raylib-zig/lib/preludes/raylib-prelude.zig

2476 lines
78 KiB
Zig

// raylib-zig (c) Nikolas Wipper 2023
const rl = @This();
const std = @import("std");
pub const cdef = @import("raylib-ext.zig");
pub const gl = @import("rlgl.zig");
pub const math = @import("raymath.zig");
test {
std.testing.refAllDeclsRecursive(@This());
}
pub const RaylibError = error{
LoadFileData,
CompressData,
DecompressData,
EncodeDataBase64,
DecodeDataBase64,
ExportImageToMemory,
LoadImageColors,
LoadImagePalette,
LoadFont,
LoadFontData,
LoadCodepoints,
TextSplit,
LoadMaterial,
LoadMaterials,
LoadModelAnimations,
LoadShader,
LoadImage,
LoadModel,
LoadTexture,
LoadRenderTexture,
LoadWave,
LoadSound,
LoadMusic,
LoadAudioStream,
GenImageFontAtlas,
};
pub const Vector2 = extern struct {
x: f32,
y: f32,
pub fn init(x: f32, y: f32) Vector2 {
return Vector2{ .x = x, .y = y };
}
/// Vector with components value 0.0
pub fn zero() Vector2 {
return math.vector2Zero();
}
/// Vector with components value 1.0
pub fn one() Vector2 {
return math.vector2One();
}
/// Add two vectors (v1 + v2)
pub fn add(self: Vector2, v: Vector2) Vector2 {
return math.vector2Add(self, v);
}
/// Add vector and float value
pub fn addValue(self: Vector2, v: f32) Vector2 {
return math.vector2AddValue(self, v);
}
/// Subtract two vectors (v1 - v2)
pub fn subtract(self: Vector2, v: Vector2) Vector2 {
return math.vector2Subtract(self, v);
}
/// Subtract vector by float value
pub fn subtractValue(self: Vector2, v: f32) Vector2 {
return math.vector2SubtractValue(self, v);
}
/// Calculate vector length
pub fn length(self: Vector2) f32 {
return math.vector2Length(self);
}
/// Calculate vector square length
pub fn lengthSqr(self: Vector2) f32 {
return math.vector2LengthSqr(self);
}
/// Calculate two vectors dot product
pub fn dotProduct(self: Vector2, v: Vector2) f32 {
return math.vector2DotProduct(self, v);
}
/// Calculate distance between two vectors
pub fn distance(self: Vector2, v: Vector2) f32 {
return math.vector2Distance(self, v);
}
/// Calculate square distance between two vectors
pub fn distanceSqr(self: Vector2, v: Vector2) f32 {
return math.vector2DistanceSqr(self, v);
}
/// Calculate angle from two vectors
pub fn angle(self: Vector2, v: Vector2) f32 {
return math.vector2Angle(self, v);
}
/// Calculate angle defined by a two vectors line
pub fn lineAngle(self: Vector2, end: Vector2) f32 {
return math.vector2LineAngle(self, end);
}
/// Scale vector (multiply by value)
pub fn scale(self: Vector2, scale_: f32) Vector2 {
return math.vector2Scale(self, scale_);
}
/// Multiply vector by vector
pub fn multiply(self: Vector2, v2: Vector2) Vector2 {
return math.vector2Multiply(self, v2);
}
/// Negate vector
pub fn negate(self: Vector2) Vector2 {
return math.vector2Negate(self);
}
/// Divide vector by vector
pub fn divide(self: Vector2, v2: Vector2) Vector2 {
return math.vector2Divide(self, v2);
}
/// Normalize provided vector
pub fn normalize(self: Vector2) Vector2 {
return math.vector2Normalize(self);
}
/// Transforms a Vector2 by a given Matrix
pub fn transform(self: Vector2, mat: Matrix) Vector2 {
return math.vector2Transform(self, mat);
}
/// Calculate linear interpolation between two vectors
pub fn lerp(self: Vector2, v2: Vector2, amount: f32) Vector2 {
return math.vector2Lerp(self, v2, amount);
}
/// Calculate reflected vector to normal
pub fn reflect(self: Vector2, normal: Vector2) Vector2 {
return math.vector2Reflect(self, normal);
}
/// Get min value for each pair of components
pub fn min(self: Vector2, v2: Vector2) Vector2 {
return math.vector2Min(self, v2);
}
/// Get max value for each pair of components
pub fn max(self: Vector2, v2: Vector2) Vector2 {
return math.vector2Max(self, v2);
}
/// Rotate vector by angle
pub fn rotate(self: Vector2, angle_: f32) Vector2 {
return math.vector2Rotate(self, angle_);
}
/// Move Vector towards target
pub fn moveTowards(self: Vector2, target: Vector2, maxDistance: f32) Vector2 {
return math.vector2MoveTowards(self, target, maxDistance);
}
/// Invert the given vector
pub fn invert(self: Vector2) Vector2 {
return math.vector2Invert(self);
}
/// Clamp the components of the vector between min and max values specified by the given vectors
pub fn clamp(self: Vector2, min_: Vector2, max_: Vector2) Vector2 {
return math.vector2Clamp(self, min_, max_);
}
/// Clamp the magnitude of the vector between two min and max values
pub fn clampValue(self: Vector2, min_: f32, max_: f32) Vector2 {
return math.vector2ClampValue(self, min_, max_);
}
/// Check whether two given vectors are almost equal
pub fn equals(self: Vector2, q: Vector2) i32 {
return math.vector2Equals(self, q);
}
/// Compute the direction of a refracted ray
/// v: normalized direction of the incoming ray
/// n: normalized normal vector of the interface of two optical media
/// r: ratio of the refractive index of the medium from where the ray comes
/// to the refractive index of the medium on the other side of the surface
pub fn refract(self: Vector2, n: Vector2, r: f32) Vector2 {
return math.vector2Refract(self, n, r);
}
};
pub const Vector3 = extern struct {
x: f32,
y: f32,
z: f32,
pub fn init(x: f32, y: f32, z: f32) Vector3 {
return Vector3{ .x = x, .y = y, .z = z };
}
// Vector with components value 0.0
pub fn zero() Vector3 {
return math.vector3Zero();
}
/// Vector with components value 1.0
pub fn one() Vector3 {
return math.vector3One();
}
/// Add two vectors
pub fn add(self: Vector3, v: Vector3) Vector3 {
return math.vector3Add(self, v);
}
/// Add vector and float value
pub fn addValue(self: Vector3, add_: f32) Vector3 {
return math.vector3AddValue(self, add_);
}
/// Subtract two vectors
pub fn subtract(self: Vector3, v: Vector3) Vector3 {
return math.vector3Subtract(self, v);
}
/// Subtract vector by float value
pub fn subtractValue(self: Vector3, sub: f32) Vector3 {
return math.vector3SubtractValue(self, sub);
}
/// Multiply vector by scalar
pub fn scale(self: Vector3, scalar: f32) Vector3 {
return math.vector3Scale(self, scalar);
}
/// Multiply vector by vector
pub fn multiply(self: Vector3, v: Vector3) Vector3 {
return math.vector3Multiply(self, v);
}
/// Calculate two vectors cross product
pub fn crossProduct(self: Vector3, v: Vector3) Vector3 {
return math.vector3CrossProduct(self, v);
}
/// Calculate one vector perpendicular vector
pub fn perpendicular(self: Vector3) Vector3 {
return math.vector3Perpendicular(self);
}
/// Calculate vector length
pub fn length(self: Vector3) f32 {
return math.vector3Length(self);
}
/// Calculate vector square length
pub fn lengthSqr(self: Vector3) f32 {
return math.vector3LengthSqr(self);
}
/// Calculate two vectors dot product
pub fn dotProduct(self: Vector3, v: Vector3) f32 {
return math.vector3DotProduct(self, v);
}
/// Calculate distance between two vectors
pub fn distance(self: Vector3, v: Vector3) f32 {
return math.vector3Distance(self, v);
}
/// Calculate square distance between two vectors
pub fn distanceSqr(self: Vector3, v: Vector3) f32 {
return math.vector3DistanceSqr(self, v);
}
/// Calculate angle between two vectors
pub fn angle(self: Vector3, v: Vector3) f32 {
return math.vector3Angle(self, v);
}
/// Negate vector (invert direction)
pub fn negate(self: Vector3) Vector3 {
return math.vector3Negate(self);
}
/// Divide vector by vector
pub fn divide(self: Vector3, v: Vector3) Vector3 {
return math.vector3Divide(self, v);
}
/// Normalize provided vector
pub fn normalize(self: Vector3) Vector3 {
return math.vector3Normalize(self);
}
/// Calculate the projection of the vector v1 on to v2
pub fn project(self: Vector3, v: Vector3) Vector3 {
return math.vector3Project(self, v);
}
/// Calculate the rejection of the vector v1 on to v2
pub fn reject(self: Vector3, v: Vector3) Vector3 {
return math.vector3Reject(self, v);
}
/// Orthonormalize provided vectors Makes vectors normalized and orthogonal
/// to each other Gram-Schmidt function implementation
pub fn orthoNormalize(self: *Vector3, v: *Vector3) void {
math.vector3OrthoNormalize(self, v);
}
/// Transforms a Vector3 by a given Matrix
pub fn transform(self: Vector3, mat: Matrix) Vector3 {
return math.vector3Transform(self, mat);
}
/// Transform a vector by quaternion rotation
pub fn rotateByQuaternion(self: Vector3, q: Quaternion) Vector3 {
return math.vector3RotateByQuaternion(self, q);
}
/// Rotates a vector around an axis
pub fn rotateByAxisAngle(self: Vector3, axis: Vector3, angle_: f32) Vector3 {
return math.vector3RotateByAxisAngle(self, axis, angle_);
}
/// Move Vector towards target
pub fn moveTowards(self: Vector3, target: Vector3, maxDistance: f32) Vector3 {
return math.vector3MoveTowards(self, target, maxDistance);
}
/// Calculate linear interpolation between two vectors
