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/**********************************************************************************************
*
* raylib 1.5 .0 ( www . raylib . com )
*
* A simple and easy - to - use library to learn videogames programming
*
* Features :
* Library written in plain C code ( C99 )
* Uses C # PascalCase / camelCase notation
* Hardware accelerated with OpenGL ( 1.1 , 3.3 or ES2 )
* Unique OpenGL abstraction layer [ rlgl ]
* Powerful fonts module with SpriteFonts support ( including AngelCode fonts and TTF )
* Multiple textures support , including compressed formats and mipmaps generation
* Basic 3 d support for Shapes , Models , Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [ raymath ]
* Audio loading and playing with streaming support ( WAV and OGG )
* Multiplatform support , including Android devices , Raspberry Pi and HTML5
*
* Used external libs :
* GLFW3 ( www . glfw . org ) for window / context management and input
* GLAD for OpenGL extensions loading ( 3.3 Core profile , only PLATFORM_DESKTOP )
* stb_image ( Sean Barret ) for images loading ( JPEG , PNG , BMP , TGA , PSD , GIF , HDR , PIC )
* stb_image_write ( Sean Barret ) for image writting ( PNG )
* stb_vorbis ( Sean Barret ) for ogg audio loading
* stb_truetype ( Sean Barret ) for ttf fonts loading
* OpenAL Soft for audio device / context management
* tinfl for data decompression ( DEFLATE algorithm )
*
* Some design decisions :
* 32 bit Colors - All defined color are always RGBA ( struct Color is 4 byte )
* One custom default font is loaded automatically when InitWindow ( )
* If using OpenGL 3.3 or ES2 , several vertex buffers ( VAO / VBO ) are created to manage lines - triangles - quads
* If using OpenGL 3.3 or ES2 , two default shaders are loaded automatically ( internally defined )
*
* - - LICENSE - -
*
* raylib is licensed under an unmodified zlib / libpng license , which is an OSI - certified ,
* BSD - like license that allows static linking with closed source software :
*
* Copyright ( c ) 2013 Ramon Santamaria ( @ raysan5 )
*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef RAYLIB_H
# define RAYLIB_H
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
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// Security check in case no PLATFORM_* defined
# if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
# define PLATFORM_DESKTOP
# endif
# if defined(PLATFORM_ANDROID)
typedef struct android_app ; // Define android_app struct (android_native_app_glue.h)
# endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
# ifndef PI
# define PI 3.14159265358979323846
# endif
# define DEG2RAD (PI / 180.0f)
# define RAD2DEG (180.0f / PI)
// raylib Config Flags
# define FLAG_FULLSCREEN_MODE 1
# define FLAG_SHOW_LOGO 2
# define FLAG_SHOW_MOUSE_CURSOR 4
# define FLAG_CENTERED_MODE 8
# define FLAG_MSAA_4X_HINT 16
# define FLAG_VSYNC_HINT 32
// Keyboard Function Keys
# define KEY_SPACE 32
# define KEY_ESCAPE 256
# define KEY_ENTER 257
# define KEY_BACKSPACE 259
# define KEY_RIGHT 262
# define KEY_LEFT 263
# define KEY_DOWN 264
# define KEY_UP 265
# define KEY_F1 290
# define KEY_F2 291
# define KEY_F3 292
# define KEY_F4 293
# define KEY_F5 294
# define KEY_F6 295
# define KEY_F7 296
# define KEY_F8 297
# define KEY_F9 298
# define KEY_F10 299
# define KEY_F11 300
# define KEY_F12 301
# define KEY_LEFT_SHIFT 340
# define KEY_LEFT_CONTROL 341
# define KEY_LEFT_ALT 342
# define KEY_RIGHT_SHIFT 344
# define KEY_RIGHT_CONTROL 345
# define KEY_RIGHT_ALT 346
// Keyboard Alpha Numeric Keys
# define KEY_ZERO 48
# define KEY_ONE 49
# define KEY_TWO 50
# define KEY_THREE 51
# define KEY_FOUR 52
# define KEY_FIVE 53
# define KEY_SIX 54
# define KEY_SEVEN 55
# define KEY_EIGHT 56
# define KEY_NINE 57
# define KEY_A 65
# define KEY_B 66
# define KEY_C 67
# define KEY_D 68
# define KEY_E 69
# define KEY_F 70
# define KEY_G 71
# define KEY_H 72
# define KEY_I 73
# define KEY_J 74
# define KEY_K 75
# define KEY_L 76
# define KEY_M 77
# define KEY_N 78
# define KEY_O 79
# define KEY_P 80
# define KEY_Q 81
# define KEY_R 82
# define KEY_S 83
# define KEY_T 84
# define KEY_U 85
# define KEY_V 86
# define KEY_W 87
# define KEY_X 88
# define KEY_Y 89
# define KEY_Z 90
// Mouse Buttons
# define MOUSE_LEFT_BUTTON 0
# if defined(PLATFORM_WEB)
# define MOUSE_RIGHT_BUTTON 2
# define MOUSE_MIDDLE_BUTTON 1
# else
# define MOUSE_RIGHT_BUTTON 1
# define MOUSE_MIDDLE_BUTTON 2
# endif
// Touch points registered
# define MAX_TOUCH_POINTS 2
// Gamepad Number
# define GAMEPAD_PLAYER1 0
# define GAMEPAD_PLAYER2 1
# define GAMEPAD_PLAYER3 2 // Not supported
# define GAMEPAD_PLAYER4 3 // Not supported
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
# define GAMEPAD_BUTTON_A 2
# define GAMEPAD_BUTTON_B 1
# define GAMEPAD_BUTTON_X 3
# define GAMEPAD_BUTTON_Y 4
# define GAMEPAD_BUTTON_R1 7
# define GAMEPAD_BUTTON_R2 5
# define GAMEPAD_BUTTON_L1 6
# define GAMEPAD_BUTTON_L2 8
# define GAMEPAD_BUTTON_SELECT 9
# define GAMEPAD_BUTTON_START 10
// Xbox360 USB Controller Buttons
