Complete function reference.
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.
RL.BeginAssetLoading( int totalAssets )Initialize asset loading progress tracking and show the loading screen. This displays a beautiful loading UI with progress bar and asset names.
Parameters:
totalAssets (integer) - Total number of assets to loadExample:
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:
assetName (string) - Name of the asset currently being loadedExample:
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
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 = UserdataImage, pixel data stored in CPU memory (RAM)
Texture = UserdataTexture, 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 = UserdataRenderTexture, 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 = UserdataFont, font texture and GlyphInfo array data
Camera2D = UserdataCamera2D, defines position/orientation in 2d space
Camera3D = UserdataCamera, defines position/orientation in 3d space
Mesh = UserdataMesh, 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 = UserdataMaterial, 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 = UserdataModel, 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 = UserdataGlyphInfo, 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 = UserdataWave, audio wave data
Sound = UserdataSound
SoundAlias = UserdataSoundAlias
Music = UserdataMusic, 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 = UserdataModelAnimation
AutomationEvent = UserdataAutomation event
AutomationEventList = UserdataAutomation event list
Buffer = Buffer userdataData buffer for C primitive types. Type should be one of the Buffer types.
FLAG_VSYNC_HINT = 64Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 2Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 4Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 8Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 128Set to hide window
FLAG_WINDOW_MINIMIZED = 512Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 1024Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 2048Set to window non focused
FLAG_WINDOW_TOPMOST = 4096Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 256Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 16Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 8192Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_MSAA_4X_HINT = 32Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 65536Set to try enabling interlaced video format (for V3D)
LOG_ALL = 0Display all logs
LOG_TRACE = 1Trace logging, intended for internal use only
LOG_DEBUG = 2Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO = 3Info logging, used for program execution info
LOG_WARNING = 4Warning logging, used on recoverable failures
LOG_ERROR = 5Error logging, used on unrecoverable failures
LOG_FATAL = 6Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE = 7Disable logging
KEY_NULL = 0Key: NULL, used for no key pressed
KEY_APOSTROPHE = 39Key: '
KEY_COMMA = 44Key: ,
KEY_MINUS = 45Key: -
KEY_PERIOD = 46Key: .
KEY_SLASH = 47Key: /
KEY_ZERO = 48Key: 0
KEY_ONE = 49Key: 1
KEY_TWO = 50Key: 2
KEY_THREE = 51Key: 3
KEY_FOUR = 52Key: 4
KEY_FIVE = 53Key: 5
KEY_SIX = 54Key: 6
KEY_SEVEN = 55Key: 7
KEY_EIGHT = 56Key: 8
KEY_NINE = 57Key: 9
KEY_SEMICOLON = 59Key: ;
KEY_EQUAL = 61Key: =
KEY_A = 65Key: A | a
KEY_B = 66Key: B | b
KEY_C = 67Key: C | c
KEY_D = 68Key: D | d
KEY_E = 69Key: E | e
KEY_F = 70Key: F | f
KEY_G = 71Key: G | g
KEY_H = 72Key: H | h
KEY_I = 73Key: I | i
KEY_J = 74Key: J | j
KEY_K = 75Key: K | k
KEY_L = 76Key: L | l
KEY_M = 77Key: M | m
KEY_N = 78Key: N | n
KEY_O = 79Key: O | o
KEY_P = 80Key: P | p
KEY_Q = 81Key: Q | q
KEY_R = 82Key: R | r
KEY_S = 83Key: S | s
KEY_T = 84Key: T | t
KEY_U = 85Key: U | u
KEY_V = 86Key: V | v
KEY_W = 87Key: W | w
KEY_X = 88Key: X | x
KEY_Y = 89Key: Y | y
KEY_Z = 90Key: Z | z
KEY_LEFT_BRACKET = 91Key: [
KEY_BACKSLASH = 92Key: '\'
KEY_RIGHT_BRACKET = 93Key: ]
KEY_GRAVE = 96Key: `
KEY_SPACE = 32Key: Space
KEY_ESCAPE = 256Key: Esc
KEY_ENTER = 257Key: Enter
KEY_TAB = 258Key: Tab
KEY_BACKSPACE = 259Key: Backspace
KEY_INSERT = 260Key: Ins
KEY_DELETE = 261Key: Del
KEY_RIGHT = 262Key: Cursor right
KEY_LEFT = 263Key: Cursor left
KEY_DOWN = 264Key: Cursor down
KEY_UP = 265Key: Cursor up
KEY_PAGE_UP = 266Key: Page up
KEY_PAGE_DOWN = 267Key: Page down
KEY_HOME = 268Key: Home
KEY_END = 269Key: End
KEY_CAPS_LOCK = 280Key: Caps lock
KEY_SCROLL_LOCK = 281Key: Scroll down
KEY_NUM_LOCK = 282Key: Num lock
KEY_PRINT_SCREEN = 283Key: Print screen
KEY_PAUSE = 284Key: Pause
KEY_F1 = 290Key: F1
KEY_F2 = 291Key: F2
KEY_F3 = 292Key: F3
KEY_F4 = 293Key: F4
KEY_F5 = 294Key: F5
KEY_F6 = 295Key: F6
KEY_F7 = 296Key: F7
KEY_F8 = 297Key: F8
KEY_F9 = 298Key: F9
KEY_F10 = 299Key: F10
KEY_F11 = 300Key: F11
KEY_F12 = 301Key: F12
KEY_LEFT_SHIFT = 340Key: Shift left
KEY_LEFT_CONTROL = 341Key: Control left
KEY_LEFT_ALT = 342Key: Alt left
KEY_LEFT_SUPER = 343Key: Super left
KEY_RIGHT_SHIFT = 344Key: Shift right
KEY_RIGHT_CONTROL = 345Key: Control right
KEY_RIGHT_ALT = 346Key: Alt right
KEY_RIGHT_SUPER = 347Key: Super right
KEY_KB_MENU = 348Key: KB menu
KEY_KP_0 = 320Key: Keypad 0
KEY_KP_1 = 321Key: Keypad 1
KEY_KP_2 = 322Key: Keypad 2
KEY_KP_3 = 323Key: Keypad 3
KEY_KP_4 = 324Key: Keypad 4
KEY_KP_5 = 325Key: Keypad 5
KEY_KP_6 = 326Key: Keypad 6
KEY_KP_7 = 327Key: Keypad 7
KEY_KP_8 = 328Key: Keypad 8
KEY_KP_9 = 329Key: Keypad 9
KEY_KP_DECIMAL = 330Key: Keypad .