pub fn lerp(self: Vector3, v2: Vector3, amount: f32) Vector3 {
return math.vector3Lerp(self, v2, amount);
}
/// Calculate cubic hermite interpolation between two vectors and their tangents
/// as described in the GLTF 2.0 specification
pub fn cubicHermite(self: Vector3, tangent1: Vector3, v: Vector3, tangent2: Vector3, amount: f32) Vector3 {
return math.vector3CubicHermite(self, tangent1, v, tangent2, amount);
}
/// Calculate reflected vector to normal
pub fn reflect(self: Vector3, normal: Vector3) Vector3 {
return math.vector3Reflect(self, normal);
}
/// Get min value for each pair of components
pub fn min(self: Vector3, v: Vector3) Vector3 {
return math.vector3Min(self, v);
}
/// Get max value for each pair of components
pub fn max(self: Vector3, v: Vector3) Vector3 {
return math.vector3Max(self, v);
}
/// Compute barycenter coordinates (u, v, w) for point p with respect to triangle
/// (a, b, c) NOTE: Assumes P is on the plane of the triangle
pub fn barycenter(p: Vector3, a: Vector3, b: Vector3, c: Vector3) Vector3 {
return math.vector3Barycenter(p, a, b, c);
}
/// Projects a Vector3 from screen space into object space
/// NOTE: We are avoiding calling other raymath functions despite available
pub fn unproject(source: Vector3, projection: Matrix, view: Matrix) Vector3 {
return math.vector3Unproject(source, projection, view);
}
/// Get Vector3 as float array
pub fn toFloatV(self: Vector3) math.float3 {
return math.vector3ToFloatV(self);
}
/// Invert the given vector
pub fn invert(self: Vector3) Vector3 {
return math.vector3Invert(self);
}
/// Clamp the components of the vector between min and max values specified by the given vectors
pub fn clamp(self: Vector3, min_: Vector3, max_: Vector3) Vector3 {
return math.vector3Clamp(self, min_, max_);
}
/// Clamp the magnitude of the vector between two values
pub fn clampValue(self: Vector3, min_: f32, max_: f32) Vector3 {
return math.vector3ClampValue(self, min_, max_);
}
/// Check whether two given vectors are almost equal
pub fn equals(p: Vector3, q: Vector3) i32 {
return math.vector3Equals(p, q);
}
/// Compute the direction of a refracted ray
/// v: normalized direction of the incoming ray
/// n: normalized normal vector of the interface of two optical media
/// r: ratio of the refractive index of the medium from where the ray comes
/// to the refractive index of the medium on the other side of the surface
pub fn refract(self: Vector3, n: Vector3, r: f32) Vector3 {
return math.vector3Refract(self, n, r);
}
};
pub const Vector4 = extern struct {
x: f32,
y: f32,
z: f32,
w: f32,
pub fn init(x: f32, y: f32, z: f32, w: f32) Vector4 {
return Vector4{ .x = x, .y = y, .z = z, .w = w };
}
/// Vector with components value 0.0
pub fn zero() Vector4 {
return math.vector4Zero();
}
/// Vector with components value 1.0
pub fn one() Vector4 {
return math.vector4One();
}
/// Add two vectors
pub fn add(self: Vector4, v: Vector4) Vector4 {
return math.vector4Add(self, v);
}
/// Add vector and float value
pub fn addValue(self: Vector4, add_: f32) Vector4 {
return math.vector4AddValue(self, add_);
}
/// Subtract two vectors
pub fn subtract(self: Vector4, v: Vector4) Vector4 {
return math.vector4Subtract(self, v);
}
/// Subtract vector and float value
pub fn subtractValue(self: Vector4, add_: f32) Vector4 {
return math.vector4SubtractValue(self, add_);
}
/// Computes the length of a vector
pub fn length(self: Vector4) f32 {
return math.vector4Length(self);
}
/// Calculate vector square length
pub fn lengthSqr(self: Vector4) f32 {
return math.vector4LengthSqr(self);
}
/// Calculate two vectors dot product
pub fn dotProduct(self: Vector4, v: Vector4) f32 {
return math.vector4DotProduct(self, v);
}
/// Calculate distance between two vectors
pub fn distance(self: Vector4, v: Vector4) f32 {
return math.vector4Distance(self, v);
}
/// Calculate square distance between two vectors
pub fn distanceSqr(self: Vector4, v: Vector4) f32 {
return math.vector4DistanceSqr(self, v);
}
/// Scale vector by float value
pub fn scale(self: Vector4, scale_: f32) Vector4 {
return math.vector4Scale(self, scale_);
}
/// Multiply vector by vector
pub fn multiply(self: Vector4, v: Vector4) Vector4 {
return math.vector4Multiply(self, v);
}
/// Negate vector
pub fn negate(self: Vector4) Vector4 {
return math.vector4Negate(self);
}
/// Divide two vectors
pub fn divide(self: Vector4, v: Vector4) Vector4 {
return math.vector4Divide(self, v);
}
/// Normalize vector
pub fn normalize(self: Vector4) Vector4 {
return math.vector4Normalize(self);
}
/// Get min value for each pair of components
pub fn min(self: Vector4, v: Vector4) Vector4 {
return math.vector4Min(self, v);
}
/// Get max value for each pair of components
pub fn max(self: Vector4, v: Vector4) Vector4 {
return math.vector4Max(self, v);
}
/// Calculate linear interpolation between two vectors
pub fn lerp(self: Vector4, v: Vector4, amount: f32) Vector4 {
return math.vector4Lerp(self, v, amount);
}
/// Move Vector towards target
pub fn moveTowards(self: Vector4, target: Vector4, maxDistance: f32) Vector4 {
return math.vector4MoveTowards(self, target, maxDistance);
}
/// Invert provided quaternion
pub fn invert(self: Vector4) Vector4 {
return math.vector4Invert(self);
}
/// Check whether two given quaternions are almost equal
pub fn equals(p: Vector4, q: Vector4) i32 {
return math.vector4Equals(p, q);
}
/// Get identity quaternion
pub fn identity() Quaternion {
return math.quaternionIdentity();
}
/// Calculate slerp-optimized interpolation between two quaternions
pub fn nlerp(self: Quaternion, q: Quaternion, amount: f32) Quaternion {
return math.quaternionNlerp(self, q, amount);
}
/// Calculates spherical linear interpolation between two quaternions
pub fn slerp(self: Quaternion, q: Quaternion, amount: f32) Quaternion {
return math.quaternionSlerp(self, q, amount);
}
/// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline
/// algorithm as described in the GLTF 2.0 specification
pub fn cubicHermiteSpline(self: Quaternion, outTangent1: Quaternion, q: Quaternion, inTangent2: Quaternion, t: f32) Quaternion {
return math.quaternionCubicHermiteSpline(self, outTangent1, q, inTangent2, t);
}
// Calculate quaternion based on the rotation from one vector to another
pub fn fromVector3ToVector3(from: Vector3, to: Vector3) Quaternion {
return math.quaternionFromVector3ToVector3(from, to);
}
/// Get a quaternion for a given rotation matrix
pub fn fromMatrix(mat: Matrix) Quaternion {
return math.quaternionFromMatrix(mat);
}
/// Get a matrix for a given quaternion
pub fn toMatrix(self: Quaternion) Matrix {
return math.quaternionToMatrix(self);
}
/// Get rotation quaternion for an angle and axis
/// NOTE: Angle must be provided in radians
pub fn fromAxisAngle(axis: Vector3, angle: f32) Quaternion {
return math.quaternionFromAxisAngle(axis, angle);
}
/// Get the rotation angle and axis for a given quaternion
pub fn toAxisAngle(self: Quaternion, outAxis: *Vector3, outAngle: *f32) void {
math.quaternionToAxisAngle(self, outAxis, outAngle);
}
/// Get the quaternion equivalent to Euler angles
/// NOTE: Rotation order is ZYX
pub fn fromEuler(pitch: f32, yaw: f32, roll: f32) Quaternion {
return math.quaternionFromEuler(pitch, yaw, roll);
}
/// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
/// NOTE: Angles are returned in a Vector3 struct in radians
pub fn toEuler(self: Quaternion) Vector3 {
return math.quaternionToEuler(self);
}
/// Transform a quaternion given a transformation matrix
pub fn transform(self: Quaternion, mat: Matrix) Quaternion {
return math.quaternionTransform(self, mat);
}
};
pub const Quaternion = Vector4;
pub const Matrix = extern struct {
m0: f32,
m4: f32,
m8: f32,
m12: f32,
m1: f32,
m5: f32,
m9: f32,
m13: f32,
m2: f32,
m6: f32,
m10: f32,
m14: f32,
m3: f32,
m7: f32,
m11: f32,
m15: f32,
/// Compute matrix determinant
pub fn determinant(self: Matrix) f32 {
return math.matrixDeterminant(self);
}
/// Get the trace of the matrix (sum of the values along the diagonal)
pub fn trace(self: Matrix) f32 {
return math.matrixTrace(self);
}
/// Transposes provided matrix
pub fn transpose(self: Matrix) Matrix {
return math.matrixTranspose(self);
}
/// Invert provided matrix
pub fn invert(self: Matrix) Matrix {
return math.matrixInvert(self);
}
/// Get identity matrix
pub fn identity() Matrix {
return math.matrixIdentity();
}
/// Add two matrices
pub fn add(self: Matrix, right: Matrix) Matrix {
return math.matrixAdd(self, right);
}
/// Subtract two matrices (left - right)
pub fn subtract(self: Matrix, right: Matrix) Matrix {
return math.matrixSubtract(self, right);
}
/// Get two matrix multiplication
/// NOTE: When multiplying matrices... the order matters!
