using System; using System.Numerics; using System.Runtime.InteropServices; using System.Security; namespace Raylib_cs; [SuppressUnmanagedCodeSecurity] public static unsafe partial class Raylib { /// <summary> /// Used by DllImport to load the native library /// </summary> public const string NativeLibName = "raylib"; public const string RAYLIB_VERSION = "5.0"; public const float DEG2RAD = MathF.PI / 180.0f; public const float RAD2DEG = 180.0f / MathF.PI; /// <summary> /// Get color with alpha applied, alpha goes from 0.0f to 1.0f<br/> /// NOTE: Added for compatability with previous versions /// </summary> public static Color Fade(Color color, float alpha) => ColorAlpha(color, alpha); //------------------------------------------------------------------------------------ // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ // Window-related functions /// <summary>Initialize window and OpenGL context</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void InitWindow(int width, int height, sbyte* title); /// <summary>Check if KEY_ESCAPE pressed or Close icon pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool WindowShouldClose(); /// <summary>Close window and unload OpenGL context</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CloseWindow(); /// <summary>Check if window has been initialized successfully</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowReady(); /// <summary>Check if window is currently fullscreen</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowFullscreen(); /// <summary>Check if window is currently hidden (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowHidden(); /// <summary>Check if window is currently minimized (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowMinimized(); /// <summary>Check if window is currently maximized (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowMaximized(); /// <summary>Check if window is currently focused (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowFocused(); /// <summary>Check if window has been resized last frame</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowResized(); /// <summary>Check if one specific window flag is enabled</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWindowState(ConfigFlags flag); /// <summary>Set window configuration state using flags</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool SetWindowState(ConfigFlags flag); /// <summary>Clear window configuration state flags</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ClearWindowState(ConfigFlags flag); /// <summary>Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ToggleFullscreen(); /// <summary>Toggle window state: borderless windowed (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ToggleBorderlessWindowed(); /// <summary>Set window state: maximized, if resizable (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void MaximizeWindow(); /// <summary>Set window state: minimized, if resizable (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void MinimizeWindow(); /// <summary>Set window state: not minimized/maximized (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void RestoreWindow(); /// <summary>Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowIcon(Image image); /// <summary>Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowIcons(Image* images, int count); /// <summary>Set title for window (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowTitle(sbyte* title); /// <summary>Set window position on screen (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowPosition(int x, int y); /// <summary>Set monitor for the current window (fullscreen mode)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowMonitor(int monitor); /// <summary>Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowMinSize(int width, int height); /// <summary>Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowMaxSize(int width, int height); /// <summary>Set window dimensions</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowSize(int width, int height); /// <summary>Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowOpacity(float opacity); /// <summary>Set window focused (only PLATFORM_DESKTOP)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetWindowFocused(); /// <summary>Get native window handle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void* GetWindowHandle(); /// <summary>Get current screen width</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetScreenWidth(); /// <summary>Get current screen height</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetScreenHeight(); /// <summary>Get current render width (it considers HiDPI)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetRenderWidth(); /// <summary>Get current render height (it considers HiDPI)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetRenderHeight(); /// <summary>Get number of connected monitors</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMonitorCount(); /// <summary>Get current connected monitor</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetCurrentMonitor(); /// <summary>Get specified monitor position</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetMonitorPosition(int monitor); /// <summary>Get specified monitor width</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMonitorWidth(int monitor); /// <summary>Get specified monitor height</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMonitorHeight(int monitor); /// <summary>Get specified monitor physical width in millimetres</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMonitorPhysicalWidth(int monitor); /// <summary>Get specified monitor physical height in millimetres</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMonitorPhysicalHeight(int monitor); /// <summary>Get specified monitor refresh rate</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMonitorRefreshRate(int monitor); /// <summary>Get window position XY on monitor</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetWindowPosition(); /// <summary>Get window scale DPI factor</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetWindowScaleDPI(); /// <summary>Get the human-readable, UTF-8 encoded name of the specified monitor</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetMonitorName(int monitor); /// <summary>Get clipboard text content</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetClipboardText(); /// <summary>Set clipboard text content</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetClipboardText(sbyte* text); /// <summary>Enable waiting for events on EndDrawing(), no automatic event polling</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EnableEventWaiting(); /// <summary>Disable waiting for events on EndDrawing(), automatic events polling</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DisableEventWaiting(); // Custom frame control functions // NOTE: Those functions are intended for advance users that want full control over the frame processing // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL /// <summary>Swap back buffer with front buffer (screen drawing)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SwapScreenBuffer(); /// <summary>Register all input events</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void PollInputEvents(); /// <summary>Wait for some time (halt program execution)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void WaitTime(double seconds); // Cursor-related functions /// <summary>Shows cursor</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ShowCursor(); /// <summary>Hides cursor</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void HideCursor(); /// <summary>Check if cursor is not visible</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsCursorHidden(); /// <summary>Enables cursor (unlock cursor)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EnableCursor(); /// <summary>Disables cursor (lock cursor)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DisableCursor(); /// <summary>Check if cursor is on the screen</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsCursorOnScreen(); // Drawing-related functions /// <summary>Set background color (framebuffer clear color)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ClearBackground(Color color); /// <summary>Setup canvas (framebuffer) to start drawing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginDrawing(); /// <summary>End canvas drawing and swap buffers (double buffering)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndDrawing(); /// <summary>Initialize 2D mode with custom camera (2D)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginMode2D(Camera2D camera); /// <summary>Ends 2D mode with custom camera</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndMode2D(); /// <summary>Initializes 3D mode with custom camera (3D)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginMode3D(Camera3D camera); /// <summary>Ends 3D mode and returns to default 2D orthographic mode</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndMode3D(); /// <summary>Initializes render texture for drawing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginTextureMode(RenderTexture2D target); /// <summary>Ends drawing to render texture</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndTextureMode(); /// <summary>Begin custom shader drawing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginShaderMode(Shader shader); /// <summary>End custom shader drawing (use default shader)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndShaderMode(); /// <summary>Begin blending mode (alpha, additive, multiplied)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginBlendMode(BlendMode mode); /// <summary>End blending mode (reset to default: alpha blending)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndBlendMode(); /// <summary>Begin scissor mode (define screen area for following drawing)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginScissorMode(int x, int y, int width, int height); /// <summary>End scissor mode</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndScissorMode(); /// <summary>Begin stereo rendering (requires VR simulator)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void BeginVrStereoMode(VrStereoConfig config); /// <summary>End stereo rendering (requires VR simulator)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void