KEY_KP_DIVIDE = 331Key: Keypad /
KEY_KP_MULTIPLY = 332Key: Keypad *
KEY_KP_SUBTRACT = 333Key: Keypad -
KEY_KP_ADD = 334Key: Keypad +
KEY_KP_ENTER = 335Key: Keypad Enter
KEY_KP_EQUAL = 336Key: Keypad =
KEY_BACK = 4Key: Android back button
KEY_MENU = 5Key: Android menu button
KEY_VOLUME_UP = 24Key: Android volume up button
KEY_VOLUME_DOWN = 25Key: Android volume down button
MOUSE_BUTTON_LEFT = 0Mouse button left
MOUSE_BUTTON_RIGHT = 1Mouse button right
MOUSE_BUTTON_MIDDLE = 2Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4Mouse button extra (advanced mouse device)
MOUSE_BUTTON_FORWARD = 5Mouse button forward (advanced mouse device)
MOUSE_BUTTON_BACK = 6Mouse button back (advanced mouse device)
MOUSE_CURSOR_DEFAULT = 0Default pointer shape
MOUSE_CURSOR_ARROW = 1Arrow shape
MOUSE_CURSOR_IBEAM = 2Text writing cursor shape
MOUSE_CURSOR_CROSSHAIR = 3Cross shape
MOUSE_CURSOR_POINTING_HAND = 4Pointing hand cursor
MOUSE_CURSOR_RESIZE_EW = 5Horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9The omnidirectional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10The operation-not-allowed shape
GAMEPAD_BUTTON_UNKNOWN = 0Unknown button, just for error checking
GAMEPAD_BUTTON_LEFT_FACE_UP = 1Gamepad left DPAD up button
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2Gamepad left DPAD right button
GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP = 5Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT = 13Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE = 14Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GAMEPAD_BUTTON_MIDDLE_RIGHT = 15Gamepad center buttons, right one (i.e. PS3: Start)
GAMEPAD_BUTTON_LEFT_THUMB = 16Gamepad joystick pressed button left
GAMEPAD_BUTTON_RIGHT_THUMB = 17Gamepad joystick pressed button right
GAMEPAD_AXIS_LEFT_X = 0Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1Gamepad left stick Y axis
GAMEPAD_AXIS_RIGHT_X = 2Gamepad right stick X axis
GAMEPAD_AXIS_RIGHT_Y = 3Gamepad right stick Y axis
GAMEPAD_AXIS_LEFT_TRIGGER = 4Gamepad back trigger left, pressure level: [1..-1]
GAMEPAD_AXIS_RIGHT_TRIGGER = 5Gamepad back trigger right, pressure level: [1..-1]
MATERIAL_MAP_ALBEDO = 0Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS = 1Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL = 2Normal material
MATERIAL_MAP_ROUGHNESS = 3Roughness material
MATERIAL_MAP_OCCLUSION = 4Ambient occlusion material
MATERIAL_MAP_EMISSION = 5Emission material
MATERIAL_MAP_HEIGHT = 6Heightmap material
MATERIAL_MAP_CUBEMAP = 7Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE = 8Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER = 9Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDF = 10Brdf material
MATERIAL_MAP_DIFFUSE = 0Diffuce material (same as: MATERIAL_MAP_ALBEDO)
MATERIAL_MAP_SPECULAR = 1Specular material (same as: MATERIAL_MAP_METALNESS)
SHADER_LOC_VERTEX_POSITION = 0Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01 = 1Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02 = 2Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL = 3Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT = 4Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR = 5Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP = 6Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW = 7Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION = 8Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL = 9Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL = 10Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW = 11Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE = 12Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR = 13Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT = 14Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO = 15Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS = 16Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL = 17Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS = 18Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION = 19Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION = 20Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT = 21Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP = 22Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE = 23Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER = 24Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF = 25Shader location: sampler2d texture: brdf