pub fn multiply(self: Matrix, right: Matrix) Matrix {
return math.matrixMultiply(self, right);
}
/// Get translation matrix
pub fn translate(x: f32, y: f32, z: f32) Matrix {
return math.matrixTranslate(x, y, z);
}
/// Create rotation matrix from axis and angle
/// NOTE: Angle should be provided in radians
pub fn rotate(axis: Vector3, angle: f32) Matrix {
return math.matrixRotate(axis, angle);
}
/// Get x-rotation matrix
/// NOTE: Angle must be provided in radians
pub fn rotateX(angle: f32) Matrix {
return math.matrixRotateX(angle);
}
/// Get y-rotation matrix
/// NOTE: Angle must be provided in radians
pub fn rotateY(angle: f32) Matrix {
return math.matrixRotateY(angle);
}
/// Get z-rotation matrix
/// NOTE: Angle must be provided in radians
pub fn rotateZ(angle: f32) Matrix {
return math.matrixRotateZ(angle);
}
/// Get xyz-rotation matrix
/// NOTE: Angle must be provided in radians
pub fn rotateXYZ(angle: Vector3) Matrix {
return math.matrixRotateXYZ(angle);
}
/// Get zyx-rotation matrix
/// NOTE: Angle must be provided in radians
pub fn rotateZYX(angle: Vector3) Matrix {
return math.matrixRotateZYX(angle);
}
/// Get scaling matrix
pub fn scale(x: f32, y: f32, z: f32) Matrix {
return math.matrixScale(x, y, z);
}
/// Get perspective projection matrix
pub fn frustum(left: f64, right: f64, bottom: f64, top: f64, near: f64, far: f64) Matrix {
return math.matrixFrustum(left, right, bottom, top, near, far);
}
/// Get perspective projection matrix
/// NOTE: Fovy angle must be provided in radians
pub fn perspective(fovY: f64, aspect: f64, nearPlane: f64, farPlane: f64) Matrix {
return math.matrixPerspective(fovY, aspect, nearPlane, farPlane);
}
/// Get orthographic projection matrix
pub fn ortho(left: f64, right: f64, bottom: f64, top: f64, nearPlane: f64, farPlane: f64) Matrix {
return math.matrixOrtho(left, right, bottom, top, nearPlane, farPlane);
}
/// Get camera look-at matrix (view matrix)
pub fn lookAt(eye: Vector3, target: Vector3, up: Vector3) Matrix {
return math.matrixLookAt(eye, target, up);
}
/// Get float array of matrix data
pub fn toFloatV(self: Matrix) math.float16 {
return math.matrixToFloatV(self);
}
};
pub const Color = extern struct {
r: u8,
g: u8,
b: u8,
a: u8,
pub const light_gray = Color.init(200, 200, 200, 255);
pub const gray = Color.init(130, 130, 130, 255);
pub const dark_gray = Color.init(80, 80, 80, 255);
pub const yellow = Color.init(253, 249, 0, 255);
pub const gold = Color.init(255, 203, 0, 255);
pub const orange = Color.init(255, 161, 0, 255);
pub const pink = Color.init(255, 109, 194, 255);
pub const red = Color.init(230, 41, 55, 255);
pub const maroon = Color.init(190, 33, 55, 255);
pub const green = Color.init(0, 228, 48, 255);
pub const lime = Color.init(0, 158, 47, 255);
pub const dark_green = Color.init(0, 117, 44, 255);
pub const sky_blue = Color.init(102, 191, 255, 255);
pub const blue = Color.init(0, 121, 241, 255);
pub const dark_blue = Color.init(0, 82, 172, 255);
pub const purple = Color.init(200, 122, 255, 255);
pub const violet = Color.init(135, 60, 190, 255);
pub const dark_purple = Color.init(112, 31, 126, 255);
pub const beige = Color.init(211, 176, 131, 255);
pub const brown = Color.init(127, 106, 79, 255);
pub const dark_brown = Color.init(76, 63, 47, 255);
pub const white = Color.init(255, 255, 255, 255);
pub const black = Color.init(0, 0, 0, 255);
pub const blank = Color.init(0, 0, 0, 0);
pub const magenta = Color.init(255, 0, 255, 255);
pub const ray_white = Color.init(245, 245, 245, 255);
pub fn init(r: u8, g: u8, b: u8, a: u8) Color {
return Color{ .r = r, .g = g, .b = b, .a = a };
}
/// Get Color from normalized values [0..1]
pub fn fromNormalized(normalized: Vector4) Color {
return rl.colorFromNormalized(normalized);
}
/// Get a Color from HSV values, hue [0..360], saturation/value [0..1]
pub fn fromHSV(hue: f32, saturation: f32, value: f32) Color {
return rl.colorFromHSV(hue, saturation, value);
}
/// Get a Color from hexadecimal value
pub fn fromInt(hexValue: u32) Color {
return rl.getColor(hexValue);
}
/// Get color with alpha applied, alpha goes from 0.0 to 1.0
pub fn fade(self: Color, a: f32) Color {
return rl.fade(self, a);
}
/// Get color multiplied with another color
pub fn tint(self: Color, t: Color) Color {
return rl.colorTint(self, t);
}
/// Get Color normalized as float [0..1]
pub fn normalize(self: Color) Vector4 {
return rl.colorNormalize(self);
}
/// Get color with brightness correction, brightness factor goes from -1.0 to 1.0
pub fn brightness(self: Color, factor: f32) Color {
return rl.colorBrightness(self, factor);
}
/// Get color with contrast correction, contrast values between -1.0 and 1.0
pub fn contrast(self: Color, c: f32) Color {
return rl.colorContrast(self, c);
}
/// Get color with alpha applied, alpha goes from 0.0 to 1.0
pub fn alpha(self: Color, a: f32) Color {
return rl.colorAlpha(self, a);
}
/// Get hexadecimal value for a Color
pub fn toInt(self: Color) i32 {
return rl.colorToInt(self);
}
/// Get HSV values for a Color, hue [0..360], saturation/value [0..1]
pub fn toHSV(self: Color) Vector3 {
return rl.colorToHSV(self);
}
};
pub const Rectangle = extern struct {
x: f32,
y: f32,
width: f32,
height: f32,
pub fn init(x: f32, y: f32, width: f32, height: f32) Rectangle {
return Rectangle{ .x = x, .y = y, .width = width, .height = height };
}
/// Check collision between two rectangles
pub fn checkCollision(self: Rectangle, rec2: Rectangle) bool {
return rl.checkCollisionRecs(self, rec2);
}
/// Get collision rectangle for two rectangles collision
pub fn getCollision(self: Rectangle, rec2: Rectangle) Rectangle {
return rl.getCollisionRec(self, rec2);
}
};
pub const Image = extern struct {
data: *anyopaque,
width: c_int,
height: c_int,
mipmaps: c_int,
format: PixelFormat,
/// Load image from file into CPU memory (RAM)
pub fn init(fileName: [:0]const u8) RaylibError!Image {
return rl.loadImage(fileName);
}
/// Load image from RAW file data
pub fn initRaw(fileName: [:0]const u8, width: i32, height: i32, format: PixelFormat, headerSize: i32) RaylibError!Image {
return rl.loadImageRaw(fileName, width, height, format, headerSize);
}
/// Load image sequence from file (frames appended to image.data)
pub fn initAnim(fileName: [:0]const u8, frames: *i32) RaylibError!Image {
return rl.loadImageAnim(fileName, frames);
}
/// Load image from GPU texture data
pub fn fromTexture(texture: Texture) RaylibError!Image {
return rl.loadImageFromTexture(texture);
}
/// Load image from screen buffer and (screenshot)
pub fn fromScreen() RaylibError!Image {
return rl.loadImageFromScreen();
}
/// Unload image from CPU memory (RAM)
pub fn unload(self: Image) void {
rl.unloadImage(self);
}
/// Create an image from text (default font)
pub fn initText(text: [:0]const u8, fontSize: i32, color: Color) RaylibError!Image {
return rl.imageText(text, fontSize, color);
}
/// Create an image from text (custom sprite font)
pub fn initTextEx(font: Font, text: [:0]const u8, fontSize: f32, spacing: f32, t: Color) RaylibError!Image {
return rl.imageTextEx(font, text, fontSize, spacing, t);
}
/// Generate image: plain color
pub fn genColor(width: i32, height: i32, color: Color) Image {
return rl.genImageColor(width, height, color);
}
/// Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
pub fn genGradientLinear(width: i32, height: i32, direction: i32, start: Color, end: Color) Image {
return rl.genImageGradientLinear(width, height, direction, start, end);
}
/// Generate image: radial gradient
pub fn genGradientRadial(width: i32, height: i32, density: f32, inner: Color, outer: Color) Image {
return rl.genImageGradientRadial(width, height, density, inner, outer);
}
/// Generate image: square gradient
pub fn genGradientSquare(width: i32, height: i32, density: f32, inner: Color, outer: Color) Image {
return rl.genImageGradientSquare(width, height, density, inner, outer);
}
/// Generate image: checked
pub fn genChecked(width: i32, height: i32, checksX: i32, checksY: i32, col1: Color, col2: Color) Image {
return rl.genImageChecked(width, height, checksX, checksY, col1, col2);
}
/// Generate image: white noise
pub fn genWhiteNoise(width: i32, height: i32, factor: f32) Image {
return rl.genImageWhiteNoise(width, height, factor);
}
/// Generate image: perlin noise
pub fn genPerlinNoise(width: i32, height: i32, offsetX: i32, offsetY: i32, scale: f32) Image {
return rl.genImagePerlinNoise(width, height, offsetX, offsetY, scale);
}
/// Generate image: cellular algorithm, bigger tileSize means bigger cells
pub fn genCellular(width: i32, height: i32, tileSize: i32) Image {
return rl.genImageCellular(width, height, tileSize);
}
/// Generate image: grayscale image from text data
pub fn genText(width: i32, height: i32, text: [:0]const u8) Image {
return rl.genImageText(width, height, text);
}
/// Create an image duplicate (useful for transformations)
pub fn copy(self: Image) Image {
return rl.imageCopy(self);
}
/// Create an image from another image piece
pub fn copyRec(self: Image, rec: Rectangle) Image {
return rl.imageFromImage(self, rec);
}
/// Convert image data to desired format
pub fn setFormat(self: *Image, newFormat: PixelFormat) void {
return rl.imageFormat(self, newFormat);
}
/// Convert image to POT (power-of-two)
pub fn toPOT(self: *Image, fill: Color) void {
rl.imageToPOT(self, fill);
}
/// Crop an image to a defined rectangle
pub fn crop(self: *Image, c: Rectangle) void {
rl.imageCrop(self, c);
}
/// Crop image depending on alpha value
pub fn alphaCrop(self: *Image, threshold: f32) void {