# define GAMEPAD_XBOX_BUTTON_A 0
# define GAMEPAD_XBOX_BUTTON_B 1
# define GAMEPAD_XBOX_BUTTON_X 2
# define GAMEPAD_XBOX_BUTTON_Y 3
# define GAMEPAD_XBOX_BUTTON_LB 4
# define GAMEPAD_XBOX_BUTTON_RB 5
# define GAMEPAD_XBOX_BUTTON_SELECT 6
# define GAMEPAD_XBOX_BUTTON_START 7
# if defined(PLATFORM_RPI)
# define GAMEPAD_XBOX_AXIS_DPAD_X 7
# define GAMEPAD_XBOX_AXIS_DPAD_Y 6
# define GAMEPAD_XBOX_AXIS_RIGHT_X 3
# define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
# define GAMEPAD_XBOX_AXIS_LT 2
# define GAMEPAD_XBOX_AXIS_RT 5
# else
# define GAMEPAD_XBOX_BUTTON_UP 10
# define GAMEPAD_XBOX_BUTTON_DOWN 12
# define GAMEPAD_XBOX_BUTTON_LEFT 13
# define GAMEPAD_XBOX_BUTTON_RIGHT 11
# define GAMEPAD_XBOX_AXIS_RIGHT_X 4
# define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
# define GAMEPAD_XBOX_AXIS_LT_RT 2
# endif
# define GAMEPAD_XBOX_AXIS_LEFT_X 0
# define GAMEPAD_XBOX_AXIS_LEFT_Y 1
// Android Physic Buttons
# define ANDROID_BACK 4
# define ANDROID_MENU 82
# define ANDROID_VOLUME_UP 24
# define ANDROID_VOLUME_DOWN 25
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
# define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
# define GRAY (Color){ 130, 130, 130, 255 } // Gray
# define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
# define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
# define GOLD (Color){ 255, 203, 0, 255 } // Gold
# define ORANGE (Color){ 255, 161, 0, 255 } // Orange
# define PINK (Color){ 255, 109, 194, 255 } // Pink
# define RED (Color){ 230, 41, 55, 255 } // Red
# define MAROON (Color){ 190, 33, 55, 255 } // Maroon
# define GREEN (Color){ 0, 228, 48, 255 } // Green
# define LIME (Color){ 0, 158, 47, 255 } // Lime
# define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
# define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
# define BLUE (Color){ 0, 121, 241, 255 } // Blue
# define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
# define PURPLE (Color){ 200, 122, 255, 255 } // Purple
# define VIOLET (Color){ 135, 60, 190, 255 } // Violet
# define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
# define BEIGE (Color){ 211, 176, 131, 255 } // Beige
# define BROWN (Color){ 127, 106, 79, 255 } // Brown
# define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
# define WHITE (Color){ 255, 255, 255, 255 } // White
# define BLACK (Color){ 0, 0, 0, 255 } // Black
# define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
# define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
# define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
# ifndef __cplusplus
// Boolean type
# if !defined(_STDBOOL_H)
typedef enum { false , true } bool ;
# define _STDBOOL_H
# endif
# endif
// byte type
typedef unsigned char byte ;
// Vector2 type
typedef struct Vector2 {
float x ;
float y ;
} Vector2 ;
// Vector3 type
typedef struct Vector3 {
float x ;
float y ;
float z ;
} Vector3 ;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0 , m4 , m8 , m12 ;
float m1 , m5 , m9 , m13 ;
float m2 , m6 , m10 , m14 ;
float m3 , m7 , m11 , m15 ;
} Matrix ;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r ;
unsigned char g ;
unsigned char b ;
unsigned char a ;
} Color ;
// Rectangle type
typedef struct Rectangle {
int x ;
int y ;
int width ;
int height ;
} Rectangle ;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
void * data ; // Image raw data
int width ; // Image base width
int height ; // Image base height
int mipmaps ; // Mipmap levels, 1 by default
int format ; // Data format (TextureFormat)
} Image ;
// Texture2D type, bpp always RGBA (32bit)
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
unsigned int id ; // OpenGL texture id
int width ; // Texture base width
int height ; // Texture base height
int mipmaps ; // Mipmap levels, 1 by default
int format ; // Data format (TextureFormat)
} Texture2D ;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id ; // Render texture (fbo) id
Texture2D texture ; // Color buffer attachment texture
Texture2D depth ; // Depth buffer attachment texture
} RenderTexture2D ;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture ; // Font texture
int size ; // Base size (default chars height)
int numChars ; // Number of characters
int * charValues ; // Characters values array
Rectangle * charRecs ; // Characters rectangles within the texture
Vector2 * charOffsets ; // Characters offsets (on drawing)
int * charAdvanceX ; // Characters x advance (on drawing)
} SpriteFont ;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position ; // Camera position
Vector3 target ; // Camera target it looks-at
Vector3 up ; // Camera up vector (rotation over its axis)
float fovy ; // Camera field-of-view apperture in Y (degrees)
} Camera ;
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset ; // Camera offset (displacement from target)
Vector2 target ; // Camera target (rotation and zoom origin)
float rotation ; // Camera rotation in degrees
float zoom ; // Camera zoom (scaling), should be 1.0f by default
} Camera2D ;
// Bounding box type
typedef struct BoundingBox {
Vector3 min ; // minimum vertex box-corner
Vector3 max ; // maximum vertex box-corner
} BoundingBox ;
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount ; // number of vertices stored in arrays