SHADER_LOC_VERTEX_BONEIDS = 26Shader location: vertex attribute: boneIds
SHADER_LOC_VERTEX_BONEWEIGHTS = 27Shader location: vertex attribute: boneWeights
SHADER_LOC_BONE_MATRICES = 28Shader location: array of matrices uniform: boneMatrices
SHADER_LOC_MAP_DIFFUSE = 15Shader location: sampler2d texture: diffuce (same as: SHADER_LOC_MAP_ALBEDO)
SHADER_LOC_MAP_SPECULAR = 16Shader location: sampler2d texture: specular (same as: SHADER_LOC_MAP_METALNESS)
SHADER_UNIFORM_FLOAT = 0Shader uniform type: float
SHADER_UNIFORM_VEC2 = 1Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3 = 2Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4 = 3Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT = 4Shader uniform type: int
SHADER_UNIFORM_IVEC2 = 5Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3 = 6Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4 = 7Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D = 8Shader uniform type: sampler2d
SHADER_ATTRIB_FLOAT = 0Shader attribute type: float
SHADER_ATTRIB_VEC2 = 1Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3 = 2Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 = 3Shader attribute type: vec4 (4 float)
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 18 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 28*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 316 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 424 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 516 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 616 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 732 bpp
PIXELFORMAT_UNCOMPRESSED_R32 = 832 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 932*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 1032*4 bpp (4 channels - float)
PIXELFORMAT_COMPRESSED_DXT1_RGB = 144 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA = 154 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA = 168 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA = 178 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB = 184 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB = 194 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 208 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB = 214 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA = 224 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 238 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 242 bpp
TEXTURE_FILTER_POINT = 0No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR = 1Linear filtering
TEXTURE_FILTER_TRILINEAR = 2Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X = 3Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X = 4Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X = 5Anisotropic filtering 16x
TEXTURE_WRAP_REPEAT = 0Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP = 1Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT = 2Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP = 3Mirrors and clamps to border the texture in tiled mode
CUBEMAP_LAYOUT_AUTO_DETECT = 0Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL = 1Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4Layout is defined by a 4x3 cross with cubemap faces
FONT_DEFAULT = 0Default font generation, anti-aliased
FONT_BITMAP = 1Bitmap font generation, no anti-aliasing
FONT_SDF = 2SDF font generation, requires external shader
BLEND_ALPHA = 0Blend textures considering alpha (default)
BLEND_ADDITIVE = 1Blend textures adding colors
BLEND_MULTIPLIED = 2Blend textures multiplying colors
BLEND_ADD_COLORS = 3Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS = 4Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY = 5Blend premultiplied textures considering alpha
BLEND_CUSTOM = 6Blend textures using custom src/dst factors (use rlSetBlendFactors())
BLEND_CUSTOM_SEPARATE = 7Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
GESTURE_NONE = 0No gesture
GESTURE_TAP = 1Tap gesture
GESTURE_DOUBLETAP = 2Double tap gesture
GESTURE_HOLD = 4Hold gesture
GESTURE_DRAG = 8Drag gesture
GESTURE_SWIPE_RIGHT = 16Swipe right gesture
GESTURE_SWIPE_LEFT = 32Swipe left gesture
GESTURE_SWIPE_UP = 64Swipe up gesture
GESTURE_SWIPE_DOWN = 128Swipe down gesture
GESTURE_PINCH_IN = 256Pinch in gesture
GESTURE_PINCH_OUT = 512Pinch out gesture
CAMERA_CUSTOM = 0Custom camera
CAMERA_FREE = 1Free camera
CAMERA_ORBITAL = 2Orbital camera
