixelFormat type)

-
-

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

-
-
texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
-

Get color buffer attachment texture. Returns as lightuserdata

-
-
texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
-

Get depth buffer attachment texture. Returns as lightuserdata

-
- -
isEqual = RL.ColorIsEqual( Color col1, Color col2 )
-

Check if two colors are equal

-
-
color = RL.Fade( Color color, float alpha )
-

Returns color with alpha applied, alpha goes from 0.0f to 1.0f

-
-
value = RL.ColorToInt( Color color )
-

Returns hexadecimal value for a Color

-
-
color = RL.ColorNormalize( Color color )
-

Returns Color normalized as float [0..1]

-
-
color = RL.ColorFromNormalized( Vector4 normalized )
-

Color from normalized values [0..1]

-
-
HSV = RL.ColorToHSV( Color color )
-

Returns HSV values for a Color, hue [0..360], saturation/value [0..1]

-
-
color = RL.ColorFromHSV( float hue, float saturation, float value )
-

Returns a Color from HSV values, hue [0..360], saturation/value [0..1]

-
-
color = RL.ColorTint( Color color, Color tint )
-

Get color multiplied with another color

-
-
color = RL.ColorBrightness( Color color, float factor )
-

Get color with brightness correction, brightness factor goes from -1.0f to 1.0f

-
-
color = RL.ColorContrast( Color color, float contrast )
-

Get color with contrast correction, contrast values between -1.0f and 1.0f

-
-
color = RL.ColorAlpha( Color color, float alpha )
-

Returns color with alpha applied, alpha goes from 0.0f to 1.0f

-
-
color = RL.ColorAlphaBlend( Color dst, Color src, Color tint )
-

Returns src alpha-blended into dst color with tint

-
-
color = RL.ColorLerp( Color color1, Color color2, float factor )
-

Get color lerp interpolation between two colors, factor [0.0f..1.0f]

-
-
color = RL.GetColor( int hexValue )
-

Get Color structure from hexadecimal value

-
-
size = RL.GetPixelDataSize( Vector2 size, int format )
-

Get pixel data size in bytes for certain format

-
-

Text - Font loading/unloading functions

-
font = RL.GetFontDefault()
-

Get the default Font. Return as lightuserdata

-
-
font = RL.LoadFont( string fileName )
-

Load font from file into GPU memory (VRAM)

-
-
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

-
-
font = RL.LoadFontFromImage( Image image, Color key, int firstChar )
-

Load font from Image (XNA style)

-
-
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

-
-
font = RL.LoadFontFromData( Font{} fontData )
-

Load Font from data

-
-
font = RL.FontCopy( Font font )
-

Load font copy as new userdata

-
-
isValid = RL.IsFontValid( Font font )
-

Check if a font is valid (font data loaded, WARNING: GPU texture not checked)

-
-
glyphs = RL.LoadFontData( Buffer fileData, int fontSize, int{} codepoints, int type )
-

Load font data for further use. NOTE: fileData type should be unsigned char

-
-
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

-
-
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

-
-

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"

-
-

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

-
-
width = RL.MeasureText( string text, int fontSize )
-

Measure string width for default font

-
-
size = RL.MeasureTextEx( Font font, string text, float fontSize, float spacing )
-

Measure string size for Font

-
-
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.

-
-
index = RL.GetGlyphIndex( Font font, int codepoint )
-

Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found

-
-
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

-
-
glyphInfo = RL.GetGlyphInfoByIndex( Font font, int index )
-

Get glyph font info data by index. Return as lightuserdata

-
-
rect = RL.GetGlyphAtlasRec( Font font, int codepoint )
-

Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found

-
-
rect = RL.GetGlyphAtlasRecByIndex( Font font, int index )
-

Get glyph rectangle in font atlas by index

-
-
baseSize = RL.GetFontBaseSize( Font font )
-

Get font base size (default chars height)

-
-
glyphCount = RL.GetFontGlyphCount( Font font )
-

Get font number of glyph characters

-
-
glyphPadding = RL.GetFontGlyphPadding( Font font )
-

Get font padding around the glyph characters

-
-
texture = RL.GetFontTexture( Font font )
-

Get font texture atlas containing the glyphs. Return as lightuserdata

-
-

Text - GlyphInfo management functions

-
glyphInfo = RL.LoadGlyphInfo( GlyphInfo{} glyphInfoData )
-

Load GlyphInfo from data

-
-
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)

-
-
offset = RL.GetGlyphInfoOffset( GlyphInfo glyphInfo )
-

Get glyphInfo character offset when drawing

-
-
advanceX = RL.GetGlyphInfoAdvanceX( GlyphInfo glyphInfo )
-

Get glyphInfo character advance position X

-
-
image = RL.GetGlyphInfoImage( GlyphInfo glyphInfo )
-

Get glyphInfo character image data. Return as lightuserdata

-
-

Text - Text codepoints management functions (unicode characters)

-
string = RL.LoadUTF8( int{} codepoints )
-

Load UTF-8 text encoded from codepoints array

-
-
codepoints = RL.LoadCodepoints( string text )
-

Load all codepoints from a UTF-8 text string

-
-
count = RL.GetCodepointCount( string text )
-

Get total number of codepoints in a UTF-8 encoded string

-
-
codepoint, codepointSize = RL.GetCodepoint( string text, int position )
-

Get codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

-
-
codepoint, codepointSize = RL.GetCodepointNext( string text, int position )
-

Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

-
-
codepoint, codepointSize = RL.GetCodepointPrevious( string text, int position )
-

Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure

-
-
string = RL.CodepointToUTF8( int codepoint )
-

Encode one codepoint into UTF-8 byte array

-
-

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

-
-
text = RL.TextReplace( string text, string replace, string by )
-

Replace text string

-
-
text = RL.TextInsert( string text, string insert, int position )
-

Insert text in a specific position, moves all text forward

-
-
splits = RL.TextSplit( string text, char delimiter )
-

Split text into multiple strings

-
-
index = RL.TextFindIndex( string text, string find )
-

Find first text occurrence within a string

-
-
text = RL.TextToPascal( string text )
-

Get Pascal case notation version of provided string

-
-
text = RL.TextToSnake( string text )
-

Get Snake case notation version of provided string

-
-
text = RL.TextToCamel( string text )
-

Get Camel case notation version of provided 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)

-
-
model = RL.LoadModelFromMesh( Mesh mesh )
-

Load model from generated mesh (Default material)

-
-
isValid = RL.IsModelValid( Model model )
-

Check if a model is valid (loaded in GPU, VAO/VBOs)

-
-
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)

-
-
RL.SetModelTransform( Model model, Matrix transform )
-

Set model transform matrix

-
success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
-

Set model mesh.

-
-
success = RL.SetModelMaterial( Model model, int materialId, Material material )
-

Set material to model material

-
-
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)

-
-
success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
-

Set model bones base transformation (pose)

-
-
transform = RL.GetModelTransform( Model model )
-

Get model transform matrix

-
-
meshCount = RL.GetModelMeshCount( Model model )
-

Get model number of meshes

-
-
meshCount = RL.GetModelMaterialCount( Model model )
-

Get model number of materials

-
-
mesh = RL.GetModelMesh( Model model, int meshId )
-

Get model mesh. Return as lightuserdata

-
-
material = RL.GetModelMaterial( Model model, int materialId )
-

Get model material. Return as lightuserdata

-
-
boneCount = RL.GetModelBoneCount( Model model )
-

Get model number of bones

-
-
bone = RL.GetModelBone( Model model, int boneId )
-

Get model bones information (skeleton)

-
-
pose = RL.GetModelBindPose( Model model, int boneId )
-

Get models bones base transformation (pose)

-
-

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

-
-
success = RL.ExportMesh( Mesh mesh, string fileName )
-

Export mesh data to file, returns true on success

-
-
success = RL.ExportMeshAsCode( Mesh mesh, string fileName )
-

Export mesh as code file (.h) defining multiple arrays of vertex attributes

-
-
boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
-

Compute mesh bounding box limits

-
-
RL.GenMeshTangents( Mesh mesh )
-

Compute mesh tangents

-
meshData = RL.GetMeshData( Mesh mesh )
-

Get mesh vertex attributes data as table.

-
-

Models - Mesh generation functions

-
mesh = RL.GenMeshPoly( int sides, float radius )
-

Generate polygonal mesh

-
-
mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
-

Generate plane mesh (With subdivisions)

-
-
mesh = RL.GenMeshCube( Vector3 size )
-

Generate cuboid mesh

-
-
mesh = RL.GenMeshSphere( float radius, int rings, int slices )
-

Generate sphere mesh (Standard sphere)

-
-
mesh = RL.GenMeshHemiSphere( float radius, int rings, int slices )
-

Generate half-sphere mesh (no bottom cap)

-
-
mesh = RL.GenMeshCylinder( float radius, float height, int slices )
-

Generate cylinder mesh

-
-
mesh = RL.GenMeshCone( float radius, float height, int slices )
-

Generate cone/pyramid mesh

-
-
mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides )
-

Generate torus mesh

-
-
mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides )
-

Generate torus mesh

-
-
mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size )
-

Generate heightmap mesh from image data

-
-
mesh = RL.GenMeshCubicmap( Image cubicmap, Vector3 cubeSize )
-

Generate cubes-based map mesh from image data

-
-
mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
-

Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO

-
-

Models - Material management functions

-
materials = RL.LoadMaterials( string fileName )
-

Load materials from model file

-
-
material = RL.GetMaterialDefault()
-

Default material for reference. Return as lightuserdata

-
-
material = RL.LoadMaterialDefault()
-

Load default material as new object

-
-
material = RL.CreateMaterial( Material{} materialData )
-

Load material from table. See material table definition

-
-
isValid = RL.IsMaterialValid( Material material )
-

Check if a material is valid (shader assigned, map textures loaded in GPU)

-
-
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

-
-
color = RL.GetMaterialColor( Material material, int mapType )
-

Get color from material map type

-
-
value = RL.GetMaterialValue( Material material, int mapType )
-

Get color from material map type

-
-
shader = RL.GetMaterialShader( Material material )
-

Get material shader. Return as lightuserdata

-
-
params = RL.GetMaterialParams( Material material )
-

Get material parameters

-
-

Model - Model animations management functions

-
animations = RL.LoadModelAnimations( string fileName )
-

Load model animations from file

-
-
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 = RL.SetModelAnimationBone( ModelAnimation animation, int boneId, BoneInfo bone )
-

Set modelAnimation bones information (skeleton)

-
-
success = RL.SetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId, Transform pose )
-

Set modelAnimation bones base transformation (pose)

