diff --git a/CMakeLists.txt b/CMakeLists.txt index 4fa51eb..178a57b 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -29,7 +29,7 @@ if (NOT raylib_FOUND) FetchContent_Declare( raylib GIT_REPOSITORY https://github.com/raysan5/raylib.git - GIT_TAG 4.5.0 + GIT_TAG 5.0 GIT_SHALLOW TRUE ) FetchContent_GetProperties(raylib) diff --git a/docs/API.md b/docs/API.md index ab2e930..38e810a 100644 --- a/docs/API.md +++ b/docs/API.md @@ -4,12 +4,12 @@
InitWindow(width, height, title)undefined

Initialize window and OpenGL context

-
WindowShouldClose()boolean
-

Check if KEY_ESCAPE pressed or Close icon pressed

-
CloseWindow()undefined

Close window and unload OpenGL context

+
WindowShouldClose()boolean
+

Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)

+
IsWindowReady()boolean

Check if window has been initialized successfully

@@ -43,6 +43,9 @@
ToggleFullscreen()undefined

Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)

+
ToggleBorderlessWindowed()undefined
+

Toggle window state: borderless windowed (only PLATFORM_DESKTOP)

+
MaximizeWindow()undefined

Set window state: maximized, if resizable (only PLATFORM_DESKTOP)

@@ -59,23 +62,29 @@

Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)

SetWindowTitle(title)undefined
-

Set title for window (only PLATFORM_DESKTOP)

+

Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)

SetWindowPosition(x, y)undefined

Set window position on screen (only PLATFORM_DESKTOP)

SetWindowMonitor(monitor)undefined
-

Set monitor for the current window (fullscreen mode)

+

Set monitor for the current window

SetWindowMinSize(width, height)undefined

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

+
SetWindowMaxSize(width, height)undefined
+

Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

+
SetWindowSize(width, height)undefined

Set window dimensions

SetWindowOpacity(opacity)undefined

Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)

+
SetWindowFocused()undefined
+

Set window focused (only PLATFORM_DESKTOP)

+
GetWindowHandle()number

Get native window handle

@@ -122,7 +131,7 @@

Get window scale DPI factor

GetMonitorName(monitor)string
-

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

+

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

SetClipboardText(text)undefined

Set clipboard text content

@@ -136,15 +145,6 @@
DisableEventWaiting()undefined

Disable waiting for events on EndDrawing(), automatic events polling

-
SwapScreenBuffer()undefined
-

Swap back buffer with front buffer (screen drawing)

-
-
PollInputEvents()undefined
-

Register all input events

-
-
WaitTime(seconds)undefined
-

Wait for some time (halt program execution)

-
ShowCursor()undefined

Shows cursor

@@ -259,27 +259,45 @@
SetTargetFPS(fps)undefined

Set target FPS (maximum)

-
GetFPS()number
-

Get current FPS

-
GetFrameTime()number

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

GetTime()number

Get elapsed time in seconds since InitWindow()

-
GetRandomValue(min, max)number
-

Get a random value between min and max (both included)

+
GetFPS()number
+

Get current FPS

+
+
SwapScreenBuffer()undefined
+

Swap back buffer with front buffer (screen drawing)

+
+
PollInputEvents()undefined
+

Register all input events

+
+
WaitTime(seconds)undefined
+

Wait for some time (halt program execution)

SetRandomSeed(seed)undefined

Set the seed for the random number generator

+
GetRandomValue(min, max)number
+

Get a random value between min and max (both included)

+
+
LoadRandomSequence(count, min, max)number
+

Load random values sequence, no values repeated

+
+
UnloadRandomSequence(sequence)undefined
+

Unload random values sequence

+
TakeScreenshot(fileName)undefined

Takes a screenshot of current screen (filename extension defines format)

SetConfigFlags(flags)undefined

Setup init configuration flags (view FLAGS)

+
OpenURL(url)undefined
+

Open URL with default system browser (if available)

+
SetTraceLogLevel(logLevel)undefined

Set the current threshold (minimum) log level

@@ -292,19 +310,16 @@
MemFree(ptr)undefined

Internal memory free

-
OpenURL(url)undefined
-

Open URL with default system browser (if available)

-
-
LoadFileData(fileName, bytesRead)Buffer
+
LoadFileData(fileName, dataSize)Buffer

Load file data as byte array (read)

UnloadFileData(data)undefined

Unload file data allocated by LoadFileData()

-
SaveFileData(fileName, data, bytesToWrite)boolean
+
SaveFileData(fileName, data, dataSize)boolean

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

-
ExportDataAsCode(data, size, fileName)boolean
+
ExportDataAsCode(data, dataSize, fileName)boolean

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

LoadFileText(fileName)string
@@ -347,7 +362,7 @@

Get current working directory (uses static string)

GetApplicationDirectory()string
-

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

+

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

ChangeDirectory(dir)boolean

Change working directory, return true on success

@@ -388,9 +403,36 @@
DecodeDataBase64(data, outputSize)Buffer

Decode Base64 string data, memory must be MemFree()

+
LoadAutomationEventList(fileName)AutomationEventList
+

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

+
+
UnloadAutomationEventList(list)undefined
+

Unload automation events list from file

+
+
ExportAutomationEventList(list, fileName)boolean
+

Export automation events list as text file

+
+
SetAutomationEventList(list)undefined
+

Set automation event list to record to

+
+
SetAutomationEventBaseFrame(frame)undefined
+

Set automation event internal base frame to start recording

+
+
StartAutomationEventRecording()undefined
+

Start recording automation events (AutomationEventList must be set)

+
+
StopAutomationEventRecording()undefined
+

Stop recording automation events

+
+
PlayAutomationEvent(event)undefined
+

Play a recorded automation event

+
IsKeyPressed(key)boolean

Check if a key has been pressed once

+
IsKeyPressedRepeat(key)boolean
+

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

+
IsKeyDown(key)boolean

Check if a key is being pressed

@@ -400,15 +442,15 @@
IsKeyUp(key)boolean

Check if a key is NOT being pressed

-
SetExitKey(key)undefined
-

Set a custom key to exit program (default is ESC)

-
GetKeyPressed()number

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

GetCharPressed()number

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

+
SetExitKey(key)undefined
+

Set a custom key to exit program (default is ESC)

+
IsGamepadAvailable(gamepad)boolean

Check if a gamepad is available

@@ -536,22 +578,16 @@

Draw a line

DrawLineV(startPos, endPos, color)undefined
-

Draw a line (Vector version)

+

Draw a line (using gl lines)

DrawLineEx(startPos, endPos, thick, color)undefined
-

Draw a line defining thickness

-
-
DrawLineBezier(startPos, endPos, thick, color)undefined
-

Draw a line using cubic-bezier curves in-out

-
-
DrawLineBezierQuad(startPos, endPos, controlPos, thick, color)undefined
-

Draw line using quadratic bezier curves with a control point

-
-
DrawLineBezierCubic(startPos, endPos, startControlPos, endControlPos, thick, color)undefined
-

Draw line using cubic bezier curves with 2 control points

+

Draw a line (using triangles/quads)

DrawLineStrip(points, pointCount, color)undefined
-

Draw lines sequence

+

Draw lines sequence (using gl lines)

+
+
DrawLineBezier(startPos, endPos, thick, color)undefined
+

Draw line segment cubic-bezier in-out interpolation

DrawCircle(centerX, centerY, radius, color)undefined

Draw a color-filled circle

@@ -571,6 +607,9 @@
DrawCircleLines(centerX, centerY, radius, color)undefined

Draw circle outline

+
DrawCircleLinesV(center, radius, color)undefined
+

Draw circle outline (Vector version)

+
DrawEllipse(centerX, centerY, radiusH, radiusV, color)undefined

Draw ellipse

@@ -637,6 +676,51 @@
DrawPolyLinesEx(center, sides, radius, rotation, lineThick, color)undefined

Draw a polygon outline of n sides with extended parameters

+
DrawSplineLinear(points, pointCount, thick, color)undefined
+

Draw spline: Linear, minimum 2 points

+
+
DrawSplineBasis(points, pointCount, thick, color)undefined
+

Draw spline: B-Spline, minimum 4 points

+
+
DrawSplineCatmullRom(points, pointCount, thick, color)undefined
+

Draw spline: Catmull-Rom, minimum 4 points

+
+
DrawSplineBezierQuadratic(points, pointCount, thick, color)undefined
+

Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]

+
+
DrawSplineBezierCubic(points, pointCount, thick, color)undefined
+

Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]

+
+
DrawSplineSegmentLinear(p1, p2, thick, color)undefined
+

Draw spline segment: Linear, 2 points

+
+
DrawSplineSegmentBasis(p1, p2, p3, p4, thick, color)undefined
+

Draw spline segment: B-Spline, 4 points

+
+
DrawSplineSegmentCatmullRom(p1, p2, p3, p4, thick, color)undefined
+

Draw spline segment: Catmull-Rom, 4 points

+
+
DrawSplineSegmentBezierQuadratic(p1, c2, p3, thick, color)undefined
+

Draw spline segment: Quadratic Bezier, 2 points, 1 control point

+
+
DrawSplineSegmentBezierCubic(p1, c2, c3, p4, thick, color)undefined
+

Draw spline segment: Cubic Bezier, 2 points, 2 control points

+
+
GetSplinePointLinear(startPos, endPos, t)Vector2
+

Get (evaluate) spline point: Linear

+
+
GetSplinePointBasis(p1, p2, p3, p4, t)Vector2
+

Get (evaluate) spline point: B-Spline

+
+
GetSplinePointCatmullRom(p1, p2, p3, p4, t)Vector2
+

Get (evaluate) spline point: Catmull-Rom

+
+
GetSplinePointBezierQuad(p1, c2, p3, t)Vector2
+

Get (evaluate) spline point: Quadratic Bezier

+
+
GetSplinePointBezierCubic(p1, c2, c3, p4, t)Vector2
+

Get (evaluate) spline point: Cubic Bezier

+
CheckCollisionRecs(rec1, rec2)boolean

Check collision between two rectangles

@@ -673,6 +757,9 @@
LoadImageRaw(fileName, width, height, format, headerSize)Image

Load image from RAW file data

+
LoadImageSvg(fileNameOrString, width, height)Image
+

Load image from SVG file data or string with specified size

+
LoadImageAnim(fileName, frames)Image

Load image sequence from file (frames appended to image.data)

@@ -694,21 +781,24 @@
ExportImage(image, fileName)boolean

Export image data to file, returns true on success

+
ExportImageToMemory(image, fileType, fileSize)Buffer
+

Export image to memory buffer

+
ExportImageAsCode(image, fileName)boolean

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

GenImageColor(width, height, color)Image

Generate image: plain color

-
GenImageGradientV(width, height, top, bottom)Image
-

Generate image: vertical gradient

-
-
GenImageGradientH(width, height, left, right)Image
-

Generate image: horizontal gradient

+
GenImageGradientLinear(width, height, direction, start, end)Image
+

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

GenImageGradientRadial(width, height, density, inner, outer)Image

Generate image: radial gradient

+
GenImageGradientSquare(width, height, density, inner, outer)Image
+

Generate image: square gradient

+
GenImageChecked(width, height, checksX, checksY, col1, col2)Image

Generate image: checked

@@ -739,6 +829,9 @@
ImageBlurGaussian(image, blurSize)undefined

Apply Gaussian blur using a box blur approximation

+
ImageRotate(image, degrees)undefined
+

Rotate image by input angle in degrees (-359 to 359)

+
LoadImageColors(image)number

Load color data from image as a Color array (RGBA - 32bit)

@@ -868,25 +961,25 @@
LoadFont(fileName)Font

Load font from file into GPU memory (VRAM)

-
LoadFontEx(fileName, fontSize, fontChars, glyphCount)Font
-

Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set

+
LoadFontEx(fileName, fontSize, codepoints, codepointCount)Font
+

Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set

LoadFontFromImage(image, key, firstChar)Font

Load font from Image (XNA style)

-
LoadFontFromMemory(fileType, fileData, dataSize, fontSize, fontChars, glyphCount)Font
+
LoadFontFromMemory(fileType, fileData, dataSize, fontSize, codepoints, codepointCount)Font

Load font from memory buffer, fileType refers to extension: i.e. '.ttf'

IsFontReady(font)boolean

Check if a font is ready

-
LoadFontData(fileData, dataSize, fontSize, fontChars, glyphCount, type)number
+
LoadFontData(fileData, dataSize, fontSize, codepoints, codepointCount, type)number

Load font data for further use

-
GenImageFontAtlas(chars, recs, glyphCount, fontSize, padding, packMethod)Image
+
GenImageFontAtlas(glyphs, glyphRecs, glyphCount, fontSize, padding, packMethod)Image

Generate image font atlas using chars info

-
UnloadFontData(chars, glyphCount)undefined
+
UnloadFontData(glyphs, glyphCount)undefined

Unload font chars info data (RAM)

UnloadFont(font)undefined
@@ -910,9 +1003,12 @@
DrawTextCodepoint(font, codepoint, position, fontSize, tint)undefined

Draw one character (codepoint)

-
DrawTextCodepoints(font, codepoints, count, position, fontSize, spacing, tint)undefined
+
DrawTextCodepoints(font, codepoints, codepointCount, position, fontSize, spacing, tint)undefined

Draw multiple character (codepoint)

+
SetTextLineSpacing(spacing)undefined
+

Set vertical line spacing when drawing with line-breaks

+
MeasureText(text, fontSize)number

Measure string width for default font

@@ -1153,7 +1249,7 @@
UnloadModelAnimation(anim)undefined

Unload animation data

-
UnloadModelAnimations(animations, count)undefined
+
UnloadModelAnimations(animations, animCount)undefined

Unload animation array data

IsModelAnimationValid(model, anim)boolean
@@ -1195,6 +1291,9 @@
SetMasterVolume(volume)undefined

Set master volume (listener)

+
GetMasterVolume()number
+

Get master volume (listener)

+
LoadWave(fileName)Wave

Load wave data from file

@@ -1210,6 +1309,9 @@
LoadSoundFromWave(wave)Sound

Load sound from wave data

+
LoadSoundAlias(source)Sound
+

Create a new sound that shares the same sample data as the source sound, does not own the sound data

+
IsSoundReady(sound)boolean

Checks if a sound is ready

@@ -1222,6 +1324,9 @@
UnloadSound(sound)undefined

Unload sound

+
UnloadSoundAlias(alias)undefined
+

Unload a sound alias (does not deallocate sample data)

+
ExportWave(wave, fileName)boolean

Export wave data to file, returns true on success

@@ -1450,7 +1555,7 @@
GuiIsLocked()boolean

Check if gui is locked (global state)

-
GuiFade(alpha)undefined
+
GuiSetAlpha(alpha)undefined

Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f

GuiSetState(state)undefined
@@ -1471,82 +1576,115 @@
GuiGetStyle(control, property)number

Get one style property

-
GuiWindowBox(bounds, title)boolean
+
GuiLoadStyle(fileName)undefined
+

Load style file over global style variable (.rgs)

+
+
GuiLoadStyleDefault()undefined
+

Load style default over global style

+
+
GuiEnableTooltip()undefined
+

Enable gui tooltips (global state)

+
+
GuiDisableTooltip()undefined
+

Disable gui tooltips (global state)

+
+
GuiSetTooltip(tooltip)undefined
+

Set tooltip string

+
+
GuiIconText(iconId, text)string
+

Get text with icon id prepended (if supported)

+
+
GuiSetIconScale(scale)undefined
+

Set default icon drawing size

+
+
GuiGetIcons()number
+

Get raygui icons data pointer

+
+
GuiLoadIcons(fileName, loadIconsName)number
+

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

+
+
GuiDrawIcon(iconId, posX, posY, pixelSize, color)undefined
+

Draw icon using pixel size at specified position

+
+
GuiWindowBox(bounds, title)number

Window Box control, shows a window that can be closed

-
GuiGroupBox(bounds, text)undefined
+
GuiGroupBox(bounds, text)number

Group Box control with text name

-
GuiLine(bounds, text)undefined
+
GuiLine(bounds, text)number

Line separator control, could contain text

-
GuiPanel(bounds, text)undefined
+
GuiPanel(bounds, text)number

Panel control, useful to group controls

GuiTabBar(bounds, text, count, active)number

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

-
GuiScrollPanel(bounds, text, content, scroll)Rectangle
+
GuiScrollPanel(bounds, text, content, scroll, view)number

Scroll Panel control

-
GuiLabel(bounds, text)undefined
-

Label control, shows text

+
GuiLabel(bounds, text)number
+

Label control

-
GuiButton(bounds, text)boolean
+
GuiButton(bounds, text)number

Button control, returns true when clicked

-
GuiLabelButton(bounds, text)boolean
-

Label button control, show true when clicked

+
GuiLabelButton(bounds, text)number
+

Label button control, returns true when clicked

-
GuiToggle(bounds, text, active)boolean
-

Toggle Button control, returns true when active

+
GuiToggle(bounds, text, active)number
+

Toggle Button control

GuiToggleGroup(bounds, text, active)number
-

Toggle Group control, returns active toggle index

+

Toggle Group control

-
GuiCheckBox(bounds, text, checked)boolean
+
GuiToggleSlider(bounds, text, active)number
+

Toggle Slider control

+
+
GuiCheckBox(bounds, text, checked)number

Check Box control, returns true when active

GuiComboBox(bounds, text, active)number
-

Combo Box control, returns selected item index

+

Combo Box control

-
GuiDropdownBox(bounds, text, active, editMode)boolean
-

Dropdown Box control, returns selected item

+
GuiDropdownBox(bounds, text, active, editMode)number
+

Dropdown Box control

-
GuiSpinner(bounds, text, value, minValue, maxValue, editMode)boolean
-

Spinner control, returns selected value

+
GuiSpinner(bounds, text, value, minValue, maxValue, editMode)number
+

Spinner control

-
GuiValueBox(bounds, text, value, minValue, maxValue, editMode)boolean
+
GuiValueBox(bounds, text, value, minValue, maxValue, editMode)number

Value Box control, updates input text with numbers

-
GuiTextBox(bounds, text, textSize, editMode)boolean
-

Text Box control, updates input text

+
GuiValueBoxFloat(bounds, text, textValue, value, editMode)number
+

Value box control for float values

-
GuiTextBoxMulti(bounds, text, textSize, editMode)boolean
-

Text Box control with multiple lines

+
GuiTextBox(bounds, text, textSize, editMode)number
+

Text Box control, updates input text

GuiSlider(bounds, textLeft, textRight, value, minValue, maxValue)number
-

Slider control, returns selected value

+

Slider control

GuiSliderBar(bounds, textLeft, textRight, value, minValue, maxValue)number
-

Slider Bar control, returns selected value

+

Slider Bar control

GuiProgressBar(bounds, textLeft, textRight, value, minValue, maxValue)number
-

Progress Bar control, shows current progress value

+

Progress Bar control

-
GuiStatusBar(bounds, text)undefined
+
GuiStatusBar(bounds, text)number

Status Bar control, shows info text

-
GuiDummyRec(bounds, text)undefined
+
GuiDummyRec(bounds, text)number

Dummy control for placeholders

-
GuiGrid(bounds, text, spacing, subdivs)Vector2
-

Grid control, returns mouse cell position

+
GuiGrid(bounds, text, spacing, subdivs, mouseCell)number
+

Grid control

GuiListView(bounds, text, scrollIndex, active)number
-

List View control, returns selected list item index

+

List View control

-
GuiListViewEx(bounds, text, count, focus, scrollIndex, active)number
+
GuiListViewEx(bounds, text, count, scrollIndex, active, focus)number

List View with extended parameters

GuiMessageBox(bounds, title, message, buttons)number
@@ -1555,10 +1693,10 @@
GuiTextInputBox(bounds, title, message, buttons, text, textMaxSize, secretViewActive)number

Text Input Box control, ask for text, supports secret

-
GuiColorPicker(bounds, text, color)Color
+
GuiColorPicker(bounds, text, color)number

Color Picker control (multiple color controls)

-
GuiColorPanel(bounds, text, color)Color
+
GuiColorPanel(bounds, text, color)number

Color Panel control

GuiColorBarAlpha(bounds, text, alpha)number
@@ -1567,32 +1705,11 @@
GuiColorBarHue(bounds, text, value)number

Color Bar Hue control

-
GuiLoadStyle(fileName)undefined
-

Load style file over global style variable (.rgs)

-
-
GuiLoadStyleDefault()undefined
-

Load style default over global style

-
-
GuiEnableTooltip()undefined
-

Enable gui tooltips (global state)

-
-
GuiDisableTooltip()undefined
-

Disable gui tooltips (global state)

-
-
GuiSetTooltip(tooltip)undefined
-

Set tooltip string

-
-
GuiIconText(iconId, text)string
-

Get text with icon id prepended (if supported)

+
GuiColorPickerHSV(bounds, text, colorHsv)number
+

Color Picker control that avoids conversion to RGB on each call (multiple color controls)

-
GuiGetIcons()number
-

Get raygui icons data pointer

-
-
GuiLoadIcons(fileName, loadIconsName)number
-

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

-
-
GuiSetIconScale(scale)undefined
-

Set icon drawing size

+
GuiColorPanelHSV(bounds, text, colorHsv)number
+

Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV()