EndVrStereoMode(); // VR stereo config functions for VR simulator /// <summary>Load VR stereo config for VR simulator device parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); /// <summary>Unload VR stereo configs</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadVrStereoConfig(VrStereoConfig config); // Shader management functions /// <summary>Load shader from files and bind default locations</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Shader LoadShader(sbyte* vsFileName, sbyte* fsFileName); /// <summary>Load shader from code strings and bind default locations</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Shader LoadShaderFromMemory(sbyte* vsCode, sbyte* fsCode); /// <summary>Check if a shader is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsShaderReady(Shader shader); /// <summary>Get shader uniform location</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetShaderLocation(Shader shader, sbyte* uniformName); /// <summary>Get shader attribute location</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetShaderLocationAttrib(Shader shader, sbyte* attribName); /// <summary>Set shader uniform value</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetShaderValue( Shader shader, int locIndex, void* value, ShaderUniformDataType uniformType ); /// <summary>Set shader uniform value vector</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetShaderValueV( Shader shader, int locIndex, void* value, ShaderUniformDataType uniformType, int count ); /// <summary>Set shader uniform value (matrix 4x4)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetShaderValueMatrix(Shader shader, int locIndex, Matrix4x4 mat); /// <summary>Set shader uniform value for texture (sampler2d)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); /// <summary>Unload shader from GPU memory (VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadShader(Shader shader); // Screen-space-related functions /// <summary>Get a ray trace from mouse position</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Ray GetMouseRay(Vector2 mousePosition, Camera3D camera); /// <summary>Get camera transform matrix (view matrix)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Matrix4x4 GetCameraMatrix(Camera3D camera); /// <summary>Get camera 2d transform matrix</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Matrix4x4 GetCameraMatrix2D(Camera2D camera); /// <summary>Get the screen space position for a 3d world space position</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetWorldToScreen(Vector3 position, Camera3D camera); /// <summary>Get size position for a 3d world space position</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetWorldToScreenEx(Vector3 position, Camera3D camera, int width, int height); /// <summary>Get the screen space position for a 2d camera world space position</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); /// <summary>Get the world space position for a 2d camera screen space position</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Timing-related functions /// <summary>Set target FPS (maximum)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetTargetFPS(int fps); /// <summary>Get current FPS</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetFPS(); /// <summary>Get time in seconds for last frame drawn</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetFrameTime(); /// <summary>Get elapsed time in seconds since InitWindow()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern double GetTime(); // Misc. functions /// <summary>Get a random value between min and max (both included)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetRandomValue(int min, int max); /// <summary>Set the seed for the random number generator</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int SetRandomSeed(uint seed); /// <summary>Load random values sequence, no values repeated</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int* LoadRandomSequence(int count, int min, int max); /// <summary>Unload random values sequence</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadRandomSequence(int *sequence); /// <summary>Takes a screenshot of current screen (saved a .png)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void TakeScreenshot(sbyte* fileName); /// <summary>Setup window configuration flags (view FLAGS)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetConfigFlags(ConfigFlags flags); /// <summary>Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void TraceLog(TraceLogLevel logLevel, sbyte* text); /// <summary>Set the current threshold (minimum) log level</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetTraceLogLevel(TraceLogLevel logLevel); /// <summary>Internal memory allocator</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void* MemAlloc(int size); /// <summary>Internal memory reallocator</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void* MemRealloc(void* ptr, int size); /// <summary>Internal memory free</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void MemFree(void* ptr); // Set custom callbacks // WARNING: Callbacks setup is intended for advance users /// <summary>Set custom trace log</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetTraceLogCallback(delegate* unmanaged[Cdecl]<int, sbyte*, sbyte*, void> callback); /// <summary>Set custom file binary data loader</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetLoadFileDataCallback(delegate* unmanaged[Cdecl]<sbyte*, uint*, byte*> callback); /// <summary>Set custom file binary data saver</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetSaveFileDataCallback( delegate* unmanaged[Cdecl]<sbyte*, void*, uint, CBool> callback ); /// <summary>Set custom file text data loader</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetLoadFileTextCallback(delegate* unmanaged[Cdecl]<sbyte*, sbyte*> callback); /// <summary>Set custom file text data saver</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetSaveFileTextCallback(delegate* unmanaged[Cdecl]<sbyte*, sbyte*, CBool> callback); // Files management functions /// <summary>Load file data as byte array (read)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern byte* LoadFileData(sbyte* fileName, uint* bytesRead); /// <summary>Unload file data allocated by LoadFileData()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadFileData(byte* data); /// <summary>Save data to file from byte array (write), returns true on success</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool SaveFileData(sbyte* fileName, void* data, uint bytesToWrite); /// <summary>Export data to code (.h), returns true on success</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ExportDataAsCode(byte* data, uint size, sbyte* fileName); // Load text data from file (read), returns a '\0' terminated string [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* LoadFileText(sbyte* fileName); // Unload file text data allocated by LoadFileText() [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadFileText(sbyte* text); // Save text data to file (write), string must be '\0' terminated, returns true on success [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool SaveFileText(sbyte* fileName, sbyte* text); // Check if file exists [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool FileExists(sbyte* fileName); // Check if a directory path exists [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool DirectoryExists(sbyte* dirPath); /// <summary>Check file extension (including point: .png, .wav)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsFileExtension(sbyte* fileName, sbyte* ext); /// <summary>Get file length in bytes</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetFileLength(sbyte* fileName); /// <summary>Get pointer to extension for a filename string (includes dot: '.png')</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetFileExtension(sbyte* fileName); /// <summary>Get pointer to filename for a path string</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetFileName(sbyte* filePath); /// <summary>Get filename string without extension (uses static string)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetFileNameWithoutExt(sbyte* filePath); /// <summary>Get full path for a given fileName with path (uses static string)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetDirectoryPath(sbyte* filePath); /// <summary>Get previous directory path for a given path (uses static string)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetPrevDirectoryPath(sbyte* dirPath); /// <summary>Get current working directory (uses static string)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetWorkingDirectory(); /// <summary>Get the directory of the running application (uses static string)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetApplicationDirectory(); /// <summary>Load directory filepaths</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern FilePathList LoadDirectoryFiles(sbyte* dirPath, int* count); /// <summary>Load directory filepaths with extension filtering and recursive directory scan</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern FilePathList LoadDirectoryFilesEx(sbyte* basePath, sbyte* filter, CBool scanSubdirs); /// <summary>Unload filepaths</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadDirectoryFiles(FilePathList files); /// <summary>Check if a given path is a file or a directory</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsPathFile(sbyte* path); /// <summary>Change working directory, return true on success</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ChangeDirectory(sbyte* dir); /// <summary>Check if a file has been dropped into window</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsFileDropped(); /// <summary>Load dropped filepaths</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern FilePathList LoadDroppedFiles(); /// <summary>Unload dropped filepaths</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadDroppedFiles(FilePathList files); /// <summary>Get file modification time (last write time)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern long GetFileModTime(sbyte* fileName); // Compression/Encoding functionality /// <summary>Compress data (DEFLATE algorithm), memory must be MemFree()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern byte* CompressData(byte* data, int dataSize, int* compDataSize); /// <summary>Decompress data (DEFLATE algorithm), memory must be MemFree()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern byte* DecompressData(byte* compData, int compDataSize, int* dataSize); /// <summary>Encode data to Base64 string, memory must be MemFree()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* EncodeDataBase64(byte* data, int dataSize, int* outputSize); /// <summary>Decode Base64 string data, memory must be MemFree()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern byte* DecodeDataBase64(byte* data, int* outputSize); /// <summary>Open URL with default system browser (if available)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void OpenURL(sbyte* url); //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard /// <summary>Detect if a key has been pressed once</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsKeyPressed(KeyboardKey key); /// <summary>Detect if a key has been pressed again</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsKeyPressedRepeat(KeyboardKey key); /// <summary>Detect if a key is being pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsKeyDown(KeyboardKey key); /// <summary>Detect if a key has been released once</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsKeyReleased(KeyboardKey key); /// <summary>Detect if a key is NOT being pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsKeyUp(KeyboardKey key); /// <summary>Set a custom key to exit program (default is ESC)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetExitKey(KeyboardKey key); /// <summary> /// Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetKeyPressed(); /// <summary> /// Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetCharPressed(); // Input-related functions: gamepads /// <summary>Detect if a gamepad is available</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsGamepadAvailable(int gamepad); /// <summary>Get gamepad internal name id</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* GetGamepadName(int gamepad); /// <summary>Detect if a gamepad button has been pressed once</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsGamepadButtonPressed(int gamepad, GamepadButton button); /// <summary>Detect if a gamepad button is being pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsGamepadButtonDown(int gamepad, GamepadButton button); /// <summary>Detect if a gamepad button has been released once</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsGamepadButtonReleased(int gamepad, GamepadButton button); /// <summary>Detect if a gamepad button is NOT being pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsGamepadButtonUp(int gamepad, GamepadButton button); /// <summary>Get the last gamepad button pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetGamepadButtonPressed(); /// <summary>Get gamepad axis count for a gamepad</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetGamepadAxisCount(int gamepad); /// <summary>Get axis movement value for a gamepad axis</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetGamepadAxisMovement(int gamepad, GamepadAxis axis); /// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int SetGamepadMappings(sbyte* mappings); // Input-related functions: mouse /// <summary>Detect if a mouse button has been pressed once</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsMouseButtonPressed(MouseButton button); /// <summary>Detect if a mouse button is being pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsMouseButtonDown(MouseButton button); /// <summary>Detect if a mouse button has been released once</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsMouseButtonReleased(MouseButton button); /// <summary>Detect if a mouse button is NOT being pressed</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsMouseButtonUp(MouseButton button); /// <summary>Get mouse position X</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMouseX(); /// <summary>Get mouse position Y</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetMouseY(); /// <summary>Get mouse position XY</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetMousePosition(); /// <summary>Get mouse delta between frames</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetMouseDelta(); /// <summary>Set mouse position XY</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMousePosition(int x, int y); /// <summary>Set mouse offset</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMouseOffset(int offsetX, int offsetY); /// <summary>Set mouse scaling</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMouseScale(float scaleX, float scaleY); /// <summary>Get mouse wheel movement for X or Y, whichever is larger</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetMouseWheelMove(); /// <summary>Get mouse wheel movement for both X and Y</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetMouseWheelMoveV(); /// <summary>Set mouse cursor</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMouseCursor(MouseCursor cursor); // Input-related functions: touch /// <summary>Get touch position X for touch point 0 (relative to screen size)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetTouchX(); /// <summary>Get touch position Y for touch point 0 (relative to screen size)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetTouchY(); /// <summary>Get touch position XY for a touch point index (relative to screen size)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetTouchPosition(int index); /// <summary>Get touch point identifier for given index</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetTouchPointId(int index); /// <summary>Get number of touch points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetTouchPointCount(); //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ /// <summary>Enable a set of gestures using flags</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetGesturesEnabled(Gesture flags); /// <summary>Check if a gesture has been detected</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsGestureDetected(Gesture gesture); /// <summary>Get latest detected gesture</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Gesture GetGestureDetected(); /// <summary>Get gesture hold time in milliseconds</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetGestureHoldDuration(); /// <summary>Get gesture drag vector</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetGestureDragVector(); /// <summary>Get gesture drag angle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetGestureDragAngle(); /// <summary>Get gesture pinch delta</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetGesturePinchVector(); /// <summary>Get gesture pinch angle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetGesturePinchAngle(); //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ /// <summary>Update camera position for selected mode</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateCamera(Camera3D* camera, CameraMode mode); /// <summary>Update camera movement/rotation</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateCameraPro(Camera3D* camera, Vector3 movement, Vector3 rotation, float zoom); /// <summary>Returns the cameras forward vector (normalized)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector3 GetCameraForward(Camera3D* camera); /// <summary> /// Returns the cameras up vector (normalized)<br/> /// NOTE: The up vector might not be perpendicular to the forward vector /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector3 GetCameraUp(Camera3D* camera); /// <summary>Returns the cameras right vector (normalized)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector3 GetCameraRight(Camera3D* camera); // Camera movement /// <summary>Moves the camera in its forward direction</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CameraMoveForward(Camera3D* camera, float distance, CBool moveInWorldPlane); /// <summary>Moves the camera in its up direction</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CameraMoveUp(Camera3D* camera, float distance); /// <summary>Moves the camera target in its current right direction</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CameraMoveRight(Camera3D* camera, float distance, CBool moveInWorldPlane); /// <summary>Moves the camera position closer/farther to/from the camera target</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CameraMoveToTarget(Camera3D* camera, float delta); // Camera rotation /// <summary> /// Rotates the camera around its up vector<br/> /// If rotateAroundTarget is false, the camera rotates around its position /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CameraYaw(Camera3D* camera, float angle, CBool rotateAroundTarget); /// <summary> /// Rotates the camera around its right vector /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CameraPitch( Camera3D* camera, float angle, CBool lockView, CBool rotateAroundTarget, CBool rotateUp ); /// <summary>Rotates the camera around its forward vector</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CameraRoll(Camera3D* camera, float angle); /// <summary>Returns the camera view matrix</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Matrix4x4 GetCameraViewMatrix(Camera3D* camera); /// <summary>Returns the camera projection matrix</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Matrix4x4 GetCameraProjectionMatrix(Camera3D* camera, float aspect); //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ /// <summary> /// Set texture and rectangle to be used on shapes drawing<br/> /// NOTE: It can be useful when using basic shapes and one single font.