-
-
RL.SetModelAnimationName( ModelAnimation animation, string name )
-

Set modelAnimation name

-
boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation )
-

Return modelAnimation bone count

-
-
frameCount = RL.GetModelAnimationFrameCount( ModelAnimation animation )
-

Return modelAnimation frame count

-
-
bone = RL.GetModelAnimationBone( ModelAnimation animation, int boneId )
-

Get modelAnimation bones information (skeleton)

-
-
pose = RL.GetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId )
-

Get modelAnimation bones base transformation (pose)

-
-
name = RL.GetModelAnimationName( ModelAnimation animation )
-

Get modelAnimation name

-
-

Model - Collision detection functions

-
collision = RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )
-

Check collision between two spheres

-
-
collision = RL.CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )
-

Check collision between two bounding boxes

-
-
collision = RL.CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )
-

Check collision between box and sphere

-
-
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 } )

-
-
rayCollision = RL.GetRayCollisionBox( Ray ray, BoundingBox box )
-

Get collision info between ray and box

-
-
rayCollision = RL.GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )
-

Get collision info between ray and mesh

-
-
rayCollision = RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )
-

Get collision info between ray and triangle

-
-
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

-
-
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

-
-

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

-
-
RL.SetMasterVolume( float volume )
-

Set master volume (listener)

-
volume = RL.GetMasterVolume()
-

Get master volume (listener)

-
-

Audio - Wave/Sound loading/unloading functions

-
sound = RL.LoadSound( string fileName )
-

Load sound from file

-
-
wave = RL.LoadWave( string fileName )
-

Load wave data from file

-
-
wave = RL.LoadWaveFromMemory( string fileType, Buffer data )
-

Load wave from memory buffer, fileType refers to extension: i.e. '.wav'

-
-
isValid = RL.IsWaveValid( Wave wave )
-

Checks if wave data is valid (data loaded and parameters)

-
-
sound = RL.LoadSoundFromWave( Wave wave )
-

Load sound from wave data

-
-
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

-
-
isValid = RL.IsSoundValid( Sound sound )
-

Checks if a sound is valid (data loaded and buffers initialized)

-
-
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 = RL.ExportWaveAsCode( Wave wave, string fileName )
-

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

-
-

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

-
-
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

-
-
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

-
-
wave = RL.WaveCopy( Wave wave )
-

Copy a wave to a new 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

-
-
music = RL.LoadMusicStreamFromMemory( string fileType, Buffer data )
-

Load music stream from data

-
-
isValid = RL.IsMusicValid( Music music )
-

Checks if a music stream is valid (context and buffers initialized)

-
-
RL.UnloadMusicStream( Music music )
-

Unload music stream

-
RL.PlayMusicStream( Music music )
-

Start music playing

-
playing = RL.IsMusicStreamPlaying( Music music )
-

Check if music is playing

-
-
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

-
-
length = RL.GetMusicTimeLength( Music music )
-

Get music time length (in seconds)

-
-
timePlayed = RL.GetMusicTimePlayed( Music music )
-

Get current music time played (in seconds)

-
-
stream = RL.GetMusicStream( Music music )
-

Get music audio stream. Return as lightuserdata

-
-

Audio - AudioStream management functions

-
audioStream = RL.LoadAudioStream( int sampleRate, int sampleSize, int channels )
-

Load audio stream (to stream raw audio pcm data)

-
-
isValid = RL.IsAudioStreamValid( AudioStream stream )
-

Checks if an audio stream is valid (buffers initialized)

-
-
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

-
-
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

-
-
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

-
-
result = RL.Sign( float value )
-

Sign of value

-
-
result = RL.Clamp( float value, float min, float max )
-

Clamp float value

-
-
result = RL.Lerp( float a, float b, float amount )
-

Calculate linear interpolation between two floats

-
-
result = RL.Normalize( float value, float a, float b )
-

Normalize input value within input range

-
-
result = RL.Remap( float value, float inputStart, float inputEnd, float outputStart, float outputEnd )
-

Remap input value within input range to output range

-
-
result = RL.Wrap( float value, float min, float max )
-

Wrap input value from min to max

-
-
result = RL.FloatEquals( float x, float y )
-

Check whether two given floats are almost equal

-
-

Math - Vector2

-
result = RL.Vector2Zero()
-

Vector with components value 0.0f

-
-
result = RL.Vector2One()
-

Vector with components value 1.0f

-
-
result = RL.Vector2Add( Vector2 v1, Vector2 v2 )
-

Add two vectors (v1 + v2)

-
-
result = RL.Vector2AddValue( Vector2 v, float add )
-

Add vector and float value

-
-
result = RL.Vector2Subtract( Vector2 v1, Vector2 v2 )
-

Subtract two vectors (v1 - v2)

-
-
result = RL.Vector2SubtractValue( Vector2 v, float sub )
-

Subtract vector by float value

-
-
result = RL.Vector2Length( vector2 v )
-

Calculate vector length

-
-
result = RL.Vector2LengthSqr( vector2 v )
-

Calculate vector square length

-
-
result = RL.Vector2DotProduct( Vector2 v1, Vector2 v2 )
-

Calculate two vectors dot product

-
-
result = RL.Vector2Distance( Vector2 v1, Vector2 v2 )
-

Calculate distance between two vectors

-
-
result = RL.Vector2DistanceSqr( Vector2 v1, Vector2 v2 )
-

Calculate square distance between two vectors

-
-
result = RL.Vector2Angle( Vector2 v1, Vector2 v2 )
-

Calculate angle between two vectors NOTE: Angle is calculated from origin point (0, 0)