int triangleCount ; // number of triangles stored (indexed or not)
float * vertices ; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float * texcoords ; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float * texcoords2 ; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float * normals ; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float * tangents ; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char * colors ; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short * indices ; // vertex indices (in case vertex data comes indexed)
unsigned int vaoId ; // OpenGL Vertex Array Object id
unsigned int vboId [ 7 ] ; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh ;
// Shader type (generic shader)
typedef struct Shader {
unsigned int id ; // Shader program id
// Vertex attributes locations (default locations)
int vertexLoc ; // Vertex attribute location point (default-location = 0)
int texcoordLoc ; // Texcoord attribute location point (default-location = 1)
int texcoord2Loc ; // Texcoord2 attribute location point (default-location = 5)
int normalLoc ; // Normal attribute location point (default-location = 2)
int tangentLoc ; // Tangent attribute location point (default-location = 4)
int colorLoc ; // Color attibute location point (default-location = 3)
// Uniform locations
int mvpLoc ; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc ; // Diffuse color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc ; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc ; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc ; // Map texture uniform location point (default-texture-unit = 2)
} Shader ;
// Material type
typedef struct Material {
Shader shader ; // Standard shader (supports 3 map textures)
Texture2D texDiffuse ; // Diffuse texture (binded to shader mapTexture0Loc)
Texture2D texNormal ; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular ; // Specular texture (binded to shader mapTexture2Loc)
Color colDiffuse ; // Diffuse color
Color colAmbient ; // Ambient color
Color colSpecular ; // Specular color
float glossiness ; // Glossiness level (Ranges from 0 to 1000)
} Material ;
// Model type
typedef struct Model {
Mesh mesh ; // Vertex data buffers (RAM and VRAM)
Matrix transform ; // Local transform matrix
Material material ; // Shader and textures data
} Model ;
// Light type
typedef struct LightData {
unsigned int id ; // Light unique id
bool enabled ; // Light enabled
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int type ; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position ; // Light position
Vector3 target ; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius ; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse ; // Light diffuse color
float intensity ; // Light intensity level
float coneAngle ; // Light cone max angle: LIGHT_SPOT
} LightData , * Light ;
// Light types
typedef enum { LIGHT_POINT , LIGHT_DIRECTIONAL , LIGHT_SPOT } LightType ;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position ; // Ray position (origin)
Vector3 direction ; // Ray direction
} Ray ;
// Sound source type
typedef struct Sound {
unsigned int source ; // Sound audio source id
unsigned int buffer ; // Sound audio buffer id
} Sound ;
// Wave type, defines audio wave data
typedef struct Wave {
void * data ; // Buffer data pointer
unsigned int dataSize ; // Data size in bytes
unsigned int sampleRate ; // Samples per second to be played
short bitsPerSample ; // Sample size in bits
short channels ;
} Wave ;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1 , // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA , // 16 bpp (2 channels)
UNCOMPRESSED_R5G6B5 , // 16 bpp
UNCOMPRESSED_R8G8B8 , // 24 bpp
UNCOMPRESSED_R5G5B5A1 , // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4 , // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8 , // 32 bpp
COMPRESSED_DXT1_RGB , // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA , // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA , // 8 bpp
COMPRESSED_DXT5_RGBA , // 8 bpp
COMPRESSED_ETC1_RGB , // 4 bpp
COMPRESSED_ETC2_RGB , // 4 bpp
COMPRESSED_ETC2_EAC_RGBA , // 8 bpp
COMPRESSED_PVRT_RGB , // 4 bpp
COMPRESSED_PVRT_RGBA , // 4 bpp
COMPRESSED_ASTC_4x4_RGBA , // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat ;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0 , BLEND_ADDITIVE , BLEND_MULTIPLIED } BlendMode ;
// Gestures type
// NOTE: It could be used as flags to enable only some gestures
typedef enum {
GESTURE_NONE = 0 ,
GESTURE_TAP = 1 ,
GESTURE_DOUBLETAP = 2 ,
GESTURE_HOLD = 4 ,
GESTURE_DRAG = 8 ,
GESTURE_SWIPE_RIGHT = 16 ,
GESTURE_SWIPE_LEFT = 32 ,
GESTURE_SWIPE_UP = 64 ,
GESTURE_SWIPE_DOWN = 128 ,
GESTURE_PINCH_IN = 256 ,
GESTURE_PINCH_OUT = 512
} Gestures ;
// Touch action (fingers or mouse)
typedef enum { TOUCH_UP , TOUCH_DOWN , TOUCH_MOVE } TouchAction ;
// Gesture events
// NOTE: MAX_TOUCH_POINTS fixed to 2
typedef struct GestureEvent {
int touchAction ;
int pointCount ;
int pointerId [ MAX_TOUCH_POINTS ] ;
Vector2 position [ MAX_TOUCH_POINTS ] ;
} GestureEvent ;