rlMatrixMode(mode)undefined

Choose the current matrix to be transformed

@@ -1711,6 +1828,9 @@
rlActiveDrawBuffers(count)undefined

Activate multiple draw color buffers

+
rlBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask)undefined
+

Blit active framebuffer to main framebuffer

+
rlEnableColorBlend()undefined

Enable color blending

@@ -1750,8 +1870,11 @@
rlEnableWireMode()undefined

Enable wire mode

+
rlEnablePointMode()undefined
+

Enable point mode

+
rlDisableWireMode()undefined
-

Disable wire mode

+

Disable wire mode ( and point ) maybe rename

rlSetLineWidth(width)undefined

Set the line drawing width

@@ -2179,19 +2302,19 @@ Initialize window and OpenGL context | height | number | | title | string | - - -## WindowShouldClose() ⇒ boolean -Check if KEY_ESCAPE pressed or Close icon pressed - -**Kind**: global function -**Returns**: boolean - The resulting bool. ## CloseWindow() ⇒ undefined Close window and unload OpenGL context **Kind**: global function + + +## WindowShouldClose() ⇒ boolean +Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) + +**Kind**: global function +**Returns**: boolean - The resulting bool. ## IsWindowReady() ⇒ boolean @@ -2280,6 +2403,12 @@ Clear window configuration state flags ## ToggleFullscreen() ⇒ undefined Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) +**Kind**: global function + + +## ToggleBorderlessWindowed() ⇒ undefined +Toggle window state: borderless windowed (only PLATFORM_DESKTOP) + **Kind**: global function @@ -2325,7 +2454,7 @@ Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) ## SetWindowTitle(title) ⇒ undefined -Set title for window (only PLATFORM_DESKTOP) +Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) **Kind**: global function @@ -2348,7 +2477,7 @@ Set window position on screen (only PLATFORM_DESKTOP) ## SetWindowMonitor(monitor) ⇒ undefined -Set monitor for the current window (fullscreen mode) +Set monitor for the current window **Kind**: global function @@ -2368,6 +2497,18 @@ Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) | width | number | | height | number | + + +## SetWindowMaxSize(width, height) ⇒ undefined +Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| width | number | +| height | number | + ## SetWindowSize(width, height) ⇒ undefined @@ -2391,6 +2532,12 @@ Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) | --- | --- | | opacity | number | + + +## SetWindowFocused() ⇒ undefined +Set window focused (only PLATFORM_DESKTOP) + +**Kind**: global function ## GetWindowHandle() ⇒ number @@ -2529,7 +2676,7 @@ Get window scale DPI factor ## GetMonitorName(monitor) ⇒ string -Get the human-readable, UTF-8 encoded name of the primary monitor +Get the human-readable, UTF-8 encoded name of the specified monitor **Kind**: global function **Returns**: string - The resulting const char *. @@ -2568,29 +2715,6 @@ Enable waiting for events on EndDrawing(), no automatic event polling Disable waiting for events on EndDrawing(), automatic events polling **Kind**: global function - - -## SwapScreenBuffer() ⇒ undefined -Swap back buffer with front buffer (screen drawing) - -**Kind**: global function - - -## PollInputEvents() ⇒ undefined -Register all input events - -**Kind**: global function - - -## WaitTime(seconds) ⇒ undefined -Wait for some time (halt program execution) - -**Kind**: global function - -| Param | Type | -| --- | --- | -| seconds | number | - ## ShowCursor() ⇒ undefined @@ -2966,13 +3090,6 @@ Set target FPS (maximum) | --- | --- | | fps | number | - - -## GetFPS() ⇒ number -Get current FPS - -**Kind**: global function -**Returns**: number - The resulting int. ## GetFrameTime() ⇒ number @@ -2987,18 +3104,35 @@ Get elapsed time in seconds since InitWindow() **Kind**: global function **Returns**: number - The resulting double. - + -## GetRandomValue(min, max) ⇒ number -Get a random value between min and max (both included) +## GetFPS() ⇒ number +Get current FPS **Kind**: global function **Returns**: number - The resulting int. + + +## SwapScreenBuffer() ⇒ undefined +Swap back buffer with front buffer (screen drawing) + +**Kind**: global function + + +## PollInputEvents() ⇒ undefined +Register all input events + +**Kind**: global function + + +## WaitTime(seconds) ⇒ undefined +Wait for some time (halt program execution) + +**Kind**: global function | Param | Type | | --- | --- | -| min | number | -| max | number | +| seconds | number | @@ -3011,43 +3145,92 @@ Set the seed for the random number generator | --- | --- | | seed | number | - + -## TakeScreenshot(fileName) ⇒ undefined -Takes a screenshot of current screen (filename extension defines format) +## GetRandomValue(min, max) ⇒ number +Get a random value between min and max (both included) **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | -| fileName | string | +| min | number | +| max | number | - + -## SetConfigFlags(flags) ⇒ undefined -Setup init configuration flags (view FLAGS) +## LoadRandomSequence(count, min, max) ⇒ number +Load random values sequence, no values repeated **Kind**: global function +**Returns**: number - The resulting int *. | Param | Type | | --- | --- | -| flags | number | +| count | number | +| min | number | +| max | number | - + -## SetTraceLogLevel(logLevel) ⇒ undefined -Set the current threshold (minimum) log level +## UnloadRandomSequence(sequence) ⇒ undefined +Unload random values sequence **Kind**: global function | Param | Type | | --- | --- | -| logLevel | number | - - +| sequence | number | -## MemAlloc(size) ⇒ number -Internal memory allocator + + +## TakeScreenshot(fileName) ⇒ undefined +Takes a screenshot of current screen (filename extension defines format) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| fileName | string | + + + +## SetConfigFlags(flags) ⇒ undefined +Setup init configuration flags (view FLAGS) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| flags | number | + + + +## OpenURL(url) ⇒ undefined +Open URL with default system browser (if available) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| url | string | + + + +## SetTraceLogLevel(logLevel) ⇒ undefined +Set the current threshold (minimum) log level + +**Kind**: global function + +| Param | Type | +| --- | --- | +| logLevel | number | + + + +## MemAlloc(size) ⇒ number +Internal memory allocator **Kind**: global function **Returns**: number - The resulting void *. @@ -3080,20 +3263,9 @@ Internal memory free | --- | --- | | ptr | number | - - -## OpenURL(url) ⇒ undefined -Open URL with default system browser (if available) - -**Kind**: global function - -| Param | Type | -| --- | --- | -| url | string | - -## LoadFileData(fileName, bytesRead) ⇒ Buffer +## LoadFileData(fileName, dataSize) ⇒ Buffer Load file data as byte array (read) **Kind**: global function @@ -3102,7 +3274,7 @@ Load file data as byte array (read) | Param | Type | | --- | --- | | fileName | string | -| bytesRead | number | +| dataSize | number | @@ -3117,7 +3289,7 @@ Unload file data allocated by LoadFileData() -## SaveFileData(fileName, data, bytesToWrite) ⇒ boolean +## SaveFileData(fileName, data, dataSize) ⇒ boolean Save data to file from byte array (write), returns true on success **Kind**: global function @@ -3127,11 +3299,11 @@ Save data to file from byte array (write), returns true on success | --- | --- | | fileName | string | | data | number | -| bytesToWrite | number | +| dataSize | number | -## ExportDataAsCode(data, size, fileName) ⇒ boolean +## ExportDataAsCode(data, dataSize, fileName) ⇒ boolean Export data to code (.h), returns true on success **Kind**: global function @@ -3140,7 +3312,7 @@ Export data to code (.h), returns true on success | Param | Type | | --- | --- | | data | Buffer | -| size | number | +| dataSize | number | | fileName | string | @@ -3298,7 +3470,7 @@ Get current working directory (uses static string) ## GetApplicationDirectory() ⇒ string -Get the directory if the running application (uses static string) +Get the directory of the running application (uses static string) **Kind**: global function **Returns**: string - The resulting const char *. @@ -3455,6 +3627,87 @@ Decode Base64 string data, memory must be MemFree() | data | Buffer | | outputSize | number | + + +## LoadAutomationEventList(fileName) ⇒ AutomationEventList +Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS + +**Kind**: global function +**Returns**: AutomationEventList - The resulting AutomationEventList. + +| Param | Type | +| --- | --- | +| fileName | string | + + + +## UnloadAutomationEventList(list) ⇒ undefined +Unload automation events list from file + +**Kind**: global function + +| Param | Type | +| --- | --- | +| list | number | + + + +## ExportAutomationEventList(list, fileName) ⇒ boolean +Export automation events list as text file + +**Kind**: global function +**Returns**: boolean - The resulting bool. + +| Param | Type | +| --- | --- | +| list | AutomationEventList | +| fileName | string | + + + +## SetAutomationEventList(list) ⇒ undefined +Set automation event list to record to + +**Kind**: global function + +| Param | Type | +| --- | --- | +| list | number | + + + +## SetAutomationEventBaseFrame(frame) ⇒ undefined +Set automation event internal base frame to start recording + +**Kind**: global function + +| Param | Type | +| --- | --- | +| frame | number | + + + +## StartAutomationEventRecording() ⇒ undefined +Start recording automation events (AutomationEventList must be set) + +**Kind**: global function + + +## StopAutomationEventRecording() ⇒ undefined +Stop recording automation events + +**Kind**: global function + + +## PlayAutomationEvent(event) ⇒ undefined +Play a recorded automation event + +**Kind**: global function + +| Param | Type | +| --- | --- | +| event | AutomationEvent | + ## IsKeyPressed(key) ⇒ boolean @@ -3467,6 +3720,18 @@ Check if a key has been pressed once | --- | --- | | key | number | + + +## IsKeyPressedRepeat(key) ⇒ boolean +Check if a key has been pressed again (Only PLATFORM_DESKTOP) + +**Kind**: global function +**Returns**: boolean - The resulting bool. + +| Param | Type | +| --- | --- | +| key | number | + ## IsKeyDown(key) ⇒ boolean @@ -3503,17 +3768,6 @@ Check if a key is NOT being pressed | --- | --- | | key | number | - - -## SetExitKey(key) ⇒ undefined -Set a custom key to exit program (default is ESC) - -**Kind**: global function - -| Param | Type | -| --- | --- | -| key | number | - ## GetKeyPressed() ⇒ number @@ -3528,6 +3782,17 @@ Get char pressed (unicode), call it multiple times for chars queued, returns 0 w **Kind**: global function **Returns**: number - The resulting int. + + +## SetExitKey(key) ⇒ undefined +Set a custom key to exit program (default is ESC) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| key | number | + ## IsGamepadAvailable(gamepad) ⇒ boolean @@ -3964,7 +4229,7 @@ Draw a line ## DrawLineV(startPos, endPos, color) ⇒ undefined -Draw a line (Vector version) +Draw a line (using gl lines) **Kind**: global function @@ -3977,21 +4242,7 @@ Draw a line (Vector version) ## DrawLineEx(startPos, endPos, thick, color) ⇒ undefined -Draw a line defining thickness - -**Kind**: global function - -| Param | Type | -| --- | --- | -| startPos | [Vector2](#Vector2) | -| endPos | [Vector2](#Vector2) | -| thick | number | -| color | [Color](#Color) | - - - -## DrawLineBezier(startPos, endPos, thick, color) ⇒ undefined -Draw a line using cubic-bezier curves in-out +Draw a line (using triangles/quads) **Kind**: global function @@ -4002,25 +4253,23 @@ Draw a line using cubic-bezier curves in-out | thick | number | | color | [Color](#Color) | - + -## DrawLineBezierQuad(startPos, endPos, controlPos, thick, color) ⇒ undefined -Draw line using quadratic bezier curves with a control point +## DrawLineStrip(points, pointCount, color) ⇒ undefined +Draw lines sequence (using gl lines) **Kind**: global function | Param | Type | | --- | --- | -| startPos | [Vector2](#Vector2) | -| endPos | [Vector2](#Vector2) | -| controlPos | [Vector2](#Vector2) | -| thick | number | +| points | number | +| pointCount | number | | color | [Color](#Color) | - + -## DrawLineBezierCubic(startPos, endPos, startControlPos, endControlPos, thick, color) ⇒ undefined -Draw line using cubic bezier curves with 2 control points +## DrawLineBezier(startPos, endPos, thick, color) ⇒ undefined +Draw line segment cubic-bezier in-out interpolation **Kind**: global function @@ -4028,24 +4277,9 @@ Draw line using cubic bezier curves with 2 control points | --- | --- | | startPos | [Vector2](#Vector2) | | endPos | [Vector2](#Vector2) | -| startControlPos | [Vector2](#Vector2) | -| endControlPos | [Vector2](#Vector2) | | thick | number | | color | [Color](#Color) | - - -## DrawLineStrip(points, pointCount, color) ⇒ undefined -Draw lines sequence - -**Kind**: global function - -| Param | Type | -| --- | --- | -| points | number | -| pointCount | number | -| color | [Color](#Color) | - ## DrawCircle(centerX, centerY, radius, color) ⇒ undefined @@ -4134,6 +4368,19 @@ Draw circle outline | radius | number | | color | [Color](#Color) | + + +## DrawCircleLinesV(center, radius, color) ⇒ undefined +Draw circle outline (Vector version) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| center | [Vector2](#Vector2) | +| radius | number | +| color | [Color](#Color) | + ## DrawEllipse(centerX, centerY, radiusH, radiusV, color) ⇒ undefined @@ -4456,6 +4703,230 @@ Draw a polygon outline of n sides with extended parameters | lineThick | number | | color | [Color](#Color) | + + +## DrawSplineLinear(points, pointCount, thick, color) ⇒ undefined +Draw spline: Linear, minimum 2 points + +**Kind**: global function + +| Param | Type | +| --- | --- | +| points | number | +| pointCount | number | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineBasis(points, pointCount, thick, color) ⇒ undefined +Draw spline: B-Spline, minimum 4 points + +**Kind**: global function + +| Param | Type | +| --- | --- | +| points | number | +| pointCount | number | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineCatmullRom(points, pointCount, thick, color) ⇒ undefined +Draw spline: Catmull-Rom, minimum 4 points + +**Kind**: global function + +| Param | Type | +| --- | --- | +| points | number | +| pointCount | number | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineBezierQuadratic(points, pointCount, thick, color) ⇒ undefined +Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] + +**Kind**: global function + +| Param | Type | +| --- | --- | +| points | number | +| pointCount | number | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineBezierCubic(points, pointCount, thick, color) ⇒ undefined +Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] + +**Kind**: global function + +| Param | Type | +| --- | --- | +| points | number | +| pointCount | number | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineSegmentLinear(p1, p2, thick, color) ⇒ undefined +Draw spline segment: Linear, 2 points + +**Kind**: global function + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| p2 | [Vector2](#Vector2) | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineSegmentBasis(p1, p2, p3, p4, thick, color) ⇒ undefined +Draw spline segment: B-Spline, 4 points + +**Kind**: global function + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| p2 | [Vector2](#Vector2) | +| p3 | [Vector2](#Vector2) | +| p4 | [Vector2](#Vector2) | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineSegmentCatmullRom(p1, p2, p3, p4, thick, color) ⇒ undefined +Draw spline segment: Catmull-Rom, 4 points + +**Kind**: global function + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| p2 | [Vector2](#Vector2) | +| p3 | [Vector2](#Vector2) | +| p4 | [Vector2](#Vector2) | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineSegmentBezierQuadratic(p1, c2, p3, thick, color) ⇒ undefined +Draw spline segment: Quadratic Bezier, 2 points, 1 control point + +**Kind**: global function + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| c2 | [Vector2](#Vector2) | +| p3 | [Vector2](#Vector2) | +| thick | number | +| color | [Color](#Color) | + + + +## DrawSplineSegmentBezierCubic(p1, c2, c3, p4, thick, color) ⇒ undefined +Draw spline segment: Cubic Bezier, 2 points, 2 control points + +**Kind**: global function + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| c2 | [Vector2](#Vector2) | +| c3 | [Vector2](#Vector2) | +| p4 | [Vector2](#Vector2) | +| thick | number | +| color | [Color](#Color) | + + + +## GetSplinePointLinear(startPos, endPos, t) ⇒ [Vector2](#Vector2) +Get (evaluate) spline point: Linear + +**Kind**: global function +**Returns**: [Vector2](#Vector2) - The resulting Vector2. + +| Param | Type | +| --- | --- | +| startPos | [Vector2](#Vector2) | +| endPos | [Vector2](#Vector2) | +| t | number | + + + +## GetSplinePointBasis(p1, p2, p3, p4, t) ⇒ [Vector2](#Vector2) +Get (evaluate) spline point: B-Spline + +**Kind**: global function +**Returns**: [Vector2](#Vector2) - The resulting Vector2. + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| p2 | [Vector2](#Vector2) | +| p3 | [Vector2](#Vector2) | +| p4 | [Vector2](#Vector2) | +| t | number | + + + +## GetSplinePointCatmullRom(p1, p2, p3, p4, t) ⇒ [Vector2](#Vector2) +Get (evaluate) spline point: Catmull-Rom + +**Kind**: global function +**Returns**: [Vector2](#Vector2) - The resulting Vector2. + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| p2 | [Vector2](#Vector2) | +| p3 | [Vector2](#Vector2) | +| p4 | [Vector2](#Vector2) | +| t | number | + + + +## GetSplinePointBezierQuad(p1, c2, p3, t) ⇒ [Vector2](#Vector2) +Get (evaluate) spline point: Quadratic Bezier + +**Kind**: global function +**Returns**: [Vector2](#Vector2) - The resulting Vector2. + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| c2 | [Vector2](#Vector2) | +| p3 | [Vector2](#Vector2) | +| t | number | + + + +## GetSplinePointBezierCubic(p1, c2, c3, p4, t) ⇒ [Vector2](#Vector2) +Get (evaluate) spline point: Cubic Bezier + +**Kind**: global function +**Returns**: [Vector2](#Vector2) - The resulting Vector2. + +| Param | Type | +| --- | --- | +| p1 | [Vector2](#Vector2) | +| c2 | [Vector2](#Vector2) | +| c3 | [Vector2](#Vector2) | +| p4 | [Vector2](#Vector2) | +| t | number | + ## CheckCollisionRecs(rec1, rec2) ⇒ boolean @@ -4626,6 +5097,20 @@ Load image from RAW file data | format | number | | headerSize | number | + + +## LoadImageSvg(fileNameOrString, width, height) ⇒ Image +Load image from SVG file data or string with specified size + +**Kind**: global function +**Returns**: Image - The resulting Image. + +| Param | Type | +| --- | --- | +| fileNameOrString | string | +| width | number | +| height | number | + ## LoadImageAnim(fileName, frames) ⇒ Image @@ -4708,6 +5193,20 @@ Export image data to file, returns true on success | image | Image | | fileName | string | + + +## ExportImageToMemory(image, fileType, fileSize) ⇒ Buffer +Export image to memory buffer + +**Kind**: global function +**Returns**: Buffer - The resulting unsigned char *. + +| Param | Type | +| --- | --- | +| image | Image | +| fileType | string | +| fileSize | number | + ## ExportImageAsCode(image, fileName) ⇒ boolean @@ -4735,10 +5234,10 @@ Generate image: plain color | height | number | | color | [Color](#Color) | - + -## GenImageGradientV(width, height, top, bottom) ⇒ Image -Generate image: vertical gradient +## GenImageGradientLinear(width, height, direction, start, end) ⇒ Image +Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient **Kind**: global function **Returns**: Image - The resulting Image. @@ -4747,13 +5246,14 @@ Generate image: vertical gradient | --- | --- | | width | number | | height | number | -| top | [Color](#Color) | -| bottom | [Color](#Color) | +| direction | number | +| start | [Color](#Color) | +| end | [Color](#Color) | - + -## GenImageGradientH(width, height, left, right) ⇒ Image -Generate image: horizontal gradient +## GenImageGradientRadial(width, height, density, inner, outer) ⇒ Image +Generate image: radial gradient **Kind**: global function **Returns**: Image - The resulting Image. @@ -4762,13 +5262,14 @@ Generate image: horizontal gradient | --- | --- | | width | number | | height | number | -| left | [Color](#Color) | -| right | [Color](#Color) | +| density | number | +| inner | [Color](#Color) | +| outer | [Color](#Color) | - + -## GenImageGradientRadial(width, height, density, inner, outer) ⇒ Image -Generate image: radial gradient +## GenImageGradientSquare(width, height, density, inner, outer) ⇒ Image +Generate image: square gradient **Kind**: global function **Returns**: Image - The resulting Image. @@ -4923,6 +5424,18 @@ Apply Gaussian blur using a box blur approximation | image | number | | blurSize | number | + + +## ImageRotate(image, degrees) ⇒ undefined +Rotate image by input angle in degrees (-359 to 359) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| image | number | +| degrees | number | + ## LoadImageColors(image) ⇒ number @@ -5474,8 +5987,8 @@ Load font from file into GPU memory (VRAM) -## LoadFontEx(fileName, fontSize, fontChars, glyphCount) ⇒ Font -Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set +## LoadFontEx(fileName, fontSize, codepoints, codepointCount) ⇒ Font +Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set **Kind**: global function **Returns**: Font - The resulting Font. @@ -5484,8 +5997,8 @@ Load font from file with extended parameters, use NULL for fontChars and 0 for g | --- | --- | | fileName | string | | fontSize | number | -| fontChars | number | -| glyphCount | number | +| codepoints | number | +| codepointCount | number | @@ -5503,7 +6016,7 @@ Load font from Image (XNA style) -## LoadFontFromMemory(fileType, fileData, dataSize, fontSize, fontChars, glyphCount) ⇒ Font +## LoadFontFromMemory(fileType, fileData, dataSize, fontSize, codepoints, codepointCount) ⇒ Font Load font from memory buffer, fileType refers to extension: i.e. '.ttf' **Kind**: global function @@ -5515,8 +6028,8 @@ Load font from memory buffer, fileType refers to extension: i.e. '.ttf' | fileData | Buffer | | dataSize | number | | fontSize | number | -| fontChars | number | -| glyphCount | number | +| codepoints | number | +| codepointCount | number | @@ -5532,7 +6045,7 @@ Check if a font is ready -## LoadFontData(fileData, dataSize, fontSize, fontChars, glyphCount, type) ⇒ number +## LoadFontData(fileData, dataSize, fontSize, codepoints, codepointCount, type) ⇒ number Load font data for further use **Kind**: global function @@ -5543,13 +6056,13 @@ Load font data for further use | fileData | Buffer | | dataSize | number | | fontSize | number | -| fontChars | number | -| glyphCount | number | +| codepoints | number | +| codepointCount | number | | type | number | -## GenImageFontAtlas(chars, recs, glyphCount, fontSize, padding, packMethod) ⇒ Image +## GenImageFontAtlas(glyphs, glyphRecs, glyphCount, fontSize, padding, packMethod) ⇒ Image Generate image font atlas using chars info **Kind**: global function @@ -5557,8 +6070,8 @@ Generate image font atlas using chars info | Param | Type | | --- | --- | -| chars | number | -| recs | number | +| glyphs | number | +| glyphRecs | number | | glyphCount | number | | fontSize | number | | padding | number | @@ -5566,14 +6079,14 @@ Generate image font atlas using chars info -## UnloadFontData(chars, glyphCount) ⇒ undefined +## UnloadFontData(glyphs, glyphCount) ⇒ undefined Unload font chars info data (RAM) **Kind**: global function | Param | Type | | --- | --- | -| chars | number | +| glyphs | number | | glyphCount | number | @@ -5678,7 +6191,7 @@ Draw one character (codepoint) -## DrawTextCodepoints(font, codepoints, count, position, fontSize, spacing, tint) ⇒ undefined +## DrawTextCodepoints(font, codepoints, codepointCount, position, fontSize, spacing, tint) ⇒ undefined Draw multiple character (codepoint) **Kind**: global function @@ -5687,12 +6200,23 @@ Draw multiple character (codepoint) | --- | --- | | font | Font | | codepoints | number | -| count | number | +| codepointCount | number | | position | [Vector2](#Vector2) | | fontSize | number | | spacing | number | | tint | [Color](#Color) | + + +## SetTextLineSpacing(spacing) ⇒ undefined +Set vertical line spacing when drawing with line-breaks + +**Kind**: global function + +| Param | Type | +| --- | --- | +| spacing | number | + ## MeasureText(text, fontSize) ⇒ number @@ -6778,7 +7302,7 @@ Unload animation data -## UnloadModelAnimations(animations, count) ⇒ undefined +## UnloadModelAnimations(animations, animCount) ⇒ undefined Unload animation array data **Kind**: global function @@ -6786,7 +7310,7 @@ Unload animation array data | Param | Type | | --- | --- | | animations | number | -| count | number | +| animCount | number | @@ -6945,6 +7469,13 @@ Set master volume (listener) | --- | --- | | volume | number | + + +## GetMasterVolume() ⇒ number +Get master volume (listener) + +**Kind**: global function +**Returns**: number - The resulting float. ## LoadWave(fileName) ⇒ Wave @@ -6993,19 +7524,31 @@ Load sound from file | Param | Type | | --- | --- | -| fileName | string | +| fileName | string | + + + +## LoadSoundFromWave(wave) ⇒ Sound +Load sound from wave data + +**Kind**: global function +**Returns**: Sound - The resulting Sound. + +| Param | Type | +| --- | --- | +| wave | Wave | - + -## LoadSoundFromWave(wave) ⇒ Sound -Load sound from wave data +## LoadSoundAlias(source) ⇒ Sound +Create a new sound that shares the same sample data as the source sound, does not own the sound data **Kind**: global function **Returns**: Sound - The resulting Sound. | Param | Type | | --- | --- | -| wave | Wave | +| source | Sound | @@ -7054,6 +7597,17 @@ Unload sound | --- | --- | | sound | Sound | + + +## UnloadSoundAlias(alias) ⇒ undefined +Unload a sound alias (does not deallocate sample data) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| alias | Sound | + ## ExportWave(wave, fileName) ⇒ boolean @@ -8011,9 +8565,9 @@ Check if gui is locked (global state) **Kind**: global function **Returns**: boolean - The resulting bool. - + -## GuiFade(alpha) ⇒ undefined +## GuiSetAlpha(alpha) ⇒ undefined Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f **Kind**: global function @@ -8084,13 +8638,112 @@ Get one style property | control | number | | property | number | + + +## GuiLoadStyle(fileName) ⇒ undefined +Load style file over global style variable (.rgs) + +**Kind**: global function + +| Param | Type | +| --- | --- | +| fileName | string | + + + +## GuiLoadStyleDefault() ⇒ undefined +Load style default over global style + +**Kind**: global function + + +## GuiEnableTooltip() ⇒ undefined +Enable gui tooltips (global state) + +**Kind**: global function + + +## GuiDisableTooltip() ⇒ undefined +Disable gui tooltips (global state) + +**Kind**: global function + + +## GuiSetTooltip(tooltip) ⇒ undefined +Set tooltip string + +**Kind**: global function + +| Param | Type | +| --- | --- | +| tooltip | string | + + + +## GuiIconText(iconId, text) ⇒ string +Get text with icon id prepended (if supported) + +**Kind**: global function +**Returns**: string - The resulting const char *. + +| Param | Type | +| --- | --- | +| iconId | number | +| text | string | + + + +## GuiSetIconScale(scale) ⇒ undefined +Set default icon drawing size + +**Kind**: global function + +| Param | Type | +| --- | --- | +| scale | number | + + + +## GuiGetIcons() ⇒ number +Get raygui icons data pointer + +**Kind**: global function +**Returns**: number - The resulting unsigned int *. + + +## GuiLoadIcons(fileName, loadIconsName) ⇒ number +Load raygui icons file (.rgi) into internal icons data + +**Kind**: global function +**Returns**: number - The resulting char **. + +| Param | Type | +| --- | --- | +| fileName | string | +| loadIconsName | boolean | + + + +## GuiDrawIcon(iconId, posX, posY, pixelSize, color) ⇒ undefined +Draw icon using pixel size at specified position + +**Kind**: global function + +| Param | Type | +| --- | --- | +| iconId | number | +| posX | number | +| posY | number | +| pixelSize | number | +| color | [Color](#Color) | + -## GuiWindowBox(bounds, title) ⇒ boolean +## GuiWindowBox(bounds, title) ⇒ number Window Box control, shows a window that can be closed **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8099,10 +8752,11 @@ Window Box control, shows a window that can be closed -## GuiGroupBox(bounds, text) ⇒ undefined +## GuiGroupBox(bounds, text) ⇒ number Group Box control with text name **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8111,10 +8765,11 @@ Group Box control with text name -## GuiLine(bounds, text) ⇒ undefined +## GuiLine(bounds, text) ⇒ number Line separator control, could contain text **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8123,10 +8778,11 @@ Line separator control, could contain text -## GuiPanel(bounds, text) ⇒ undefined +## GuiPanel(bounds, text) ⇒ number Panel control, useful to group controls **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8150,11 +8806,11 @@ Tab Bar control, returns TAB to be closed or -1 -## GuiScrollPanel(bounds, text, content, scroll) ⇒ [Rectangle](#Rectangle) +## GuiScrollPanel(bounds, text, content, scroll, view) ⇒ number Scroll Panel control **Kind**: global function -**Returns**: [Rectangle](#Rectangle) - The resulting Rectangle. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8162,13 +8818,15 @@ Scroll Panel control | text | string | | content | [Rectangle](#Rectangle) | | scroll | number | +| view | number | -## GuiLabel(bounds, text) ⇒ undefined -Label control, shows text +## GuiLabel(bounds, text) ⇒ number +Label control **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8177,11 +8835,11 @@ Label control, shows text -## GuiButton(bounds, text) ⇒ boolean +## GuiButton(bounds, text) ⇒ number Button control, returns true when clicked **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8190,11 +8848,11 @@ Button control, returns true when clicked -## GuiLabelButton(bounds, text) ⇒ boolean -Label button control, show true when clicked +## GuiLabelButton(bounds, text) ⇒ number +Label button control, returns true when clicked **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8203,22 +8861,36 @@ Label button control, show true when clicked -## GuiToggle(bounds, text, active) ⇒ boolean -Toggle Button control, returns true when active +## GuiToggle(bounds, text, active) ⇒ number +Toggle Button control **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | | bounds | [Rectangle](#Rectangle) | | text | string | -| active | boolean | +| active | number | ## GuiToggleGroup(bounds, text, active) ⇒ number -Toggle Group control, returns active toggle index +Toggle Group control + +**Kind**: global function +**Returns**: number - The resulting int. + +| Param | Type | +| --- | --- | +| bounds | [Rectangle](#Rectangle) | +| text | string | +| active | number | + + + +## GuiToggleSlider(bounds, text, active) ⇒ number +Toggle Slider control **Kind**: global function **Returns**: number - The resulting int. @@ -8231,22 +8903,22 @@ Toggle Group control, returns active toggle index -## GuiCheckBox(bounds, text, checked) ⇒ boolean +## GuiCheckBox(bounds, text, checked) ⇒ number Check Box control, returns true when active **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | | bounds | [Rectangle](#Rectangle) | | text | string | -| checked | boolean | +| checked | number | ## GuiComboBox(bounds, text, active) ⇒ number -Combo Box control, returns selected item index +Combo Box control **Kind**: global function **Returns**: number - The resulting int. @@ -8259,11 +8931,11 @@ Combo Box control, returns selected item index -## GuiDropdownBox(bounds, text, active, editMode) ⇒ boolean -Dropdown Box control, returns selected item +## GuiDropdownBox(bounds, text, active, editMode) ⇒ number +Dropdown Box control **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8274,11 +8946,11 @@ Dropdown Box control, returns selected item -## GuiSpinner(bounds, text, value, minValue, maxValue, editMode) ⇒ boolean -Spinner control, returns selected value +## GuiSpinner(bounds, text, value, minValue, maxValue, editMode) ⇒ number +Spinner control **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8291,11 +8963,11 @@ Spinner control, returns selected value -## GuiValueBox(bounds, text, value, minValue, maxValue, editMode) ⇒ boolean +## GuiValueBox(bounds, text, value, minValue, maxValue, editMode) ⇒ number Value Box control, updates input text with numbers **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8306,28 +8978,29 @@ Value Box control, updates input text with numbers | maxValue | number | | editMode | boolean | - + -## GuiTextBox(bounds, text, textSize, editMode) ⇒ boolean -Text Box control, updates input text +## GuiValueBoxFloat(bounds, text, textValue, value, editMode) ⇒ number +Value box control for float values **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | | bounds | [Rectangle](#Rectangle) | | text | string | -| textSize | number | +| textValue | string | +| value | number | | editMode | boolean | - + -## GuiTextBoxMulti(bounds, text, textSize, editMode) ⇒ boolean -Text Box control with multiple lines +## GuiTextBox(bounds, text, textSize, editMode) ⇒ number +Text Box control, updates input text **Kind**: global function -**Returns**: boolean - The resulting bool. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8339,10 +9012,10 @@ Text Box control with multiple lines ## GuiSlider(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ number -Slider control, returns selected value +Slider control **Kind**: global function -**Returns**: number - The resulting float. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8356,10 +9029,10 @@ Slider control, returns selected value ## GuiSliderBar(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ number -Slider Bar control, returns selected value +Slider Bar control **Kind**: global function -**Returns**: number - The resulting float. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8373,10 +9046,10 @@ Slider Bar control, returns selected value ## GuiProgressBar(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ number -Progress Bar control, shows current progress value +Progress Bar control **Kind**: global function -**Returns**: number - The resulting float. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8389,10 +9062,11 @@ Progress Bar control, shows current progress value -## GuiStatusBar(bounds, text) ⇒ undefined +## GuiStatusBar(bounds, text) ⇒ number Status Bar control, shows info text **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8401,10 +9075,11 @@ Status Bar control, shows info text -## GuiDummyRec(bounds, text) ⇒ undefined +## GuiDummyRec(bounds, text) ⇒ number Dummy control for placeholders **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8413,11 +9088,11 @@ Dummy control for placeholders -## GuiGrid(bounds, text, spacing, subdivs) ⇒ [Vector2](#Vector2) -Grid control, returns mouse cell position +## GuiGrid(bounds, text, spacing, subdivs, mouseCell) ⇒ number +Grid control **Kind**: global function -**Returns**: [Vector2](#Vector2) - The resulting Vector2. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8425,11 +9100,12 @@ Grid control, returns mouse cell position | text | string | | spacing | number | | subdivs | number | +| mouseCell | number | ## GuiListView(bounds, text, scrollIndex, active) ⇒ number -List View control, returns selected list item index +List View control **Kind**: global function **Returns**: number - The resulting int. @@ -8443,7 +9119,7 @@ List View control, returns selected list item index -## GuiListViewEx(bounds, text, count, focus, scrollIndex, active) ⇒ number +## GuiListViewEx(bounds, text, count, scrollIndex, active, focus) ⇒ number List View with extended parameters **Kind**: global function @@ -8454,9 +9130,9 @@ List View with extended parameters | bounds | [Rectangle](#Rectangle) | | text | number | | count | number | -| focus | number | | scrollIndex | number | | active | number | +| focus | number | @@ -8493,31 +9169,31 @@ Text Input Box control, ask for text, supports secret -## GuiColorPicker(bounds, text, color) ⇒ [Color](#Color) +## GuiColorPicker(bounds, text, color) ⇒ number Color Picker control (multiple color controls) **Kind**: global function -**Returns**: [Color](#Color) - The resulting Color. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | | bounds | [Rectangle](#Rectangle) | | text | string | -| color | [Color](#Color) | +| color | number | -## GuiColorPanel(bounds, text, color) ⇒ [Color](#Color) +## GuiColorPanel(bounds, text, color) ⇒ number Color Panel control **Kind**: global function -**Returns**: [Color](#Color) - The resulting Color. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | | bounds | [Rectangle](#Rectangle) | | text | string | -| color | [Color](#Color) | +| color | number | @@ -8525,7 +9201,7 @@ Color Panel control Color Bar Alpha control **Kind**: global function -**Returns**: number - The resulting float. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8539,7 +9215,7 @@ Color Bar Alpha control Color Bar Hue control **Kind**: global function -**Returns**: number - The resulting float. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | @@ -8547,89 +9223,33 @@ Color Bar Hue control | text | string | | value | number | - - -## GuiLoadStyle(fileName) ⇒ undefined -Load style file over global style variable (.rgs) - -**Kind**: global function - -| Param | Type | -| --- | --- | -| fileName | string | - - - -## GuiLoadStyleDefault() ⇒ undefined -Load style default over global style - -**Kind**: global function - - -## GuiEnableTooltip() ⇒ undefined -Enable gui tooltips (global state) - -**Kind**: global function - - -## GuiDisableTooltip() ⇒ undefined -Disable gui tooltips (global state) - -**Kind**: global function - - -## GuiSetTooltip(tooltip) ⇒ undefined -Set tooltip string - -**Kind**: global function + -| Param | Type | -| --- | --- | -| tooltip | string | - - - -## GuiIconText(iconId, text) ⇒ string -Get text with icon id prepended (if supported) +## GuiColorPickerHSV(bounds, text, colorHsv) ⇒ number +Color Picker control that avoids conversion to RGB on each call (multiple color controls) **Kind**: global function -**Returns**: string - The resulting const char *. +**Returns**: number - The resulting int. | Param | Type | | --- | --- | -| iconId | number | +| bounds | [Rectangle](#Rectangle) | | text | string | +| colorHsv | number | - - -## GuiGetIcons() ⇒ number -Get raygui icons data pointer - -**Kind**: global function -**Returns**: number - The resulting unsigned int *. - - -## GuiLoadIcons(fileName, loadIconsName) ⇒ number -Load raygui icons file (.rgi) into internal icons data - -**Kind**: global function -**Returns**: number - The resulting char **. - -| Param | Type | -| --- | --- | -| fileName | string | -| loadIconsName | boolean | - - + -## GuiSetIconScale(scale) ⇒ undefined -Set icon drawing size +## GuiColorPanelHSV(bounds, text, colorHsv) ⇒ number +Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV() **Kind**: global function +**Returns**: number - The resulting int. | Param | Type | | --- | --- | -| scale | number | +| bounds | [Rectangle](#Rectangle) | +| text | string | +| colorHsv | number | @@ -9035,6 +9655,25 @@ Activate multiple draw color buffers | --- | --- | | count | number | + + +## rlBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask) ⇒ undefined +Blit active framebuffer to main framebuffer + +**Kind**: global function + +| Param | Type | +| --- | --- | +| srcX | number | +| srcY | number | +| srcWidth | number | +| srcHeight | number | +| dstX | number | +| dstY | number | +| dstWidth | number | +| dstHeight | number | +| bufferMask | number | + ## rlEnableColorBlend() ⇒ undefined @@ -9125,11 +9764,17 @@ Scissor test ## rlEnableWireMode() ⇒ undefined Enable wire mode +**Kind**: global function + + +## rlEnablePointMode() ⇒ undefined +Enable point mode + **Kind**: global function ## rlDisableWireMode() ⇒ undefined -Disable wire mode +Disable wire mode ( and point ) maybe rename **Kind**: global function diff --git a/package-lock.json b/package-lock.json index 6ed9173..243a3fe 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,34 +1,43 @@ { "name": "raylib", - "version": "0.14.0", + "version": "0.15.0", "lockfileVersion": 2, "requires": true, "packages": { "": { "name": "raylib", - "version": "0.14.0", + "version": "0.15.0", "hasInstallScript": true, "license": "Zlib", "dependencies": { - "cross-fetch": "^3.1.5", - "module-alias": "^2.2.2" + "cross-fetch": "^4.0.0", + "module-alias": "^2.2.3" }, "bin": { "raylib": "bin/node-raylib" }, "devDependencies": { - "@raylib/api": "~4.5.0", - "@vitest/ui": "^0.29.7", - "archiver": "^5.3.1", - "jsdoc-to-markdown": "^8.0.0", + "@raylib/api": "^5.0.1", + "@vitest/ui": "^2.1.4", + "archiver": "^7.0.1", + "jsdoc-to-markdown": "^9.0.5", "pkg": "^5.8.1", - "standard": "^17.0.0", - "vitest": "^0.29.7" + "standard": "^17.1.2", + "vitest": "^2.1.4" }, "engines": { "node": ">=10" } }, + "node_modules/@aashutoshrathi/word-wrap": { + "version": "1.2.6", + "resolved": "https://registry.npmjs.org/@aashutoshrathi/word-wrap/-/word-wrap-1.2.6.tgz", + "integrity": 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"0.15.0", "description": "Node.js bindings for raylib.", "main": "index.js", "types": "src/generated/node-raylib.d.ts", @@ -62,17 +62,17 @@ }, "homepage": "https://github.com/RobLoach/node-raylib", "dependencies": { - "cross-fetch": "^3.1.5", - "module-alias": "^2.2.2" + "cross-fetch": "^4.0.0", + "module-alias": "^2.2.3" }, "devDependencies": { - "@raylib/api": "~4.5.0", - "@vitest/ui": "^0.29.7", - "archiver": "^5.3.1", - "jsdoc-to-markdown": "^8.0.0", + "@raylib/api": "^5.0.1", + "@vitest/ui": "^2.1.4", + "archiver": "^7.0.1", + "jsdoc-to-markdown": "^9.0.5", "pkg": "^5.8.1", - "standard": "^17.0.0", - "vitest": "^0.29.7" + "standard": "^17.1.2", + "vitest": "^2.1.4" }, "jsdoc2md": { "files": [ diff --git a/src/extras/raygui.h b/src/extras/raygui.h index 833725d..987e221 100644 --- a/src/extras/raygui.h +++ b/src/extras/raygui.h @@ -1,32 +1,55 @@ /******************************************************************************************* * -* raygui v3.5-dev - A simple and easy-to-use immediate-mode gui library +* raygui v4.0 - A simple and easy-to-use immediate-mode gui library * * DESCRIPTION: +* raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also +* available as a standalone library, as long as input and drawing functions are provided. * -* raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also -* available as a standalone library, as long as input and drawing functions are provided. +* FEATURES: +* - Immediate-mode gui, minimal retained data +* - +25 controls provided (basic and advanced) +* - Styling system for colors, font and metrics +* - Icons supported, embedded as a 1-bit icons pack +* - Standalone mode option (custom input/graphics backend) +* - Multiple support tools provided for raygui development * -* Controls provided: +* POSSIBLE IMPROVEMENTS: +* - Better standalone mode API for easy plug of custom backends +* - Externalize required inputs, allow user easier customization * -* # Container/separators Controls +* LIMITATIONS: +* - No editable multi-line word-wraped text box supported +* - No auto-layout mechanism, up to the user to define controls position and size +* - Standalone mode requires library modification and some user work to plug another backend +* +* NOTES: +* - WARNING: GuiLoadStyle() and GuiLoadStyle{Custom}() functions, allocate memory for +* font atlas recs and glyphs, freeing that memory is (usually) up to the user, +* no unload function is explicitly provided... but note that GuiLoadStyleDefaulf() unloads +* by default any previously loaded font (texture, recs, glyphs). +* - Global UI alpha (guiAlpha) is applied inside GuiDrawRectangle() and GuiDrawText() functions +* +* CONTROLS PROVIDED: +* # Container/separators Controls * - WindowBox --> StatusBar, Panel * - GroupBox --> Line * - Line * - Panel --> StatusBar * - ScrollPanel --> StatusBar +* - TabBar --> Button * -* # Basic Controls +* # Basic Controls * - Label -* - Button * - LabelButton --> Label +* - Button * - Toggle * - ToggleGroup --> Toggle +* - ToggleSlider * - CheckBox * - ComboBox * - DropdownBox * - TextBox -* - TextBoxMulti * - ValueBox --> TextBox * - Spinner --> Button, ValueBox * - Slider @@ -36,88 +59,141 @@ * - DummyRec * - Grid * -* # Advance Controls +* # Advance Controls * - ListView * - ColorPicker --> ColorPanel, ColorBarHue * - MessageBox --> Window, Label, Button * - TextInputBox --> Window, Label, TextBox, Button * -* It also provides a set of functions for styling the controls based on its properties (size, color). +* It also provides a set of functions for styling the controls based on its properties (size, color). * * * RAYGUI STYLE (guiStyle): +* raygui uses a global data array for all gui style properties (allocated on data segment by default), +* when a new style is loaded, it is loaded over the global style... but a default gui style could always be +* recovered with GuiLoadStyleDefault() function, that overwrites the current style to the default one * -* raygui uses a global data array for all gui style properties (allocated on data segment by default), -* when a new style is loaded, it is loaded over the global style... but a default gui style could always be -* recovered with GuiLoadStyleDefault() function, that overwrites the current style to the default one +* The global style array size is fixed and depends on the number of controls and properties: * -* The global style array size is fixed and depends on the number of controls and properties: +* static unsigned int guiStyle[RAYGUI_MAX_CONTROLS*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED)]; * -* static unsigned int guiStyle[RAYGUI_MAX_CONTROLS*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED)]; +* guiStyle size is by default: 16*(16 + 8) = 384*4 = 1536 bytes = 1.5 KB * -* guiStyle size is by default: 16*(16 + 8) = 384*4 = 1536 bytes = 1.5 KB +* Note that the first set of BASE properties (by default guiStyle[0..15]) belong to the generic style +* used for all controls, when any of those base values is set, it is automatically populated to all +* controls, so, specific control values overwriting generic style should be set after base values. * -* Note that the first set of BASE properties (by default guiStyle[0..15]) belong to the generic style -* used for all controls, when any of those base values is set, it is automatically populated to all -* controls, so, specific control values overwriting generic style should be set after base values. +* After the first BASE set we have the EXTENDED properties (by default guiStyle[16..23]), those +* properties are actually common to all controls and can not be overwritten individually (like BASE ones) +* Some of those properties are: TEXT_SIZE, TEXT_SPACING, LINE_COLOR, BACKGROUND_COLOR * -* After the first BASE set we have the EXTENDED properties (by default guiStyle[16..23]), those -* properties are actually common to all controls and can not be overwritten individually (like BASE ones) -* Some of those properties are: TEXT_SIZE, TEXT_SPACING, LINE_COLOR, BACKGROUND_COLOR +* Custom control properties can be defined using the EXTENDED properties for each independent control. * -* Custom control properties can be defined using the EXTENDED properties for each independent control. -* -* TOOL: rGuiStyler is a visual tool to customize raygui style. +* TOOL: rGuiStyler is a visual tool to customize raygui style: github.com/raysan5/rguistyler * * * RAYGUI ICONS (guiIcons): +* raygui could use a global array containing icons data (allocated on data segment by default), +* a custom icons set could be loaded over this array using GuiLoadIcons(), but loaded icons set +* must be same RAYGUI_ICON_SIZE and no more than RAYGUI_ICON_MAX_ICONS will be loaded * -* raygui could use a global array containing icons data (allocated on data segment by default), -* a custom icons set could be loaded over this array using GuiLoadIcons(), but loaded icons set -* must be same RAYGUI_ICON_SIZE and no more than RAYGUI_ICON_MAX_ICONS will be loaded +* Every icon is codified in binary form, using 1 bit per pixel, so, every 16x16 icon +* requires 8 integers (16*16/32) to be stored in memory. * -* Every icon is codified in binary form, using 1 bit per pixel, so, every 16x16 icon -* requires 8 integers (16*16/32) to be stored in memory. +* When the icon is draw, actually one quad per pixel is drawn if the bit for that pixel is set. * -* When the icon is draw, actually one quad per pixel is drawn if the bit for that pixel is set. +* The global icons array size is fixed and depends on the number of icons and size: * -* The global icons array size is fixed and depends on the number of icons and size: +* static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS]; * -* static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS]; +* guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB * -* guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB +* TOOL: rGuiIcons is a visual tool to customize/create raygui icons: github.com/raysan5/rguiicons * -* TOOL: rGuiIcons is a visual tool to customize raygui icons and create new ones. +* RAYGUI LAYOUT: +* raygui currently does not provide an auto-layout mechanism like other libraries, +* layouts must be defined manually on controls drawing, providing the right bounds Rectangle for it. * +* TOOL: rGuiLayout is a visual tool to create raygui layouts: github.com/raysan5/rguilayout * * CONFIGURATION: +* #define RAYGUI_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. * -* #define RAYGUI_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. +* #define RAYGUI_STANDALONE +* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined +* internally in the library and input management and drawing functions must be provided by +* the user (check library implementation for further details). * -* #define RAYGUI_STANDALONE -* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined -* internally in the library and input management and drawing functions must be provided by -* the user (check library implementation for further details). +* #define RAYGUI_NO_ICONS +* Avoid including embedded ricons data (256 icons, 16x16 pixels, 1-bit per pixel, 2KB) * -* #define RAYGUI_NO_ICONS -* Avoid including embedded ricons data (256 icons, 16x16 pixels, 1-bit per pixel, 2KB) +* #define RAYGUI_CUSTOM_ICONS +* Includes custom ricons.h header defining a set of custom icons, +* this file can be generated using rGuiIcons tool * -* #define RAYGUI_CUSTOM_ICONS -* Includes custom ricons.h header defining a set of custom icons, -* this file can be generated using rGuiIcons tool +* #define RAYGUI_DEBUG_RECS_BOUNDS +* Draw control bounds rectangles for debug * +* #define RAYGUI_DEBUG_TEXT_BOUNDS +* Draw text bounds rectangles for debug * * VERSIONS HISTORY: -* 3.5 (xx-xxx-2022) ADDED: Multiple new icons, useful for code editing tools -* ADDED: GuiTabBar(), based on GuiToggle() +* 4.0 (12-Sep-2023) ADDED: GuiToggleSlider() +* ADDED: GuiColorPickerHSV() and GuiColorPanelHSV() +* ADDED: Multiple new icons, mostly compiler related +* ADDED: New DEFAULT properties: TEXT_LINE_SPACING, TEXT_ALIGNMENT_VERTICAL, TEXT_WRAP_MODE +* ADDED: New enum values: GuiTextAlignment, GuiTextAlignmentVertical, GuiTextWrapMode +* ADDED: Support loading styles with custom font charset from external file +* REDESIGNED: GuiTextBox(), support mouse cursor positioning +* REDESIGNED: GuiDrawText(), support multiline and word-wrap modes (read only) +* REDESIGNED: GuiProgressBar() to be more visual, progress affects border color +* REDESIGNED: Global alpha consideration moved to GuiDrawRectangle() and GuiDrawText() +* REDESIGNED: GuiScrollPanel(), get parameters by reference and return result value +* REDESIGNED: GuiToggleGroup(), get parameters by reference and return result value +* REDESIGNED: GuiComboBox(), get parameters by reference and return result value +* REDESIGNED: GuiCheckBox(), get parameters by reference and return result value +* REDESIGNED: GuiSlider(), get parameters by reference and return result value +* REDESIGNED: GuiSliderBar(), get parameters by reference and return result value +* REDESIGNED: GuiProgressBar(), get parameters by reference and return result value +* REDESIGNED: GuiListView(), get parameters by reference and return result value +* REDESIGNED: GuiColorPicker(), get parameters by reference and return result value +* REDESIGNED: GuiColorPanel(), get parameters by reference and return result value +* REDESIGNED: GuiColorBarAlpha(), get parameters by reference and return result value +* REDESIGNED: GuiColorBarHue(), get parameters by reference and return result value +* REDESIGNED: GuiGrid(), get parameters by reference and return result value +* REDESIGNED: GuiGrid(), added extra parameter +* REDESIGNED: GuiListViewEx(), change parameters order +* REDESIGNED: All controls return result as int value +* REVIEWED: GuiScrollPanel() to avoid smallish scroll-bars +* REVIEWED: All examples and specially controls_test_suite +* RENAMED: gui_file_dialog module to gui_window_file_dialog +* UPDATED: All styles to include ISO-8859-15 charset (as much as possible) +* +* 3.6 (10-May-2023) ADDED: New icon: SAND_TIMER +* ADDED: GuiLoadStyleFromMemory() (binary only) +* REVIEWED: GuiScrollBar() horizontal movement key +* REVIEWED: GuiTextBox() crash on cursor movement +* REVIEWED: GuiTextBox(), additional inputs support +* REVIEWED: GuiLabelButton(), avoid text cut +* REVIEWED: GuiTextInputBox(), password input +* REVIEWED: Local GetCodepointNext(), aligned with raylib +* REDESIGNED: GuiSlider*()/GuiScrollBar() to support out-of-bounds +* +* 3.5 (20-Apr-2023) ADDED: GuiTabBar(), based on GuiToggle() +* ADDED: Helper functions to split text in separate lines +* ADDED: Multiple new icons, useful for code editing tools * REMOVED: Unneeded icon editing functions -* REDESIGNED: GuiDrawText() to divide drawing by lines +* REMOVED: GuiTextBoxMulti(), very limited and broken * REMOVED: MeasureTextEx() dependency, logic directly implemented * REMOVED: DrawTextEx() dependency, logic directly implemented -* ADDED: Helper functions to split text in separate lines +* REVIEWED: GuiScrollBar(), improve mouse-click behaviour +* REVIEWED: Library header info, more info, better organized +* REDESIGNED: GuiTextBox() to support cursor movement +* REDESIGNED: GuiDrawText() to divide drawing by lines +* * 3.2 (22-May-2022) RENAMED: Some enum values, for unification, avoiding prefixes * REMOVED: GuiScrollBar(), only internal * REDESIGNED: GuiPanel() to support text parameter @@ -127,6 +203,7 @@ * REDESIGNED: GuiColorBarAlpha() to support text parameter * REDESIGNED: GuiColorBarHue() to support text parameter * REDESIGNED: GuiTextInputBox() to support password +* * 3.1 (12-Jan-2022) REVIEWED: Default style for consistency (aligned with rGuiLayout v2.5 tool) * REVIEWED: GuiLoadStyle() to support compressed font atlas image data and unload previous textures * REVIEWED: External icons usage logic @@ -134,10 +211,12 @@ * RENAMED: Multiple controls properties definitions to prepend RAYGUI_ * RENAMED: RICON_ references to RAYGUI_ICON_ for library consistency * Projects updated and multiple tweaks +* * 3.0 (04-Nov-2021) Integrated ricons data to avoid external file * REDESIGNED: GuiTextBoxMulti() * REMOVED: GuiImageButton*() * Multiple minor tweaks and bugs corrected +* * 2.9 (17-Mar-2021) REMOVED: Tooltip API * 2.8 (03-May-2020) Centralized rectangles drawing to GuiDrawRectangle() * 2.7 (20-Feb-2020) ADDED: Possible tooltips API @@ -147,6 +226,7 @@ * Replaced property INNER_PADDING by TEXT_PADDING, renamed some properties * ADDED: 8 new custom styles ready to use * Multiple minor tweaks and bugs corrected +* * 2.5 (28-May-2019) Implemented extended GuiTextBox(), GuiValueBox(), GuiSpinner() * 2.3 (29-Apr-2019) ADDED: rIcons auxiliar library and support for it, multiple controls reviewed * Refactor all controls drawing mechanism to use control state @@ -165,14 +245,44 @@ * 0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria. * 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria. * +* DEPENDENCIES: +* raylib 5.0 - Inputs reading (keyboard/mouse), shapes drawing, font loading and text drawing * -* CONTRIBUTORS: +* STANDALONE MODE: +* By default raygui depends on raylib mostly for the inputs and the drawing functionality but that dependency can be disabled +* with the config flag RAYGUI_STANDALONE. In that case is up to the user to provide another backend to cover library needs. +* +* The following functions should be redefined for a custom backend: +* +* - Vector2 GetMousePosition(void); +* - float GetMouseWheelMove(void); +* - bool IsMouseButtonDown(int button); +* - bool IsMouseButtonPressed(int button); +* - bool IsMouseButtonReleased(int button); +* - bool IsKeyDown(int key); +* - bool IsKeyPressed(int key); +* - int GetCharPressed(void); // -- GuiTextBox(), GuiValueBox() +* +* - void DrawRectangle(int x, int y, int width, int height, Color color); // -- GuiDrawRectangle() +* - void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // -- GuiColorPicker() * +* - Font GetFontDefault(void); // -- GuiLoadStyleDefault() +* - Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // -- GuiLoadStyle() +* - Texture2D LoadTextureFromImage(Image image); // -- GuiLoadStyle(), required to load texture from embedded font atlas image +* - void SetShapesTexture(Texture2D tex, Rectangle rec); // -- GuiLoadStyle(), required to set shapes rec to font white rec (optimization) +* - char *LoadFileText(const char *fileName); // -- GuiLoadStyle(), required to load charset data +* - void UnloadFileText(char *text); // -- GuiLoadStyle(), required to unload charset data +* - const char *GetDirectoryPath(const char *filePath); // -- GuiLoadStyle(), required to find charset/font file from text .rgs +* - int *LoadCodepoints(const char *text, int *count); // -- GuiLoadStyle(), required to load required font codepoints list +* - void UnloadCodepoints(int *codepoints); // -- GuiLoadStyle(), required to unload codepoints list +* - unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // -- GuiLoadStyle() +* +* CONTRIBUTORS: * Ramon Santamaria: Supervision, review, redesign, update and maintenance * Vlad Adrian: Complete rewrite of GuiTextBox() to support extended features (2019) * Sergio Martinez: Review, testing (2015) and redesign of multiple controls (2018) -* Adria Arranz: Testing and Implementation of additional controls (2018) -* Jordi Jorba: Testing and Implementation of additional controls (2018) +* Adria Arranz: Testing and implementation of additional controls (2018) +* Jordi Jorba: Testing and implementation of additional controls (2018) * Albert Martos: Review and testing of the library (2015) * Ian Eito: Review and testing of the library (2015) * Kevin Gato: Initial implementation of basic components (2014) @@ -203,7 +313,10 @@ #ifndef RAYGUI_H #define RAYGUI_H -#define RAYGUI_VERSION "3.2" +#define RAYGUI_VERSION_MAJOR 4 +#define RAYGUI_VERSION_MINOR 0 +#define RAYGUI_VERSION_PATCH 0 +#define RAYGUI_VERSION "4.0" #if !defined(RAYGUI_STANDALONE) #include "raylib.h" @@ -328,37 +441,69 @@ } Font; #endif + // Style property +// NOTE: Used when exporting style as code for convenience typedef struct GuiStyleProp { - unsigned short controlId; - unsigned short propertyId; - unsigned int propertyValue; + unsigned short controlId; // Control identifier + unsigned short propertyId; // Property identifier + int propertyValue; // Property value } GuiStyleProp; +/* +// Controls text style -NOT USED- +// NOTE: Text style is defined by control +typedef struct GuiTextStyle { + unsigned int size; + int charSpacing; + int lineSpacing; + int alignmentH; + int alignmentV; + int padding; +} GuiTextStyle; +*/ + // Gui control state typedef enum { STATE_NORMAL = 0, STATE_FOCUSED, STATE_PRESSED, - STATE_DISABLED, + STATE_DISABLED } GuiState; // Gui control text alignment typedef enum { TEXT_ALIGN_LEFT = 0, TEXT_ALIGN_CENTER, - TEXT_ALIGN_RIGHT, + TEXT_ALIGN_RIGHT } GuiTextAlignment; +// Gui control text alignment vertical +// NOTE: Text vertical position inside the text bounds +typedef enum { + TEXT_ALIGN_TOP = 0, + TEXT_ALIGN_MIDDLE, + TEXT_ALIGN_BOTTOM +} GuiTextAlignmentVertical; + +// Gui control text wrap mode +// NOTE: Useful for multiline text +typedef enum { + TEXT_WRAP_NONE = 0, + TEXT_WRAP_CHAR, + TEXT_WRAP_WORD +} GuiTextWrapMode; + // Gui controls typedef enum { // Default -> populates to all controls when set DEFAULT = 0, + // Basic controls LABEL, // Used also for: LABELBUTTON BUTTON, TOGGLE, // Used also for: TOGGLEGROUP - SLIDER, // Used also for: SLIDERBAR + SLIDER, // Used also for: SLIDERBAR, TOGGLESLIDER PROGRESSBAR, CHECKBOX, COMBOBOX, @@ -375,37 +520,55 @@ typedef enum { // Gui base properties for every control // NOTE: RAYGUI_MAX_PROPS_BASE properties (by default 16 properties) typedef enum { - BORDER_COLOR_NORMAL = 0, - BASE_COLOR_NORMAL, - TEXT_COLOR_NORMAL, - BORDER_COLOR_FOCUSED, - BASE_COLOR_FOCUSED, - TEXT_COLOR_FOCUSED, - BORDER_COLOR_PRESSED, - BASE_COLOR_PRESSED, - TEXT_COLOR_PRESSED, - BORDER_COLOR_DISABLED, - BASE_COLOR_DISABLED, - TEXT_COLOR_DISABLED, - BORDER_WIDTH, - TEXT_PADDING, - TEXT_ALIGNMENT, - RESERVED + BORDER_COLOR_NORMAL = 0, // Control border color in STATE_NORMAL + BASE_COLOR_NORMAL, // Control base color in STATE_NORMAL + TEXT_COLOR_NORMAL, // Control text color in STATE_NORMAL + BORDER_COLOR_FOCUSED, // Control border color in STATE_FOCUSED + BASE_COLOR_FOCUSED, // Control base color in STATE_FOCUSED + TEXT_COLOR_FOCUSED, // Control text color in STATE_FOCUSED + BORDER_COLOR_PRESSED, // Control border color in STATE_PRESSED + BASE_COLOR_PRESSED, // Control base color in STATE_PRESSED + TEXT_COLOR_PRESSED, // Control text color in STATE_PRESSED + BORDER_COLOR_DISABLED, // Control border color in STATE_DISABLED + BASE_COLOR_DISABLED, // Control base color in STATE_DISABLED + TEXT_COLOR_DISABLED, // Control text color in STATE_DISABLED + BORDER_WIDTH, // Control border size, 0 for no border + //TEXT_SIZE, // Control text size (glyphs max height) -> GLOBAL for all controls + //TEXT_SPACING, // Control text spacing between glyphs -> GLOBAL for all controls + //TEXT_LINE_SPACING // Control text spacing between lines -> GLOBAL for all controls + TEXT_PADDING, // Control text padding, not considering border + TEXT_ALIGNMENT, // Control text horizontal alignment inside control text bound (after border and padding) + //TEXT_WRAP_MODE // Control text wrap-mode inside text bounds -> GLOBAL for all controls } GuiControlProperty; +// TODO: Which text styling properties should be global or per-control? +// At this moment TEXT_PADDING and TEXT_ALIGNMENT is configured and saved per control while +// TEXT_SIZE, TEXT_SPACING, TEXT_LINE_SPACING, TEXT_ALIGNMENT_VERTICAL, TEXT_WRAP_MODE are global and +// should be configured by user as needed while defining the UI layout + + // Gui extended properties depend on control -// NOTE: RAYGUI_MAX_PROPS_EXTENDED properties (by default 8 properties) +// NOTE: RAYGUI_MAX_PROPS_EXTENDED properties (by default, max 8 properties) //---------------------------------------------------------------------------------- - // DEFAULT extended properties // NOTE: Those properties are common to all controls or global +// WARNING: We only have 8 slots for those properties by default!!! -> New global control: TEXT? typedef enum { TEXT_SIZE = 16, // Text size (glyphs max height) TEXT_SPACING, // Text spacing between glyphs LINE_COLOR, // Line control color BACKGROUND_COLOR, // Background color + TEXT_LINE_SPACING, // Text spacing between lines + TEXT_ALIGNMENT_VERTICAL, // Text vertical alignment inside text bounds (after border and padding) + TEXT_WRAP_MODE // Text wrap-mode inside text bounds + //TEXT_DECORATION // Text decoration: 0-None, 1-Underline, 2-Line-through, 3-Overline + //TEXT_DECORATION_THICK // Text decoration line thikness } GuiDefaultProperty; +// Other possible text properties: +// TEXT_WEIGHT // Normal, Italic, Bold -> Requires specific font change +// TEXT_INDENT // Text indentation -> Now using TEXT_PADDING... + // Label //typedef enum { } GuiLabelProperty; @@ -430,12 +593,12 @@ typedef enum { // ScrollBar typedef enum { - ARROWS_SIZE = 16, - ARROWS_VISIBLE, - SCROLL_SLIDER_PADDING, // (SLIDERBAR, SLIDER_PADDING) - SCROLL_SLIDER_SIZE, - SCROLL_PADDING, - SCROLL_SPEED, + ARROWS_SIZE = 16, // ScrollBar arrows size + ARROWS_VISIBLE, // ScrollBar arrows visible + SCROLL_SLIDER_PADDING, // ScrollBar slider internal padding + SCROLL_SLIDER_SIZE, // ScrollBar slider size + SCROLL_PADDING, // ScrollBar scroll padding from arrows + SCROLL_SPEED, // ScrollBar scrolling speed } GuiScrollBarProperty; // CheckBox @@ -457,8 +620,7 @@ typedef enum { // TextBox/TextBoxMulti/ValueBox/Spinner typedef enum { - TEXT_INNER_PADDING = 16, // TextBox/TextBoxMulti/ValueBox/Spinner inner text padding - TEXT_LINES_SPACING, // TextBoxMulti lines separation + TEXT_READONLY = 16, // TextBox in read-only mode: 0-text editable, 1-text no-editable } GuiTextBoxProperty; // Spinner @@ -472,7 +634,7 @@ typedef enum { LIST_ITEMS_HEIGHT = 16, // ListView items height LIST_ITEMS_SPACING, // ListView items separation SCROLLBAR_WIDTH, // ListView scrollbar size (usually width) - SCROLLBAR_SIDE, // ListView scrollbar side (0-left, 1-right) + SCROLLBAR_SIDE, // ListView scrollbar side (0-SCROLLBAR_LEFT_SIDE, 1-SCROLLBAR_RIGHT_SIDE) } GuiListViewProperty; // ColorPicker @@ -501,78 +663,89 @@ extern "C" { // Prevents name mangling of functions #endif // Global gui state control functions -RAYGUIAPI void GuiEnable(void); // Enable gui controls (global state) -RAYGUIAPI void GuiDisable(void); // Disable gui controls (global state) -RAYGUIAPI void GuiLock(void); // Lock gui controls (global state) -RAYGUIAPI void GuiUnlock(void); // Unlock gui controls (global state) -RAYGUIAPI bool GuiIsLocked(void); // Check if gui is locked (global state) -RAYGUIAPI void GuiFade(float alpha); // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f -RAYGUIAPI void GuiSetState(int state); // Set gui state (global state) -RAYGUIAPI int GuiGetState(void); // Get gui state (global state) +RAYGUIAPI void GuiEnable(void); // Enable gui controls (global state) +RAYGUIAPI void GuiDisable(void); // Disable gui controls (global state) +RAYGUIAPI void GuiLock(void); // Lock gui controls (global state) +RAYGUIAPI void GuiUnlock(void); // Unlock gui controls (global state) +RAYGUIAPI bool GuiIsLocked(void); // Check if gui is locked (global state) +RAYGUIAPI void GuiSetAlpha(float alpha); // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f +RAYGUIAPI void GuiSetState(int state); // Set gui state (global state) +RAYGUIAPI int GuiGetState(void); // Get gui state (global state) // Font set/get functions -RAYGUIAPI void GuiSetFont(Font font); // Set gui custom font (global state) -RAYGUIAPI Font GuiGetFont(void); // Get gui custom font (global state) +RAYGUIAPI void GuiSetFont(Font font); // Set gui custom font (global state) +RAYGUIAPI Font GuiGetFont(void); // Get gui custom font (global state) // Style set/get functions -RAYGUIAPI void GuiSetStyle(int control, int property, int value); // Set one style property -RAYGUIAPI int GuiGetStyle(int control, int property); // Get one style property - -// Container/separator controls, useful for controls organization -RAYGUIAPI bool GuiWindowBox(Rectangle bounds, const char *title); // Window Box control, shows a window that can be closed -RAYGUIAPI void GuiGroupBox(Rectangle bounds, const char *text); // Group Box control with text name -RAYGUIAPI void GuiLine(Rectangle bounds, const char *text); // Line separator control, could contain text -RAYGUIAPI void GuiPanel(Rectangle bounds, const char *text); // Panel control, useful to group controls -RAYGUIAPI int GuiTabBar(Rectangle bounds, const char **text, int count, int *active); // Tab Bar control, returns TAB to be closed or -1 -RAYGUIAPI Rectangle GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll); // Scroll Panel control - -// Basic controls set -RAYGUIAPI void GuiLabel(Rectangle bounds, const char *text); // Label control, shows text -RAYGUIAPI bool GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked -RAYGUIAPI bool GuiLabelButton(Rectangle bounds, const char *text); // Label button control, show true when clicked -RAYGUIAPI bool GuiToggle(Rectangle bounds, const char *text, bool active); // Toggle Button control, returns true when active -RAYGUIAPI int GuiToggleGroup(Rectangle bounds, const char *text, int active); // Toggle Group control, returns active toggle index -RAYGUIAPI bool GuiCheckBox(Rectangle bounds, const char *text, bool checked); // Check Box control, returns true when active -RAYGUIAPI int GuiComboBox(Rectangle bounds, const char *text, int active); // Combo Box control, returns selected item index -RAYGUIAPI bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control, returns selected item -RAYGUIAPI bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value -RAYGUIAPI bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers -RAYGUIAPI bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text -RAYGUIAPI bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control with multiple lines -RAYGUIAPI float GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // Slider control, returns selected value -RAYGUIAPI float GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // Slider Bar control, returns selected value -RAYGUIAPI float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // Progress Bar control, shows current progress value -RAYGUIAPI void GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text -RAYGUIAPI void GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders -RAYGUIAPI Vector2 GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs); // Grid control, returns mouse cell position - -// Advance controls set -RAYGUIAPI int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int active); // List View control, returns selected list item index -RAYGUIAPI int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, int *scrollIndex, int active); // List View with extended parameters -RAYGUIAPI int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message -RAYGUIAPI int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, int *secretViewActive); // Text Input Box control, ask for text, supports secret -RAYGUIAPI Color GuiColorPicker(Rectangle bounds, const char *text, Color color); // Color Picker control (multiple color controls) -RAYGUIAPI Color GuiColorPanel(Rectangle bounds, const char *text, Color color); // Color Panel control -RAYGUIAPI float GuiColorBarAlpha(Rectangle bounds, const char *text, float alpha); // Color Bar Alpha control -RAYGUIAPI float GuiColorBarHue(Rectangle bounds, const char *text, float value); // Color Bar Hue control +RAYGUIAPI void GuiSetStyle(int control, int property, int value); // Set one style property +RAYGUIAPI int GuiGetStyle(int control, int property); // Get one style property // Styles loading functions RAYGUIAPI void GuiLoadStyle(const char *fileName); // Load style file over global style variable (.rgs) RAYGUIAPI void GuiLoadStyleDefault(void); // Load style default over global style // Tooltips management functions -RAYGUIAPI void GuiEnableTooltip(void); // Enable gui tooltips (global state) -RAYGUIAPI void GuiDisableTooltip(void); // Disable gui tooltips (global state) -RAYGUIAPI void GuiSetTooltip(const char *tooltip); // Set tooltip string +RAYGUIAPI void GuiEnableTooltip(void); // Enable gui tooltips (global state) +RAYGUIAPI void GuiDisableTooltip(void); // Disable gui tooltips (global state) +RAYGUIAPI void GuiSetTooltip(const char *tooltip); // Set tooltip string // Icons functionality RAYGUIAPI const char *GuiIconText(int iconId, const char *text); // Get text with icon id prepended (if supported) - #if !defined(RAYGUI_NO_ICONS) +RAYGUIAPI void GuiSetIconScale(int scale); // Set default icon drawing size RAYGUIAPI unsigned int *GuiGetIcons(void); // Get raygui icons data pointer -RAYGUIAPI char **GuiLoadIcons(const char *fileName, bool loadIconsName); // Load raygui icons file (.rgi) into internal icons data -RAYGUIAPI void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color); -RAYGUIAPI void GuiSetIconScale(int scale); // Set icon drawing size +RAYGUIAPI char **GuiLoadIcons(const char *fileName, bool loadIconsName); // Load raygui icons file (.rgi) into internal icons data +RAYGUIAPI void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color); // Draw icon using pixel size at specified position +#endif + + +// Controls +//---------------------------------------------------------------------------------------------------------- +// Container/separator controls, useful for controls organization +RAYGUIAPI int GuiWindowBox(Rectangle bounds, const char *title); // Window Box control, shows a window that can be closed +RAYGUIAPI int GuiGroupBox(Rectangle bounds, const char *text); // Group Box control with text name +RAYGUIAPI int GuiLine(Rectangle bounds, const char *text); // Line separator control, could contain text +RAYGUIAPI int GuiPanel(Rectangle bounds, const char *text); // Panel control, useful to group controls +RAYGUIAPI int GuiTabBar(Rectangle bounds, const char **text, int count, int *active); // Tab Bar control, returns TAB to be closed or -1 +RAYGUIAPI int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view); // Scroll Panel control + +// Basic controls set +RAYGUIAPI int GuiLabel(Rectangle bounds, const char *text); // Label control, shows text +RAYGUIAPI int GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked +RAYGUIAPI int GuiLabelButton(Rectangle bounds, const char *text); // Label button control, show true when clicked +RAYGUIAPI int GuiToggle(Rectangle bounds, const char *text, bool *active); // Toggle Button control, returns true when active +RAYGUIAPI int GuiToggleGroup(Rectangle bounds, const char *text, int *active); // Toggle Group control, returns active toggle index +RAYGUIAPI int GuiToggleSlider(Rectangle bounds, const char *text, int *active); // Toggle Slider control, returns true when clicked +RAYGUIAPI int GuiCheckBox(Rectangle bounds, const char *text, bool *checked); // Check Box control, returns true when active +RAYGUIAPI int GuiComboBox(Rectangle bounds, const char *text, int *active); // Combo Box control, returns selected item index + +RAYGUIAPI int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control, returns selected item +RAYGUIAPI int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value +RAYGUIAPI int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers +RAYGUIAPI int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text + +RAYGUIAPI int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider control, returns selected value +RAYGUIAPI int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider Bar control, returns selected value +RAYGUIAPI int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Progress Bar control, shows current progress value +RAYGUIAPI int GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text +RAYGUIAPI int GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders +RAYGUIAPI int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell); // Grid control, returns mouse cell position + +// Advance controls set +RAYGUIAPI int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active); // List View control, returns selected list item index +RAYGUIAPI int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus); // List View with extended parameters +RAYGUIAPI int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message +RAYGUIAPI int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive); // Text Input Box control, ask for text, supports secret +RAYGUIAPI int GuiColorPicker(Rectangle bounds, const char *text, Color *color); // Color Picker control (multiple color controls) +RAYGUIAPI int GuiColorPanel(Rectangle bounds, const char *text, Color *color); // Color Panel control +RAYGUIAPI int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha); // Color Bar Alpha control +RAYGUIAPI int GuiColorBarHue(Rectangle bounds, const char *text, float *value); // Color Bar Hue control +RAYGUIAPI int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Picker control that avoids conversion to RGB on each call (multiple color controls) +RAYGUIAPI int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Panel control that returns HSV color value, used by GuiColorPickerHSV() +//---------------------------------------------------------------------------------------------------------- + + +#if !defined(RAYGUI_NO_ICONS) #if !defined(RAYGUI_CUSTOM_ICONS) //---------------------------------------------------------------------------------- @@ -798,7 +971,7 @@ typedef enum { ICON_REG_EXP = 216, ICON_FOLDER = 217, ICON_FILE = 218, - ICON_219 = 219, + ICON_SAND_TIMER = 219, ICON_220 = 220, ICON_221 = 221, ICON_222 = 222, @@ -856,7 +1029,7 @@ typedef enum { #include // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf() [GuiLoadStyle(), GuiLoadIcons()] #include // Required for: malloc(), calloc(), free() [GuiLoadStyle(), GuiLoadIcons()] -#include // Required for: strlen() [GuiTextBox(), GuiTextBoxMulti(), GuiValueBox()], memset(), memcpy() +#include // Required for: strlen() [GuiTextBox(), GuiValueBox()], memset(), memcpy() #include // Required for: va_list, va_start(), vfprintf(), va_end() [TextFormat()] #include // Required for: roundf() [GuiColorPicker()] @@ -866,6 +1039,11 @@ typedef enum { #define RAYGUI_CLITERAL(name) (name) #endif +// Check if two rectangles are equal, used to validate a slider bounds as an id +#ifndef CHECK_BOUNDS_ID + #define CHECK_BOUNDS_ID(src, dst) ((src.x == dst.x) && (src.y == dst.y) && (src.width == dst.width) && (src.height == dst.height)) +#endif + #if !defined(RAYGUI_NO_ICONS) && !defined(RAYGUI_CUSTOM_ICONS) // Embedded icons, no external file provided @@ -1056,11 +1234,11 @@ static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS] = 0x78040000, 0x501f600e, 0x0ef44004, 0x12f41284, 0x0ef41284, 0x10140004, 0x7ffc300c, 0x10003000, // ICON_MODE_3D 0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // ICON_CUBE 0x7fe00000, 0x5ff87ff0, 0x47fe4ffc, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // ICON_CUBE_FACE_TOP - 0x7fe00000, 0x50386030, 0x47fe483c, 0x443e443e, 0x443e443e, 0x241e75fe, 0x0c06140e, 0x000007fe, // ICON_CUBE_FACE_LEFT + 0x7fe00000, 0x50386030, 0x47c2483c, 0x443e443e, 0x443e443e, 0x241e75fe, 0x0c06140e, 0x000007fe, // ICON_CUBE_FACE_LEFT 0x7fe00000, 0x50286030, 0x47fe4804, 0x47fe47fe, 0x47fe47fe, 0x27fe77fe, 0x0ffe17fe, 0x000007fe, // ICON_CUBE_FACE_FRONT - 0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x3ff27fe2, 0x0ffe1ffa, 0x000007fe, // ICON_CUBE_FACE_BOTTOM + 0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x3bf27be2, 0x0bfe1bfa, 0x000007fe, // ICON_CUBE_FACE_BOTTOM 0x7fe00000, 0x70286030, 0x7ffe7804, 0x7c227c02, 0x7c227c22, 0x3c127de2, 0x0c061c0a, 0x000007fe, // ICON_CUBE_FACE_RIGHT - 0x7fe00000, 0x7fe87ff0, 0x7ffe7fe4, 0x7fe27fe2, 0x7fe27fe2, 0x24127fe2, 0x0c06140a, 0x000007fe, // ICON_CUBE_FACE_BACK + 0x7fe00000, 0x6fe85ff0, 0x781e77e4, 0x7be27be2, 0x7be27be2, 0x24127be2, 0x0c06140a, 0x000007fe, // ICON_CUBE_FACE_BACK 0x00000000, 0x2a0233fe, 0x22022602, 0x22022202, 0x2a022602, 0x00a033fe, 0x02080110, 0x00000000, // ICON_CAMERA 0x00000000, 0x200c3ffc, 0x000c000c, 0x3ffc000c, 0x30003000, 0x30003000, 0x3ffc3004, 0x00000000, // ICON_SPECIAL 0x00000000, 0x0022003e, 0x012201e2, 0x0100013e, 0x01000100, 0x79000100, 0x4f004900, 0x00007800, // ICON_LINK_NET @@ -1111,7 +1289,7 @@ static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS] = 0x00000000, 0x02000000, 0x07000a80, 0x07001fc0, 0x02000a80, 0x00300030, 0x00000000, 0x00000000, // ICON_REG_EXP 0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x40024002, 0x40024002, 0x7ffe4002, 0x00000000, // ICON_FOLDER 0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x00003ffc, // ICON_FILE - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_219 + 0x1ff00000, 0x20082008, 0x17d02fe8, 0x05400ba0, 0x09200540, 0x23881010, 0x2fe827c8, 0x00001ff0, // ICON_SAND_TIMER 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_220 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_221 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_222 @@ -1159,8 +1337,10 @@ static unsigned int *guiIconsPtr = guiIcons; #define RAYGUI_ICON_SIZE 0 #endif -#define RAYGUI_MAX_CONTROLS 16 // Maximum number of standard controls -#define RAYGUI_MAX_PROPS_BASE 16 // Maximum number of standard properties +// WARNING: Those values define the total size of the style data array, +// if changed, previous saved styles could become incompatible +#define RAYGUI_MAX_CONTROLS 16 // Maximum number of controls +#define RAYGUI_MAX_PROPS_BASE 16 // Maximum number of base properties #define RAYGUI_MAX_PROPS_EXTENDED 8 // Maximum number of extended properties //---------------------------------------------------------------------------------- @@ -1172,17 +1352,24 @@ typedef enum { BORDER = 0, BASE, TEXT, OTHER } GuiPropertyElement; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static GuiState guiState = STATE_NORMAL; // Gui global state, if !STATE_NORMAL, forces defined state +static GuiState guiState = STATE_NORMAL; // Gui global state, if !STATE_NORMAL, forces defined state + +static Font guiFont = { 0 }; // Gui current font (WARNING: highly coupled to raylib) +static bool guiLocked = false; // Gui lock state (no inputs processed) +static float guiAlpha = 1.0f; // Gui controls transparency -static Font guiFont = { 0 }; // Gui current font (WARNING: highly coupled to raylib) -static bool guiLocked = false; // Gui lock state (no inputs processed) -static float guiAlpha = 1.0f; // Gui element transpacency on drawing +static unsigned int guiIconScale = 1; // Gui icon default scale (if icons enabled) -static unsigned int guiIconScale = 1; // Gui icon default scale (if icons enabled) +static bool guiTooltip = false; // Tooltip enabled/disabled +static const char *guiTooltipPtr = NULL; // Tooltip string pointer (string provided by user) -static bool guiTooltip = false; // Tooltip enabled/disabled -static const char *guiTooltipPtr = NULL; // Tooltip string pointer (string provided by user) +static bool guiSliderDragging = false; // Gui slider drag state (no inputs processed except dragged slider) +static Rectangle guiSliderActive = { 0 }; // Gui slider active bounds rectangle, used as an unique identifier +static int textBoxCursorIndex = 0; // Cursor index, shared by all GuiTextBox*() +//static int blinkCursorFrameCounter = 0; // Frame counter for cursor blinking +static int autoCursorCooldownCounter = 0; // Cooldown frame counter for automatic cursor movement on key-down +static int autoCursorDelayCounter = 0; // Delay frame counter for automatic cursor movement //---------------------------------------------------------------------------------- // Style data array for all gui style properties (allocated on data segment by default) @@ -1227,31 +1414,38 @@ static bool IsMouseButtonReleased(int button); static bool IsKeyDown(int key); static bool IsKeyPressed(int key); -static int GetCharPressed(void); // -- GuiTextBox(), GuiTextBoxMulti(), GuiValueBox() +static int GetCharPressed(void); // -- GuiTextBox(), GuiValueBox() //------------------------------------------------------------------------------- // Drawing required functions //------------------------------------------------------------------------------- -static void DrawRectangle(int x, int y, int width, int height, Color color); // -- GuiDrawRectangle(), GuiDrawIcon() - +static void DrawRectangle(int x, int y, int width, int height, Color color); // -- GuiDrawRectangle() static void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // -- GuiColorPicker() //------------------------------------------------------------------------------- // Text required functions //------------------------------------------------------------------------------- -static Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // -- GuiLoadStyle() -static Font GetFontDefault(void); // -- GuiLoadStyleDefault() -static Texture2D LoadTextureFromImage(Image image); // -- GuiLoadStyle() -static void SetShapesTexture(Texture2D tex, Rectangle rec); // -- GuiLoadStyle() -static char *LoadFileText(const char *fileName); // -- GuiLoadStyle() -static const char *GetDirectoryPath(const char *filePath); // -- GuiLoadStyle() +static Font GetFontDefault(void); // -- GuiLoadStyleDefault() +static Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // -- GuiLoadStyle(), load font + +static Texture2D LoadTextureFromImage(Image image); // -- GuiLoadStyle(), required to load texture from embedded font atlas image +static void SetShapesTexture(Texture2D tex, Rectangle rec); // -- GuiLoadStyle(), required to set shapes rec to font white rec (optimization) + +static char *LoadFileText(const char *fileName); // -- GuiLoadStyle(), required to load charset data +static void UnloadFileText(char *text); // -- GuiLoadStyle(), required to unload charset data + +static const char *GetDirectoryPath(const char *filePath); // -- GuiLoadStyle(), required to find charset/font file from text .rgs + +static int *LoadCodepoints(const char *text, int *count); // -- GuiLoadStyle(), required to load required font codepoints list +static void UnloadCodepoints(int *codepoints); // -- GuiLoadStyle(), required to unload codepoints list + +static unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // -- GuiLoadStyle() //------------------------------------------------------------------------------- // raylib functions already implemented in raygui //------------------------------------------------------------------------------- static Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value static int ColorToInt(Color color); // Returns hexadecimal value for a Color -static Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f static bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle static const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed' static const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings @@ -1268,11 +1462,13 @@ static void DrawRectangleGradientV(int posX, int posY, int width, int height, Co //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- +static void GuiLoadStyleFromMemory(const unsigned char *fileData, int dataSize); // Load style from memory (binary only) + static int GetTextWidth(const char *text); // Gui get text width using gui font and style static Rectangle GetTextBounds(int control, Rectangle bounds); // Get text bounds considering control bounds static const char *GetTextIcon(const char *text, int *iconId); // Get text icon if provided and move text cursor -static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color tint); // Gui draw text using default font +static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, Color tint); // Gui draw text using default font static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, Color color); // Gui draw rectangle using default raygui style static const char **GuiTextSplit(const char *text, char delimiter, int *count, int *textRow); // Split controls text into multiple strings @@ -1282,6 +1478,7 @@ static Vector3 ConvertRGBtoHSV(Vector3 rgb); // Convert color static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue); // Scroll bar control, used by GuiScrollPanel() static void GuiTooltip(Rectangle controlRec); // Draw tooltip using control rec position +static Color GuiFade(Color color, float alpha); // Fade color by an alpha factor //---------------------------------------------------------------------------------- // Gui Setup Functions Definition @@ -1304,7 +1501,7 @@ void GuiUnlock(void) { guiLocked = false; } bool GuiIsLocked(void) { return guiLocked; } // Set gui controls alpha global state -void GuiFade(float alpha) +void GuiSetAlpha(float alpha) { if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; @@ -1330,7 +1527,6 @@ void GuiSetFont(Font font) if (!guiStyleLoaded) GuiLoadStyleDefault(); guiFont = font; - GuiSetStyle(DEFAULT, TEXT_SIZE, font.baseSize); } } @@ -1365,7 +1561,7 @@ int GuiGetStyle(int control, int property) //---------------------------------------------------------------------------------- // Window Box control -bool GuiWindowBox(Rectangle bounds, const char *title) +int GuiWindowBox(Rectangle bounds, const char *title) { // Window title bar height (including borders) // NOTE: This define is also used by GuiMessageBox() and GuiTextInputBox() @@ -1373,8 +1569,8 @@ bool GuiWindowBox(Rectangle bounds, const char *title) #define RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT 24 #endif + int result = 0; //GuiState state = guiState; - bool clicked = false; int statusBarHeight = RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT; @@ -1401,38 +1597,41 @@ bool GuiWindowBox(Rectangle bounds, const char *title) GuiSetStyle(BUTTON, BORDER_WIDTH, 1); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); #if defined(RAYGUI_NO_ICONS) - clicked = GuiButton(closeButtonRec, "x"); + result = GuiButton(closeButtonRec, "x"); #else - clicked = GuiButton(closeButtonRec, GuiIconText(ICON_CROSS_SMALL, NULL)); + result = GuiButton(closeButtonRec, GuiIconText(ICON_CROSS_SMALL, NULL)); #endif GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlignment); //-------------------------------------------------------------------- - return clicked; + return result; // Window close button clicked: result = 1 } // Group Box control with text name -void GuiGroupBox(Rectangle bounds, const char *text) +int GuiGroupBox(Rectangle bounds, const char *text) { #if !defined(RAYGUI_GROUPBOX_LINE_THICK) #define RAYGUI_GROUPBOX_LINE_THICK 1 #endif + int result = 0; GuiState state = guiState; // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, Fade(GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha)); - GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, RAYGUI_GROUPBOX_LINE_THICK }, 0, BLANK, Fade(GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha)); - GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, Fade(GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha)); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, RAYGUI_GROUPBOX_LINE_THICK }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR))); GuiLine(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, bounds.width, (float)GuiGetStyle(DEFAULT, TEXT_SIZE) }, text); //-------------------------------------------------------------------- + + return result; } // Line control -void GuiLine(Rectangle bounds, const char *text) +int GuiLine(Rectangle bounds, const char *text) { #if !defined(RAYGUI_LINE_ORIGIN_SIZE) #define RAYGUI_LINE_MARGIN_TEXT 12 @@ -1441,9 +1640,10 @@ void GuiLine(Rectangle bounds, const char *text) #define RAYGUI_LINE_TEXT_PADDING 4 #endif + int result = 0; GuiState state = guiState; - Color color = Fade(GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha); + Color color = GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)); // Draw control //-------------------------------------------------------------------- @@ -1451,7 +1651,7 @@ void GuiLine(Rectangle bounds, const char *text) else { Rectangle textBounds = { 0 }; - textBounds.width = (float)GetTextWidth(text); + textBounds.width = (float)GetTextWidth(text) + 2; textBounds.height = bounds.height; textBounds.x = bounds.x + RAYGUI_LINE_MARGIN_TEXT; textBounds.y = bounds.y; @@ -1462,15 +1662,18 @@ void GuiLine(Rectangle bounds, const char *text) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + 12 + textBounds.width + 4, bounds.y + bounds.height/2, bounds.width - textBounds.width - RAYGUI_LINE_MARGIN_TEXT - RAYGUI_LINE_TEXT_PADDING, 1 }, 0, BLANK, color); } //-------------------------------------------------------------------- + + return result; } // Panel control -void GuiPanel(Rectangle bounds, const char *text) +int GuiPanel(Rectangle bounds, const char *text) { #if !defined(RAYGUI_PANEL_BORDER_WIDTH) #define RAYGUI_PANEL_BORDER_WIDTH 1 #endif + int result = 0; GuiState state = guiState; // Text will be drawn as a header bar (if provided) @@ -1481,16 +1684,18 @@ void GuiPanel(Rectangle bounds, const char *text) { // Move panel bounds after the header bar bounds.y += (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1; - bounds.height -= (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + 1; + bounds.height -= (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1; } // Draw control //-------------------------------------------------------------------- if (text != NULL) GuiStatusBar(statusBar, text); // Draw panel header as status bar - GuiDrawRectangle(bounds, RAYGUI_PANEL_BORDER_WIDTH, Fade(GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED: LINE_COLOR)), guiAlpha), - Fade(GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR)), guiAlpha)); + GuiDrawRectangle(bounds, RAYGUI_PANEL_BORDER_WIDTH, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED: LINE_COLOR)), + GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR))); //-------------------------------------------------------------------- + + return result; } // Tab Bar control @@ -1499,9 +1704,9 @@ int GuiTabBar(Rectangle bounds, const char **text, int count, int *active) { #define RAYGUI_TABBAR_ITEM_WIDTH 160 - GuiState state = guiState; + int result = -1; + //GuiState state = guiState; - int closing = -1; Rectangle tabBounds = { bounds.x, bounds.y, RAYGUI_TABBAR_ITEM_WIDTH, bounds.height }; if (*active < 0) *active = 0; @@ -1511,6 +1716,8 @@ int GuiTabBar(Rectangle bounds, const char **text, int count, int *active) offsetX = (*active + 2)*RAYGUI_TABBAR_ITEM_WIDTH - GetScreenWidth(); if (offsetX < 0) offsetX = 0; + bool toggle = false; // Required for individual toggles + // Draw control //-------------------------------------------------------------------- for (int i = 0; i < count; i++) @@ -1524,21 +1731,32 @@ int GuiTabBar(Rectangle bounds, const char **text, int count, int *active) int textPadding = GuiGetStyle(TOGGLE, TEXT_PADDING); GuiSetStyle(TOGGLE, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT); GuiSetStyle(TOGGLE, TEXT_PADDING, 8); - if (i == *active) GuiToggle(tabBounds, GuiIconText(12, text[i]), true); - else if (GuiToggle(tabBounds, GuiIconText(12, text[i]), false) == true) *active = i; + + if (i == (*active)) + { + toggle = true; + GuiToggle(tabBounds, GuiIconText(12, text[i]), &toggle); + } + else + { + toggle = false; + GuiToggle(tabBounds, GuiIconText(12, text[i]), &toggle); + if (toggle) *active = i; + } + GuiSetStyle(TOGGLE, TEXT_PADDING, textPadding); GuiSetStyle(TOGGLE, TEXT_ALIGNMENT, textAlignment); // Draw tab close button - // NOTE: Only draw close button for curren tab: if (CheckCollisionPointRec(mousePoint, tabBounds)) + // NOTE: Only draw close button for current tab: if (CheckCollisionPointRec(mousePosition, tabBounds)) int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH); int tempTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT); GuiSetStyle(BUTTON, BORDER_WIDTH, 1); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); #if defined(RAYGUI_NO_ICONS) - if (GuiButton(closeButtonRec, "x")) closing = i; + if (GuiButton(RAYGUI_CLITERAL(Rectangle){ tabBounds.x + tabBounds.width - 14 - 5, tabBounds.y + 5, 14, 14 }, "x")) result = i; #else - if (GuiButton(RAYGUI_CLITERAL(Rectangle){ tabBounds.x + tabBounds.width - 14 - 5, tabBounds.y + 5, 14, 14 }, GuiIconText(ICON_CROSS_SMALL, NULL))) closing = i; + if (GuiButton(RAYGUI_CLITERAL(Rectangle){ tabBounds.x + tabBounds.width - 14 - 5, tabBounds.y + 5, 14, 14 }, GuiIconText(ICON_CROSS_SMALL, NULL))) result = i; #endif GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlignment); @@ -1549,13 +1767,21 @@ int GuiTabBar(Rectangle bounds, const char **text, int count, int *active) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, 1 }, 0, BLANK, GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_NORMAL))); //-------------------------------------------------------------------- - return closing; // Return closing tab requested + return result; // Return as result the current TAB closing requested } // Scroll Panel control -Rectangle GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll) +int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view) { + #define RAYGUI_MIN_SCROLLBAR_WIDTH 40 + #define RAYGUI_MIN_SCROLLBAR_HEIGHT 40 + + int result = 0; GuiState state = guiState; + float mouseWheelSpeed = 20.0f; // Default movement speed with mouse wheel + + Rectangle temp = { 0 }; + if (view == NULL) view = &temp; Vector2 scrollPos = { 0.0f, 0.0f }; if (scroll != NULL) scrollPos = *scroll; @@ -1580,17 +1806,40 @@ Rectangle GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, int horizontalScrollBarWidth = hasHorizontalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0; int verticalScrollBarWidth = hasVerticalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0; - Rectangle horizontalScrollBar = { (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + verticalScrollBarWidth : (float)bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH), (float)bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH), (float)bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH), (float)horizontalScrollBarWidth }; - Rectangle verticalScrollBar = { (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)), (float)bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), (float)verticalScrollBarWidth, (float)bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) }; + Rectangle horizontalScrollBar = { + (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + verticalScrollBarWidth : (float)bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)horizontalScrollBarWidth + }; + Rectangle verticalScrollBar = { + (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)), + (float)bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), + (float)verticalScrollBarWidth, + (float)bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) + }; + + // Make sure scroll bars have a minimum width/height + // NOTE: If content >>> bounds, size could be very small or even 0 + if (horizontalScrollBar.width < RAYGUI_MIN_SCROLLBAR_WIDTH) + { + horizontalScrollBar.width = RAYGUI_MIN_SCROLLBAR_WIDTH; + mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.height vs bounds.height + } + if (verticalScrollBar.height < RAYGUI_MIN_SCROLLBAR_HEIGHT) + { + verticalScrollBar.height = RAYGUI_MIN_SCROLLBAR_HEIGHT; + mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.width vs bounds.width + } // Calculate view area (area without the scrollbars) - Rectangle view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? + *view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? RAYGUI_CLITERAL(Rectangle){ bounds.x + verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth } : RAYGUI_CLITERAL(Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth }; // Clip view area to the actual content size - if (view.width > content.width) view.width = content.width; - if (view.height > content.height) view.height = content.height; + if (view->width > content.width) view->width = content.width; + if (view->height > content.height) view->height = content.height; float horizontalMin = hasHorizontalScrollBar? ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)-verticalScrollBarWidth : 0) - (float)GuiGetStyle(DEFAULT, BORDER_WIDTH) : (((float)GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)-verticalScrollBarWidth : 0) - (float)GuiGetStyle(DEFAULT, BORDER_WIDTH); float horizontalMax = hasHorizontalScrollBar? content.width - bounds.width + (float)verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH) - (((float)GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)verticalScrollBarWidth : 0) : (float)-GuiGetStyle(DEFAULT, BORDER_WIDTH); @@ -1624,9 +1873,9 @@ Rectangle GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, #endif float wheelMove = GetMouseWheelMove(); - // Horizontal scroll (Shift + Mouse wheel) - if (hasHorizontalScrollBar && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_SHIFT))) scrollPos.x += wheelMove*20; - else scrollPos.y += wheelMove*20; // Vertical scroll + // Horizontal and vertical scrolling with mouse wheel + if (hasHorizontalScrollBar && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_LEFT_SHIFT))) scrollPos.x += wheelMove*mouseWheelSpeed; + else scrollPos.y += wheelMove*mouseWheelSpeed; // Vertical scroll } } @@ -1641,7 +1890,7 @@ Rectangle GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, //-------------------------------------------------------------------- if (text != NULL) GuiStatusBar(statusBar, text); // Draw panel header as status bar - GuiDrawRectangle(bounds, 0, BLANK, Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha)); // Draw background + GuiDrawRectangle(bounds, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background // Save size of the scrollbar slider const int slider = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE); @@ -1668,11 +1917,11 @@ Rectangle GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, if (hasHorizontalScrollBar && hasVerticalScrollBar) { Rectangle corner = { (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) + 2) : (horizontalScrollBar.x + horizontalScrollBar.width + 2), verticalScrollBar.y + verticalScrollBar.height + 2, (float)horizontalScrollBarWidth - 4, (float)verticalScrollBarWidth - 4 }; - GuiDrawRectangle(corner, 0, BLANK, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3))), guiAlpha)); + GuiDrawRectangle(corner, 0, BLANK, GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3)))); } // Draw scrollbar lines depending on current state - GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), guiAlpha), BLANK); + GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), BLANK); // Set scrollbar slider size back to the way it was before GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, slider); @@ -1680,12 +1929,13 @@ Rectangle GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, if (scroll != NULL) *scroll = scrollPos; - return view; + return result; } // Label control -void GuiLabel(Rectangle bounds, const char *text) +int GuiLabel(Rectangle bounds, const char *text) { + int result = 0; GuiState state = guiState; // Update control @@ -1695,19 +1945,21 @@ void GuiLabel(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- - GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); + GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- + + return result; } // Button control, returns true when clicked -bool GuiButton(Rectangle bounds, const char *text) +int GuiButton(Rectangle bounds, const char *text) { + int result = 0; GuiState state = guiState; - bool pressed = false; // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -1717,35 +1969,35 @@ bool GuiButton(Rectangle bounds, const char *text) if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED; else state = STATE_FOCUSED; - if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true; + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) result = 1; } } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(BUTTON, BASE + (state*3))), guiAlpha)); - GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), GetColor(GuiGetStyle(BUTTON, BASE + (state*3)))); + GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), GetColor(GuiGetStyle(BUTTON, TEXT + (state*3)))); if (state == STATE_FOCUSED) GuiTooltip(bounds); //------------------------------------------------------------------ - return pressed; + return result; // Button pressed: result = 1 } // Label button control -bool GuiLabelButton(Rectangle bounds, const char *text) +int GuiLabelButton(Rectangle bounds, const char *text) { GuiState state = guiState; bool pressed = false; // NOTE: We force bounds.width to be all text float textWidth = (float)GetTextWidth(text); - if (bounds.width < textWidth) bounds.width = textWidth; + if ((bounds.width - 2*GuiGetStyle(LABEL, BORDER_WIDTH) - 2*GuiGetStyle(LABEL, TEXT_PADDING)) < textWidth) bounds.width = textWidth + 2*GuiGetStyle(LABEL, BORDER_WIDTH) + 2*GuiGetStyle(LABEL, TEXT_PADDING) + 2; // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -1762,20 +2014,24 @@ bool GuiLabelButton(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- - GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); + GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- return pressed; } // Toggle Button control, returns true when active -bool GuiToggle(Rectangle bounds, const char *text, bool active) +int GuiToggle(Rectangle bounds, const char *text, bool *active) { + int result = 0; GuiState state = guiState; + bool temp = false; + if (active == NULL) active = &temp; + // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -1786,7 +2042,7 @@ bool GuiToggle(Rectangle bounds, const char *text, bool active) else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) { state = STATE_NORMAL; - active = !active; + *active = !(*active); } else state = STATE_FOCUSED; } @@ -1797,30 +2053,36 @@ bool GuiToggle(Rectangle bounds, const char *text, bool active) //-------------------------------------------------------------------- if (state == STATE_NORMAL) { - GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, (active? BORDER_COLOR_PRESSED : (BORDER + state*3)))), guiAlpha), Fade(GetColor(GuiGetStyle(TOGGLE, (active? BASE_COLOR_PRESSED : (BASE + state*3)))), guiAlpha)); - GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, (active? TEXT_COLOR_PRESSED : (TEXT + state*3)))), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, ((*active)? BORDER_COLOR_PRESSED : (BORDER + state*3)))), GetColor(GuiGetStyle(TOGGLE, ((*active)? BASE_COLOR_PRESSED : (BASE + state*3))))); + GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, ((*active)? TEXT_COLOR_PRESSED : (TEXT + state*3))))); } else { - GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), guiAlpha), Fade(GetColor(GuiGetStyle(TOGGLE, BASE + state*3)), guiAlpha)); - GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT + state*3)), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), GetColor(GuiGetStyle(TOGGLE, BASE + state*3))); + GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, TEXT + state*3))); } if (state == STATE_FOCUSED) GuiTooltip(bounds); //-------------------------------------------------------------------- - return active; + return result; } // Toggle Group control, returns toggled button codepointIndex -int GuiToggleGroup(Rectangle bounds, const char *text, int active) +int GuiToggleGroup(Rectangle bounds, const char *text, int *active) { #if !defined(RAYGUI_TOGGLEGROUP_MAX_ITEMS) #define RAYGUI_TOGGLEGROUP_MAX_ITEMS 32 #endif + int result = 0; float initBoundsX = bounds.x; + int temp = 0; + if (active == NULL) active = &temp; + + bool toggle = false; // Required for individual toggles + // Get substrings items from text (items pointers) int rows[RAYGUI_TOGGLEGROUP_MAX_ITEMS] = { 0 }; int itemCount = 0; @@ -1837,26 +2099,111 @@ int GuiToggleGroup(Rectangle bounds, const char *text, int active) prevRow = rows[i]; } - if (i == active) GuiToggle(bounds, items[i], true); - else if (GuiToggle(bounds, items[i], false) == true) active = i; + if (i == (*active)) + { + toggle = true; + GuiToggle(bounds, items[i], &toggle); + } + else + { + toggle = false; + GuiToggle(bounds, items[i], &toggle); + if (toggle) *active = i; + } bounds.x += (bounds.width + GuiGetStyle(TOGGLE, GROUP_PADDING)); } - return active; + return result; } -// Check Box control, returns true when active -bool GuiCheckBox(Rectangle bounds, const char *text, bool checked) +// Toggle Slider control extended, returns true when clicked +int GuiToggleSlider(Rectangle bounds, const char *text, int *active) { + int result = 0; GuiState state = guiState; - Rectangle textBounds = { 0 }; + int temp = 0; + if (active == NULL) active = &temp; + + //bool toggle = false; // Required for individual toggles + + // Get substrings items from text (items pointers) + int itemCount = 0; + const char **items = GuiTextSplit(text, ';', &itemCount, NULL); + + Rectangle slider = { + 0, // Calculated later depending on the active toggle + bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, SLIDER_PADDING), + (bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - (itemCount + 1)*GuiGetStyle(SLIDER, SLIDER_PADDING))/itemCount, + bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_PADDING) }; + + // Update control + //-------------------------------------------------------------------- + if ((state != STATE_DISABLED) && !guiLocked) + { + Vector2 mousePoint = GetMousePosition(); + + if (CheckCollisionPointRec(mousePoint, bounds)) + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED; + else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) + { + state = STATE_PRESSED; + (*active)++; + result = 1; + } + else state = STATE_FOCUSED; + } + + if ((*active) && (state != STATE_FOCUSED)) state = STATE_PRESSED; + } + + if (*active >= itemCount) *active = 0; + slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH) + (*active + 1)*GuiGetStyle(SLIDER, SLIDER_PADDING) + (*active)*slider.width; + //-------------------------------------------------------------------- + + // Draw control + //-------------------------------------------------------------------- + GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, BORDER + (state*3))), + GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_NORMAL))); + + // Draw internal slider + if (state == STATE_NORMAL) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED))); + else if (state == STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_FOCUSED))); + else if (state == STATE_PRESSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED))); + // Draw text in slider if (text != NULL) { + Rectangle textBounds = { 0 }; textBounds.width = (float)GetTextWidth(text); textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE); + textBounds.x = slider.x + slider.width/2 - textBounds.width/2; + textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; + + GuiDrawText(items[*active], textBounds, GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT + (state*3))), guiAlpha)); + } + //-------------------------------------------------------------------- + + return result; +} + +// Check Box control, returns 1 when state changed +int GuiCheckBox(Rectangle bounds, const char *text, bool *checked) +{ + int result = 0; + GuiState state = guiState; + + bool temp = false; + if (checked == NULL) checked = &temp; + + Rectangle textBounds = { 0 }; + + if (text != NULL) + { + textBounds.width = (float)GetTextWidth(text) + 2; + textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(CHECKBOX, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; if (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(CHECKBOX, TEXT_PADDING); @@ -1864,7 +2211,7 @@ bool GuiCheckBox(Rectangle bounds, const char *text, bool checked) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -1881,35 +2228,43 @@ bool GuiCheckBox(Rectangle bounds, const char *text, bool checked) if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED; else state = STATE_FOCUSED; - if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) checked = !checked; + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) + { + *checked = !(*checked); + result = 1; + } } } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(CHECKBOX, BORDER + (state*3))), guiAlpha), BLANK); + GuiDrawRectangle(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), GetColor(GuiGetStyle(CHECKBOX, BORDER + (state*3))), BLANK); - if (checked) + if (*checked) { Rectangle check = { bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING), bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING), bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)), bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)) }; - GuiDrawRectangle(check, 0, BLANK, Fade(GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3)), guiAlpha)); + GuiDrawRectangle(check, 0, BLANK, GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3))); } - GuiDrawText(text, textBounds, (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); + GuiDrawText(text, textBounds, (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- - return checked; + return result; } // Combo Box control, returns selected item codepointIndex -int GuiComboBox(Rectangle bounds, const char *text, int active) +int GuiComboBox(Rectangle bounds, const char *text, int *active) { + int result = 0; GuiState state = guiState; + int temp = 0; + if (active == NULL) active = &temp; + bounds.width -= (GuiGetStyle(COMBOBOX, COMBO_BUTTON_WIDTH) + GuiGetStyle(COMBOBOX, COMBO_BUTTON_SPACING)); Rectangle selector = { (float)bounds.x + bounds.width + GuiGetStyle(COMBOBOX, COMBO_BUTTON_SPACING), @@ -1919,12 +2274,12 @@ int GuiComboBox(Rectangle bounds, const char *text, int active) int itemCount = 0; const char **items = GuiTextSplit(text, ';', &itemCount, NULL); - if (active < 0) active = 0; - else if (active > itemCount - 1) active = itemCount - 1; + if (*active < 0) *active = 0; + else if (*active > (itemCount - 1)) *active = itemCount - 1; // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && (itemCount > 1)) + if ((state != STATE_DISABLED) && !guiLocked && (itemCount > 1) && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -1933,8 +2288,8 @@ int GuiComboBox(Rectangle bounds, const char *text, int active) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { - active += 1; - if (active >= itemCount) active = 0; + *active += 1; + if (*active >= itemCount) *active = 0; // Cyclic combobox } if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED; @@ -1946,8 +2301,8 @@ int GuiComboBox(Rectangle bounds, const char *text, int active) // Draw control //-------------------------------------------------------------------- // Draw combo box main - GuiDrawRectangle(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3))), guiAlpha)); - GuiDrawText(items[active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT + (state*3))), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3)))); + GuiDrawText(items[*active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(COMBOBOX, TEXT + (state*3)))); // Draw selector using a custom button // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values @@ -1956,20 +2311,22 @@ int GuiComboBox(Rectangle bounds, const char *text, int active) GuiSetStyle(BUTTON, BORDER_WIDTH, 1); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); - GuiButton(selector, TextFormat("%i/%i", active + 1, itemCount)); + GuiButton(selector, TextFormat("%i/%i", *active + 1, itemCount)); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign); GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); //-------------------------------------------------------------------- - return active; + return result; } // Dropdown Box control // NOTE: Returns mouse click -bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode) +int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode) { + int result = 0; GuiState state = guiState; + int itemSelected = *active; int itemFocused = -1; @@ -1982,11 +2339,9 @@ bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMo Rectangle itemBounds = bounds; - bool pressed = false; // Check mouse button pressed - // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && (editMode || !guiLocked) && (itemCount > 1)) + if ((state != STATE_DISABLED) && (editMode || !guiLocked) && (itemCount > 1) && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -1997,11 +2352,11 @@ bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMo // Check if mouse has been pressed or released outside limits if (!CheckCollisionPointRec(mousePoint, boundsOpen)) { - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true; + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) result = 1; } // Check if already selected item has been pressed again - if (CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; + if (CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1; // Check focused and selected item for (int i = 0; i < itemCount; i++) @@ -2015,7 +2370,7 @@ bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMo if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) { itemSelected = i; - pressed = true; // Item selected, change to editMode = false + result = 1; // Item selected } break; } @@ -2029,7 +2384,7 @@ bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMo { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { - pressed = true; + result = 1; state = STATE_PRESSED; } else state = STATE_FOCUSED; @@ -2042,8 +2397,8 @@ bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMo //-------------------------------------------------------------------- if (editMode) GuiPanel(boundsOpen, NULL); - GuiDrawRectangle(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER + state*3)), guiAlpha), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE + state*3)), guiAlpha)); - GuiDrawText(items[itemSelected], GetTextBounds(DEFAULT, bounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + state*3)), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER + state*3)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE + state*3))); + GuiDrawText(items[itemSelected], GetTextBounds(DROPDOWNBOX, bounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + state*3))); if (editMode) { @@ -2055,102 +2410,284 @@ bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMo if (i == itemSelected) { - GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_PRESSED)), guiAlpha), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_PRESSED)), guiAlpha)); - GuiDrawText(items[i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_PRESSED)), guiAlpha)); + GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_PRESSED)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_PRESSED))); + GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_PRESSED))); } else if (i == itemFocused) { - GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_FOCUSED)), guiAlpha), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_FOCUSED)), guiAlpha)); - GuiDrawText(items[i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_FOCUSED)), guiAlpha)); + GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_FOCUSED)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_FOCUSED))); + GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_FOCUSED))); } - else GuiDrawText(items[i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_NORMAL)), guiAlpha)); + else GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_NORMAL))); } } // Draw arrows (using icon if available) #if defined(RAYGUI_NO_ICONS) GuiDrawText("v", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 2, 10, 10 }, - TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha)); + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); #else GuiDrawText("#120#", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 6, 10, 10 }, - TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha)); // ICON_ARROW_DOWN_FILL + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); // ICON_ARROW_DOWN_FILL #endif //-------------------------------------------------------------------- *active = itemSelected; - return pressed; + + // TODO: Use result to return more internal states: mouse-press out-of-bounds, mouse-press over selected-item... + return result; // Mouse click: result = 1 } -// Text Box control, updates input text -// NOTE 2: Returns if KEY_ENTER pressed (useful for data validation) -bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode) +// Text Box control +// NOTE: Returns true on ENTER pressed (useful for data validation) +int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) { + #if !defined(RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN) + #define RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN 40 // Frames to wait for autocursor movement + #endif + #if !defined(RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) + #define RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY 1 // Frames delay for autocursor movement + #endif + + int result = 0; GuiState state = guiState; - Rectangle textBounds = GetTextBounds(TEXTBOX, bounds); - bool pressed = false; - int textWidth = GetTextWidth(text); + bool multiline = false; // TODO: Consider multiline text input + int wrapMode = GuiGetStyle(DEFAULT, TEXT_WRAP_MODE); + Rectangle textBounds = GetTextBounds(TEXTBOX, bounds); + int textWidth = GetTextWidth(text) - GetTextWidth(text + textBoxCursorIndex); + int textIndexOffset = 0; // Text index offset to start drawing in the box + + // Cursor rectangle + // NOTE: Position X value should be updated Rectangle cursor = { - bounds.x + GuiGetStyle(TEXTBOX, TEXT_PADDING) + textWidth + 2, - bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE), - 4, + textBounds.x + textWidth + GuiGetStyle(DEFAULT, TEXT_SPACING), + textBounds.y + textBounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE), + 2, (float)GuiGetStyle(DEFAULT, TEXT_SIZE)*2 }; if (cursor.height >= bounds.height) cursor.height = bounds.height - GuiGetStyle(TEXTBOX, BORDER_WIDTH)*2; if (cursor.y < (bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH))) cursor.y = bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH); + // Mouse cursor rectangle + // NOTE: Initialized outside of screen + Rectangle mouseCursor = cursor; + mouseCursor.x = -1; + mouseCursor.width = 1; + + // Auto-cursor movement logic + // NOTE: Cursor moves automatically when key down after some time + if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_BACKSPACE) || IsKeyDown(KEY_DELETE)) autoCursorCooldownCounter++; + else + { + autoCursorCooldownCounter = 0; // GLOBAL: Cursor cooldown counter + autoCursorDelayCounter = 0; // GLOBAL: Cursor delay counter + } + + // Blink-cursor frame counter + //if (!autoCursorMode) blinkCursorFrameCounter++; + //else blinkCursorFrameCounter = 0; + // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + // WARNING: Text editing is only supported under certain conditions: + if ((state != STATE_DISABLED) && // Control not disabled + !GuiGetStyle(TEXTBOX, TEXT_READONLY) && // TextBox not on read-only mode + !guiLocked && // Gui not locked + !guiSliderDragging && // No gui slider on dragging + (wrapMode == TEXT_WRAP_NONE)) // No wrap mode { - Vector2 mousePoint = GetMousePosition(); + Vector2 mousePosition = GetMousePosition(); if (editMode) { state = STATE_PRESSED; - int key = GetCharPressed(); // Returns codepoint as Unicode - int keyCount = (int)strlen(text); - int byteSize = 0; - const char *textUTF8 = CodepointToUTF8(key, &byteSize); + // If text does not fit in the textbox and current cursor position is out of bounds, + // we add an index offset to text for drawing only what requires depending on cursor + while (textWidth >= textBounds.width) + { + int nextCodepointSize = 0; + GetCodepointNext(text + textIndexOffset, &nextCodepointSize); + + textIndexOffset += nextCodepointSize; + + textWidth = GetTextWidth(text + textIndexOffset) - GetTextWidth(text + textBoxCursorIndex); + } + + int textLength = (int)strlen(text); // Get current text length + int codepoint = GetCharPressed(); // Get Unicode codepoint + if (multiline && IsKeyPressed(KEY_ENTER)) codepoint = (int)'\n'; + + if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength; + + // Encode codepoint as UTF-8 + int codepointSize = 0; + const char *charEncoded = CodepointToUTF8(codepoint, &codepointSize); + + // Add codepoint to text, at current cursor position + // NOTE: Make sure we do not overflow buffer size + if (((multiline && (codepoint == (int)'\n')) || (codepoint >= 32)) && ((textLength + codepointSize) < bufferSize)) + { + // Move forward data from cursor position + for (int i = (textLength + codepointSize); i > textBoxCursorIndex; i--) text[i] = text[i - codepointSize]; + + // Add new codepoint in current cursor position + for (int i = 0; i < codepointSize; i++) text[textBoxCursorIndex + i] = charEncoded[i]; + + textBoxCursorIndex += codepointSize; + textLength += codepointSize; + + // Make sure text last character is EOL + text[textLength] = '\0'; + } + + // Move cursor to start + if ((textLength > 0) && IsKeyPressed(KEY_HOME)) textBoxCursorIndex = 0; + + // Move cursor to end + if ((textLength > textBoxCursorIndex) && IsKeyPressed(KEY_END)) textBoxCursorIndex = textLength; + + // Delete codepoint from text, after current cursor position + if ((textLength > textBoxCursorIndex) && (IsKeyPressed(KEY_DELETE) || (IsKeyDown(KEY_DELETE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))) + { + autoCursorDelayCounter++; + + if (IsKeyPressed(KEY_DELETE) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames + { + int nextCodepointSize = 0; + GetCodepointNext(text + textBoxCursorIndex, &nextCodepointSize); + + // Move backward text from cursor position + for (int i = textBoxCursorIndex; i < textLength; i++) text[i] = text[i + nextCodepointSize]; + + textLength -= codepointSize; - // Only allow keys in range [32..125] - if ((keyCount + byteSize) < textSize) + // Make sure text last character is EOL + text[textLength] = '\0'; + } + } + + // Delete codepoint from text, before current cursor position + if ((textLength > 0) && (IsKeyPressed(KEY_BACKSPACE) || (IsKeyDown(KEY_BACKSPACE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))) { - //float maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING)*2)); + autoCursorDelayCounter++; - if (key >= 32) + if (IsKeyPressed(KEY_BACKSPACE) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames { - for (int i = 0; i < byteSize; i++) + int prevCodepointSize = 0; + GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize); + + // Move backward text from cursor position + for (int i = (textBoxCursorIndex - prevCodepointSize); i < textLength; i++) text[i] = text[i + prevCodepointSize]; + + // Prevent cursor index from decrementing past 0 + if (textBoxCursorIndex > 0) { - text[keyCount] = textUTF8[i]; - keyCount++; + textBoxCursorIndex -= codepointSize; + textLength -= codepointSize; } - text[keyCount] = '\0'; + // Make sure text last character is EOL + text[textLength] = '\0'; } } - // Delete text - if (keyCount > 0) + // Move cursor position with keys + if (IsKeyPressed(KEY_LEFT) || (IsKeyDown(KEY_LEFT) && (autoCursorCooldownCounter > RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN))) { - if (IsKeyPressed(KEY_BACKSPACE)) + autoCursorDelayCounter++; + + if (IsKeyPressed(KEY_LEFT) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames + { + int prevCodepointSize = 0; + GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize); + + if (textBoxCursorIndex >= prevCodepointSize) textBoxCursorIndex -= prevCodepointSize; + } + } + else if (IsKeyPressed(KEY_RIGHT) || (IsKeyDown(KEY_RIGHT) && (autoCursorCooldownCounter > RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN))) + { + autoCursorDelayCounter++; + + if (IsKeyPressed(KEY_RIGHT) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames + { + int nextCodepointSize = 0; + GetCodepointNext(text + textBoxCursorIndex, &nextCodepointSize); + + if ((textBoxCursorIndex + nextCodepointSize) <= textLength) textBoxCursorIndex += nextCodepointSize; + } + } + + // Move cursor position with mouse + if (CheckCollisionPointRec(mousePosition, textBounds)) // Mouse hover text + { + float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/(float)guiFont.baseSize; + int codepointIndex = 0; + float glyphWidth = 0.0f; + float widthToMouseX = 0; + int mouseCursorIndex = 0; + + for (int i = textIndexOffset; i < textLength; i++) + { + codepoint = GetCodepointNext(&text[i], &codepointSize); + codepointIndex = GetGlyphIndex(guiFont, codepoint); + + if (guiFont.glyphs[codepointIndex].advanceX == 0) glyphWidth = ((float)guiFont.recs[codepointIndex].width*scaleFactor); + else glyphWidth = ((float)guiFont.glyphs[codepointIndex].advanceX*scaleFactor); + + if (mousePosition.x <= (textBounds.x + (widthToMouseX + glyphWidth/2))) + { + mouseCursor.x = textBounds.x + widthToMouseX; + mouseCursorIndex = i; + break; + } + + widthToMouseX += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); + } + + // Check if mouse cursor is at the last position + int textEndWidth = GetTextWidth(text + textIndexOffset); + if (GetMousePosition().x >= (textBounds.x + textEndWidth - glyphWidth/2)) + { + mouseCursor.x = textBounds.x + textEndWidth; + mouseCursorIndex = (int)strlen(text); + } + + // Place cursor at required index on mouse click + if ((mouseCursor.x >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { - while ((keyCount > 0) && ((text[--keyCount] & 0xc0) == 0x80)); - text[keyCount] = '\0'; + cursor.x = mouseCursor.x; + textBoxCursorIndex = mouseCursorIndex; } } + else mouseCursor.x = -1; - if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) pressed = true; + // Recalculate cursor position.y depending on textBoxCursorIndex + cursor.x = bounds.x + GuiGetStyle(TEXTBOX, TEXT_PADDING) + GetTextWidth(text + textIndexOffset) - GetTextWidth(text + textBoxCursorIndex) + GuiGetStyle(DEFAULT, TEXT_SPACING); + //if (multiline) cursor.y = GetTextLines() + + // Finish text editing on ENTER or mouse click outside bounds + if ((!multiline && IsKeyPressed(KEY_ENTER)) || + (!CheckCollisionPointRec(mousePosition, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + textBoxCursorIndex = 0; // GLOBAL: Reset the shared cursor index + result = 1; + } } else { - if (CheckCollisionPointRec(mousePoint, bounds)) + if (CheckCollisionPointRec(mousePosition, bounds)) { state = STATE_FOCUSED; - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; + + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + { + textBoxCursorIndex = (int)strlen(text); // GLOBAL: Place cursor index to the end of current text + result = 1; + } } } } @@ -2160,44 +2697,61 @@ bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode) //-------------------------------------------------------------------- if (state == STATE_PRESSED) { - GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_PRESSED)), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_PRESSED))); } else if (state == STATE_DISABLED) { - GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha)); - } - else GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), BLANK); - - if (editMode) - { - // In case we edit and text does not fit in the textbox, - // we move text pointer to a position it fits inside the text box - while ((textWidth >= textBounds.width) && (text[0] != '\0')) - { - int codepointSize = 0; - GetCodepointNext(text, &codepointSize); - text += codepointSize; - textWidth = GetTextWidth(text); - cursor.x = textBounds.x + textWidth + 2; - } + GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED))); } + else GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), BLANK); - GuiDrawText(text, textBounds, GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha)); + // Draw text considering index offset if required + // NOTE: Text index offset depends on cursor position + GuiDrawText(text + textIndexOffset, textBounds, GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3)))); // Draw cursor - if (editMode) GuiDrawRectangle(cursor, 0, BLANK, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha)); + if (editMode && !GuiGetStyle(TEXTBOX, TEXT_READONLY)) + { + //if (autoCursorMode || ((blinkCursorFrameCounter/40)%2 == 0)) + GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED))); + + // Draw mouse position cursor (if required) + if (mouseCursor.x >= 0) GuiDrawRectangle(mouseCursor, 0, BLANK, GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED))); + } else if (state == STATE_FOCUSED) GuiTooltip(bounds); //-------------------------------------------------------------------- + return result; // Mouse button pressed: result = 1 +} + +/* +// Text Box control with multiple lines and word-wrap +// NOTE: This text-box is readonly, no editing supported by default +bool GuiTextBoxMulti(Rectangle bounds, char *text, int bufferSize, bool editMode) +{ + bool pressed = false; + + GuiSetStyle(TEXTBOX, TEXT_READONLY, 1); + GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_WORD); // WARNING: If wrap mode enabled, text editing is not supported + GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_TOP); + + // TODO: Implement methods to calculate cursor position properly + pressed = GuiTextBox(bounds, text, bufferSize, editMode); + + GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE); + GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_NONE); + GuiSetStyle(TEXTBOX, TEXT_READONLY, 0); + return pressed; } +*/ // Spinner control, returns selected value -bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) +int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) { + int result = 1; GuiState state = guiState; - bool pressed = false; int tempValue = *value; Rectangle spinner = { bounds.x + GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH) + GuiGetStyle(SPINNER, SPIN_BUTTON_SPACING), bounds.y, @@ -2208,7 +2762,7 @@ bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, in Rectangle textBounds = { 0 }; if (text != NULL) { - textBounds.width = (float)GetTextWidth(text); + textBounds.width = (float)GetTextWidth(text) + 2; textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(SPINNER, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; @@ -2217,7 +2771,7 @@ bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, in // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -2246,8 +2800,7 @@ bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, in // Draw control //-------------------------------------------------------------------- - // TODO: Set Spinner properties for ValueBox - pressed = GuiValueBox(spinner, NULL, &tempValue, minValue, maxValue, editMode); + result = GuiValueBox(spinner, NULL, &tempValue, minValue, maxValue, editMode); // Draw value selector custom buttons // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values @@ -2260,23 +2813,23 @@ bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, in GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); // Draw text label if provided - GuiDrawText(text, textBounds, (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); + GuiDrawText(text, textBounds, (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- *value = tempValue; - return pressed; + return result; } // Value Box control, updates input text with numbers // NOTE: Requires static variables: frameCounter -bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) +int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) { #if !defined(RAYGUI_VALUEBOX_MAX_CHARS) #define RAYGUI_VALUEBOX_MAX_CHARS 32 #endif + int result = 0; GuiState state = guiState; - bool pressed = false; char textValue[RAYGUI_VALUEBOX_MAX_CHARS + 1] = "\0"; sprintf(textValue, "%i", *value); @@ -2284,7 +2837,7 @@ bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, i Rectangle textBounds = { 0 }; if (text != NULL) { - textBounds.width = (float)GetTextWidth(text); + textBounds.width = (float)GetTextWidth(text) + 2; textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(VALUEBOX, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; @@ -2293,7 +2846,7 @@ bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, i // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -2337,7 +2890,7 @@ bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, i //if (*value > maxValue) *value = maxValue; //else if (*value < minValue) *value = minValue; - if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) pressed = true; + if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) result = 1; } else { @@ -2347,7 +2900,7 @@ bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, i if (CheckCollisionPointRec(mousePoint, bounds)) { state = STATE_FOCUSED; - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1; } } } @@ -2359,208 +2912,36 @@ bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, i if (state == STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED)); else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED)); - // WARNING: BLANK color does not work properly with Fade() - GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), guiAlpha), baseColor); - GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3))), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), baseColor); + GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3)))); // Draw cursor if (editMode) { // NOTE: ValueBox internal text is always centered Rectangle cursor = { bounds.x + GetTextWidth(textValue)/2 + bounds.width/2 + 1, bounds.y + 2*GuiGetStyle(VALUEBOX, BORDER_WIDTH), 4, bounds.height - 4*GuiGetStyle(VALUEBOX, BORDER_WIDTH) }; - GuiDrawRectangle(cursor, 0, BLANK, Fade(GetColor(GuiGetStyle(VALUEBOX, BORDER_COLOR_PRESSED)), guiAlpha)); + GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(VALUEBOX, BORDER_COLOR_PRESSED))); } // Draw text label if provided - GuiDrawText(text, textBounds, (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); - //-------------------------------------------------------------------- - - return pressed; -} - -// Text Box control with multiple lines -bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode) -{ - GuiState state = guiState; - bool pressed = false; - - Rectangle textAreaBounds = { - bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING), - bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING), - bounds.width - 2*(GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING)), - bounds.height - 2*(GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING)) - }; - - // Cursor position, [x, y] values should be updated - Rectangle cursor = { 0, -1, 4, (float)GuiGetStyle(DEFAULT, TEXT_SIZE) + 2 }; - - float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/(float)guiFont.baseSize; // Character rectangle scaling factor - - // Update control - //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) - { - Vector2 mousePoint = GetMousePosition(); - - if (editMode) - { - state = STATE_PRESSED; - - // We get an Unicode codepoint - int codepoint = GetCharPressed(); - int textLength = (int)strlen(text); // Length in bytes (UTF-8 string) - int byteSize = 0; - const char *textUTF8 = CodepointToUTF8(codepoint, &byteSize); - - // Introduce characters - if ((textLength + byteSize) < textSize) - { - if (IsKeyPressed(KEY_ENTER)) - { - text[textLength] = '\n'; - textLength++; - } - else if (codepoint >= 32) - { - // Supports Unicode inputs -> Encoded to UTF-8 - int charUTF8Length = 0; - const char *charEncoded = CodepointToUTF8(codepoint, &charUTF8Length); - memcpy(text + textLength, charEncoded, charUTF8Length); - textLength += charUTF8Length; - } - } - - // Delete characters - if (textLength > 0) - { - if (IsKeyPressed(KEY_BACKSPACE)) - { - if ((unsigned char)text[textLength - 1] < 127) - { - // Remove ASCII equivalent character (1 byte) - textLength--; - text[textLength] = '\0'; - } - else - { - // Remove latest UTF-8 unicode character introduced (n bytes) - int charUTF8Length = 0; - while ((charUTF8Length < textLength) && ((unsigned char)text[textLength - 1 - charUTF8Length] & 0b01000000) == 0) charUTF8Length++; - - textLength -= (charUTF8Length + 1); - text[textLength] = '\0'; - } - } - } - - // Exit edit mode - if (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; - } - else - { - if (CheckCollisionPointRec(mousePoint, bounds)) - { - state = STATE_FOCUSED; - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; - } - } - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - if (state == STATE_PRESSED) - { - GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_PRESSED)), guiAlpha)); - } - else if (state == STATE_DISABLED) - { - GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha)); - } - else GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), BLANK); - - int wrapMode = 1; // 0-No wrap, 1-Char wrap, 2-Word wrap - Vector2 cursorPos = { textAreaBounds.x, textAreaBounds.y }; - - //int lastSpacePos = 0; - //int lastSpaceWidth = 0; - //int lastSpaceCursorPos = 0; - - for (int i = 0, codepointSize = 0; (text != NULL) && (text[i] != '\0'); i += codepointSize) - { - int codepoint = GetCodepointNext(text + i, &codepointSize); - int index = GetGlyphIndex(guiFont, codepoint); // If requested codepoint is not found, we get '?' (0x3f) - Rectangle atlasRec = guiFont.recs[index]; - GlyphInfo glyphInfo = guiFont.glyphs[index]; // Glyph measures - - if ((codepointSize == 1) && (codepoint == '\n')) - { - cursorPos.y += (guiFont.baseSize*scaleFactor + GuiGetStyle(TEXTBOX, TEXT_LINES_SPACING)); // Line feed - cursorPos.x = textAreaBounds.x; // Carriage return - } - else - { - if (wrapMode == 1) - { - int glyphWidth = 0; - if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX; - else glyphWidth += (int)(atlasRec.width + glyphInfo.offsetX); - - // Jump line if the end of the text box area has been reached - if ((cursorPos.x + (glyphWidth*scaleFactor)) > (textAreaBounds.x + textAreaBounds.width)) - { - cursorPos.y += (guiFont.baseSize*scaleFactor + GuiGetStyle(TEXTBOX, TEXT_LINES_SPACING)); // Line feed - cursorPos.x = textAreaBounds.x; // Carriage return - } - } - else if (wrapMode == 2) - { - /* - if ((codepointSize == 1) && (codepoint == ' ')) - { - lastSpacePos = i; - lastSpaceWidth = 0; - lastSpaceCursorPos = cursorPos.x; - } - - // Jump line if last word reaches end of text box area - if ((lastSpaceCursorPos + lastSpaceWidth) > (textAreaBounds.x + textAreaBounds.width)) - { - cursorPos.y += 12; // Line feed - cursorPos.x = textAreaBounds.x; // Carriage return - } - */ - } - - // Draw current character glyph - DrawTextCodepoint(guiFont, codepoint, cursorPos, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha)); - - int glyphWidth = 0; - if (glyphInfo.advanceX != 0) glyphWidth += glyphInfo.advanceX; - else glyphWidth += (int)(atlasRec.width + glyphInfo.offsetX); - - cursorPos.x += (glyphWidth*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); - //if (i > lastSpacePos) lastSpaceWidth += (atlasRec.width + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); - } - } - - cursor.x = cursorPos.x; - cursor.y = cursorPos.y; - - // Draw cursor position considering text glyphs - if (editMode) GuiDrawRectangle(cursor, 0, BLANK, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha)); + GuiDrawText(text, textBounds, (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- - return pressed; + return result; } // Slider control with pro parameters // NOTE: Other GuiSlider*() controls use this one -float GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue, int sliderWidth) +int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue, int sliderWidth) { + int result = 0; + float oldValue = *value; GuiState state = guiState; - int sliderValue = (int)(((value - minValue)/(maxValue - minValue))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))); + float temp = (maxValue - minValue)/2.0f; + if (value == NULL) value = &temp; + + int sliderValue = (int)(((*value - minValue)/(maxValue - minValue))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))); Rectangle slider = { bounds.x, bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, SLIDER_PADDING), 0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_PADDING) }; @@ -2582,25 +2963,52 @@ float GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight { Vector2 mousePoint = GetMousePosition(); - if (CheckCollisionPointRec(mousePoint, bounds)) + if (guiSliderDragging) // Keep dragging outside of bounds + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + { + if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + { + state = STATE_PRESSED; + + // Get equivalent value and slider position from mousePosition.x + *value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue; + } + } + else + { + guiSliderDragging = false; + guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + } + } + else if (CheckCollisionPointRec(mousePoint, bounds)) { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { state = STATE_PRESSED; + guiSliderDragging = true; + guiSliderActive = bounds; // Store bounds as an identifier when dragging starts - // Get equivalent value and slider position from mousePoint.x - value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue; + if (!CheckCollisionPointRec(mousePoint, slider)) + { + // Get equivalent value and slider position from mousePosition.x + *value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue; - if (sliderWidth > 0) slider.x = mousePoint.x - slider.width/2; // Slider - else if (sliderWidth == 0) slider.width = (float)sliderValue; // SliderBar + if (sliderWidth > 0) slider.x = mousePoint.x - slider.width/2; // Slider + else if (sliderWidth == 0) slider.width = (float)sliderValue; // SliderBar + } } else state = STATE_FOCUSED; } - if (value > maxValue) value = maxValue; - else if (value < minValue) value = minValue; + if (*value > maxValue) *value = maxValue; + else if (*value < minValue) *value = minValue; } + // Control value change check + if(oldValue == *value) result = 0; + else result = 1; + // Bar limits check if (sliderWidth > 0) // Slider { @@ -2615,11 +3023,12 @@ float GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(SLIDER, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), GetColor(GuiGetStyle(SLIDER, BORDER + (state*3))), GetColor(GuiGetStyle(SLIDER, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED))); // Draw slider internal bar (depends on state) - if ((state == STATE_NORMAL) || (state == STATE_PRESSED)) GuiDrawRectangle(slider, 0, BLANK, Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)), guiAlpha)); - else if (state == STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, Fade(GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_FOCUSED)), guiAlpha)); + if (state == STATE_NORMAL) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED))); + else if (state == STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_FOCUSED))); + else if (state == STATE_PRESSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_PRESSED))); // Draw left/right text if provided if (textLeft != NULL) @@ -2630,7 +3039,7 @@ float GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SLIDER, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha)); + GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3)))); } if (textRight != NULL) @@ -2641,48 +3050,76 @@ float GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight textBounds.x = bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha)); + GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3)))); } //-------------------------------------------------------------------- - return value; + return result; } // Slider control extended, returns selected value and has text -float GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue) +int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue) { return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH)); } // Slider Bar control extended, returns selected value -float GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue) +int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue) { return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, 0); } // Progress Bar control extended, shows current progress value -float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue) +int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue) { + int result = 0; GuiState state = guiState; + float temp = (maxValue - minValue)/2.0f; + if (value == NULL) value = &temp; + + // Progress bar Rectangle progress = { bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) + GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING), 0, bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) - 2*GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING) }; // Update control //-------------------------------------------------------------------- - if (value > maxValue) value = maxValue; + if (*value > maxValue) *value = maxValue; - if (state != STATE_DISABLED) progress.width = ((float)(value/(maxValue - minValue))*(float)(bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH))); + // WARNING: Working with floats could lead to rounding issues + if ((state != STATE_DISABLED)) progress.width = (float)(*value/(maxValue - minValue))*bounds.width - ((*value >= maxValue)? (float)(2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)) : 0.0f); //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(PROGRESSBAR, BORDER + (state*3))), guiAlpha), BLANK); + if (state == STATE_DISABLED) + { + GuiDrawRectangle(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), GetColor(GuiGetStyle(PROGRESSBAR, BORDER + (state*3))), BLANK); + } + else + { + if (*value > minValue) + { + // Draw progress bar with colored border, more visual + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, (int)progress.width + (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2 }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, (int)progress.width + (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED))); + } + else GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL))); + + if (*value >= maxValue) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + progress.width + 1, bounds.y, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED))); + else + { + // Draw borders not yet reached by value + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + (int)progress.width + 1, bounds.y, bounds.width - (int)progress.width - 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + (int)progress.width + 1, bounds.y + bounds.height - 1, bounds.width - (int)progress.width - 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y + 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2 }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL))); + } - // Draw slider internal progress bar (depends on state) - if ((state == STATE_NORMAL) || (state == STATE_PRESSED)) GuiDrawRectangle(progress, 0, BLANK, Fade(GetColor(GuiGetStyle(PROGRESSBAR, BASE_COLOR_PRESSED)), guiAlpha)); - else if (state == STATE_FOCUSED) GuiDrawRectangle(progress, 0, BLANK, Fade(GetColor(GuiGetStyle(PROGRESSBAR, TEXT_COLOR_FOCUSED)), guiAlpha)); + // Draw slider internal progress bar (depends on state) + GuiDrawRectangle(progress, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BASE_COLOR_PRESSED))); + } // Draw left/right text if provided if (textLeft != NULL) @@ -2693,7 +3130,7 @@ float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRig textBounds.x = bounds.x - textBounds.width - GuiGetStyle(PROGRESSBAR, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))), guiAlpha)); + GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3)))); } if (textRight != NULL) @@ -2704,34 +3141,37 @@ float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRig textBounds.x = bounds.x + bounds.width + GuiGetStyle(PROGRESSBAR, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, Fade(GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))), guiAlpha)); + GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3)))); } //-------------------------------------------------------------------- - return value; + return result; } // Status Bar control -void GuiStatusBar(Rectangle bounds, const char *text) +int GuiStatusBar(Rectangle bounds, const char *text) { + int result = 0; GuiState state = guiState; // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(STATUSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(STATUSBAR, (state != STATE_DISABLED)? BORDER_COLOR_NORMAL : BORDER_COLOR_DISABLED)), guiAlpha), - Fade(GetColor(GuiGetStyle(STATUSBAR, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha)); - GuiDrawText(text, GetTextBounds(STATUSBAR, bounds), GuiGetStyle(STATUSBAR, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(STATUSBAR, (state != STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha)); + GuiDrawRectangle(bounds, GuiGetStyle(STATUSBAR, BORDER_WIDTH), GetColor(GuiGetStyle(STATUSBAR, BORDER + (state*3))), GetColor(GuiGetStyle(STATUSBAR, BASE + (state*3)))); + GuiDrawText(text, GetTextBounds(STATUSBAR, bounds), GuiGetStyle(STATUSBAR, TEXT_ALIGNMENT), GetColor(GuiGetStyle(STATUSBAR, TEXT + (state*3)))); //-------------------------------------------------------------------- + + return result; } // Dummy rectangle control, intended for placeholding -void GuiDummyRec(Rectangle bounds, const char *text) +int GuiDummyRec(Rectangle bounds, const char *text) { + int result = 0; GuiState state = guiState; // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -2746,28 +3186,35 @@ void GuiDummyRec(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, 0, BLANK, Fade(GetColor(GuiGetStyle(DEFAULT, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha)); - GuiDrawText(text, GetTextBounds(DEFAULT, bounds), TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(BUTTON, (state != STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha)); + GuiDrawRectangle(bounds, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED))); + GuiDrawText(text, GetTextBounds(DEFAULT, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(BUTTON, (state != STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED))); //------------------------------------------------------------------ + + return result; } // List View control -int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int active) +int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active) { + int result = 0; int itemCount = 0; const char **items = NULL; if (text != NULL) items = GuiTextSplit(text, ';', &itemCount, NULL); - return GuiListViewEx(bounds, items, itemCount, NULL, scrollIndex, active); + result = GuiListViewEx(bounds, items, itemCount, scrollIndex, active, NULL); + + return result; } // List View control with extended parameters -int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, int *scrollIndex, int active) +int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus) { + int result = 0; GuiState state = guiState; + int itemFocused = (focus == NULL)? -1 : *focus; - int itemSelected = active; + int itemSelected = (active == NULL)? -1 : *active; // Check if we need a scroll bar bool useScrollBar = false; @@ -2791,7 +3238,7 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, in // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -2839,35 +3286,35 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, in // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha), GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background + GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background // Draw visible items for (int i = 0; ((i < visibleItems) && (text != NULL)); i++) { if (state == STATE_DISABLED) { - if ((startIndex + i) == itemSelected) GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), guiAlpha), Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)), guiAlpha)); + if ((startIndex + i) == itemSelected) GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED))); - GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_DISABLED)), guiAlpha)); + GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_DISABLED))); } else { - if ((startIndex + i) == itemSelected) + if (((startIndex + i) == itemSelected) && (active != NULL)) { // Draw item selected - GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha), Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha)); - GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED)), guiAlpha)); + GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED))); + GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED))); } - else if ((startIndex + i) == itemFocused) + else if (((startIndex + i) == itemFocused)) // && (focus != NULL)) // NOTE: We want items focused, despite not returned! { // Draw item focused - GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), guiAlpha), Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)), guiAlpha)); - GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_FOCUSED)), guiAlpha)); + GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED))); + GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_FOCUSED))); } else { // Draw item normal - GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_NORMAL)), guiAlpha)); + GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_NORMAL))); } } @@ -2899,29 +3346,30 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, in } //-------------------------------------------------------------------- + if (active != NULL) *active = itemSelected; if (focus != NULL) *focus = itemFocused; if (scrollIndex != NULL) *scrollIndex = startIndex; - return itemSelected; + return result; } // Color Panel control -Color GuiColorPanel(Rectangle bounds, const char *text, Color color) +int GuiColorPanel(Rectangle bounds, const char *text, Color *color) { - const Color colWhite = { 255, 255, 255, 255 }; - const Color colBlack = { 0, 0, 0, 255 }; - + int result = 0; GuiState state = guiState; Vector2 pickerSelector = { 0 }; - Vector3 vcolor = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; + const Color colWhite = { 255, 255, 255, 255 }; + const Color colBlack = { 0, 0, 0, 255 }; + + Vector3 vcolor = { (float)color->r/255.0f, (float)color->g/255.0f, (float)color->b/255.0f }; Vector3 hsv = ConvertRGBtoHSV(vcolor); pickerSelector.x = bounds.x + (float)hsv.y*bounds.width; // HSV: Saturation pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height; // HSV: Value - float hue = -1.0f; - Vector3 maxHue = { hue >= 0.0f ? hue : hsv.x, 1.0f, 1.0f }; + Vector3 maxHue = { hsv.x, 1.0f, 1.0f }; Vector3 rgbHue = ConvertHSVtoRGB(maxHue); Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x), (unsigned char)(255.0f*rgbHue.y), @@ -2929,7 +3377,7 @@ Color GuiColorPanel(Rectangle bounds, const char *text, Color color) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { Vector2 mousePoint = GetMousePosition(); @@ -2952,10 +3400,10 @@ Color GuiColorPanel(Rectangle bounds, const char *text, Color color) Vector3 rgb = ConvertHSVtoRGB(hsv); // NOTE: Vector3ToColor() only available on raylib 1.8.1 - color = RAYGUI_CLITERAL(Color){ (unsigned char)(255.0f*rgb.x), + *color = RAYGUI_CLITERAL(Color){ (unsigned char)(255.0f*rgb.x), (unsigned char)(255.0f*rgb.y), (unsigned char)(255.0f*rgb.z), - (unsigned char)(255.0f*(float)color.a/255.0f) }; + (unsigned char)(255.0f*(float)color->a/255.0f) }; } else state = STATE_FOCUSED; @@ -2972,29 +3420,30 @@ Color GuiColorPanel(Rectangle bounds, const char *text, Color color) // Draw color picker: selector Rectangle selector = { pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE) }; - GuiDrawRectangle(selector, 0, BLANK, Fade(colWhite, guiAlpha)); + GuiDrawRectangle(selector, 0, BLANK, colWhite); } else { DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha)); } - GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha), BLANK); + GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK); //-------------------------------------------------------------------- - return color; + return result; } // Color Bar Alpha control // NOTE: Returns alpha value normalized [0..1] -float GuiColorBarAlpha(Rectangle bounds, const char *text, float alpha) +int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha) { #if !defined(RAYGUI_COLORBARALPHA_CHECKED_SIZE) #define RAYGUI_COLORBARALPHA_CHECKED_SIZE 10 #endif + int result = 0; GuiState state = guiState; - Rectangle selector = { (float)bounds.x + alpha*bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.y - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT), (float)bounds.height + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2 }; + Rectangle selector = { (float)bounds.x + (*alpha)*bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.y - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT), (float)bounds.height + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2 }; // Update control //-------------------------------------------------------------------- @@ -3002,16 +3451,36 @@ float GuiColorBarAlpha(Rectangle bounds, const char *text, float alpha) { Vector2 mousePoint = GetMousePosition(); - if (CheckCollisionPointRec(mousePoint, bounds) || - CheckCollisionPointRec(mousePoint, selector)) + if (guiSliderDragging) // Keep dragging outside of bounds + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + { + if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + { + state = STATE_PRESSED; + + *alpha = (mousePoint.x - bounds.x)/bounds.width; + if (*alpha <= 0.0f) *alpha = 0.0f; + if (*alpha >= 1.0f) *alpha = 1.0f; + } + } + else + { + guiSliderDragging = false; + guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + } + } + else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector)) { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { state = STATE_PRESSED; + guiSliderDragging = true; + guiSliderActive = bounds; // Store bounds as an identifier when dragging starts - alpha = (mousePoint.x - bounds.x)/bounds.width; - if (alpha <= 0.0f) alpha = 0.0f; - if (alpha >= 1.0f) alpha = 1.0f; + *alpha = (mousePoint.x - bounds.x)/bounds.width; + if (*alpha <= 0.0f) *alpha = 0.0f; + if (*alpha >= 1.0f) *alpha = 1.0f; //selector.x = bounds.x + (int)(((alpha - 0)/(100 - 0))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))) - selector.width/2; } else state = STATE_FOCUSED; @@ -3033,7 +3502,7 @@ float GuiColorBarAlpha(Rectangle bounds, const char *text, float alpha) for (int y = 0; y < checksY; y++) { Rectangle check = { bounds.x + x*RAYGUI_COLORBARALPHA_CHECKED_SIZE, bounds.y + y*RAYGUI_COLORBARALPHA_CHECKED_SIZE, RAYGUI_COLORBARALPHA_CHECKED_SIZE, RAYGUI_COLORBARALPHA_CHECKED_SIZE }; - GuiDrawRectangle(check, 0, BLANK, ((x + y)%2)? Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.4f), guiAlpha) : Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.4f), guiAlpha)); + GuiDrawRectangle(check, 0, BLANK, ((x + y)%2)? Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.4f) : Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.4f)); } } @@ -3041,13 +3510,13 @@ float GuiColorBarAlpha(Rectangle bounds, const char *text, float alpha) } else DrawRectangleGradientEx(bounds, Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha)); - GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha), BLANK); + GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK); // Draw alpha bar: selector - GuiDrawRectangle(selector, 0, BLANK, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha)); + GuiDrawRectangle(selector, 0, BLANK, GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3))); //-------------------------------------------------------------------- - return alpha; + return result; } // Color Bar Hue control @@ -3056,10 +3525,11 @@ float GuiColorBarAlpha(Rectangle bounds, const char *text, float alpha) // Color GuiColorBarSat() [WHITE->color] // Color GuiColorBarValue() [BLACK->color], HSV/HSL // float GuiColorBarLuminance() [BLACK->WHITE] -float GuiColorBarHue(Rectangle bounds, const char *text, float hue) +int GuiColorBarHue(Rectangle bounds, const char *text, float *hue) { + int result = 0; GuiState state = guiState; - Rectangle selector = { (float)bounds.x - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)bounds.y + hue/360.0f*bounds.height - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2, (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT) }; + Rectangle selector = { (float)bounds.x - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)bounds.y + (*hue)/360.0f*bounds.height - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2, (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT) }; // Update control //-------------------------------------------------------------------- @@ -3067,16 +3537,36 @@ float GuiColorBarHue(Rectangle bounds, const char *text, float hue) { Vector2 mousePoint = GetMousePosition(); - if (CheckCollisionPointRec(mousePoint, bounds) || - CheckCollisionPointRec(mousePoint, selector)) + if (guiSliderDragging) // Keep dragging outside of bounds + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + { + if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + { + state = STATE_PRESSED; + + *hue = (mousePoint.y - bounds.y)*360/bounds.height; + if (*hue <= 0.0f) *hue = 0.0f; + if (*hue >= 359.0f) *hue = 359.0f; + } + } + else + { + guiSliderDragging = false; + guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + } + } + else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector)) { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { state = STATE_PRESSED; + guiSliderDragging = true; + guiSliderActive = bounds; // Store bounds as an identifier when dragging starts - hue = (mousePoint.y - bounds.y)*360/bounds.height; - if (hue <= 0.0f) hue = 0.0f; - if (hue >= 359.0f) hue = 359.0f; + *hue = (mousePoint.y - bounds.y)*360/bounds.height; + if (*hue <= 0.0f) *hue = 0.0f; + if (*hue >= 359.0f) *hue = 359.0f; } else state = STATE_FOCUSED; @@ -3100,7 +3590,8 @@ float GuiColorBarHue(Rectangle bounds, const char *text, float hue) if (state != STATE_DISABLED) { // Draw hue bar:color bars - DrawRectangleGradientV((int)bounds.x, (int)(bounds.y), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 255, 0, 255 }, guiAlpha)); + // TODO: Use directly DrawRectangleGradientEx(bounds, color1, color2, color2, color1); + DrawRectangleGradientV((int)bounds.x, (int)(bounds.y), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 255, 0, 255 }, guiAlpha)); DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + bounds.height/6), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 255, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 0, 255 }, guiAlpha)); DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 2*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 255, 255 }, guiAlpha)); DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 3*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 255, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 0, 255, 255 }, guiAlpha)); @@ -3109,13 +3600,13 @@ float GuiColorBarHue(Rectangle bounds, const char *text, float hue) } else DrawRectangleGradientV((int)bounds.x, (int)bounds.y, (int)bounds.width, (int)bounds.height, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha)); - GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha), BLANK); + GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK); // Draw hue bar: selector - GuiDrawRectangle(selector, 0, BLANK, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha)); + GuiDrawRectangle(selector, 0, BLANK, GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3))); //-------------------------------------------------------------------- - return hue; + return result; } // Color Picker control @@ -3124,21 +3615,126 @@ float GuiColorBarHue(Rectangle bounds, const char *text, float hue) // float GuiColorBarAlpha(Rectangle bounds, float alpha) // float GuiColorBarHue(Rectangle bounds, float value) // NOTE: bounds define GuiColorPanel() size -Color GuiColorPicker(Rectangle bounds, const char *text, Color color) +int GuiColorPicker(Rectangle bounds, const char *text, Color *color) { - color = GuiColorPanel(bounds, NULL, color); + int result = 0; + + Color temp = { 200, 0, 0, 255 }; + if (color == NULL) color = &temp; + + GuiColorPanel(bounds, NULL, color); Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_WIDTH), (float)bounds.height }; //Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) }; - Vector3 hsv = ConvertRGBtoHSV(RAYGUI_CLITERAL(Vector3){ color.r/255.0f, color.g/255.0f, color.b/255.0f }); - hsv.x = GuiColorBarHue(boundsHue, NULL, hsv.x); + Vector3 hsv = ConvertRGBtoHSV(RAYGUI_CLITERAL(Vector3){ (*color).r/255.0f, (*color).g/255.0f, (*color).b/255.0f }); + + GuiColorBarHue(boundsHue, NULL, &hsv.x); + //color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f); Vector3 rgb = ConvertHSVtoRGB(hsv); - color = RAYGUI_CLITERAL(Color){ (unsigned char)roundf(rgb.x*255.0f), (unsigned char)roundf(rgb.y*255.0f), (unsigned char)roundf(rgb.z*255.0f), color.a }; + *color = RAYGUI_CLITERAL(Color){ (unsigned char)roundf(rgb.x*255.0f), (unsigned char)roundf(rgb.y*255.0f), (unsigned char)roundf(rgb.z*255.0f), (*color).a }; - return color; + return result; +} + +// Color Picker control that avoids conversion to RGB and back to HSV on each call, thus avoiding jittering. +// The user can call ConvertHSVtoRGB() to convert *colorHsv value to RGB. +// NOTE: It's divided in multiple controls: +// int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv) +// int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha) +// float GuiColorBarHue(Rectangle bounds, float value) +// NOTE: bounds define GuiColorPanelHSV() size +int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv) +{ + int result = 0; + + Vector3 tempHsv = { 0 }; + + if (colorHsv == NULL) + { + const Vector3 tempColor = { 200.0f/255.0f, 0.0f, 0.0f }; + tempHsv = ConvertRGBtoHSV(tempColor); + colorHsv = &tempHsv; + } + + GuiColorPanelHSV(bounds, NULL, colorHsv); + + const Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_WIDTH), (float)bounds.height }; + + GuiColorBarHue(boundsHue, NULL, &colorHsv->x); + + return result; +} + +// Color Panel control, returns HSV color value in *colorHsv. +// Used by GuiColorPickerHSV() +int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv) +{ + int result = 0; + GuiState state = guiState; + Vector2 pickerSelector = { 0 }; + + const Color colWhite = { 255, 255, 255, 255 }; + const Color colBlack = { 0, 0, 0, 255 }; + + pickerSelector.x = bounds.x + (float)colorHsv->y*bounds.width; // HSV: Saturation + pickerSelector.y = bounds.y + (1.0f - (float)colorHsv->z)*bounds.height; // HSV: Value + + Vector3 maxHue = { colorHsv->x, 1.0f, 1.0f }; + Vector3 rgbHue = ConvertHSVtoRGB(maxHue); + Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x), + (unsigned char)(255.0f*rgbHue.y), + (unsigned char)(255.0f*rgbHue.z), 255 }; + + // Update control + //-------------------------------------------------------------------- + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + { + Vector2 mousePoint = GetMousePosition(); + + if (CheckCollisionPointRec(mousePoint, bounds)) + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + { + state = STATE_PRESSED; + pickerSelector = mousePoint; + + // Calculate color from picker + Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y }; + + colorPick.x /= (float)bounds.width; // Get normalized value on x + colorPick.y /= (float)bounds.height; // Get normalized value on y + + colorHsv->y = colorPick.x; + colorHsv->z = 1.0f - colorPick.y; + } + else state = STATE_FOCUSED; + } + } + //-------------------------------------------------------------------- + + // Draw control + //-------------------------------------------------------------------- + if (state != STATE_DISABLED) + { + DrawRectangleGradientEx(bounds, Fade(colWhite, guiAlpha), Fade(colWhite, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha)); + DrawRectangleGradientEx(bounds, Fade(colBlack, 0), Fade(colBlack, guiAlpha), Fade(colBlack, guiAlpha), Fade(colBlack, 0)); + + // Draw color picker: selector + Rectangle selector = { pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE) }; + GuiDrawRectangle(selector, 0, BLANK, colWhite); + } + else + { + DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha)); + } + + GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK); + //-------------------------------------------------------------------- + + return result; } // Message Box control @@ -3151,7 +3747,7 @@ int GuiMessageBox(Rectangle bounds, const char *title, const char *message, cons #define RAYGUI_MESSAGEBOX_BUTTON_PADDING 12 #endif - int clicked = -1; // Returns clicked button from buttons list, 0 refers to closed window button + int result = -1; // Returns clicked button from buttons list, 0 refers to closed window button int buttonCount = 0; const char **buttonsText = GuiTextSplit(buttons, ';', &buttonCount, NULL); @@ -3161,7 +3757,7 @@ int GuiMessageBox(Rectangle bounds, const char *title, const char *message, cons buttonBounds.width = (bounds.width - RAYGUI_MESSAGEBOX_BUTTON_PADDING*(buttonCount + 1))/buttonCount; buttonBounds.height = RAYGUI_MESSAGEBOX_BUTTON_HEIGHT; - int textWidth = GetTextWidth(message); + int textWidth = GetTextWidth(message) + 2; Rectangle textBounds = { 0 }; textBounds.x = bounds.x + bounds.width/2 - textWidth/2; @@ -3171,7 +3767,7 @@ int GuiMessageBox(Rectangle bounds, const char *title, const char *message, cons // Draw control //-------------------------------------------------------------------- - if (GuiWindowBox(bounds, title)) clicked = 0; + if (GuiWindowBox(bounds, title)) result = 0; int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT); GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); @@ -3183,18 +3779,18 @@ int GuiMessageBox(Rectangle bounds, const char *title, const char *message, cons for (int i = 0; i < buttonCount; i++) { - if (GuiButton(buttonBounds, buttonsText[i])) clicked = i + 1; + if (GuiButton(buttonBounds, buttonsText[i])) result = i + 1; buttonBounds.x += (buttonBounds.width + RAYGUI_MESSAGEBOX_BUTTON_PADDING); } GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevTextAlignment); //-------------------------------------------------------------------- - return clicked; + return result; } // Text Input Box control, ask for text -int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, int *secretViewActive) +int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive) { #if !defined(RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT) #define RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT 24 @@ -3210,7 +3806,7 @@ int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, co // WARNING: No more than one GuiTextInputBox() should be open at the same time static bool textEditMode = false; - int btnIndex = -1; + int result = -1; int buttonCount = 0; const char **buttonsText = GuiTextSplit(buttons, ';', &buttonCount, NULL); @@ -3225,7 +3821,7 @@ int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, co Rectangle textBounds = { 0 }; if (message != NULL) { - int textSize = GetTextWidth(message); + int textSize = GetTextWidth(message) + 2; textBounds.x = bounds.x + bounds.width/2 - textSize/2; textBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + messageInputHeight/4 - (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/2; @@ -3243,7 +3839,7 @@ int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, co // Draw control //-------------------------------------------------------------------- - if (GuiWindowBox(bounds, title)) btnIndex = 0; + if (GuiWindowBox(bounds, title)) result = 0; // Draw message if available if (message != NULL) @@ -3260,7 +3856,7 @@ int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, co if (GuiTextBox(RAYGUI_CLITERAL(Rectangle){ textBoxBounds.x, textBoxBounds.y, textBoxBounds.width - 4 - RAYGUI_TEXTINPUTBOX_HEIGHT, textBoxBounds.height }, ((*secretViewActive == 1) || textEditMode)? text : stars, textMaxSize, textEditMode)) textEditMode = !textEditMode; - *secretViewActive = GuiToggle(RAYGUI_CLITERAL(Rectangle){ textBoxBounds.x + textBoxBounds.width - RAYGUI_TEXTINPUTBOX_HEIGHT, textBoxBounds.y, RAYGUI_TEXTINPUTBOX_HEIGHT, RAYGUI_TEXTINPUTBOX_HEIGHT }, (*secretViewActive == 1)? "#44#" : "#45#", *secretViewActive); + GuiToggle(RAYGUI_CLITERAL(Rectangle){ textBoxBounds.x + textBoxBounds.width - RAYGUI_TEXTINPUTBOX_HEIGHT, textBoxBounds.y, RAYGUI_TEXTINPUTBOX_HEIGHT, RAYGUI_TEXTINPUTBOX_HEIGHT }, (*secretViewActive == 1)? "#44#" : "#45#", secretViewActive); } else { @@ -3272,77 +3868,77 @@ int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, co for (int i = 0; i < buttonCount; i++) { - if (GuiButton(buttonBounds, buttonsText[i])) btnIndex = i + 1; + if (GuiButton(buttonBounds, buttonsText[i])) result = i + 1; buttonBounds.x += (buttonBounds.width + RAYGUI_MESSAGEBOX_BUTTON_PADDING); } + if (result >= 0) textEditMode = false; + GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevBtnTextAlignment); //-------------------------------------------------------------------- - return btnIndex; + return result; // Result is the pressed button index } // Grid control // NOTE: Returns grid mouse-hover selected cell // About drawing lines at subpixel spacing, simple put, not easy solution: // https://stackoverflow.com/questions/4435450/2d-opengl-drawing-lines-that-dont-exactly-fit-pixel-raster -Vector2 GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs) +int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell) { // Grid lines alpha amount #if !defined(RAYGUI_GRID_ALPHA) #define RAYGUI_GRID_ALPHA 0.15f #endif + int result = 0; GuiState state = guiState; + Vector2 mousePoint = GetMousePosition(); - Vector2 currentCell = { -1, -1 }; + Vector2 currentMouseCell = { -1, -1 }; - int linesV = ((int)(bounds.width/spacing))*subdivs + 1; - int linesH = ((int)(bounds.height/spacing))*subdivs + 1; + float spaceWidth = spacing/(float)subdivs; + int linesV = (int)(bounds.width/spaceWidth) + 1; + int linesH = (int)(bounds.height/spaceWidth) + 1; + + int color = GuiGetStyle(DEFAULT, LINE_COLOR); // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked) + if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) { if (CheckCollisionPointRec(mousePoint, bounds)) { // NOTE: Cell values must be the upper left of the cell the mouse is in - currentCell.x = floorf((mousePoint.x - bounds.x)/spacing); - currentCell.y = floorf((mousePoint.y - bounds.y)/spacing); + currentMouseCell.x = floorf((mousePoint.x - bounds.x)/spacing); + currentMouseCell.y = floorf((mousePoint.y - bounds.y)/spacing); } } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- + if (state == STATE_DISABLED) color = GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED); - // TODO: Draw background panel? - - switch (state) + if (subdivs > 0) { - case STATE_NORMAL: + // Draw vertical grid lines + for (int i = 0; i < linesV; i++) { - if (subdivs > 0) - { - // Draw vertical grid lines - for (int i = 0; i < linesV; i++) - { - Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height }; - GuiDrawRectangle(lineV, 0, BLANK, ((i%subdivs) == 0) ? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA)); - } + Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height }; + GuiDrawRectangle(lineV, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA)); + } - // Draw horizontal grid lines - for (int i = 0; i < linesH; i++) - { - Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width, 1 }; - GuiDrawRectangle(lineH, 0, BLANK, ((i%subdivs) == 0) ? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), RAYGUI_GRID_ALPHA)); - } - } - } break; - default: break; + // Draw horizontal grid lines + for (int i = 0; i < linesH; i++) + { + Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width, 1 }; + GuiDrawRectangle(lineH, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA)); + } } - return currentCell; + if (mouseCell != NULL) *mouseCell = currentMouseCell; + return result; } //---------------------------------------------------------------------------------- @@ -3408,34 +4004,37 @@ void GuiLoadStyle(const char *fileName) sscanf(buffer, "f %d %s %[^\r\n]s", &fontSize, charmapFileName, fontFileName); Font font = { 0 }; + int *codepoints = NULL; + int codepointCount = 0; if (charmapFileName[0] != '0') { - // Load characters from charmap file, - // expected '\n' separated list of integer values - char *charValues = LoadFileText(charmapFileName); - if (charValues != NULL) - { - int glyphCount = 0; - const char **chars = TextSplit(charValues, '\n', &glyphCount); - - int *values = (int *)RAYGUI_MALLOC(glyphCount*sizeof(int)); - for (int i = 0; i < glyphCount; i++) values[i] = TextToInteger(chars[i]); - - if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture); - font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, values, glyphCount); - if (font.texture.id == 0) font = GetFontDefault(); - - RAYGUI_FREE(values); - } + // Load text data from file + // NOTE: Expected an UTF-8 array of codepoints, no separation + char *textData = LoadFileText(TextFormat("%s/%s", GetDirectoryPath(fileName), charmapFileName)); + codepoints = LoadCodepoints(textData, &codepointCount); + UnloadFileText(textData); } - else + + if (fontFileName[0] != '\0') { + // In case a font is already loaded and it is not default internal font, unload it if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture); - font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, NULL, 0); - if (font.texture.id == 0) font = GetFontDefault(); + + if (codepointCount > 0) font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, codepoints, codepointCount); + else font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, NULL, 0); // Default to 95 standard codepoints } + // If font texture not properly loaded, revert to default font and size/spacing + if (font.texture.id == 0) + { + font = GetFontDefault(); + GuiSetStyle(DEFAULT, TEXT_SIZE, 10); + GuiSetStyle(DEFAULT, TEXT_SPACING, 1); + } + + UnloadCodepoints(codepoints); + if ((font.texture.id > 0) && (font.glyphCount > 0)) GuiSetFont(font); } break; @@ -3454,125 +4053,24 @@ void GuiLoadStyle(const char *fileName) { rgsFile = fopen(fileName, "rb"); - if (rgsFile == NULL) return; - - char signature[5] = { 0 }; - short version = 0; - short reserved = 0; - int propertyCount = 0; - - fread(signature, 1, 4, rgsFile); - fread(&version, sizeof(short), 1, rgsFile); - fread(&reserved, sizeof(short), 1, rgsFile); - fread(&propertyCount, sizeof(int), 1, rgsFile); - - if ((signature[0] == 'r') && - (signature[1] == 'G') && - (signature[2] == 'S') && - (signature[3] == ' ')) + if (rgsFile != NULL) { - short controlId = 0; - short propertyId = 0; - unsigned int propertyValue = 0; + fseek(rgsFile, 0, SEEK_END); + int fileDataSize = ftell(rgsFile); + fseek(rgsFile, 0, SEEK_SET); - for (int i = 0; i < propertyCount; i++) + if (fileDataSize > 0) { - fread(&controlId, sizeof(short), 1, rgsFile); - fread(&propertyId, sizeof(short), 1, rgsFile); - fread(&propertyValue, sizeof(unsigned int), 1, rgsFile); + unsigned char *fileData = (unsigned char *)RAYGUI_MALLOC(fileDataSize*sizeof(unsigned char)); + fread(fileData, sizeof(unsigned char), fileDataSize, rgsFile); - if (controlId == 0) // DEFAULT control - { - // If a DEFAULT property is loaded, it is propagated to all controls - // NOTE: All DEFAULT properties should be defined first in the file - GuiSetStyle(0, (int)propertyId, propertyValue); + GuiLoadStyleFromMemory(fileData, fileDataSize); - if (propertyId < RAYGUI_MAX_PROPS_BASE) for (int i = 1; i < RAYGUI_MAX_CONTROLS; i++) GuiSetStyle(i, (int)propertyId, propertyValue); - } - else GuiSetStyle((int)controlId, (int)propertyId, propertyValue); + RAYGUI_FREE(fileData); } - // Font loading is highly dependant on raylib API to load font data and image -#if !defined(RAYGUI_STANDALONE) - // Load custom font if available - int fontDataSize = 0; - fread(&fontDataSize, sizeof(int), 1, rgsFile); - - if (fontDataSize > 0) - { - Font font = { 0 }; - int fontType = 0; // 0-Normal, 1-SDF - Rectangle whiteRec = { 0 }; - - fread(&font.baseSize, sizeof(int), 1, rgsFile); - fread(&font.glyphCount, sizeof(int), 1, rgsFile); - fread(&fontType, sizeof(int), 1, rgsFile); - - // Load font white rectangle - fread(&whiteRec, sizeof(Rectangle), 1, rgsFile); - - // Load font image parameters - int fontImageUncompSize = 0; - int fontImageCompSize = 0; - fread(&fontImageUncompSize, sizeof(int), 1, rgsFile); - fread(&fontImageCompSize, sizeof(int), 1, rgsFile); - - Image imFont = { 0 }; - imFont.mipmaps = 1; - fread(&imFont.width, sizeof(int), 1, rgsFile); - fread(&imFont.height, sizeof(int), 1, rgsFile); - fread(&imFont.format, sizeof(int), 1, rgsFile); - - if (fontImageCompSize < fontImageUncompSize) - { - // Compressed font atlas image data (DEFLATE), it requires DecompressData() - int dataUncompSize = 0; - unsigned char *compData = (unsigned char *)RAYGUI_MALLOC(fontImageCompSize); - fread(compData, 1, fontImageCompSize, rgsFile); - imFont.data = DecompressData(compData, fontImageCompSize, &dataUncompSize); - - // Security check, dataUncompSize must match the provided fontImageUncompSize - if (dataUncompSize != fontImageUncompSize) RAYGUI_LOG("WARNING: Uncompressed font atlas image data could be corrupted"); - - RAYGUI_FREE(compData); - } - else - { - // Font atlas image data is not compressed - imFont.data = (unsigned char *)RAYGUI_MALLOC(fontImageUncompSize); - fread(imFont.data, 1, fontImageUncompSize, rgsFile); - } - - if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture); - font.texture = LoadTextureFromImage(imFont); - if (font.texture.id == 0) font = GetFontDefault(); - - RAYGUI_FREE(imFont.data); - - // Load font recs data - font.recs = (Rectangle *)RAYGUI_CALLOC(font.glyphCount, sizeof(Rectangle)); - for (int i = 0; i < font.glyphCount; i++) fread(&font.recs[i], sizeof(Rectangle), 1, rgsFile); - - // Load font chars info data - font.glyphs = (GlyphInfo *)RAYGUI_CALLOC(font.glyphCount, sizeof(GlyphInfo)); - for (int i = 0; i < font.glyphCount; i++) - { - fread(&font.glyphs[i].value, sizeof(int), 1, rgsFile); - fread(&font.glyphs[i].offsetX, sizeof(int), 1, rgsFile); - fread(&font.glyphs[i].offsetY, sizeof(int), 1, rgsFile); - fread(&font.glyphs[i].advanceX, sizeof(int), 1, rgsFile); - } - - GuiSetFont(font); - - // Set font texture source rectangle to be used as white texture to draw shapes - // NOTE: This way, all gui can be draw using a single draw call - if ((whiteRec.width != 0) && (whiteRec.height != 0)) SetShapesTexture(font.texture, whiteRec); - } -#endif + fclose(rgsFile); } - - fclose(rgsFile); } } @@ -3584,6 +4082,8 @@ void GuiLoadStyleDefault(void) guiStyleLoaded = true; // Initialize default LIGHT style property values + // WARNING: Default value are applied to all controls on set but + // they can be overwritten later on for every custom control GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, 0x838383ff); GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, 0xc9c9c9ff); GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, 0x686868ff); @@ -3596,17 +4096,29 @@ void GuiLoadStyleDefault(void) GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, 0xb5c1c2ff); GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, 0xe6e9e9ff); GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, 0xaeb7b8ff); - GuiSetStyle(DEFAULT, BORDER_WIDTH, 1); // WARNING: Some controls use other values - GuiSetStyle(DEFAULT, TEXT_PADDING, 0); // WARNING: Some controls use other values - GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); // WARNING: Some controls use other values + GuiSetStyle(DEFAULT, BORDER_WIDTH, 1); + GuiSetStyle(DEFAULT, TEXT_PADDING, 0); + GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); + + // Initialize default extended property values + // NOTE: By default, extended property values are initialized to 0 + GuiSetStyle(DEFAULT, TEXT_SIZE, 10); // DEFAULT, shared by all controls + GuiSetStyle(DEFAULT, TEXT_SPACING, 1); // DEFAULT, shared by all controls + GuiSetStyle(DEFAULT, LINE_COLOR, 0x90abb5ff); // DEFAULT specific property + GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff); // DEFAULT specific property + GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, 15); // DEFAULT, 15 pixels between lines + GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE); // DEFAULT, text aligned vertically to middle of text-bounds // Initialize control-specific property values // NOTE: Those properties are in default list but require specific values by control type GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT); GuiSetStyle(BUTTON, BORDER_WIDTH, 2); GuiSetStyle(SLIDER, TEXT_PADDING, 4); + GuiSetStyle(PROGRESSBAR, TEXT_PADDING, 4); GuiSetStyle(CHECKBOX, TEXT_PADDING, 4); GuiSetStyle(CHECKBOX, TEXT_ALIGNMENT, TEXT_ALIGN_RIGHT); + GuiSetStyle(DROPDOWNBOX, TEXT_PADDING, 0); + GuiSetStyle(DROPDOWNBOX, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER); GuiSetStyle(TEXTBOX, TEXT_PADDING, 4); GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT); GuiSetStyle(VALUEBOX, TEXT_PADDING, 0); @@ -3618,10 +4130,6 @@ void GuiLoadStyleDefault(void) // Initialize extended property values // NOTE: By default, extended property values are initialized to 0 - GuiSetStyle(DEFAULT, TEXT_SIZE, 10); // DEFAULT, shared by all controls - GuiSetStyle(DEFAULT, TEXT_SPACING, 1); // DEFAULT, shared by all controls - GuiSetStyle(DEFAULT, LINE_COLOR, 0x90abb5ff); // DEFAULT specific property - GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff); // DEFAULT specific property GuiSetStyle(TOGGLE, GROUP_PADDING, 2); GuiSetStyle(SLIDER, SLIDER_WIDTH, 16); GuiSetStyle(SLIDER, SLIDER_PADDING, 1); @@ -3631,8 +4139,6 @@ void GuiLoadStyleDefault(void) GuiSetStyle(COMBOBOX, COMBO_BUTTON_SPACING, 2); GuiSetStyle(DROPDOWNBOX, ARROW_PADDING, 16); GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 2); - GuiSetStyle(TEXTBOX, TEXT_LINES_SPACING, 4); - GuiSetStyle(TEXTBOX, TEXT_INNER_PADDING, 4); GuiSetStyle(SPINNER, SPIN_BUTTON_WIDTH, 24); GuiSetStyle(SPINNER, SPIN_BUTTON_SPACING, 2); GuiSetStyle(SCROLLBAR, BORDER_WIDTH, 0); @@ -3656,13 +4162,19 @@ void GuiLoadStyleDefault(void) { // Unload previous font texture UnloadTexture(guiFont.texture); + RL_FREE(guiFont.recs); + RL_FREE(guiFont.glyphs); + guiFont.recs = NULL; + guiFont.glyphs = NULL; // Setup default raylib font guiFont = GetFontDefault(); - // Setup default raylib font rectangle - Rectangle whiteChar = { 41, 46, 2, 8 }; - SetShapesTexture(guiFont.texture, whiteChar); + // NOTE: Default raylib font character 95 is a white square + Rectangle whiteChar = guiFont.recs[95]; + + // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering + SetShapesTexture(guiFont.texture, RAYGUI_CLITERAL(Rectangle){ whiteChar.x + 1, whiteChar.y + 1, whiteChar.width - 2, whiteChar.height - 2 }); } } @@ -3675,7 +4187,7 @@ const char *GuiIconText(int iconId, const char *text) return NULL; #else static char buffer[1024] = { 0 }; - static char iconBuffer[6] = { 0 }; + static char iconBuffer[16] = { 0 }; if (text != NULL) { @@ -3692,7 +4204,7 @@ const char *GuiIconText(int iconId, const char *text) } else { - sprintf(iconBuffer, "#%03i#", iconId & 0x1ff); + sprintf(iconBuffer, "#%03i#", iconId); return iconBuffer; } @@ -3789,7 +4301,7 @@ void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color) if (BIT_CHECK(guiIconsPtr[iconId*RAYGUI_ICON_DATA_ELEMENTS + i], k)) { #if !defined(RAYGUI_STANDALONE) - DrawRectangle(posX + (k%RAYGUI_ICON_SIZE)*pixelSize, posY + y*pixelSize, pixelSize, pixelSize, color); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ (float)posX + (k%RAYGUI_ICON_SIZE)*pixelSize, (float)posY + y*pixelSize, (float)pixelSize, (float)pixelSize }, 0, BLANK, color); #endif } @@ -3809,6 +4321,229 @@ void GuiSetIconScale(int scale) //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- + +// Load style from memory +// WARNING: Binary files only +static void GuiLoadStyleFromMemory(const unsigned char *fileData, int dataSize) +{ + unsigned char *fileDataPtr = (unsigned char *)fileData; + + char signature[5] = { 0 }; + short version = 0; + short reserved = 0; + int propertyCount = 0; + + memcpy(signature, fileDataPtr, 4); + memcpy(&version, fileDataPtr + 4, sizeof(short)); + memcpy(&reserved, fileDataPtr + 4 + 2, sizeof(short)); + memcpy(&propertyCount, fileDataPtr + 4 + 2 + 2, sizeof(int)); + fileDataPtr += 12; + + if ((signature[0] == 'r') && + (signature[1] == 'G') && + (signature[2] == 'S') && + (signature[3] == ' ')) + { + short controlId = 0; + short propertyId = 0; + unsigned int propertyValue = 0; + + for (int i = 0; i < propertyCount; i++) + { + memcpy(&controlId, fileDataPtr, sizeof(short)); + memcpy(&propertyId, fileDataPtr + 2, sizeof(short)); + memcpy(&propertyValue, fileDataPtr + 2 + 2, sizeof(unsigned int)); + fileDataPtr += 8; + + if (controlId == 0) // DEFAULT control + { + // If a DEFAULT property is loaded, it is propagated to all controls + // NOTE: All DEFAULT properties should be defined first in the file + GuiSetStyle(0, (int)propertyId, propertyValue); + + if (propertyId < RAYGUI_MAX_PROPS_BASE) for (int i = 1; i < RAYGUI_MAX_CONTROLS; i++) GuiSetStyle(i, (int)propertyId, propertyValue); + } + else GuiSetStyle((int)controlId, (int)propertyId, propertyValue); + } + + // Font loading is highly dependant on raylib API to load font data and image + +#if !defined(RAYGUI_STANDALONE) + // Load custom font if available + int fontDataSize = 0; + memcpy(&fontDataSize, fileDataPtr, sizeof(int)); + fileDataPtr += 4; + + if (fontDataSize > 0) + { + Font font = { 0 }; + int fontType = 0; // 0-Normal, 1-SDF + + memcpy(&font.baseSize, fileDataPtr, sizeof(int)); + memcpy(&font.glyphCount, fileDataPtr + 4, sizeof(int)); + memcpy(&fontType, fileDataPtr + 4 + 4, sizeof(int)); + fileDataPtr += 12; + + // Load font white rectangle + Rectangle fontWhiteRec = { 0 }; + memcpy(&fontWhiteRec, fileDataPtr, sizeof(Rectangle)); + fileDataPtr += 16; + + // Load font image parameters + int fontImageUncompSize = 0; + int fontImageCompSize = 0; + memcpy(&fontImageUncompSize, fileDataPtr, sizeof(int)); + memcpy(&fontImageCompSize, fileDataPtr + 4, sizeof(int)); + fileDataPtr += 8; + + Image imFont = { 0 }; + imFont.mipmaps = 1; + memcpy(&imFont.width, fileDataPtr, sizeof(int)); + memcpy(&imFont.height, fileDataPtr + 4, sizeof(int)); + memcpy(&imFont.format, fileDataPtr + 4 + 4, sizeof(int)); + fileDataPtr += 12; + + if ((fontImageCompSize > 0) && (fontImageCompSize != fontImageUncompSize)) + { + // Compressed font atlas image data (DEFLATE), it requires DecompressData() + int dataUncompSize = 0; + unsigned char *compData = (unsigned char *)RAYGUI_MALLOC(fontImageCompSize); + memcpy(compData, fileDataPtr, fontImageCompSize); + fileDataPtr += fontImageCompSize; + + imFont.data = DecompressData(compData, fontImageCompSize, &dataUncompSize); + + // Security check, dataUncompSize must match the provided fontImageUncompSize + if (dataUncompSize != fontImageUncompSize) RAYGUI_LOG("WARNING: Uncompressed font atlas image data could be corrupted"); + + RAYGUI_FREE(compData); + } + else + { + // Font atlas image data is not compressed + imFont.data = (unsigned char *)RAYGUI_MALLOC(fontImageUncompSize); + memcpy(imFont.data, fileDataPtr, fontImageUncompSize); + fileDataPtr += fontImageUncompSize; + } + + if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture); + font.texture = LoadTextureFromImage(imFont); + + RAYGUI_FREE(imFont.data); + + // Validate font atlas texture was loaded correctly + if (font.texture.id != 0) + { + // Load font recs data + int recsDataSize = font.glyphCount*sizeof(Rectangle); + int recsDataCompressedSize = 0; + + // WARNING: Version 400 adds the compression size parameter + if (version >= 400) + { + // RGS files version 400 support compressed recs data + memcpy(&recsDataCompressedSize, fileDataPtr, sizeof(int)); + fileDataPtr += sizeof(int); + } + + if ((recsDataCompressedSize > 0) && (recsDataCompressedSize != recsDataSize)) + { + // Recs data is compressed, uncompress it + unsigned char *recsDataCompressed = (unsigned char *)RAYGUI_MALLOC(recsDataCompressedSize); + + memcpy(recsDataCompressed, fileDataPtr, recsDataCompressedSize); + fileDataPtr += recsDataCompressedSize; + + int recsDataUncompSize = 0; + font.recs = (Rectangle *)DecompressData(recsDataCompressed, recsDataCompressedSize, &recsDataUncompSize); + + // Security check, data uncompressed size must match the expected original data size + if (recsDataUncompSize != recsDataSize) RAYGUI_LOG("WARNING: Uncompressed font recs data could be corrupted"); + + RAYGUI_FREE(recsDataCompressed); + } + else + { + // Recs data is uncompressed + font.recs = (Rectangle *)RAYGUI_CALLOC(font.glyphCount, sizeof(Rectangle)); + for (int i = 0; i < font.glyphCount; i++) + { + memcpy(&font.recs[i], fileDataPtr, sizeof(Rectangle)); + fileDataPtr += sizeof(Rectangle); + } + } + + // Load font glyphs info data + int glyphsDataSize = font.glyphCount*16; // 16 bytes data per glyph + int glyphsDataCompressedSize = 0; + + // WARNING: Version 400 adds the compression size parameter + if (version >= 400) + { + // RGS files version 400 support compressed glyphs data + memcpy(&glyphsDataCompressedSize, fileDataPtr, sizeof(int)); + fileDataPtr += sizeof(int); + } + + // Allocate required glyphs space to fill with data + font.glyphs = (GlyphInfo *)RAYGUI_CALLOC(font.glyphCount, sizeof(GlyphInfo)); + + if ((glyphsDataCompressedSize > 0) && (glyphsDataCompressedSize != glyphsDataSize)) + { + // Glyphs data is compressed, uncompress it + unsigned char *glypsDataCompressed = (unsigned char *)RAYGUI_MALLOC(glyphsDataCompressedSize); + + memcpy(glypsDataCompressed, fileDataPtr, glyphsDataCompressedSize); + fileDataPtr += glyphsDataCompressedSize; + + int glyphsDataUncompSize = 0; + unsigned char *glyphsDataUncomp = DecompressData(glypsDataCompressed, glyphsDataCompressedSize, &glyphsDataUncompSize); + + // Security check, data uncompressed size must match the expected original data size + if (glyphsDataUncompSize != glyphsDataSize) RAYGUI_LOG("WARNING: Uncompressed font glyphs data could be corrupted"); + + unsigned char *glyphsDataUncompPtr = glyphsDataUncomp; + + for (int i = 0; i < font.glyphCount; i++) + { + memcpy(&font.glyphs[i].value, glyphsDataUncompPtr, sizeof(int)); + memcpy(&font.glyphs[i].offsetX, glyphsDataUncompPtr + 4, sizeof(int)); + memcpy(&font.glyphs[i].offsetY, glyphsDataUncompPtr + 8, sizeof(int)); + memcpy(&font.glyphs[i].advanceX, glyphsDataUncompPtr + 12, sizeof(int)); + glyphsDataUncompPtr += 16; + } + + RAYGUI_FREE(glypsDataCompressed); + RAYGUI_FREE(glyphsDataUncomp); + } + else + { + // Glyphs data is uncompressed + for (int i = 0; i < font.glyphCount; i++) + { + memcpy(&font.glyphs[i].value, fileDataPtr, sizeof(int)); + memcpy(&font.glyphs[i].offsetX, fileDataPtr + 4, sizeof(int)); + memcpy(&font.glyphs[i].offsetY, fileDataPtr + 8, sizeof(int)); + memcpy(&font.glyphs[i].advanceX, fileDataPtr + 12, sizeof(int)); + fileDataPtr += 16; + } + } + } + else font = GetFontDefault(); // Fallback in case of errors loading font atlas texture + + GuiSetFont(font); + + // Set font texture source rectangle to be used as white texture to draw shapes + // NOTE: It makes possible to draw shapes and text (full UI) in a single draw call + if ((fontWhiteRec.x > 0) && + (fontWhiteRec.y > 0) && + (fontWhiteRec.width > 0) && + (fontWhiteRec.height > 0)) SetShapesTexture(font.texture, fontWhiteRec); + } +#endif + } +} + // Gui get text width considering icon static int GetTextWidth(const char *text) { @@ -3823,7 +4558,7 @@ static int GetTextWidth(const char *text) { if (text[0] == '#') { - for (int i = 1; (text[i] != '\0') && (i < 5); i++) + for (int i = 1; (i < 5) && (text[i] != '\0'); i++) { if (text[i] == '#') { @@ -3858,10 +4593,10 @@ static int GetTextWidth(const char *text) int codepoint = GetCodepointNext(&text[i], &codepointSize); int codepointIndex = GetGlyphIndex(guiFont, codepoint); - if (guiFont.glyphs[codepointIndex].advanceX == 0) glyphWidth = ((float)guiFont.recs[codepointIndex].width*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); - else glyphWidth = ((float)guiFont.glyphs[codepointIndex].advanceX*scaleFactor + GuiGetStyle(DEFAULT, TEXT_SPACING)); + if (guiFont.glyphs[codepointIndex].advanceX == 0) glyphWidth = ((float)guiFont.recs[codepointIndex].width*scaleFactor); + else glyphWidth = ((float)guiFont.glyphs[codepointIndex].advanceX*scaleFactor); - textSize.x += glyphWidth; + textSize.x += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); } } @@ -3877,27 +4612,31 @@ static Rectangle GetTextBounds(int control, Rectangle bounds) Rectangle textBounds = bounds; textBounds.x = bounds.x + GuiGetStyle(control, BORDER_WIDTH); - textBounds.y = bounds.y + GuiGetStyle(control, BORDER_WIDTH); + textBounds.y = bounds.y + GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, TEXT_PADDING); textBounds.width = bounds.width - 2*GuiGetStyle(control, BORDER_WIDTH) - 2*GuiGetStyle(control, TEXT_PADDING); - textBounds.height = bounds.height - 2*GuiGetStyle(control, BORDER_WIDTH); + textBounds.height = bounds.height - 2*GuiGetStyle(control, BORDER_WIDTH) - 2*GuiGetStyle(control, TEXT_PADDING); // NOTE: Text is processed line per line! - // Consider TEXT_PADDING properly, depends on control type and TEXT_ALIGNMENT + // Depending on control, TEXT_PADDING and TEXT_ALIGNMENT properties could affect the text-bounds switch (control) { - case COMBOBOX: textBounds.width -= (GuiGetStyle(control, COMBO_BUTTON_WIDTH) + GuiGetStyle(control, COMBO_BUTTON_SPACING)); break; - //case VALUEBOX: break; // NOTE: ValueBox text value always centered, text padding applies to label + case COMBOBOX: + case DROPDOWNBOX: + case LISTVIEW: + // TODO: Special cases (no label): COMBOBOX, DROPDOWNBOX, LISTVIEW + case SLIDER: + case CHECKBOX: + case VALUEBOX: + case SPINNER: + // TODO: More special cases (label on side): SLIDER, CHECKBOX, VALUEBOX, SPINNER default: { + // TODO: WARNING: TEXT_ALIGNMENT is already considered in GuiDrawText() if (GuiGetStyle(control, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT) textBounds.x -= GuiGetStyle(control, TEXT_PADDING); else textBounds.x += GuiGetStyle(control, TEXT_PADDING); - textBounds.width -= 2 * GuiGetStyle(control, TEXT_PADDING); } break; } - // TODO: Special cases (no label): COMBOBOX, DROPDOWNBOX, LISTVIEW (scrollbar?) - // More special cases (label on side): CHECKBOX, SLIDER, VALUEBOX, SPINNER - return textBounds; } @@ -3945,13 +4684,13 @@ const char **GetTextLines(const char *text, int *count) lines[0] = text; int len = 0; *count = 1; - int lineSize = 0; // Stores current line size, not returned + //int lineSize = 0; // Stores current line size, not returned for (int i = 0, k = 0; (i < textSize) && (*count < RAYGUI_MAX_TEXT_LINES); i++) { if (text[i] == '\n') { - lineSize = len; + //lineSize = len; k++; lines[k] = &text[i + 1]; // WARNING: next value is valid? len = 0; @@ -3965,8 +4704,37 @@ const char **GetTextLines(const char *text, int *count) return lines; } +// Get text width to next space for provided string +static float GetNextSpaceWidth(const char *text, int *nextSpaceIndex) +{ + float width = 0; + int codepointByteCount = 0; + int codepoint = 0; + int index = 0; + float glyphWidth = 0; + float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize; + + for (int i = 0; text[i] != '\0'; i++) + { + if (text[i] != ' ') + { + codepoint = GetCodepoint(&text[i], &codepointByteCount); + index = GetGlyphIndex(guiFont, codepoint); + glyphWidth = (guiFont.glyphs[index].advanceX == 0)? guiFont.recs[index].width*scaleFactor : guiFont.glyphs[index].advanceX*scaleFactor; + width += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); + } + else + { + *nextSpaceIndex = i; + break; + } + } + + return width; +} + // Gui draw text using default font -static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color tint) +static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, Color tint) { #define TEXT_VALIGN_PIXEL_OFFSET(h) ((int)h%2) // Vertical alignment for pixel perfect @@ -3974,118 +4742,191 @@ static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color #define ICON_TEXT_PADDING 4 #endif - // We process the text lines one by one - if ((text != NULL) && (text[0] != '\0')) + if ((text == NULL) || (text[0] == '\0')) return; // Security check + + // PROCEDURE: + // - Text is processed line per line + // - For every line, horizontal alignment is defined + // - For all text, vertical alignment is defined (multiline text only) + // - For every line, wordwrap mode is checked (useful for GuitextBox(), read-only) + + // Get text lines (using '\n' as delimiter) to be processed individually + // WARNING: We can't use GuiTextSplit() function because it can be already used + // before the GuiDrawText() call and its buffer is static, it would be overriden :( + int lineCount = 0; + const char **lines = GetTextLines(text, &lineCount); + + // Text style variables + //int alignment = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT); + int alignmentVertical = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL); + int wrapMode = GuiGetStyle(DEFAULT, TEXT_WRAP_MODE); // Wrap-mode only available in read-only mode, no for text editing + + // TODO: WARNING: This totalHeight is not valid for vertical alignment in case of word-wrap + float totalHeight = (float)(lineCount*GuiGetStyle(DEFAULT, TEXT_SIZE) + (lineCount - 1)*GuiGetStyle(DEFAULT, TEXT_SIZE)/2); + float posOffsetY = 0.0f; + + for (int i = 0; i < lineCount; i++) { - // Get text lines ('\n' delimiter) to process lines individually - // NOTE: We can't use GuiTextSplit() because it can be already use before calling - // GuiDrawText() and static buffer would be overriden :( - int lineCount = 0; - const char **lines = GetTextLines(text, &lineCount); + int iconId = 0; + lines[i] = GetTextIcon(lines[i], &iconId); // Check text for icon and move cursor - //Rectangle textBounds = GetTextBounds(LABEL, bounds); - float totalHeight = (float)(lineCount*GuiGetStyle(DEFAULT, TEXT_SIZE) + (lineCount - 1)*GuiGetStyle(DEFAULT, TEXT_SIZE)/2); - float posOffsetY = 0; + // Get text position depending on alignment and iconId + //--------------------------------------------------------------------------------- + Vector2 textBoundsPosition = { textBounds.x, textBounds.y }; - for (int i = 0; i < lineCount; i++) + // NOTE: We get text size after icon has been processed + // WARNING: GetTextWidth() also processes text icon to get width! -> Really needed? + int textSizeX = GetTextWidth(lines[i]); + + // If text requires an icon, add size to measure + if (iconId >= 0) { - int iconId = 0; - lines[i] = GetTextIcon(lines[i], &iconId); // Check text for icon and move cursor + textSizeX += RAYGUI_ICON_SIZE*guiIconScale; - // Get text position depending on alignment and iconId - //--------------------------------------------------------------------------------- - Vector2 position = { bounds.x, bounds.y }; + // WARNING: If only icon provided, text could be pointing to EOF character: '\0' +#if !defined(RAYGUI_NO_ICONS) + if ((lines[i] != NULL) && (lines[i][0] != '\0')) textSizeX += ICON_TEXT_PADDING; +#endif + } - // TODO: We get text size after icon has been processed - // WARNING: GetTextWidth() also processes text icon to get width! -> Really needed? - int textSizeX = GetTextWidth(lines[i]); + // Check guiTextAlign global variables + switch (alignment) + { + case TEXT_ALIGN_LEFT: textBoundsPosition.x = textBounds.x; break; + case TEXT_ALIGN_CENTER: textBoundsPosition.x = textBounds.x + textBounds.width/2 - textSizeX/2; break; + case TEXT_ALIGN_RIGHT: textBoundsPosition.x = textBounds.x + textBounds.width - textSizeX; break; + default: break; + } - // If text requires an icon, add size to measure - if (iconId >= 0) - { - textSizeX += RAYGUI_ICON_SIZE*guiIconScale; + switch (alignmentVertical) + { + // Only valid in case of wordWrap = 0; + case TEXT_ALIGN_TOP: textBoundsPosition.y = textBounds.y + posOffsetY; break; + case TEXT_ALIGN_MIDDLE: textBoundsPosition.y = textBounds.y + posOffsetY + textBounds.height/2 - totalHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height); break; + case TEXT_ALIGN_BOTTOM: textBoundsPosition.y = textBounds.y + posOffsetY + textBounds.height - totalHeight + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height); break; + default: break; + } - // WARNING: If only icon provided, text could be pointing to EOF character: '\0' - if ((lines[i] != NULL) && (lines[i][0] != '\0')) textSizeX += ICON_TEXT_PADDING; - } + // NOTE: Make sure we get pixel-perfect coordinates, + // In case of decimals we got weird text positioning + textBoundsPosition.x = (float)((int)textBoundsPosition.x); + textBoundsPosition.y = (float)((int)textBoundsPosition.y); + //--------------------------------------------------------------------------------- - // Check guiTextAlign global variables - switch (alignment) - { - case TEXT_ALIGN_LEFT: - { - position.x = bounds.x; - position.y = bounds.y + posOffsetY + bounds.height/2 - totalHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height); - } break; - case TEXT_ALIGN_CENTER: - { - position.x = bounds.x + bounds.width/2 - textSizeX/2; - position.y = bounds.y + posOffsetY + bounds.height/2 - totalHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height); - } break; - case TEXT_ALIGN_RIGHT: - { - position.x = bounds.x + bounds.width - textSizeX; - position.y = bounds.y + posOffsetY + bounds.height/2 - totalHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height); - } break; - default: break; - } + // Draw text (with icon if available) + //--------------------------------------------------------------------------------- +#if !defined(RAYGUI_NO_ICONS) + if (iconId >= 0) + { + // NOTE: We consider icon height, probably different than text size + GuiDrawIcon(iconId, (int)textBoundsPosition.x, (int)(textBounds.y + textBounds.height/2 - RAYGUI_ICON_SIZE*guiIconScale/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height)), guiIconScale, tint); + textBoundsPosition.x += (RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING); + } +#endif + // Get size in bytes of text, + // considering end of line and line break + int lineSize = 0; + for (int c = 0; (lines[i][c] != '\0') && (lines[i][c] != '\n') && (lines[i][c] != '\r'); c++, lineSize++){ } + float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize; + + int lastSpaceIndex = 0; + bool tempWrapCharMode = false; + + int textOffsetY = 0; + float textOffsetX = 0.0f; + float glyphWidth = 0; + for (int c = 0, codepointSize = 0; c < lineSize; c += codepointSize) + { + int codepoint = GetCodepointNext(&lines[i][c], &codepointSize); + int index = GetGlyphIndex(guiFont, codepoint); - // NOTE: Make sure we get pixel-perfect coordinates, - // In case of decimals we got weird text positioning - position.x = (float)((int)position.x); - position.y = (float)((int)position.y); - //--------------------------------------------------------------------------------- + // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f) + // but we need to draw all of the bad bytes using the '?' symbol moving one byte + if (codepoint == 0x3f) codepointSize = 1; // TODO: Review not recognized codepoints size - // Draw text (with icon if available) - //--------------------------------------------------------------------------------- -#if !defined(RAYGUI_NO_ICONS) - if (iconId >= 0) + // Wrap mode text measuring, to validate if + // it can be drawn or a new line is required + if (wrapMode == TEXT_WRAP_CHAR) { - // NOTE: We consider icon height, probably different than text size - GuiDrawIcon(iconId, (int)position.x, (int)(bounds.y + bounds.height/2 - RAYGUI_ICON_SIZE*guiIconScale/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height)), guiIconScale, tint); - position.x += (RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING); - } -#endif - //DrawTextEx(guiFont, text, position, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), (float)GuiGetStyle(DEFAULT, TEXT_SPACING), tint); + // Get glyph width to check if it goes out of bounds + if (guiFont.glyphs[index].advanceX == 0) glyphWidth = ((float)guiFont.recs[index].width*scaleFactor); + else glyphWidth = (float)guiFont.glyphs[index].advanceX*scaleFactor; - // Get size in bytes of text, - // considering end of line and line break - int size = 0; - for (int c = 0; (lines[i][c] != '\0') && (lines[i][c] != '\n'); c++, size++){ } - float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize; + // Jump to next line if current character reach end of the box limits + if ((textOffsetX + glyphWidth) > textBounds.width) + { + textOffsetX = 0.0f; + textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING); - int textOffsetY = 0; - float textOffsetX = 0.0f; - for (int c = 0, codepointSize = 0; c < size; c += codepointSize) + if (tempWrapCharMode) // Wrap at char level when too long words + { + wrapMode = TEXT_WRAP_WORD; + tempWrapCharMode = false; + } + } + } + else if (wrapMode == TEXT_WRAP_WORD) { - int codepoint = GetCodepointNext(&lines[i][c], &codepointSize); - int index = GetGlyphIndex(guiFont, codepoint); + if (codepoint == 32) lastSpaceIndex = c; - // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f) - // but we need to draw all of the bad bytes using the '?' symbol moving one byte - if (codepoint == 0x3f) codepointSize = 1; + // Get width to next space in line + int nextSpaceIndex = 0; + float nextSpaceWidth = GetNextSpaceWidth(lines[i] + c, &nextSpaceIndex); - if (codepoint == '\n') break; // WARNING: Lines are already processed manually, no need to keep drawing after this codepoint - else + int nextSpaceIndex2 = 0; + float nextWordSize = GetNextSpaceWidth(lines[i] + lastSpaceIndex + 1, &nextSpaceIndex2); + + if (nextWordSize > textBounds.width) + { + // Considering the case the next word is longer than bounds + tempWrapCharMode = true; + wrapMode = TEXT_WRAP_CHAR; + } + else if ((textOffsetX + nextSpaceWidth) > textBounds.width) + { + textOffsetX = 0.0f; + textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING); + } + } + + if (codepoint == '\n') break; // WARNING: Lines are already processed manually, no need to keep drawing after this codepoint + else + { + // TODO: There are multiple types of spaces in Unicode, + // maybe it's a good idea to add support for more: http://jkorpela.fi/chars/spaces.html + if ((codepoint != ' ') && (codepoint != '\t')) // Do not draw codepoints with no glyph { - if ((codepoint != ' ') && (codepoint != '\t')) + if (wrapMode == TEXT_WRAP_NONE) { - // TODO: Draw only required text glyphs fitting the bounds.width, '...' can be appended at the end of the text - if (textOffsetX < bounds.width) + // Draw only required text glyphs fitting the textBounds.width + if (textOffsetX <= (textBounds.width - glyphWidth)) { - DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ position.x + textOffsetX, position.