CAMERA_FIRST_PERSON = 3First person camera
CAMERA_THIRD_PERSON = 4Third person camera
CAMERA_PERSPECTIVE = 0Perspective projection
CAMERA_ORTHOGRAPHIC = 1Orthographic projection
NPATCH_NINE_PATCH = 0Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL = 1Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL = 2Npatch layout: 3x1 tiles
PI = 3.1415927410126Pi
EPSILON = 9.9999999747524e-07Epsilon
DEG2RAD = 0.017453292384744Degrees to radians
RAD2DEG = 57.295776367188Radians to degrees
STATE_NORMAL = 0STATE_FOCUSED = 1STATE_PRESSED = 2STATE_DISABLED = 3TEXT_ALIGN_LEFT = 0TEXT_ALIGN_CENTER = 1TEXT_ALIGN_RIGHT = 2TEXT_ALIGN_TOP = 0TEXT_ALIGN_MIDDLE = 1TEXT_ALIGN_BOTTOM = 2TEXT_WRAP_NONE = 0TEXT_WRAP_CHAR = 1TEXT_WRAP_WORD = 2DEFAULT = 0LABEL = 1Used also for: LABELBUTTON
BUTTON = 2TOGGLE = 3Used also for: TOGGLEGROUP
SLIDER = 4Used also for: SLIDERBAR
PROGRESSBAR = 5CHECKBOX = 6COMBOBOX = 7DROPDOWNBOX = 8TEXTBOX = 9Used also for: TEXTBOXMULTI
VALUEBOX = 10SPINNER = 11Uses: BUTTON, VALUEBOX
LISTVIEW = 12COLORPICKER = 13SCROLLBAR = 14STATUSBAR = 15BORDER_COLOR_NORMAL = 0BASE_COLOR_NORMAL = 1TEXT_COLOR_NORMAL = 2BORDER_COLOR_FOCUSED = 3BASE_COLOR_FOCUSED = 4TEXT_COLOR_FOCUSED = 5BORDER_COLOR_PRESSED = 6BASE_COLOR_PRESSED = 7TEXT_COLOR_PRESSED = 8BORDER_COLOR_DISABLED = 9BASE_COLOR_DISABLED = 10TEXT_COLOR_DISABLED = 11BORDER_WIDTH = 12TEXT_PADDING = 13TEXT_ALIGNMENT = 14TEXT_SIZE = 16Text size (glyphs max height)
TEXT_SPACING = 17Text spacing between glyphs
LINE_COLOR = 18Line control color
BACKGROUND_COLOR = 19Background color
TEXT_LINE_SPACING = 20Text spacing between lines
TEXT_ALIGNMENT_VERTICAL = 21Text vertical alignment inside text bounds (after border and padding)
TEXT_WRAP_MODE = 22Text wrap-mode inside text bounds
GROUP_PADDING = 16ToggleGroup separation between toggles
SLIDER_WIDTH = 16Slider size of internal bar
SLIDER_PADDING = 17Slider/SliderBar internal bar padding
PROGRESS_PADDING = 16ProgressBar internal padding
ARROWS_SIZE = 16ARROWS_VISIBLE = 17SCROLL_SLIDER_PADDING = 18(SLIDERBAR, SLIDER_PADDING)
SCROLL_SLIDER_SIZE = 19SCROLL_PADDING = 20SCROLL_SPEED = 21CHECK_PADDING = 16CheckBox internal check padding
COMBO_BUTTON_WIDTH = 16ComboBox right button width
COMBO_BUTTON_SPACING = 17ComboBox button separation
ARROW_PADDING = 16DropdownBox arrow separation from border and items
DROPDOWN_ITEMS_SPACING = 17DropdownBox items separation
TEXT_READONLY = 16TextBox in read-only mode: 0-text editable, 1-text no-editable
SPIN_BUTTON_WIDTH = 16Spinner left/right buttons width
SPIN_BUTTON_SPACING = 17Spinner buttons separation
LIST_ITEMS_HEIGHT = 16ListView items height
LIST_ITEMS_SPACING = 17ListView items separation
SCROLLBAR_WIDTH = 18ListView scrollbar size (usually width)
SCROLLBAR_SIDE = 19ListView scrollbar side (0-left, 1-right)
COLOR_SELECTOR_SIZE = 16HUEBAR_WIDTH = 17ColorPicker right hue bar width
HUEBAR_PADDING = 18ColorPicker right hue bar separation from panel
HUEBAR_SELECTOR_HEIGHT = 19ColorPicker right hue bar selector height
HUEBAR_SELECTOR_OVERFLOW = 20ColorPicker right hue bar selector overflow
ICON_NONE = 0ICON_FOLDER_FILE_OPEN = 1ICON_FILE_SAVE_CLASSIC = 2ICON_FOLDER_OPEN = 3ICON_FOLDER_SAVE = 4ICON_FILE_OPEN = 5ICON_FILE_SAVE = 6ICON_FILE_EXPORT = 7ICON_FILE_ADD = 8ICON_FILE_DELETE = 9ICON_FILETYPE_TEXT = 10ICON_FILETYPE_AUDIO = 11ICON_FILETYPE_IMAGE = 12ICON_FILETYPE_PLAY = 13ICON_FILETYPE_VIDEO = 14ICON_FILETYPE_INFO = 15ICON_FILE_COPY = 16ICON_FILE_CUT = 17ICON_FILE_PASTE = 18ICON_CURSOR_HAND = 19ICON_CURSOR_POINTER = 20ICON_CURSOR_CLASSIC = 21ICON_PENCIL = 22ICON_PENCIL_BIG = 23ICON_BRUSH_CLASSIC = 24ICON_BRUSH_PAINTER = 25ICON_WATER_DROP = 26ICON_COLOR_PICKER = 27ICON_RUBBER = 28ICON_COLOR_BUCKET = 29ICON_TEXT_T = 30ICON_TEXT_A = 31ICON_SCALE = 32ICON_RESIZE = 33ICON_FILTER_POINT = 34ICON_FILTER_BILINEAR = 35ICON_CROP = 36ICON_CROP_ALPHA = 37ICON_SQUARE_TOGGLE = 38ICON_SYMMETRY = 39ICON_SYMMETRY_HORIZONTAL = 40ICON_SYMMETRY_VERTICAL = 41ICON_LENS = 42ICON_LENS_BIG = 43ICON_EYE_ON = 44ICON_EYE_OFF = 45ICON_FILTER_TOP = 46ICON_FILTER = 47ICON_TARGET_POINT = 48ICON_TARGET_SMALL = 49ICON_TARGET_BIG = 50ICON_TARGET_MOVE = 51ICON_CURSOR_MOVE = 52ICON_CURSOR_SCALE = 53ICON_CURSOR_SCALE_RIGHT = 54ICON_CURSOR_SCALE_LEFT = 55ICON_UNDO = 56ICON_REDO = 57ICON_REREDO = 58ICON_MUTATE = 59ICON_ROTATE = 60ICON_REPEAT = 61ICON_SHUFFLE = 62ICON_EMPTYBOX = 63ICON_TARGET = 64ICON_TARGET_SMALL_FILL = 65ICON_TARGET_BIG_FILL = 66ICON_TARGET_MOVE_FILL = 67ICON_CURSOR_MOVE_FILL = 68ICON_CURSOR_SCALE_FILL = 69ICON_CURSOR_SCALE_RIGHT_FILL = 70ICON_CURSOR_SCALE_LEFT_FILL = 71ICON_UNDO_FILL = 72ICON_REDO_FILL = 73ICON_REREDO_FILL = 74ICON_MUTATE_FILL = 75ICON_ROTATE_FILL = 76ICON_REPEAT_FILL = 77ICON_SHUFFLE_FILL = 78ICON_EMPTYBOX_SMALL = 79ICON_BOX = 80ICON_BOX_TOP = 81ICON_BOX_TOP_RIGHT = 82ICON_BOX_RIGHT = 83ICON_BOX_BOTTOM_RIGHT = 84ICON_BOX_BOTTOM = 85ICON_BOX_BOTTOM_LEFT = 86ICON_BOX_LEFT = 87ICON_BOX_TOP_LEFT = 88ICON_BOX_CENTER = 89ICON_BOX_CIRCLE_MASK = 90ICON_POT = 91ICON_ALPHA_MULTIPLY = 92ICON_ALPHA_CLEAR = 93ICON_DITHERING = 94ICON_MIPMAPS = 95ICON_BOX_GRID = 96ICON_GRID = 97ICON_BOX_CORNERS_SMALL = 98ICON_BOX_CORNERS_BIG = 99ICON_FOUR_BOXES = 100ICON_GRID_FILL = 101ICON_BOX_MULTISIZE = 102ICON_ZOOM_SMALL = 103ICON_ZOOM_MEDIUM = 104ICON_ZOOM_BIG = 105ICON_ZOOM_ALL = 106ICON_ZOOM_CENTER = 107ICON_BOX_DOTS_SMALL = 108ICON_BOX_DOTS_BIG = 109ICON_BOX_CONCENTRIC = 110ICON_BOX_GRID_BIG = 111ICON_OK_TICK = 112ICON_CROSS = 113ICON_ARROW_LEFT = 114ICON_ARROW_RIGHT = 115ICON_ARROW_DOWN = 116ICON_ARROW_UP = 117ICON_ARROW_LEFT_FILL = 118ICON_ARROW_RIGHT_FILL = 119ICON_ARROW_DOWN_FILL = 120ICON_ARROW_UP_FILL = 121ICON_AUDIO = 122ICON_FX = 123ICON_WAVE = 124ICON_WAVE_SINUS = 125ICON_WAVE_SQUARE = 126ICON_WAVE_TRIANGULAR = 127ICON_CROSS_SMALL = 128ICON_PLAYER_PREVIOUS = 129ICON_PLAYER_PLAY_BACK = 130ICON_PLAYER_PLAY = 131ICON_PLAYER_PAUSE = 132ICON_PLAYER_STOP = 133ICON_PLAYER_NEXT = 134ICON_PLAYER_RECORD = 135ICON_MAGNET = 136ICON_LOCK_CLOSE = 137ICON_LOCK_OPEN = 138ICON_CLOCK = 139ICON_TOOLS = 140ICON_GEAR = 141ICON_GEAR_BIG = 142ICON_BIN = 143ICON_HAND_POINTER = 144ICON_LASER = 145ICON_COIN = 146ICON_EXPLOSION = 147ICON_1UP = 148ICON_PLAYER = 149ICON_PLAYER_JUMP = 150ICON_KEY = 151ICON_DEMON = 152ICON_TEXT_POPUP = 153ICON_GEAR_EX = 154ICON_CRACK = 155ICON_CRACK_POINTS = 156ICON_STAR = 157ICON_DOOR = 158ICON_EXIT = 159ICON_MODE_2D = 160ICON_MODE_3D = 161ICON_CUBE = 162ICON_CUBE_FACE_TOP = 163ICON_CUBE_FACE_LEFT = 164ICON_CUBE_FACE_FRONT = 165ICON_CUBE_FACE_BOTTOM = 166ICON_CUBE_FACE_RIGHT = 167ICON_CUBE_FACE_BACK = 168ICON_CAMERA = 169ICON_SPECIAL = 170ICON_LINK_NET = 171ICON_LINK_BOXES = 172ICON_LINK_MULTI = 173ICON_LINK = 174ICON_LINK_BROKE = 175ICON_TEXT_NOTES = 176ICON_NOTEBOOK = 177ICON_SUITCASE = 178ICON_SUITCASE_ZIP = 179ICON_MAILBOX = 180ICON_MONITOR = 181ICON_PRINTER = 182ICON_PHOTO_CAMERA = 183ICON_PHOTO_CAMERA_FLASH = 184ICON_HOUSE = 185ICON_HEART = 186ICON_CORNER = 187ICON_VERTICAL_BARS = 188ICON_VERTICAL_BARS_FILL = 189ICON_LIFE_BARS = 190ICON_INFO = 191ICON_CROSSLINE = 192ICON_HELP = 193ICON_FILETYPE_ALPHA = 194ICON_FILETYPE_HOME = 195ICON_LAYERS_VISIBLE = 196ICON_LAYERS = 197ICON_WINDOW = 198ICON_HIDPI = 199ICON_FILETYPE_BINARY = 200ICON_HEX = 201ICON_SHIELD = 202ICON_FILE_NEW = 203ICON_FOLDER_ADD = 204ICON_ALARM = 205ICON_CPU = 206ICON_ROM = 207ICON_STEP_OVER = 208ICON_STEP_INTO = 209ICON_STEP_OUT = 210ICON_RESTART = 211ICON_BREAKPOINT_ON = 212ICON_BREAKPOINT_OFF = 213ICON_BURGER_MENU = 214ICON_CASE_SENSITIVE = 215ICON_REG_EXP = 216ICON_FOLDER = 217ICON_FILE = 218ICON_SAND_TIMER = 219LIGHT_DIRECTIONAL = 0Directional light
LIGHT_POINT = 1Point light
RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192Default internal render batch elements limits
RL_DEFAULT_BATCH_BUFFERS = 1Default number of batch buffers (multi-buffering)
RL_DEFAULT_BATCH_DRAWCALLS = 256Default number of batch draw calls (by state changes: mode, texture)
RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
RL_MAX_MATRIX_STACK_SIZE = 32Maximum size of internal Matrix stack
RL_MAX_SHADER_LOCATIONS = 32Maximum number of shader locations supported
RL_CULL_DISTANCE_NEAR = 0.01Default projection matrix near cull distance
RL_CULL_DISTANCE_FAR = 1000Default projection matrix far cull distance
RL_TEXTURE_WRAP_S = 10242GL_TEXTURE_WRAP_S
RL_TEXTURE_WRAP_T = 10243GL_TEXTURE_WRAP_T
RL_TEXTURE_MAG_FILTER = 10240GL_TEXTURE_MAG_FILTER
RL_TEXTURE_MIN_FILTER = 10241GL_TEXTURE_MIN_FILTER
RL_TEXTURE_FILTER_NEAREST = 9728GL_NEAREST
RL_TEXTURE_FILTER_LINEAR = 9729GL_LINEAR
RL_TEXTURE_FILTER_MIP_NEAREST = 9984GL_NEAREST_MIPMAP_NEAREST
RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 9986GL_NEAREST_MIPMAP_LINEAR
RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 9985GL_LINEAR_MIPMAP_NEAREST
RL_TEXTURE_FILTER_MIP_LINEAR = 9987GL_LINEAR_MIPMAP_LINEAR