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0 , CAMERA_FREE , CAMERA_ORBITAL , CAMERA_FIRST_PERSON , CAMERA_THIRD_PERSON } CameraMode ;
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// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0 ,
HMD_OCULUS_RIFT_DK2 ,
HMD_OCULUS_RIFT_CV1 ,
HMD_VALVE_HTC_VIVE ,
HMD_SAMSUNG_GEAR_VR ,
HMD_GOOGLE_CARDBOARD ,
HMD_SONY_PLAYSTATION_VR ,
HMD_RAZER_OSVR ,
HMD_FOVE_VR ,
} HmdDevice ;
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# ifdef __cplusplus
extern " C " { // Prevents name mangling of functions
# endif
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
# if defined(PLATFORM_ANDROID)
void InitWindow ( int width , int height , struct android_app * state ) ; // Init Android Activity and OpenGL Graphics
# elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
void InitWindow ( int width , int height , const char * title ) ; // Initialize Window and OpenGL Graphics
# endif
void CloseWindow ( void ) ; // Close Window and Terminate Context
bool WindowShouldClose ( void ) ; // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized ( void ) ; // Detect if window has been minimized (or lost focus)
void ToggleFullscreen ( void ) ; // Fullscreen toggle (only PLATFORM_DESKTOP)
int GetScreenWidth ( void ) ; // Get current screen width
int GetScreenHeight ( void ) ; // Get current screen height
void ShowCursor ( void ) ; // Shows cursor
void HideCursor ( void ) ; // Hides cursor
bool IsCursorHidden ( void ) ; // Returns true if cursor is not visible
void EnableCursor ( void ) ; // Enables cursor
void DisableCursor ( void ) ; // Disables cursor
void ClearBackground ( Color color ) ; // Sets Background Color
void BeginDrawing ( void ) ; // Setup drawing canvas to start drawing
void EndDrawing ( void ) ; // End canvas drawing and Swap Buffers (Double Buffering)
void Begin2dMode ( Camera2D camera ) ; // Initialize 2D mode with custom camera
void End2dMode ( void ) ; // Ends 2D mode custom camera usage
void Begin3dMode ( Camera camera ) ; // Initializes 3D mode for drawing (Camera setup)
void End3dMode ( void ) ; // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode ( RenderTexture2D target ) ; // Initializes render texture for drawing
void EndTextureMode ( void ) ; // Ends drawing to render texture
Ray GetMouseRay ( Vector2 mousePosition , Camera camera ) ; // Returns a ray trace from mouse position
Vector2 GetWorldToScreen ( Vector3 position , Camera camera ) ; // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix ( Camera camera ) ; // Returns camera transform matrix (view matrix)
void SetTargetFPS ( int fps ) ; // Set target FPS (maximum)
float GetFPS ( void ) ; // Returns current FPS
float GetFrameTime ( void ) ; // Returns time in seconds for one frame
Color GetColor ( int hexValue ) ; // Returns a Color struct from hexadecimal value
int GetHexValue ( Color color ) ; // Returns hexadecimal value for a Color
float * ColorToFloat ( Color color ) ; // Converts Color to float array and normalizes
float * VectorToFloat ( Vector3 vec ) ; // Converts Vector3 to float array
float * MatrixToFloat ( Matrix mat ) ; // Converts Matrix to float array
int GetRandomValue ( int min , int max ) ; // Returns a random value between min and max (both included)
Color Fade ( Color color , float alpha ) ; // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
void SetConfigFlags ( char flags ) ; // Setup some window configuration flags
void ShowLogo ( void ) ; // Activates raylib logo at startup (can be done with flags)
bool IsFileDropped ( void ) ; // Check if a file have been dropped into window
char * * GetDroppedFiles ( int * count ) ; // Retrieve dropped files into window
void ClearDroppedFiles ( void ) ; // Clear dropped files paths buffer
void StorageSaveValue ( int position , int value ) ; // Storage save integer value (to defined position)
int StorageLoadValue ( int position ) ; // Storage load integer value (from defined position)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
# if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
bool IsKeyPressed ( int key ) ; // Detect if a key has been pressed once
bool IsKeyDown ( int key ) ; // Detect if a key is being pressed
bool IsKeyReleased ( int key ) ; // Detect if a key has been released once
bool IsKeyUp ( int key ) ; // Detect if a key is NOT being pressed
int GetKeyPressed ( void ) ; // Get latest key pressed
void SetExitKey ( int key ) ; // Set a custom key to exit program (default is ESC)
bool IsGamepadAvailable ( int gamepad ) ; // Detect if a gamepad is available
float GetGamepadAxisMovement ( int gamepad , int axis ) ; // Return axis movement value for a gamepad axis
bool IsGamepadButtonPressed ( int gamepad , int button ) ; // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown ( int gamepad , int button ) ; // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased ( int gamepad , int button ) ; // Detect if a gamepad button has been released once
bool IsGamepadButtonUp ( int gamepad , int button ) ; // Detect if a gamepad button is NOT being pressed
# endif
bool IsMouseButtonPressed ( int button ) ; // Detect if a mouse button has been pressed once