<br/> /// Defining a white rectangle would allow drawing everything in a single draw call. /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetShapesTexture(Texture2D texture, Rectangle source); // Basic shapes drawing functions /// <summary>Draw a pixel</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawPixel(int posX, int posY, Color color); /// <summary>Draw a pixel (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawPixelV(Vector2 position, Color color); /// <summary>Draw a line</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); /// <summary>Draw a line (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); /// <summary>Draw a line defining thickness</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); /// <summary>Draw a line using cubic-bezier curves in-out</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); /// <summary>Draw line using quadratic bezier curves with a control point</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLineBezierQuad( Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color ); /// <summary>Draw line using cubic bezier curves with 2 control points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLineBezierCubic( Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color ); /// <summary>Draw lines sequence</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLineStrip(Vector2* points, int pointCount, Color color); /// <summary>Draw a color-filled circle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircle(int centerX, int centerY, float radius, Color color); /// <summary>Draw a piece of a circle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ); /// <summary>Draw circle sector outline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ); /// <summary>Draw a gradient-filled circle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircleGradient( int centerX, int centerY, float radius, Color color1, Color color2 ); /// <summary>Draw a color-filled circle (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircleV(Vector2 center, float radius, Color color); /// <summary>Draw circle outline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircleLines(int centerX, int centerY, float radius, Color color); /// <summary>Draw circle outline (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircleLinesV(Vector2 center, float radius, Color color); /// <summary>Draw ellipse</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); /// <summary>Draw ellipse outline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); /// <summary>Draw ring</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ); /// <summary>Draw ring outline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ); /// <summary>Draw a color-filled rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangle(int posX, int posY, int width, int height, Color color); /// <summary>Draw a color-filled rectangle (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleV(Vector2 position, Vector2 size, Color color); /// <summary>Draw a color-filled rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleRec(Rectangle rec, Color color); /// <summary>Draw a color-filled rectangle with pro parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); /// <summary>Draw a vertical-gradient-filled rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleGradientV( int posX, int posY, int width, int height, Color color1, Color color2 ); /// <summary>Draw a horizontal-gradient-filled rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleGradientH( int posX, int posY, int width, int height, Color color1, Color color2 ); /// <summary>Draw a gradient-filled rectangle with custom vertex colors</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleGradientEx( Rectangle rec, Color col1, Color col2, Color col3, Color col4 ); /// <summary>Draw rectangle outline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleLines(int posX, int posY, int width, int height, Color color); /// <summary>Draw rectangle outline with extended parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); /// <summary>Draw rectangle with rounded edges</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); /// <summary>Draw rectangle with rounded edges outline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, float lineThick, Color color ); /// <summary>Draw a color-filled triangle (vertex in counter-clockwise order!)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); /// <summary>Draw triangle outline (vertex in counter-clockwise order!)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); /// <summary>Draw a triangle fan defined by points (first vertex is the center)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTriangleFan(Vector2* points, int pointCount, Color color); /// <summary>Draw a triangle strip defined by points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTriangleStrip(Vector2* points, int pointCount, Color color); /// <summary>Draw a regular polygon (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); /// <summary>Draw a polygon outline of n sides</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); /// <summary>Draw a polygon outline of n sides with extended parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color ); // Splines drawing functions /// <summary>Draw spline: Linear, minimum 2 points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); /// <summary>Draw spline: B-Spline, minimum 4 points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); /// <summary>Draw spline: Catmull-Rom, minimum 4 points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); /// <summary>Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); /// <summary>Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); /// <summary>Draw spline segment: Linear, 2 points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); /// <summary>Draw spline segment: B-Spline, 4 points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); /// <summary>Draw spline segment: Catmull-Rom, 4 points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); /// <summary>Draw spline segment: Quadratic Bezier, 2 points, 1 control point</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); /// <summary>Draw spline segment: Cubic Bezier, 2 points, 2 control points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] /// <summary>Get (evaluate) spline point: Linear</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); /// <summary>Get (evaluate) spline point: B-Spline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); /// <summary>Get (evaluate) spline point: Catmull-Rom</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); /// <summary>Get (evaluate) spline point: Quadratic Bezier</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); /// <summary>Get (evaluate) spline point: Cubic Bezier</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Basic shapes collision detection functions /// <summary>Check collision between two rectangles</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); /// <summary>Check collision between two circles</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 ); /// <summary>Check collision between circle and rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); /// <summary>Check if point is inside rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionPointRec(Vector2 point, Rectangle rec); /// <summary>Check if point is inside circle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); /// <summary>Check if point is inside a triangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); /// <summary>Check if point is within a polygon described by array of vertices</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionPointPoly(Vector2 point, Vector2* points, int pointCount); /// <summary> /// Check the collision between two lines defined by two points each, returns collision point by reference /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2* collisionPoint ); /// <summary> /// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); /// <summary>Get collision rectangle for two rectangles collision</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ // Image loading functions // NOTE: This functions do not require GPU access /// <summary>Load image from file into CPU memory (RAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image LoadImage(sbyte* fileName); /// <summary>Load image from RAW file data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image LoadImageRaw( sbyte* fileName, int width, int height, PixelFormat format, int headerSize ); /// <summary>Load image from SVG file data or string with specified size</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image LoadImageSvg(sbyte* fileName, int width, int height); /// <summary>Load image sequence from file (frames appended to image.data)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image LoadImageAnim(sbyte* fileName, int* frames); /// <summary>Load image from memory buffer, fileType refers to extension: i.e. "png"</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image LoadImageFromMemory(sbyte* fileType, byte* fileData, int dataSize); /// <summary>Load image from GPU texture data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image LoadImageFromTexture(Texture2D texture); /// <summary>Load image from screen buffer and (screenshot)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image LoadImageFromScreen(); /// <summary>Check if an image is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsImageReady(Image image); /// <summary>Unload image from CPU memory (RAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadImage(Image image); /// <summary>Export image data to file</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ExportImage(Image image, sbyte* fileName); /// <summary>Export image to memory buffer</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern char* ExportImageToMemory(Image image, sbyte* fileType, int *fileSize); /// <summary>Export image as code file defining an array of bytes</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ExportImageAsCode(Image image, sbyte* fileName); // Image generation functions /// <summary>Generate image: plain color</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageColor(int width, int height, Color color); /// <summary>Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); /// <summary>Generate image: radial gradient</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageGradientRadial( int width, int height, float density, Color inner, Color outer ); /// <summary>Generate image: square gradient</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageGradientSquare( int width, int height, float density, Color inner, Color outer); /// <summary>Generate image: checked</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageChecked( int width, int height, int checksX, int checksY, Color col1, Color col2 ); /// <summary>Generate image: white noise</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageWhiteNoise(int width, int height, float factor); /// <summary>Generate image: perlin