RL_TEXTURE_FILTER_ANISOTROPIC = 12288Anisotropic filter (custom identifier)
RL_TEXTURE_MIPMAP_BIAS_RATIO = 16384Texture mipmap bias, percentage ratio (custom identifier)
RL_TEXTURE_WRAP_REPEAT = 10497GL_REPEAT
RL_TEXTURE_WRAP_CLAMP = 33071GL_CLAMP_TO_EDGE
RL_TEXTURE_WRAP_MIRROR_REPEAT = 33648GL_MIRRORED_REPEAT
RL_TEXTURE_WRAP_MIRROR_CLAMP = 34626GL_MIRROR_CLAMP_EXT
RL_MODELVIEW = 5888GL_MODELVIEW
RL_PROJECTION = 5889GL_PROJECTION
RL_TEXTURE = 5890GL_TEXTURE
RL_LINES = 1GL_LINES
RL_TRIANGLES = 4GL_TRIANGLES
RL_QUADS = 7GL_QUADS
RL_UNSIGNED_BYTE = 5121GL_UNSIGNED_BYTE
RL_FLOAT = 5126GL_FLOAT
RL_STREAM_DRAW = 35040GL_STREAM_DRAW
RL_STREAM_READ = 35041GL_STREAM_READ
RL_STREAM_COPY = 35042GL_STREAM_COPY
RL_STATIC_DRAW = 35044GL_STATIC_DRAW
RL_STATIC_READ = 35045GL_STATIC_READ
RL_STATIC_COPY = 35046GL_STATIC_COPY
RL_DYNAMIC_DRAW = 35048GL_DYNAMIC_DRAW
RL_DYNAMIC_READ = 35049GL_DYNAMIC_READ
RL_DYNAMIC_COPY = 35050GL_DYNAMIC_COPY
RL_FRAGMENT_SHADER = 35632GL_FRAGMENT_SHADER
RL_VERTEX_SHADER = 35633GL_VERTEX_SHADER
RL_COMPUTE_SHADER = 37305GL_COMPUTE_SHADER
RL_ZERO = 0GL_ZERO
RL_ONE = 1GL_ONE
RL_SRC_COLOR = 768GL_SRC_COLOR
RL_ONE_MINUS_SRC_COLOR = 769GL_ONE_MINUS_SRC_COLOR
RL_SRC_ALPHA = 770GL_SRC_ALPHA
RL_ONE_MINUS_SRC_ALPHA = 771GL_ONE_MINUS_SRC_ALPHA
RL_DST_ALPHA = 772GL_DST_ALPHA
RL_ONE_MINUS_DST_ALPHA = 773GL_ONE_MINUS_DST_ALPHA
RL_DST_COLOR = 774GL_DST_COLOR
RL_ONE_MINUS_DST_COLOR = 775GL_ONE_MINUS_DST_COLOR
RL_SRC_ALPHA_SATURATE = 776GL_SRC_ALPHA_SATURATE
RL_CONSTANT_COLOR = 32769GL_CONSTANT_COLOR
RL_ONE_MINUS_CONSTANT_COLOR = 32770GL_ONE_MINUS_CONSTANT_COLOR
RL_CONSTANT_ALPHA = 32771GL_CONSTANT_ALPHA
RL_ONE_MINUS_CONSTANT_ALPHA = 32772GL_ONE_MINUS_CONSTANT_ALPHA
RL_FUNC_ADD = 32774GL_FUNC_ADD
RL_MIN = 32775GL_MIN
RL_MAX = 32776GL_MAX
RL_FUNC_SUBTRACT = 32778GL_FUNC_SUBTRACT
RL_FUNC_REVERSE_SUBTRACT = 32779GL_FUNC_REVERSE_SUBTRACT
RL_BLEND_EQUATION = 32777GL_BLEND_EQUATION
RL_BLEND_EQUATION_RGB = 32777GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
RL_BLEND_EQUATION_ALPHA = 34877GL_BLEND_EQUATION_ALPHA
RL_BLEND_DST_RGB = 32968GL_BLEND_DST_RGB
RL_BLEND_SRC_RGB = 32969GL_BLEND_SRC_RGB
RL_BLEND_DST_ALPHA = 32970GL_BLEND_DST_ALPHA
RL_BLEND_SRC_ALPHA = 32971GL_BLEND_SRC_ALPHA
RL_BLEND_COLOR = 32773GL_BLEND_COLOR
RL_READ_FRAMEBUFFER = 36008GL_READ_FRAMEBUFFER
RL_DRAW_FRAMEBUFFER = 36009GL_DRAW_FRAMEBUFFER
RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION = 0RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD = 1RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL = 2RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR = 3RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT = 4RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 = 5RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES = 6RL_OPENGL_11 = 1OpenGL 1.1
RL_OPENGL_21 = 2OpenGL 2.1 (GLSL 120)
RL_OPENGL_33 = 3OpenGL 3.3 (GLSL 330)
RL_OPENGL_43 = 4OpenGL 4.3 (using GLSL 330)
RL_OPENGL_ES_20 = 5OpenGL ES 2.0 (GLSL 100)
RL_ATTACHMENT_COLOR_CHANNEL0 = 0Framebuffer attachment type: color 0
RL_ATTACHMENT_COLOR_CHANNEL1 = 1Framebuffer attachment type: color 1
RL_ATTACHMENT_COLOR_CHANNEL2 = 2Framebuffer attachment type: color 2
RL_ATTACHMENT_COLOR_CHANNEL3 = 3Framebuffer attachment type: color 3
RL_ATTACHMENT_COLOR_CHANNEL4 = 4Framebuffer attachment type: color 4
RL_ATTACHMENT_COLOR_CHANNEL5 = 5Framebuffer attachment type: color 5
RL_ATTACHMENT_COLOR_CHANNEL6 = 6Framebuffer attachment type: color 6
RL_ATTACHMENT_COLOR_CHANNEL7 = 7Framebuffer attachment type: color 7
RL_ATTACHMENT_DEPTH = 100Framebuffer attachment type: depth
RL_ATTACHMENT_STENCIL = 200Framebuffer attachment type: stencil
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0Framebuffer texture attachment type: cubemap, +X side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1Framebuffer texture attachment type: cubemap, -X side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2Framebuffer texture attachment type: cubemap, +Y side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3Framebuffer texture attachment type: cubemap, -Y side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4Framebuffer texture attachment type: cubemap, +Z side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5Framebuffer texture attachment type: cubemap, -Z side
RL_ATTACHMENT_TEXTURE2D = 100Framebuffer texture attachment type: texture2d