bool IsMouseButtonDown ( int button ) ; // Detect if a mouse button is being pressed
bool IsMouseButtonReleased ( int button ) ; // Detect if a mouse button has been released once
bool IsMouseButtonUp ( int button ) ; // Detect if a mouse button is NOT being pressed
int GetMouseX ( void ) ; // Returns mouse position X
int GetMouseY ( void ) ; // Returns mouse position Y
Vector2 GetMousePosition ( void ) ; // Returns mouse position XY
void SetMousePosition ( Vector2 position ) ; // Set mouse position XY
int GetMouseWheelMove ( void ) ; // Returns mouse wheel movement Y
int GetTouchX ( void ) ; // Returns touch position X for touch point 0 (relative to screen size)
int GetTouchY ( void ) ; // Returns touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition ( int index ) ; // Returns touch position XY for a touch point index (relative to screen size)
# if defined(PLATFORM_ANDROID)
bool IsButtonPressed ( int button ) ; // Detect if an android physic button has been pressed
bool IsButtonDown ( int button ) ; // Detect if an android physic button is being pressed
bool IsButtonReleased ( int button ) ; // Detect if an android physic button has been released
# endif
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
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void SetGesturesEnabled ( unsigned int gestureFlags ) ; // Enable a set of gestures using flags
bool IsGestureDetected ( int gesture ) ; // Check if a gesture have been detected
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void ProcessGestureEvent ( GestureEvent event ) ; // Process gesture event and translate it into gestures
void UpdateGestures ( void ) ; // Update gestures detected (called automatically in PollInputEvents())
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int GetTouchPointsCount ( void ) ; // Get touch points count
int GetGestureDetected ( void ) ; // Get latest detected gesture
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float GetGestureHoldDuration ( void ) ; // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector ( void ) ; // Get gesture drag vector
float GetGestureDragAngle ( void ) ; // Get gesture drag angle
Vector2 GetGesturePinchVector ( void ) ; // Get gesture pinch delta
float GetGesturePinchAngle ( void ) ; // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
void SetCameraMode ( int mode ) ; // Set camera mode (multiple camera modes available)
void UpdateCamera ( Camera * camera ) ; // Update camera (player position is ignored)
void UpdateCameraPlayer ( Camera * camera , Vector3 * position ) ; // Update camera and player position (1st person and 3rd person cameras)
void SetCameraPosition ( Vector3 position ) ; // Set internal camera position
void SetCameraTarget ( Vector3 target ) ; // Set internal camera target
void SetCameraFovy ( float fovy ) ; // Set internal camera field-of-view-y
void SetCameraPanControl ( int panKey ) ; // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl ( int altKey ) ; // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl ( int szKey ) ; // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls ( int frontKey , int backKey ,
int leftKey , int rightKey ,
int upKey , int downKey ) ; // Set camera move controls (1st person and 3rd person cameras)
void SetCameraMouseSensitivity ( float sensitivity ) ; // Set camera mouse sensitivity (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
void DrawPixel ( int posX , int posY , Color color ) ; // Draw a pixel
void DrawPixelV ( Vector2 position , Color color ) ; // Draw a pixel (Vector version)
void DrawLine ( int startPosX , int startPosY , int endPosX , int endPosY , Color color ) ; // Draw a line
void DrawLineV ( Vector2 startPos , Vector2 endPos , Color color ) ; // Draw a line (Vector version)
void DrawCircle ( int centerX , int centerY , float radius , Color color ) ; // Draw a color-filled circle
void DrawCircleGradient ( int centerX , int centerY , float radius , Color color1 , Color color2 ) ; // Draw a gradient-filled circle
void DrawCircleV ( Vector2 center , float radius , Color color ) ; // Draw a color-filled circle (Vector version)
void DrawCircleLines ( int centerX , int centerY , float radius , Color color ) ; // Draw circle outline
void DrawRectangle ( int posX , int posY , int width , int height , Color color ) ; // Draw a color-filled rectangle
void DrawRectangleRec ( Rectangle rec , Color color ) ; // Draw a color-filled rectangle
void DrawRectangleGradient ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ; // Draw a gradient-filled rectangle
void DrawRectangleV ( Vector2 position , Vector2 size , Color color ) ; // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines ( int posX , int posY , int width , int height , Color color ) ; // Draw rectangle outline
void DrawTriangle ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ; // Draw a color-filled triangle
void DrawTriangleLines ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ; // Draw triangle outline
void DrawPoly ( Vector2 center , int sides , float radius , float rotation , Color color ) ; // Draw a regular polygon (Vector version)
void DrawPolyEx ( Vector2 * points , int numPoints , Color color ) ; // Draw a closed polygon defined by points