rl.imageAlphaCrop(self, threshold);
}
/// Clear alpha channel to desired color
pub fn alphaClear(self: *Image, color: Color, threshold: f32) void {
rl.imageAlphaClear(self, color, threshold);
}
/// Apply alpha mask to image
pub fn alphaMask(self: *Image, am: Image) void {
rl.imageAlphaMask(self, am);
}
/// Premultiply alpha channel
pub fn alphaPremultiply(self: *Image) void {
rl.imageAlphaPremultiply(self);
}
/// Apply Gaussian blur using a box blur approximation
pub fn blurGaussian(self: *Image, blurSize: i32) void {
rl.imageBlurGaussian(self, blurSize);
}
/// Resize image (Bicubic scaling algorithm)
pub fn resize(self: *Image, newWidth: i32, newHeight: i32) void {
rl.imageResize(self, newWidth, newHeight);
}
/// Resize image (Nearest-Neighbor scaling algorithm)
pub fn resizeNN(self: *Image, newWidth: i32, newHeight: i32) void {
rl.imageResizeNN(self, newWidth, newHeight);
}
/// Resize canvas and fill with color
pub fn resizeCanvas(self: *Image, newWidth: i32, newHeight: i32, offsetX: i32, offsetY: i32, fill: Color) void {
rl.imageResizeCanvas(self, newWidth, newHeight, offsetX, offsetY, fill);
}
/// Compute all mipmap levels for a provided image
pub fn mimaps(self: *Image) void {
rl.imageMipmaps(self);
}
/// Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
pub fn dither(self: *Image, rBpp: i32, gBpp: i32, bBpp: i32, aBpp: i32) void {
rl.imageDither(self, rBpp, gBpp, bBpp, aBpp);
}
/// Flip image vertically
pub fn flipVertical(self: *Image) void {
rl.imageFlipVertical(self);
}
/// Flip image horizontally
pub fn flipHorizontal(self: *Image) void {
rl.imageFlipHorizontal(self);
}
/// Rotate image by input angle in degrees (-359 to 359)
pub fn rotate(self: *Image, degrees: i32) void {
rl.imageRotate(self, degrees);
}
/// Rotate image clockwise 90deg
pub fn rotateCW(self: *Image) void {
rl.imageRotateCW(self);
}
/// Rotate image counter-clockwise 90deg
pub fn rotateCCW(self: *Image) void {
rl.imageRotateCCW(self);
}
/// Modify image color: tint
pub fn tint(self: *Image, color: Color) void {
rl.imageColorTint(self, color);
}
/// Modify image color: invert
pub fn invert(self: *Image) void {
rl.imageColorInvert(self);
}
/// Modify image color: grayscale
pub fn grayscale(self: *Image) void {
rl.imageColorGrayscale(self);
}
/// Modify image color: contrast (-100 to 100)
pub fn contrast(self: *Image, c: f32) void {
rl.imageColorContrast(self, c);
}
/// Modify image color: brightness (-255 to 255)
pub fn brightness(self: *Image, b: i32) void {
rl.imageColorBrightness(self, b);
}
/// Modify image color: replace color
pub fn replaceColor(self: *Image, color: Color, replace: Color) void {
rl.imageColorReplace(self, color, replace);
}
/// Get image alpha border rectangle
pub fn getAlphaBorder(self: Image, threshold: f32) Rectangle {
return rl.getImageAlphaBorder(self, threshold);
}
/// Get image pixel color at (x, y) position
pub fn getColor(self: Image, x: i32, y: i32) Color {
return rl.getImageColor(self, x, y);
}
/// Clear image background with given color
pub fn clearBackground(self: *Image, color: Color) void {
rl.imageClearBackground(self, color);
}
/// Draw pixel within an image
pub fn drawPixel(self: *Image, posX: i32, posY: i32, color: Color) void {
rl.imageDrawPixel(self, posX, posY, color);
}
/// Draw pixel within an image (Vector version)
pub fn drawPixelV(self: *Image, position: Vector2, color: Color) void {
rl.imageDrawPixelV(self, position, color);
}
/// Draw line within an image
pub fn drawLine(self: *Image, startPosX: i32, startPosY: i32, endPosX: i32, endPosY: i32, color: Color) void {
rl.imageDrawLine(self, startPosX, startPosY, endPosX, endPosY, color);
}
/// Draw line within an image (Vector version)
pub fn drawLineV(self: *Image, start: Vector2, end: Vector2, color: Color) void {
rl.imageDrawLineV(self, start, end, color);
}
/// Draw a filled circle within an image
pub fn drawCircle(self: *Image, centerX: i32, centerY: i32, radius: i32, color: Color) void {
rl.imageDrawCircle(self, centerX, centerY, radius, color);
}
/// Draw a filled circle within an image (Vector version)
pub fn drawCircleV(self: *Image, center: Vector2, radius: i32, color: Color) void {
rl.imageDrawCircleV(self, center, radius, color);
}
/// Draw circle outline within an image
pub fn drawCircleLines(self: *Image, centerX: i32, centerY: i32, radius: i32, color: Color) void {
rl.imageDrawCircleLines(self, centerX, centerY, radius, color);
}
/// Draw circle outline within an image (Vector version)
pub fn drawCircleLinesV(self: *Image, center: Vector2, radius: i32, color: Color) void {
rl.imageDrawCircleLinesV(self, center, radius, color);
}
/// Draw rectangle within an image
pub fn drawRectangle(self: *Image, posX: i32, posY: i32, width: i32, height: i32, color: Color) void {
rl.imageDrawRectangle(self, posX, posY, width, height, color);
}
/// Draw rectangle within an image (Vector version)
pub fn drawRectangleV(self: *Image, position: Vector2, size: Vector2, color: Color) void {
rl.imageDrawRectangleV(self, position, size, color);
}
/// Draw rectangle within an image
pub fn drawRectangleRec(self: *Image, rec: Rectangle, color: Color) void {
rl.imageDrawRectangleRec(self, rec, color);
}
/// Draw rectangle lines within an image
pub fn drawRectangleLines(self: *Image, rec: Rectangle, thick: i32, color: Color) void {
rl.imageDrawRectangleLines(self, rec, thick, color);
}
/// Draw a source image within a destination image (tint applied to source)
pub fn drawImage(self: *Image, src: Image, srcRec: Rectangle, dstRec: Rectangle, t: Color) void {
rl.imageDraw(self, src, srcRec, dstRec, t);
}
/// Draw text (using default font) within an image (destination)
pub fn drawText(self: *Image, text: [:0]const u8, posX: i32, posY: i32, fontSize: i32, color: Color) void {
rl.imageDrawText(self, text, posX, posY, fontSize, color);
}
/// Draw text (custom sprite font) within an image (destination)
pub fn drawTextEx(self: *Image, font: Font, text: [:0]const u8, position: Vector2, fontSize: f32, spacing: f32, t: Color) void {
rl.imageDrawTextEx(self, font, text, position, fontSize, spacing, t);
}
/// Export image data to file, returns true on success
pub fn exportToFile(self: Image, fileName: [:0]const u8) bool {
return rl.exportImage(self, fileName);
}
/// Export image as code file defining an array of bytes, returns true on success
pub fn exportAsCode(self: Image, fileName: [:0]const u8) bool {
return rl.exportImageAsCode(self, fileName);
}
/// Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
pub fn useAsWindowIcon(self: Image) void {
rl.setWindowIcon(self);
}
/// Load texture from image data
pub fn toTexture(self: Image) RaylibError!Texture {
return Texture.fromImage(self);
}
pub fn asCubemap(self: Image, layout: CubemapLayout) RaylibError!Texture {
return Texture.fromCubemap(self, layout);
}
};
pub const Texture = extern struct {
id: c_uint,
width: c_int,
height: c_int,
mipmaps: c_int,
format: PixelFormat,
pub fn init(fileName: [:0]const u8) RaylibError!Texture {
return rl.loadTexture(fileName);
}
/// Load texture from image data
pub fn fromImage(image: Image) RaylibError!Texture {
return rl.loadTextureFromImage(image);
}
/// Load cubemap from image, multiple image cubemap layouts supported
pub fn fromCubemap(image: Image, layout: CubemapLayout) RaylibError!Texture {
return rl.loadTextureCubemap(image, layout);
}
/// Unload texture from GPU memory (VRAM)
pub fn unload(self: Texture) void {
rl.unloadTexture(self);
}
/// Draw a Texture2D
pub fn draw(self: Texture, posX: i32, posY: i32, tint: Color) void {
rl.drawTexture(self, posX, posY, tint);
}
/// Draw a Texture2D with position defined as Vector2
pub fn drawV(self: Texture, position: Vector2, tint: Color) void {
rl.drawTextureV(self, position, tint);
}
/// Draw a Texture2D with extended parameters
pub fn drawEx(self: Texture, position: Vector2, rotation: f32, scale: f32, tint: Color) void {
rl.drawTextureEx(self, position, rotation, scale, tint);
}
/// Draw a part of a texture defined by a rectangle
pub fn drawRec(self: Texture, source: Rectangle, position: Vector2, tint: Color) void {
rl.drawTextureRec(self, source, position, tint);
}
/// Draw a part of a texture defined by a rectangle with 'pro' parameters
pub fn drawPro(self: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) void {
rl.drawTexturePro(self, source, dest, origin, rotation, tint);
}
/// Draws a texture (or part of it) that stretches or shrinks nicely
pub fn drawNPatch(self: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color) void {
rl.drawTextureNPatch(self, nPatchInfo, dest, origin, rotation, tint);
}
};
pub const Texture2D = Texture;
pub const TextureCubemap = Texture;
pub const RenderTexture = extern struct {
id: c_uint,
texture: Texture,
depth: Texture,
pub fn init(width: i32, height: i32) RaylibError!RenderTexture {
return rl.loadRenderTexture(width, height);
}
/// Unload render texture from GPU memory (VRAM)
pub fn unload(self: RenderTexture) void {
rl.unloadRenderTexture(self);
}
/// Begin drawing to render texture
pub fn begin(self: RenderTexture2D) void {
rl.beginTextureMode(self);
}
/// Ends drawing to render texture
pub fn end(_: RenderTexture2D) void {
rl.endTextureMode();
}
};
pub const RenderTexture2D = RenderTexture;
pub const NPatchInfo = extern struct {
source: Rectangle,
left: c_int,
top: c_int,
right: c_int,
bottom: c_int,
layout: c_int,
};
pub const GlyphInfo = extern struct {
value: c_int,
offsetX: c_int,
offsetY: c_int,
advanceX: c_int,
image: Image,
};
pub const Font = extern struct {
baseSize: c_int,
glyphCount: c_int,