RL_ATTACHMENT_RENDERBUFFER = 200Framebuffer texture attachment type: renderbuffer
RL_CULL_FACE_FRONT = 0RL_CULL_FACE_BACK = 1GL_COLOR_BUFFER_BIT = 16384GL_DEPTH_BUFFER_BIT = 256GL_STENCIL_BUFFER_BIT = 1024GL_NEAREST = 9728GL_LINEAR = 9729GL_BLEND = 3042If enabled, blend the computed fragment color values with the values in the color buffers. See glBlendFunc
GL_CULL_FACE = 2884If enabled, cull polygons based on their winding in window coordinates. See glCullFace
GL_DEPTH_TEST = 2929If 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 = 3024If enabled, dither color components or indices before they are written to the color buffer
GL_POLYGON_OFFSET_FILL = 32823If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset
GL_POLYGON_OFFSET_LINE = 10754GL_POLYGON_OFFSET_POINT = 10753GL_SAMPLE_ALPHA_TO_COVERAGE = 32926If 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 = 32928If 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 = 3089If enabled, discard fragments that are outside the scissor rectangle. See glScissor
GL_STENCIL_TEST = 2960If enabled, do stencil testing and update the stencil buffer. See glStencilFunc and glStencilOp
GL_NEVER = 512Always fails
GL_LESS = 513Passes if ( ref & mask ) < ( stencil & mask )
GL_LEQUAL = 515Passes if ( ref & mask ) <= ( stencil & mask )
GL_GREATER = 516Passes if ( ref & mask ) > ( stencil & mask )
GL_GEQUAL = 518Passes if ( ref & mask ) >= ( stencil & mask )
GL_EQUAL = 514Passes if ( ref & mask ) = ( stencil & mask )
GL_NOTEQUAL = 517Passes if ( ref & mask ) != ( stencil & mask )
GL_ALWAYS = 519Always passes
GL_FRONT = 1028GL_BACK = 1029GL_FRONT_AND_BACK = 1032GL_KEEP = 7680Keeps the current value
GL_ZERO = 0Sets the stencil buffer value to 0
GL_REPLACE = 7681Sets the stencil buffer value to ref, as specified by glStencilFunc
GL_INCR = 7682Increments the current stencil buffer value. Clamps to the maximum representable unsigned value
GL_INCR_WRAP = 34055Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value
GL_DECR = 7683Decrements the current stencil buffer value. Clamps to 0
GL_DECR_WRAP = 34056Decrements 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 = 5386Bitwise inverts the current stencil buffer value
GL_VENDOR = 7936Returns the company responsible for this GL implementation. This name does not change from release to release
GL_RENDERER = 7937Returns 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 = 7938Returns a version or release number of the form OpenGLES
GL_SHADING_LANGUAGE_VERSION = 35724Returns a version or release number for the shading language of the form OpenGLESGLSLES
GL_EXTENSIONS = 7939Returns a space-separated list of supported extensions to GL
BUFFER_UNSIGNED_CHAR = 0C type unsigned char
BUFFER_UNSIGNED_SHORT = 1C type unsigned short
BUFFER_UNSIGNED_INT = 2C type unsigned int
BUFFER_UNSIGNED_LONG = 3C type unsigned long
BUFFER_CHAR = 4C type char
BUFFER_SHORT = 5C type short
BUFFER_INT = 6C type int
BUFFER_LONG = 7C type long
BUFFER_FLOAT = 8C type float
BUFFER_DOUBLE = 9C type double
GLFW_KEY_UNKNOWN = -1Key: Unknown
GLFW_RELEASE = 0The key or mouse button was released
GLFW_PRESS = 1The key or mouse button was pressed
GLFW_REPEAT = 2The key was held down until it repeated
GLFW_CONNECTED = 262145Joystick connected
GLFW_DISCONNECTED = 262146Joystick disconnected
GLFW_WINDOW_SIZE_EVENT = 0GLFW event window size changed
GLFW_WINDOW_MAXIMIZE_EVENT = 1GLFW event window maximize
GLFW_WINDOW_ICONYFY_EVENT = 2GLFW event window iconify
GLFW_WINDOW_FOCUS_EVENT = 3GLFW event window focus
GLFW_WINDOW_DROP_EVENT = 4GLFW event window drop
GLFW_KEY_EVENT = 5GLFW event keyboard key
GLFW_CHAR_EVENT = 6GLFW event Unicode character
GLFW_MOUSE_BUTTON_EVENT = 7GLFW event mouse button
GLFW_MOUSE_CURSOR_POS_EVENT = 8GLFW event cursor position
GLFW_MOUSE_SCROLL_EVENT = 9GLFW event mouse scroll
GLFW_CURSOR_ENTER_EVENT = 10GLFW event cursor enter/leave
GLFW_JOYSTICK_EVENT = 11GLFW 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
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
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)
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
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"
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
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)
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).
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