void DrawPolyExLines ( Vector2 * points , int numPoints , Color color ) ; // Draw polygon lines
bool CheckCollisionRecs ( Rectangle rec1 , Rectangle rec2 ) ; // Check collision between two rectangles
bool CheckCollisionCircles ( Vector2 center1 , float radius1 , Vector2 center2 , float radius2 ) ; // Check collision between two circles
bool CheckCollisionCircleRec ( Vector2 center , float radius , Rectangle rec ) ; // Check collision between circle and rectangle
Rectangle GetCollisionRec ( Rectangle rec1 , Rectangle rec2 ) ; // Get collision rectangle for two rectangles collision
bool CheckCollisionPointRec ( Vector2 point , Rectangle rec ) ; // Check if point is inside rectangle
bool CheckCollisionPointCircle ( Vector2 point , Vector2 center , float radius ) ; // Check if point is inside circle
bool CheckCollisionPointTriangle ( Vector2 point , Vector2 p1 , Vector2 p2 , Vector2 p3 ) ; // Check if point is inside a triangle
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
Image LoadImage ( const char * fileName ) ; // Load an image into CPU memory (RAM)
Image LoadImageEx ( Color * pixels , int width , int height ) ; // Load image data from Color array data (RGBA - 32bit)
Image LoadImageRaw ( const char * fileName , int width , int height , int format , int headerSize ) ; // Load image data from RAW file
Image LoadImageFromRES ( const char * rresName , int resId ) ; // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture ( const char * fileName ) ; // Load an image as texture into GPU memory
Texture2D LoadTextureEx ( void * data , int width , int height , int textureFormat ) ; // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES ( const char * rresName , int resId ) ; // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage ( Image image ) ; // Load a texture from image data
RenderTexture2D LoadRenderTexture ( int width , int height ) ; // Load a texture to be used for rendering
void UnloadImage ( Image image ) ; // Unload image from CPU memory (RAM)
void UnloadTexture ( Texture2D texture ) ; // Unload texture from GPU memory
void UnloadRenderTexture ( RenderTexture2D target ) ; // Unload render texture from GPU memory
Color * GetImageData ( Image image ) ; // Get pixel data from image as a Color struct array
Image GetTextureData ( Texture2D texture ) ; // Get pixel data from GPU texture and return an Image
void ImageToPOT ( Image * image , Color fillColor ) ; // Convert image to POT (power-of-two)
void ImageFormat ( Image * image , int newFormat ) ; // Convert image data to desired format
void ImageDither ( Image * image , int rBpp , int gBpp , int bBpp , int aBpp ) ; // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
Image ImageCopy ( Image image ) ; // Create an image duplicate (useful for transformations)
void ImageCrop ( Image * image , Rectangle crop ) ; // Crop an image to a defined rectangle
void ImageResize ( Image * image , int newWidth , int newHeight ) ; // Resize and image (bilinear filtering)
void ImageResizeNN ( Image * image , int newWidth , int newHeight ) ; // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText ( const char * text , int fontSize , Color color ) ; // Create an image from text (default font)
Image ImageTextEx ( SpriteFont font , const char * text , int fontSize , int spacing , Color tint ) ; // Create an image from text (custom sprite font)
void ImageDraw ( Image * dst , Image src , Rectangle srcRec , Rectangle dstRec ) ; // Draw a source image within a destination image
void ImageDrawText ( Image * dst , Vector2 position , const char * text , int fontSize , Color color ) ; // Draw text (default font) within an image (destination)
void ImageDrawTextEx ( Image * dst , Vector2 position , SpriteFont font , const char * text , int fontSize , int spacing , Color color ) ; // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical ( Image * image ) ; // Flip image vertically
void ImageFlipHorizontal ( Image * image ) ; // Flip image horizontally
void ImageColorTint ( Image * image , Color color ) ; // Modify image color: tint
void ImageColorInvert ( Image * image ) ; // Modify image color: invert
void ImageColorGrayscale ( Image * image ) ; // Modify image color: grayscale
void ImageColorContrast ( Image * image , float contrast ) ; // Modify image color: contrast (-100 to 100)
void ImageColorBrightness ( Image * image , int brightness ) ; // Modify image color: brightness (-255 to 255)
void GenTextureMipmaps ( Texture2D texture ) ; // Generate GPU mipmaps for a texture
void UpdateTexture ( Texture2D texture , void * pixels ) ; // Update GPU texture with new data
void DrawTexture ( Texture2D texture , int posX , int posY , Color tint ) ; // Draw a Texture2D
void DrawTextureV ( Texture2D texture , Vector2 position , Color tint ) ; // Draw a Texture2D with position defined as Vector2
void DrawTextureEx ( Texture2D texture , Vector2 position , float rotation , float scale , Color tint ) ; // Draw a Texture2D with extended parameters
void DrawTextureRec ( Texture2D texture , Rectangle sourceRec , Vector2 position , Color tint ) ; // Draw a part of a texture defined by a rectangle