-
-
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

-
-
result = RL.Vector2Scale( Vector2 v, float scale )
-

Scale vector (multiply by value)

-
-
result = RL.Vector2Multiply( Vector2 v1, Vector2 v2 )
-

Multiply vector by vector

-
-
result = RL.Vector2Negate( Vector2 v )
-

Negate vector

-
-
result = RL.Vector2Divide( Vector2 v1, Vector2 v2 )
-

Divide vector by vector

-
-
result = RL.Vector2Normalize( Vector2 v )
-

Normalize provided vector

-
-
result = RL.Vector2Transform( Vector2 v, Matrix mat )
-

Transforms a Vector2 by a given Matrix

-
-
result = RL.Vector2Lerp( Vector2 v1, Vector2 v2, float amount )
-

Calculate linear interpolation between two vectors

-
-
result = RL.Vector2Reflect( Vector2 v, Vector2 normal )
-

Calculate reflected vector to normal

-
-
result = RL.Vector2Min( Vector2 v1, Vector2 v2 )
-

Get min value for each pair of components

-
-
result = RL.Vector2Max( Vector2 v1, Vector2 v2 )
-

Get max value for each pair of components

-
-
result = RL.Vector2Rotate( Vector2 v, float angle )
-

Rotate vector by angle

-
-
result = RL.Vector2MoveTowards( Vector2 v, Vector2 target, float maxDistance )
-

Move Vector towards target

-
-
result = RL.Vector2Invert( Vector2 v )
-

Invert the given vector

-
-
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

-
-
result = RL.Vector2ClampValue( Vector2 v, float min, float max )
-

Clamp the magnitude of the vector between two min and max values

-
-
result = RL.Vector2Equals( Vector2 v1, Vector2 v2 )
-

Check whether two given vectors are almost equal

-
-
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

-
-

Math - Vector 3

-
result = RL.Vector3Zero()
-

Vector with components value 0.0f

-
-
result = RL.Vector3One()
-

Vector with components value 1.0f

-
-
result = RL.Vector3Add( Vector3 v1, Vector3 v2 )
-

Add two vectors

-
-
result = RL.Vector3AddValue( Vector3 v, float add )
-

Add vector and float value

-
-
result = RL.Vector3Subtract( Vector3 v1, Vector3 v2 )
-

Subtract two vectors

-
-
result = RL.Vector3SubtractValue( Vector3 v, float sub )
-

Subtract vector by float value

-
-
result = RL.Vector3Scale( Vector3 v, float scalar )
-

Multiply vector by scalar

-
-
result = RL.Vector3Multiply( Vector3 v1, Vector3 v2 )
-

Multiply vector by vector

-
-
result = RL.Vector3CrossProduct( Vector3 v1, Vector3 v2 )
-

Calculate two vectors cross product

-
-
result = RL.Vector3Perpendicular( Vector3 v )
-

Calculate one vector perpendicular vector

-
-
result = RL.Vector3Length( Vector3 v )
-

Calculate vector length

-
-
result = RL.Vector3LengthSqr( Vector3 v )
-

Calculate vector square length

-
-
result = RL.Vector3DotProduct( Vector3 v1, Vector3 v2 )
-

Calculate two vectors dot product

-
-
result = RL.Vector3Distance( Vector3 v1, Vector3 v2 )
-

Calculate distance between two vectors

-
-
result = RL.Vector3DistanceSqr( Vector3 v1, Vector3 v2 )
-

Calculate square distance between two vectors

-
-
result = RL.Vector3Angle( Vector3 v1, Vector3 v2 )
-

Calculate angle between two vectors

-
-
result = RL.Vector3Negate( Vector3 v )
-

Negate provided vector (invert direction)

-
-
result = RL.Vector3Divide( Vector3 v1, Vector3 v2 )
-

Divide vector by vector

-
-
result = RL.Vector3Normalize( Vector3 v )
-

Normalize provided vector

-
-
result = RL.Vector3Project( Vector3 v1, Vector3 v2 )
-

Calculate the projection of the vector v1 on to v2

-
-
result = RL.Vector3Reject( Vector3 v1, Vector3 v2 )
-

Calculate the rejection of the vector v1 on to v2

-
-
v1, v2 = RL.Vector3OrthoNormalize( Vector3 v1, Vector3 v2 )
-

Orthonormalize provided vectors. Makes vectors normalized and orthogonal to each other. Gram-Schmidt function implementation

-
-
result = RL.Vector3Transform( Vector3 v, Matrix mat )
-

Transforms a Vector3 by a given Matrix

-
-
result = RL.Vector3RotateByQuaternion( Vector3 v, Quaternion q )
-

Transform a vector by quaternion rotation

-
-
result = RL.Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )
-

Rotates a vector around an axis

-
-
result = RL.Vector3MoveTowards( Vector3 v, Vector3 target, float maxDistance )
-