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
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
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
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
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
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
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
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
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
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
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)
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)
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.
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)
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
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
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
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"
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
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
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 = 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
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
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)
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
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.
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
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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
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
RL.GuiSetFont( Font font )Set gui custom font (global state)
font = RL.GuiGetFont()Get gui font (global state). Return as lightuserdata
RL.GuiSetStyle( int control, int property, int value )Set one style property
value = RL.GuiGetStyle( int control, int property )Get one style property
success = RL.GuiLoadStyle( string fileName )Load style file over global style variable (.rgs)
RL.GuiLoadStyleDefault()Load style default over global style
RL.GuiEnableTooltip()Enable gui tooltips (global state)
RL.GuiDisableTooltip()Disable gui tooltips (global state)
RL.GuiSetTooltip( string tooltip )Set tooltip string
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
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
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
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()
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
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
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
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
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)
RL.rlEnableShader( int id )Enable shader program
RL.rlDisableShader()Disable shader program
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)
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)
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
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
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
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)
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
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)
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)
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
RL.rlBindImageTexture( int id, int index, int format, bool readonly )Bind image texture
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
RL.glClear( int mask )Clear buffers to preset values
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
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
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
value = RL.EaseLinear( float t, float b, float c, float d )Ease linear
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
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
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
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
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
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
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
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
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.
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
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