glyphPadding: c_int,
texture: Texture2D,
recs: [*c]Rectangle,
glyphs: [*c]GlyphInfo,
/// Load font from file into GPU memory (VRAM)
pub fn init(fileName: [:0]const u8) RaylibError!Font {
return rl.loadFont(fileName);
}
/// Load font from file with extended parameters, use null for fontChars to load the default character set
pub fn initEx(fileName: [:0]const u8, fontSize: i32, fontChars: ?[]i32) RaylibError!Font {
return rl.loadFontEx(fileName, fontSize, fontChars);
}
/// Load font from Image (XNA style)
pub fn fromImage(image: Image, key: Color, firstChar: i32) RaylibError!Font {
return rl.loadFontFromImage(image, key, firstChar);
}
/// Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
pub fn fromMemory(fileType: [:0]const u8, fileData: ?[]const u8, fontSize: i32, fontChars: ?[]i32) RaylibError!Font {
return rl.loadFontFromMemory(fileType, fileData, fontSize, fontChars);
}
/// Unload font from GPU memory (VRAM)
pub fn unload(self: Font) void {
rl.unloadFont(self);
}
/// Check if a font is ready
pub fn isReady(self: Font) bool {
return rl.isFontValid(self);
}
/// Export font as code file, returns true on success
pub fn exportAsCode(self: Font, fileName: [:0]const u8) bool {
return rl.exportFontAsCode(self, fileName);
}
};
pub const Camera3D = extern struct {
position: Vector3,
target: Vector3,
up: Vector3,
fovy: f32,
projection: CameraProjection,
/// Begin 3D mode with camera
pub fn begin(self: Camera3D) void {
rl.beginMode3D(self);
}
/// Update camera position for selected mode
pub fn update(self: *Camera3D, mode: CameraMode) void {
rl.updateCamera(self, mode);
}
/// Get camera transform matrix (view matrix)
pub fn getMatrix(self: Camera3D) Matrix {
return rl.getCameraMatrix(self);
}
/// Ends 3D mode and returns to default 2D orthographic mode
pub fn end(_: Camera3D) void {
rl.endMode3D();
}
};
pub const Camera = Camera3D;
pub const Camera2D = extern struct {
offset: Vector2,
target: Vector2,
rotation: f32,
zoom: f32,
/// Begin 2D mode with camera
pub fn begin(self: Camera2D) void {
rl.beginMode2D(self);
}
/// Get camera 2d transform matrix
pub fn getMatrix(self: Camera2D) Matrix {
return rl.getCameraMatrix2D(self);
}
/// Ends 2D mode with camera
pub fn end(_: Camera2D) void {
rl.endMode2D();
}
};
pub const Mesh = extern struct {
vertexCount: c_int,
triangleCount: c_int,
vertices: [*c]f32,
texcoords: [*c]f32,
texcoords2: [*c]f32,
normals: [*c]f32,
tangents: [*c]f32,
colors: [*c]u8,
indices: [*c]c_ushort,
animVertices: [*c]f32,
animNormals: [*c]f32,
boneIds: [*c]u8,
boneWeights: [*c]f32,
boneMatrices: [*c]Matrix,
boneCount: c_int,
vaoId: c_int,
vboId: [*c]c_int,
/// Draw a 3d mesh with material and transform
pub fn draw(self: Mesh, material: Material, transform: Matrix) void {
rl.drawMesh(self, material, transform);
}
/// Draw multiple mesh instances with material and different transforms
pub fn drawInstanced(self: Mesh, material: Material, transforms: []const Matrix) void {
rl.drawMeshInstanced(self, material, transforms);
}
};
pub const Shader = extern struct {
id: c_uint,
locs: [*c]c_int,
/// Begin custom shader drawing
pub fn activate(self: Shader) void {
rl.beginShaderMode(self);
}
/// End custom shader drawing (use default shader)
pub fn deactivate(_: Shader) void {
rl.endShaderMode();
}
};
pub const MaterialMap = extern struct {
texture: Texture2D,
color: Color,
value: f32,
};
pub const Material = extern struct {
shader: Shader,
maps: [*c]MaterialMap,
params: [4]f32,
};
pub const Transform = extern struct {
translation: Vector3,
rotation: Quaternion,
scale: Vector3,
};
pub const BoneInfo = extern struct {
name: [32]u8,
parent: c_int,
};
pub const Model = extern struct {
transform: Matrix,
meshCount: c_int,
materialCount: c_int,
meshes: [*c]Mesh,
materials: [*c]Material,
meshMaterial: [*c]c_int,
boneCount: c_int,
bones: [*c]BoneInfo,
bindPose: [*c]Transform,
/// Load model from file (meshes and materials)
pub fn init(fileName: [:0]const u8) RaylibError!Model {
return rl.loadModel(fileName);
}
/// Load model from generated mesh (default material)
pub fn fromMesh(mesh: Mesh) RaylibError!Model {
return rl.loadModelFromMesh(mesh);
}
/// Unload model (including meshes) from memory (RAM and/or VRAM)
pub fn unload(self: Model) void {
rl.unloadModel(self);
}
/// Draw a model (with texture if set)
pub fn draw(self: Model, position: Vector3, scale: f32, tint: Color) void {
return rl.drawModel(self, position, scale, tint);
}
/// Draw a model with extended parameters
pub fn drawEx(self: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) void {
return rl.drawModelEx(self, position, rotationAxis, rotationAngle, scale, tint);
}
/// Draw a model wires (with texture if set)
pub fn drawWires(self: Model, position: Vector3, scale: f32, tint: Color) void {
return rl.drawModelWires(self, position, scale, tint);
}
/// Draw a model wires (with texture if set) with extended parameters
pub fn drawWiresEx(self: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) void {
return rl.drawModelWiresEx(self, position, rotationAxis, rotationAngle, scale, tint);
}
};
pub const ModelAnimation = extern struct {
boneCount: c_int,
frameCount: c_int,
bones: [*c]BoneInfo,
framePoses: [*c][*c]Transform,
name: [32]u8,
};
pub const Ray = extern struct {
position: Vector3,
direction: Vector3,
};
pub const RayCollision = extern struct {
hit: bool,
distance: f32,
point: Vector3,
normal: Vector3,
};
pub const BoundingBox = extern struct {
min: Vector3,
max: Vector3,
};
pub const Wave = extern struct {
frameCount: c_uint,
sampleRate: c_uint,
sampleSize: c_uint,
channels: c_uint,
data: *anyopaque,
};
pub const rAudioBuffer = opaque {};
pub const rAudioProcessor = opaque {};
pub const AudioStream = extern struct {
buffer: *rAudioBuffer,
processor: *rAudioProcessor,
sampleRate: c_uint,
sampleSize: c_uint,
channels: c_uint,
};
pub const Sound = extern struct {
stream: AudioStream,
frameCount: c_uint,
};
pub const Music = extern struct {
stream: AudioStream,
frameCount: c_uint,
looping: bool,
ctxType: c_int,
ctxData: *anyopaque,
};
pub const VrDeviceInfo = extern struct {
hResolution: c_int,
vResolution: c_int,
hScreenSize: f32,
vScreenSize: f32,
vScreenCenter: f32,
eyeToScreenDistance: f32,
lensSeparationDistance: f32,
interpupillaryDistance: f32,
lensDistortionValues: [4]f32,
chromaAbCorrection: [4]f32,
};
pub const VrStereoConfig = extern struct {
projection: [2]Matrix,
viewOffset: [2]Matrix,
leftLensCenter: [2]f32,
rightLensCenter: [2]f32,
leftScreenCenter: [2]f32,
rightScreenCenter: [2]f32,
scale: [2]f32,
scaleIn: [2]f32,
};
pub const FilePathList = extern struct {
capacity: c_uint,
count: c_uint,
paths: [*c][*c]u8,
};
pub const AutomationEvent = extern struct {
frame: c_uint,
type: c_uint,
params: [4]c_int,
};
pub const AutomationEventList = extern struct { capacity: c_uint, count: c_uint, events: [*c]AutomationEvent };
pub const ConfigFlags = packed struct {
__reserved: bool = false,
fullscreen_mode: bool = false,
window_resizable: bool = false,
window_undecorated: bool = false,
window_transparent: bool = false,
msaa_4x_hint: bool = false,
vsync_hint: bool = false,
window_hidden: bool = false,
window_always_run: bool = false,
window_minimized: bool = false,
window_maximized: bool = false,
window_unfocused: bool = false,
window_topmost: bool = false,
window_highdpi: bool = false,
window_mouse_passthrough: bool = false,
borderless_windowed_mode: bool = false,
interlaced_hint: bool = false,
__reserved2: bool = false,
__reserved3: bool = false,
__reserved4: bool = false,
__reserved5: bool = false,
__reserved6: bool = false,
__reserved7: bool = false,
__reserved8: bool = false,
__reserved9: bool = false,
__reserved10: bool = false,
__reserved11: bool = false,
__reserved12: bool = false,
__reserved13: bool = false,
__reserved14: bool = false,
__reserved15: bool = false,
__reserved16: bool = false,
};
pub const TraceLogLevel = enum(c_int) {
all = 0,
trace = 1,
debug = 2,
info = 3,
warning = 4,
err = 5,
fatal = 6,
none = 7,
};
pub const KeyboardKey = enum(c_int) {
null = 0,
apostrophe = 39,
comma = 44,
minus = 45,
period = 46,
slash = 47,
zero = 48,
one = 49,
two = 50,
three = 51,
four = 52,
five = 53,
six = 54,
seven = 55,
eight = 56,
nine = 57,
semicolon = 59,
equal = 61,
a = 65,
b = 66,
c = 67,
d = 68,
e = 69,
f = 70,
g = 71,
h = 72,
i = 73,
j = 74,
k = 75,
l = 76,
m = 77,
n = 78,
o = 79,
p = 80,
q = 81,
r = 82,
s = 83,
t = 84,
u = 85,
v = 86,
w = 87,
x = 88,
y = 89,
z = 90,
space = 32,
escape = 256,
enter = 257,
tab = 258,
backspace = 259,
insert = 260,
delete = 261,
right = 262,
left = 263,
down = 264,
up = 265,
page_up = 266,
page_down = 267,
home = 268,
end = 269,
caps_lock = 280,
scroll_lock = 281,
num_lock = 282,
print_screen = 283,
pause = 284,
f1 = 290,
f2 = 291,
f3 = 292,
f4 = 293,
f5 = 294,
f6 = 295,
f7 = 296,
f8 = 297,
f9 = 298,
f10 = 299,
f11 = 300,
f12 = 301,
left_shift = 340,
left_control = 341,
left_alt = 342,
left_super = 343,
right_shift = 344,
right_control = 345,
right_alt = 346,
right_super = 347,
kb_menu = 348,
left_bracket = 91,
backslash = 92,
right_bracket = 93,
grave = 96,
kp_0 = 320,
kp_1 = 321,
kp_2 = 322,
kp_3 = 323,
kp_4 = 324,
kp_5 = 325,
kp_6 = 326,
kp_7 = 327,
kp_8 = 328,
kp_9 = 329,
kp_decimal = 330,
kp_divide = 331,
kp_multiply = 332,
kp_subtract = 333,
kp_add = 334,
kp_enter = 335,
kp_equal = 336,
back = 4,
//menu = 82,
volume_up = 24,
volume_down = 25,
};
pub const MouseButton = enum(c_int) {
left = 0,
right = 1,
middle = 2,
side = 3,
extra = 4,
forward = 5,
back = 6,
};
pub const MouseCursor = enum(c_int) {
default = 0,
arrow = 1,
ibeam = 2,