Move Vector towards target

-
-
result = RL.Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
-

Calculate linear interpolation between two vectors

-
-
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

-
-
result = RL.Vector3Reflect( Vector3 v, Vector3 normal )
-

Calculate reflected vector to normal

-
-
result = RL.Vector3Min( Vector3 v1, Vector3 v2 )
-

Get min value for each pair of components

-
-
result = RL.Vector3Max( Vector3 v1, Vector3 v2 )
-

Get max value for each pair of components

-
-
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

-
-
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

-
-
result = RL.Vector3Invert( Vector3 v )
-

Invert the given vector

-
-
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

-
-
result = RL.Vector3ClampValue( Vector3 v, float min, float max )
-

Clamp the magnitude of the vector between two values

-
-
result = RL.Vector3Equals( Vector3 v1, Vector3 v2 )
-

Check whether two given vectors are almost equal

-
-
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

-
-

Math - Vector4

-
result = RL.Vector4Zero()
-

Vector with components value 0.0f

-
-
result = RL.Vector4One()
-

Vector with components value 1.0f

-
-
result = RL.Vector4Add( Vector4 v1, Vector4 v2 )
-

Add two vectors

-
-
result = RL.Vector4AddValue( Vector4 v, float add )
-

Add vector and float value

-
-
result = RL.Vector4Subtract( Vector4 v1, Vector4 v2 )
-

Subtract two vectors

-
-
result = RL.Vector4SubtractValue( Vector4 v, float sub )
-

Subtract vector by float value

-
-
result = RL.Vector4Length( Vector4 v )
-

Calculate vector length

-
-
result = RL.Vector4LengthSqr( Vector4 v )
-

Calculate vector square length

-
-
result = RL.Vector4DotProduct( Vector4 v1, Vector4 v2 )
-

Calculate two vectors dot product

-
-
result = RL.Vector4Distance( Vector4 v1, Vector4 v2 )
-

Calculate distance between two vectors

-
-
result = RL.Vector4DistanceSqr( Vector4 v1, Vector4 v2 )
-

Calculate square distance between two vectors

-
-
result = RL.Vector4Scale( Vector4 v, float scalar )
-

Multiply vector by scalar

-
-
result = RL.Vector4Multiply( Vector4 v1, Vector4 v2 )
-

Multiply vector by vector

-
-
result = RL.Vector4Negate( Vector4 v )
-

Negate provided vector (invert direction)

-
-
result = RL.Vector4Divide( Vector4 v1, Vector4 v2 )
-

Divide vector by vector

-
-
result = RL.Vector4Normalize( Vector4 v )
-

Normalize provided vector

-
-
result = RL.Vector4Min( Vector4 v1, Vector4 v2 )
-

Get min value for each pair of components

-
-
result = RL.Vector4Max( Vector4 v1, Vector4 v2 )
-

Get max value for each pair of components

-
-
result = RL.Vector4Lerp( Vector4 v1, Vector4 v2, float amount )
-

Calculate linear interpolation between two vectors

-
-
result = RL.Vector4MoveTowards( Vector4 v, Vector4 target, float maxDistance )
-

Move Vector towards target

-
-
result = RL.Vector4Invert( Vector4 v )
-

Invert the given vector

-
-
result = RL.Vector4Equals( Vector4 v1, Vector4 v2 )
-

Check whether two given vectors are almost equal

-
-

Math - Matrix

-
result = RL.MatrixDeterminant( Matrix mat )
-

Compute matrix determinant

-
-
result = RL.MatrixTrace( Matrix mat )
-

Get the trace of the matrix (sum of the values along the diagonal)

-
-
result = RL.MatrixTranspose( Matrix mat )
-

Transposes provided matrix

-
-
result = RL.MatrixInvert( Matrix mat )
-

Invert provided matrix

-
-
result = RL.MatrixIdentity()
-

Get identity matrix

-
-
result = RL.MatrixAdd( Matrix left, Matrix right )
-

Add two matrices

-
-
result = RL.MatrixSubtract( Matrix left, Matrix right )
-

Subtract two matrices (left - right)

-
-
result = RL.MatrixMultiply( Matrix left, Matrix right )
-

Get two matrix multiplication

-
-
result = RL.MatrixTranslate( Vector3 translate )
-

Get translation matrix

-
-
result = RL.MatrixRotate( Vector3 axis, float angle )
-

Create rotation matrix from axis and angle. NOTE: Angle should be provided in radians

-
-
result = RL.MatrixRotateX( float angle )
-

Get x-rotation matrix (angle in radians)

-
-
result = RL.MatrixRotateY( float angle )
-

Get y-rotation matrix (angle in radians)

-
-
result = RL.MatrixRotateZ( float angle )
-

Get z-rotation matrix (angle in radians)

-
-
result = RL.MatrixRotateXYZ( Vector3 angles )
-

Get xyz-rotation matrix (angles in radians)

-
-
result = RL.MatrixRotateZYX( Vector3 angles )
-

Get zyx-rotation matrix (angles in radians)

-
-
result = RL.MatrixScale( Vector3 scale )
-

Get scaling matrix

-
-
result = RL.MatrixFrustum( double left, double right, double bottom, double top, double near, double far )
-

Get perspective projection matrix

-
-
result = RL.MatrixPerspective( double fovy, double aspect, double near, double far )
-

Get perspective projection matrix

-
-
result = RL.MatrixOrtho( double left, double right, double bottom, double top, double near, double far )
-

Get orthographic projection matrix

-
-
result = RL.MatrixLookAt( Vector3 eye, Vector3 target, Vector3 up )
-

Get camera look-at matrix (View matrix)

-
-
translation, rotation, scale = RL.MatrixDecompose( Matrix mat )
-

Decompose a transformation matrix into its rotational, translational and scaling components