noise</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); /// <summary>Generate image: cellular algorithm, bigger tileSize means bigger cells</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageCellular(int width, int height, int tileSize); /// <summary>Generate image: grayscale image from text data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageText(int width, int height, sbyte* text); // Image manipulation functions /// <summary>Create an image duplicate (useful for transformations)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image ImageCopy(Image image); /// <summary>Create an image from another image piece</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image ImageFromImage(Image image, Rectangle rec); /// <summary>Create an image from text (default font)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image ImageText(sbyte* text, int fontSize, Color color); /// <summary>Create an image from text (custom sprite font)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image ImageTextEx(Font font, sbyte* text, float fontSize, float spacing, Color tint); /// <summary>Convert image data to desired format</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageFormat(Image* image, PixelFormat newFormat); /// <summary>Convert image to POT (power-of-two)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageToPOT(Image* image, Color fill); /// <summary>Crop an image to a defined rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageCrop(Image* image, Rectangle crop); /// <summary>Crop image depending on alpha value</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageAlphaCrop(Image* image, float threshold); /// <summary>Clear alpha channel to desired color</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageAlphaClear(Image* image, Color color, float threshold); /// <summary>Apply alpha mask to image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageAlphaMask(Image* image, Image alphaMask); /// <summary>Premultiply alpha channel</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageAlphaPremultiply(Image* image); /// <summary>Apply Gaussian blur using a box blur approximation</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageBlurGaussian(Image* image, int blurSize); /// <summary>Resize image (Bicubic scaling algorithm)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageResize(Image* image, int newWidth, int newHeight); /// <summary>Resize image (Nearest-Neighbor scaling algorithm)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageResizeNN(Image* image, int newWidth, int newHeight); /// <summary>Resize canvas and fill with color</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageResizeCanvas( Image* image, int newWidth, int newHeight, int offsetX, int offsetY, Color color ); /// <summary>Generate all mipmap levels for a provided image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageMipmaps(Image* image); /// <summary>Dither image data to 16bpp or lower (Floyd-Steinberg dithering)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDither(Image* image, int rBpp, int gBpp, int bBpp, int aBpp); /// <summary>Flip image vertically</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageFlipVertical(Image* image); /// <summary>Flip image horizontally</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageFlipHorizontal(Image* image); /// <summary>Rotate image by input angle in degrees (-359 to 359)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageRotate(Image *image, int degrees); /// <summary>Rotate image clockwise 90deg</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageRotateCW(Image* image); /// <summary>Rotate image counter-clockwise 90deg</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageRotateCCW(Image* image); /// <summary>Modify image color: tint</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageColorTint(Image* image, Color color); /// <summary>Modify image color: invert</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageColorInvert(Image* image); /// <summary>Modify image color: grayscale</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageColorGrayscale(Image* image); /// <summary>Modify image color: contrast (-100 to 100)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageColorContrast(Image* image, float contrast); /// <summary>Modify image color: brightness (-255 to 255)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageColorBrightness(Image* image, int brightness); /// <summary>Modify image color: replace color</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageColorReplace(Image* image, Color color, Color replace); /// <summary>Load color data from image as a Color array (RGBA - 32bit)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color* LoadImageColors(Image image); /// <summary>Load colors palette from image as a Color array (RGBA - 32bit)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color* LoadImagePalette(Image image, int maxPaletteSize, int* colorCount); /// <summary>Unload color data loaded with LoadImageColors()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadImageColors(Color* colors); /// <summary>Unload colors palette loaded with LoadImagePalette()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadImagePalette(Color* colors); /// <summary>Get image alpha border rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Rectangle GetImageAlphaBorder(Image image, float threshold); /// <summary>Get image pixel color at (x, y) position</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color GetImageColor(Image image, int x, int y); // Image drawing functions // NOTE: Image software-rendering functions (CPU) /// <summary>Clear image background with given color</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageClearBackground(Image* dst, Color color); /// <summary>Draw pixel within an image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawPixel(Image* dst, int posX, int posY, Color color); /// <summary>Draw pixel within an image (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawPixelV(Image* dst, Vector2 position, Color color); /// <summary>Draw line within an image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawLine( Image* dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color ); /// <summary>Draw line within an image (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawLineV(Image* dst, Vector2 start, Vector2 end, Color color); /// <summary>Draw circle within an image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color); /// <summary>Draw circle within an image (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color); /// <summary>Draw circle outline within an image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawCircleLines(Image* dst, int centerX, int centerY, int radius, Color color); /// <summary>Draw circle outline within an image (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawCircleLinesV(Image* dst, Vector2 center, int radius, Color color); /// <summary>Draw rectangle within an image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawRectangle( Image* dst, int posX, int posY, int width, int height, Color color ); /// <summary>Draw rectangle within an image (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawRectangleV(Image* dst, Vector2 position, Vector2 size, Color color); /// <summary>Draw rectangle within an image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawRectangleRec(Image* dst, Rectangle rec, Color color); /// <summary>Draw rectangle lines within an image</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawRectangleLines(Image* dst, Rectangle rec, int thick, Color color); /// <summary>Draw a source image within a destination image (tint applied to source)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); /// <summary>Draw text (using default font) within an image (destination)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawText(Image* dst, sbyte* text, int x, int y, int fontSize, Color color); /// <summary>Draw text (custom sprite font) within an image (destination)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ImageDrawTextEx( Image* dst, Font font, sbyte* text, Vector2 position, float fontSize, float spacing, Color tint ); // Texture loading functions // NOTE: These functions require GPU access /// <summary>Load texture from file into GPU memory (VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Texture2D LoadTexture(sbyte* fileName); /// <summary>Load texture from image data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Texture2D LoadTextureFromImage(Image image); /// <summary>Load cubemap from image, multiple image cubemap layouts supported</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Texture2D LoadTextureCubemap(Image image, CubemapLayout layout); /// <summary>Load texture for rendering (framebuffer)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern RenderTexture2D LoadRenderTexture(int width, int height); /// <summary>Check if a texture is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsTextureReady(Texture2D texture); /// <summary>Unload texture from GPU memory (VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadTexture(Texture2D texture); /// <summary>Check if a render texture is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsRenderTextureReady(RenderTexture2D target); /// <summary>Unload render texture from GPU memory (VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadRenderTexture(RenderTexture2D target); /// <summary>Update GPU texture with new data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateTexture(Texture2D texture, void* pixels); /// <summary>Update GPU texture rectangle with new data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateTextureRec(Texture2D texture, Rectangle rec, void* pixels); // Texture configuration functions /// <summary>Generate GPU mipmaps for a texture</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void GenTextureMipmaps(Texture2D* texture); /// <summary>Set texture scaling filter mode</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetTextureFilter(Texture2D texture, TextureFilter filter); /// <summary>Set texture wrapping mode</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetTextureWrap(Texture2D texture, TextureWrap wrap); // Texture drawing functions /// <summary>Draw a Texture2D</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTexture(Texture2D