crosshair = 3,
pointing_hand = 4,
resize_ew = 5,
resize_ns = 6,
resize_nwse = 7,
resize_nesw = 8,
resize_all = 9,
not_allowed = 10,
};
pub const GamepadButton = enum(c_int) {
unknown = 0,
left_face_up = 1,
left_face_right = 2,
left_face_down = 3,
left_face_left = 4,
right_face_up = 5,
right_face_right = 6,
right_face_down = 7,
right_face_left = 8,
left_trigger_1 = 9,
left_trigger_2 = 10,
right_trigger_1 = 11,
right_trigger_2 = 12,
middle_left = 13,
middle = 14,
middle_right = 15,
left_thumb = 16,
right_thumb = 17,
};
pub const GamepadAxis = enum(c_int) {
left_x = 0,
left_y = 1,
right_x = 2,
right_y = 3,
left_trigger = 4,
right_trigger = 5,
};
pub const MaterialMapIndex = enum(c_int) {
albedo = 0,
metalness = 1,
normal = 2,
roughness = 3,
occlusion = 4,
emission = 5,
height = 6,
cubemap = 7,
irradiance = 8,
prefilter = 9,
brdf = 10,
};
pub const ShaderLocationIndex = enum(c_int) { vertex_position = 0, vertex_texcoord01 = 1, vertex_texcoord02 = 2, vertex_normal = 3, vertex_tangent = 4, vertex_color = 5, matrix_mvp = 6, matrix_view = 7, matrix_projection = 8, matrix_model = 9, matrix_normal = 10, vector_view = 11, color_diffuse = 12, color_specular = 13, color_ambient = 14, map_albedo = 15, map_metalness = 16, map_normal = 17, map_roughness = 18, map_occlusion = 19, map_emission = 20, map_height = 21, map_cubemap = 22, map_irradiance = 23, map_prefilter = 24, map_brdf = 25, vertex_boneids = 26, vertex_boneweights = 27, bone_matrices = 28, shader_loc_vertex_instance_tx };
pub const ShaderUniformDataType = enum(c_int) {
float = 0,
vec2 = 1,
vec3 = 2,
vec4 = 3,
int = 4,
ivec2 = 5,
ivec3 = 6,
ivec4 = 7,
sampler2d = 8,
};
pub const ShaderAttribute = enum(c_int) {
float = 0,
vec2 = 1,
vec3 = 2,
vec4 = 3,
};
pub const PixelFormat = enum(c_int) {
uncompressed_grayscale = 1,
uncompressed_gray_alpha = 2,
uncompressed_r5g6b5 = 3,
uncompressed_r8g8b8 = 4,
uncompressed_r5g5b5a1 = 5,
uncompressed_r4g4b4a4 = 6,
uncompressed_r8g8b8a8 = 7,
uncompressed_r32 = 8,
uncompressed_r32g32b32 = 9,
uncompressed_r32g32b32a32 = 10,
uncompressed_r16 = 11,
uncompressed_r16g16b16 = 12,
uncompressed_r16g16b16a16 = 13,
compressed_dxt1_rgb = 14,
compressed_dxt1_rgba = 15,
compressed_dxt3_rgba = 16,
compressed_dxt5_rgba = 17,
compressed_etc1_rgb = 18,
compressed_etc2_rgb = 19,
compressed_etc2_eac_rgba = 20,
compressed_pvrt_rgb = 21,
compressed_pvrt_rgba = 22,
compressed_astc_4x4_rgba = 23,
compressed_astc_8x8_rgba = 24,
};
pub const TextureFilter = enum(c_int) {
point = 0,
bilinear = 1,
trilinear = 2,
anisotropic_4x = 3,
anisotropic_8x = 4,
anisotropic_16x = 5,
};
pub const TextureWrap = enum(c_int) {
repeat = 0,
clamp = 1,
mirror_repeat = 2,
mirror_clamp = 3,
};
pub const CubemapLayout = enum(c_int) {
auto_detect = 0,
line_vertical = 1,
line_horizontal = 2,
cross_three_by_four = 3,
cross_four_by_three = 4,
};
pub const FontType = enum(c_int) {
default = 0,
bitmap = 1,
sdf = 2,
};
pub const BlendMode = enum(c_int) {
alpha = 0,
additive = 1,
multiplied = 2,
add_colors = 3,
subtract_colors = 4,
alpha_premultiply = 5,
custom = 6,
custom_separate = 7,
};
pub const Gesture = enum(c_int) {
none = 0,
tap = 1,
doubletap = 2,
hold = 4,
drag = 8,
swipe_right = 16,
swipe_left = 32,
swipe_up = 64,
swipe_down = 128,
pinch_in = 256,
pinch_out = 512,
};
pub const CameraMode = enum(c_int) {
custom = 0,
free = 1,
orbital = 2,
first_person = 3,
third_person = 4,
};
pub const CameraProjection = enum(c_int) {
perspective = 0,
orthographic = 1,
};
pub const NPatchType = enum(c_int) {
nine_patch = 0,
three_patch_vertical = 1,
three_patch_horizontal = 2,
};
// pub const TraceLogCallback = ?fn (c_int, [*c]const u8, [*c]struct___va_list_tag) callconv(.C) void;
pub const LoadFileDataCallback = *const fn ([*c]const u8, [*c]c_uint) callconv(.C) [*c]u8;
pub const SaveFileDataCallback = *const fn ([*c]const u8, ?*anyopaque, c_uint) callconv(.C) bool;
pub const LoadFileTextCallback = *const fn ([*c]const u8) callconv(.C) [*c]u8;
pub const SaveFileTextCallback = *const fn ([*c]const u8, [*c]u8) callconv(.C) bool;
pub const AudioCallback = ?*const fn (?*anyopaque, c_uint) callconv(.C) void;
pub const RAYLIB_VERSION_MAJOR = @as(i32, 5);
pub const RAYLIB_VERSION_MINOR = @as(i32, 5);
pub const RAYLIB_VERSION_PATCH = @as(i32, 0);
pub const RAYLIB_VERSION = "5.6-dev";
pub const MAX_TOUCH_POINTS = 10;
pub const MAX_MATERIAL_MAPS = 12;
pub const MAX_SHADER_LOCATIONS = 32;
pub const MATERIAL_MAP_DIFFUSE = MaterialMapIndex.albedo;
pub const MATERIAL_MAP_SPECULAR = MaterialMapIndex.metalness;
pub const SHADER_LOC_MAP_DIFFUSE = ShaderLocationIndex.map_albedo;
pub const SHADER_LOC_MAP_SPECULAR = ShaderLocationIndex.map_metalness;
/// Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
pub fn setWindowIcons(images: []Image) void {
cdef.SetWindowIcons(@as([*c]Image, @ptrCast(images)), @as(c_int, @intCast(images.len)));
}
/// Load shader from files and bind default locations
pub fn loadShader(vsFileName: ?[:0]const u8, fsFileName: ?[:0]const u8) RaylibError!Shader {
var vsFileNameFinal = @as([*c]const u8, 0);
var fsFileNameFinal = @as([*c]const u8, 0);
if (vsFileName) |vsFileNameSure| {
vsFileNameFinal = @as([*c]const u8, @ptrCast(vsFileNameSure));
}
if (fsFileName) |fsFileNameSure| {
fsFileNameFinal = @as([*c]const u8, @ptrCast(fsFileNameSure));
}
const shader = cdef.LoadShader(vsFileNameFinal, fsFileNameFinal);
const isValid = cdef.IsShaderValid(shader);
return if (isValid) shader else RaylibError.LoadShader;
}
/// Load shader from code strings and bind default locations
pub fn loadShaderFromMemory(vsCode: ?[:0]const u8, fsCode: ?[:0]const u8) RaylibError!Shader {
var vsCodeFinal = @as([*c]const u8, 0);
var fsCodeFinal = @as([*c]const u8, 0);
if (vsCode) |vsCodeSure| {
vsCodeFinal = @as([*c]const u8, @ptrCast(vsCodeSure));
}
if (fsCode) |fsCodeSure| {
fsCodeFinal = @as([*c]const u8, @ptrCast(fsCodeSure));
}
const shader = cdef.LoadShaderFromMemory(vsCodeFinal, fsCodeFinal);
const isValid = cdef.IsShaderValid(shader);
return if (isValid) shader else RaylibError.LoadShader;
}
pub fn loadRandomSequence(count: u32, min: i32, max: i32) []i32 {
var res: []i32 = undefined;
const ptr = cdef.LoadRandomSequence(@as(c_uint, @intCast(count)), @as(c_int, @intCast(min)), @as(c_int, @intCast(max)));
res.ptr = @as([*]i32, @ptrCast(ptr));
res.len = @as(usize, @intCast(count));
return res;
}
/// Save data to file from byte array (write), returns true on success
pub fn saveFileData(fileName: [:0]const u8, data: []u8) bool {
return cdef.SaveFileData(@as([*c]const u8, @ptrCast(fileName)), @as(*anyopaque, @ptrCast(data.ptr)), @as(c_int, @intCast(data.len)));
}
/// Export data to code (.h), returns true on success
pub fn exportDataAsCode(data: []const u8, fileName: [:0]const u8) bool {
return cdef.ExportDataAsCode(@as([*c]const u8, @ptrCast(data)), @as(c_int, @intCast(data.len)), @as([*c]const u8, @ptrCast(fileName)));
}
pub fn computeCRC32(data: []u8) u32 {
return cdef.ComputeCRC32(@as([*c]u8, @ptrCast(data)), @as(c_int, @intCast(data.len)));
}
pub fn computeMD5(data: []u8) [4]u32 {
const res: [*]c_uint = cdef.ComputeMD5(@as([*c]u8, @ptrCast(data)), @as(c_int, @intCast(data.len)));
return res[0..4].*;
}
pub fn computeSHA1(data: []u8) [5]u32 {
const res: [*]c_uint = cdef.ComputeSHA1(@as([*c]u8, @ptrCast(data)), @as(c_int, @intCast(data.len)));
return res[0..5].*;
}
/// Load image from file into CPU memory (RAM)
pub fn loadImage(fileName: [:0]const u8) RaylibError!Image {
const image = cdef.LoadImage(@as([*c]const u8, @ptrCast(fileName)));
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Load image from RAW file data
pub fn loadImageRaw(fileName: [:0]const u8, width: i32, height: i32, format: PixelFormat, headerSize: i32) RaylibError!Image {
const image = cdef.LoadImageRaw(@as([*c]const u8, @ptrCast(fileName)), @as(c_int, width), @as(c_int, height), format, @as(c_int, headerSize));
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Load image sequence from file (frames appended to image.data)
pub fn loadImageAnim(fileName: [:0]const u8, frames: *i32) RaylibError!Image {
const image = cdef.LoadImageAnim(@as([*c]const u8, @ptrCast(fileName)), @as([*c]c_int, @ptrCast(frames)));
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Load image from GPU texture data
pub fn loadImageFromTexture(texture: Texture2D) RaylibError!Image {
const image = cdef.LoadImageFromTexture(texture);
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Load image from screen buffer and (screenshot)
pub fn loadImageFromScreen() RaylibError!Image {
const image = cdef.LoadImageFromScreen();
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
pub fn loadImageAnimFromMemory(fileType: [:0]const u8, fileData: []const u8, frames: *i32) RaylibError!Image {
const image = cdef.LoadImageAnimFromMemory(@as([*c]const u8, @ptrCast(fileType)), @as([*c]const u8, @ptrCast(fileData)), @as(c_int, @intCast(fileData.len)), @as([*c]c_int, @ptrCast(frames)));
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Load image from memory buffer, fileType refers to extension: i.e. '.png'
pub fn loadImageFromMemory(fileType: [:0]const u8, fileData: []const u8) RaylibError!Image {
const image = cdef.LoadImageFromMemory(@as([*c]const u8, @ptrCast(fileType)), @as([*c]const u8, @ptrCast(fileData)), @as(c_int, @intCast(fileData.len)));
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Create an image from text (default font)
pub fn imageText(text: [:0]const u8, fontSize: i32, color: Color) RaylibError!Image {
// TODO: ImageText requires SUPPORT_MODULE_RTEXT. Error out if not loaded.