-
-

Math - Quaternion

-
result = RL.QuaternionAdd( Quaternion q1, Quaternion q2 )
-

Add two quaternions

-
-
result = RL.QuaternionAddValue( Quaternion q, float add )
-

Add quaternion and float value

-
-
result = RL.QuaternionSubtract( Quaternion q1, Quaternion q2 )
-

Subtract two quaternions

-
-
result = RL.QuaternionSubtractValue( Quaternion q, float sub )
-

Subtract quaternion and float value

-
-
result = RL.QuaternionIdentity()
-

Get identity quaternion

-
-
result = RL.QuaternionLength( Quaternion q )
-

Computes the length of a quaternion

-
-
result = RL.QuaternionNormalize( Quaternion q )
-

Normalize provided quaternion

-
-
result = RL.QuaternionInvert( Quaternion q )
-

Invert provided quaternion

-
-
result = RL.QuaternionMultiply( Quaternion q1, Quaternion q2 )
-

Calculate two quaternion multiplication

-
-
result = RL.QuaternionScale( Quaternion q, float mul )
-

Scale quaternion by float value

-
-
result = RL.QuaternionDivide( Quaternion q1, Quaternion q2 )
-

Divide two quaternions

-
-
result = RL.QuaternionLerp( Quaternion q1, Quaternion q2, float amount )
-

Calculate linear interpolation between two quaternions

-
-
result = RL.QuaternionNlerp( Quaternion q1, Quaternion q2, float amount )
-

Calculate slerp-optimized interpolation between two quaternions

-
-
result = RL.QuaternionSlerp( Quaternion q1, Quaternion q2, float amount )
-

Calculates spherical linear interpolation between two quaternions

-
-
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

-
-
result = RL.QuaternionFromVector3ToVector3( Vector3 from, Vector3 to )
-

Calculate quaternion based on the rotation from one vector to another

-
-
result = RL.QuaternionFromMatrix( Matrix mat )
-

Get a quaternion for a given rotation matrix

-
-
result = RL.QuaternionToMatrix( Quaternion q )
-

Get a matrix for a given quaternion

-
-
result = RL.QuaternionFromAxisAngle( Vector3 axis, float angle )
-

Get rotation quaternion for an angle and axis NOTE: angle must be provided in radians

-
-
axis, angle = RL.QuaternionToAxisAngle( Quaternion q )
-

Get the rotation angle and axis for a given quaternion

-
-
result = RL.QuaternionFromEuler( float pitch, float yaw, float roll )
-

Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX

-
-
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

-
-
result = RL.QuaternionTransform( Quaternion q, Matrix mat )
-

Transform a quaternion given a transformation matrix

-
-
result = RL.QuaternionEquals( Quaternion q1, Quaternion q2 )
-

Check whether two given quaternions are almost equal

-
-

Math - Frustum

-
frustum = RL.ExtractFrustum( Matrix projection, Matrix modelview )
-

Extract frustum from projection and modelView matrices.

-
-
inFrustum = RL.PointInFrustum( Vector4{} frustum, Vector3 position )
-

Check if point inside frustum

-
-
inFrustum = RL.SphereInFrustum( Vector4{} frustum, Vector3 position )
-

Check if sphere inside frustum

-
-
inFrustum = RL.AABBInFrustum( Vector4{} frustum, Vector3 min, Vector3 max )
-

Check if AABB inside frustum

-
-

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)

-
-
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)

-
-
RL.GuiSetSliderDragging( bool dragging )
-

Set guiSliderDragging

-
isSliderDragging = RL.GuiGetSliderDragging()
-

Get guiSliderDragging

-
-
RL.GuiSetSliderActive( Rectange rect )
-

Set guiSliderActive

-
isSliderDragging = RL.GuiGetSliderActive()
-

Get guiSliderActive

-
-

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

-
-

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

-
-

Gui - Styles loading functions

-
success = RL.GuiLoadStyle( string fileName )
-

Load style file over global style variable (.rgs)

-
-
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)

-
-
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 = RL.GuiSetIcons( Buffer iconBuffer )
-

Set raygui icons data in buffer. guiIcons size is by default: 256(1616/32) = 2048*4 = 8192 bytes = 8 KB

-
-
iconNames = RL.GuiLoadIcons( string fileName, bool loadIconsName )
-

Load raygui icons file (.rgi) into internal icons data

-
-
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

-
-
result = RL.GuiGroupBox( Rectangle bounds, string|nil text )
-

Group Box control with text name

-
-
result = RL.GuiLine( Rectangle bounds, string|nil text )
-

Line separator control, could contain text

-
-
result = RL.GuiPanel( Rectangle bounds, string|nil text )
-

Panel control, useful to group controls

-
-
result, active = RL.GuiTabBar( Rectangle bounds, string text, int active )
-

Tab Bar control, returns TAB to be closed or -1

-
-
result, scroll, view = RL.GuiScrollPanel( Rectangle bounds, string|nil text, Rectangle content, Vector2 scroll, Rectangle view )
-

Scroll Panel control

-
-

Gui - Basic controls set

-
result = RL.GuiLabel( Rectangle bounds, string|nil text )
-

Label control, shows text

-
-
result = RL.GuiButton( Rectangle bounds, string|nil text )
-

Button control, returns true when clicked

-
-
result = RL.GuiLabelButton( Rectangle bounds, string|nil text )
-

Label button control, show true when clicked

-
-
result, active = RL.GuiToggle( Rectangle bounds, string|nil text, bool active )
-