texture, int posX, int posY, Color tint); /// <summary>Draw a Texture2D with position defined as Vector2</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextureV(Texture2D texture, Vector2 position, Color tint); /// <summary>Draw a Texture2D with extended parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextureEx( Texture2D texture, Vector2 position, float rotation, float scale, Color tint ); /// <summary>Draw a part of a texture defined by a rectangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); /// <summary>Draw a part of a texture defined by a rectangle with 'pro' parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint ); /// <summary>Draws a texture (or part of it) that stretches or shrinks nicely</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextureNPatch( Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint ); // Color/pixel related functions /// <summary>Get hexadecimal value for a Color</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int ColorToInt(Color color); /// <summary>Get color normalized as float [0..1]</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector4 ColorNormalize(Color color); /// <summary>Get color from normalized values [0..1]</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color ColorFromNormalized(Vector4 normalized); /// <summary>Get HSV values for a Color, hue [0..360], saturation/value [0..1]</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector3 ColorToHSV(Color color); /// <summary>Get a Color from HSV values, hue [0..360], saturation/value [0..1]</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color ColorFromHSV(float hue, float saturation, float value); /// <summary>Get color multiplied with another color</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color ColorTint(Color color, Color tint); /// <summary>Get color with brightness correction, brightness factor goes from -1.0f to 1.0f</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color ColorBrightness(Color color, float factor); /// <summary>Get color with contrast correction, contrast values between -1.0f and 1.0f</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color ColorContrast(Color color, float contrast); /// <summary>Get color with alpha applied, alpha goes from 0.0f to 1.0f</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color ColorAlpha(Color color, float alpha); /// <summary>Get src alpha-blended into dst color with tint</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color ColorAlphaBlend(Color dst, Color src, Color tint); /// <summary>Get Color structure from hexadecimal value</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color GetColor(uint hexValue); /// <summary>Get Color from a source pixel pointer of certain format</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Color GetPixelColor(void* srcPtr, PixelFormat format); /// <summary>Set color formatted into destination pixel pointer</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetPixelColor(void* dstPtr, Color color, PixelFormat format); /// <summary>Get pixel data size in bytes for certain format</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetPixelDataSize(int width, int height, PixelFormat format); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ // Font loading/unloading functions /// <summary>Get the default Font</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Font GetFontDefault(); /// <summary>Load font from file into GPU memory (VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Font LoadFont(sbyte* fileName); /// <summary> /// Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load /// the default character set /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Font LoadFontEx(sbyte* fileName, int fontSize, int* codepoints, int codepointCount); /// <summary>Load font from Image (XNA style)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Font LoadFontFromImage(Image image, Color key, int firstChar); /// <summary>Load font from memory buffer, fileType refers to extension: i.e. "ttf"</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Font LoadFontFromMemory( sbyte* fileType, byte* fileData, int dataSize, int fontSize, int* codepoints, int codepointCount ); /// <summary>Check if a font is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsFontReady(Font font); /// <summary>Load font data for further use</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern GlyphInfo* LoadFontData( byte* fileData, int dataSize, int fontSize, int* fontChars, int glyphCount, FontType type ); /// <summary>Generate image font atlas using chars info</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Image GenImageFontAtlas( GlyphInfo* chars, Rectangle** recs, int glyphCount, int fontSize, int padding, int packMethod ); /// <summary>Unload font chars info data (RAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadFontData(GlyphInfo* chars, int glyphCount); /// <summary>Unload Font from GPU memory (VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadFont(Font font); /// <summary>Export font as code file, returns true on success</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ExportFontAsCode(Font font, sbyte* fileName); // Text drawing functions /// <summary>Shows current FPS</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawFPS(int posX, int posY); /// <summary>Draw text (using default font)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawText(sbyte* text, int posX, int posY, int fontSize, Color color); /// <summary>Draw text using font and additional parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextEx( Font font, sbyte* text, Vector2 position, float fontSize, float spacing, Color tint ); /// <summary>Draw text using Font and pro parameters (rotation)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextPro( Font font, sbyte* text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint ); /// <summary>Draw one character (codepoint)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextCodepoint( Font font, int codepoint, Vector2 position, float fontSize, Color tint ); /// <summary>Draw multiple characters (codepoint)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTextCodepoints( Font font, int* codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint ); // Text font info functions /// <summary>Set vertical line spacing when drawing with line-breaks</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetTextLineSpacing(int spacing); /// <summary>Measure string width for default font</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int MeasureText(sbyte* text, int fontSize); /// <summary>Measure string size for Font</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Vector2 MeasureTextEx(Font font, sbyte* text, float fontSize, float spacing); /// <summary> /// Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetGlyphIndex(Font font, int character); /// <summary> /// Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern GlyphInfo GetGlyphInfo(Font font, int codepoint); /// <summary> /// Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found /// </summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Text codepoints management functions (unicode characters) /// <summary>Load UTF-8 text encoded from codepoints array</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* LoadUTF8(int* codepoints, int length); /// <summary>Unload UTF-8 text encoded from codepoints array</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadUTF8(sbyte* text); /// <summary>Load all codepoints from a UTF-8 text string, codepoints count returned by parameter</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int* LoadCodepoints(sbyte* text, int* count); /// <summary>Unload codepoints data from memory</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadCodepoints(int* codepoints); /// <summary>Get total number of codepoints in a UTF8 encoded string</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetCodepointCount(sbyte* text); /// <summary>Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetCodepoint(sbyte* text, int* codepointSize); /// <summary>Get next codepoint in a UTF-8 encoded string; 0x3f('?') is returned on failure</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetCodepointNext(sbyte* text, int* codepointSize); /// <summary>Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetCodepointPrevious(sbyte* text, int* codepointSize); /// <summary>Encode one codepoint into UTF-8 byte array (array length returned as parameter)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* CodepointToUTF8(int codepoint, int* utf8Size); // Text strings management functions (no UTF-8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! // <summary>Copy one string to another, returns bytes copied</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int TextCopy(sbyte* dst, sbyte* src); /// <summary>Check if two text string are equal</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool TextIsEqual(sbyte* text1, sbyte* text2); /// <summary>Get text length, checks for '\0' ending</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern uint TextLength(sbyte* text); /// <summary>Text formatting with variables (sprintf style)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextFormat(sbyte* text); /// <summary>Get a piece of a text string</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextSubtext(sbyte* text, int position, int length); /// <summary>Replace text string (WARNING: memory must be freed!)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextReplace(sbyte* text, sbyte* replace, sbyte* by); /// <summary>Insert text in a position (WARNING: memory must be freed!)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextInsert(sbyte* text, sbyte* insert, int position); /// <summary>Join text strings with delimiter</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextJoin(sbyte** textList, int count, sbyte* delimiter); /// <summary>Split text into multiple strings</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte** TextSplit(sbyte* text, char delimiter, int* count); /// <summary>Append text at specific position and move cursor!