const image = cdef.ImageText(@as([*c]const u8, @ptrCast(text)), @as(c_int, fontSize), color);
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Create an image from text (custom sprite font)
pub fn imageTextEx(font: Font, text: [:0]const u8, fontSize: f32, spacing: f32, tint: Color) RaylibError!Image {
// TODO: ImageTextEx requires SUPPORT_MODULE_RTEXT. Error out if not loaded.
const image = cdef.ImageTextEx(font, @as([*c]const u8, @ptrCast(text)), fontSize, spacing, tint);
const isValid = cdef.IsImageValid(image);
return if (isValid) image else RaylibError.LoadImage;
}
/// Load color data from image as a Color array (RGBA - 32bit)
pub fn loadImageColors(image: Image) RaylibError![]Color {
var res: []Color = undefined;
const ptr = cdef.LoadImageColors(image);
if (ptr == 0) return RaylibError.LoadImageColors;
res.ptr = @as([*]Color, @ptrCast(ptr));
res.len = @as(usize, @intCast(image.width * image.height));
return res;
}
/// Load texture from file into GPU memory (VRAM)
pub fn loadTexture(fileName: [:0]const u8) RaylibError!Texture2D {
const texture = cdef.LoadTexture(@as([*c]const u8, @ptrCast(fileName)));
const isValid = cdef.IsTextureValid(texture);
return if (isValid) texture else RaylibError.LoadTexture;
}
/// Load texture from image data
pub fn loadTextureFromImage(image: Image) RaylibError!Texture2D {
const texture = cdef.LoadTextureFromImage(image);
const isValid = cdef.IsTextureValid(texture);
return if (isValid) texture else RaylibError.LoadTexture;
}
/// Load cubemap from image, multiple image cubemap layouts supported
pub fn loadTextureCubemap(image: Image, layout: CubemapLayout) RaylibError!TextureCubemap {
const texture = cdef.LoadTextureCubemap(image, layout);
const isValid = cdef.IsTextureValid(texture);
return if (isValid) texture else RaylibError.LoadTexture;
}
/// Load texture for rendering (framebuffer)
pub fn loadRenderTexture(width: i32, height: i32) RaylibError!RenderTexture2D {
const render_texture = cdef.LoadRenderTexture(@as(c_int, width), @as(c_int, height));
const isValid = cdef.IsRenderTextureValid(render_texture);
return if (isValid) render_texture else RaylibError.LoadRenderTexture;
}
pub fn colorToInt(color: Color) i32 {
return if (@inComptime())
(@as(i32, color.r) << 24) | (@as(i32, color.g) << 16) | (@as(i32, color.b) << 8) | @as(i32, color.a)
else
@as(i32, cdef.ColorToInt(color));
}
/// Get the default Font
pub fn getFontDefault() RaylibError!Font {
// TODO: GetFontDefault requires SUPPORT_DEFAULT_FONT. Error out if unset.
const font = cdef.GetFontDefault();
const isValid = cdef.IsFontValid(font);
return if (isValid) font else RaylibError.LoadFont;
}
/// Load font from file into GPU memory (VRAM)
pub fn loadFont(fileName: [:0]const u8) RaylibError!Font {
const font = cdef.LoadFont(@as([*c]const u8, @ptrCast(fileName)));
const isValid = cdef.IsFontValid(font);
return if (isValid) font else RaylibError.LoadFont;
}
/// Load font from file with extended parameters, use null for fontChars to load the default character set
pub fn loadFontEx(fileName: [:0]const u8, fontSize: i32, fontChars: ?[]i32) RaylibError!Font {
var fontCharsFinal = @as([*c]c_int, 0);
var fontCharsLen: c_int = @as(c_int, 0);
if (fontChars) |fontCharsSure| {
fontCharsFinal = @as([*c]c_int, @ptrCast(fontCharsSure));
fontCharsLen = @as(i32, @intCast(fontCharsSure.len));
}
const font = cdef.LoadFontEx(@as([*c]const u8, @ptrCast(fileName)), @as(c_int, fontSize), fontCharsFinal, fontCharsLen);
const isValid = cdef.IsFontValid(font);
return if (isValid) font else RaylibError.LoadFont;
}
/// Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
pub fn loadFontFromMemory(fileType: [:0]const u8, fileData: ?[]const u8, fontSize: i32, fontChars: ?[]i32) RaylibError!Font {
var fileDataFinal = @as([*c]const u8, 0);
var fileDataLen: i32 = 0;
if (fileData) |fileDataSure| {
fileDataFinal = @as([*c]const u8, @ptrCast(fileDataSure));
fileDataLen = @as(i32, @intCast(fileDataSure.len));
}
const codepointCount: c_int = if (fontChars) |fontCharsSure| @intCast(fontCharsSure.len) else 0;
const font = cdef.LoadFontFromMemory(@as([*c]const u8, @ptrCast(fileType)), @as([*c]const u8, @ptrCast(fileDataFinal)), @as(c_int, @intCast(fileDataLen)), @as(c_int, fontSize), @as([*c]c_int, @ptrCast(fontChars)), codepointCount);
const isValid = cdef.IsFontValid(font);
return if (isValid) font else RaylibError.LoadFont;
}
/// Load font from Image (XNA style)
pub fn loadFontFromImage(image: Image, key: Color, firstChar: i32) RaylibError!Font {
const font = cdef.LoadFontFromImage(image, key, @as(c_int, firstChar));
const isValid = cdef.IsFontValid(font);
return if (isValid) font else RaylibError.LoadFont;
}
/// Load font data for further use
pub fn loadFontData(fileData: []const u8, fontSize: i32, codePoints: ?[]i32, ty: FontType) RaylibError![]GlyphInfo {
var res: []GlyphInfo = undefined;
var codePointsFinal = @as([*c]i32, 0);
var codePointsLen: i32 = 0;
if (codePoints) |codePointsSure| {
codePointsFinal = @as([*c]i32, @ptrCast(codePointsSure));
codePointsLen = @as(i32, @intCast(codePointsSure.len));
} else {
codePointsLen = 95;
}
const ptr = cdef.LoadFontData(@as([*c]const u8, @ptrCast(fileData)), @as(c_int, @intCast(fileData.len)), @as(c_int, fontSize), codePointsFinal, @as(c_int, @intCast(codePointsLen)), ty);
if (ptr == 0) return RaylibError.LoadFontData;
res.ptr = @as([*]GlyphInfo, @ptrCast(ptr));
res.len = @as(usize, @intCast(codePointsLen));
return res;
}
/// Text formatting with variables (sprintf() style)
pub fn textFormat(text: [:0]const u8, args: anytype) [:0]const u8 {
comptime {
const info = @typeInfo(@TypeOf(args));
switch (info) {
.@"struct" => {
if (!info.@"struct".is_tuple)
@compileError("Args should be in a tuple (call this function like textFormat(.{arg1, arg2, ...});)!");
},
else => {
@compileError("Args should be in a tuple (call this function like textFormat(.{arg1, arg2, ...});)!");
},
}
}
return std.mem.span(@call(.auto, cdef.TextFormat, .{@as([*c]const u8, @ptrCast(text))} ++ args));
}
/// Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
pub fn traceLog(logLevel: TraceLogLevel, text: [:0]const u8, args: anytype) void {
comptime {
const info = @typeInfo(@TypeOf(args));
switch (info) {
.@"struct" => {
if (!info.@"struct".is_tuple)
@compileError("Args should be in a tuple (call this function like traceLog(.{arg1, arg2, ...});)!");
},
else => {
@compileError("Args should be in a tuple (call this function like traceLog(.{arg1, arg2, ...});)!");
},
}
}
@call(.auto, cdef.TraceLog, .{ logLevel, @as([*c]const u8, @ptrCast(text)) } ++ args);
}
/// Draw multiple mesh instances with material and different transforms
pub fn drawMeshInstanced(mesh: Mesh, material: Material, transforms: []const Matrix) void {
cdef.DrawMeshInstanced(mesh, material, @as([*c]const Matrix, @ptrCast(transforms)), @as(c_int, @intCast(transforms.len)));
}
/// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
pub fn loadMaterialDefault() RaylibError!Material {
const material = cdef.LoadMaterialDefault();
const isValid = cdef.IsMaterialValid(material);
return if (isValid) material else RaylibError.LoadMaterial;
}
/// Load materials from model file
pub fn loadMaterials(fileName: [:0]const u8) RaylibError![]Material {
var materialCount: i32 = 0;
var res: []Material = undefined;
const ptr = cdef.LoadMaterials(@as([*c]const u8, @ptrCast(fileName)), @as([*c]c_int, @ptrCast(&materialCount)));
if (ptr == 0) return RaylibError.LoadMaterials;
res.ptr = @as([*]Material, @ptrCast(ptr));
res.len = @as(usize, @intCast(materialCount));
for (res) |r| {
if (!cdef.IsMaterialValid(r))
return RaylibError.LoadMaterial;
}
return res;
}
/// Load model from files (meshes and materials)
pub fn loadModel(fileName: [:0]const u8) RaylibError!Model {
const model = cdef.LoadModel(@as([*c]const u8, @ptrCast(fileName)));