Toggle Button control, returns true when active

-
-
result, active = RL.GuiToggleGroup( Rectangle bounds, string|nil text, int active )
-

Toggle Group control, returns active toggle index

-
-
result, active = RL.GuiToggleSlider( Rectangle bounds, string|nil text, int active )
-

Toggle Slider control, returns true when clicked

-
-
result, checked, textBounds = RL.GuiCheckBox( Rectangle bounds, string|nil text, bool checked )
-

Check Box control, returns true when active

-
-
result, active = RL.GuiComboBox( Rectangle bounds, string|nil text, int active )
-

Combo Box control, returns selected item index

-
-
result, active = RL.GuiDropdownBox( Rectangle bounds, string text, int active, bool editMode )
-

Dropdown Box control, returns selected item

-
-
result, value, textBounds = RL.GuiSpinner( Rectangle bounds, string|nil text, int value, int minValue, int maxValue, bool editMode )
-

Spinner control, returns selected value

-
-
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

-
-
result, text = RL.GuiTextBox( Rectangle bounds, string text, int bufferSize, bool editMode )
-

Text Box control, updates input text

-
-
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

-
-
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

-
-
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

-
-
result = RL.GuiStatusBar( Rectangle bounds, string|nil text )
-

Status Bar control, shows info text

-
-
result = RL.GuiDummyRec( Rectangle bounds, string|nil text )
-

Dummy control for placeholders

-
-
result, mouseCell = RL.GuiGrid( Rectangle bounds, string|nil text, float spacing, int subdivs, Vector2 mouseCell )
-

Grid control, returns mouse cell position

-
-
value = RL.GuiScrollBar( Rectangle bounds, int value, int minValue, int maxValue )
-

Scroll bar control

-
-

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

-
-
result, scrollIndex, active, focus = RL.GuiListViewEx( Rectangle bounds, string text, int scrollIndex, int active, int focus )
-

List View with extended parameters

-
-
result = RL.GuiMessageBox( Rectangle bounds, string|nil title, string message, string buttons )
-

Message Box control, displays a message

-
-
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

-
-
result, color = RL.GuiColorPicker( Rectangle bounds, string|nil text, Color color )
-

Color Picker control (multiple color controls)

-
-
result, color = RL.GuiColorPanel( Rectangle bounds, string|nil text, Color color )
-

Color Panel control

-
-
result, alpha = RL.GuiColorBarAlpha( Rectangle bounds, string|nil text, float alpha )
-

Color Bar Alpha control

-
-
result, value = RL.GuiColorBarHue( Rectangle bounds, string|nil text, float value )
-

Color Bar Hue control

-
-
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)

-
-
result, colorHsv = RL.GuiColorPanelHSV( Rectangle bounds, string|nil text, Vector3 colorHsv )
-

Color Panel control that returns HSV color value, used by GuiColorPickerHSV()

-
-

Lights - Light management functions

-
light = RL.CreateLight( int type, Vector3 position, Vector3 target, Color color, Shader shader )
-

Create a light and get shader locations

-
-
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

-
-
position = RL.GetLightPosition( Light light )
-

Get light position

-
-
target = RL.GetLightTarget( Light light )
-

Get light target

-
-
color = RL.GetLightColor( Light light )
-

Get light color

-
-
enabled = RL.IsLightEnabled( Light light )
-

Get light enabled

-
-

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

-
-
distance = RL.rlGetCullDistanceFar()
-

Get cull plane distance far

-
-

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)

-
-
RL.rlDisableVertexArray()
-

Disable vertex array (VAO, if supported)

-
RL.rlEnableVertexBuffer( int id )
-

Enable vertex buffer (VBO)

-
-
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

-
-
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

-
-
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

-
-
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

-
-
version = RL.rlSetFramebufferWidth( int width )
-

Set current framebuffer width

-
width = RL.rlGetFramebufferWidth()
-

Get default framebuffer width

-
-
version = RL.rlSetFramebufferHeight( int height )
-

Set current framebuffer height

-
height = RL.rlGetFramebufferHeight()
-

Get default framebuffer height

-
-
id = RL.rlGetTextureIdDefault()
-

Get default texture id

-
-
id = RL.rlGetShaderIdDefault()
-

Get default shader id

-
-
locations = RL.rlGetShaderLocsDefault()
-

Get default shader locations

-
-

RLGL - Render batch management

-
renderBatch = RL.rlLoadRenderBatch( int numBuffers, int bufferElements )
-

Load a render batch system

-
-
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

-
-
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

-
-
vboId = RL.rlLoadVertexBuffer( Buffer buffer, bool dynamic )
-

Load a vertex buffer attribute

-
-
vboId = RL.rlLoadVertexBufferElement( Buffer buffer, bool dynamic )
-

Load a new attributes element buffer

-
-
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

-
-
id = RL.rlLoadTextureDepth( Vector2 size, bool useRenderBuffer )
-

Load depth texture/renderbuffer (to be attached to fbo)

-
-
id = RL.rlLoadTextureCubemap( Buffer data, int size, int format, int mipmapCount )
-

Load texture cubemap data

-
-
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

-
-
name = RL.rlGetPixelFormatName( int format )
-

Get name string for pixel format

-
-
RL.rlUnloadTexture( int id )
-

Unload texture from GPU memory

-
mipmapCount = RL.rlGenTextureMipmaps( int id, Vector2 size, int format )
-

Generate mipmap data for selected texture

-
-
data = RL.rlReadTexturePixels( int id, Vector2 size, int format )
-

Read texture pixel data

-
-
data = RL.rlReadScreenPixels( Vector2 size )
-

Read screen pixel data (color buffer)