</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void TextAppend(sbyte* text, sbyte* append, int* position); /// <summary>Find first text occurrence within a string</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int TextFindIndex(sbyte* text, sbyte* find); /// <summary>Get upper case version of provided string</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextToUpper(sbyte* text); /// <summary>Get lower case version of provided string</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextToLower(sbyte* text); /// <summary>Get Pascal case notation version of provided string</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern sbyte* TextToPascal(sbyte* text); /// <summary>Get integer value from text (negative values not supported)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int TextToInteger(sbyte* text); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Basic geometric 3D shapes drawing functions /// <summary>Draw a line in 3D world space</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); /// <summary>Draw a point in 3D space, actually a small line</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawPoint3D(Vector3 position, Color color); /// <summary>Draw a circle in 3D world space</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color ); /// <summary>Draw a color-filled triangle (vertex in counter-clockwise order!)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); /// <summary>Draw a triangle strip defined by points</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawTriangleStrip3D(Vector3* points, int pointCount, Color color); /// <summary>Draw cube</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCube(Vector3 position, float width, float height, float length, Color color); /// <summary>Draw cube (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCubeV(Vector3 position, Vector3 size, Color color); /// <summary>Draw cube wires</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); /// <summary>Draw cube wires (Vector version)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); /// <summary>Draw sphere</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSphere(Vector3 centerPos, float radius, Color color); /// <summary>Draw sphere with extended parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); /// <summary>Draw sphere wires</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); /// <summary>Draw a cylinder/cone</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color ); /// <summary>Draw a cylinder with base at startPos and top at endPos</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color ); /// <summary>Draw a cylinder/cone wires</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color ); /// <summary>Draw a cylinder wires with base at startPos and top at endPos</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color ); /// <summary>Draw a capsule with the center of its sphere caps at startPos and endPos</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color ); /// <summary>Draw capsule wireframe with the center of its sphere caps at startPos and endPos</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color ); /// <summary>Draw a plane XZ</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawPlane(Vector3 centerPos, Vector2 size, Color color); /// <summary>Draw a ray line</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawRay(Ray ray, Color color); /// <summary>Draw a grid (centered at (0, 0, 0))</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawGrid(int slices, float spacing); //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model management functions /// <summary>Load model from files (meshes and materials)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Model LoadModel(sbyte* fileName); /// <summary>Load model from generated mesh (default material)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Model LoadModelFromMesh(Mesh mesh); /// <summary>Check if a model is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsModelReady(Model model); /// <summary>Unload model from memory (RAM and/or VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadModel(Model model); /// <summary>Compute model bounding box limits (considers all meshes)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern BoundingBox GetModelBoundingBox(Model model); // Model drawing functions /// <summary>Draw a model (with texture if set)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawModel(Model model, Vector3 position, float scale, Color tint); /// <summary>Draw a model with extended parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint ); /// <summary>Draw a model wires (with texture if set)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawModelWires(Model model, Vector3 position, float scale, Color tint); /// <summary>Draw a model wires (with texture if set) with extended parameters</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawModelWiresEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint ); /// <summary>Draw bounding box (wires)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawBoundingBox(BoundingBox box, Color color); /// <summary>Draw a billboard texture</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawBillboard( Camera3D camera, Texture2D texture, Vector3 center, float size, Color tint ); /// <summary>Draw a billboard texture defined by source</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawBillboardRec( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ); /// <summary>Draw a billboard texture defined by source and rotation</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawBillboardPro( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ); // Mesh management functions /// <summary>Upload vertex data into GPU and provided VAO/VBO ids</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UploadMesh(Mesh* mesh, CBool dynamic); /// <summary>Update mesh vertex data in GPU for a specific buffer index</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateMeshBuffer(Mesh mesh, int index, void* data, int dataSize, int offset); /// <summary>Unload mesh from memory (RAM and/or VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadMesh(Mesh* mesh); /// <summary>Draw a 3d mesh with material and transform</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawMesh(Mesh mesh, Material material, Matrix4x4 transform); /// <summary>Draw multiple mesh instances with material and different transforms</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DrawMeshInstanced(Mesh mesh, Material material, Matrix4x4* transforms, int instances); /// <summary>Export mesh data to file, returns true on success</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ExportMesh(Mesh mesh, sbyte* fileName); /// <summary>Compute mesh bounding box limits</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern BoundingBox GetMeshBoundingBox(Mesh mesh); /// <summary>Compute mesh tangents</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void GenMeshTangents(Mesh* mesh); // Mesh generation functions /// <summary>Generate polygonal mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshPoly(int sides, float radius); /// <summary>Generate plane mesh (with subdivisions)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshPlane(float width, float length, int resX, int resZ); /// <summary>Generate cuboid mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshCube(float width, float height, float length); /// <summary>Generate sphere mesh (standard sphere)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshSphere(float radius, int rings, int slices); /// <summary>Generate half-sphere mesh (no bottom cap)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshHemiSphere(float radius, int rings, int slices); /// <summary>Generate cylinder mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshCylinder(float radius, float height, int slices); /// <summary>Generate cone/pyramid mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshCone(float radius, float height, int slices); /// <summary>Generate torus mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); /// <summary>Generate trefoil knot mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); /// <summary>Generate heightmap mesh from image data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshHeightmap(Image heightmap, Vector3 size); /// <summary>Generate cubes-based map mesh from image data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Material loading/unloading functions //TODO: safe Helper method /// <summary>Load materials from model file</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Material* LoadMaterials(sbyte* fileName, int* materialCount); /// <summary>Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Material LoadMaterialDefault(); /// <summary>Check if a material is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsMaterialReady(Material material); /// <summary>Unload material from GPU memory (VRAM)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadMaterial(Material material); /// <summary>Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMaterialTexture(Material* material, MaterialMapIndex mapType, Texture2D texture); /// <summary>Set material for a mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetModelMeshMaterial(Model* model, int meshId, int materialId); // Model animations loading/unloading functions /// <summary>Load model animations from file</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern ModelAnimation* LoadModelAnimations(sbyte* fileName, uint* animCount); /// <summary>Update model animation pose</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); /// <summary>Unload animation data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadModelAnimation(ModelAnimation anim); /// <summary>Unload animation array data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadModelAnimations(ModelAnimation* animations, uint animCount); /// <summary>Check model animation skeleton match</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsModelAnimationValid(Model model, ModelAnimation anim); // Collision detection functions /// <summary>Detect collision between two spheres</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 ); /// <summary>Detect collision between two bounding boxes</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); /// <summary>Detect collision between box and sphere</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); /// <summary>Detect collision between ray and