void DrawTexturePro ( Texture2D texture , Rectangle sourceRec , Rectangle destRec , Vector2 origin , // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation , Color tint ) ;
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
SpriteFont GetDefaultFont ( void ) ; // Get the default SpriteFont
SpriteFont LoadSpriteFont ( const char * fileName ) ; // Load a SpriteFont image into GPU memory
void UnloadSpriteFont ( SpriteFont spriteFont ) ; // Unload SpriteFont from GPU memory
void DrawText ( const char * text , int posX , int posY , int fontSize , Color color ) ; // Draw text (using default font)
void DrawTextEx ( SpriteFont spriteFont , const char * text , Vector2 position , // Draw text using SpriteFont and additional parameters
int fontSize , int spacing , Color tint ) ;
int MeasureText ( const char * text , int fontSize ) ; // Measure string width for default font
Vector2 MeasureTextEx ( SpriteFont spriteFont , const char * text , int fontSize , int spacing ) ; // Measure string size for SpriteFont
void DrawFPS ( int posX , int posY ) ; // Shows current FPS on top-left corner
const char * FormatText ( const char * text , . . . ) ; // Formatting of text with variables to 'embed'
const char * SubText ( const char * text , int position , int length ) ; // Get a piece of a text string
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void Draw3DLine ( Vector3 startPos , Vector3 endPos , Color color ) ; // Draw a line in 3D world space
void Draw3DCircle ( Vector3 center , float radius , float rotationAngle , Vector3 rotation , Color color ) ; // Draw a circle in 3D world space
void DrawCube ( Vector3 position , float width , float height , float lenght , Color color ) ; // Draw cube
void DrawCubeV ( Vector3 position , Vector3 size , Color color ) ; // Draw cube (Vector version)
void DrawCubeWires ( Vector3 position , float width , float height , float lenght , Color color ) ; // Draw cube wires
void DrawCubeTexture ( Texture2D texture , Vector3 position , float width , float height , float lenght , Color color ) ; // Draw cube textured
void DrawSphere ( Vector3 centerPos , float radius , Color color ) ; // Draw sphere
void DrawSphereEx ( Vector3 centerPos , float radius , int rings , int slices , Color color ) ; // Draw sphere with extended parameters
void DrawSphereWires ( Vector3 centerPos , float radius , int rings , int slices , Color color ) ; // Draw sphere wires
void DrawCylinder ( Vector3 position , float radiusTop , float radiusBottom , float height , int slices , Color color ) ; // Draw a cylinder/cone
void DrawCylinderWires ( Vector3 position , float radiusTop , float radiusBottom , float height , int slices , Color color ) ; // Draw a cylinder/cone wires
void DrawPlane ( Vector3 centerPos , Vector2 size , Color color ) ; // Draw a plane XZ
void DrawRay ( Ray ray , Color color ) ; // Draw a ray line
void DrawGrid ( int slices , float spacing ) ; // Draw a grid (centered at (0, 0, 0))
void DrawGizmo ( Vector3 position ) ; // Draw simple gizmo
void DrawLight ( Light light ) ; // Draw light in 3D world
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel ( const char * fileName ) ; // Load a 3d model (.OBJ)
Model LoadModelEx ( Mesh data , bool dynamic ) ; // Load a 3d model (from mesh data)
Model LoadModelFromRES ( const char * rresName , int resId ) ; // Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap ( Image heightmap , Vector3 size ) ; // Load a heightmap image as a 3d model
Model LoadCubicmap ( Image cubicmap ) ; // Load a map image as a 3d model (cubes based)
void UnloadModel ( Model model ) ; // Unload 3d model from memory
Material LoadMaterial ( const char * fileName ) ; // Load material data (from file)
Material LoadDefaultMaterial ( void ) ; // Load default material (uses default models shader)
Material LoadStandardMaterial ( void ) ; // Load standard material (uses material attributes and lighting shader)
void UnloadMaterial ( Material material ) ; // Unload material textures from VRAM
void DrawModel ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model (with texture if set)
void DrawModelEx ( Model model , Vector3 position , Vector3 rotationAxis , float rotationAngle , Vector3 scale , Color tint ) ; // Draw a model with extended parameters
void DrawModelWires ( Model model , Vector3 position , float scale , Color tint ) ; // Draw a model wires (with texture if set)
void DrawModelWiresEx ( Model model , Vector3 position , Vector3 rotationAxis , float rotationAngle , Vector3 scale , Color tint ) ; // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox ( BoundingBox box , Color color ) ; // Draw bounding box (wires)
void DrawBillboard ( Camera camera , Texture2D texture , Vector3 center , float size , Color tint ) ; // Draw a billboard texture
void DrawBillboardRec ( Camera camera , Texture2D texture , Rectangle sourceRec , Vector3 center , float size , Color tint ) ; // Draw a billboard texture defined by sourceRec
BoundingBox CalculateBoundingBox ( Mesh mesh ) ; // Calculate mesh bounding box limits
bool CheckCollisionSpheres ( Vector3 centerA , float radiusA , Vector3 centerB , float radiusB ) ; // Detect collision between two spheres