-
-

RLGL - Framebuffer management (fbo)

-
fboId = RL.rlLoadFramebuffer()
-

Load an empty framebuffer

-
-
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

-
-
RL.rlUnloadFramebuffer( int id )
-

Delete framebuffer from GPU

-

RLGL - Shaders management

-
shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )
-

Load shader from code strings

-
-
shaderId = RL.rlCompileShader( string shaderCode, int type )
-

Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)

-
-
shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )
-

Load custom shader program

-
-
RL.rlUnloadShaderProgram( int id )
-

Unload shader program

-
location = RL.rlGetLocationUniform( int shaderId, string uniformName )
-

Get shader location uniform

-
-
location = RL.rlGetLocationAttrib( int shaderId, string attribName )
-

Get shader location attribute

-
-
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

-
-
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)

-
-
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)

-
-
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

-
-

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

-
-
projection = RL.rlGetMatrixProjection()
-

Get internal projection matrix

-
-
transform = RL.rlGetMatrixTransform()
-

Get internal accumulated transform matrix

-
-
projection = RL.rlGetMatrixProjectionStereo( int eye )
-

Get internal projection matrix for stereo render (selected eye)

-
-
viewOffset = RL.rlGetMatrixViewOffsetStereo( int eye )
-

Get internal view offset matrix for stereo render (selected eye)

-
-
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

-
-

Easings - Linear Easing functions

-
value = RL.EaseLinear( float t, float b, float c, float d )
-

Ease linear

-
-

Easings - Sine Easing functions

-
value = RL.EaseSineIn( float t, float b, float c, float d )
-

Ease sine in

-
-
value = RL.EaseSineOut( float t, float b, float c, float d )
-

Ease sine out

-
-
value = RL.EaseSineInOut( float t, float b, float c, float d )
-

Ease sine in out

-
-

Easings - Circular Easing functions

-
value = RL.EaseCircIn( float t, float b, float c, float d )
-

Ease circle in

-
-
value = RL.EaseCircOut( float t, float b, float c, float d )
-

Ease circle out

-
-
value = RL.EaseCircInOut( float t, float b, float c, float d )
-

Ease circle in out

-
-

Easings - Cubic Easing functions

-
value = RL.EaseCubicIn( float t, float b, float c, float d )
-

Ease cubic in

-
-
value = RL.EaseCubicOut( float t, float b, float c, float d )
-

Ease cubic out

-
-
value = RL.EaseCubicInOut( float t, float b, float c, float d )
-

Ease cubic in out

-
-

Easings - Quadratic Easing functions

-
value = RL.EaseQuadIn( float t, float b, float c, float d )
-

Ease quadratic in

-
-
value = RL.EaseQuadOut( float t, float b, float c, float d )
-

Ease quadratic out

-
-
value = RL.EaseQuadInOut( float t, float b, float c, float d )
-

Ease quadratic in out

-
-

Easings - Exponential Easing functions

-
value = RL.EaseExpoIn( float t, float b, float c, float d )
-

Ease exponential in

-
-
value = RL.EaseExpoOut( float t, float b, float c, float d )
-

Ease exponential out

-
-
value = RL.EaseExpoInOut( float t, float b, float c, float d )
-

Ease exponential in out

-
-

Easings - Back Easing functions

-
value = RL.EaseBackIn( float t, float b, float c, float d )
-

Ease back in

-
-
value = RL.EaseBackOut( float t, float b, float c, float d )
-

Ease back out

-
-
value = RL.EaseBackInOut( float t, float b, float c, float d )
-

Ease back in out

-
-

Easings - Bounce Easing functions

-
value = RL.EaseBounceIn( float t, float b, float c, float d )
-

Ease bounce in

-
-
value = RL.EaseBounceOut( float t, float b, float c, float d )
-

Ease bounce out

-
-
value = RL.EaseBounceInOut( float t, float b, float c, float d )
-

Ease bounce in out

-
-

Easings - Elastic Easing functions

-
value = RL.EaseElasticIn( float t, float b, float c, float d )
-

Ease elastic in

-
-
value = RL.EaseElasticOut( float t, float b, float c, float d )
-

Ease elastic out

-
-
value = RL.EaseElasticInOut( float t, float b, float c, float d )
-

Ease elastic in out

-
-

Bitwise Operations - Arithmetic

-
result = RL.BitAnd( int a, int b )
-

Equivalent to a & b in C

-
-
result = RL.BitOr( int a, int b )
-

Equivalent to a | b in C

-
-
result = RL.BitXor( int a, int b )
-

Equivalent to a ^ b in C

-
-
result = RL.BitNot( int v )
-

Equivalent to ~v in C

-
-
result = RL.BitShiftLeft( int v, int n )
-

Equivalent to v << n in C

-
-
result = RL.BitShiftRight( int v, int n )
-

Equivalent to v >> n in C

-
-
result = RL.BitSet( int v, int i, bool b )
-

Set bit in index i to state b in value v

-
-
bit = RL.BitGet( int v, int i )
-

Get bit in index i from value v

-
-
result = RL.BitToggle( int v, int i )
-

Toggle bit in index i in value v

-
- -
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.

-
-
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.

-
-

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

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