sphere</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); /// <summary>Detect collision between ray and box</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); /// <summary>Get collision info between ray and mesh</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix4x4 transform); /// <summary>Get collision info between ray and triangle</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); /// <summary>Get collision info between ray and quad</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ // Audio device management functions /// <summary>Initialize audio device and context</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void InitAudioDevice(); /// <summary>Close the audio device and context</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void CloseAudioDevice(); /// <summary>Check if audio device has been initialized successfully</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsAudioDeviceReady(); /// <summary>Set master volume (listener)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMasterVolume(float volume); /// <summary>Get master volume (listener)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetMasterVolume(); // Wave/Sound loading/unloading functions /// <summary>Load wave data from file</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Wave LoadWave(sbyte* fileName); /// <summary>Load wave from memory buffer, fileType refers to extension: i.e. "wav"</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Wave LoadWaveFromMemory(sbyte* fileType, byte* fileData, int dataSize); /// <summary>Checks if wave data is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsWaveReady(Wave wave); /// <summary>Load sound from file</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Sound LoadSound(sbyte* fileName); /// <summary>Load sound from wave data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Sound LoadSoundFromWave(Wave wave); /// <summary>Create a new sound that shares the same sample data as the source sound, does not own the sound data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Sound LoadSoundAlias(Sound source); /// <summary>Checks if a sound is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsSoundReady(Sound sound); /// <summary>Update sound buffer with new data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateSound(Sound sound, void* data, int sampleCount); /// <summary>Unload wave data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadWave(Wave wave); /// <summary>Unload sound</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadSound(Sound sound); /// <summary>Unload a sound alias (does not deallocate sample data)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadSoundAlias(Sound alias); /// <summary>Export wave data to file</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ExportWave(Wave wave, sbyte* fileName); /// <summary>Export wave sample data to code (.h)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool ExportWaveAsCode(Wave wave, sbyte* fileName); // Wave/Sound management functions /// <summary>Play a sound</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void PlaySound(Sound sound); /// <summary>Stop playing a sound</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void StopSound(Sound sound); /// <summary>Pause a sound</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void PauseSound(Sound sound); /// <summary>Resume a paused sound</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ResumeSound(Sound sound); /// <summary>Get number of sounds playing in the multichannel</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern int GetSoundsPlaying(); /// <summary>Check if a sound is currently playing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsSoundPlaying(Sound sound); /// <summary>Set volume for a sound (1.0 is max level)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetSoundVolume(Sound sound, float volume); /// <summary>Set pitch for a sound (1.0 is base level)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetSoundPitch(Sound sound, float pitch); /// <summary>Set pan for a sound (0.5 is center)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetSoundPan(Sound sound, float pan); /// <summary>Copy a wave to a new wave</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Wave WaveCopy(Wave wave); /// <summary>Crop a wave to defined samples range</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void WaveCrop(Wave* wave, int initSample, int finalSample); /// <summary>Convert wave data to desired format</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void WaveFormat(Wave* wave, int sampleRate, int sampleSize, int channels); /// <summary>Get samples data from wave as a floats array</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float* LoadWaveSamples(Wave wave); /// <summary>Unload samples data loaded with LoadWaveSamples()</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadWaveSamples(float* samples); // Music management functions /// <summary>Load music stream from file</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Music LoadMusicStream(sbyte* fileName); /// <summary>Load music stream from memory buffer, fileType refers to extension: i.e. ".wav"</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern Music LoadMusicStreamFromMemory(sbyte* fileType, byte* data, int dataSize); /// <summary>Checks if a music stream is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsMusicReady(Music music); /// <summary>Unload music stream</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadMusicStream(Music music); /// <summary>Start music playing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void PlayMusicStream(Music music); /// <summary>Check if music is playing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsMusicStreamPlaying(Music music); /// <summary>Updates buffers for music streaming</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateMusicStream(Music music); /// <summary>Stop music playing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void StopMusicStream(Music music); /// <summary>Pause music playing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void PauseMusicStream(Music music); /// <summary>Resume playing paused music</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ResumeMusicStream(Music music); /// <summary>Seek music to a position (in seconds)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SeekMusicStream(Music music, float position); /// <summary>Set volume for music (1.0 is max level)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMusicVolume(Music music, float volume); /// <summary>Set pitch for a music (1.0 is base level)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMusicPitch(Music music, float pitch); /// <summary>Set pan for a music (0.5 is center)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetMusicPan(Music music, float pan); /// <summary>Get music time length (in seconds)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetMusicTimeLength(Music music); /// <summary>Get current music time played (in seconds)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern float GetMusicTimePlayed(Music music); // AudioStream management functions /// <summary>Init audio stream (to stream raw audio pcm data)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern AudioStream LoadAudioStream(uint sampleRate, uint sampleSize, uint channels); /// <summary>Checks if an audio stream is ready</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsAudioStreamReady(AudioStream stream); /// <summary>Unload audio stream and free memory</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UnloadAudioStream(AudioStream stream); /// <summary>Update audio stream buffers with data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void UpdateAudioStream(AudioStream stream, void* data, int frameCount); /// <summary>Check if any audio stream buffers requires refill</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsAudioStreamProcessed(AudioStream stream); /// <summary>Play audio stream</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void PlayAudioStream(AudioStream stream); /// <summary>Pause audio stream</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void PauseAudioStream(AudioStream stream); /// <summary>Resume audio stream</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void ResumeAudioStream(AudioStream stream); /// <summary>Check if audio stream is playing</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern CBool IsAudioStreamPlaying(AudioStream stream); /// <summary>Stop audio stream</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void StopAudioStream(AudioStream stream); /// <summary>Set volume for audio stream (1.0 is max level)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetAudioStreamVolume(AudioStream stream, float volume); /// <summary>Set pitch for audio stream (1.0 is base level)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetAudioStreamPitch(AudioStream stream, float pitch); /// <summary>Set pan for audio stream (0.5 is centered)</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetAudioStreamPan(AudioStream stream, float pan); /// <summary>Default size for new audio streams</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetAudioStreamBufferSizeDefault(int size); /// <summary>Audio thread callback to request new data</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void SetAudioStreamCallback( AudioStream stream, delegate* unmanaged[Cdecl]<void*, uint, void> callback ); /// <summary>Attach audio stream processor to stream</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void AttachAudioStreamProcessor( AudioStream stream, delegate* unmanaged[Cdecl]<void*, uint, void> processor ); /// <summary>Detach audio stream processor from stream</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DetachAudioStreamProcessor( AudioStream stream, delegate* unmanaged[Cdecl]<void*, uint, void> processor ); /// <summary>Attach audio stream processor to the entire audio pipeline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void AttachAudioMixedProcessor( delegate* unmanaged[Cdecl]<void*, uint, void> processor ); /// <summary>Detach audio stream processor from the entire audio pipeline</summary> [DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void DetachAudioMixedProcessor( delegate* unmanaged[Cdecl]<void*, uint, void> processor ); }