bool CheckCollisionBoxes ( BoundingBox box1 , BoundingBox box2 ) ; // Detect collision between two bounding boxes
bool CheckCollisionBoxSphere ( BoundingBox box , Vector3 centerSphere , float radiusSphere ) ; // Detect collision between box and sphere
bool CheckCollisionRaySphere ( Ray ray , Vector3 spherePosition , float sphereRadius ) ; // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx ( Ray ray , Vector3 spherePosition , float sphereRadius , Vector3 * collisionPoint ) ; // Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRayBox ( Ray ray , BoundingBox box ) ; // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap ( Image cubicmap , Vector3 mapPosition , Vector3 * playerPosition , float radius ) ; // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader ( char * vsFileName , char * fsFileName ) ; // Load a custom shader and bind default locations
void UnloadShader ( Shader shader ) ; // Unload a custom shader from memory
Shader GetDefaultShader ( void ) ; // Get default shader
Shader GetStandardShader ( void ) ; // Get default shader
Texture2D GetDefaultTexture ( void ) ; // Get default texture
int GetShaderLocation ( Shader shader , const char * uniformName ) ; // Get shader uniform location
void SetShaderValue ( Shader shader , int uniformLoc , float * value , int size ) ; // Set shader uniform value (float)
void SetShaderValuei ( Shader shader , int uniformLoc , int * value , int size ) ; // Set shader uniform value (int)
void SetShaderValueMatrix ( Shader shader , int uniformLoc , Matrix mat ) ; // Set shader uniform value (matrix 4x4)
void SetMatrixProjection ( Matrix proj ) ; // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview ( Matrix view ) ; // Set a custom modelview matrix (replaces internal modelview matrix)
void BeginShaderMode ( Shader shader ) ; // Begin custom shader drawing
void EndShaderMode ( void ) ; // End custom shader drawing (use default shader)
void BeginBlendMode ( int mode ) ; // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode ( void ) ; // End blending mode (reset to default: alpha blending)
Light CreateLight ( int type , Vector3 position , Color diffuse ) ; // Create a new light, initialize it and add to pool
void DestroyLight ( Light light ) ; // Destroy a light and take it out of the list
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//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice ( int hmdDevice ) ; // Init VR device
void CloseVrDevice ( void ) ; // Close VR device
void UpdateVrTracking ( void ) ; // Update VR tracking (position and orientation)
void BeginVrDrawing ( void ) ; // Begin VR drawing configuration
void EndVrDrawing ( void ) ; // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady ( void ) ; // Detect if VR device (or simulator) is ready
void ToggleVrMode ( void ) ; // Enable/Disable VR experience (device or simulator)
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//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice ( void ) ; // Initialize audio device and context
void CloseAudioDevice ( void ) ; // Close the audio device and context (and music stream)
bool IsAudioDeviceReady ( void ) ; // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
Sound LoadSound ( char * fileName ) ; // Load sound to memory
Sound LoadSoundFromWave ( Wave wave ) ; // Load sound to memory from wave data
Sound LoadSoundFromRES ( const char * rresName , int resId ) ; // Load sound to memory from rRES file (raylib Resource)
void UnloadSound ( Sound sound ) ; // Unload sound
void PlaySound ( Sound sound ) ; // Play a sound
void PauseSound ( Sound sound ) ; // Pause a sound
void StopSound ( Sound sound ) ; // Stop playing a sound
bool IsSoundPlaying ( Sound sound ) ; // Check if a sound is currently playing
void SetSoundVolume ( Sound sound , float volume ) ; // Set volume for a sound (1.0 is max level)
void SetSoundPitch ( Sound sound , float pitch ) ; // Set pitch for a sound (1.0 is base level)
int PlayMusicStream ( int index , char * fileName ) ; // Start music playing (open stream)
void UpdateMusicStream ( int index ) ; // Updates buffers for music streaming
void StopMusicStream ( int index ) ; // Stop music playing (close stream)
void PauseMusicStream ( int index ) ; // Pause music playing
void ResumeMusicStream ( int index ) ; // Resume playing paused music
bool IsMusicPlaying ( int index ) ; // Check if music is playing
void SetMusicVolume ( int index , float volume ) ; // Set volume for music (1.0 is max level)
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void SetMusicPitch ( int index , float pitch ) ; // Set pitch for a music (1.0 is base level)
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float GetMusicTimeLength ( int index ) ; // Get current music time length (in seconds)
float GetMusicTimePlayed ( int index ) ; // Get current music time played (in seconds)
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int GetMusicStreamCount ( void ) ; // Get number of streams loaded
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# ifdef __cplusplus
}
# endif
# endif // RAYLIB_H