const isValid = cdef.IsModelValid(model);
return if (isValid) model else RaylibError.LoadModel;
}
/// Load model from generated mesh (default material)
pub fn loadModelFromMesh(mesh: Mesh) RaylibError!Model {
const model = cdef.LoadModelFromMesh(mesh);
const isValid = cdef.IsModelValid(model);
return if (isValid) model else RaylibError.LoadModel;
}
/// Unload animation data
pub fn unloadModelAnimations(animations: []ModelAnimation) void {
cdef.UnloadModelAnimations(@as([*c]ModelAnimation, @ptrCast(animations)), @as(c_int, @intCast(animations.len)));
}
/// Load sound from file
pub fn loadSound(fileName: [:0]const u8) RaylibError!Sound {
const sound = cdef.LoadSound(@as([*c]const u8, @ptrCast(fileName)));
const isValid = cdef.IsSoundValid(sound);
return if (isValid) sound else RaylibError.LoadSound;
}
/// Load wave data from file
pub fn loadWave(fileName: [:0]const u8) RaylibError!Wave {
const wave = cdef.LoadWave(@as([*c]const u8, @ptrCast(fileName)));
const isValid = cdef.IsWaveValid(wave);
return if (isValid) wave else RaylibError.LoadWave;
}
/// Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
pub fn loadWaveFromMemory(fileType: [:0]const u8, fileData: []const u8) RaylibError!Wave {
const wave = cdef.LoadWaveFromMemory(@as([*c]const u8, @ptrCast(fileType)), @as([*c]const u8, @ptrCast(fileData)), @as(c_int, @intCast(fileData.len)));
const isValid = cdef.IsWaveValid(wave);
return if (isValid) wave else RaylibError.LoadWave;
}
/// Load samples data from wave as a 32bit float data array
pub fn loadWaveSamples(wave: Wave) []f32 {
var res: []f32 = undefined;
res.ptr = @as([*]f32, @ptrCast(cdef.LoadWaveSamples(wave)));
res.len = @as(usize, @intCast(wave.frameCount * wave.channels));
return res;
}
/// Load music stream from file
pub fn loadMusicStream(fileName: [:0]const u8) RaylibError!Music {
const music = cdef.LoadMusicStream(@as([*c]const u8, @ptrCast(fileName)));
const isValid = cdef.IsMusicValid(music);
return if (isValid) music else RaylibError.LoadMusic;
}
/// Load music stream from data
pub fn loadMusicStreamFromMemory(fileType: [:0]const u8, data: []const u8) RaylibError!Music {
const music = cdef.LoadMusicStreamFromMemory(@as([*c]const u8, @ptrCast(fileType)), @as([*c]const u8, @ptrCast(data)), @as(c_int, @intCast(data.len)));
const isValid = cdef.IsMusicValid(music);
return if (isValid) music else RaylibError.LoadMusic;
}
/// Load audio stream (to stream raw audio pcm data)
pub fn loadAudioStream(sampleRate: u32, sampleSize: u32, channels: u32) RaylibError!AudioStream {
const audio_stream = cdef.LoadAudioStream(@as(c_uint, sampleRate), @as(c_uint, sampleSize), @as(c_uint, channels));
const isValid = cdef.IsAudioStreamValid(audio_stream);
return if (isValid) audio_stream else RaylibError.LoadAudioStream;
}
/// Draw lines sequence (using gl lines)
pub fn drawLineStrip(points: []const Vector2, color: Color) void {
cdef.DrawLineStrip(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), color);
}
/// Draw a triangle fan defined by points (first vertex is the center)
pub fn drawTriangleFan(points: []const Vector2, color: Color) void {
cdef.DrawTriangleFan(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), color);
}
/// Draw a triangle strip defined by points
pub fn drawTriangleStrip(points: []const Vector2, color: Color) void {
cdef.DrawTriangleStrip(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), color);
}
/// Draw spline: Linear, minimum 2 points
pub fn drawSplineLinear(points: []const Vector2, thick: f32, color: Color) void {
cdef.DrawSplineLinear(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), thick, color);
}
/// Draw spline: B-Spline, minimum 4 points
pub fn drawSplineBasis(points: []const Vector2, thick: f32, color: Color) void {
cdef.DrawSplineBasis(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), thick, color);
}
/// Draw spline: Catmull-Rom, minimum 4 points
pub fn drawSplineCatmullRom(points: []const Vector2, thick: f32, color: Color) void {
cdef.DrawSplineCatmullRom(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), thick, color);
}
/// Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
pub fn drawSplineBezierQuadratic(points: []const Vector2, thick: f32, color: Color) void {
cdef.DrawSplineBezierQuadratic(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), thick, color);
}
/// Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
pub fn drawSplineBezierCubic(points: []const Vector2, thick: f32, color: Color) void {
cdef.DrawSplineBezierCubic(@as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)), thick, color);
}
/// Check if point is within a polygon described by array of vertices
pub fn checkCollisionPointPoly(point: Vector2, points: []const Vector2) bool {
return cdef.CheckCollisionPointPoly(point, @as([*c]const Vector2, @ptrCast(points)), @as(c_int, @intCast(points.len)));
}
pub fn imageKernelConvolution(image: *Image, kernel: []const f32) void {
cdef.ImageKernelConvolution(@as([*c]Image, @ptrCast(image)), @as([*c]const f32, @ptrCast(kernel)), @as(c_int, @intCast(kernel.len)));
}
/// Generate image font atlas using chars info
pub fn genImageFontAtlas(glyphs: []const GlyphInfo, fontSize: i32, padding: i32, packMethod: i32) RaylibError!struct{
Image, []Rectangle } {
var res: []Rectangle = undefined;
var recs: [*c]Rectangle = 0;
const image = cdef.GenImageFontAtlas(@as([*c]const GlyphInfo, @ptrCast(glyphs)), @as([*c][*c]Rectangle, @ptrCast(&recs)), @as(c_int, @intCast(glyphs.len)), @as(c_int, fontSize), @as(c_int, padding), @as(c_int, packMethod));
const isValid = cdef.IsImageValid(image);
if (!isValid) return RaylibError.GenImageFontAtlas;
res.ptr = @as([*]Rectangle, @ptrCast(@alignCast(recs)));
res.len = @as(usize, @intCast(glyphs.len));
return .{ image, res };
}
/// Unload font chars info data (RAM)
pub fn unloadFontData(chars: []GlyphInfo) void {
cdef.UnloadFontData(@as([*c]GlyphInfo, @ptrCast(chars)), @as(c_int, @intCast(chars.len)));
}
/// Draw multiple character (codepoint)
pub fn drawTextCodepoints(font: Font, codepoints: []const c_int, position: Vector2, fontSize: f32, spacing: f32, tint: Color) void {
cdef.DrawTextCodepoints(font, @as([*c]const c_int, @ptrCast(codepoints)), @as(c_int, @intCast(codepoints.len)), position, fontSize, spacing, tint);
}
/// Load UTF-8 text encoded from codepoints array
pub fn loadUTF8(codepoints: []const c_int) [:0]u8 {
return std.mem.span(cdef.LoadUTF8(@as([*c]const c_int, @ptrCast(codepoints)), @as(c_int, @intCast(codepoints.len))));
}
/// Join text strings with delimiter
pub fn textJoin(textList: [][:0]u8, delimiter: [:0]const u8) [:0]const u8 {
return std.mem.span(cdef.TextJoin(@as([*c][*c]u8, @ptrCast(textList)), @as(c_int, @intCast(textList.len)), @as([*c]const u8, @ptrCast(delimiter))));
}
/// Draw a triangle strip defined by points
pub fn drawTriangleStrip3D(points: []const Vector3, color: Color) void {
cdef.DrawTriangleStrip3D(@as([*c]const Vector3, @ptrCast(points)), @as(c_int, @intCast(points.len)), color);
}
/// Internal memory allocator
fn alloc(_: *anyopaque, len: usize, _: std.mem.Alignment, _: usize) ?[*]u8 {
std.debug.assert(len > 0);
return @ptrCast(cdef.MemAlloc(@intCast(len)));
}
fn resize(_: *anyopaque, buf: []u8, _: std.mem.Alignment, new_len: usize, _: usize) bool {
return (new_len <= buf.len);
}
/// Internal memory free
fn free(_: *anyopaque, buf: []u8, _: std.mem.Alignment, _: usize) void {
cdef.MemFree(buf.ptr);
}
fn remap(_: *anyopaque, buf: []u8, _: std.mem.Alignment, new_len: usize, _: usize) ?[*]u8 {
if (new_len <= buf.len) {
return buf.ptr;
} else {
return null;
}
}
const mem_vtable = std.mem.Allocator.VTable{
.alloc = alloc,
.resize = resize,
.free = free,
.remap = remap,
};
pub const mem = std.mem.Allocator{
.ptr = undefined,
.vtable = &mem_vtable,
};