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), tint); + DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha)); + } + } + else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD)) + { + // Draw only glyphs inside the bounds + if ((textBoundsPosition.y + textOffsetY) <= (textBounds.y + textBounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE))) + { + DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha)); } } - - if (guiFont.glyphs[index].advanceX == 0) textOffsetX += ((float)guiFont.recs[index].width*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); - else textOffsetX += ((float)guiFont.glyphs[index].advanceX*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); } - } - posOffsetY += (float)GuiGetStyle(DEFAULT, TEXT_SIZE)*1.5f; // TODO: GuiGetStyle(DEFAULT, TEXT_LINE_SPACING)? - //--------------------------------------------------------------------------------- + if (guiFont.glyphs[index].advanceX == 0) textOffsetX += ((float)guiFont.recs[index].width*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); + else textOffsetX += ((float)guiFont.glyphs[index].advanceX*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); + } } + + if (wrapMode == TEXT_WRAP_NONE) posOffsetY += (float)GuiGetStyle(DEFAULT, TEXT_LINE_SPACING); + else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD)) posOffsetY += (textOffsetY + (float)GuiGetStyle(DEFAULT, TEXT_LINE_SPACING)); + //--------------------------------------------------------------------------------- } + +#if defined(RAYGUI_DEBUG_TEXT_BOUNDS) + GuiDrawRectangle(textBounds, 0, WHITE, Fade(BLUE, 0.4f)); +#endif } // Gui draw rectangle using default raygui plain style with borders @@ -4094,25 +4935,29 @@ static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, if (color.a > 0) { // Draw rectangle filled with color - DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, color); + DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, GuiFade(color, guiAlpha)); } if (borderWidth > 0) { // Draw rectangle border lines with color - DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, borderWidth, borderColor); - DrawRectangle((int)rec.x, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, borderColor); - DrawRectangle((int)rec.x + (int)rec.width - borderWidth, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, borderColor); - DrawRectangle((int)rec.x, (int)rec.y + (int)rec.height - borderWidth, (int)rec.width, borderWidth, borderColor); + DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, borderWidth, GuiFade(borderColor, guiAlpha)); + DrawRectangle((int)rec.x, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, GuiFade(borderColor, guiAlpha)); + DrawRectangle((int)rec.x + (int)rec.width - borderWidth, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, GuiFade(borderColor, guiAlpha)); + DrawRectangle((int)rec.x, (int)rec.y + (int)rec.height - borderWidth, (int)rec.width, borderWidth, GuiFade(borderColor, guiAlpha)); } + +#if defined(RAYGUI_DEBUG_RECS_BOUNDS) + DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, Fade(RED, 0.4f)); +#endif } // Draw tooltip using control bounds static void GuiTooltip(Rectangle controlRec) { - if (!guiLocked && guiTooltip && (guiTooltipPtr != NULL)) + if (!guiLocked && guiTooltip && (guiTooltipPtr != NULL) && !guiSliderDragging) { - Vector2 textSize = MeasureTextEx(GuiGetFont(), guiTooltipPtr, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING)); + Vector2 textSize = MeasureTextEx(GuiGetFont(), guiTooltipPtr, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); if ((controlRec.x + textSize.x + 16) > GetScreenWidth()) controlRec.x -= (textSize.x + 16 - controlRec.width); @@ -4139,7 +4984,7 @@ static const char **GuiTextSplit(const char *text, char delimiter, int *count, i // 2. Maximum size of text to split is RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE // NOTE: Those definitions could be externally provided if required - // WARNING: HACK: TODO: Review! + // TODO: HACK: GuiTextSplit() - Review how textRows are returned to user // textRow is an externally provided array of integers that stores row number for every splitted string #if !defined(RAYGUI_TEXTSPLIT_MAX_ITEMS) @@ -4336,7 +5181,7 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) if (value > maxValue) value = maxValue; if (value < minValue) value = minValue; - const int range = maxValue - minValue; + const int valueRange = maxValue - minValue; int sliderSize = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE); // Calculate rectangles for all of the components @@ -4349,15 +5194,27 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) { arrowDownRight = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)bounds.y + bounds.height - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)spinnerSize, (float)spinnerSize }; scrollbar = RAYGUI_CLITERAL(Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING), arrowUpLeft.y + arrowUpLeft.height, bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING)), bounds.height - arrowUpLeft.height - arrowDownRight.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) }; - sliderSize = (sliderSize >= scrollbar.height)? ((int)scrollbar.height - 2) : sliderSize; // Make sure the slider won't get outside of the scrollbar - slider = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING), (float)scrollbar.y + (int)(((float)(value - minValue)/range)*(scrollbar.height - sliderSize)), (float)bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)), (float)sliderSize }; + + // Make sure the slider won't get outside of the scrollbar + sliderSize = (sliderSize >= scrollbar.height)? ((int)scrollbar.height - 2) : sliderSize; + slider = RAYGUI_CLITERAL(Rectangle){ + bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING), + scrollbar.y + (int)(((float)(value - minValue)/valueRange)*(scrollbar.height - sliderSize)), + bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)), + (float)sliderSize }; } else // horizontal { arrowDownRight = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + bounds.width - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)spinnerSize, (float)spinnerSize }; scrollbar = RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x + arrowUpLeft.width, bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING), bounds.width - arrowUpLeft.width - arrowDownRight.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING)) }; - sliderSize = (sliderSize >= scrollbar.width)? ((int)scrollbar.width - 2) : sliderSize; // Make sure the slider won't get outside of the scrollbar - slider = RAYGUI_CLITERAL(Rectangle){ (float)scrollbar.x + (int)(((float)(value - minValue)/range)*(scrollbar.width - sliderSize)), (float)bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING), (float)sliderSize, (float)bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)) }; + + // Make sure the slider won't get outside of the scrollbar + sliderSize = (sliderSize >= scrollbar.width)? ((int)scrollbar.width - 2) : sliderSize; + slider = RAYGUI_CLITERAL(Rectangle){ + scrollbar.x + (int)(((float)(value - minValue)/valueRange)*(scrollbar.width - sliderSize)), + bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING), + (float)sliderSize, + bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)) }; } // Update control @@ -4366,7 +5223,27 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) { Vector2 mousePoint = GetMousePosition(); - if (CheckCollisionPointRec(mousePoint, bounds)) + if (guiSliderDragging) // Keep dragging outside of bounds + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && + !CheckCollisionPointRec(mousePoint, arrowUpLeft) && + !CheckCollisionPointRec(mousePoint, arrowDownRight)) + { + if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + { + state = STATE_PRESSED; + + if (isVertical) value = (int)(((float)(mousePoint.y - scrollbar.y - slider.height/2)*valueRange)/(scrollbar.height - slider.height) + minValue); + else value = (int)(((float)(mousePoint.x - scrollbar.x - slider.width/2)*valueRange)/(scrollbar.width - slider.width) + minValue); + } + } + else + { + guiSliderDragging = false; + guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + } + } + else if (CheckCollisionPointRec(mousePoint, bounds)) { state = STATE_FOCUSED; @@ -4374,26 +5251,38 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) int wheel = (int)GetMouseWheelMove(); if (wheel != 0) value += wheel; + // Handle mouse button down if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { - if (CheckCollisionPointRec(mousePoint, arrowUpLeft)) value -= range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED); - else if (CheckCollisionPointRec(mousePoint, arrowDownRight)) value += range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED); + guiSliderDragging = true; + guiSliderActive = bounds; // Store bounds as an identifier when dragging starts + + // Check arrows click + if (CheckCollisionPointRec(mousePoint, arrowUpLeft)) value -= valueRange/GuiGetStyle(SCROLLBAR, SCROLL_SPEED); + else if (CheckCollisionPointRec(mousePoint, arrowDownRight)) value += valueRange/GuiGetStyle(SCROLLBAR, SCROLL_SPEED); + else if (!CheckCollisionPointRec(mousePoint, slider)) + { + // If click on scrollbar position but not on slider, place slider directly on that position + if (isVertical) value = (int)(((float)(mousePoint.y - scrollbar.y - slider.height/2)*valueRange)/(scrollbar.height - slider.height) + minValue); + else value = (int)(((float)(mousePoint.x - scrollbar.x - slider.width/2)*valueRange)/(scrollbar.width - slider.width) + minValue); + } state = STATE_PRESSED; } - else if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + + // Keyboard control on mouse hover scrollbar + /* + if (isVertical) { - if (!isVertical) - { - Rectangle scrollArea = { arrowUpLeft.x + arrowUpLeft.width, arrowUpLeft.y, scrollbar.width, bounds.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) }; - if (CheckCollisionPointRec(mousePoint, scrollArea)) value = (int)(((float)(mousePoint.x - scrollArea.x - slider.width/2)*range)/(scrollArea.width - slider.width) + minValue); - } - else - { - Rectangle scrollArea = { arrowUpLeft.x, arrowUpLeft.y+arrowUpLeft.height, bounds.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), scrollbar.height }; - if (CheckCollisionPointRec(mousePoint, scrollArea)) value = (int)(((float)(mousePoint.y - scrollArea.y - slider.height/2)*range)/(scrollArea.height - slider.height) + minValue); - } + if (IsKeyDown(KEY_DOWN)) value += 5; + else if (IsKeyDown(KEY_UP)) value -= 5; } + else + { + if (IsKeyDown(KEY_RIGHT)) value += 5; + else if (IsKeyDown(KEY_LEFT)) value -= 5; + } + */ } // Normalize value @@ -4404,10 +5293,10 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(SCROLLBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha)); // Draw the background + GuiDrawRectangle(bounds, GuiGetStyle(SCROLLBAR, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED))); // Draw the background - GuiDrawRectangle(scrollbar, 0, BLANK, Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL)), guiAlpha)); // Draw the scrollbar active area background - GuiDrawRectangle(slider, 0, BLANK, Fade(GetColor(GuiGetStyle(SLIDER, BORDER + state*3)), guiAlpha)); // Draw the slider bar + GuiDrawRectangle(scrollbar, 0, BLANK, GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL))); // Draw the scrollbar active area background + GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BORDER + state*3))); // Draw the slider bar // Draw arrows (using icon if available) if (GuiGetStyle(SCROLLBAR, ARROWS_VISIBLE)) @@ -4415,17 +5304,17 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) #if defined(RAYGUI_NO_ICONS) GuiDrawText(isVertical? "^" : "<", RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha)); + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); GuiDrawText(isVertical? "v" : ">", RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha)); + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); #else GuiDrawText(isVertical? "#121#" : "#118#", RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3)), guiAlpha)); // ICON_ARROW_UP_FILL / ICON_ARROW_LEFT_FILL + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_UP_FILL / ICON_ARROW_LEFT_FILL GuiDrawText(isVertical? "#120#" : "#119#", RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3)), guiAlpha)); // ICON_ARROW_DOWN_FILL / ICON_ARROW_RIGHT_FILL + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_DOWN_FILL / ICON_ARROW_RIGHT_FILL #endif } //-------------------------------------------------------------------- @@ -4433,6 +5322,18 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) return value; } +// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +// WARNING: It multiplies current alpha by alpha scale factor +static Color GuiFade(Color color, float alpha) +{ + if (alpha < 0.0f) alpha = 0.0f; + else if (alpha > 1.0f) alpha = 1.0f; + + Color result = { color.r, color.g, color.b, (unsigned char)(color.a*alpha) }; + + return result; +} + #if defined(RAYGUI_STANDALONE) // Returns a Color struct from hexadecimal value static Color GetColor(int hexValue) @@ -4464,17 +5365,6 @@ static bool CheckCollisionPointRec(Vector2 point, Rectangle rec) return collision; } -// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -static Color Fade(Color color, float alpha) -{ - if (alpha < 0.0f) alpha = 0.0f; - else if (alpha > 1.0f) alpha = 1.0f; - - Color result = { color.r, color.g, color.b, (unsigned char)(255.0f*alpha) }; - - return result; -} - // Formatting of text with variables to 'embed' static const char *TextFormat(const char *text, ...) { @@ -4510,7 +5400,7 @@ const char **TextSplit(const char *text, char delimiter, int *count) // 2. Maximum size of text to split is RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE #if !defined(RAYGUI_TEXTSPLIT_MAX_ITEMS) - #define RAYGUI_TEXTSPLIT_MAX_ITEMS 128 + #define RAYGUI_TEXTSPLIT_MAX_ITEMS 128 #endif #if !defined(RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE) #define RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE 1024 @@ -4612,34 +5502,38 @@ static int GetCodepointNext(const char *text, int *codepointSize) { const char *ptr = text; int codepoint = 0x3f; // Codepoint (defaults to '?') - *codepointSize = 0; + *codepointSize = 1; // Get current codepoint and bytes processed if (0xf0 == (0xf8 & ptr[0])) { // 4 byte UTF-8 codepoint + if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80) || ((ptr[3] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks codepoint = ((0x07 & ptr[0]) << 18) | ((0x3f & ptr[1]) << 12) | ((0x3f & ptr[2]) << 6) | (0x3f & ptr[3]); *codepointSize = 4; } else if (0xe0 == (0xf0 & ptr[0])) { // 3 byte UTF-8 codepoint */ + if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks codepoint = ((0x0f & ptr[0]) << 12) | ((0x3f & ptr[1]) << 6) | (0x3f & ptr[2]); *codepointSize = 3; } else if (0xc0 == (0xe0 & ptr[0])) { // 2 byte UTF-8 codepoint + if((ptr[1] & 0xC0) ^ 0x80) { return codepoint; } //10xxxxxx checks codepoint = ((0x1f & ptr[0]) << 6) | (0x3f & ptr[1]); *codepointSize = 2; } - else + else if (0x00 == (0x80 & ptr[0])) { // 1 byte UTF-8 codepoint codepoint = ptr[0]; *codepointSize = 1; } + return codepoint; } #endif // RAYGUI_STANDALONE diff --git a/src/extras/rlgl.h b/src/extras/rlgl.h index 86208de..6cf9c7e 100644 --- a/src/extras/rlgl.h +++ b/src/extras/rlgl.h @@ -2,82 +2,83 @@ * * rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API * -* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) -* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) +* DESCRIPTION: +* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) +* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) * -* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are -* initialized on rlglInit() to accumulate vertex data. +* ADDITIONAL NOTES: +* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are +* initialized on rlglInit() to accumulate vertex data. * -* When an internal state change is required all the stored vertex data is renderer in batch, -* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch. +* When an internal state change is required all the stored vertex data is renderer in batch, +* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch. * -* Some additional resources are also loaded for convenience, here the complete list: -* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data -* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 -* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) -* -* Internal buffer (and additional resources) must be manually unloaded calling rlglClose(). +* Some resources are also loaded for convenience, here the complete list: +* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data +* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 +* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) * +* Internal buffer (and resources) must be manually unloaded calling rlglClose(). * * CONFIGURATION: +* #define GRAPHICS_API_OPENGL_11 +* #define GRAPHICS_API_OPENGL_21 +* #define GRAPHICS_API_OPENGL_33 +* #define GRAPHICS_API_OPENGL_43 +* #define GRAPHICS_API_OPENGL_ES2 +* #define GRAPHICS_API_OPENGL_ES3 +* Use selected OpenGL graphics backend, should be supported by platform +* Those preprocessor defines are only used on rlgl module, if OpenGL version is +* required by any other module, use rlGetVersion() to check it * -* #define GRAPHICS_API_OPENGL_11 -* #define GRAPHICS_API_OPENGL_21 -* #define GRAPHICS_API_OPENGL_33 -* #define GRAPHICS_API_OPENGL_43 -* #define GRAPHICS_API_OPENGL_ES2 -* Use selected OpenGL graphics backend, should be supported by platform -* Those preprocessor defines are only used on rlgl module, if OpenGL version is -* required by any other module, use rlGetVersion() to check it -* -* #define RLGL_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. +* #define RLGL_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. * -* #define RLGL_RENDER_TEXTURES_HINT -* Enable framebuffer objects (fbo) support (enabled by default) -* Some GPUs could not support them despite the OpenGL version +* #define RLGL_RENDER_TEXTURES_HINT +* Enable framebuffer objects (fbo) support (enabled by default) +* Some GPUs could not support them despite the OpenGL version * -* #define RLGL_SHOW_GL_DETAILS_INFO -* Show OpenGL extensions and capabilities detailed logs on init +* #define RLGL_SHOW_GL_DETAILS_INFO +* Show OpenGL extensions and capabilities detailed logs on init * -* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT -* Enable debug context (only available on OpenGL 4.3) +* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT +* Enable debug context (only available on OpenGL 4.3) * -* rlgl capabilities could be customized just defining some internal -* values before library inclusion (default values listed): +* rlgl capabilities could be customized just defining some internal +* values before library inclusion (default values listed): * -* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits -* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) -* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) -* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) +* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits +* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) +* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) +* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) * -* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack -* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported -* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance -* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance +* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack +* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported +* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance +* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance * -* When loading a shader, the following vertex attribute and uniform -* location names are tried to be set automatically: +* When loading a shader, the following vertex attributes and uniform +* location names are tried to be set automatically: * -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) -* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) -* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) -* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) * * DEPENDENCIES: -* * - OpenGL libraries (depending on platform and OpenGL version selected) * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) * @@ -148,7 +149,8 @@ !defined(GRAPHICS_API_OPENGL_21) && \ !defined(GRAPHICS_API_OPENGL_33) && \ !defined(GRAPHICS_API_OPENGL_43) && \ - !defined(GRAPHICS_API_OPENGL_ES2) + !defined(GRAPHICS_API_OPENGL_ES2) && \ + !defined(GRAPHICS_API_OPENGL_ES3) #define GRAPHICS_API_OPENGL_33 #endif @@ -179,6 +181,11 @@ #define GRAPHICS_API_OPENGL_33 #endif +// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more) +#if defined(GRAPHICS_API_OPENGL_ES3) + #define GRAPHICS_API_OPENGL_ES2 +#endif + // Support framebuffer objects by default // NOTE: Some driver implementation do not support it, despite they should #define RLGL_RENDER_TEXTURES_HINT @@ -383,7 +390,8 @@ typedef enum { RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) - RL_OPENGL_ES_20 // OpenGL ES 2.0 (GLSL 100) + RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100) + RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es) } rlGlVersion; // Trace log level @@ -412,6 +420,9 @@ typedef enum { RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float) + RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float) + RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float) RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp @@ -506,28 +517,28 @@ typedef enum { // Framebuffer attachment type // NOTE: By default up to 8 color channels defined, but it can be more typedef enum { - RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 - RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1 - RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2 - RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3 - RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4 - RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5 - RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6 - RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7 - RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth - RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil + RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 + RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1 + RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2 + RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3 + RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4 + RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5 + RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6 + RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7 + RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth + RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil } rlFramebufferAttachType; // Framebuffer texture attachment type typedef enum { - RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side - RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side - RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side - RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side - RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d - RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer + RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side + RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side + RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side + RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side + RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d + RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer } rlFramebufferAttachTextureType; // Face culling mode @@ -607,6 +618,7 @@ RLAPI void rlDisableShader(void); // Disable shader progra RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo) RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers +RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer // General render state RLAPI void rlEnableColorBlend(void); // Enable color blending @@ -622,7 +634,8 @@ RLAPI void rlEnableScissorTest(void); // Enable scissor test RLAPI void rlDisableScissorTest(void); // Disable scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test RLAPI void rlEnableWireMode(void); // Enable wire mode -RLAPI void rlDisableWireMode(void); // Disable wire mode +RLAPI void rlEnablePointMode(void); // Enable point mode +RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename RLAPI void rlSetLineWidth(float width); // Set the line drawing width RLAPI float rlGetLineWidth(void); // Get the line drawing width RLAPI void rlEnableSmoothLines(void); // Enable line aliasing @@ -787,13 +800,17 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #define GLAD_FREE RL_FREE #define GLAD_GL_IMPLEMENTATION - #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers + #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers #endif -#if defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_ES3) + #include // OpenGL ES 3.0 library + #define GL_GLEXT_PROTOTYPES + #include // OpenGL ES 2.0 extensions library +#elif defined(GRAPHICS_API_OPENGL_ES2) // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP, // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 - #if defined(PLATFORM_DESKTOP) + #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) #define GLAD_GLES2_IMPLEMENTATION #include "external/glad_gles2.h" #else @@ -805,7 +822,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi // provided headers (despite being defined in official Khronos GLES2 headers) - #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) + #if defined(PLATFORM_DRM) typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); @@ -887,8 +904,10 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #if defined(GRAPHICS_API_OPENGL_ES2) #define glClearDepth glClearDepthf - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER - #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER + #if !defined(GRAPHICS_API_OPENGL_ES3) + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER + #endif #endif // Default shader vertex attribute names to set location points @@ -999,6 +1018,7 @@ typedef struct rlglData { bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) + bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float) bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) @@ -1026,7 +1046,7 @@ typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions static rlglData RLGL = { 0 }; #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 -#if defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3) // NOTE: VAO functionality is exposed through extensions (OES) static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; @@ -1045,7 +1065,7 @@ static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; static void rlLoadShaderDefault(void); // Load default shader static void rlUnloadShaderDefault(void); // Unload default shader #if defined(RLGL_SHOW_GL_DETAILS_INFO) -static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name +static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name #endif // RLGL_SHOW_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 @@ -1416,8 +1436,7 @@ void rlVertex3f(float x, float y, float z) RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy; - // TODO: Add current normal - // By default rlVertexBuffer type does not store normals + // WARNING: By default rlVertexBuffer struct does not store normals // Add current color RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr; @@ -1702,11 +1721,19 @@ void rlDisableFramebuffer(void) #endif } +// Blit active framebuffer to main framebuffer +void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST); +#endif +} + // Activate multiple draw color buffers // NOTE: One color buffer is always active by default void rlActiveDrawBuffers(int count) { -#if (defined(GRAPHICS_API_OPENGL_33) && defined(RLGL_RENDER_TEXTURES_HINT)) +#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)) // NOTE: Maximum number of draw buffers supported is implementation dependant, // it can be queried with glGet*() but it must be at least 8 //GLint maxDrawBuffers = 0; @@ -1718,6 +1745,16 @@ void rlActiveDrawBuffers(int count) else { unsigned int buffers[8] = { +#if defined(GRAPHICS_API_OPENGL_ES3) + GL_COLOR_ATTACHMENT0_EXT, + GL_COLOR_ATTACHMENT1_EXT, + GL_COLOR_ATTACHMENT2_EXT, + GL_COLOR_ATTACHMENT3_EXT, + GL_COLOR_ATTACHMENT4_EXT, + GL_COLOR_ATTACHMENT5_EXT, + GL_COLOR_ATTACHMENT6_EXT, + GL_COLOR_ATTACHMENT7_EXT, +#else GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, @@ -1726,9 +1763,14 @@ void rlActiveDrawBuffers(int count) GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, +#endif }; +#if defined(GRAPHICS_API_OPENGL_ES3) + glDrawBuffersEXT(count, buffers); +#else glDrawBuffers(count, buffers); +#endif } } else TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); @@ -1792,6 +1834,14 @@ void rlEnableWireMode(void) #endif } +void rlEnablePointMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); + glEnable(GL_PROGRAM_POINT_SIZE); +#endif +} // Disable wire mode void rlDisableWireMode(void) { @@ -2047,7 +2097,7 @@ void rlglInit(int width, int height) if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL)) { glDebugMessageCallback(rlDebugMessageCallback, 0); - // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message + // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // Debug context options: // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints @@ -2168,6 +2218,7 @@ void rlLoadExtensions(void *loader) RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays); RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two; RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float; + RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float; RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture; RLGL.ExtSupported.maxDepthBits = 32; RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic; @@ -2179,6 +2230,7 @@ void rlLoadExtensions(void *loader) RLGL.ExtSupported.instancing = true; RLGL.ExtSupported.texNPOT = true; RLGL.ExtSupported.texFloat32 = true; + RLGL.ExtSupported.texFloat16 = true; RLGL.ExtSupported.texDepth = true; RLGL.ExtSupported.maxDepthBits = 32; RLGL.ExtSupported.texAnisoFilter = true; @@ -2196,11 +2248,35 @@ void rlLoadExtensions(void *loader) #endif // GRAPHICS_API_OPENGL_33 -#if defined(GRAPHICS_API_OPENGL_ES2) - - #if defined(PLATFORM_DESKTOP) +#if defined(GRAPHICS_API_OPENGL_ES3) + // Register supported extensions flags + // OpenGL ES 3.0 extensions supported by default (or it should be) + RLGL.ExtSupported.vao = true; + RLGL.ExtSupported.instancing = true; + RLGL.ExtSupported.texNPOT = true; + RLGL.ExtSupported.texFloat32 = true; + RLGL.ExtSupported.texFloat16 = true; + RLGL.ExtSupported.texDepth = true; + RLGL.ExtSupported.texDepthWebGL = true; + RLGL.ExtSupported.maxDepthBits = 24; + RLGL.ExtSupported.texAnisoFilter = true; + RLGL.ExtSupported.texMirrorClamp = true; + // TODO: Check for additional OpenGL ES 3.0 supported extensions: + //RLGL.ExtSupported.texCompDXT = true; + //RLGL.ExtSupported.texCompETC1 = true; + //RLGL.ExtSupported.texCompETC2 = true; + //RLGL.ExtSupported.texCompPVRT = true; + //RLGL.ExtSupported.texCompASTC = true; + //RLGL.ExtSupported.maxAnisotropyLevel = true; + //RLGL.ExtSupported.computeShader = true; + //RLGL.ExtSupported.ssbo = true; + +#elif defined(GRAPHICS_API_OPENGL_ES2) + + #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) + // TODO: Support GLAD loader for OpenGL ES 3.0 if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions"); - else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES2.0 loaded successfully"); + else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully"); #endif // Get supported extensions list @@ -2276,6 +2352,7 @@ void rlLoadExtensions(void *loader) // Check texture float support if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; + if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true; // Check depth texture support if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true; @@ -2391,15 +2468,17 @@ int rlGetVersion(void) #endif #if defined(GRAPHICS_API_OPENGL_21) glVersion = RL_OPENGL_21; +#elif defined(GRAPHICS_API_OPENGL_43) + glVersion = RL_OPENGL_43; #elif defined(GRAPHICS_API_OPENGL_33) glVersion = RL_OPENGL_33; #endif -#if defined(GRAPHICS_API_OPENGL_43) - glVersion = RL_OPENGL_43; -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_ES3) + glVersion = RL_OPENGL_ES_30; +#elif defined(GRAPHICS_API_OPENGL_ES2) glVersion = RL_OPENGL_ES_20; #endif + return glVersion; } @@ -2648,7 +2727,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch) // Update batch vertex buffers //------------------------------------------------------------------------------------------------------------ // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) - // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) + // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?) if (RLGL.State.vertexCounter > 0) { // Activate elements VAO @@ -2943,7 +3022,11 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipWidth = width; int mipHeight = height; - int mipOffset = 0; // Mipmap data offset + int mipOffset = 0; // Mipmap data offset, only used for tracelog + + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned char *dataPtr = NULL; + if (data != NULL) dataPtr = (unsigned char *)data; // Load the different mipmap levels for (int i = 0; i < mipmapCount; i++) @@ -2955,11 +3038,11 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format, TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); - if (glInternalFormat != -1) + if (glInternalFormat != 0) { - if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr); #if !defined(GRAPHICS_API_OPENGL_11) - else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); + else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr); #endif #if defined(GRAPHICS_API_OPENGL_33) @@ -2982,7 +3065,8 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format, mipWidth /= 2; mipHeight /= 2; - mipOffset += mipSize; + mipOffset += mipSize; // Increment offset position to next mipmap + if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap // Security check for NPOT textures if (mipWidth < 1) mipWidth = 1; @@ -3049,7 +3133,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F unsigned int glInternalFormat = GL_DEPTH_COMPONENT; -#if defined(GRAPHICS_API_OPENGL_ES2) +#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3)) // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer) @@ -3108,7 +3192,7 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format) unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - if (glInternalFormat != -1) + if (glInternalFormat != 0) { // Load cubemap faces for (unsigned int i = 0; i < 6; i++) @@ -3117,13 +3201,9 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format) { if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) { - if (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32) - { - // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) - if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); - else TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); - } - else if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) + || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) + TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); } else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); @@ -3180,7 +3260,7 @@ void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int h unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) + if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) { glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data); } @@ -3206,9 +3286,27 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; #if !defined(GRAPHICS_API_OPENGL_11) - case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + #if defined(GRAPHICS_API_OPENGL_ES3) + case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break; + #else + case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + #if defined(GRAPHICS_API_OPENGL_21) + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break; + #else // defined(GRAPHICS_API_OPENGL_ES2) + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float + #endif + #endif #endif #elif defined(GRAPHICS_API_OPENGL_33) case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; @@ -3221,6 +3319,9 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break; #endif #if !defined(GRAPHICS_API_OPENGL_11) case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; @@ -3303,7 +3404,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format) rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); unsigned int size = rlGetPixelDataSize(width, height, format); - if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) + if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) { pixels = RL_MALLOC(size); glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); @@ -3466,11 +3567,14 @@ bool rlFramebufferComplete(unsigned int id) void rlUnloadFramebuffer(unsigned int id) { #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - // Query depth attachment to automatically delete texture/renderbuffer int depthType = 0, depthId = 0; glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); + + // TODO: Review warning retrieving object name in WebGL + // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name + // https://registry.khronos.org/webgl/specs/latest/1.0/ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); unsigned int depthIdU = (unsigned int)depthId; @@ -3616,7 +3720,11 @@ void rlDrawVertexArray(int offset, int count) // Draw vertex array elements void rlDrawVertexArrayElements(int offset, int count, const void *buffer) { - glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset); + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned short *bufferPtr = (unsigned short *)buffer; + if (offset > 0) bufferPtr += offset; + + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr); } // Draw vertex array instanced @@ -3631,7 +3739,11 @@ void rlDrawVertexArrayInstanced(int offset, int count, int instances) void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset, instances); + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned short *bufferPtr = (unsigned short *)buffer; + if (offset > 0) bufferPtr += offset; + + glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances); #endif } @@ -3923,8 +4035,8 @@ int rlGetLocationUniform(unsigned int shaderId, const char *uniformName) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) location = glGetUniformLocation(shaderId, uniformName); - if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); - else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); + //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); + //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); #endif return location; } @@ -3936,8 +4048,8 @@ int rlGetLocationAttrib(unsigned int shaderId, const char *attribName) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) location = glGetAttribLocation(shaderId, attribName); - if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); - else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); + //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); + //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); #endif return location; } @@ -4091,7 +4203,7 @@ unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHi glGenBuffers(1, &ssbo); glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); - glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0); + if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0 glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); #endif @@ -4162,7 +4274,7 @@ void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool re unsigned int glInternalFormat = 0, glFormat = 0, glType = 0; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); + glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); #endif } @@ -4428,6 +4540,9 @@ const char *rlGetPixelFormatName(unsigned int format) case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float) case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float) case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float) + case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float) + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float) + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float) case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha) case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha) case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp @@ -4476,6 +4591,7 @@ static void rlLoadShaderDefault(void) #endif #if defined(GRAPHICS_API_OPENGL_ES2) "#version 100 \n" + "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers) "attribute vec3 vertexPosition; \n" "attribute vec2 vertexTexCoord; \n" "attribute vec4 vertexColor; \n" @@ -4574,7 +4690,7 @@ static void rlUnloadShaderDefault(void) #if defined(RLGL_SHOW_GL_DETAILS_INFO) // Get compressed format official GL identifier name -static char *rlGetCompressedFormatName(int format) +static const char *rlGetCompressedFormatName(int format) { switch (format) { @@ -4669,6 +4785,9 @@ static int rlGetPixelDataSize(int width, int height, int format) case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break; case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: diff --git a/src/generated/node-raylib-drm.js b/src/generated/node-raylib-drm.js index fc21812..70e7675 100644 --- a/src/generated/node-raylib-drm.js +++ b/src/generated/node-raylib-drm.js @@ -20,7 +20,7 @@ const raylib = {} * * @return {undefined} */ -function InitWindow (width, height, title) { +function InitWindow(width, height, title) { return r.BindInitWindow( width, height, @@ -30,31 +30,31 @@ function InitWindow (width, height, title) { raylib.InitWindow = InitWindow /** - * Check if KEY_ESCAPE pressed or Close icon pressed + * Close window and unload OpenGL context * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function WindowShouldClose () { - return r.BindWindowShouldClose() +function CloseWindow() { + return r.BindCloseWindow() } -raylib.WindowShouldClose = WindowShouldClose +raylib.CloseWindow = CloseWindow /** - * Close window and unload OpenGL context + * Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function CloseWindow () { - return r.BindCloseWindow() +function WindowShouldClose() { + return r.BindWindowShouldClose() } -raylib.CloseWindow = CloseWindow +raylib.WindowShouldClose = WindowShouldClose /** * Check if window has been initialized successfully * * @return {boolean} The resulting bool. */ -function IsWindowReady () { +function IsWindowReady() { return r.BindIsWindowReady() } raylib.IsWindowReady = IsWindowReady @@ -64,7 +64,7 @@ raylib.IsWindowReady = IsWindowReady * * @return {boolean} The resulting bool. */ -function IsWindowFullscreen () { +function IsWindowFullscreen() { return r.BindIsWindowFullscreen() } raylib.IsWindowFullscreen = IsWindowFullscreen @@ -74,7 +74,7 @@ raylib.IsWindowFullscreen = IsWindowFullscreen * * @return {boolean} The resulting bool. */ -function IsWindowHidden () { +function IsWindowHidden() { return r.BindIsWindowHidden() } raylib.IsWindowHidden = IsWindowHidden @@ -84,7 +84,7 @@ raylib.IsWindowHidden = IsWindowHidden * * @return {boolean} The resulting bool. */ -function IsWindowMinimized () { +function IsWindowMinimized() { return r.BindIsWindowMinimized() } raylib.IsWindowMinimized = IsWindowMinimized @@ -94,7 +94,7 @@ raylib.IsWindowMinimized = IsWindowMinimized * * @return {boolean} The resulting bool. */ -function IsWindowMaximized () { +function IsWindowMaximized() { return r.BindIsWindowMaximized() } raylib.IsWindowMaximized = IsWindowMaximized @@ -104,7 +104,7 @@ raylib.IsWindowMaximized = IsWindowMaximized * * @return {boolean} The resulting bool. */ -function IsWindowFocused () { +function IsWindowFocused() { return r.BindIsWindowFocused() } raylib.IsWindowFocused = IsWindowFocused @@ -114,7 +114,7 @@ raylib.IsWindowFocused = IsWindowFocused * * @return {boolean} The resulting bool. */ -function IsWindowResized () { +function IsWindowResized() { return r.BindIsWindowResized() } raylib.IsWindowResized = IsWindowResized @@ -126,7 +126,7 @@ raylib.IsWindowResized = IsWindowResized * * @return {boolean} The resulting bool. */ -function IsWindowState (flag) { +function IsWindowState(flag) { return r.BindIsWindowState( flag ) @@ -140,7 +140,7 @@ raylib.IsWindowState = IsWindowState * * @return {undefined} */ -function SetWindowState (flags) { +function SetWindowState(flags) { return r.BindSetWindowState( flags ) @@ -154,7 +154,7 @@ raylib.SetWindowState = SetWindowState * * @return {undefined} */ -function ClearWindowState (flags) { +function ClearWindowState(flags) { return r.BindClearWindowState( flags ) @@ -166,17 +166,27 @@ raylib.ClearWindowState = ClearWindowState * * @return {undefined} */ -function ToggleFullscreen () { +function ToggleFullscreen() { return r.BindToggleFullscreen() } raylib.ToggleFullscreen = ToggleFullscreen +/** + * Toggle window state: borderless windowed (only PLATFORM_DESKTOP) + * + * @return {undefined} + */ +function ToggleBorderlessWindowed() { + return r.BindToggleBorderlessWindowed() +} +raylib.ToggleBorderlessWindowed = ToggleBorderlessWindowed + /** * Set window state: maximized, if resizable (only PLATFORM_DESKTOP) * * @return {undefined} */ -function MaximizeWindow () { +function MaximizeWindow() { return r.BindMaximizeWindow() } raylib.MaximizeWindow = MaximizeWindow @@ -186,7 +196,7 @@ raylib.MaximizeWindow = MaximizeWindow * * @return {undefined} */ -function MinimizeWindow () { +function MinimizeWindow() { return r.BindMinimizeWindow() } raylib.MinimizeWindow = MinimizeWindow @@ -196,7 +206,7 @@ raylib.MinimizeWindow = MinimizeWindow * * @return {undefined} */ -function RestoreWindow () { +function RestoreWindow() { return r.BindRestoreWindow() } raylib.RestoreWindow = RestoreWindow @@ -208,7 +218,7 @@ raylib.RestoreWindow = RestoreWindow * * @return {undefined} */ -function SetWindowIcon (image) { +function SetWindowIcon(image) { return r.BindSetWindowIcon( image.data, image.width, @@ -227,7 +237,7 @@ raylib.SetWindowIcon = SetWindowIcon * * @return {undefined} */ -function SetWindowIcons (images, count) { +function SetWindowIcons(images, count) { return r.BindSetWindowIcons( images, count @@ -236,13 +246,13 @@ function SetWindowIcons (images, count) { raylib.SetWindowIcons = SetWindowIcons /** - * Set title for window (only PLATFORM_DESKTOP) + * Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) * * @param {string} title * * @return {undefined} */ -function SetWindowTitle (title) { +function SetWindowTitle(title) { return r.BindSetWindowTitle( title ) @@ -257,7 +267,7 @@ raylib.SetWindowTitle = SetWindowTitle * * @return {undefined} */ -function SetWindowPosition (x, y) { +function SetWindowPosition(x, y) { return r.BindSetWindowPosition( x, y @@ -266,13 +276,13 @@ function SetWindowPosition (x, y) { raylib.SetWindowPosition = SetWindowPosition /** - * Set monitor for the current window (fullscreen mode) + * Set monitor for the current window * * @param {number} monitor * * @return {undefined} */ -function SetWindowMonitor (monitor) { +function SetWindowMonitor(monitor) { return r.BindSetWindowMonitor( monitor ) @@ -287,7 +297,7 @@ raylib.SetWindowMonitor = SetWindowMonitor * * @return {undefined} */ -function SetWindowMinSize (width, height) { +function SetWindowMinSize(width, height) { return r.BindSetWindowMinSize( width, height @@ -295,6 +305,22 @@ function SetWindowMinSize (width, height) { } raylib.SetWindowMinSize = SetWindowMinSize +/** + * Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) + * + * @param {number} width + * @param {number} height + * + * @return {undefined} + */ +function SetWindowMaxSize(width, height) { + return r.BindSetWindowMaxSize( + width, + height + ) +} +raylib.SetWindowMaxSize = SetWindowMaxSize + /** * Set window dimensions * @@ -303,7 +329,7 @@ raylib.SetWindowMinSize = SetWindowMinSize * * @return {undefined} */ -function SetWindowSize (width, height) { +function SetWindowSize(width, height) { return r.BindSetWindowSize( width, height @@ -318,19 +344,29 @@ raylib.SetWindowSize = SetWindowSize * * @return {undefined} */ -function SetWindowOpacity (opacity) { +function SetWindowOpacity(opacity) { return r.BindSetWindowOpacity( opacity ) } raylib.SetWindowOpacity = SetWindowOpacity +/** + * Set window focused (only PLATFORM_DESKTOP) + * + * @return {undefined} + */ +function SetWindowFocused() { + return r.BindSetWindowFocused() +} +raylib.SetWindowFocused = SetWindowFocused + /** * Get native window handle * * @return {number} The resulting void *. */ -function GetWindowHandle () { +function GetWindowHandle() { return r.BindGetWindowHandle() } raylib.GetWindowHandle = GetWindowHandle @@ -340,7 +376,7 @@ raylib.GetWindowHandle = GetWindowHandle * * @return {number} The resulting int. */ -function GetScreenWidth () { +function GetScreenWidth() { return r.BindGetScreenWidth() } raylib.GetScreenWidth = GetScreenWidth @@ -350,7 +386,7 @@ raylib.GetScreenWidth = GetScreenWidth * * @return {number} The resulting int. */ -function GetScreenHeight () { +function GetScreenHeight() { return r.BindGetScreenHeight() } raylib.GetScreenHeight = GetScreenHeight @@ -360,7 +396,7 @@ raylib.GetScreenHeight = GetScreenHeight * * @return {number} The resulting int. */ -function GetRenderWidth () { +function GetRenderWidth() { return r.BindGetRenderWidth() } raylib.GetRenderWidth = GetRenderWidth @@ -370,7 +406,7 @@ raylib.GetRenderWidth = GetRenderWidth * * @return {number} The resulting int. */ -function GetRenderHeight () { +function GetRenderHeight() { return r.BindGetRenderHeight() } raylib.GetRenderHeight = GetRenderHeight @@ -380,7 +416,7 @@ raylib.GetRenderHeight = GetRenderHeight * * @return {number} The resulting int. */ -function GetMonitorCount () { +function GetMonitorCount() { return r.BindGetMonitorCount() } raylib.GetMonitorCount = GetMonitorCount @@ -390,7 +426,7 @@ raylib.GetMonitorCount = GetMonitorCount * * @return {number} The resulting int. */ -function GetCurrentMonitor () { +function GetCurrentMonitor() { return r.BindGetCurrentMonitor() } raylib.GetCurrentMonitor = GetCurrentMonitor @@ -402,7 +438,7 @@ raylib.GetCurrentMonitor = GetCurrentMonitor * * @return {Vector2} The resulting Vector2. */ -function GetMonitorPosition (monitor) { +function GetMonitorPosition(monitor) { return r.BindGetMonitorPosition( monitor ) @@ -416,7 +452,7 @@ raylib.GetMonitorPosition = GetMonitorPosition * * @return {number} The resulting int. */ -function GetMonitorWidth (monitor) { +function GetMonitorWidth(monitor) { return r.BindGetMonitorWidth( monitor ) @@ -430,7 +466,7 @@ raylib.GetMonitorWidth = GetMonitorWidth * * @return {number} The resulting int. */ -function GetMonitorHeight (monitor) { +function GetMonitorHeight(monitor) { return r.BindGetMonitorHeight( monitor ) @@ -444,7 +480,7 @@ raylib.GetMonitorHeight = GetMonitorHeight * * @return {number} The resulting int. */ -function GetMonitorPhysicalWidth (monitor) { +function GetMonitorPhysicalWidth(monitor) { return r.BindGetMonitorPhysicalWidth( monitor ) @@ -458,7 +494,7 @@ raylib.GetMonitorPhysicalWidth = GetMonitorPhysicalWidth * * @return {number} The resulting int. */ -function GetMonitorPhysicalHeight (monitor) { +function GetMonitorPhysicalHeight(monitor) { return r.BindGetMonitorPhysicalHeight( monitor ) @@ -472,7 +508,7 @@ raylib.GetMonitorPhysicalHeight = GetMonitorPhysicalHeight * * @return {number} The resulting int. */ -function GetMonitorRefreshRate (monitor) { +function GetMonitorRefreshRate(monitor) { return r.BindGetMonitorRefreshRate( monitor ) @@ -484,7 +520,7 @@ raylib.GetMonitorRefreshRate = GetMonitorRefreshRate * * @return {Vector2} The resulting Vector2. */ -function GetWindowPosition () { +function GetWindowPosition() { return r.BindGetWindowPosition() } raylib.GetWindowPosition = GetWindowPosition @@ -494,19 +530,19 @@ raylib.GetWindowPosition = GetWindowPosition * * @return {Vector2} The resulting Vector2. */ -function GetWindowScaleDPI () { +function GetWindowScaleDPI() { return r.BindGetWindowScaleDPI() } raylib.GetWindowScaleDPI = GetWindowScaleDPI /** - * Get the human-readable, UTF-8 encoded name of the primary monitor + * Get the human-readable, UTF-8 encoded name of the specified monitor * * @param {number} monitor * * @return {string} The resulting const char *. */ -function GetMonitorName (monitor) { +function GetMonitorName(monitor) { return r.BindGetMonitorName( monitor ) @@ -520,7 +556,7 @@ raylib.GetMonitorName = GetMonitorName * * @return {undefined} */ -function SetClipboardText (text) { +function SetClipboardText(text) { return r.BindSetClipboardText( text ) @@ -532,7 +568,7 @@ raylib.SetClipboardText = SetClipboardText * * @return {string} The resulting const char *. */ -function GetClipboardText () { +function GetClipboardText() { return r.BindGetClipboardText() } raylib.GetClipboardText = GetClipboardText @@ -542,7 +578,7 @@ raylib.GetClipboardText = GetClipboardText * * @return {undefined} */ -function EnableEventWaiting () { +function EnableEventWaiting() { return r.BindEnableEventWaiting() } raylib.EnableEventWaiting = EnableEventWaiting @@ -552,51 +588,17 @@ raylib.EnableEventWaiting = EnableEventWaiting * * @return {undefined} */ -function DisableEventWaiting () { +function DisableEventWaiting() { return r.BindDisableEventWaiting() } raylib.DisableEventWaiting = DisableEventWaiting -/** - * Swap back buffer with front buffer (screen drawing) - * - * @return {undefined} - */ -function SwapScreenBuffer () { - return r.BindSwapScreenBuffer() -} -raylib.SwapScreenBuffer = SwapScreenBuffer - -/** - * Register all input events - * - * @return {undefined} - */ -function PollInputEvents () { - return r.BindPollInputEvents() -} -raylib.PollInputEvents = PollInputEvents - -/** - * Wait for some time (halt program execution) - * - * @param {number} seconds - * - * @return {undefined} - */ -function WaitTime (seconds) { - return r.BindWaitTime( - seconds - ) -} -raylib.WaitTime = WaitTime - /** * Shows cursor * * @return {undefined} */ -function ShowCursor () { +function ShowCursor() { return r.BindShowCursor() } raylib.ShowCursor = ShowCursor @@ -606,7 +608,7 @@ raylib.ShowCursor = ShowCursor * * @return {undefined} */ -function HideCursor () { +function HideCursor() { return r.BindHideCursor() } raylib.HideCursor = HideCursor @@ -616,7 +618,7 @@ raylib.HideCursor = HideCursor * * @return {boolean} The resulting bool. */ -function IsCursorHidden () { +function IsCursorHidden() { return r.BindIsCursorHidden() } raylib.IsCursorHidden = IsCursorHidden @@ -626,7 +628,7 @@ raylib.IsCursorHidden = IsCursorHidden * * @return {undefined} */ -function EnableCursor () { +function EnableCursor() { return r.BindEnableCursor() } raylib.EnableCursor = EnableCursor @@ -636,7 +638,7 @@ raylib.EnableCursor = EnableCursor * * @return {undefined} */ -function DisableCursor () { +function DisableCursor() { return r.BindDisableCursor() } raylib.DisableCursor = DisableCursor @@ -646,7 +648,7 @@ raylib.DisableCursor = DisableCursor * * @return {boolean} The resulting bool. */ -function IsCursorOnScreen () { +function IsCursorOnScreen() { return r.BindIsCursorOnScreen() } raylib.IsCursorOnScreen = IsCursorOnScreen @@ -658,7 +660,7 @@ raylib.IsCursorOnScreen = IsCursorOnScreen * * @return {undefined} */ -function ClearBackground (color) { +function ClearBackground(color) { return r.BindClearBackground( color.r, color.g, @@ -673,7 +675,7 @@ raylib.ClearBackground = ClearBackground * * @return {undefined} */ -function BeginDrawing () { +function BeginDrawing() { return r.BindBeginDrawing() } raylib.BeginDrawing = BeginDrawing @@ -683,7 +685,7 @@ raylib.BeginDrawing = BeginDrawing * * @return {undefined} */ -function EndDrawing () { +function EndDrawing() { return r.BindEndDrawing() } raylib.EndDrawing = EndDrawing @@ -695,7 +697,7 @@ raylib.EndDrawing = EndDrawing * * @return {undefined} */ -function BeginMode2D (camera) { +function BeginMode2D(camera) { return r.BindBeginMode2D( camera.offset.x, camera.offset.y, @@ -712,7 +714,7 @@ raylib.BeginMode2D = BeginMode2D * * @return {undefined} */ -function EndMode2D () { +function EndMode2D() { return r.BindEndMode2D() } raylib.EndMode2D = EndMode2D @@ -724,7 +726,7 @@ raylib.EndMode2D = EndMode2D * * @return {undefined} */ -function BeginMode3D (camera) { +function BeginMode3D(camera) { return r.BindBeginMode3D( camera.position.x, camera.position.y, @@ -746,7 +748,7 @@ raylib.BeginMode3D = BeginMode3D * * @return {undefined} */ -function EndMode3D () { +function EndMode3D() { return r.BindEndMode3D() } raylib.EndMode3D = EndMode3D @@ -758,7 +760,7 @@ raylib.EndMode3D = EndMode3D * * @return {undefined} */ -function BeginTextureMode (target) { +function BeginTextureMode(target) { return r.BindBeginTextureMode( target.id, target.texture.id, @@ -780,7 +782,7 @@ raylib.BeginTextureMode = BeginTextureMode * * @return {undefined} */ -function EndTextureMode () { +function EndTextureMode() { return r.BindEndTextureMode() } raylib.EndTextureMode = EndTextureMode @@ -792,7 +794,7 @@ raylib.EndTextureMode = EndTextureMode * * @return {undefined} */ -function BeginShaderMode (shader) { +function BeginShaderMode(shader) { return r.BindBeginShaderMode( shader.id, shader.locs @@ -805,7 +807,7 @@ raylib.BeginShaderMode = BeginShaderMode * * @return {undefined} */ -function EndShaderMode () { +function EndShaderMode() { return r.BindEndShaderMode() } raylib.EndShaderMode = EndShaderMode @@ -817,7 +819,7 @@ raylib.EndShaderMode = EndShaderMode * * @return {undefined} */ -function BeginBlendMode (mode) { +function BeginBlendMode(mode) { return r.BindBeginBlendMode( mode ) @@ -829,7 +831,7 @@ raylib.BeginBlendMode = BeginBlendMode * * @return {undefined} */ -function EndBlendMode () { +function EndBlendMode() { return r.BindEndBlendMode() } raylib.EndBlendMode = EndBlendMode @@ -844,7 +846,7 @@ raylib.EndBlendMode = EndBlendMode * * @return {undefined} */ -function BeginScissorMode (x, y, width, height) { +function BeginScissorMode(x, y, width, height) { return r.BindBeginScissorMode( x, y, @@ -859,7 +861,7 @@ raylib.BeginScissorMode = BeginScissorMode * * @return {undefined} */ -function EndScissorMode () { +function EndScissorMode() { return r.BindEndScissorMode() } raylib.EndScissorMode = EndScissorMode @@ -869,7 +871,7 @@ raylib.EndScissorMode = EndScissorMode * * @return {undefined} */ -function EndVrStereoMode () { +function EndVrStereoMode() { return r.BindEndVrStereoMode() } raylib.EndVrStereoMode = EndVrStereoMode @@ -882,7 +884,7 @@ raylib.EndVrStereoMode = EndVrStereoMode * * @return {Shader} The resulting Shader. */ -function LoadShader (vsFileName, fsFileName) { +function LoadShader(vsFileName, fsFileName) { return r.BindLoadShader( vsFileName, fsFileName @@ -898,7 +900,7 @@ raylib.LoadShader = LoadShader * * @return {Shader} The resulting Shader. */ -function LoadShaderFromMemory (vsCode, fsCode) { +function LoadShaderFromMemory(vsCode, fsCode) { return r.BindLoadShaderFromMemory( vsCode, fsCode @@ -913,7 +915,7 @@ raylib.LoadShaderFromMemory = LoadShaderFromMemory * * @return {boolean} The resulting bool. */ -function IsShaderReady (shader) { +function IsShaderReady(shader) { return r.BindIsShaderReady( shader.id, shader.locs @@ -929,7 +931,7 @@ raylib.IsShaderReady = IsShaderReady * * @return {number} The resulting int. */ -function GetShaderLocation (shader, uniformName) { +function GetShaderLocation(shader, uniformName) { return r.BindGetShaderLocation( shader.id, shader.locs, @@ -946,7 +948,7 @@ raylib.GetShaderLocation = GetShaderLocation * * @return {number} The resulting int. */ -function GetShaderLocationAttrib (shader, attribName) { +function GetShaderLocationAttrib(shader, attribName) { return r.BindGetShaderLocationAttrib( shader.id, shader.locs, @@ -964,7 +966,7 @@ raylib.GetShaderLocationAttrib = GetShaderLocationAttrib * * @return {undefined} */ -function SetShaderValueMatrix (shader, locIndex, mat) { +function SetShaderValueMatrix(shader, locIndex, mat) { return r.BindSetShaderValueMatrix( shader.id, shader.locs, @@ -998,7 +1000,7 @@ raylib.SetShaderValueMatrix = SetShaderValueMatrix * * @return {undefined} */ -function SetShaderValueTexture (shader, locIndex, texture) { +function SetShaderValueTexture(shader, locIndex, texture) { return r.BindSetShaderValueTexture( shader.id, shader.locs, @@ -1019,7 +1021,7 @@ raylib.SetShaderValueTexture = SetShaderValueTexture * * @return {undefined} */ -function UnloadShader (shader) { +function UnloadShader(shader) { return r.BindUnloadShader( shader.id, shader.locs @@ -1035,7 +1037,7 @@ raylib.UnloadShader = UnloadShader * * @return {Ray} The resulting Ray. */ -function GetMouseRay (mousePosition, camera) { +function GetMouseRay(mousePosition, camera) { return r.BindGetMouseRay( mousePosition.x, mousePosition.y, @@ -1061,7 +1063,7 @@ raylib.GetMouseRay = GetMouseRay * * @return {Matrix} The resulting Matrix. */ -function GetCameraMatrix (camera) { +function GetCameraMatrix(camera) { return r.BindGetCameraMatrix( camera.position.x, camera.position.y, @@ -1085,7 +1087,7 @@ raylib.GetCameraMatrix = GetCameraMatrix * * @return {Matrix} The resulting Matrix. */ -function GetCameraMatrix2D (camera) { +function GetCameraMatrix2D(camera) { return r.BindGetCameraMatrix2D( camera.offset.x, camera.offset.y, @@ -1105,7 +1107,7 @@ raylib.GetCameraMatrix2D = GetCameraMatrix2D * * @return {Vector2} The resulting Vector2. */ -function GetWorldToScreen (position, camera) { +function GetWorldToScreen(position, camera) { return r.BindGetWorldToScreen( position.x, position.y, @@ -1133,7 +1135,7 @@ raylib.GetWorldToScreen = GetWorldToScreen * * @return {Vector2} The resulting Vector2. */ -function GetScreenToWorld2D (position, camera) { +function GetScreenToWorld2D(position, camera) { return r.BindGetScreenToWorld2D( position.x, position.y, @@ -1157,7 +1159,7 @@ raylib.GetScreenToWorld2D = GetScreenToWorld2D * * @return {Vector2} The resulting Vector2. */ -function GetWorldToScreenEx (position, camera, width, height) { +function GetWorldToScreenEx(position, camera, width, height) { return r.BindGetWorldToScreenEx( position.x, position.y, @@ -1187,7 +1189,7 @@ raylib.GetWorldToScreenEx = GetWorldToScreenEx * * @return {Vector2} The resulting Vector2. */ -function GetWorldToScreen2D (position, camera) { +function GetWorldToScreen2D(position, camera) { return r.BindGetWorldToScreen2D( position.x, position.y, @@ -1208,42 +1210,90 @@ raylib.GetWorldToScreen2D = GetWorldToScreen2D * * @return {undefined} */ -function SetTargetFPS (fps) { +function SetTargetFPS(fps) { return r.BindSetTargetFPS( fps ) } raylib.SetTargetFPS = SetTargetFPS +/** + * Get time in seconds for last frame drawn (delta time) + * + * @return {number} The resulting float. + */ +function GetFrameTime() { + return r.BindGetFrameTime() +} +raylib.GetFrameTime = GetFrameTime + +/** + * Get elapsed time in seconds since InitWindow() + * + * @return {number} The resulting double. + */ +function GetTime() { + return r.BindGetTime() +} +raylib.GetTime = GetTime + /** * Get current FPS * * @return {number} The resulting int. */ -function GetFPS () { +function GetFPS() { return r.BindGetFPS() } raylib.GetFPS = GetFPS /** - * Get time in seconds for last frame drawn (delta time) + * Swap back buffer with front buffer (screen drawing) * - * @return {number} The resulting float. + * @return {undefined} */ -function GetFrameTime () { - return r.BindGetFrameTime() +function SwapScreenBuffer() { + return r.BindSwapScreenBuffer() } -raylib.GetFrameTime = GetFrameTime +raylib.SwapScreenBuffer = SwapScreenBuffer /** - * Get elapsed time in seconds since InitWindow() + * Register all input events * - * @return {number} The resulting double. + * @return {undefined} */ -function GetTime () { - return r.BindGetTime() +function PollInputEvents() { + return r.BindPollInputEvents() } -raylib.GetTime = GetTime +raylib.PollInputEvents = PollInputEvents + +/** + * Wait for some time (halt program execution) + * + * @param {number} seconds + * + * @return {undefined} + */ +function WaitTime(seconds) { + return r.BindWaitTime( + seconds + ) +} +raylib.WaitTime = WaitTime + +/** + * Set the seed for the random number generator + * + * @param {number} seed + * + * @return {undefined} + */ +function SetRandomSeed(seed) { + return r.BindSetRandomSeed( + seed + ) +} +raylib.SetRandomSeed = SetRandomSeed /** * Get a random value between min and max (both included) @@ -1253,7 +1303,7 @@ raylib.GetTime = GetTime * * @return {number} The resulting int. */ -function GetRandomValue (min, max) { +function GetRandomValue(min, max) { return r.BindGetRandomValue( min, max @@ -1262,18 +1312,36 @@ function GetRandomValue (min, max) { raylib.GetRandomValue = GetRandomValue /** - * Set the seed for the random number generator + * Load random values sequence, no values repeated * - * @param {number} seed + * @param {number} count + * @param {number} min + * @param {number} max + * + * @return {number} The resulting int *. + */ +function LoadRandomSequence(count, min, max) { + return r.BindLoadRandomSequence( + count, + min, + max + ) +} +raylib.LoadRandomSequence = LoadRandomSequence + +/** + * Unload random values sequence + * + * @param {number} sequence * * @return {undefined} */ -function SetRandomSeed (seed) { - return r.BindSetRandomSeed( - seed +function UnloadRandomSequence(sequence) { + return r.BindUnloadRandomSequence( + sequence ) } -raylib.SetRandomSeed = SetRandomSeed +raylib.UnloadRandomSequence = UnloadRandomSequence /** * Takes a screenshot of current screen (filename extension defines format) @@ -1282,7 +1350,7 @@ raylib.SetRandomSeed = SetRandomSeed * * @return {undefined} */ -function TakeScreenshot (fileName) { +function TakeScreenshot(fileName) { return r.BindTakeScreenshot( fileName ) @@ -1296,13 +1364,27 @@ raylib.TakeScreenshot = TakeScreenshot * * @return {undefined} */ -function SetConfigFlags (flags) { +function SetConfigFlags(flags) { return r.BindSetConfigFlags( flags ) } raylib.SetConfigFlags = SetConfigFlags +/** + * Open URL with default system browser (if available) + * + * @param {string} url + * + * @return {undefined} + */ +function OpenURL(url) { + return r.BindOpenURL( + url + ) +} +raylib.OpenURL = OpenURL + /** * Set the current threshold (minimum) log level * @@ -1310,7 +1392,7 @@ raylib.SetConfigFlags = SetConfigFlags * * @return {undefined} */ -function SetTraceLogLevel (logLevel) { +function SetTraceLogLevel(logLevel) { return r.BindSetTraceLogLevel( logLevel ) @@ -1324,7 +1406,7 @@ raylib.SetTraceLogLevel = SetTraceLogLevel * * @return {number} The resulting void *. */ -function MemAlloc (size) { +function MemAlloc(size) { return r.BindMemAlloc( size ) @@ -1339,7 +1421,7 @@ raylib.MemAlloc = MemAlloc * * @return {number} The resulting void *. */ -function MemRealloc (ptr, size) { +function MemRealloc(ptr, size) { return r.BindMemRealloc( ptr, size @@ -1354,39 +1436,25 @@ raylib.MemRealloc = MemRealloc * * @return {undefined} */ -function MemFree (ptr) { +function MemFree(ptr) { return r.BindMemFree( ptr ) } raylib.MemFree = MemFree -/** - * Open URL with default system browser (if available) - * - * @param {string} url - * - * @return {undefined} - */ -function OpenURL (url) { - return r.BindOpenURL( - url - ) -} -raylib.OpenURL = OpenURL - /** * Load file data as byte array (read) * * @param {string} fileName - * @param {number} bytesRead + * @param {number} dataSize * * @return {Buffer} The resulting unsigned char *. */ -function LoadFileData (fileName, bytesRead) { +function LoadFileData(fileName, dataSize) { return r.BindLoadFileData( fileName, - bytesRead + dataSize ) } raylib.LoadFileData = LoadFileData @@ -1398,7 +1466,7 @@ raylib.LoadFileData = LoadFileData * * @return {undefined} */ -function UnloadFileData (data) { +function UnloadFileData(data) { return r.BindUnloadFileData( data ) @@ -1410,15 +1478,15 @@ raylib.UnloadFileData = UnloadFileData * * @param {string} fileName * @param {number} data - * @param {number} bytesToWrite + * @param {number} dataSize * * @return {boolean} The resulting bool. */ -function SaveFileData (fileName, data, bytesToWrite) { +function SaveFileData(fileName, data, dataSize) { return r.BindSaveFileData( fileName, data, - bytesToWrite + dataSize ) } raylib.SaveFileData = SaveFileData @@ -1427,15 +1495,15 @@ raylib.SaveFileData = SaveFileData * Export data to code (.h), returns true on success * * @param {Buffer} data - * @param {number} size + * @param {number} dataSize * @param {string} fileName * * @return {boolean} The resulting bool. */ -function ExportDataAsCode (data, size, fileName) { +function ExportDataAsCode(data, dataSize, fileName) { return r.BindExportDataAsCode( data, - size, + dataSize, fileName ) } @@ -1448,7 +1516,7 @@ raylib.ExportDataAsCode = ExportDataAsCode * * @return {string} The resulting char *. */ -function LoadFileText (fileName) { +function LoadFileText(fileName) { return r.BindLoadFileText( fileName ) @@ -1462,7 +1530,7 @@ raylib.LoadFileText = LoadFileText * * @return {undefined} */ -function UnloadFileText (text) { +function UnloadFileText(text) { return r.BindUnloadFileText( text ) @@ -1477,7 +1545,7 @@ raylib.UnloadFileText = UnloadFileText * * @return {boolean} The resulting bool. */ -function SaveFileText (fileName, text) { +function SaveFileText(fileName, text) { return r.BindSaveFileText( fileName, text @@ -1492,7 +1560,7 @@ raylib.SaveFileText = SaveFileText * * @return {boolean} The resulting bool. */ -function FileExists (fileName) { +function FileExists(fileName) { return r.BindFileExists( fileName ) @@ -1506,7 +1574,7 @@ raylib.FileExists = FileExists * * @return {boolean} The resulting bool. */ -function DirectoryExists (dirPath) { +function DirectoryExists(dirPath) { return r.BindDirectoryExists( dirPath ) @@ -1521,7 +1589,7 @@ raylib.DirectoryExists = DirectoryExists * * @return {boolean} The resulting bool. */ -function IsFileExtension (fileName, ext) { +function IsFileExtension(fileName, ext) { return r.BindIsFileExtension( fileName, ext @@ -1536,7 +1604,7 @@ raylib.IsFileExtension = IsFileExtension * * @return {number} The resulting int. */ -function GetFileLength (fileName) { +function GetFileLength(fileName) { return r.BindGetFileLength( fileName ) @@ -1550,7 +1618,7 @@ raylib.GetFileLength = GetFileLength * * @return {string} The resulting const char *. */ -function GetFileExtension (fileName) { +function GetFileExtension(fileName) { return r.BindGetFileExtension( fileName ) @@ -1564,7 +1632,7 @@ raylib.GetFileExtension = GetFileExtension * * @return {string} The resulting const char *. */ -function GetFileName (filePath) { +function GetFileName(filePath) { return r.BindGetFileName( filePath ) @@ -1578,7 +1646,7 @@ raylib.GetFileName = GetFileName * * @return {string} The resulting const char *. */ -function GetFileNameWithoutExt (filePath) { +function GetFileNameWithoutExt(filePath) { return r.BindGetFileNameWithoutExt( filePath ) @@ -1592,7 +1660,7 @@ raylib.GetFileNameWithoutExt = GetFileNameWithoutExt * * @return {string} The resulting const char *. */ -function GetDirectoryPath (filePath) { +function GetDirectoryPath(filePath) { return r.BindGetDirectoryPath( filePath ) @@ -1606,7 +1674,7 @@ raylib.GetDirectoryPath = GetDirectoryPath * * @return {string} The resulting const char *. */ -function GetPrevDirectoryPath (dirPath) { +function GetPrevDirectoryPath(dirPath) { return r.BindGetPrevDirectoryPath( dirPath ) @@ -1618,17 +1686,17 @@ raylib.GetPrevDirectoryPath = GetPrevDirectoryPath * * @return {string} The resulting const char *. */ -function GetWorkingDirectory () { +function GetWorkingDirectory() { return r.BindGetWorkingDirectory() } raylib.GetWorkingDirectory = GetWorkingDirectory /** - * Get the directory if the running application (uses static string) + * Get the directory of the running application (uses static string) * * @return {string} The resulting const char *. */ -function GetApplicationDirectory () { +function GetApplicationDirectory() { return r.BindGetApplicationDirectory() } raylib.GetApplicationDirectory = GetApplicationDirectory @@ -1640,7 +1708,7 @@ raylib.GetApplicationDirectory = GetApplicationDirectory * * @return {boolean} The resulting bool. */ -function ChangeDirectory (dir) { +function ChangeDirectory(dir) { return r.BindChangeDirectory( dir ) @@ -1654,7 +1722,7 @@ raylib.ChangeDirectory = ChangeDirectory * * @return {boolean} The resulting bool. */ -function IsPathFile (path) { +function IsPathFile(path) { return r.BindIsPathFile( path ) @@ -1668,7 +1736,7 @@ raylib.IsPathFile = IsPathFile * * @return {FilePathList} The resulting FilePathList. */ -function LoadDirectoryFiles (dirPath) { +function LoadDirectoryFiles(dirPath) { return r.BindLoadDirectoryFiles( dirPath ) @@ -1684,7 +1752,7 @@ raylib.LoadDirectoryFiles = LoadDirectoryFiles * * @return {FilePathList} The resulting FilePathList. */ -function LoadDirectoryFilesEx (basePath, filter, scanSubdirs) { +function LoadDirectoryFilesEx(basePath, filter, scanSubdirs) { return r.BindLoadDirectoryFilesEx( basePath, filter, @@ -1700,7 +1768,7 @@ raylib.LoadDirectoryFilesEx = LoadDirectoryFilesEx * * @return {undefined} */ -function UnloadDirectoryFiles (files) { +function UnloadDirectoryFiles(files) { return r.BindUnloadDirectoryFiles( files.capacity, files.count, @@ -1714,7 +1782,7 @@ raylib.UnloadDirectoryFiles = UnloadDirectoryFiles * * @return {boolean} The resulting bool. */ -function IsFileDropped () { +function IsFileDropped() { return r.BindIsFileDropped() } raylib.IsFileDropped = IsFileDropped @@ -1724,7 +1792,7 @@ raylib.IsFileDropped = IsFileDropped * * @return {FilePathList} The resulting FilePathList. */ -function LoadDroppedFiles () { +function LoadDroppedFiles() { return r.BindLoadDroppedFiles() } raylib.LoadDroppedFiles = LoadDroppedFiles @@ -1736,7 +1804,7 @@ raylib.LoadDroppedFiles = LoadDroppedFiles * * @return {undefined} */ -function UnloadDroppedFiles (files) { +function UnloadDroppedFiles(files) { return r.BindUnloadDroppedFiles( files.capacity, files.count, @@ -1752,7 +1820,7 @@ raylib.UnloadDroppedFiles = UnloadDroppedFiles * * @return {number} The resulting long. */ -function GetFileModTime (fileName) { +function GetFileModTime(fileName) { return r.BindGetFileModTime( fileName ) @@ -1768,7 +1836,7 @@ raylib.GetFileModTime = GetFileModTime * * @return {Buffer} The resulting unsigned char *. */ -function CompressData (data, dataSize, compDataSize) { +function CompressData(data, dataSize, compDataSize) { return r.BindCompressData( data, dataSize, @@ -1786,7 +1854,7 @@ raylib.CompressData = CompressData * * @return {Buffer} The resulting unsigned char *. */ -function DecompressData (compData, compDataSize, dataSize) { +function DecompressData(compData, compDataSize, dataSize) { return r.BindDecompressData( compData, compDataSize, @@ -1804,7 +1872,7 @@ raylib.DecompressData = DecompressData * * @return {string} The resulting char *. */ -function EncodeDataBase64 (data, dataSize, outputSize) { +function EncodeDataBase64(data, dataSize, outputSize) { return r.BindEncodeDataBase64( data, dataSize, @@ -1821,7 +1889,7 @@ raylib.EncodeDataBase64 = EncodeDataBase64 * * @return {Buffer} The resulting unsigned char *. */ -function DecodeDataBase64 (data, outputSize) { +function DecodeDataBase64(data, outputSize) { return r.BindDecodeDataBase64( data, outputSize @@ -1830,138 +1898,262 @@ function DecodeDataBase64 (data, outputSize) { raylib.DecodeDataBase64 = DecodeDataBase64 /** - * Check if a key has been pressed once + * Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS * - * @param {number} key + * @param {string} fileName * - * @return {boolean} The resulting bool. + * @return {AutomationEventList} The resulting AutomationEventList. */ -function IsKeyPressed (key) { - return r.BindIsKeyPressed( - key +function LoadAutomationEventList(fileName) { + return r.BindLoadAutomationEventList( + fileName ) } -raylib.IsKeyPressed = IsKeyPressed +raylib.LoadAutomationEventList = LoadAutomationEventList /** - * Check if a key is being pressed + * Unload automation events list from file * - * @param {number} key + * @param {number} list * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsKeyDown (key) { - return r.BindIsKeyDown( - key +function UnloadAutomationEventList(list) { + return r.BindUnloadAutomationEventList( + list ) } -raylib.IsKeyDown = IsKeyDown +raylib.UnloadAutomationEventList = UnloadAutomationEventList /** - * Check if a key has been released once + * Export automation events list as text file * - * @param {number} key + * @param {AutomationEventList} list + * @param {string} fileName * * @return {boolean} The resulting bool. */ -function IsKeyReleased (key) { - return r.BindIsKeyReleased( - key +function ExportAutomationEventList(list, fileName) { + return r.BindExportAutomationEventList( + list.capacity, + list.count, + list.events, + fileName ) } -raylib.IsKeyReleased = IsKeyReleased +raylib.ExportAutomationEventList = ExportAutomationEventList /** - * Check if a key is NOT being pressed + * Set automation event list to record to * - * @param {number} key + * @param {number} list * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsKeyUp (key) { - return r.BindIsKeyUp( - key +function SetAutomationEventList(list) { + return r.BindSetAutomationEventList( + list ) } -raylib.IsKeyUp = IsKeyUp +raylib.SetAutomationEventList = SetAutomationEventList /** - * Set a custom key to exit program (default is ESC) + * Set automation event internal base frame to start recording * - * @param {number} key + * @param {number} frame * * @return {undefined} */ -function SetExitKey (key) { - return r.BindSetExitKey( - key +function SetAutomationEventBaseFrame(frame) { + return r.BindSetAutomationEventBaseFrame( + frame ) } -raylib.SetExitKey = SetExitKey +raylib.SetAutomationEventBaseFrame = SetAutomationEventBaseFrame /** - * Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty + * Start recording automation events (AutomationEventList must be set) * - * @return {number} The resulting int. + * @return {undefined} */ -function GetKeyPressed () { - return r.BindGetKeyPressed() +function StartAutomationEventRecording() { + return r.BindStartAutomationEventRecording() } -raylib.GetKeyPressed = GetKeyPressed +raylib.StartAutomationEventRecording = StartAutomationEventRecording /** - * Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty + * Stop recording automation events * - * @return {number} The resulting int. + * @return {undefined} */ -function GetCharPressed () { - return r.BindGetCharPressed() +function StopAutomationEventRecording() { + return r.BindStopAutomationEventRecording() } -raylib.GetCharPressed = GetCharPressed +raylib.StopAutomationEventRecording = StopAutomationEventRecording /** - * Check if a gamepad is available + * Play a recorded automation event * - * @param {number} gamepad + * @param {AutomationEvent} event * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsGamepadAvailable (gamepad) { - return r.BindIsGamepadAvailable( - gamepad +function PlayAutomationEvent(event) { + return r.BindPlayAutomationEvent( + event.frame, + event.type, + event.params ) } -raylib.IsGamepadAvailable = IsGamepadAvailable +raylib.PlayAutomationEvent = PlayAutomationEvent /** - * Get gamepad internal name id + * Check if a key has been pressed once * - * @param {number} gamepad + * @param {number} key * - * @return {string} The resulting const char *. + * @return {boolean} The resulting bool. */ -function GetGamepadName (gamepad) { - return r.BindGetGamepadName( - gamepad +function IsKeyPressed(key) { + return r.BindIsKeyPressed( + key ) } -raylib.GetGamepadName = GetGamepadName +raylib.IsKeyPressed = IsKeyPressed /** - * Check if a gamepad button has been pressed once + * Check if a key has been pressed again (Only PLATFORM_DESKTOP) * - * @param {number} gamepad - * @param {number} button + * @param {number} key * * @return {boolean} The resulting bool. */ -function IsGamepadButtonPressed (gamepad, button) { - return r.BindIsGamepadButtonPressed( - gamepad, - button +function IsKeyPressedRepeat(key) { + return r.BindIsKeyPressedRepeat( + key ) } -raylib.IsGamepadButtonPressed = IsGamepadButtonPressed +raylib.IsKeyPressedRepeat = IsKeyPressedRepeat + +/** + * Check if a key is being pressed + * + * @param {number} key + * + * @return {boolean} The resulting bool. + */ +function IsKeyDown(key) { + return r.BindIsKeyDown( + key + ) +} +raylib.IsKeyDown = IsKeyDown + +/** + * Check if a key has been released once + * + * @param {number} key + * + * @return {boolean} The resulting bool. + */ +function IsKeyReleased(key) { + return r.BindIsKeyReleased( + key + ) +} +raylib.IsKeyReleased = IsKeyReleased + +/** + * Check if a key is NOT being pressed + * + * @param {number} key + * + * @return {boolean} The resulting bool. + */ +function IsKeyUp(key) { + return r.BindIsKeyUp( + key + ) +} +raylib.IsKeyUp = IsKeyUp + +/** + * Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty + * + * @return {number} The resulting int. + */ +function GetKeyPressed() { + return r.BindGetKeyPressed() +} +raylib.GetKeyPressed = GetKeyPressed + +/** + * Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty + * + * @return {number} The resulting int. + */ +function GetCharPressed() { + return r.BindGetCharPressed() +} +raylib.GetCharPressed = GetCharPressed + +/** + * Set a custom key to exit program (default is ESC) + * + * @param {number} key + * + * @return {undefined} + */ +function SetExitKey(key) { + return r.BindSetExitKey( + key + ) +} +raylib.SetExitKey = SetExitKey + +/** + * Check if a gamepad is available + * + * @param {number} gamepad + * + * @return {boolean} The resulting bool. + */ +function IsGamepadAvailable(gamepad) { + return r.BindIsGamepadAvailable( + gamepad + ) +} +raylib.IsGamepadAvailable = IsGamepadAvailable + +/** + * Get gamepad internal name id + * + * @param {number} gamepad + * + * @return {string} The resulting const char *. + */ +function GetGamepadName(gamepad) { + return r.BindGetGamepadName( + gamepad + ) +} +raylib.GetGamepadName = GetGamepadName + +/** + * Check if a gamepad button has been pressed once + * + * @param {number} gamepad + * @param {number} button + * + * @return {boolean} The resulting bool. + */ +function IsGamepadButtonPressed(gamepad, button) { + return r.BindIsGamepadButtonPressed( + gamepad, + button + ) +} +raylib.IsGamepadButtonPressed = IsGamepadButtonPressed /** * Check if a gamepad button is being pressed @@ -1971,7 +2163,7 @@ raylib.IsGamepadButtonPressed = IsGamepadButtonPressed * * @return {boolean} The resulting bool. */ -function IsGamepadButtonDown (gamepad, button) { +function IsGamepadButtonDown(gamepad, button) { return r.BindIsGamepadButtonDown( gamepad, button @@ -1987,7 +2179,7 @@ raylib.IsGamepadButtonDown = IsGamepadButtonDown * * @return {boolean} The resulting bool. */ -function IsGamepadButtonReleased (gamepad, button) { +function IsGamepadButtonReleased(gamepad, button) { return r.BindIsGamepadButtonReleased( gamepad, button @@ -2003,7 +2195,7 @@ raylib.IsGamepadButtonReleased = IsGamepadButtonReleased * * @return {boolean} The resulting bool. */ -function IsGamepadButtonUp (gamepad, button) { +function IsGamepadButtonUp(gamepad, button) { return r.BindIsGamepadButtonUp( gamepad, button @@ -2016,7 +2208,7 @@ raylib.IsGamepadButtonUp = IsGamepadButtonUp * * @return {number} The resulting int. */ -function GetGamepadButtonPressed () { +function GetGamepadButtonPressed() { return r.BindGetGamepadButtonPressed() } raylib.GetGamepadButtonPressed = GetGamepadButtonPressed @@ -2028,7 +2220,7 @@ raylib.GetGamepadButtonPressed = GetGamepadButtonPressed * * @return {number} The resulting int. */ -function GetGamepadAxisCount (gamepad) { +function GetGamepadAxisCount(gamepad) { return r.BindGetGamepadAxisCount( gamepad ) @@ -2043,7 +2235,7 @@ raylib.GetGamepadAxisCount = GetGamepadAxisCount * * @return {number} The resulting float. */ -function GetGamepadAxisMovement (gamepad, axis) { +function GetGamepadAxisMovement(gamepad, axis) { return r.BindGetGamepadAxisMovement( gamepad, axis @@ -2058,7 +2250,7 @@ raylib.GetGamepadAxisMovement = GetGamepadAxisMovement * * @return {number} The resulting int. */ -function SetGamepadMappings (mappings) { +function SetGamepadMappings(mappings) { return r.BindSetGamepadMappings( mappings ) @@ -2072,7 +2264,7 @@ raylib.SetGamepadMappings = SetGamepadMappings * * @return {boolean} The resulting bool. */ -function IsMouseButtonPressed (button) { +function IsMouseButtonPressed(button) { return r.BindIsMouseButtonPressed( button ) @@ -2086,7 +2278,7 @@ raylib.IsMouseButtonPressed = IsMouseButtonPressed * * @return {boolean} The resulting bool. */ -function IsMouseButtonDown (button) { +function IsMouseButtonDown(button) { return r.BindIsMouseButtonDown( button ) @@ -2100,7 +2292,7 @@ raylib.IsMouseButtonDown = IsMouseButtonDown * * @return {boolean} The resulting bool. */ -function IsMouseButtonReleased (button) { +function IsMouseButtonReleased(button) { return r.BindIsMouseButtonReleased( button ) @@ -2114,7 +2306,7 @@ raylib.IsMouseButtonReleased = IsMouseButtonReleased * * @return {boolean} The resulting bool. */ -function IsMouseButtonUp (button) { +function IsMouseButtonUp(button) { return r.BindIsMouseButtonUp( button ) @@ -2126,7 +2318,7 @@ raylib.IsMouseButtonUp = IsMouseButtonUp * * @return {number} The resulting int. */ -function GetMouseX () { +function GetMouseX() { return r.BindGetMouseX() } raylib.GetMouseX = GetMouseX @@ -2136,7 +2328,7 @@ raylib.GetMouseX = GetMouseX * * @return {number} The resulting int. */ -function GetMouseY () { +function GetMouseY() { return r.BindGetMouseY() } raylib.GetMouseY = GetMouseY @@ -2146,7 +2338,7 @@ raylib.GetMouseY = GetMouseY * * @return {Vector2} The resulting Vector2. */ -function GetMousePosition () { +function GetMousePosition() { return r.BindGetMousePosition() } raylib.GetMousePosition = GetMousePosition @@ -2156,7 +2348,7 @@ raylib.GetMousePosition = GetMousePosition * * @return {Vector2} The resulting Vector2. */ -function GetMouseDelta () { +function GetMouseDelta() { return r.BindGetMouseDelta() } raylib.GetMouseDelta = GetMouseDelta @@ -2169,7 +2361,7 @@ raylib.GetMouseDelta = GetMouseDelta * * @return {undefined} */ -function SetMousePosition (x, y) { +function SetMousePosition(x, y) { return r.BindSetMousePosition( x, y @@ -2185,7 +2377,7 @@ raylib.SetMousePosition = SetMousePosition * * @return {undefined} */ -function SetMouseOffset (offsetX, offsetY) { +function SetMouseOffset(offsetX, offsetY) { return r.BindSetMouseOffset( offsetX, offsetY @@ -2201,7 +2393,7 @@ raylib.SetMouseOffset = SetMouseOffset * * @return {undefined} */ -function SetMouseScale (scaleX, scaleY) { +function SetMouseScale(scaleX, scaleY) { return r.BindSetMouseScale( scaleX, scaleY @@ -2214,7 +2406,7 @@ raylib.SetMouseScale = SetMouseScale * * @return {number} The resulting float. */ -function GetMouseWheelMove () { +function GetMouseWheelMove() { return r.BindGetMouseWheelMove() } raylib.GetMouseWheelMove = GetMouseWheelMove @@ -2224,7 +2416,7 @@ raylib.GetMouseWheelMove = GetMouseWheelMove * * @return {Vector2} The resulting Vector2. */ -function GetMouseWheelMoveV () { +function GetMouseWheelMoveV() { return r.BindGetMouseWheelMoveV() } raylib.GetMouseWheelMoveV = GetMouseWheelMoveV @@ -2236,7 +2428,7 @@ raylib.GetMouseWheelMoveV = GetMouseWheelMoveV * * @return {undefined} */ -function SetMouseCursor (cursor) { +function SetMouseCursor(cursor) { return r.BindSetMouseCursor( cursor ) @@ -2248,7 +2440,7 @@ raylib.SetMouseCursor = SetMouseCursor * * @return {number} The resulting int. */ -function GetTouchX () { +function GetTouchX() { return r.BindGetTouchX() } raylib.GetTouchX = GetTouchX @@ -2258,7 +2450,7 @@ raylib.GetTouchX = GetTouchX * * @return {number} The resulting int. */ -function GetTouchY () { +function GetTouchY() { return r.BindGetTouchY() } raylib.GetTouchY = GetTouchY @@ -2270,7 +2462,7 @@ raylib.GetTouchY = GetTouchY * * @return {Vector2} The resulting Vector2. */ -function GetTouchPosition (index) { +function GetTouchPosition(index) { return r.BindGetTouchPosition( index ) @@ -2284,7 +2476,7 @@ raylib.GetTouchPosition = GetTouchPosition * * @return {number} The resulting int. */ -function GetTouchPointId (index) { +function GetTouchPointId(index) { return r.BindGetTouchPointId( index ) @@ -2296,7 +2488,7 @@ raylib.GetTouchPointId = GetTouchPointId * * @return {number} The resulting int. */ -function GetTouchPointCount () { +function GetTouchPointCount() { return r.BindGetTouchPointCount() } raylib.GetTouchPointCount = GetTouchPointCount @@ -2308,7 +2500,7 @@ raylib.GetTouchPointCount = GetTouchPointCount * * @return {undefined} */ -function SetGesturesEnabled (flags) { +function SetGesturesEnabled(flags) { return r.BindSetGesturesEnabled( flags ) @@ -2322,7 +2514,7 @@ raylib.SetGesturesEnabled = SetGesturesEnabled * * @return {boolean} The resulting bool. */ -function IsGestureDetected (gesture) { +function IsGestureDetected(gesture) { return r.BindIsGestureDetected( gesture ) @@ -2334,7 +2526,7 @@ raylib.IsGestureDetected = IsGestureDetected * * @return {number} The resulting int. */ -function GetGestureDetected () { +function GetGestureDetected() { return r.BindGetGestureDetected() } raylib.GetGestureDetected = GetGestureDetected @@ -2344,7 +2536,7 @@ raylib.GetGestureDetected = GetGestureDetected * * @return {number} The resulting float. */ -function GetGestureHoldDuration () { +function GetGestureHoldDuration() { return r.BindGetGestureHoldDuration() } raylib.GetGestureHoldDuration = GetGestureHoldDuration @@ -2354,7 +2546,7 @@ raylib.GetGestureHoldDuration = GetGestureHoldDuration * * @return {Vector2} The resulting Vector2. */ -function GetGestureDragVector () { +function GetGestureDragVector() { return r.BindGetGestureDragVector() } raylib.GetGestureDragVector = GetGestureDragVector @@ -2364,7 +2556,7 @@ raylib.GetGestureDragVector = GetGestureDragVector * * @return {number} The resulting float. */ -function GetGestureDragAngle () { +function GetGestureDragAngle() { return r.BindGetGestureDragAngle() } raylib.GetGestureDragAngle = GetGestureDragAngle @@ -2374,7 +2566,7 @@ raylib.GetGestureDragAngle = GetGestureDragAngle * * @return {Vector2} The resulting Vector2. */ -function GetGesturePinchVector () { +function GetGesturePinchVector() { return r.BindGetGesturePinchVector() } raylib.GetGesturePinchVector = GetGesturePinchVector @@ -2384,7 +2576,7 @@ raylib.GetGesturePinchVector = GetGesturePinchVector * * @return {number} The resulting float. */ -function GetGesturePinchAngle () { +function GetGesturePinchAngle() { return r.BindGetGesturePinchAngle() } raylib.GetGesturePinchAngle = GetGesturePinchAngle @@ -2399,7 +2591,7 @@ raylib.GetGesturePinchAngle = GetGesturePinchAngle * * @return {undefined} */ -function UpdateCameraPro (camera, movement, rotation, zoom) { +function UpdateCameraPro(camera, movement, rotation, zoom) { return r.BindUpdateCameraPro( camera, movement.x, @@ -2421,7 +2613,7 @@ raylib.UpdateCameraPro = UpdateCameraPro * * @return {undefined} */ -function SetShapesTexture (texture, source) { +function SetShapesTexture(texture, source) { return r.BindSetShapesTexture( texture.id, texture.width, @@ -2445,7 +2637,7 @@ raylib.SetShapesTexture = SetShapesTexture * * @return {undefined} */ -function DrawPixel (posX, posY, color) { +function DrawPixel(posX, posY, color) { return r.BindDrawPixel( posX, posY, @@ -2465,7 +2657,7 @@ raylib.DrawPixel = DrawPixel * * @return {undefined} */ -function DrawPixelV (position, color) { +function DrawPixelV(position, color) { return r.BindDrawPixelV( position.x, position.y, @@ -2488,7 +2680,7 @@ raylib.DrawPixelV = DrawPixelV * * @return {undefined} */ -function DrawLine (startPosX, startPosY, endPosX, endPosY, color) { +function DrawLine(startPosX, startPosY, endPosX, endPosY, color) { return r.BindDrawLine( startPosX, startPosY, @@ -2503,7 +2695,7 @@ function DrawLine (startPosX, startPosY, endPosX, endPosY, color) { raylib.DrawLine = DrawLine /** - * Draw a line (Vector version) + * Draw a line (using gl lines) * * @param {Vector2} startPos * @param {Vector2} endPos @@ -2511,7 +2703,7 @@ raylib.DrawLine = DrawLine * * @return {undefined} */ -function DrawLineV (startPos, endPos, color) { +function DrawLineV(startPos, endPos, color) { return r.BindDrawLineV( startPos.x, startPos.y, @@ -2526,7 +2718,7 @@ function DrawLineV (startPos, endPos, color) { raylib.DrawLineV = DrawLineV /** - * Draw a line defining thickness + * Draw a line (using triangles/quads) * * @param {Vector2} startPos * @param {Vector2} endPos @@ -2535,7 +2727,7 @@ raylib.DrawLineV = DrawLineV * * @return {undefined} */ -function DrawLineEx (startPos, endPos, thick, color) { +function DrawLineEx(startPos, endPos, thick, color) { return r.BindDrawLineEx( startPos.x, startPos.y, @@ -2551,80 +2743,42 @@ function DrawLineEx (startPos, endPos, thick, color) { raylib.DrawLineEx = DrawLineEx /** - * Draw a line using cubic-bezier curves in-out - * - * @param {Vector2} startPos - * @param {Vector2} endPos - * @param {number} thick - * @param {Color} color - * - * @return {undefined} - */ -function DrawLineBezier (startPos, endPos, thick, color) { - return r.BindDrawLineBezier( - startPos.x, - startPos.y, - endPos.x, - endPos.y, - thick, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.DrawLineBezier = DrawLineBezier - -/** - * Draw line using quadratic bezier curves with a control point + * Draw lines sequence (using gl lines) * - * @param {Vector2} startPos - * @param {Vector2} endPos - * @param {Vector2} controlPos - * @param {number} thick + * @param {number} points + * @param {number} pointCount * @param {Color} color * * @return {undefined} */ -function DrawLineBezierQuad (startPos, endPos, controlPos, thick, color) { - return r.BindDrawLineBezierQuad( - startPos.x, - startPos.y, - endPos.x, - endPos.y, - controlPos.x, - controlPos.y, - thick, +function DrawLineStrip(points, pointCount, color) { + return r.BindDrawLineStrip( + points, + pointCount, color.r, color.g, color.b, color.a ) } -raylib.DrawLineBezierQuad = DrawLineBezierQuad +raylib.DrawLineStrip = DrawLineStrip /** - * Draw line using cubic bezier curves with 2 control points + * Draw line segment cubic-bezier in-out interpolation * * @param {Vector2} startPos * @param {Vector2} endPos - * @param {Vector2} startControlPos - * @param {Vector2} endControlPos * @param {number} thick * @param {Color} color * * @return {undefined} */ -function DrawLineBezierCubic (startPos, endPos, startControlPos, endControlPos, thick, color) { - return r.BindDrawLineBezierCubic( +function DrawLineBezier(startPos, endPos, thick, color) { + return r.BindDrawLineBezier( startPos.x, startPos.y, endPos.x, endPos.y, - startControlPos.x, - startControlPos.y, - endControlPos.x, - endControlPos.y, thick, color.r, color.g, @@ -2632,28 +2786,7 @@ function DrawLineBezierCubic (startPos, endPos, startControlPos, endControlPos, color.a ) } -raylib.DrawLineBezierCubic = DrawLineBezierCubic - -/** - * Draw lines sequence - * - * @param {number} points - * @param {number} pointCount - * @param {Color} color - * - * @return {undefined} - */ -function DrawLineStrip (points, pointCount, color) { - return r.BindDrawLineStrip( - points, - pointCount, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.DrawLineStrip = DrawLineStrip +raylib.DrawLineBezier = DrawLineBezier /** * Draw a color-filled circle @@ -2665,7 +2798,7 @@ raylib.DrawLineStrip = DrawLineStrip * * @return {undefined} */ -function DrawCircle (centerX, centerY, radius, color) { +function DrawCircle(centerX, centerY, radius, color) { return r.BindDrawCircle( centerX, centerY, @@ -2690,7 +2823,7 @@ raylib.DrawCircle = DrawCircle * * @return {undefined} */ -function DrawCircleSector (center, radius, startAngle, endAngle, segments, color) { +function DrawCircleSector(center, radius, startAngle, endAngle, segments, color) { return r.BindDrawCircleSector( center.x, center.y, @@ -2718,7 +2851,7 @@ raylib.DrawCircleSector = DrawCircleSector * * @return {undefined} */ -function DrawCircleSectorLines (center, radius, startAngle, endAngle, segments, color) { +function DrawCircleSectorLines(center, radius, startAngle, endAngle, segments, color) { return r.BindDrawCircleSectorLines( center.x, center.y, @@ -2745,7 +2878,7 @@ raylib.DrawCircleSectorLines = DrawCircleSectorLines * * @return {undefined} */ -function DrawCircleGradient (centerX, centerY, radius, color1, color2) { +function DrawCircleGradient(centerX, centerY, radius, color1, color2) { return r.BindDrawCircleGradient( centerX, centerY, @@ -2771,7 +2904,7 @@ raylib.DrawCircleGradient = DrawCircleGradient * * @return {undefined} */ -function DrawCircleV (center, radius, color) { +function DrawCircleV(center, radius, color) { return r.BindDrawCircleV( center.x, center.y, @@ -2794,7 +2927,7 @@ raylib.DrawCircleV = DrawCircleV * * @return {undefined} */ -function DrawCircleLines (centerX, centerY, radius, color) { +function DrawCircleLines(centerX, centerY, radius, color) { return r.BindDrawCircleLines( centerX, centerY, @@ -2807,6 +2940,28 @@ function DrawCircleLines (centerX, centerY, radius, color) { } raylib.DrawCircleLines = DrawCircleLines +/** + * Draw circle outline (Vector version) + * + * @param {Vector2} center + * @param {number} radius + * @param {Color} color + * + * @return {undefined} + */ +function DrawCircleLinesV(center, radius, color) { + return r.BindDrawCircleLinesV( + center.x, + center.y, + radius, + color.r, + color.g, + color.b, + color.a + ) +} +raylib.DrawCircleLinesV = DrawCircleLinesV + /** * Draw ellipse * @@ -2818,7 +2973,7 @@ raylib.DrawCircleLines = DrawCircleLines * * @return {undefined} */ -function DrawEllipse (centerX, centerY, radiusH, radiusV, color) { +function DrawEllipse(centerX, centerY, radiusH, radiusV, color) { return r.BindDrawEllipse( centerX, centerY, @@ -2843,7 +2998,7 @@ raylib.DrawEllipse = DrawEllipse * * @return {undefined} */ -function DrawEllipseLines (centerX, centerY, radiusH, radiusV, color) { +function DrawEllipseLines(centerX, centerY, radiusH, radiusV, color) { return r.BindDrawEllipseLines( centerX, centerY, @@ -2870,7 +3025,7 @@ raylib.DrawEllipseLines = DrawEllipseLines * * @return {undefined} */ -function DrawRing (center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { +function DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { return r.BindDrawRing( center.x, center.y, @@ -2900,7 +3055,7 @@ raylib.DrawRing = DrawRing * * @return {undefined} */ -function DrawRingLines (center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { +function DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { return r.BindDrawRingLines( center.x, center.y, @@ -2928,7 +3083,7 @@ raylib.DrawRingLines = DrawRingLines * * @return {undefined} */ -function DrawRectangle (posX, posY, width, height, color) { +function DrawRectangle(posX, posY, width, height, color) { return r.BindDrawRectangle( posX, posY, @@ -2951,7 +3106,7 @@ raylib.DrawRectangle = DrawRectangle * * @return {undefined} */ -function DrawRectangleV (position, size, color) { +function DrawRectangleV(position, size, color) { return r.BindDrawRectangleV( position.x, position.y, @@ -2973,7 +3128,7 @@ raylib.DrawRectangleV = DrawRectangleV * * @return {undefined} */ -function DrawRectangleRec (rec, color) { +function DrawRectangleRec(rec, color) { return r.BindDrawRectangleRec( rec.x, rec.y, @@ -2997,7 +3152,7 @@ raylib.DrawRectangleRec = DrawRectangleRec * * @return {undefined} */ -function DrawRectanglePro (rec, origin, rotation, color) { +function DrawRectanglePro(rec, origin, rotation, color) { return r.BindDrawRectanglePro( rec.x, rec.y, @@ -3026,7 +3181,7 @@ raylib.DrawRectanglePro = DrawRectanglePro * * @return {undefined} */ -function DrawRectangleGradientV (posX, posY, width, height, color1, color2) { +function DrawRectangleGradientV(posX, posY, width, height, color1, color2) { return r.BindDrawRectangleGradientV( posX, posY, @@ -3056,7 +3211,7 @@ raylib.DrawRectangleGradientV = DrawRectangleGradientV * * @return {undefined} */ -function DrawRectangleGradientH (posX, posY, width, height, color1, color2) { +function DrawRectangleGradientH(posX, posY, width, height, color1, color2) { return r.BindDrawRectangleGradientH( posX, posY, @@ -3085,7 +3240,7 @@ raylib.DrawRectangleGradientH = DrawRectangleGradientH * * @return {undefined} */ -function DrawRectangleGradientEx (rec, col1, col2, col3, col4) { +function DrawRectangleGradientEx(rec, col1, col2, col3, col4) { return r.BindDrawRectangleGradientEx( rec.x, rec.y, @@ -3122,7 +3277,7 @@ raylib.DrawRectangleGradientEx = DrawRectangleGradientEx * * @return {undefined} */ -function DrawRectangleLines (posX, posY, width, height, color) { +function DrawRectangleLines(posX, posY, width, height, color) { return r.BindDrawRectangleLines( posX, posY, @@ -3145,7 +3300,7 @@ raylib.DrawRectangleLines = DrawRectangleLines * * @return {undefined} */ -function DrawRectangleLinesEx (rec, lineThick, color) { +function DrawRectangleLinesEx(rec, lineThick, color) { return r.BindDrawRectangleLinesEx( rec.x, rec.y, @@ -3170,7 +3325,7 @@ raylib.DrawRectangleLinesEx = DrawRectangleLinesEx * * @return {undefined} */ -function DrawRectangleRounded (rec, roundness, segments, color) { +function DrawRectangleRounded(rec, roundness, segments, color) { return r.BindDrawRectangleRounded( rec.x, rec.y, @@ -3197,7 +3352,7 @@ raylib.DrawRectangleRounded = DrawRectangleRounded * * @return {undefined} */ -function DrawRectangleRoundedLines (rec, roundness, segments, lineThick, color) { +function DrawRectangleRoundedLines(rec, roundness, segments, lineThick, color) { return r.BindDrawRectangleRoundedLines( rec.x, rec.y, @@ -3224,7 +3379,7 @@ raylib.DrawRectangleRoundedLines = DrawRectangleRoundedLines * * @return {undefined} */ -function DrawTriangle (v1, v2, v3, color) { +function DrawTriangle(v1, v2, v3, color) { return r.BindDrawTriangle( v1.x, v1.y, @@ -3250,7 +3405,7 @@ raylib.DrawTriangle = DrawTriangle * * @return {undefined} */ -function DrawTriangleLines (v1, v2, v3, color) { +function DrawTriangleLines(v1, v2, v3, color) { return r.BindDrawTriangleLines( v1.x, v1.y, @@ -3275,7 +3430,7 @@ raylib.DrawTriangleLines = DrawTriangleLines * * @return {undefined} */ -function DrawTriangleFan (points, pointCount, color) { +function DrawTriangleFan(points, pointCount, color) { return r.BindDrawTriangleFan( points, pointCount, @@ -3296,7 +3451,7 @@ raylib.DrawTriangleFan = DrawTriangleFan * * @return {undefined} */ -function DrawTriangleStrip (points, pointCount, color) { +function DrawTriangleStrip(points, pointCount, color) { return r.BindDrawTriangleStrip( points, pointCount, @@ -3319,7 +3474,7 @@ raylib.DrawTriangleStrip = DrawTriangleStrip * * @return {undefined} */ -function DrawPoly (center, sides, radius, rotation, color) { +function DrawPoly(center, sides, radius, rotation, color) { return r.BindDrawPoly( center.x, center.y, @@ -3345,7 +3500,7 @@ raylib.DrawPoly = DrawPoly * * @return {undefined} */ -function DrawPolyLines (center, sides, radius, rotation, color) { +function DrawPolyLines(center, sides, radius, rotation, color) { return r.BindDrawPolyLines( center.x, center.y, @@ -3372,7 +3527,7 @@ raylib.DrawPolyLines = DrawPolyLines * * @return {undefined} */ -function DrawPolyLinesEx (center, sides, radius, rotation, lineThick, color) { +function DrawPolyLinesEx(center, sides, radius, rotation, lineThick, color) { return r.BindDrawPolyLinesEx( center.x, center.y, @@ -3389,3679 +3544,3526 @@ function DrawPolyLinesEx (center, sides, radius, rotation, lineThick, color) { raylib.DrawPolyLinesEx = DrawPolyLinesEx /** - * Check collision between two rectangles + * Draw spline: Linear, minimum 2 points * - * @param {Rectangle} rec1 - * @param {Rectangle} rec2 + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionRecs (rec1, rec2) { - return r.BindCheckCollisionRecs( - rec1.x, - rec1.y, - rec1.width, - rec1.height, - rec2.x, - rec2.y, - rec2.width, - rec2.height +function DrawSplineLinear(points, pointCount, thick, color) { + return r.BindDrawSplineLinear( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionRecs = CheckCollisionRecs +raylib.DrawSplineLinear = DrawSplineLinear /** - * Check collision between two circles + * Draw spline: B-Spline, minimum 4 points * - * @param {Vector2} center1 - * @param {number} radius1 - * @param {Vector2} center2 - * @param {number} radius2 + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionCircles (center1, radius1, center2, radius2) { - return r.BindCheckCollisionCircles( - center1.x, - center1.y, - radius1, - center2.x, - center2.y, - radius2 +function DrawSplineBasis(points, pointCount, thick, color) { + return r.BindDrawSplineBasis( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionCircles = CheckCollisionCircles +raylib.DrawSplineBasis = DrawSplineBasis /** - * Check collision between circle and rectangle + * Draw spline: Catmull-Rom, minimum 4 points * - * @param {Vector2} center - * @param {number} radius - * @param {Rectangle} rec + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionCircleRec (center, radius, rec) { - return r.BindCheckCollisionCircleRec( - center.x, - center.y, - radius, - rec.x, - rec.y, - rec.width, - rec.height +function DrawSplineCatmullRom(points, pointCount, thick, color) { + return r.BindDrawSplineCatmullRom( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionCircleRec = CheckCollisionCircleRec +raylib.DrawSplineCatmullRom = DrawSplineCatmullRom /** - * Check if point is inside rectangle + * Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] * - * @param {Vector2} point - * @param {Rectangle} rec + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointRec (point, rec) { - return r.BindCheckCollisionPointRec( - point.x, - point.y, - rec.x, - rec.y, - rec.width, - rec.height +function DrawSplineBezierQuadratic(points, pointCount, thick, color) { + return r.BindDrawSplineBezierQuadratic( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointRec = CheckCollisionPointRec +raylib.DrawSplineBezierQuadratic = DrawSplineBezierQuadratic /** - * Check if point is inside circle + * Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] * - * @param {Vector2} point - * @param {Vector2} center - * @param {number} radius + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointCircle (point, center, radius) { - return r.BindCheckCollisionPointCircle( - point.x, - point.y, - center.x, - center.y, - radius +function DrawSplineBezierCubic(points, pointCount, thick, color) { + return r.BindDrawSplineBezierCubic( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointCircle = CheckCollisionPointCircle +raylib.DrawSplineBezierCubic = DrawSplineBezierCubic /** - * Check if point is inside a triangle + * Draw spline segment: Linear, 2 points * - * @param {Vector2} point * @param {Vector2} p1 * @param {Vector2} p2 - * @param {Vector2} p3 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointTriangle (point, p1, p2, p3) { - return r.BindCheckCollisionPointTriangle( - point.x, - point.y, +function DrawSplineSegmentLinear(p1, p2, thick, color) { + return r.BindDrawSplineSegmentLinear( p1.x, p1.y, p2.x, p2.y, - p3.x, - p3.y + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointTriangle = CheckCollisionPointTriangle +raylib.DrawSplineSegmentLinear = DrawSplineSegmentLinear /** - * Check if point is within a polygon described by array of vertices + * Draw spline segment: B-Spline, 4 points * - * @param {Vector2} point - * @param {number} points - * @param {number} pointCount + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointPoly (point, points, pointCount) { - return r.BindCheckCollisionPointPoly( - point.x, - point.y, - points, - pointCount +function DrawSplineSegmentBasis(p1, p2, p3, p4, thick, color) { + return r.BindDrawSplineSegmentBasis( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointPoly = CheckCollisionPointPoly +raylib.DrawSplineSegmentBasis = DrawSplineSegmentBasis /** - * Check the collision between two lines defined by two points each, returns collision point by reference + * Draw spline segment: Catmull-Rom, 4 points * - * @param {Vector2} startPos1 - * @param {Vector2} endPos1 - * @param {Vector2} startPos2 - * @param {Vector2} endPos2 - * @param {number} collisionPoint + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionLines (startPos1, endPos1, startPos2, endPos2, collisionPoint) { - return r.BindCheckCollisionLines( - startPos1.x, - startPos1.y, - endPos1.x, - endPos1.y, - startPos2.x, - startPos2.y, - endPos2.x, - endPos2.y, - collisionPoint +function DrawSplineSegmentCatmullRom(p1, p2, p3, p4, thick, color) { + return r.BindDrawSplineSegmentCatmullRom( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionLines = CheckCollisionLines +raylib.DrawSplineSegmentCatmullRom = DrawSplineSegmentCatmullRom /** - * Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] + * Draw spline segment: Quadratic Bezier, 2 points, 1 control point * - * @param {Vector2} point * @param {Vector2} p1 - * @param {Vector2} p2 - * @param {number} threshold + * @param {Vector2} c2 + * @param {Vector2} p3 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointLine (point, p1, p2, threshold) { - return r.BindCheckCollisionPointLine( - point.x, - point.y, +function DrawSplineSegmentBezierQuadratic(p1, c2, p3, thick, color) { + return r.BindDrawSplineSegmentBezierQuadratic( p1.x, p1.y, - p2.x, - p2.y, - threshold + c2.x, + c2.y, + p3.x, + p3.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointLine = CheckCollisionPointLine +raylib.DrawSplineSegmentBezierQuadratic = DrawSplineSegmentBezierQuadratic /** - * Get collision rectangle for two rectangles collision + * Draw spline segment: Cubic Bezier, 2 points, 2 control points * - * @param {Rectangle} rec1 - * @param {Rectangle} rec2 + * @param {Vector2} p1 + * @param {Vector2} c2 + * @param {Vector2} c3 + * @param {Vector2} p4 + * @param {number} thick + * @param {Color} color * - * @return {Rectangle} The resulting Rectangle. + * @return {undefined} */ -function GetCollisionRec (rec1, rec2) { - return r.BindGetCollisionRec( - rec1.x, - rec1.y, - rec1.width, - rec1.height, - rec2.x, - rec2.y, - rec2.width, - rec2.height +function DrawSplineSegmentBezierCubic(p1, c2, c3, p4, thick, color) { + return r.BindDrawSplineSegmentBezierCubic( + p1.x, + p1.y, + c2.x, + c2.y, + c3.x, + c3.y, + p4.x, + p4.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.GetCollisionRec = GetCollisionRec +raylib.DrawSplineSegmentBezierCubic = DrawSplineSegmentBezierCubic /** - * Load image from file into CPU memory (RAM) + * Get (evaluate) spline point: Linear * - * @param {string} fileName + * @param {Vector2} startPos + * @param {Vector2} endPos + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImage (fileName) { - return r.BindLoadImage( - fileName +function GetSplinePointLinear(startPos, endPos, t) { + return r.BindGetSplinePointLinear( + startPos.x, + startPos.y, + endPos.x, + endPos.y, + t ) } -raylib.LoadImage = LoadImage +raylib.GetSplinePointLinear = GetSplinePointLinear /** - * Load image from RAW file data + * Get (evaluate) spline point: B-Spline * - * @param {string} fileName - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} headerSize + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageRaw (fileName, width, height, format, headerSize) { - return r.BindLoadImageRaw( - fileName, - width, - height, - format, - headerSize +function GetSplinePointBasis(p1, p2, p3, p4, t) { + return r.BindGetSplinePointBasis( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + t ) } -raylib.LoadImageRaw = LoadImageRaw +raylib.GetSplinePointBasis = GetSplinePointBasis /** - * Load image sequence from file (frames appended to image.data) + * Get (evaluate) spline point: Catmull-Rom * - * @param {string} fileName - * @param {number} frames + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageAnim (fileName, frames) { - return r.BindLoadImageAnim( - fileName, - frames +function GetSplinePointCatmullRom(p1, p2, p3, p4, t) { + return r.BindGetSplinePointCatmullRom( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + t ) } -raylib.LoadImageAnim = LoadImageAnim +raylib.GetSplinePointCatmullRom = GetSplinePointCatmullRom /** - * Load image from memory buffer, fileType refers to extension: i.e. '.png' + * Get (evaluate) spline point: Quadratic Bezier * - * @param {string} fileType - * @param {Buffer} fileData - * @param {number} dataSize + * @param {Vector2} p1 + * @param {Vector2} c2 + * @param {Vector2} p3 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageFromMemory (fileType, fileData, dataSize) { - return r.BindLoadImageFromMemory( - fileType, - fileData, - dataSize +function GetSplinePointBezierQuad(p1, c2, p3, t) { + return r.BindGetSplinePointBezierQuad( + p1.x, + p1.y, + c2.x, + c2.y, + p3.x, + p3.y, + t ) } -raylib.LoadImageFromMemory = LoadImageFromMemory +raylib.GetSplinePointBezierQuad = GetSplinePointBezierQuad /** - * Load image from GPU texture data + * Get (evaluate) spline point: Cubic Bezier * - * @param {Texture2D} texture + * @param {Vector2} p1 + * @param {Vector2} c2 + * @param {Vector2} c3 + * @param {Vector2} p4 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageFromTexture (texture) { - return r.BindLoadImageFromTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format +function GetSplinePointBezierCubic(p1, c2, c3, p4, t) { + return r.BindGetSplinePointBezierCubic( + p1.x, + p1.y, + c2.x, + c2.y, + c3.x, + c3.y, + p4.x, + p4.y, + t ) } -raylib.LoadImageFromTexture = LoadImageFromTexture +raylib.GetSplinePointBezierCubic = GetSplinePointBezierCubic /** - * Load image from screen buffer and (screenshot) + * Check collision between two rectangles * - * @return {Image} The resulting Image. + * @param {Rectangle} rec1 + * @param {Rectangle} rec2 + * + * @return {boolean} The resulting bool. */ -function LoadImageFromScreen () { - return r.BindLoadImageFromScreen() +function CheckCollisionRecs(rec1, rec2) { + return r.BindCheckCollisionRecs( + rec1.x, + rec1.y, + rec1.width, + rec1.height, + rec2.x, + rec2.y, + rec2.width, + rec2.height + ) } -raylib.LoadImageFromScreen = LoadImageFromScreen +raylib.CheckCollisionRecs = CheckCollisionRecs /** - * Check if an image is ready + * Check collision between two circles * - * @param {Image} image + * @param {Vector2} center1 + * @param {number} radius1 + * @param {Vector2} center2 + * @param {number} radius2 * * @return {boolean} The resulting bool. */ -function IsImageReady (image) { - return r.BindIsImageReady( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function CheckCollisionCircles(center1, radius1, center2, radius2) { + return r.BindCheckCollisionCircles( + center1.x, + center1.y, + radius1, + center2.x, + center2.y, + radius2 ) } -raylib.IsImageReady = IsImageReady +raylib.CheckCollisionCircles = CheckCollisionCircles /** - * Unload image from CPU memory (RAM) + * Check collision between circle and rectangle * - * @param {Image} image + * @param {Vector2} center + * @param {number} radius + * @param {Rectangle} rec * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function UnloadImage (image) { - return r.BindUnloadImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function CheckCollisionCircleRec(center, radius, rec) { + return r.BindCheckCollisionCircleRec( + center.x, + center.y, + radius, + rec.x, + rec.y, + rec.width, + rec.height ) } -raylib.UnloadImage = UnloadImage +raylib.CheckCollisionCircleRec = CheckCollisionCircleRec /** - * Export image data to file, returns true on success + * Check if point is inside rectangle * - * @param {Image} image - * @param {string} fileName + * @param {Vector2} point + * @param {Rectangle} rec * * @return {boolean} The resulting bool. */ -function ExportImage (image, fileName) { - return r.BindExportImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - fileName +function CheckCollisionPointRec(point, rec) { + return r.BindCheckCollisionPointRec( + point.x, + point.y, + rec.x, + rec.y, + rec.width, + rec.height ) } -raylib.ExportImage = ExportImage +raylib.CheckCollisionPointRec = CheckCollisionPointRec /** - * Export image as code file defining an array of bytes, returns true on success + * Check if point is inside circle * - * @param {Image} image - * @param {string} fileName + * @param {Vector2} point + * @param {Vector2} center + * @param {number} radius * * @return {boolean} The resulting bool. */ -function ExportImageAsCode (image, fileName) { - return r.BindExportImageAsCode( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - fileName +function CheckCollisionPointCircle(point, center, radius) { + return r.BindCheckCollisionPointCircle( + point.x, + point.y, + center.x, + center.y, + radius ) } -raylib.ExportImageAsCode = ExportImageAsCode +raylib.CheckCollisionPointCircle = CheckCollisionPointCircle /** - * Generate image: plain color + * Check if point is inside a triangle * - * @param {number} width - * @param {number} height - * @param {Color} color + * @param {Vector2} point + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageColor (width, height, color) { - return r.BindGenImageColor( - width, - height, - color.r, - color.g, - color.b, - color.a +function CheckCollisionPointTriangle(point, p1, p2, p3) { + return r.BindCheckCollisionPointTriangle( + point.x, + point.y, + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y ) } -raylib.GenImageColor = GenImageColor +raylib.CheckCollisionPointTriangle = CheckCollisionPointTriangle /** - * Generate image: vertical gradient + * Check if point is within a polygon described by array of vertices * - * @param {number} width - * @param {number} height - * @param {Color} top - * @param {Color} bottom + * @param {Vector2} point + * @param {number} points + * @param {number} pointCount * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageGradientV (width, height, top, bottom) { - return r.BindGenImageGradientV( - width, - height, - top.r, - top.g, - top.b, - top.a, - bottom.r, - bottom.g, - bottom.b, - bottom.a +function CheckCollisionPointPoly(point, points, pointCount) { + return r.BindCheckCollisionPointPoly( + point.x, + point.y, + points, + pointCount ) } -raylib.GenImageGradientV = GenImageGradientV +raylib.CheckCollisionPointPoly = CheckCollisionPointPoly /** - * Generate image: horizontal gradient + * Check the collision between two lines defined by two points each, returns collision point by reference * - * @param {number} width - * @param {number} height - * @param {Color} left - * @param {Color} right + * @param {Vector2} startPos1 + * @param {Vector2} endPos1 + * @param {Vector2} startPos2 + * @param {Vector2} endPos2 + * @param {number} collisionPoint * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageGradientH (width, height, left, right) { - return r.BindGenImageGradientH( - width, - height, - left.r, - left.g, - left.b, - left.a, - right.r, - right.g, - right.b, - right.a +function CheckCollisionLines(startPos1, endPos1, startPos2, endPos2, collisionPoint) { + return r.BindCheckCollisionLines( + startPos1.x, + startPos1.y, + endPos1.x, + endPos1.y, + startPos2.x, + startPos2.y, + endPos2.x, + endPos2.y, + collisionPoint ) } -raylib.GenImageGradientH = GenImageGradientH +raylib.CheckCollisionLines = CheckCollisionLines /** - * Generate image: radial gradient + * Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] * - * @param {number} width - * @param {number} height - * @param {number} density - * @param {Color} inner - * @param {Color} outer + * @param {Vector2} point + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {number} threshold * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageGradientRadial (width, height, density, inner, outer) { - return r.BindGenImageGradientRadial( - width, - height, - density, - inner.r, - inner.g, - inner.b, - inner.a, - outer.r, - outer.g, - outer.b, - outer.a +function CheckCollisionPointLine(point, p1, p2, threshold) { + return r.BindCheckCollisionPointLine( + point.x, + point.y, + p1.x, + p1.y, + p2.x, + p2.y, + threshold ) } -raylib.GenImageGradientRadial = GenImageGradientRadial +raylib.CheckCollisionPointLine = CheckCollisionPointLine /** - * Generate image: checked + * Get collision rectangle for two rectangles collision * - * @param {number} width - * @param {number} height - * @param {number} checksX - * @param {number} checksY - * @param {Color} col1 - * @param {Color} col2 + * @param {Rectangle} rec1 + * @param {Rectangle} rec2 * - * @return {Image} The resulting Image. + * @return {Rectangle} The resulting Rectangle. */ -function GenImageChecked (width, height, checksX, checksY, col1, col2) { - return r.BindGenImageChecked( - width, - height, - checksX, - checksY, - col1.r, - col1.g, - col1.b, - col1.a, - col2.r, - col2.g, - col2.b, - col2.a +function GetCollisionRec(rec1, rec2) { + return r.BindGetCollisionRec( + rec1.x, + rec1.y, + rec1.width, + rec1.height, + rec2.x, + rec2.y, + rec2.width, + rec2.height ) } -raylib.GenImageChecked = GenImageChecked +raylib.GetCollisionRec = GetCollisionRec /** - * Generate image: white noise + * Load image from file into CPU memory (RAM) * - * @param {number} width - * @param {number} height - * @param {number} factor + * @param {string} fileName * * @return {Image} The resulting Image. */ -function GenImageWhiteNoise (width, height, factor) { - return r.BindGenImageWhiteNoise( - width, - height, - factor +function LoadImage(fileName) { + return r.BindLoadImage( + fileName ) } -raylib.GenImageWhiteNoise = GenImageWhiteNoise +raylib.LoadImage = LoadImage /** - * Generate image: perlin noise + * Load image from RAW file data * + * @param {string} fileName * @param {number} width * @param {number} height - * @param {number} offsetX - * @param {number} offsetY - * @param {number} scale + * @param {number} format + * @param {number} headerSize * * @return {Image} The resulting Image. */ -function GenImagePerlinNoise (width, height, offsetX, offsetY, scale) { - return r.BindGenImagePerlinNoise( +function LoadImageRaw(fileName, width, height, format, headerSize) { + return r.BindLoadImageRaw( + fileName, width, height, - offsetX, - offsetY, - scale + format, + headerSize ) } -raylib.GenImagePerlinNoise = GenImagePerlinNoise +raylib.LoadImageRaw = LoadImageRaw /** - * Generate image: cellular algorithm, bigger tileSize means bigger cells + * Load image from SVG file data or string with specified size * + * @param {string} fileNameOrString * @param {number} width * @param {number} height - * @param {number} tileSize * * @return {Image} The resulting Image. */ -function GenImageCellular (width, height, tileSize) { - return r.BindGenImageCellular( +function LoadImageSvg(fileNameOrString, width, height) { + return r.BindLoadImageSvg( + fileNameOrString, width, - height, - tileSize + height ) } -raylib.GenImageCellular = GenImageCellular +raylib.LoadImageSvg = LoadImageSvg /** - * Generate image: grayscale image from text data + * Load image sequence from file (frames appended to image.data) * - * @param {number} width - * @param {number} height - * @param {string} text + * @param {string} fileName + * @param {number} frames * * @return {Image} The resulting Image. */ -function GenImageText (width, height, text) { - return r.BindGenImageText( - width, - height, - text +function LoadImageAnim(fileName, frames) { + return r.BindLoadImageAnim( + fileName, + frames ) } -raylib.GenImageText = GenImageText +raylib.LoadImageAnim = LoadImageAnim /** - * Create an image duplicate (useful for transformations) + * Load image from memory buffer, fileType refers to extension: i.e. '.png' * - * @param {Image} image + * @param {string} fileType + * @param {Buffer} fileData + * @param {number} dataSize * * @return {Image} The resulting Image. */ -function ImageCopy (image) { - return r.BindImageCopy( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function LoadImageFromMemory(fileType, fileData, dataSize) { + return r.BindLoadImageFromMemory( + fileType, + fileData, + dataSize ) } -raylib.ImageCopy = ImageCopy +raylib.LoadImageFromMemory = LoadImageFromMemory /** - * Create an image from another image piece + * Load image from GPU texture data * - * @param {Image} image - * @param {Rectangle} rec + * @param {Texture2D} texture * * @return {Image} The resulting Image. */ -function ImageFromImage (image, rec) { - return r.BindImageFromImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - rec.x, - rec.y, - rec.width, - rec.height +function LoadImageFromTexture(texture) { + return r.BindLoadImageFromTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format ) } -raylib.ImageFromImage = ImageFromImage +raylib.LoadImageFromTexture = LoadImageFromTexture /** - * Create an image from text (default font) - * - * @param {string} text - * @param {number} fontSize - * @param {Color} color + * Load image from screen buffer and (screenshot) * * @return {Image} The resulting Image. */ -function ImageText (text, fontSize, color) { - return r.BindImageText( - text, - fontSize, - color.r, - color.g, - color.b, - color.a - ) +function LoadImageFromScreen() { + return r.BindLoadImageFromScreen() } -raylib.ImageText = ImageText +raylib.LoadImageFromScreen = LoadImageFromScreen /** - * Create an image from text (custom sprite font) + * Check if an image is ready * - * @param {Font} font - * @param {string} text - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {Image} image * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function ImageTextEx (font, text, fontSize, spacing, tint) { - return r.BindImageTextEx( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function IsImageReady(image) { + return r.BindIsImageReady( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.ImageTextEx = ImageTextEx +raylib.IsImageReady = IsImageReady /** - * Apply Gaussian blur using a box blur approximation + * Unload image from CPU memory (RAM) * - * @param {number} image - * @param {number} blurSize + * @param {Image} image * * @return {undefined} */ -function ImageBlurGaussian (image, blurSize) { - return r.BindImageBlurGaussian( - image, - blurSize +function UnloadImage(image) { + return r.BindUnloadImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.ImageBlurGaussian = ImageBlurGaussian +raylib.UnloadImage = UnloadImage /** - * Load color data from image as a Color array (RGBA - 32bit) + * Export image data to file, returns true on success * * @param {Image} image + * @param {string} fileName * - * @return {number} The resulting Color *. + * @return {boolean} The resulting bool. */ -function LoadImageColors (image) { - return r.BindLoadImageColors( +function ExportImage(image, fileName) { + return r.BindExportImage( image.data, image.width, image.height, image.mipmaps, - image.format + image.format, + fileName ) } -raylib.LoadImageColors = LoadImageColors +raylib.ExportImage = ExportImage /** - * Load colors palette from image as a Color array (RGBA - 32bit) + * Export image to memory buffer * * @param {Image} image - * @param {number} maxPaletteSize - * @param {number} colorCount + * @param {string} fileType + * @param {number} fileSize * - * @return {number} The resulting Color *. + * @return {Buffer} The resulting unsigned char *. */ -function LoadImagePalette (image, maxPaletteSize, colorCount) { - return r.BindLoadImagePalette( +function ExportImageToMemory(image, fileType, fileSize) { + return r.BindExportImageToMemory( image.data, image.width, image.height, image.mipmaps, image.format, - maxPaletteSize, - colorCount + fileType, + fileSize ) } -raylib.LoadImagePalette = LoadImagePalette +raylib.ExportImageToMemory = ExportImageToMemory /** - * Unload color data loaded with LoadImageColors() + * Export image as code file defining an array of bytes, returns true on success * - * @param {number} colors + * @param {Image} image + * @param {string} fileName * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function UnloadImageColors (colors) { - return r.BindUnloadImageColors( - colors +function ExportImageAsCode(image, fileName) { + return r.BindExportImageAsCode( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + fileName ) } -raylib.UnloadImageColors = UnloadImageColors +raylib.ExportImageAsCode = ExportImageAsCode /** - * Unload colors palette loaded with LoadImagePalette() + * Generate image: plain color * - * @param {number} colors + * @param {number} width + * @param {number} height + * @param {Color} color * - * @return {undefined} + * @return {Image} The resulting Image. */ -function UnloadImagePalette (colors) { - return r.BindUnloadImagePalette( - colors +function GenImageColor(width, height, color) { + return r.BindGenImageColor( + width, + height, + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadImagePalette = UnloadImagePalette +raylib.GenImageColor = GenImageColor /** - * Get image alpha border rectangle + * Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient * - * @param {Image} image - * @param {number} threshold + * @param {number} width + * @param {number} height + * @param {number} direction + * @param {Color} start + * @param {Color} end * - * @return {Rectangle} The resulting Rectangle. + * @return {Image} The resulting Image. */ -function GetImageAlphaBorder (image, threshold) { - return r.BindGetImageAlphaBorder( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - threshold +function GenImageGradientLinear(width, height, direction, start, end) { + return r.BindGenImageGradientLinear( + width, + height, + direction, + start.r, + start.g, + start.b, + start.a, + end.r, + end.g, + end.b, + end.a ) } -raylib.GetImageAlphaBorder = GetImageAlphaBorder +raylib.GenImageGradientLinear = GenImageGradientLinear /** - * Get image pixel color at (x, y) position + * Generate image: radial gradient * - * @param {Image} image - * @param {number} x - * @param {number} y + * @param {number} width + * @param {number} height + * @param {number} density + * @param {Color} inner + * @param {Color} outer * - * @return {Color} The resulting Color. + * @return {Image} The resulting Image. */ -function GetImageColor (image, x, y) { - return r.BindGetImageColor( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - x, - y +function GenImageGradientRadial(width, height, density, inner, outer) { + return r.BindGenImageGradientRadial( + width, + height, + density, + inner.r, + inner.g, + inner.b, + inner.a, + outer.r, + outer.g, + outer.b, + outer.a ) } -raylib.GetImageColor = GetImageColor +raylib.GenImageGradientRadial = GenImageGradientRadial /** - * Draw circle outline within an image + * Generate image: square gradient * - * @param {number} dst - * @param {number} centerX - * @param {number} centerY - * @param {number} radius - * @param {Color} color + * @param {number} width + * @param {number} height + * @param {number} density + * @param {Color} inner + * @param {Color} outer * - * @return {undefined} + * @return {Image} The resulting Image. */ -function ImageDrawCircleLines (dst, centerX, centerY, radius, color) { - return r.BindImageDrawCircleLines( - dst, - centerX, - centerY, - radius, - color.r, - color.g, - color.b, - color.a +function GenImageGradientSquare(width, height, density, inner, outer) { + return r.BindGenImageGradientSquare( + width, + height, + density, + inner.r, + inner.g, + inner.b, + inner.a, + outer.r, + outer.g, + outer.b, + outer.a ) } -raylib.ImageDrawCircleLines = ImageDrawCircleLines +raylib.GenImageGradientSquare = GenImageGradientSquare /** - * Draw circle outline within an image (Vector version) + * Generate image: checked * - * @param {number} dst - * @param {Vector2} center - * @param {number} radius - * @param {Color} color + * @param {number} width + * @param {number} height + * @param {number} checksX + * @param {number} checksY + * @param {Color} col1 + * @param {Color} col2 * - * @return {undefined} + * @return {Image} The resulting Image. */ -function ImageDrawCircleLinesV (dst, center, radius, color) { - return r.BindImageDrawCircleLinesV( - dst, - center.x, - center.y, - radius, - color.r, - color.g, - color.b, - color.a +function GenImageChecked(width, height, checksX, checksY, col1, col2) { + return r.BindGenImageChecked( + width, + height, + checksX, + checksY, + col1.r, + col1.g, + col1.b, + col1.a, + col2.r, + col2.g, + col2.b, + col2.a ) } -raylib.ImageDrawCircleLinesV = ImageDrawCircleLinesV +raylib.GenImageChecked = GenImageChecked /** - * Load texture from file into GPU memory (VRAM) + * Generate image: white noise * - * @param {string} fileName + * @param {number} width + * @param {number} height + * @param {number} factor * - * @return {Texture2D} The resulting Texture2D. + * @return {Image} The resulting Image. */ -function LoadTexture (fileName) { - return r.BindLoadTexture( - fileName +function GenImageWhiteNoise(width, height, factor) { + return r.BindGenImageWhiteNoise( + width, + height, + factor ) } -raylib.LoadTexture = LoadTexture +raylib.GenImageWhiteNoise = GenImageWhiteNoise /** - * Load texture from image data + * Generate image: perlin noise * - * @param {Image} image + * @param {number} width + * @param {number} height + * @param {number} offsetX + * @param {number} offsetY + * @param {number} scale * - * @return {Texture2D} The resulting Texture2D. + * @return {Image} The resulting Image. */ -function LoadTextureFromImage (image) { - return r.BindLoadTextureFromImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function GenImagePerlinNoise(width, height, offsetX, offsetY, scale) { + return r.BindGenImagePerlinNoise( + width, + height, + offsetX, + offsetY, + scale ) } -raylib.LoadTextureFromImage = LoadTextureFromImage +raylib.GenImagePerlinNoise = GenImagePerlinNoise /** - * Load cubemap from image, multiple image cubemap layouts supported + * Generate image: cellular algorithm, bigger tileSize means bigger cells * - * @param {Image} image - * @param {number} layout + * @param {number} width + * @param {number} height + * @param {number} tileSize * - * @return {TextureCubemap} The resulting TextureCubemap. + * @return {Image} The resulting Image. */ -function LoadTextureCubemap (image, layout) { - return r.BindLoadTextureCubemap( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - layout +function GenImageCellular(width, height, tileSize) { + return r.BindGenImageCellular( + width, + height, + tileSize ) } -raylib.LoadTextureCubemap = LoadTextureCubemap +raylib.GenImageCellular = GenImageCellular /** - * Load texture for rendering (framebuffer) + * Generate image: grayscale image from text data * * @param {number} width * @param {number} height + * @param {string} text * - * @return {RenderTexture2D} The resulting RenderTexture2D. + * @return {Image} The resulting Image. */ -function LoadRenderTexture (width, height) { - return r.BindLoadRenderTexture( +function GenImageText(width, height, text) { + return r.BindGenImageText( width, - height + height, + text ) } -raylib.LoadRenderTexture = LoadRenderTexture +raylib.GenImageText = GenImageText /** - * Check if a texture is ready + * Create an image duplicate (useful for transformations) * - * @param {Texture2D} texture + * @param {Image} image * - * @return {boolean} The resulting bool. + * @return {Image} The resulting Image. */ -function IsTextureReady (texture) { - return r.BindIsTextureReady( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format +function ImageCopy(image) { + return r.BindImageCopy( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.IsTextureReady = IsTextureReady +raylib.ImageCopy = ImageCopy /** - * Unload texture from GPU memory (VRAM) + * Create an image from another image piece * - * @param {Texture2D} texture + * @param {Image} image + * @param {Rectangle} rec * - * @return {undefined} + * @return {Image} The resulting Image. */ -function UnloadTexture (texture) { - return r.BindUnloadTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format +function ImageFromImage(image, rec) { + return r.BindImageFromImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + rec.x, + rec.y, + rec.width, + rec.height ) } -raylib.UnloadTexture = UnloadTexture +raylib.ImageFromImage = ImageFromImage /** - * Check if a render texture is ready + * Create an image from text (default font) * - * @param {RenderTexture2D} target + * @param {string} text + * @param {number} fontSize + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {Image} The resulting Image. */ -function IsRenderTextureReady (target) { - return r.BindIsRenderTextureReady( - target.id, - target.texture.id, - target.texture.width, - target.texture.height, - target.texture.mipmaps, - target.texture.format, - target.depth.id, - target.depth.width, - target.depth.height, - target.depth.mipmaps, - target.depth.format +function ImageText(text, fontSize, color) { + return r.BindImageText( + text, + fontSize, + color.r, + color.g, + color.b, + color.a ) } -raylib.IsRenderTextureReady = IsRenderTextureReady +raylib.ImageText = ImageText /** - * Unload render texture from GPU memory (VRAM) + * Create an image from text (custom sprite font) * - * @param {RenderTexture2D} target + * @param {Font} font + * @param {string} text + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {undefined} + * @return {Image} The resulting Image. */ -function UnloadRenderTexture (target) { - return r.BindUnloadRenderTexture( - target.id, - target.texture.id, - target.texture.width, - target.texture.height, - target.texture.mipmaps, - target.texture.format, - target.depth.id, - target.depth.width, - target.depth.height, - target.depth.mipmaps, - target.depth.format +function ImageTextEx(font, text, fontSize, spacing, tint) { + return r.BindImageTextEx( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + text, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.UnloadRenderTexture = UnloadRenderTexture +raylib.ImageTextEx = ImageTextEx /** - * Update GPU texture with new data + * Apply Gaussian blur using a box blur approximation * - * @param {Texture2D} texture - * @param {number} pixels + * @param {number} image + * @param {number} blurSize * * @return {undefined} */ -function UpdateTexture (texture, pixels) { - return r.BindUpdateTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - pixels +function ImageBlurGaussian(image, blurSize) { + return r.BindImageBlurGaussian( + image, + blurSize ) } -raylib.UpdateTexture = UpdateTexture +raylib.ImageBlurGaussian = ImageBlurGaussian /** - * Update GPU texture rectangle with new data + * Rotate image by input angle in degrees (-359 to 359) * - * @param {Texture2D} texture - * @param {Rectangle} rec - * @param {number} pixels + * @param {number} image + * @param {number} degrees * * @return {undefined} */ -function UpdateTextureRec (texture, rec, pixels) { - return r.BindUpdateTextureRec( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - rec.x, - rec.y, - rec.width, - rec.height, - pixels +function ImageRotate(image, degrees) { + return r.BindImageRotate( + image, + degrees ) } -raylib.UpdateTextureRec = UpdateTextureRec +raylib.ImageRotate = ImageRotate /** - * Set texture scaling filter mode + * Load color data from image as a Color array (RGBA - 32bit) * - * @param {Texture2D} texture - * @param {number} filter + * @param {Image} image * - * @return {undefined} + * @return {number} The resulting Color *. */ -function SetTextureFilter (texture, filter) { - return r.BindSetTextureFilter( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - filter +function LoadImageColors(image) { + return r.BindLoadImageColors( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.SetTextureFilter = SetTextureFilter +raylib.LoadImageColors = LoadImageColors /** - * Set texture wrapping mode + * Load colors palette from image as a Color array (RGBA - 32bit) * - * @param {Texture2D} texture - * @param {number} wrap + * @param {Image} image + * @param {number} maxPaletteSize + * @param {number} colorCount * - * @return {undefined} + * @return {number} The resulting Color *. */ -function SetTextureWrap (texture, wrap) { - return r.BindSetTextureWrap( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - wrap +function LoadImagePalette(image, maxPaletteSize, colorCount) { + return r.BindLoadImagePalette( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + maxPaletteSize, + colorCount ) } -raylib.SetTextureWrap = SetTextureWrap +raylib.LoadImagePalette = LoadImagePalette /** - * Draw a Texture2D + * Unload color data loaded with LoadImageColors() * - * @param {Texture2D} texture - * @param {number} posX - * @param {number} posY - * @param {Color} tint + * @param {number} colors * * @return {undefined} */ -function DrawTexture (texture, posX, posY, tint) { - return r.BindDrawTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - posX, - posY, - tint.r, - tint.g, - tint.b, - tint.a +function UnloadImageColors(colors) { + return r.BindUnloadImageColors( + colors ) } -raylib.DrawTexture = DrawTexture +raylib.UnloadImageColors = UnloadImageColors /** - * Draw a Texture2D with position defined as Vector2 + * Unload colors palette loaded with LoadImagePalette() * - * @param {Texture2D} texture - * @param {Vector2} position - * @param {Color} tint + * @param {number} colors * * @return {undefined} */ -function DrawTextureV (texture, position, tint) { - return r.BindDrawTextureV( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - position.x, - position.y, - tint.r, - tint.g, - tint.b, - tint.a +function UnloadImagePalette(colors) { + return r.BindUnloadImagePalette( + colors ) } -raylib.DrawTextureV = DrawTextureV +raylib.UnloadImagePalette = UnloadImagePalette /** - * Draw a Texture2D with extended parameters + * Get image alpha border rectangle * - * @param {Texture2D} texture - * @param {Vector2} position - * @param {number} rotation - * @param {number} scale - * @param {Color} tint + * @param {Image} image + * @param {number} threshold * - * @return {undefined} + * @return {Rectangle} The resulting Rectangle. */ -function DrawTextureEx (texture, position, rotation, scale, tint) { - return r.BindDrawTextureEx( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - position.x, - position.y, - rotation, - scale, - tint.r, - tint.g, - tint.b, - tint.a +function GetImageAlphaBorder(image, threshold) { + return r.BindGetImageAlphaBorder( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + threshold ) } -raylib.DrawTextureEx = DrawTextureEx +raylib.GetImageAlphaBorder = GetImageAlphaBorder /** - * Draw a part of a texture defined by a rectangle + * Get image pixel color at (x, y) position * - * @param {Texture2D} texture - * @param {Rectangle} source - * @param {Vector2} position - * @param {Color} tint + * @param {Image} image + * @param {number} x + * @param {number} y * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextureRec (texture, source, position, tint) { - return r.BindDrawTextureRec( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, - position.x, - position.y, - tint.r, - tint.g, - tint.b, - tint.a +function GetImageColor(image, x, y) { + return r.BindGetImageColor( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + x, + y ) } -raylib.DrawTextureRec = DrawTextureRec +raylib.GetImageColor = GetImageColor /** - * Draw a part of a texture defined by a rectangle with 'pro' parameters - * - * @param {Texture2D} texture - * @param {Rectangle} source - * @param {Rectangle} dest - * @param {Vector2} origin - * @param {number} rotation - * @param {Color} tint - * - * @return {undefined} - */ -function DrawTexturePro (texture, source, dest, origin, rotation, tint) { - return r.BindDrawTexturePro( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, - dest.x, - dest.y, - dest.width, - dest.height, - origin.x, - origin.y, - rotation, - tint.r, - tint.g, - tint.b, - tint.a - ) -} -raylib.DrawTexturePro = DrawTexturePro - -/** - * Draws a texture (or part of it) that stretches or shrinks nicely - * - * @param {Texture2D} texture - * @param {NPatchInfo} nPatchInfo - * @param {Rectangle} dest - * @param {Vector2} origin - * @param {number} rotation - * @param {Color} tint - * - * @return {undefined} - */ -function DrawTextureNPatch (texture, nPatchInfo, dest, origin, rotation, tint) { - return r.BindDrawTextureNPatch( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - nPatchInfo.source.x, - nPatchInfo.source.y, - nPatchInfo.source.width, - nPatchInfo.source.height, - nPatchInfo.left, - nPatchInfo.top, - nPatchInfo.right, - nPatchInfo.bottom, - nPatchInfo.layout, - dest.x, - dest.y, - dest.width, - dest.height, - origin.x, - origin.y, - rotation, - tint.r, - tint.g, - tint.b, - tint.a - ) -} -raylib.DrawTextureNPatch = DrawTextureNPatch - -/** - * Get color with alpha applied, alpha goes from 0.0f to 1.0f + * Draw circle outline within an image * + * @param {number} dst + * @param {number} centerX + * @param {number} centerY + * @param {number} radius * @param {Color} color - * @param {number} alpha * - * @return {Color} The resulting Color. + * @return {undefined} */ -function Fade (color, alpha) { - return r.BindFade( +function ImageDrawCircleLines(dst, centerX, centerY, radius, color) { + return r.BindImageDrawCircleLines( + dst, + centerX, + centerY, + radius, color.r, color.g, color.b, - color.a, - alpha + color.a ) } -raylib.Fade = Fade +raylib.ImageDrawCircleLines = ImageDrawCircleLines /** - * Get hexadecimal value for a Color + * Draw circle outline within an image (Vector version) * + * @param {number} dst + * @param {Vector2} center + * @param {number} radius * @param {Color} color * - * @return {number} The resulting int. + * @return {undefined} */ -function ColorToInt (color) { - return r.BindColorToInt( +function ImageDrawCircleLinesV(dst, center, radius, color) { + return r.BindImageDrawCircleLinesV( + dst, + center.x, + center.y, + radius, color.r, color.g, color.b, color.a ) } -raylib.ColorToInt = ColorToInt +raylib.ImageDrawCircleLinesV = ImageDrawCircleLinesV /** - * Get Color normalized as float [0..1] + * Load texture from file into GPU memory (VRAM) * - * @param {Color} color + * @param {string} fileName * - * @return {Vector4} The resulting Vector4. + * @return {Texture2D} The resulting Texture2D. */ -function ColorNormalize (color) { - return r.BindColorNormalize( - color.r, - color.g, - color.b, - color.a +function LoadTexture(fileName) { + return r.BindLoadTexture( + fileName ) } -raylib.ColorNormalize = ColorNormalize +raylib.LoadTexture = LoadTexture /** - * Get Color from normalized values [0..1] + * Load texture from image data * - * @param {Vector4} normalized + * @param {Image} image * - * @return {Color} The resulting Color. + * @return {Texture2D} The resulting Texture2D. */ -function ColorFromNormalized (normalized) { - return r.BindColorFromNormalized( - normalized.x, - normalized.y, - normalized.z, - normalized.w +function LoadTextureFromImage(image) { + return r.BindLoadTextureFromImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.ColorFromNormalized = ColorFromNormalized +raylib.LoadTextureFromImage = LoadTextureFromImage /** - * Get HSV values for a Color, hue [0..360], saturation/value [0..1] + * Load cubemap from image, multiple image cubemap layouts supported * - * @param {Color} color + * @param {Image} image + * @param {number} layout * - * @return {Vector3} The resulting Vector3. + * @return {TextureCubemap} The resulting TextureCubemap. */ -function ColorToHSV (color) { - return r.BindColorToHSV( - color.r, - color.g, - color.b, - color.a +function LoadTextureCubemap(image, layout) { + return r.BindLoadTextureCubemap( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + layout ) } -raylib.ColorToHSV = ColorToHSV +raylib.LoadTextureCubemap = LoadTextureCubemap /** - * Get a Color from HSV values, hue [0..360], saturation/value [0..1] + * Load texture for rendering (framebuffer) * - * @param {number} hue - * @param {number} saturation - * @param {number} value + * @param {number} width + * @param {number} height * - * @return {Color} The resulting Color. + * @return {RenderTexture2D} The resulting RenderTexture2D. */ -function ColorFromHSV (hue, saturation, value) { - return r.BindColorFromHSV( - hue, - saturation, - value +function LoadRenderTexture(width, height) { + return r.BindLoadRenderTexture( + width, + height ) } -raylib.ColorFromHSV = ColorFromHSV +raylib.LoadRenderTexture = LoadRenderTexture /** - * Get color multiplied with another color + * Check if a texture is ready * - * @param {Color} color - * @param {Color} tint + * @param {Texture2D} texture * - * @return {Color} The resulting Color. + * @return {boolean} The resulting bool. */ -function ColorTint (color, tint) { - return r.BindColorTint( - color.r, - color.g, - color.b, - color.a, - tint.r, - tint.g, - tint.b, - tint.a +function IsTextureReady(texture) { + return r.BindIsTextureReady( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format ) } -raylib.ColorTint = ColorTint +raylib.IsTextureReady = IsTextureReady /** - * Get color with brightness correction, brightness factor goes from -1.0f to 1.0f + * Unload texture from GPU memory (VRAM) * - * @param {Color} color - * @param {number} factor + * @param {Texture2D} texture * - * @return {Color} The resulting Color. + * @return {undefined} */ -function ColorBrightness (color, factor) { - return r.BindColorBrightness( - color.r, - color.g, - color.b, - color.a, - factor +function UnloadTexture(texture) { + return r.BindUnloadTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format ) } -raylib.ColorBrightness = ColorBrightness +raylib.UnloadTexture = UnloadTexture /** - * Get color with contrast correction, contrast values between -1.0f and 1.0f + * Check if a render texture is ready * - * @param {Color} color - * @param {number} contrast + * @param {RenderTexture2D} target * - * @return {Color} The resulting Color. + * @return {boolean} The resulting bool. */ -function ColorContrast (color, contrast) { - return r.BindColorContrast( - color.r, - color.g, - color.b, - color.a, - contrast +function IsRenderTextureReady(target) { + return r.BindIsRenderTextureReady( + target.id, + target.texture.id, + target.texture.width, + target.texture.height, + target.texture.mipmaps, + target.texture.format, + target.depth.id, + target.depth.width, + target.depth.height, + target.depth.mipmaps, + target.depth.format ) } -raylib.ColorContrast = ColorContrast +raylib.IsRenderTextureReady = IsRenderTextureReady /** - * Get color with alpha applied, alpha goes from 0.0f to 1.0f + * Unload render texture from GPU memory (VRAM) * - * @param {Color} color - * @param {number} alpha + * @param {RenderTexture2D} target * - * @return {Color} The resulting Color. + * @return {undefined} */ -function ColorAlpha (color, alpha) { - return r.BindColorAlpha( - color.r, - color.g, - color.b, - color.a, - alpha +function UnloadRenderTexture(target) { + return r.BindUnloadRenderTexture( + target.id, + target.texture.id, + target.texture.width, + target.texture.height, + target.texture.mipmaps, + target.texture.format, + target.depth.id, + target.depth.width, + target.depth.height, + target.depth.mipmaps, + target.depth.format ) } -raylib.ColorAlpha = ColorAlpha +raylib.UnloadRenderTexture = UnloadRenderTexture /** - * Get src alpha-blended into dst color with tint + * Update GPU texture with new data * - * @param {Color} dst - * @param {Color} src - * @param {Color} tint + * @param {Texture2D} texture + * @param {number} pixels * - * @return {Color} The resulting Color. + * @return {undefined} */ -function ColorAlphaBlend (dst, src, tint) { - return r.BindColorAlphaBlend( - dst.r, - dst.g, - dst.b, - dst.a, - src.r, - src.g, - src.b, - src.a, - tint.r, - tint.g, - tint.b, - tint.a +function UpdateTexture(texture, pixels) { + return r.BindUpdateTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + pixels ) } -raylib.ColorAlphaBlend = ColorAlphaBlend +raylib.UpdateTexture = UpdateTexture /** - * Get Color structure from hexadecimal value + * Update GPU texture rectangle with new data * - * @param {number} hexValue + * @param {Texture2D} texture + * @param {Rectangle} rec + * @param {number} pixels * - * @return {Color} The resulting Color. + * @return {undefined} */ -function GetColor (hexValue) { - return r.BindGetColor( - hexValue +function UpdateTextureRec(texture, rec, pixels) { + return r.BindUpdateTextureRec( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + rec.x, + rec.y, + rec.width, + rec.height, + pixels ) } -raylib.GetColor = GetColor +raylib.UpdateTextureRec = UpdateTextureRec /** - * Get Color from a source pixel pointer of certain format + * Set texture scaling filter mode * - * @param {number} srcPtr - * @param {number} format + * @param {Texture2D} texture + * @param {number} filter * - * @return {Color} The resulting Color. + * @return {undefined} */ -function GetPixelColor (srcPtr, format) { - return r.BindGetPixelColor( - srcPtr, - format +function SetTextureFilter(texture, filter) { + return r.BindSetTextureFilter( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + filter ) } -raylib.GetPixelColor = GetPixelColor +raylib.SetTextureFilter = SetTextureFilter /** - * Set color formatted into destination pixel pointer + * Set texture wrapping mode * - * @param {number} dstPtr - * @param {Color} color - * @param {number} format + * @param {Texture2D} texture + * @param {number} wrap * * @return {undefined} */ -function SetPixelColor (dstPtr, color, format) { - return r.BindSetPixelColor( - dstPtr, - color.r, - color.g, - color.b, - color.a, - format +function SetTextureWrap(texture, wrap) { + return r.BindSetTextureWrap( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + wrap ) } -raylib.SetPixelColor = SetPixelColor +raylib.SetTextureWrap = SetTextureWrap /** - * Get pixel data size in bytes for certain format + * Draw a Texture2D * - * @param {number} width - * @param {number} height - * @param {number} format + * @param {Texture2D} texture + * @param {number} posX + * @param {number} posY + * @param {Color} tint * - * @return {number} The resulting int. + * @return {undefined} */ -function GetPixelDataSize (width, height, format) { - return r.BindGetPixelDataSize( - width, - height, - format +function DrawTexture(texture, posX, posY, tint) { + return r.BindDrawTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + posX, + posY, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.GetPixelDataSize = GetPixelDataSize +raylib.DrawTexture = DrawTexture /** - * Get the default Font + * Draw a Texture2D with position defined as Vector2 * - * @return {Font} The resulting Font. + * @param {Texture2D} texture + * @param {Vector2} position + * @param {Color} tint + * + * @return {undefined} */ -function GetFontDefault () { - return r.BindGetFontDefault() +function DrawTextureV(texture, position, tint) { + return r.BindDrawTextureV( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + position.x, + position.y, + tint.r, + tint.g, + tint.b, + tint.a + ) } -raylib.GetFontDefault = GetFontDefault +raylib.DrawTextureV = DrawTextureV /** - * Load font from file into GPU memory (VRAM) + * Draw a Texture2D with extended parameters * - * @param {string} fileName + * @param {Texture2D} texture + * @param {Vector2} position + * @param {number} rotation + * @param {number} scale + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFont (fileName) { - return r.BindLoadFont( - fileName +function DrawTextureEx(texture, position, rotation, scale, tint) { + return r.BindDrawTextureEx( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + position.x, + position.y, + rotation, + scale, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFont = LoadFont +raylib.DrawTextureEx = DrawTextureEx /** - * Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set + * Draw a part of a texture defined by a rectangle * - * @param {string} fileName - * @param {number} fontSize - * @param {number} fontChars - * @param {number} glyphCount + * @param {Texture2D} texture + * @param {Rectangle} source + * @param {Vector2} position + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFontEx (fileName, fontSize, fontChars, glyphCount) { - return r.BindLoadFontEx( - fileName, - fontSize, - fontChars, - glyphCount +function DrawTextureRec(texture, source, position, tint) { + return r.BindDrawTextureRec( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + position.x, + position.y, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFontEx = LoadFontEx +raylib.DrawTextureRec = DrawTextureRec /** - * Load font from Image (XNA style) + * Draw a part of a texture defined by a rectangle with 'pro' parameters * - * @param {Image} image - * @param {Color} key - * @param {number} firstChar + * @param {Texture2D} texture + * @param {Rectangle} source + * @param {Rectangle} dest + * @param {Vector2} origin + * @param {number} rotation + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFontFromImage (image, key, firstChar) { - return r.BindLoadFontFromImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - key.r, - key.g, - key.b, - key.a, - firstChar +function DrawTexturePro(texture, source, dest, origin, rotation, tint) { + return r.BindDrawTexturePro( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + dest.x, + dest.y, + dest.width, + dest.height, + origin.x, + origin.y, + rotation, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFontFromImage = LoadFontFromImage +raylib.DrawTexturePro = DrawTexturePro /** - * Load font from memory buffer, fileType refers to extension: i.e. '.ttf' + * Draws a texture (or part of it) that stretches or shrinks nicely * - * @param {string} fileType - * @param {Buffer} fileData - * @param {number} dataSize - * @param {number} fontSize - * @param {number} fontChars - * @param {number} glyphCount + * @param {Texture2D} texture + * @param {NPatchInfo} nPatchInfo + * @param {Rectangle} dest + * @param {Vector2} origin + * @param {number} rotation + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFontFromMemory (fileType, fileData, dataSize, fontSize, fontChars, glyphCount) { - return r.BindLoadFontFromMemory( - fileType, - fileData, - dataSize, - fontSize, - fontChars, - glyphCount +function DrawTextureNPatch(texture, nPatchInfo, dest, origin, rotation, tint) { + return r.BindDrawTextureNPatch( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + nPatchInfo.source.x, + nPatchInfo.source.y, + nPatchInfo.source.width, + nPatchInfo.source.height, + nPatchInfo.left, + nPatchInfo.top, + nPatchInfo.right, + nPatchInfo.bottom, + nPatchInfo.layout, + dest.x, + dest.y, + dest.width, + dest.height, + origin.x, + origin.y, + rotation, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFontFromMemory = LoadFontFromMemory +raylib.DrawTextureNPatch = DrawTextureNPatch /** - * Check if a font is ready + * Get color with alpha applied, alpha goes from 0.0f to 1.0f * - * @param {Font} font + * @param {Color} color + * @param {number} alpha * - * @return {boolean} The resulting bool. + * @return {Color} The resulting Color. */ -function IsFontReady (font) { - return r.BindIsFontReady( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs +function Fade(color, alpha) { + return r.BindFade( + color.r, + color.g, + color.b, + color.a, + alpha ) } -raylib.IsFontReady = IsFontReady +raylib.Fade = Fade /** - * Load font data for further use + * Get hexadecimal value for a Color * - * @param {Buffer} fileData - * @param {number} dataSize - * @param {number} fontSize - * @param {number} fontChars - * @param {number} glyphCount - * @param {number} type + * @param {Color} color * - * @return {number} The resulting GlyphInfo *. + * @return {number} The resulting int. */ -function LoadFontData (fileData, dataSize, fontSize, fontChars, glyphCount, type) { - return r.BindLoadFontData( - fileData, - dataSize, - fontSize, - fontChars, - glyphCount, - type +function ColorToInt(color) { + return r.BindColorToInt( + color.r, + color.g, + color.b, + color.a ) } -raylib.LoadFontData = LoadFontData +raylib.ColorToInt = ColorToInt /** - * Generate image font atlas using chars info + * Get Color normalized as float [0..1] * - * @param {number} chars - * @param {number} recs - * @param {number} glyphCount - * @param {number} fontSize - * @param {number} padding - * @param {number} packMethod + * @param {Color} color * - * @return {Image} The resulting Image. + * @return {Vector4} The resulting Vector4. */ -function GenImageFontAtlas (chars, recs, glyphCount, fontSize, padding, packMethod) { - return r.BindGenImageFontAtlas( - chars, - recs, - glyphCount, - fontSize, - padding, - packMethod +function ColorNormalize(color) { + return r.BindColorNormalize( + color.r, + color.g, + color.b, + color.a ) } -raylib.GenImageFontAtlas = GenImageFontAtlas +raylib.ColorNormalize = ColorNormalize /** - * Unload font chars info data (RAM) + * Get Color from normalized values [0..1] * - * @param {number} chars - * @param {number} glyphCount + * @param {Vector4} normalized * - * @return {undefined} + * @return {Color} The resulting Color. */ -function UnloadFontData (chars, glyphCount) { - return r.BindUnloadFontData( - chars, - glyphCount +function ColorFromNormalized(normalized) { + return r.BindColorFromNormalized( + normalized.x, + normalized.y, + normalized.z, + normalized.w ) } -raylib.UnloadFontData = UnloadFontData +raylib.ColorFromNormalized = ColorFromNormalized /** - * Unload font from GPU memory (VRAM) + * Get HSV values for a Color, hue [0..360], saturation/value [0..1] * - * @param {Font} font + * @param {Color} color * - * @return {undefined} + * @return {Vector3} The resulting Vector3. */ -function UnloadFont (font) { - return r.BindUnloadFont( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs +function ColorToHSV(color) { + return r.BindColorToHSV( + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadFont = UnloadFont +raylib.ColorToHSV = ColorToHSV /** - * Export font as code file, returns true on success + * Get a Color from HSV values, hue [0..360], saturation/value [0..1] * - * @param {Font} font - * @param {string} fileName + * @param {number} hue + * @param {number} saturation + * @param {number} value * - * @return {boolean} The resulting bool. + * @return {Color} The resulting Color. */ -function ExportFontAsCode (font, fileName) { - return r.BindExportFontAsCode( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - fileName +function ColorFromHSV(hue, saturation, value) { + return r.BindColorFromHSV( + hue, + saturation, + value ) } -raylib.ExportFontAsCode = ExportFontAsCode +raylib.ColorFromHSV = ColorFromHSV /** - * Draw current FPS + * Get color multiplied with another color * - * @param {number} posX - * @param {number} posY + * @param {Color} color + * @param {Color} tint * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawFPS (posX, posY) { - return r.BindDrawFPS( - posX, - posY +function ColorTint(color, tint) { + return r.BindColorTint( + color.r, + color.g, + color.b, + color.a, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.DrawFPS = DrawFPS +raylib.ColorTint = ColorTint /** - * Draw text (using default font) + * Get color with brightness correction, brightness factor goes from -1.0f to 1.0f * - * @param {string} text - * @param {number} posX - * @param {number} posY - * @param {number} fontSize * @param {Color} color + * @param {number} factor * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawText (text, posX, posY, fontSize, color) { - return r.BindDrawText( - text, - posX, - posY, - fontSize, +function ColorBrightness(color, factor) { + return r.BindColorBrightness( color.r, color.g, color.b, - color.a + color.a, + factor ) } -raylib.DrawText = DrawText +raylib.ColorBrightness = ColorBrightness /** - * Draw text using font and additional parameters + * Get color with contrast correction, contrast values between -1.0f and 1.0f * - * @param {Font} font - * @param {string} text - * @param {Vector2} position - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {Color} color + * @param {number} contrast * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextEx (font, text, position, fontSize, spacing, tint) { - return r.BindDrawTextEx( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - position.x, - position.y, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function ColorContrast(color, contrast) { + return r.BindColorContrast( + color.r, + color.g, + color.b, + color.a, + contrast ) } -raylib.DrawTextEx = DrawTextEx +raylib.ColorContrast = ColorContrast /** - * Draw text using Font and pro parameters (rotation) + * Get color with alpha applied, alpha goes from 0.0f to 1.0f * - * @param {Font} font - * @param {string} text - * @param {Vector2} position - * @param {Vector2} origin - * @param {number} rotation - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {Color} color + * @param {number} alpha * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextPro (font, text, position, origin, rotation, fontSize, spacing, tint) { - return r.BindDrawTextPro( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - position.x, - position.y, - origin.x, - origin.y, - rotation, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function ColorAlpha(color, alpha) { + return r.BindColorAlpha( + color.r, + color.g, + color.b, + color.a, + alpha ) } -raylib.DrawTextPro = DrawTextPro +raylib.ColorAlpha = ColorAlpha /** - * Draw one character (codepoint) + * Get src alpha-blended into dst color with tint * - * @param {Font} font - * @param {number} codepoint - * @param {Vector2} position - * @param {number} fontSize + * @param {Color} dst + * @param {Color} src * @param {Color} tint * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextCodepoint (font, codepoint, position, fontSize, tint) { - return r.BindDrawTextCodepoint( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint, - position.x, - position.y, - fontSize, +function ColorAlphaBlend(dst, src, tint) { + return r.BindColorAlphaBlend( + dst.r, + dst.g, + dst.b, + dst.a, + src.r, + src.g, + src.b, + src.a, tint.r, tint.g, tint.b, tint.a ) } -raylib.DrawTextCodepoint = DrawTextCodepoint +raylib.ColorAlphaBlend = ColorAlphaBlend /** - * Draw multiple character (codepoint) + * Get Color structure from hexadecimal value * - * @param {Font} font - * @param {number} codepoints - * @param {number} count - * @param {Vector2} position - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {number} hexValue * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextCodepoints (font, codepoints, count, position, fontSize, spacing, tint) { - return r.BindDrawTextCodepoints( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoints, - count, - position.x, - position.y, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function GetColor(hexValue) { + return r.BindGetColor( + hexValue ) } -raylib.DrawTextCodepoints = DrawTextCodepoints +raylib.GetColor = GetColor /** - * Measure string width for default font + * Get Color from a source pixel pointer of certain format * - * @param {string} text - * @param {number} fontSize + * @param {number} srcPtr + * @param {number} format * - * @return {number} The resulting int. + * @return {Color} The resulting Color. */ -function MeasureText (text, fontSize) { - return r.BindMeasureText( - text, - fontSize +function GetPixelColor(srcPtr, format) { + return r.BindGetPixelColor( + srcPtr, + format ) } -raylib.MeasureText = MeasureText +raylib.GetPixelColor = GetPixelColor /** - * Measure string size for Font + * Set color formatted into destination pixel pointer * - * @param {Font} font - * @param {string} text - * @param {number} fontSize - * @param {number} spacing + * @param {number} dstPtr + * @param {Color} color + * @param {number} format * - * @return {Vector2} The resulting Vector2. + * @return {undefined} */ -function MeasureTextEx (font, text, fontSize, spacing) { - return r.BindMeasureTextEx( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - fontSize, - spacing +function SetPixelColor(dstPtr, color, format) { + return r.BindSetPixelColor( + dstPtr, + color.r, + color.g, + color.b, + color.a, + format ) } -raylib.MeasureTextEx = MeasureTextEx +raylib.SetPixelColor = SetPixelColor /** - * Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found + * Get pixel data size in bytes for certain format * - * @param {Font} font - * @param {number} codepoint + * @param {number} width + * @param {number} height + * @param {number} format * * @return {number} The resulting int. */ -function GetGlyphIndex (font, codepoint) { - return r.BindGetGlyphIndex( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint +function GetPixelDataSize(width, height, format) { + return r.BindGetPixelDataSize( + width, + height, + format ) } -raylib.GetGlyphIndex = GetGlyphIndex +raylib.GetPixelDataSize = GetPixelDataSize /** - * Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found - * - * @param {Font} font - * @param {number} codepoint + * Get the default Font * - * @return {GlyphInfo} The resulting GlyphInfo. + * @return {Font} The resulting Font. */ -function GetGlyphInfo (font, codepoint) { - return r.BindGetGlyphInfo( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint - ) +function GetFontDefault() { + return r.BindGetFontDefault() } -raylib.GetGlyphInfo = GetGlyphInfo +raylib.GetFontDefault = GetFontDefault /** - * Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + * Load font from file into GPU memory (VRAM) * - * @param {Font} font - * @param {number} codepoint + * @param {string} fileName * - * @return {Rectangle} The resulting Rectangle. + * @return {Font} The resulting Font. */ -function GetGlyphAtlasRec (font, codepoint) { - return r.BindGetGlyphAtlasRec( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint +function LoadFont(fileName) { + return r.BindLoadFont( + fileName ) } -raylib.GetGlyphAtlasRec = GetGlyphAtlasRec +raylib.LoadFont = LoadFont /** - * Load UTF-8 text encoded from codepoints array + * Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set * + * @param {string} fileName + * @param {number} fontSize * @param {number} codepoints - * @param {number} length + * @param {number} codepointCount * - * @return {string} The resulting char *. + * @return {Font} The resulting Font. */ -function LoadUTF8 (codepoints, length) { - return r.BindLoadUTF8( +function LoadFontEx(fileName, fontSize, codepoints, codepointCount) { + return r.BindLoadFontEx( + fileName, + fontSize, codepoints, - length + codepointCount ) } -raylib.LoadUTF8 = LoadUTF8 - -/** - * Unload UTF-8 text encoded from codepoints array - * - * @param {string} text - * - * @return {undefined} - */ -function UnloadUTF8 (text) { - return r.BindUnloadUTF8( - text - ) -} -raylib.UnloadUTF8 = UnloadUTF8 +raylib.LoadFontEx = LoadFontEx /** - * Load all codepoints from a UTF-8 text string, codepoints count returned by parameter + * Load font from Image (XNA style) * - * @param {string} text - * @param {number} count + * @param {Image} image + * @param {Color} key + * @param {number} firstChar * - * @return {number} The resulting int *. + * @return {Font} The resulting Font. */ -function LoadCodepoints (text, count) { - return r.BindLoadCodepoints( - text, - count +function LoadFontFromImage(image, key, firstChar) { + return r.BindLoadFontFromImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + key.r, + key.g, + key.b, + key.a, + firstChar ) } -raylib.LoadCodepoints = LoadCodepoints +raylib.LoadFontFromImage = LoadFontFromImage /** - * Unload codepoints data from memory + * Load font from memory buffer, fileType refers to extension: i.e. '.ttf' * + * @param {string} fileType + * @param {Buffer} fileData + * @param {number} dataSize + * @param {number} fontSize * @param {number} codepoints + * @param {number} codepointCount * - * @return {undefined} + * @return {Font} The resulting Font. */ -function UnloadCodepoints (codepoints) { - return r.BindUnloadCodepoints( - codepoints +function LoadFontFromMemory(fileType, fileData, dataSize, fontSize, codepoints, codepointCount) { + return r.BindLoadFontFromMemory( + fileType, + fileData, + dataSize, + fontSize, + codepoints, + codepointCount ) } -raylib.UnloadCodepoints = UnloadCodepoints +raylib.LoadFontFromMemory = LoadFontFromMemory /** - * Get total number of codepoints in a UTF-8 encoded string + * Check if a font is ready * - * @param {string} text + * @param {Font} font * - * @return {number} The resulting int. + * @return {boolean} The resulting bool. */ -function GetCodepointCount (text) { - return r.BindGetCodepointCount( - text +function IsFontReady(font) { + return r.BindIsFontReady( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs ) } -raylib.GetCodepointCount = GetCodepointCount +raylib.IsFontReady = IsFontReady /** - * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + * Load font data for further use * - * @param {string} text - * @param {number} codepointSize + * @param {Buffer} fileData + * @param {number} dataSize + * @param {number} fontSize + * @param {number} codepoints + * @param {number} codepointCount + * @param {number} type * - * @return {number} The resulting int. + * @return {number} The resulting GlyphInfo *. */ -function GetCodepoint (text, codepointSize) { - return r.BindGetCodepoint( - text, - codepointSize +function LoadFontData(fileData, dataSize, fontSize, codepoints, codepointCount, type) { + return r.BindLoadFontData( + fileData, + dataSize, + fontSize, + codepoints, + codepointCount, + type ) } -raylib.GetCodepoint = GetCodepoint +raylib.LoadFontData = LoadFontData /** - * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + * Generate image font atlas using chars info * - * @param {string} text - * @param {number} codepointSize + * @param {number} glyphs + * @param {number} glyphRecs + * @param {number} glyphCount + * @param {number} fontSize + * @param {number} padding + * @param {number} packMethod * - * @return {number} The resulting int. + * @return {Image} The resulting Image. */ -function GetCodepointNext (text, codepointSize) { - return r.BindGetCodepointNext( - text, - codepointSize +function GenImageFontAtlas(glyphs, glyphRecs, glyphCount, fontSize, padding, packMethod) { + return r.BindGenImageFontAtlas( + glyphs, + glyphRecs, + glyphCount, + fontSize, + padding, + packMethod ) } -raylib.GetCodepointNext = GetCodepointNext +raylib.GenImageFontAtlas = GenImageFontAtlas /** - * Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + * Unload font chars info data (RAM) * - * @param {string} text - * @param {number} codepointSize + * @param {number} glyphs + * @param {number} glyphCount * - * @return {number} The resulting int. + * @return {undefined} */ -function GetCodepointPrevious (text, codepointSize) { - return r.BindGetCodepointPrevious( - text, - codepointSize +function UnloadFontData(glyphs, glyphCount) { + return r.BindUnloadFontData( + glyphs, + glyphCount ) } -raylib.GetCodepointPrevious = GetCodepointPrevious +raylib.UnloadFontData = UnloadFontData /** - * Encode one codepoint into UTF-8 byte array (array length returned as parameter) + * Unload font from GPU memory (VRAM) * - * @param {number} codepoint - * @param {number} utf8Size + * @param {Font} font * - * @return {string} The resulting const char *. + * @return {undefined} */ -function CodepointToUTF8 (codepoint, utf8Size) { - return r.BindCodepointToUTF8( - codepoint, - utf8Size +function UnloadFont(font) { + return r.BindUnloadFont( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs ) } -raylib.CodepointToUTF8 = CodepointToUTF8 +raylib.UnloadFont = UnloadFont /** - * Copy one string to another, returns bytes copied + * Export font as code file, returns true on success * - * @param {string} dst - * @param {string} src + * @param {Font} font + * @param {string} fileName * - * @return {number} The resulting int. + * @return {boolean} The resulting bool. */ -function TextCopy (dst, src) { - return r.BindTextCopy( - dst, - src +function ExportFontAsCode(font, fileName) { + return r.BindExportFontAsCode( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + fileName ) } -raylib.TextCopy = TextCopy +raylib.ExportFontAsCode = ExportFontAsCode /** - * Check if two text string are equal + * Draw current FPS * - * @param {string} text1 - * @param {string} text2 + * @param {number} posX + * @param {number} posY * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function TextIsEqual (text1, text2) { - return r.BindTextIsEqual( - text1, - text2 +function DrawFPS(posX, posY) { + return r.BindDrawFPS( + posX, + posY ) } -raylib.TextIsEqual = TextIsEqual +raylib.DrawFPS = DrawFPS /** - * Get text length, checks for '\0' ending + * Draw text (using default font) * * @param {string} text + * @param {number} posX + * @param {number} posY + * @param {number} fontSize + * @param {Color} color * - * @return {number} The resulting unsigned int. + * @return {undefined} */ -function TextLength (text) { - return r.BindTextLength( - text +function DrawText(text, posX, posY, fontSize, color) { + return r.BindDrawText( + text, + posX, + posY, + fontSize, + color.r, + color.g, + color.b, + color.a ) } -raylib.TextLength = TextLength +raylib.DrawText = DrawText /** - * Get a piece of a text string + * Draw text using font and additional parameters * + * @param {Font} font * @param {string} text - * @param {number} position - * @param {number} length + * @param {Vector2} position + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {string} The resulting const char *. + * @return {undefined} */ -function TextSubtext (text, position, length) { - return r.BindTextSubtext( +function DrawTextEx(font, text, position, fontSize, spacing, tint) { + return r.BindDrawTextEx( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, text, - position, - length + position.x, + position.y, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextSubtext = TextSubtext +raylib.DrawTextEx = DrawTextEx /** - * Replace text string (WARNING: memory must be freed!) + * Draw text using Font and pro parameters (rotation) * + * @param {Font} font * @param {string} text - * @param {string} replace - * @param {string} by + * @param {Vector2} position + * @param {Vector2} origin + * @param {number} rotation + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {string} The resulting char *. + * @return {undefined} */ -function TextReplace (text, replace, by) { - return r.BindTextReplace( +function DrawTextPro(font, text, position, origin, rotation, fontSize, spacing, tint) { + return r.BindDrawTextPro( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, text, - replace, - by + position.x, + position.y, + origin.x, + origin.y, + rotation, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextReplace = TextReplace +raylib.DrawTextPro = DrawTextPro /** - * Insert text in a position (WARNING: memory must be freed!) + * Draw one character (codepoint) * - * @param {string} text - * @param {string} insert - * @param {number} position + * @param {Font} font + * @param {number} codepoint + * @param {Vector2} position + * @param {number} fontSize + * @param {Color} tint * - * @return {string} The resulting char *. + * @return {undefined} */ -function TextInsert (text, insert, position) { - return r.BindTextInsert( - text, - insert, - position +function DrawTextCodepoint(font, codepoint, position, fontSize, tint) { + return r.BindDrawTextCodepoint( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint, + position.x, + position.y, + fontSize, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextInsert = TextInsert +raylib.DrawTextCodepoint = DrawTextCodepoint /** - * Join text strings with delimiter + * Draw multiple character (codepoint) * - * @param {number} textList - * @param {number} count - * @param {string} delimiter + * @param {Font} font + * @param {number} codepoints + * @param {number} codepointCount + * @param {Vector2} position + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {string} The resulting const char *. + * @return {undefined} */ -function TextJoin (textList, count, delimiter) { - return r.BindTextJoin( - textList, - count, - delimiter +function DrawTextCodepoints(font, codepoints, codepointCount, position, fontSize, spacing, tint) { + return r.BindDrawTextCodepoints( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoints, + codepointCount, + position.x, + position.y, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextJoin = TextJoin +raylib.DrawTextCodepoints = DrawTextCodepoints /** - * Split text into multiple strings + * Set vertical line spacing when drawing with line-breaks * - * @param {string} text - * @param {string} delimiter - * @param {number} count + * @param {number} spacing * - * @return {number} The resulting const char **. + * @return {undefined} */ -function TextSplit (text, delimiter, count) { - return r.BindTextSplit( - text, - delimiter, - count +function SetTextLineSpacing(spacing) { + return r.BindSetTextLineSpacing( + spacing ) } -raylib.TextSplit = TextSplit +raylib.SetTextLineSpacing = SetTextLineSpacing /** - * Append text at specific position and move cursor! + * Measure string width for default font * * @param {string} text - * @param {string} append - * @param {number} position + * @param {number} fontSize * - * @return {undefined} + * @return {number} The resulting int. */ -function TextAppend (text, append, position) { - return r.BindTextAppend( +function MeasureText(text, fontSize) { + return r.BindMeasureText( text, - append, - position + fontSize ) } -raylib.TextAppend = TextAppend +raylib.MeasureText = MeasureText /** - * Find first text occurrence within a string + * Measure string size for Font * + * @param {Font} font * @param {string} text - * @param {string} find + * @param {number} fontSize + * @param {number} spacing * - * @return {number} The resulting int. + * @return {Vector2} The resulting Vector2. */ -function TextFindIndex (text, find) { - return r.BindTextFindIndex( +function MeasureTextEx(font, text, fontSize, spacing) { + return r.BindMeasureTextEx( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, text, - find + fontSize, + spacing ) } -raylib.TextFindIndex = TextFindIndex +raylib.MeasureTextEx = MeasureTextEx /** - * Get upper case version of provided string + * Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found * - * @param {string} text + * @param {Font} font + * @param {number} codepoint * - * @return {string} The resulting const char *. + * @return {number} The resulting int. */ -function TextToUpper (text) { - return r.BindTextToUpper( - text +function GetGlyphIndex(font, codepoint) { + return r.BindGetGlyphIndex( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint ) } -raylib.TextToUpper = TextToUpper +raylib.GetGlyphIndex = GetGlyphIndex /** - * Get lower case version of provided string + * Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found * - * @param {string} text + * @param {Font} font + * @param {number} codepoint * - * @return {string} The resulting const char *. + * @return {GlyphInfo} The resulting GlyphInfo. */ -function TextToLower (text) { - return r.BindTextToLower( - text +function GetGlyphInfo(font, codepoint) { + return r.BindGetGlyphInfo( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint ) } -raylib.TextToLower = TextToLower +raylib.GetGlyphInfo = GetGlyphInfo /** - * Get Pascal case notation version of provided string + * Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found * - * @param {string} text + * @param {Font} font + * @param {number} codepoint * - * @return {string} The resulting const char *. + * @return {Rectangle} The resulting Rectangle. */ -function TextToPascal (text) { - return r.BindTextToPascal( - text - ) -} -raylib.TextToPascal = TextToPascal +function GetGlyphAtlasRec(font, codepoint) { + return r.BindGetGlyphAtlasRec( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint + ) +} +raylib.GetGlyphAtlasRec = GetGlyphAtlasRec /** - * Get integer value from text (negative values not supported) + * Load UTF-8 text encoded from codepoints array * - * @param {string} text + * @param {number} codepoints + * @param {number} length * - * @return {number} The resulting int. + * @return {string} The resulting char *. */ -function TextToInteger (text) { - return r.BindTextToInteger( - text +function LoadUTF8(codepoints, length) { + return r.BindLoadUTF8( + codepoints, + length ) } -raylib.TextToInteger = TextToInteger +raylib.LoadUTF8 = LoadUTF8 /** - * Draw a line in 3D world space + * Unload UTF-8 text encoded from codepoints array * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {Color} color + * @param {string} text * * @return {undefined} */ -function DrawLine3D (startPos, endPos, color) { - return r.BindDrawLine3D( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - color.r, - color.g, - color.b, - color.a +function UnloadUTF8(text) { + return r.BindUnloadUTF8( + text ) } -raylib.DrawLine3D = DrawLine3D +raylib.UnloadUTF8 = UnloadUTF8 /** - * Draw a point in 3D space, actually a small line + * Load all codepoints from a UTF-8 text string, codepoints count returned by parameter * - * @param {Vector3} position - * @param {Color} color + * @param {string} text + * @param {number} count * - * @return {undefined} + * @return {number} The resulting int *. */ -function DrawPoint3D (position, color) { - return r.BindDrawPoint3D( - position.x, - position.y, - position.z, - color.r, - color.g, - color.b, - color.a +function LoadCodepoints(text, count) { + return r.BindLoadCodepoints( + text, + count ) } -raylib.DrawPoint3D = DrawPoint3D +raylib.LoadCodepoints = LoadCodepoints /** - * Draw a circle in 3D world space + * Unload codepoints data from memory * - * @param {Vector3} center - * @param {number} radius - * @param {Vector3} rotationAxis - * @param {number} rotationAngle - * @param {Color} color + * @param {number} codepoints * * @return {undefined} */ -function DrawCircle3D (center, radius, rotationAxis, rotationAngle, color) { - return r.BindDrawCircle3D( - center.x, - center.y, - center.z, - radius, - rotationAxis.x, - rotationAxis.y, - rotationAxis.z, - rotationAngle, - color.r, - color.g, - color.b, - color.a +function UnloadCodepoints(codepoints) { + return r.BindUnloadCodepoints( + codepoints ) } -raylib.DrawCircle3D = DrawCircle3D +raylib.UnloadCodepoints = UnloadCodepoints /** - * Draw a color-filled triangle (vertex in counter-clockwise order!) + * Get total number of codepoints in a UTF-8 encoded string * - * @param {Vector3} v1 - * @param {Vector3} v2 - * @param {Vector3} v3 - * @param {Color} color + * @param {string} text * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawTriangle3D (v1, v2, v3, color) { - return r.BindDrawTriangle3D( - v1.x, - v1.y, - v1.z, - v2.x, - v2.y, - v2.z, - v3.x, - v3.y, - v3.z, - color.r, - color.g, - color.b, - color.a +function GetCodepointCount(text) { + return r.BindGetCodepointCount( + text ) } -raylib.DrawTriangle3D = DrawTriangle3D +raylib.GetCodepointCount = GetCodepointCount /** - * Draw a triangle strip defined by points + * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure * - * @param {number} points - * @param {number} pointCount - * @param {Color} color + * @param {string} text + * @param {number} codepointSize * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawTriangleStrip3D (points, pointCount, color) { - return r.BindDrawTriangleStrip3D( - points, - pointCount, - color.r, - color.g, - color.b, - color.a +function GetCodepoint(text, codepointSize) { + return r.BindGetCodepoint( + text, + codepointSize ) } -raylib.DrawTriangleStrip3D = DrawTriangleStrip3D +raylib.GetCodepoint = GetCodepoint /** - * Draw cube + * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure * - * @param {Vector3} position - * @param {number} width - * @param {number} height - * @param {number} length - * @param {Color} color + * @param {string} text + * @param {number} codepointSize * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCube (position, width, height, length, color) { - return r.BindDrawCube( - position.x, - position.y, - position.z, - width, - height, - length, - color.r, - color.g, - color.b, - color.a +function GetCodepointNext(text, codepointSize) { + return r.BindGetCodepointNext( + text, + codepointSize ) } -raylib.DrawCube = DrawCube +raylib.GetCodepointNext = GetCodepointNext /** - * Draw cube (Vector version) + * Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure * - * @param {Vector3} position - * @param {Vector3} size - * @param {Color} color + * @param {string} text + * @param {number} codepointSize * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCubeV (position, size, color) { - return r.BindDrawCubeV( - position.x, - position.y, - position.z, - size.x, - size.y, - size.z, - color.r, - color.g, - color.b, - color.a +function GetCodepointPrevious(text, codepointSize) { + return r.BindGetCodepointPrevious( + text, + codepointSize ) } -raylib.DrawCubeV = DrawCubeV +raylib.GetCodepointPrevious = GetCodepointPrevious /** - * Draw cube wires + * Encode one codepoint into UTF-8 byte array (array length returned as parameter) * - * @param {Vector3} position - * @param {number} width - * @param {number} height - * @param {number} length - * @param {Color} color + * @param {number} codepoint + * @param {number} utf8Size * - * @return {undefined} + * @return {string} The resulting const char *. */ -function DrawCubeWires (position, width, height, length, color) { - return r.BindDrawCubeWires( - position.x, - position.y, - position.z, - width, - height, - length, - color.r, - color.g, - color.b, - color.a +function CodepointToUTF8(codepoint, utf8Size) { + return r.BindCodepointToUTF8( + codepoint, + utf8Size ) } -raylib.DrawCubeWires = DrawCubeWires +raylib.CodepointToUTF8 = CodepointToUTF8 /** - * Draw cube wires (Vector version) + * Copy one string to another, returns bytes copied * - * @param {Vector3} position - * @param {Vector3} size - * @param {Color} color + * @param {string} dst + * @param {string} src * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCubeWiresV (position, size, color) { - return r.BindDrawCubeWiresV( - position.x, - position.y, - position.z, - size.x, - size.y, - size.z, - color.r, - color.g, - color.b, - color.a +function TextCopy(dst, src) { + return r.BindTextCopy( + dst, + src ) } -raylib.DrawCubeWiresV = DrawCubeWiresV +raylib.TextCopy = TextCopy /** - * Draw sphere + * Check if two text string are equal * - * @param {Vector3} centerPos - * @param {number} radius - * @param {Color} color + * @param {string} text1 + * @param {string} text2 * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function DrawSphere (centerPos, radius, color) { - return r.BindDrawSphere( - centerPos.x, - centerPos.y, - centerPos.z, - radius, - color.r, - color.g, - color.b, - color.a +function TextIsEqual(text1, text2) { + return r.BindTextIsEqual( + text1, + text2 ) } -raylib.DrawSphere = DrawSphere +raylib.TextIsEqual = TextIsEqual /** - * Draw sphere with extended parameters + * Get text length, checks for '\0' ending * - * @param {Vector3} centerPos - * @param {number} radius - * @param {number} rings - * @param {number} slices - * @param {Color} color + * @param {string} text * - * @return {undefined} + * @return {number} The resulting unsigned int. */ -function DrawSphereEx (centerPos, radius, rings, slices, color) { - return r.BindDrawSphereEx( - centerPos.x, - centerPos.y, - centerPos.z, - radius, - rings, - slices, - color.r, - color.g, - color.b, - color.a +function TextLength(text) { + return r.BindTextLength( + text ) } -raylib.DrawSphereEx = DrawSphereEx +raylib.TextLength = TextLength /** - * Draw sphere wires + * Get a piece of a text string * - * @param {Vector3} centerPos - * @param {number} radius - * @param {number} rings - * @param {number} slices - * @param {Color} color + * @param {string} text + * @param {number} position + * @param {number} length * - * @return {undefined} + * @return {string} The resulting const char *. */ -function DrawSphereWires (centerPos, radius, rings, slices, color) { - return r.BindDrawSphereWires( - centerPos.x, - centerPos.y, - centerPos.z, - radius, - rings, - slices, - color.r, - color.g, - color.b, - color.a +function TextSubtext(text, position, length) { + return r.BindTextSubtext( + text, + position, + length ) } -raylib.DrawSphereWires = DrawSphereWires +raylib.TextSubtext = TextSubtext /** - * Draw a cylinder/cone + * Replace text string (WARNING: memory must be freed!) * - * @param {Vector3} position - * @param {number} radiusTop - * @param {number} radiusBottom - * @param {number} height - * @param {number} slices - * @param {Color} color + * @param {string} text + * @param {string} replace + * @param {string} by * - * @return {undefined} + * @return {string} The resulting char *. */ -function DrawCylinder (position, radiusTop, radiusBottom, height, slices, color) { - return r.BindDrawCylinder( - position.x, - position.y, - position.z, - radiusTop, - radiusBottom, - height, - slices, - color.r, - color.g, - color.b, - color.a +function TextReplace(text, replace, by) { + return r.BindTextReplace( + text, + replace, + by ) } -raylib.DrawCylinder = DrawCylinder +raylib.TextReplace = TextReplace /** - * Draw a cylinder with base at startPos and top at endPos + * Insert text in a position (WARNING: memory must be freed!) * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} startRadius - * @param {number} endRadius - * @param {number} sides - * @param {Color} color + * @param {string} text + * @param {string} insert + * @param {number} position * - * @return {undefined} + * @return {string} The resulting char *. */ -function DrawCylinderEx (startPos, endPos, startRadius, endRadius, sides, color) { - return r.BindDrawCylinderEx( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - startRadius, - endRadius, - sides, - color.r, - color.g, - color.b, - color.a +function TextInsert(text, insert, position) { + return r.BindTextInsert( + text, + insert, + position ) } -raylib.DrawCylinderEx = DrawCylinderEx +raylib.TextInsert = TextInsert /** - * Draw a cylinder/cone wires + * Join text strings with delimiter * - * @param {Vector3} position - * @param {number} radiusTop - * @param {number} radiusBottom - * @param {number} height - * @param {number} slices - * @param {Color} color + * @param {number} textList + * @param {number} count + * @param {string} delimiter * - * @return {undefined} + * @return {string} The resulting const char *. */ -function DrawCylinderWires (position, radiusTop, radiusBottom, height, slices, color) { - return r.BindDrawCylinderWires( - position.x, - position.y, - position.z, - radiusTop, - radiusBottom, - height, - slices, - color.r, - color.g, - color.b, - color.a +function TextJoin(textList, count, delimiter) { + return r.BindTextJoin( + textList, + count, + delimiter ) } -raylib.DrawCylinderWires = DrawCylinderWires +raylib.TextJoin = TextJoin /** - * Draw a cylinder wires with base at startPos and top at endPos + * Split text into multiple strings * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} startRadius - * @param {number} endRadius - * @param {number} sides - * @param {Color} color + * @param {string} text + * @param {string} delimiter + * @param {number} count * - * @return {undefined} + * @return {number} The resulting const char **. */ -function DrawCylinderWiresEx (startPos, endPos, startRadius, endRadius, sides, color) { - return r.BindDrawCylinderWiresEx( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - startRadius, - endRadius, - sides, - color.r, - color.g, - color.b, - color.a +function TextSplit(text, delimiter, count) { + return r.BindTextSplit( + text, + delimiter, + count ) } -raylib.DrawCylinderWiresEx = DrawCylinderWiresEx +raylib.TextSplit = TextSplit /** - * Draw a capsule with the center of its sphere caps at startPos and endPos + * Append text at specific position and move cursor! * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} radius - * @param {number} slices - * @param {number} rings - * @param {Color} color + * @param {string} text + * @param {string} append + * @param {number} position * * @return {undefined} */ -function DrawCapsule (startPos, endPos, radius, slices, rings, color) { - return r.BindDrawCapsule( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - radius, - slices, - rings, - color.r, - color.g, - color.b, - color.a +function TextAppend(text, append, position) { + return r.BindTextAppend( + text, + append, + position ) } -raylib.DrawCapsule = DrawCapsule +raylib.TextAppend = TextAppend /** - * Draw capsule wireframe with the center of its sphere caps at startPos and endPos + * Find first text occurrence within a string * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} radius - * @param {number} slices - * @param {number} rings - * @param {Color} color + * @param {string} text + * @param {string} find * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCapsuleWires (startPos, endPos, radius, slices, rings, color) { - return r.BindDrawCapsuleWires( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - radius, - slices, - rings, - color.r, - color.g, - color.b, - color.a - ) +function TextFindIndex(text, find) { + return r.BindTextFindIndex( + text, + find + ) } -raylib.DrawCapsuleWires = DrawCapsuleWires +raylib.TextFindIndex = TextFindIndex /** - * Draw a plane XZ + * Get upper case version of provided string * - * @param {Vector3} centerPos - * @param {Vector2} size + * @param {string} text + * + * @return {string} The resulting const char *. + */ +function TextToUpper(text) { + return r.BindTextToUpper( + text + ) +} +raylib.TextToUpper = TextToUpper + +/** + * Get lower case version of provided string + * + * @param {string} text + * + * @return {string} The resulting const char *. + */ +function TextToLower(text) { + return r.BindTextToLower( + text + ) +} +raylib.TextToLower = TextToLower + +/** + * Get Pascal case notation version of provided string + * + * @param {string} text + * + * @return {string} The resulting const char *. + */ +function TextToPascal(text) { + return r.BindTextToPascal( + text + ) +} +raylib.TextToPascal = TextToPascal + +/** + * Get integer value from text (negative values not supported) + * + * @param {string} text + * + * @return {number} The resulting int. + */ +function TextToInteger(text) { + return r.BindTextToInteger( + text + ) +} +raylib.TextToInteger = TextToInteger + +/** + * Draw a line in 3D world space + * + * @param {Vector3} startPos + * @param {Vector3} endPos * @param {Color} color * * @return {undefined} */ -function DrawPlane (centerPos, size, color) { - return r.BindDrawPlane( - centerPos.x, - centerPos.y, - centerPos.z, - size.x, - size.y, +function DrawLine3D(startPos, endPos, color) { + return r.BindDrawLine3D( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, color.r, color.g, color.b, color.a ) } -raylib.DrawPlane = DrawPlane +raylib.DrawLine3D = DrawLine3D /** - * Draw a ray line + * Draw a point in 3D space, actually a small line * - * @param {Ray} ray + * @param {Vector3} position * @param {Color} color * * @return {undefined} */ -function DrawRay (ray, color) { - return r.BindDrawRay( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, +function DrawPoint3D(position, color) { + return r.BindDrawPoint3D( + position.x, + position.y, + position.z, color.r, color.g, color.b, color.a ) } -raylib.DrawRay = DrawRay +raylib.DrawPoint3D = DrawPoint3D /** - * Draw a grid (centered at (0, 0, 0)) + * Draw a circle in 3D world space * - * @param {number} slices - * @param {number} spacing + * @param {Vector3} center + * @param {number} radius + * @param {Vector3} rotationAxis + * @param {number} rotationAngle + * @param {Color} color * * @return {undefined} */ -function DrawGrid (slices, spacing) { - return r.BindDrawGrid( - slices, - spacing +function DrawCircle3D(center, radius, rotationAxis, rotationAngle, color) { + return r.BindDrawCircle3D( + center.x, + center.y, + center.z, + radius, + rotationAxis.x, + rotationAxis.y, + rotationAxis.z, + rotationAngle, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawGrid = DrawGrid +raylib.DrawCircle3D = DrawCircle3D /** - * Load model from files (meshes and materials) + * Draw a color-filled triangle (vertex in counter-clockwise order!) * - * @param {string} fileName + * @param {Vector3} v1 + * @param {Vector3} v2 + * @param {Vector3} v3 + * @param {Color} color * - * @return {Model} The resulting Model. + * @return {undefined} */ -function LoadModel (fileName) { - return r.BindLoadModel( - fileName +function DrawTriangle3D(v1, v2, v3, color) { + return r.BindDrawTriangle3D( + v1.x, + v1.y, + v1.z, + v2.x, + v2.y, + v2.z, + v3.x, + v3.y, + v3.z, + color.r, + color.g, + color.b, + color.a ) } -raylib.LoadModel = LoadModel +raylib.DrawTriangle3D = DrawTriangle3D /** - * Load model from generated mesh (default material) + * Draw a triangle strip defined by points * - * @param {Mesh} mesh + * @param {number} points + * @param {number} pointCount + * @param {Color} color * - * @return {Model} The resulting Model. + * @return {undefined} */ -function LoadModelFromMesh (mesh) { - return r.BindLoadModelFromMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId +function DrawTriangleStrip3D(points, pointCount, color) { + return r.BindDrawTriangleStrip3D( + points, + pointCount, + color.r, + color.g, + color.b, + color.a ) } -raylib.LoadModelFromMesh = LoadModelFromMesh +raylib.DrawTriangleStrip3D = DrawTriangleStrip3D /** - * Check if a model is ready + * Draw cube * - * @param {Model} model + * @param {Vector3} position + * @param {number} width + * @param {number} height + * @param {number} length + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsModelReady (model) { - return r.BindIsModelReady( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose +function DrawCube(position, width, height, length, color) { + return r.BindDrawCube( + position.x, + position.y, + position.z, + width, + height, + length, + color.r, + color.g, + color.b, + color.a ) } -raylib.IsModelReady = IsModelReady +raylib.DrawCube = DrawCube /** - * Unload model (including meshes) from memory (RAM and/or VRAM) + * Draw cube (Vector version) * - * @param {Model} model + * @param {Vector3} position + * @param {Vector3} size + * @param {Color} color * * @return {undefined} */ -function UnloadModel (model) { - return r.BindUnloadModel( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose +function DrawCubeV(position, size, color) { + return r.BindDrawCubeV( + position.x, + position.y, + position.z, + size.x, + size.y, + size.z, + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadModel = UnloadModel +raylib.DrawCubeV = DrawCubeV /** - * Compute model bounding box limits (considers all meshes) + * Draw cube wires * - * @param {Model} model + * @param {Vector3} position + * @param {number} width + * @param {number} height + * @param {number} length + * @param {Color} color * - * @return {BoundingBox} The resulting BoundingBox. + * @return {undefined} */ -function GetModelBoundingBox (model) { - return r.BindGetModelBoundingBox( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose +function DrawCubeWires(position, width, height, length, color) { + return r.BindDrawCubeWires( + position.x, + position.y, + position.z, + width, + height, + length, + color.r, + color.g, + color.b, + color.a ) } -raylib.GetModelBoundingBox = GetModelBoundingBox +raylib.DrawCubeWires = DrawCubeWires /** - * Draw a model (with texture if set) + * Draw cube wires (Vector version) * - * @param {Model} model * @param {Vector3} position - * @param {number} scale - * @param {Color} tint + * @param {Vector3} size + * @param {Color} color * * @return {undefined} */ -function DrawModel (model, position, scale, tint) { - return r.BindDrawModel( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, +function DrawCubeWiresV(position, size, color) { + return r.BindDrawCubeWiresV( position.x, position.y, position.z, - scale, - tint.r, - tint.g, - tint.b, - tint.a + size.x, + size.y, + size.z, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModel = DrawModel +raylib.DrawCubeWiresV = DrawCubeWiresV /** - * Draw a model with extended parameters + * Draw sphere * - * @param {Model} model - * @param {Vector3} position - * @param {Vector3} rotationAxis - * @param {number} rotationAngle - * @param {Vector3} scale - * @param {Color} tint + * @param {Vector3} centerPos + * @param {number} radius + * @param {Color} color * * @return {undefined} */ -function DrawModelEx (model, position, rotationAxis, rotationAngle, scale, tint) { - return r.BindDrawModelEx( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - position.x, - position.y, - position.z, - rotationAxis.x, - rotationAxis.y, - rotationAxis.z, - rotationAngle, - scale.x, - scale.y, - scale.z, - tint.r, - tint.g, - tint.b, - tint.a +function DrawSphere(centerPos, radius, color) { + return r.BindDrawSphere( + centerPos.x, + centerPos.y, + centerPos.z, + radius, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModelEx = DrawModelEx +raylib.DrawSphere = DrawSphere /** - * Draw a model wires (with texture if set) + * Draw sphere with extended parameters * - * @param {Model} model - * @param {Vector3} position - * @param {number} scale - * @param {Color} tint + * @param {Vector3} centerPos + * @param {number} radius + * @param {number} rings + * @param {number} slices + * @param {Color} color * * @return {undefined} */ -function DrawModelWires (model, position, scale, tint) { - return r.BindDrawModelWires( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - position.x, - position.y, - position.z, - scale, - tint.r, - tint.g, - tint.b, - tint.a +function DrawSphereEx(centerPos, radius, rings, slices, color) { + return r.BindDrawSphereEx( + centerPos.x, + centerPos.y, + centerPos.z, + radius, + rings, + slices, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModelWires = DrawModelWires +raylib.DrawSphereEx = DrawSphereEx /** - * Draw a model wires (with texture if set) with extended parameters + * Draw sphere wires * - * @param {Model} model - * @param {Vector3} position - * @param {Vector3} rotationAxis - * @param {number} rotationAngle - * @param {Vector3} scale - * @param {Color} tint + * @param {Vector3} centerPos + * @param {number} radius + * @param {number} rings + * @param {number} slices + * @param {Color} color * * @return {undefined} */ -function DrawModelWiresEx (model, position, rotationAxis, rotationAngle, scale, tint) { - return r.BindDrawModelWiresEx( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - position.x, - position.y, - position.z, - rotationAxis.x, - rotationAxis.y, - rotationAxis.z, - rotationAngle, - scale.x, - scale.y, - scale.z, - tint.r, - tint.g, - tint.b, - tint.a +function DrawSphereWires(centerPos, radius, rings, slices, color) { + return r.BindDrawSphereWires( + centerPos.x, + centerPos.y, + centerPos.z, + radius, + rings, + slices, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModelWiresEx = DrawModelWiresEx +raylib.DrawSphereWires = DrawSphereWires /** - * Draw bounding box (wires) + * Draw a cylinder/cone * - * @param {BoundingBox} box + * @param {Vector3} position + * @param {number} radiusTop + * @param {number} radiusBottom + * @param {number} height + * @param {number} slices * @param {Color} color * * @return {undefined} */ -function DrawBoundingBox (box, color) { - return r.BindDrawBoundingBox( - box.min.x, - box.min.y, - box.min.z, - box.max.x, - box.max.y, - box.max.z, +function DrawCylinder(position, radiusTop, radiusBottom, height, slices, color) { + return r.BindDrawCylinder( + position.x, + position.y, + position.z, + radiusTop, + radiusBottom, + height, + slices, color.r, color.g, color.b, color.a ) } -raylib.DrawBoundingBox = DrawBoundingBox +raylib.DrawCylinder = DrawCylinder /** - * Draw a billboard texture + * Draw a cylinder with base at startPos and top at endPos * - * @param {Camera} camera - * @param {Texture2D} texture - * @param {Vector3} position - * @param {number} size - * @param {Color} tint + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} startRadius + * @param {number} endRadius + * @param {number} sides + * @param {Color} color * * @return {undefined} */ -function DrawBillboard (camera, texture, position, size, tint) { - return r.BindDrawBillboard( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - position.x, - position.y, - position.z, - size, - tint.r, - tint.g, - tint.b, - tint.a +function DrawCylinderEx(startPos, endPos, startRadius, endRadius, sides, color) { + return r.BindDrawCylinderEx( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + startRadius, + endRadius, + sides, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawBillboard = DrawBillboard +raylib.DrawCylinderEx = DrawCylinderEx /** - * Draw a billboard texture defined by source + * Draw a cylinder/cone wires * - * @param {Camera} camera - * @param {Texture2D} texture - * @param {Rectangle} source * @param {Vector3} position - * @param {Vector2} size - * @param {Color} tint + * @param {number} radiusTop + * @param {number} radiusBottom + * @param {number} height + * @param {number} slices + * @param {Color} color * * @return {undefined} */ -function DrawBillboardRec (camera, texture, source, position, size, tint) { - return r.BindDrawBillboardRec( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, +function DrawCylinderWires(position, radiusTop, radiusBottom, height, slices, color) { + return r.BindDrawCylinderWires( position.x, position.y, position.z, - size.x, - size.y, - tint.r, - tint.g, - tint.b, - tint.a + radiusTop, + radiusBottom, + height, + slices, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawBillboardRec = DrawBillboardRec +raylib.DrawCylinderWires = DrawCylinderWires /** - * Draw a billboard texture defined by source and rotation + * Draw a cylinder wires with base at startPos and top at endPos * - * @param {Camera} camera - * @param {Texture2D} texture - * @param {Rectangle} source - * @param {Vector3} position - * @param {Vector3} up - * @param {Vector2} size - * @param {Vector2} origin - * @param {number} rotation - * @param {Color} tint + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} startRadius + * @param {number} endRadius + * @param {number} sides + * @param {Color} color * * @return {undefined} */ -function DrawBillboardPro (camera, texture, source, position, up, size, origin, rotation, tint) { - return r.BindDrawBillboardPro( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, - position.x, - position.y, - position.z, - up.x, - up.y, - up.z, - size.x, - size.y, - origin.x, - origin.y, - rotation, - tint.r, - tint.g, - tint.b, - tint.a +function DrawCylinderWiresEx(startPos, endPos, startRadius, endRadius, sides, color) { + return r.BindDrawCylinderWiresEx( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + startRadius, + endRadius, + sides, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawBillboardPro = DrawBillboardPro +raylib.DrawCylinderWiresEx = DrawCylinderWiresEx /** - * Update mesh vertex data in GPU for a specific buffer index + * Draw a capsule with the center of its sphere caps at startPos and endPos * - * @param {Mesh} mesh - * @param {number} index - * @param {number} data - * @param {number} dataSize - * @param {number} offset + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} radius + * @param {number} slices + * @param {number} rings + * @param {Color} color * * @return {undefined} */ -function UpdateMeshBuffer (mesh, index, data, dataSize, offset) { - return r.BindUpdateMeshBuffer( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId, - index, - data, - dataSize, - offset +function DrawCapsule(startPos, endPos, radius, slices, rings, color) { + return r.BindDrawCapsule( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + radius, + slices, + rings, + color.r, + color.g, + color.b, + color.a ) } -raylib.UpdateMeshBuffer = UpdateMeshBuffer +raylib.DrawCapsule = DrawCapsule /** - * Unload mesh data from CPU and GPU + * Draw capsule wireframe with the center of its sphere caps at startPos and endPos * - * @param {Mesh} mesh + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} radius + * @param {number} slices + * @param {number} rings + * @param {Color} color * * @return {undefined} */ -function UnloadMesh (mesh) { - return r.BindUnloadMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId +function DrawCapsuleWires(startPos, endPos, radius, slices, rings, color) { + return r.BindDrawCapsuleWires( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + radius, + slices, + rings, + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadMesh = UnloadMesh +raylib.DrawCapsuleWires = DrawCapsuleWires /** - * Export mesh data to file, returns true on success + * Draw a plane XZ + * + * @param {Vector3} centerPos + * @param {Vector2} size + * @param {Color} color + * + * @return {undefined} + */ +function DrawPlane(centerPos, size, color) { + return r.BindDrawPlane( + centerPos.x, + centerPos.y, + centerPos.z, + size.x, + size.y, + color.r, + color.g, + color.b, + color.a + ) +} +raylib.DrawPlane = DrawPlane + +/** + * Draw a ray line + * + * @param {Ray} ray + * @param {Color} color + * + * @return {undefined} + */ +function DrawRay(ray, color) { + return r.BindDrawRay( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + color.r, + color.g, + color.b, + color.a + ) +} +raylib.DrawRay = DrawRay + +/** + * Draw a grid (centered at (0, 0, 0)) + * + * @param {number} slices + * @param {number} spacing + * + * @return {undefined} + */ +function DrawGrid(slices, spacing) { + return r.BindDrawGrid( + slices, + spacing + ) +} +raylib.DrawGrid = DrawGrid + +/** + * Load model from files (meshes and materials) * - * @param {Mesh} mesh * @param {string} fileName * - * @return {boolean} The resulting bool. + * @return {Model} The resulting Model. */ -function ExportMesh (mesh, fileName) { - return r.BindExportMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId, +function LoadModel(fileName) { + return r.BindLoadModel( fileName ) } -raylib.ExportMesh = ExportMesh +raylib.LoadModel = LoadModel /** - * Compute mesh bounding box limits + * Load model from generated mesh (default material) * * @param {Mesh} mesh * - * @return {BoundingBox} The resulting BoundingBox. + * @return {Model} The resulting Model. */ -function GetMeshBoundingBox (mesh) { - return r.BindGetMeshBoundingBox( +function LoadModelFromMesh(mesh) { + return r.BindLoadModelFromMesh( mesh.vertexCount, mesh.triangleCount, mesh.vertices, @@ -7079,245 +7081,131 @@ function GetMeshBoundingBox (mesh) { mesh.vboId ) } -raylib.GetMeshBoundingBox = GetMeshBoundingBox +raylib.LoadModelFromMesh = LoadModelFromMesh /** - * Generate polygonal mesh + * Check if a model is ready * - * @param {number} sides - * @param {number} radius + * @param {Model} model * - * @return {Mesh} The resulting Mesh. + * @return {boolean} The resulting bool. */ -function GenMeshPoly (sides, radius) { - return r.BindGenMeshPoly( - sides, - radius +function IsModelReady(model) { + return r.BindIsModelReady( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose ) } -raylib.GenMeshPoly = GenMeshPoly +raylib.IsModelReady = IsModelReady /** - * Generate plane mesh (with subdivisions) + * Unload model (including meshes) from memory (RAM and/or VRAM) * - * @param {number} width - * @param {number} length - * @param {number} resX - * @param {number} resZ + * @param {Model} model * - * @return {Mesh} The resulting Mesh. + * @return {undefined} */ -function GenMeshPlane (width, length, resX, resZ) { - return r.BindGenMeshPlane( - width, - length, - resX, - resZ +function UnloadModel(model) { + return r.BindUnloadModel( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose ) } -raylib.GenMeshPlane = GenMeshPlane +raylib.UnloadModel = UnloadModel /** - * Generate cuboid mesh + * Compute model bounding box limits (considers all meshes) * - * @param {number} width - * @param {number} height - * @param {number} length + * @param {Model} model * - * @return {Mesh} The resulting Mesh. + * @return {BoundingBox} The resulting BoundingBox. */ -function GenMeshCube (width, height, length) { - return r.BindGenMeshCube( - width, - height, - length - ) -} -raylib.GenMeshCube = GenMeshCube - -/** - * Generate sphere mesh (standard sphere) - * - * @param {number} radius - * @param {number} rings - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshSphere (radius, rings, slices) { - return r.BindGenMeshSphere( - radius, - rings, - slices - ) -} -raylib.GenMeshSphere = GenMeshSphere - -/** - * Generate half-sphere mesh (no bottom cap) - * - * @param {number} radius - * @param {number} rings - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshHemiSphere (radius, rings, slices) { - return r.BindGenMeshHemiSphere( - radius, - rings, - slices - ) -} -raylib.GenMeshHemiSphere = GenMeshHemiSphere - -/** - * Generate cylinder mesh - * - * @param {number} radius - * @param {number} height - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshCylinder (radius, height, slices) { - return r.BindGenMeshCylinder( - radius, - height, - slices - ) -} -raylib.GenMeshCylinder = GenMeshCylinder - -/** - * Generate cone/pyramid mesh - * - * @param {number} radius - * @param {number} height - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshCone (radius, height, slices) { - return r.BindGenMeshCone( - radius, - height, - slices - ) -} -raylib.GenMeshCone = GenMeshCone - -/** - * Generate torus mesh - * - * @param {number} radius - * @param {number} size - * @param {number} radSeg - * @param {number} sides - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshTorus (radius, size, radSeg, sides) { - return r.BindGenMeshTorus( - radius, - size, - radSeg, - sides - ) -} -raylib.GenMeshTorus = GenMeshTorus - -/** - * Generate trefoil knot mesh - * - * @param {number} radius - * @param {number} size - * @param {number} radSeg - * @param {number} sides - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshKnot (radius, size, radSeg, sides) { - return r.BindGenMeshKnot( - radius, - size, - radSeg, - sides - ) -} -raylib.GenMeshKnot = GenMeshKnot - -/** - * Generate heightmap mesh from image data - * - * @param {Image} heightmap - * @param {Vector3} size - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshHeightmap (heightmap, size) { - return r.BindGenMeshHeightmap( - heightmap.data, - heightmap.width, - heightmap.height, - heightmap.mipmaps, - heightmap.format, - size.x, - size.y, - size.z - ) -} -raylib.GenMeshHeightmap = GenMeshHeightmap - -/** - * Generate cubes-based map mesh from image data - * - * @param {Image} cubicmap - * @param {Vector3} cubeSize - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshCubicmap (cubicmap, cubeSize) { - return r.BindGenMeshCubicmap( - cubicmap.data, - cubicmap.width, - cubicmap.height, - cubicmap.mipmaps, - cubicmap.format, - cubeSize.x, - cubeSize.y, - cubeSize.z - ) -} -raylib.GenMeshCubicmap = GenMeshCubicmap - -/** - * Load model animations from file - * - * @param {string} fileName - * @param {number} animCount - * - * @return {number} The resulting ModelAnimation *. - */ -function LoadModelAnimations (fileName, animCount) { - return r.BindLoadModelAnimations( - fileName, - animCount +function GetModelBoundingBox(model) { + return r.BindGetModelBoundingBox( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose ) } -raylib.LoadModelAnimations = LoadModelAnimations +raylib.GetModelBoundingBox = GetModelBoundingBox /** - * Update model animation pose + * Draw a model (with texture if set) * * @param {Model} model - * @param {ModelAnimation} anim - * @param {number} frame + * @param {Vector3} position + * @param {number} scale + * @param {Color} tint * * @return {undefined} */ -function UpdateModelAnimation (model, anim, frame) { - return r.BindUpdateModelAnimation( +function DrawModel(model, position, scale, tint) { + return r.BindDrawModel( model.transform.m0, model.transform.m4, model.transform.m8, @@ -7342,58 +7230,32 @@ function UpdateModelAnimation (model, anim, frame) { model.boneCount, model.bones, model.bindPose, - anim.boneCount, - anim.frameCount, - anim.bones, - anim.framePoses, - frame - ) -} -raylib.UpdateModelAnimation = UpdateModelAnimation - -/** - * Unload animation data - * - * @param {ModelAnimation} anim - * - * @return {undefined} - */ -function UnloadModelAnimation (anim) { - return r.BindUnloadModelAnimation( - anim.boneCount, - anim.frameCount, - anim.bones, - anim.framePoses - ) -} -raylib.UnloadModelAnimation = UnloadModelAnimation - -/** - * Unload animation array data - * - * @param {number} animations - * @param {number} count - * - * @return {undefined} - */ -function UnloadModelAnimations (animations, count) { - return r.BindUnloadModelAnimations( - animations, - count + position.x, + position.y, + position.z, + scale, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.UnloadModelAnimations = UnloadModelAnimations +raylib.DrawModel = DrawModel /** - * Check model animation skeleton match + * Draw a model with extended parameters * * @param {Model} model - * @param {ModelAnimation} anim + * @param {Vector3} position + * @param {Vector3} rotationAxis + * @param {number} rotationAngle + * @param {Vector3} scale + * @param {Color} tint * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsModelAnimationValid (model, anim) { - return r.BindIsModelAnimationValid( +function DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) { + return r.BindDrawModelEx( model.transform.m0, model.transform.m4, model.transform.m8, @@ -7418,158 +7280,310 @@ function IsModelAnimationValid (model, anim) { model.boneCount, model.bones, model.bindPose, - anim.boneCount, - anim.frameCount, - anim.bones, - anim.framePoses + position.x, + position.y, + position.z, + rotationAxis.x, + rotationAxis.y, + rotationAxis.z, + rotationAngle, + scale.x, + scale.y, + scale.z, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.IsModelAnimationValid = IsModelAnimationValid +raylib.DrawModelEx = DrawModelEx /** - * Check collision between two spheres + * Draw a model wires (with texture if set) * - * @param {Vector3} center1 - * @param {number} radius1 - * @param {Vector3} center2 - * @param {number} radius2 + * @param {Model} model + * @param {Vector3} position + * @param {number} scale + * @param {Color} tint * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionSpheres (center1, radius1, center2, radius2) { - return r.BindCheckCollisionSpheres( - center1.x, - center1.y, - center1.z, - radius1, - center2.x, - center2.y, - center2.z, - radius2 +function DrawModelWires(model, position, scale, tint) { + return r.BindDrawModelWires( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + position.x, + position.y, + position.z, + scale, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.CheckCollisionSpheres = CheckCollisionSpheres +raylib.DrawModelWires = DrawModelWires /** - * Check collision between two bounding boxes + * Draw a model wires (with texture if set) with extended parameters * - * @param {BoundingBox} box1 - * @param {BoundingBox} box2 + * @param {Model} model + * @param {Vector3} position + * @param {Vector3} rotationAxis + * @param {number} rotationAngle + * @param {Vector3} scale + * @param {Color} tint * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionBoxes (box1, box2) { - return r.BindCheckCollisionBoxes( - box1.min.x, - box1.min.y, - box1.min.z, - box1.max.x, - box1.max.y, - box1.max.z, - box2.min.x, - box2.min.y, - box2.min.z, - box2.max.x, - box2.max.y, - box2.max.z +function DrawModelWiresEx(model, position, rotationAxis, rotationAngle, scale, tint) { + return r.BindDrawModelWiresEx( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + position.x, + position.y, + position.z, + rotationAxis.x, + rotationAxis.y, + rotationAxis.z, + rotationAngle, + scale.x, + scale.y, + scale.z, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.CheckCollisionBoxes = CheckCollisionBoxes +raylib.DrawModelWiresEx = DrawModelWiresEx /** - * Check collision between box and sphere + * Draw bounding box (wires) * * @param {BoundingBox} box - * @param {Vector3} center - * @param {number} radius + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionBoxSphere (box, center, radius) { - return r.BindCheckCollisionBoxSphere( +function DrawBoundingBox(box, color) { + return r.BindDrawBoundingBox( box.min.x, box.min.y, box.min.z, box.max.x, box.max.y, box.max.z, - center.x, - center.y, - center.z, - radius - ) -} -raylib.CheckCollisionBoxSphere = CheckCollisionBoxSphere - -/** - * Get collision info between ray and sphere - * - * @param {Ray} ray - * @param {Vector3} center - * @param {number} radius - * - * @return {RayCollision} The resulting RayCollision. - */ -function GetRayCollisionSphere (ray, center, radius) { - return r.BindGetRayCollisionSphere( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - center.x, - center.y, - center.z, - radius + color.r, + color.g, + color.b, + color.a ) } -raylib.GetRayCollisionSphere = GetRayCollisionSphere +raylib.DrawBoundingBox = DrawBoundingBox /** - * Get collision info between ray and box + * Draw a billboard texture * - * @param {Ray} ray - * @param {BoundingBox} box + * @param {Camera} camera + * @param {Texture2D} texture + * @param {Vector3} position + * @param {number} size + * @param {Color} tint * - * @return {RayCollision} The resulting RayCollision. + * @return {undefined} */ -function GetRayCollisionBox (ray, box) { - return r.BindGetRayCollisionBox( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - box.min.x, - box.min.y, - box.min.z, - box.max.x, - box.max.y, - box.max.z +function DrawBillboard(camera, texture, position, size, tint) { + return r.BindDrawBillboard( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + position.x, + position.y, + position.z, + size, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.GetRayCollisionBox = GetRayCollisionBox +raylib.DrawBillboard = DrawBillboard /** - * Get collision info between ray and mesh + * Draw a billboard texture defined by source * - * @param {Ray} ray - * @param {Mesh} mesh - * @param {Matrix} transform + * @param {Camera} camera + * @param {Texture2D} texture + * @param {Rectangle} source + * @param {Vector3} position + * @param {Vector2} size + * @param {Color} tint * - * @return {RayCollision} The resulting RayCollision. + * @return {undefined} */ -function GetRayCollisionMesh (ray, mesh, transform) { - return r.BindGetRayCollisionMesh( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - mesh.vertexCount, +function DrawBillboardRec(camera, texture, source, position, size, tint) { + return r.BindDrawBillboardRec( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + position.x, + position.y, + position.z, + size.x, + size.y, + tint.r, + tint.g, + tint.b, + tint.a + ) +} +raylib.DrawBillboardRec = DrawBillboardRec + +/** + * Draw a billboard texture defined by source and rotation + * + * @param {Camera} camera + * @param {Texture2D} texture + * @param {Rectangle} source + * @param {Vector3} position + * @param {Vector3} up + * @param {Vector2} size + * @param {Vector2} origin + * @param {number} rotation + * @param {Color} tint + * + * @return {undefined} + */ +function DrawBillboardPro(camera, texture, source, position, up, size, origin, rotation, tint) { + return r.BindDrawBillboardPro( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + position.x, + position.y, + position.z, + up.x, + up.y, + up.z, + size.x, + size.y, + origin.x, + origin.y, + rotation, + tint.r, + tint.g, + tint.b, + tint.a + ) +} +raylib.DrawBillboardPro = DrawBillboardPro + +/** + * Update mesh vertex data in GPU for a specific buffer index + * + * @param {Mesh} mesh + * @param {number} index + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} + */ +function UpdateMeshBuffer(mesh, index, data, dataSize, offset) { + return r.BindUpdateMeshBuffer( + mesh.vertexCount, mesh.triangleCount, mesh.vertices, mesh.texcoords, @@ -7584,1593 +7598,1801 @@ function GetRayCollisionMesh (ray, mesh, transform) { mesh.boneWeights, mesh.vaoId, mesh.vboId, - transform.m0, - transform.m4, - transform.m8, - transform.m12, - transform.m1, - transform.m5, - transform.m9, - transform.m13, - transform.m2, - transform.m6, - transform.m10, - transform.m14, - transform.m3, - transform.m7, - transform.m11, - transform.m15 + index, + data, + dataSize, + offset ) } -raylib.GetRayCollisionMesh = GetRayCollisionMesh +raylib.UpdateMeshBuffer = UpdateMeshBuffer /** - * Get collision info between ray and triangle + * Unload mesh data from CPU and GPU * - * @param {Ray} ray - * @param {Vector3} p1 - * @param {Vector3} p2 - * @param {Vector3} p3 + * @param {Mesh} mesh * - * @return {RayCollision} The resulting RayCollision. + * @return {undefined} */ -function GetRayCollisionTriangle (ray, p1, p2, p3) { - return r.BindGetRayCollisionTriangle( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - p1.x, - p1.y, - p1.z, - p2.x, - p2.y, - p2.z, - p3.x, - p3.y, - p3.z +function UnloadMesh(mesh) { + return r.BindUnloadMesh( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId ) } -raylib.GetRayCollisionTriangle = GetRayCollisionTriangle +raylib.UnloadMesh = UnloadMesh /** - * Get collision info between ray and quad + * Export mesh data to file, returns true on success * - * @param {Ray} ray - * @param {Vector3} p1 - * @param {Vector3} p2 - * @param {Vector3} p3 - * @param {Vector3} p4 + * @param {Mesh} mesh + * @param {string} fileName * - * @return {RayCollision} The resulting RayCollision. + * @return {boolean} The resulting bool. */ -function GetRayCollisionQuad (ray, p1, p2, p3, p4) { - return r.BindGetRayCollisionQuad( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - p1.x, - p1.y, - p1.z, - p2.x, - p2.y, - p2.z, - p3.x, - p3.y, - p3.z, - p4.x, - p4.y, - p4.z +function ExportMesh(mesh, fileName) { + return r.BindExportMesh( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId, + fileName ) } -raylib.GetRayCollisionQuad = GetRayCollisionQuad +raylib.ExportMesh = ExportMesh /** - * Initialize audio device and context + * Compute mesh bounding box limits * - * @return {undefined} + * @param {Mesh} mesh + * + * @return {BoundingBox} The resulting BoundingBox. */ -function InitAudioDevice () { - return r.BindInitAudioDevice() +function GetMeshBoundingBox(mesh) { + return r.BindGetMeshBoundingBox( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId + ) } -raylib.InitAudioDevice = InitAudioDevice +raylib.GetMeshBoundingBox = GetMeshBoundingBox /** - * Close the audio device and context + * Generate polygonal mesh * - * @return {undefined} + * @param {number} sides + * @param {number} radius + * + * @return {Mesh} The resulting Mesh. */ -function CloseAudioDevice () { - return r.BindCloseAudioDevice() +function GenMeshPoly(sides, radius) { + return r.BindGenMeshPoly( + sides, + radius + ) } -raylib.CloseAudioDevice = CloseAudioDevice +raylib.GenMeshPoly = GenMeshPoly /** - * Check if audio device has been initialized successfully - * - * @return {boolean} The resulting bool. - */ -function IsAudioDeviceReady () { - return r.BindIsAudioDeviceReady() -} -raylib.IsAudioDeviceReady = IsAudioDeviceReady - -/** - * Set master volume (listener) + * Generate plane mesh (with subdivisions) * - * @param {number} volume + * @param {number} width + * @param {number} length + * @param {number} resX + * @param {number} resZ * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function SetMasterVolume (volume) { - return r.BindSetMasterVolume( - volume +function GenMeshPlane(width, length, resX, resZ) { + return r.BindGenMeshPlane( + width, + length, + resX, + resZ ) } -raylib.SetMasterVolume = SetMasterVolume +raylib.GenMeshPlane = GenMeshPlane /** - * Load wave data from file + * Generate cuboid mesh * - * @param {string} fileName + * @param {number} width + * @param {number} height + * @param {number} length * - * @return {Wave} The resulting Wave. + * @return {Mesh} The resulting Mesh. */ -function LoadWave (fileName) { - return r.BindLoadWave( - fileName +function GenMeshCube(width, height, length) { + return r.BindGenMeshCube( + width, + height, + length ) } -raylib.LoadWave = LoadWave +raylib.GenMeshCube = GenMeshCube /** - * Load wave from memory buffer, fileType refers to extension: i.e. '.wav' + * Generate sphere mesh (standard sphere) * - * @param {string} fileType - * @param {Buffer} fileData - * @param {number} dataSize + * @param {number} radius + * @param {number} rings + * @param {number} slices * - * @return {Wave} The resulting Wave. + * @return {Mesh} The resulting Mesh. */ -function LoadWaveFromMemory (fileType, fileData, dataSize) { - return r.BindLoadWaveFromMemory( - fileType, - fileData, - dataSize +function GenMeshSphere(radius, rings, slices) { + return r.BindGenMeshSphere( + radius, + rings, + slices ) } -raylib.LoadWaveFromMemory = LoadWaveFromMemory +raylib.GenMeshSphere = GenMeshSphere /** - * Checks if wave data is ready + * Generate half-sphere mesh (no bottom cap) * - * @param {Wave} wave + * @param {number} radius + * @param {number} rings + * @param {number} slices * - * @return {boolean} The resulting bool. + * @return {Mesh} The resulting Mesh. */ -function IsWaveReady (wave) { - return r.BindIsWaveReady( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GenMeshHemiSphere(radius, rings, slices) { + return r.BindGenMeshHemiSphere( + radius, + rings, + slices ) } -raylib.IsWaveReady = IsWaveReady +raylib.GenMeshHemiSphere = GenMeshHemiSphere /** - * Load sound from file + * Generate cylinder mesh * - * @param {string} fileName + * @param {number} radius + * @param {number} height + * @param {number} slices * - * @return {Sound} The resulting Sound. + * @return {Mesh} The resulting Mesh. */ -function LoadSound (fileName) { - return r.BindLoadSound( - fileName +function GenMeshCylinder(radius, height, slices) { + return r.BindGenMeshCylinder( + radius, + height, + slices ) } -raylib.LoadSound = LoadSound +raylib.GenMeshCylinder = GenMeshCylinder /** - * Load sound from wave data + * Generate cone/pyramid mesh * - * @param {Wave} wave + * @param {number} radius + * @param {number} height + * @param {number} slices * - * @return {Sound} The resulting Sound. + * @return {Mesh} The resulting Mesh. */ -function LoadSoundFromWave (wave) { - return r.BindLoadSoundFromWave( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GenMeshCone(radius, height, slices) { + return r.BindGenMeshCone( + radius, + height, + slices ) } -raylib.LoadSoundFromWave = LoadSoundFromWave +raylib.GenMeshCone = GenMeshCone /** - * Checks if a sound is ready + * Generate torus mesh * - * @param {Sound} sound + * @param {number} radius + * @param {number} size + * @param {number} radSeg + * @param {number} sides * - * @return {boolean} The resulting bool. + * @return {Mesh} The resulting Mesh. */ -function IsSoundReady (sound) { - return r.BindIsSoundReady( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function GenMeshTorus(radius, size, radSeg, sides) { + return r.BindGenMeshTorus( + radius, + size, + radSeg, + sides ) } -raylib.IsSoundReady = IsSoundReady +raylib.GenMeshTorus = GenMeshTorus /** - * Update sound buffer with new data + * Generate trefoil knot mesh * - * @param {Sound} sound - * @param {number} data - * @param {number} sampleCount + * @param {number} radius + * @param {number} size + * @param {number} radSeg + * @param {number} sides * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function UpdateSound (sound, data, sampleCount) { - return r.BindUpdateSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - data, - sampleCount +function GenMeshKnot(radius, size, radSeg, sides) { + return r.BindGenMeshKnot( + radius, + size, + radSeg, + sides ) } -raylib.UpdateSound = UpdateSound +raylib.GenMeshKnot = GenMeshKnot /** - * Unload wave data + * Generate heightmap mesh from image data * - * @param {Wave} wave + * @param {Image} heightmap + * @param {Vector3} size * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function UnloadWave (wave) { - return r.BindUnloadWave( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GenMeshHeightmap(heightmap, size) { + return r.BindGenMeshHeightmap( + heightmap.data, + heightmap.width, + heightmap.height, + heightmap.mipmaps, + heightmap.format, + size.x, + size.y, + size.z ) } -raylib.UnloadWave = UnloadWave +raylib.GenMeshHeightmap = GenMeshHeightmap /** - * Unload sound + * Generate cubes-based map mesh from image data * - * @param {Sound} sound + * @param {Image} cubicmap + * @param {Vector3} cubeSize * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function UnloadSound (sound) { - return r.BindUnloadSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function GenMeshCubicmap(cubicmap, cubeSize) { + return r.BindGenMeshCubicmap( + cubicmap.data, + cubicmap.width, + cubicmap.height, + cubicmap.mipmaps, + cubicmap.format, + cubeSize.x, + cubeSize.y, + cubeSize.z ) } -raylib.UnloadSound = UnloadSound +raylib.GenMeshCubicmap = GenMeshCubicmap /** - * Export wave data to file, returns true on success + * Load model animations from file * - * @param {Wave} wave * @param {string} fileName + * @param {number} animCount * - * @return {boolean} The resulting bool. + * @return {number} The resulting ModelAnimation *. */ -function ExportWave (wave, fileName) { - return r.BindExportWave( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - fileName +function LoadModelAnimations(fileName, animCount) { + return r.BindLoadModelAnimations( + fileName, + animCount ) } -raylib.ExportWave = ExportWave +raylib.LoadModelAnimations = LoadModelAnimations /** - * Export wave sample data to code (.h), returns true on success + * Update model animation pose * - * @param {Wave} wave - * @param {string} fileName + * @param {Model} model + * @param {ModelAnimation} anim + * @param {number} frame * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function ExportWaveAsCode (wave, fileName) { - return r.BindExportWaveAsCode( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - fileName - ) -} -raylib.ExportWaveAsCode = ExportWaveAsCode - -/** - * Play a sound - * - * @param {Sound} sound - * - * @return {undefined} - */ -function PlaySound (sound) { - return r.BindPlaySound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function UpdateModelAnimation(model, anim, frame) { + return r.BindUpdateModelAnimation( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + anim.boneCount, + anim.frameCount, + anim.bones, + anim.framePoses, + anim.name, + frame ) } -raylib.PlaySound = PlaySound +raylib.UpdateModelAnimation = UpdateModelAnimation /** - * Stop playing a sound + * Unload animation data * - * @param {Sound} sound + * @param {ModelAnimation} anim * * @return {undefined} */ -function StopSound (sound) { - return r.BindStopSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function UnloadModelAnimation(anim) { + return r.BindUnloadModelAnimation( + anim.boneCount, + anim.frameCount, + anim.bones, + anim.framePoses, + anim.name ) } -raylib.StopSound = StopSound +raylib.UnloadModelAnimation = UnloadModelAnimation /** - * Pause a sound + * Unload animation array data * - * @param {Sound} sound + * @param {number} animations + * @param {number} animCount * * @return {undefined} */ -function PauseSound (sound) { - return r.BindPauseSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function UnloadModelAnimations(animations, animCount) { + return r.BindUnloadModelAnimations( + animations, + animCount ) } -raylib.PauseSound = PauseSound +raylib.UnloadModelAnimations = UnloadModelAnimations /** - * Resume a paused sound + * Check model animation skeleton match * - * @param {Sound} sound + * @param {Model} model + * @param {ModelAnimation} anim * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function ResumeSound (sound) { - return r.BindResumeSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function IsModelAnimationValid(model, anim) { + return r.BindIsModelAnimationValid( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + anim.boneCount, + anim.frameCount, + anim.bones, + anim.framePoses, + anim.name ) } -raylib.ResumeSound = ResumeSound +raylib.IsModelAnimationValid = IsModelAnimationValid /** - * Check if a sound is currently playing + * Check collision between two spheres * - * @param {Sound} sound + * @param {Vector3} center1 + * @param {number} radius1 + * @param {Vector3} center2 + * @param {number} radius2 * * @return {boolean} The resulting bool. */ -function IsSoundPlaying (sound) { - return r.BindIsSoundPlaying( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function CheckCollisionSpheres(center1, radius1, center2, radius2) { + return r.BindCheckCollisionSpheres( + center1.x, + center1.y, + center1.z, + radius1, + center2.x, + center2.y, + center2.z, + radius2 ) } -raylib.IsSoundPlaying = IsSoundPlaying +raylib.CheckCollisionSpheres = CheckCollisionSpheres /** - * Set volume for a sound (1.0 is max level) + * Check collision between two bounding boxes * - * @param {Sound} sound - * @param {number} volume + * @param {BoundingBox} box1 + * @param {BoundingBox} box2 * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function SetSoundVolume (sound, volume) { - return r.BindSetSoundVolume( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - volume +function CheckCollisionBoxes(box1, box2) { + return r.BindCheckCollisionBoxes( + box1.min.x, + box1.min.y, + box1.min.z, + box1.max.x, + box1.max.y, + box1.max.z, + box2.min.x, + box2.min.y, + box2.min.z, + box2.max.x, + box2.max.y, + box2.max.z ) } -raylib.SetSoundVolume = SetSoundVolume +raylib.CheckCollisionBoxes = CheckCollisionBoxes /** - * Set pitch for a sound (1.0 is base level) + * Check collision between box and sphere * - * @param {Sound} sound - * @param {number} pitch + * @param {BoundingBox} box + * @param {Vector3} center + * @param {number} radius * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function SetSoundPitch (sound, pitch) { - return r.BindSetSoundPitch( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - pitch +function CheckCollisionBoxSphere(box, center, radius) { + return r.BindCheckCollisionBoxSphere( + box.min.x, + box.min.y, + box.min.z, + box.max.x, + box.max.y, + box.max.z, + center.x, + center.y, + center.z, + radius ) } -raylib.SetSoundPitch = SetSoundPitch +raylib.CheckCollisionBoxSphere = CheckCollisionBoxSphere /** - * Set pan for a sound (0.5 is center) + * Get collision info between ray and sphere * - * @param {Sound} sound - * @param {number} pan + * @param {Ray} ray + * @param {Vector3} center + * @param {number} radius * - * @return {undefined} + * @return {RayCollision} The resulting RayCollision. */ -function SetSoundPan (sound, pan) { - return r.BindSetSoundPan( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - pan +function GetRayCollisionSphere(ray, center, radius) { + return r.BindGetRayCollisionSphere( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + center.x, + center.y, + center.z, + radius ) } -raylib.SetSoundPan = SetSoundPan +raylib.GetRayCollisionSphere = GetRayCollisionSphere /** - * Copy a wave to a new wave + * Get collision info between ray and box * - * @param {Wave} wave + * @param {Ray} ray + * @param {BoundingBox} box * - * @return {Wave} The resulting Wave. + * @return {RayCollision} The resulting RayCollision. */ -function WaveCopy (wave) { - return r.BindWaveCopy( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data - ) +function GetRayCollisionBox(ray, box) { + return r.BindGetRayCollisionBox( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + box.min.x, + box.min.y, + box.min.z, + box.max.x, + box.max.y, + box.max.z + ) } -raylib.WaveCopy = WaveCopy +raylib.GetRayCollisionBox = GetRayCollisionBox /** - * Load samples data from wave as a 32bit float data array + * Get collision info between ray and mesh * - * @param {Wave} wave + * @param {Ray} ray + * @param {Mesh} mesh + * @param {Matrix} transform * - * @return {number} The resulting float *. + * @return {RayCollision} The resulting RayCollision. */ -function LoadWaveSamples (wave) { - return r.BindLoadWaveSamples( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GetRayCollisionMesh(ray, mesh, transform) { + return r.BindGetRayCollisionMesh( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId, + transform.m0, + transform.m4, + transform.m8, + transform.m12, + transform.m1, + transform.m5, + transform.m9, + transform.m13, + transform.m2, + transform.m6, + transform.m10, + transform.m14, + transform.m3, + transform.m7, + transform.m11, + transform.m15 ) } -raylib.LoadWaveSamples = LoadWaveSamples +raylib.GetRayCollisionMesh = GetRayCollisionMesh /** - * Unload samples data loaded with LoadWaveSamples() + * Get collision info between ray and triangle * - * @param {number} samples + * @param {Ray} ray + * @param {Vector3} p1 + * @param {Vector3} p2 + * @param {Vector3} p3 * - * @return {undefined} + * @return {RayCollision} The resulting RayCollision. */ -function UnloadWaveSamples (samples) { - return r.BindUnloadWaveSamples( - samples +function GetRayCollisionTriangle(ray, p1, p2, p3) { + return r.BindGetRayCollisionTriangle( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + p1.x, + p1.y, + p1.z, + p2.x, + p2.y, + p2.z, + p3.x, + p3.y, + p3.z ) } -raylib.UnloadWaveSamples = UnloadWaveSamples +raylib.GetRayCollisionTriangle = GetRayCollisionTriangle /** - * Load music stream from file + * Get collision info between ray and quad * - * @param {string} fileName + * @param {Ray} ray + * @param {Vector3} p1 + * @param {Vector3} p2 + * @param {Vector3} p3 + * @param {Vector3} p4 * - * @return {Music} The resulting Music. + * @return {RayCollision} The resulting RayCollision. */ -function LoadMusicStream (fileName) { - return r.BindLoadMusicStream( - fileName +function GetRayCollisionQuad(ray, p1, p2, p3, p4) { + return r.BindGetRayCollisionQuad( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + p1.x, + p1.y, + p1.z, + p2.x, + p2.y, + p2.z, + p3.x, + p3.y, + p3.z, + p4.x, + p4.y, + p4.z ) } -raylib.LoadMusicStream = LoadMusicStream +raylib.GetRayCollisionQuad = GetRayCollisionQuad /** - * Load music stream from data - * - * @param {string} fileType - * @param {Buffer} data - * @param {number} dataSize + * Initialize audio device and context * - * @return {Music} The resulting Music. + * @return {undefined} */ -function LoadMusicStreamFromMemory (fileType, data, dataSize) { - return r.BindLoadMusicStreamFromMemory( - fileType, - data, - dataSize - ) +function InitAudioDevice() { + return r.BindInitAudioDevice() } -raylib.LoadMusicStreamFromMemory = LoadMusicStreamFromMemory +raylib.InitAudioDevice = InitAudioDevice /** - * Checks if a music stream is ready + * Close the audio device and context * - * @param {Music} music + * @return {undefined} + */ +function CloseAudioDevice() { + return r.BindCloseAudioDevice() +} +raylib.CloseAudioDevice = CloseAudioDevice + +/** + * Check if audio device has been initialized successfully * * @return {boolean} The resulting bool. */ -function IsMusicReady (music) { - return r.BindIsMusicReady( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData - ) +function IsAudioDeviceReady() { + return r.BindIsAudioDeviceReady() } -raylib.IsMusicReady = IsMusicReady +raylib.IsAudioDeviceReady = IsAudioDeviceReady /** - * Unload music stream + * Set master volume (listener) * - * @param {Music} music + * @param {number} volume * * @return {undefined} */ -function UnloadMusicStream (music) { - return r.BindUnloadMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function SetMasterVolume(volume) { + return r.BindSetMasterVolume( + volume ) } -raylib.UnloadMusicStream = UnloadMusicStream +raylib.SetMasterVolume = SetMasterVolume /** - * Start music playing + * Get master volume (listener) * - * @param {Music} music - * - * @return {undefined} + * @return {number} The resulting float. */ -function PlayMusicStream (music) { - return r.BindPlayMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData - ) +function GetMasterVolume() { + return r.BindGetMasterVolume() } -raylib.PlayMusicStream = PlayMusicStream +raylib.GetMasterVolume = GetMasterVolume /** - * Check if music is playing + * Load wave data from file * - * @param {Music} music + * @param {string} fileName * - * @return {boolean} The resulting bool. + * @return {Wave} The resulting Wave. */ -function IsMusicStreamPlaying (music) { - return r.BindIsMusicStreamPlaying( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadWave(fileName) { + return r.BindLoadWave( + fileName ) } -raylib.IsMusicStreamPlaying = IsMusicStreamPlaying +raylib.LoadWave = LoadWave /** - * Updates buffers for music streaming + * Load wave from memory buffer, fileType refers to extension: i.e. '.wav' * - * @param {Music} music + * @param {string} fileType + * @param {Buffer} fileData + * @param {number} dataSize * - * @return {undefined} + * @return {Wave} The resulting Wave. */ -function UpdateMusicStream (music) { - return r.BindUpdateMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadWaveFromMemory(fileType, fileData, dataSize) { + return r.BindLoadWaveFromMemory( + fileType, + fileData, + dataSize ) } -raylib.UpdateMusicStream = UpdateMusicStream +raylib.LoadWaveFromMemory = LoadWaveFromMemory /** - * Stop music playing + * Checks if wave data is ready * - * @param {Music} music + * @param {Wave} wave * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function StopMusicStream (music) { - return r.BindStopMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function IsWaveReady(wave) { + return r.BindIsWaveReady( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.StopMusicStream = StopMusicStream +raylib.IsWaveReady = IsWaveReady /** - * Pause music playing + * Load sound from file * - * @param {Music} music + * @param {string} fileName * - * @return {undefined} + * @return {Sound} The resulting Sound. */ -function PauseMusicStream (music) { - return r.BindPauseMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadSound(fileName) { + return r.BindLoadSound( + fileName ) } -raylib.PauseMusicStream = PauseMusicStream +raylib.LoadSound = LoadSound /** - * Resume playing paused music + * Load sound from wave data * - * @param {Music} music + * @param {Wave} wave * - * @return {undefined} + * @return {Sound} The resulting Sound. */ -function ResumeMusicStream (music) { - return r.BindResumeMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadSoundFromWave(wave) { + return r.BindLoadSoundFromWave( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.ResumeMusicStream = ResumeMusicStream +raylib.LoadSoundFromWave = LoadSoundFromWave /** - * Seek music to a position (in seconds) + * Create a new sound that shares the same sample data as the source sound, does not own the sound data * - * @param {Music} music - * @param {number} position + * @param {Sound} source * - * @return {undefined} + * @return {Sound} The resulting Sound. */ -function SeekMusicStream (music, position) { - return r.BindSeekMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - position +function LoadSoundAlias(source) { + return r.BindLoadSoundAlias( + source.stream.buffer, + source.stream.processor, + source.stream.sampleRate, + source.stream.sampleSize, + source.stream.channels, + source.frameCount ) } -raylib.SeekMusicStream = SeekMusicStream +raylib.LoadSoundAlias = LoadSoundAlias /** - * Set volume for music (1.0 is max level) + * Checks if a sound is ready * - * @param {Music} music - * @param {number} volume + * @param {Sound} sound * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function SetMusicVolume (music, volume) { - return r.BindSetMusicVolume( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - volume +function IsSoundReady(sound) { + return r.BindIsSoundReady( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.SetMusicVolume = SetMusicVolume +raylib.IsSoundReady = IsSoundReady /** - * Set pitch for a music (1.0 is base level) + * Update sound buffer with new data * - * @param {Music} music - * @param {number} pitch + * @param {Sound} sound + * @param {number} data + * @param {number} sampleCount * * @return {undefined} */ -function SetMusicPitch (music, pitch) { - return r.BindSetMusicPitch( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - pitch +function UpdateSound(sound, data, sampleCount) { + return r.BindUpdateSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + data, + sampleCount ) } -raylib.SetMusicPitch = SetMusicPitch +raylib.UpdateSound = UpdateSound /** - * Set pan for a music (0.5 is center) + * Unload wave data * - * @param {Music} music - * @param {number} pan + * @param {Wave} wave * * @return {undefined} */ -function SetMusicPan (music, pan) { - return r.BindSetMusicPan( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - pan +function UnloadWave(wave) { + return r.BindUnloadWave( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.SetMusicPan = SetMusicPan +raylib.UnloadWave = UnloadWave /** - * Get music time length (in seconds) + * Unload sound * - * @param {Music} music + * @param {Sound} sound * - * @return {number} The resulting float. + * @return {undefined} */ -function GetMusicTimeLength (music) { - return r.BindGetMusicTimeLength( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function UnloadSound(sound) { + return r.BindUnloadSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.GetMusicTimeLength = GetMusicTimeLength +raylib.UnloadSound = UnloadSound /** - * Get current music time played (in seconds) + * Unload a sound alias (does not deallocate sample data) * - * @param {Music} music + * @param {Sound} alias * - * @return {number} The resulting float. + * @return {undefined} */ -function GetMusicTimePlayed (music) { - return r.BindGetMusicTimePlayed( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function UnloadSoundAlias(alias) { + return r.BindUnloadSoundAlias( + alias.stream.buffer, + alias.stream.processor, + alias.stream.sampleRate, + alias.stream.sampleSize, + alias.stream.channels, + alias.frameCount ) } -raylib.GetMusicTimePlayed = GetMusicTimePlayed +raylib.UnloadSoundAlias = UnloadSoundAlias /** - * Load audio stream (to stream raw audio pcm data) + * Export wave data to file, returns true on success * - * @param {number} sampleRate - * @param {number} sampleSize - * @param {number} channels + * @param {Wave} wave + * @param {string} fileName * - * @return {AudioStream} The resulting AudioStream. + * @return {boolean} The resulting bool. */ -function LoadAudioStream (sampleRate, sampleSize, channels) { - return r.BindLoadAudioStream( - sampleRate, - sampleSize, - channels +function ExportWave(wave, fileName) { + return r.BindExportWave( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + fileName ) } -raylib.LoadAudioStream = LoadAudioStream +raylib.ExportWave = ExportWave /** - * Checks if an audio stream is ready + * Export wave sample data to code (.h), returns true on success * - * @param {AudioStream} stream + * @param {Wave} wave + * @param {string} fileName * * @return {boolean} The resulting bool. */ -function IsAudioStreamReady (stream) { - return r.BindIsAudioStreamReady( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function ExportWaveAsCode(wave, fileName) { + return r.BindExportWaveAsCode( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + fileName ) } -raylib.IsAudioStreamReady = IsAudioStreamReady +raylib.ExportWaveAsCode = ExportWaveAsCode /** - * Unload audio stream and free memory + * Play a sound * - * @param {AudioStream} stream + * @param {Sound} sound * * @return {undefined} */ -function UnloadAudioStream (stream) { - return r.BindUnloadAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels - ) -} -raylib.UnloadAudioStream = UnloadAudioStream +function PlaySound(sound) { + return r.BindPlaySound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount + ) +} +raylib.PlaySound = PlaySound /** - * Update audio stream buffers with data + * Stop playing a sound * - * @param {AudioStream} stream - * @param {number} data - * @param {number} frameCount + * @param {Sound} sound * * @return {undefined} */ -function UpdateAudioStream (stream, data, frameCount) { - return r.BindUpdateAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - data, - frameCount +function StopSound(sound) { + return r.BindStopSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.UpdateAudioStream = UpdateAudioStream +raylib.StopSound = StopSound /** - * Check if any audio stream buffers requires refill + * Pause a sound * - * @param {AudioStream} stream + * @param {Sound} sound * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsAudioStreamProcessed (stream) { - return r.BindIsAudioStreamProcessed( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function PauseSound(sound) { + return r.BindPauseSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.IsAudioStreamProcessed = IsAudioStreamProcessed +raylib.PauseSound = PauseSound /** - * Play audio stream + * Resume a paused sound * - * @param {AudioStream} stream + * @param {Sound} sound * * @return {undefined} */ -function PlayAudioStream (stream) { - return r.BindPlayAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function ResumeSound(sound) { + return r.BindResumeSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.PlayAudioStream = PlayAudioStream +raylib.ResumeSound = ResumeSound /** - * Pause audio stream + * Check if a sound is currently playing * - * @param {AudioStream} stream + * @param {Sound} sound * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function PauseAudioStream (stream) { - return r.BindPauseAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function IsSoundPlaying(sound) { + return r.BindIsSoundPlaying( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.PauseAudioStream = PauseAudioStream +raylib.IsSoundPlaying = IsSoundPlaying /** - * Resume audio stream + * Set volume for a sound (1.0 is max level) * - * @param {AudioStream} stream + * @param {Sound} sound + * @param {number} volume * * @return {undefined} */ -function ResumeAudioStream (stream) { - return r.BindResumeAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function SetSoundVolume(sound, volume) { + return r.BindSetSoundVolume( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + volume ) } -raylib.ResumeAudioStream = ResumeAudioStream +raylib.SetSoundVolume = SetSoundVolume /** - * Check if audio stream is playing + * Set pitch for a sound (1.0 is base level) * - * @param {AudioStream} stream + * @param {Sound} sound + * @param {number} pitch * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsAudioStreamPlaying (stream) { - return r.BindIsAudioStreamPlaying( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function SetSoundPitch(sound, pitch) { + return r.BindSetSoundPitch( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + pitch ) } -raylib.IsAudioStreamPlaying = IsAudioStreamPlaying +raylib.SetSoundPitch = SetSoundPitch /** - * Stop audio stream + * Set pan for a sound (0.5 is center) * - * @param {AudioStream} stream + * @param {Sound} sound + * @param {number} pan * * @return {undefined} */ -function StopAudioStream (stream) { - return r.BindStopAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function SetSoundPan(sound, pan) { + return r.BindSetSoundPan( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + pan ) } -raylib.StopAudioStream = StopAudioStream +raylib.SetSoundPan = SetSoundPan /** - * Set volume for audio stream (1.0 is max level) + * Copy a wave to a new wave * - * @param {AudioStream} stream - * @param {number} volume + * @param {Wave} wave * - * @return {undefined} + * @return {Wave} The resulting Wave. */ -function SetAudioStreamVolume (stream, volume) { - return r.BindSetAudioStreamVolume( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - volume +function WaveCopy(wave) { + return r.BindWaveCopy( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.SetAudioStreamVolume = SetAudioStreamVolume +raylib.WaveCopy = WaveCopy /** - * Set pitch for audio stream (1.0 is base level) + * Load samples data from wave as a 32bit float data array * - * @param {AudioStream} stream - * @param {number} pitch + * @param {Wave} wave * - * @return {undefined} + * @return {number} The resulting float *. */ -function SetAudioStreamPitch (stream, pitch) { - return r.BindSetAudioStreamPitch( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - pitch +function LoadWaveSamples(wave) { + return r.BindLoadWaveSamples( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.SetAudioStreamPitch = SetAudioStreamPitch +raylib.LoadWaveSamples = LoadWaveSamples /** - * Set pan for audio stream (0.5 is centered) + * Unload samples data loaded with LoadWaveSamples() * - * @param {AudioStream} stream - * @param {number} pan + * @param {number} samples * * @return {undefined} */ -function SetAudioStreamPan (stream, pan) { - return r.BindSetAudioStreamPan( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - pan +function UnloadWaveSamples(samples) { + return r.BindUnloadWaveSamples( + samples ) } -raylib.SetAudioStreamPan = SetAudioStreamPan +raylib.UnloadWaveSamples = UnloadWaveSamples /** - * Default size for new audio streams + * Load music stream from file * - * @param {number} size + * @param {string} fileName * - * @return {undefined} + * @return {Music} The resulting Music. */ -function SetAudioStreamBufferSizeDefault (size) { - return r.BindSetAudioStreamBufferSizeDefault( - size +function LoadMusicStream(fileName) { + return r.BindLoadMusicStream( + fileName ) } -raylib.SetAudioStreamBufferSizeDefault = SetAudioStreamBufferSizeDefault +raylib.LoadMusicStream = LoadMusicStream /** - * Ease: Linear + * Load music stream from data * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {string} fileType + * @param {Buffer} data + * @param {number} dataSize * - * @return {number} The resulting float. + * @return {Music} The resulting Music. */ -function EaseLinearNone (t, b, c, d) { - return r.BindEaseLinearNone( - t, - b, - c, - d +function LoadMusicStreamFromMemory(fileType, data, dataSize) { + return r.BindLoadMusicStreamFromMemory( + fileType, + data, + dataSize ) } -raylib.EaseLinearNone = EaseLinearNone +raylib.LoadMusicStreamFromMemory = LoadMusicStreamFromMemory /** - * Ease: Linear In + * Checks if a music stream is ready * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseLinearIn (t, b, c, d) { - return r.BindEaseLinearIn( - t, - b, - c, - d +function IsMusicReady(music) { + return r.BindIsMusicReady( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseLinearIn = EaseLinearIn +raylib.IsMusicReady = IsMusicReady /** - * Ease: Linear Out + * Unload music stream * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseLinearOut (t, b, c, d) { - return r.BindEaseLinearOut( - t, - b, - c, - d +function UnloadMusicStream(music) { + return r.BindUnloadMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseLinearOut = EaseLinearOut +raylib.UnloadMusicStream = UnloadMusicStream /** - * Ease: Linear In Out + * Start music playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseLinearInOut (t, b, c, d) { - return r.BindEaseLinearInOut( - t, - b, - c, - d +function PlayMusicStream(music) { + return r.BindPlayMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseLinearInOut = EaseLinearInOut +raylib.PlayMusicStream = PlayMusicStream /** - * Ease: Sine In + * Check if music is playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseSineIn (t, b, c, d) { - return r.BindEaseSineIn( - t, - b, - c, - d +function IsMusicStreamPlaying(music) { + return r.BindIsMusicStreamPlaying( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseSineIn = EaseSineIn +raylib.IsMusicStreamPlaying = IsMusicStreamPlaying /** - * Ease: Sine Out + * Updates buffers for music streaming * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseSineOut (t, b, c, d) { - return r.BindEaseSineOut( - t, - b, - c, - d +function UpdateMusicStream(music) { + return r.BindUpdateMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseSineOut = EaseSineOut +raylib.UpdateMusicStream = UpdateMusicStream /** - * Ease: Sine Out + * Stop music playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseSineInOut (t, b, c, d) { - return r.BindEaseSineInOut( - t, - b, - c, - d +function StopMusicStream(music) { + return r.BindStopMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseSineInOut = EaseSineInOut +raylib.StopMusicStream = StopMusicStream /** - * Ease: Circular In + * Pause music playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCircIn (t, b, c, d) { - return r.BindEaseCircIn( - t, - b, - c, - d +function PauseMusicStream(music) { + return r.BindPauseMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseCircIn = EaseCircIn +raylib.PauseMusicStream = PauseMusicStream /** - * Ease: Circular Out + * Resume playing paused music * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCircOut (t, b, c, d) { - return r.BindEaseCircOut( - t, - b, - c, - d +function ResumeMusicStream(music) { + return r.BindResumeMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseCircOut = EaseCircOut +raylib.ResumeMusicStream = ResumeMusicStream /** - * Ease: Circular In Out + * Seek music to a position (in seconds) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} position * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCircInOut (t, b, c, d) { - return r.BindEaseCircInOut( - t, - b, - c, - d +function SeekMusicStream(music, position) { + return r.BindSeekMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + position ) } -raylib.EaseCircInOut = EaseCircInOut +raylib.SeekMusicStream = SeekMusicStream /** - * Ease: Cubic In + * Set volume for music (1.0 is max level) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} volume * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCubicIn (t, b, c, d) { - return r.BindEaseCubicIn( - t, - b, - c, - d - ) -} -raylib.EaseCubicIn = EaseCubicIn - -/** - * Ease: Cubic Out - * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d - * - * @return {number} The resulting float. - */ -function EaseCubicOut (t, b, c, d) { - return r.BindEaseCubicOut( - t, - b, - c, - d +function SetMusicVolume(music, volume) { + return r.BindSetMusicVolume( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + volume ) } -raylib.EaseCubicOut = EaseCubicOut +raylib.SetMusicVolume = SetMusicVolume /** - * Ease: Cubic In Out + * Set pitch for a music (1.0 is base level) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} pitch * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCubicInOut (t, b, c, d) { - return r.BindEaseCubicInOut( - t, - b, - c, - d +function SetMusicPitch(music, pitch) { + return r.BindSetMusicPitch( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + pitch ) } -raylib.EaseCubicInOut = EaseCubicInOut +raylib.SetMusicPitch = SetMusicPitch /** - * Ease: Quadratic In + * Set pan for a music (0.5 is center) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} pan * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseQuadIn (t, b, c, d) { - return r.BindEaseQuadIn( - t, - b, - c, - d +function SetMusicPan(music, pan) { + return r.BindSetMusicPan( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + pan ) } -raylib.EaseQuadIn = EaseQuadIn +raylib.SetMusicPan = SetMusicPan /** - * Ease: Quadratic Out + * Get music time length (in seconds) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * * @return {number} The resulting float. */ -function EaseQuadOut (t, b, c, d) { - return r.BindEaseQuadOut( - t, - b, - c, - d +function GetMusicTimeLength(music) { + return r.BindGetMusicTimeLength( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseQuadOut = EaseQuadOut +raylib.GetMusicTimeLength = GetMusicTimeLength /** - * Ease: Quadratic In Out + * Get current music time played (in seconds) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * * @return {number} The resulting float. */ -function EaseQuadInOut (t, b, c, d) { - return r.BindEaseQuadInOut( - t, - b, - c, - d +function GetMusicTimePlayed(music) { + return r.BindGetMusicTimePlayed( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseQuadInOut = EaseQuadInOut +raylib.GetMusicTimePlayed = GetMusicTimePlayed /** - * Ease: Exponential In + * Load audio stream (to stream raw audio pcm data) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {number} sampleRate + * @param {number} sampleSize + * @param {number} channels * - * @return {number} The resulting float. + * @return {AudioStream} The resulting AudioStream. */ -function EaseExpoIn (t, b, c, d) { - return r.BindEaseExpoIn( - t, - b, - c, - d +function LoadAudioStream(sampleRate, sampleSize, channels) { + return r.BindLoadAudioStream( + sampleRate, + sampleSize, + channels ) } -raylib.EaseExpoIn = EaseExpoIn +raylib.LoadAudioStream = LoadAudioStream /** - * Ease: Exponential Out + * Checks if an audio stream is ready * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseExpoOut (t, b, c, d) { - return r.BindEaseExpoOut( - t, - b, - c, - d +function IsAudioStreamReady(stream) { + return r.BindIsAudioStreamReady( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseExpoOut = EaseExpoOut +raylib.IsAudioStreamReady = IsAudioStreamReady /** - * Ease: Exponential In Out + * Unload audio stream and free memory * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseExpoInOut (t, b, c, d) { - return r.BindEaseExpoInOut( - t, - b, - c, - d +function UnloadAudioStream(stream) { + return r.BindUnloadAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseExpoInOut = EaseExpoInOut +raylib.UnloadAudioStream = UnloadAudioStream /** - * Ease: Back In + * Update audio stream buffers with data * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream + * @param {number} data + * @param {number} frameCount * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseBackIn (t, b, c, d) { - return r.BindEaseBackIn( - t, - b, - c, - d +function UpdateAudioStream(stream, data, frameCount) { + return r.BindUpdateAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + data, + frameCount ) } -raylib.EaseBackIn = EaseBackIn +raylib.UpdateAudioStream = UpdateAudioStream /** - * Ease: Back Out + * Check if any audio stream buffers requires refill * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseBackOut (t, b, c, d) { - return r.BindEaseBackOut( - t, - b, - c, - d +function IsAudioStreamProcessed(stream) { + return r.BindIsAudioStreamProcessed( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseBackOut = EaseBackOut +raylib.IsAudioStreamProcessed = IsAudioStreamProcessed /** - * Ease: Back In Out + * Play audio stream * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseBackInOut (t, b, c, d) { - return r.BindEaseBackInOut( - t, - b, - c, - d +function PlayAudioStream(stream) { + return r.BindPlayAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseBackInOut = EaseBackInOut +raylib.PlayAudioStream = PlayAudioStream /** - * Ease: Bounce Out + * Pause audio stream + * + * @param {AudioStream} stream + * + * @return {undefined} + */ +function PauseAudioStream(stream) { + return r.BindPauseAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.PauseAudioStream = PauseAudioStream + +/** + * Resume audio stream + * + * @param {AudioStream} stream + * + * @return {undefined} + */ +function ResumeAudioStream(stream) { + return r.BindResumeAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.ResumeAudioStream = ResumeAudioStream + +/** + * Check if audio stream is playing + * + * @param {AudioStream} stream + * + * @return {boolean} The resulting bool. + */ +function IsAudioStreamPlaying(stream) { + return r.BindIsAudioStreamPlaying( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.IsAudioStreamPlaying = IsAudioStreamPlaying + +/** + * Stop audio stream + * + * @param {AudioStream} stream + * + * @return {undefined} + */ +function StopAudioStream(stream) { + return r.BindStopAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.StopAudioStream = StopAudioStream + +/** + * Set volume for audio stream (1.0 is max level) + * + * @param {AudioStream} stream + * @param {number} volume + * + * @return {undefined} + */ +function SetAudioStreamVolume(stream, volume) { + return r.BindSetAudioStreamVolume( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + volume + ) +} +raylib.SetAudioStreamVolume = SetAudioStreamVolume + +/** + * Set pitch for audio stream (1.0 is base level) + * + * @param {AudioStream} stream + * @param {number} pitch + * + * @return {undefined} + */ +function SetAudioStreamPitch(stream, pitch) { + return r.BindSetAudioStreamPitch( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + pitch + ) +} +raylib.SetAudioStreamPitch = SetAudioStreamPitch + +/** + * Set pan for audio stream (0.5 is centered) + * + * @param {AudioStream} stream + * @param {number} pan + * + * @return {undefined} + */ +function SetAudioStreamPan(stream, pan) { + return r.BindSetAudioStreamPan( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + pan + ) +} +raylib.SetAudioStreamPan = SetAudioStreamPan + +/** + * Default size for new audio streams + * + * @param {number} size + * + * @return {undefined} + */ +function SetAudioStreamBufferSizeDefault(size) { + return r.BindSetAudioStreamBufferSizeDefault( + size + ) +} +raylib.SetAudioStreamBufferSizeDefault = SetAudioStreamBufferSizeDefault + +/** + * Ease: Linear * * @param {number} t * @param {number} b @@ -9179,18 +9401,18 @@ raylib.EaseBackInOut = EaseBackInOut * * @return {number} The resulting float. */ -function EaseBounceOut (t, b, c, d) { - return r.BindEaseBounceOut( +function EaseLinearNone(t, b, c, d) { + return r.BindEaseLinearNone( t, b, c, d ) } -raylib.EaseBounceOut = EaseBounceOut +raylib.EaseLinearNone = EaseLinearNone /** - * Ease: Bounce In + * Ease: Linear In * * @param {number} t * @param {number} b @@ -9199,18 +9421,18 @@ raylib.EaseBounceOut = EaseBounceOut * * @return {number} The resulting float. */ -function EaseBounceIn (t, b, c, d) { - return r.BindEaseBounceIn( +function EaseLinearIn(t, b, c, d) { + return r.BindEaseLinearIn( t, b, c, d ) } -raylib.EaseBounceIn = EaseBounceIn +raylib.EaseLinearIn = EaseLinearIn /** - * Ease: Bounce In Out + * Ease: Linear Out * * @param {number} t * @param {number} b @@ -9219,18 +9441,18 @@ raylib.EaseBounceIn = EaseBounceIn * * @return {number} The resulting float. */ -function EaseBounceInOut (t, b, c, d) { - return r.BindEaseBounceInOut( +function EaseLinearOut(t, b, c, d) { + return r.BindEaseLinearOut( t, b, c, d ) } -raylib.EaseBounceInOut = EaseBounceInOut +raylib.EaseLinearOut = EaseLinearOut /** - * Ease: Elastic In + * Ease: Linear In Out * * @param {number} t * @param {number} b @@ -9239,18 +9461,18 @@ raylib.EaseBounceInOut = EaseBounceInOut * * @return {number} The resulting float. */ -function EaseElasticIn (t, b, c, d) { - return r.BindEaseElasticIn( +function EaseLinearInOut(t, b, c, d) { + return r.BindEaseLinearInOut( t, b, c, d ) } -raylib.EaseElasticIn = EaseElasticIn +raylib.EaseLinearInOut = EaseLinearInOut /** - * Ease: Elastic Out + * Ease: Sine In * * @param {number} t * @param {number} b @@ -9259,18 +9481,18 @@ raylib.EaseElasticIn = EaseElasticIn * * @return {number} The resulting float. */ -function EaseElasticOut (t, b, c, d) { - return r.BindEaseElasticOut( +function EaseSineIn(t, b, c, d) { + return r.BindEaseSineIn( t, b, c, d ) } -raylib.EaseElasticOut = EaseElasticOut +raylib.EaseSineIn = EaseSineIn /** - * Ease: Elastic In Out + * Ease: Sine Out * * @param {number} t * @param {number} b @@ -9279,327 +9501,767 @@ raylib.EaseElasticOut = EaseElasticOut * * @return {number} The resulting float. */ -function EaseElasticInOut (t, b, c, d) { - return r.BindEaseElasticInOut( +function EaseSineOut(t, b, c, d) { + return r.BindEaseSineOut( t, b, c, d ) } -raylib.EaseElasticInOut = EaseElasticInOut - -function Clamp (value, min, max) { - return r.BindClamp( - value, - min, - max - ) -} -raylib.Clamp = Clamp +raylib.EaseSineOut = EaseSineOut -function Lerp (start, end, amount) { - return r.BindLerp( - start, - end, - amount +/** + * Ease: Sine Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseSineInOut(t, b, c, d) { + return r.BindEaseSineInOut( + t, + b, + c, + d ) } -raylib.Lerp = Lerp +raylib.EaseSineInOut = EaseSineInOut -function Normalize (value, start, end) { - return r.BindNormalize( - value, - start, - end +/** + * Ease: Circular In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCircIn(t, b, c, d) { + return r.BindEaseCircIn( + t, + b, + c, + d ) } -raylib.Normalize = Normalize +raylib.EaseCircIn = EaseCircIn -function Remap (value, inputStart, inputEnd, outputStart, outputEnd) { - return r.BindRemap( - value, - inputStart, - inputEnd, - outputStart, - outputEnd +/** + * Ease: Circular Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCircOut(t, b, c, d) { + return r.BindEaseCircOut( + t, + b, + c, + d ) } -raylib.Remap = Remap +raylib.EaseCircOut = EaseCircOut -function Wrap (value, min, max) { - return r.BindWrap( - value, - min, - max +/** + * Ease: Circular In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCircInOut(t, b, c, d) { + return r.BindEaseCircInOut( + t, + b, + c, + d ) } -raylib.Wrap = Wrap +raylib.EaseCircInOut = EaseCircInOut -function FloatEquals (x, y) { - return r.BindFloatEquals( - x, - y +/** + * Ease: Cubic In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCubicIn(t, b, c, d) { + return r.BindEaseCubicIn( + t, + b, + c, + d ) } -raylib.FloatEquals = FloatEquals - -function Vector2Zero () { - return r.BindVector2Zero() -} -raylib.Vector2Zero = Vector2Zero +raylib.EaseCubicIn = EaseCubicIn -function Vector2One () { - return r.BindVector2One() +/** + * Ease: Cubic Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCubicOut(t, b, c, d) { + return r.BindEaseCubicOut( + t, + b, + c, + d + ) } -raylib.Vector2One = Vector2One +raylib.EaseCubicOut = EaseCubicOut -function Vector2Add (v1, v2) { - return r.BindVector2Add( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Cubic In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCubicInOut(t, b, c, d) { + return r.BindEaseCubicInOut( + t, + b, + c, + d ) } -raylib.Vector2Add = Vector2Add +raylib.EaseCubicInOut = EaseCubicInOut -function Vector2AddValue (v, add) { - return r.BindVector2AddValue( - v.x, - v.y, - add +/** + * Ease: Quadratic In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseQuadIn(t, b, c, d) { + return r.BindEaseQuadIn( + t, + b, + c, + d ) } -raylib.Vector2AddValue = Vector2AddValue +raylib.EaseQuadIn = EaseQuadIn -function Vector2Subtract (v1, v2) { - return r.BindVector2Subtract( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Quadratic Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseQuadOut(t, b, c, d) { + return r.BindEaseQuadOut( + t, + b, + c, + d ) } -raylib.Vector2Subtract = Vector2Subtract +raylib.EaseQuadOut = EaseQuadOut -function Vector2SubtractValue (v, sub) { - return r.BindVector2SubtractValue( - v.x, - v.y, - sub +/** + * Ease: Quadratic In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseQuadInOut(t, b, c, d) { + return r.BindEaseQuadInOut( + t, + b, + c, + d ) } -raylib.Vector2SubtractValue = Vector2SubtractValue +raylib.EaseQuadInOut = EaseQuadInOut -function Vector2Length (v) { - return r.BindVector2Length( - v.x, - v.y +/** + * Ease: Exponential In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseExpoIn(t, b, c, d) { + return r.BindEaseExpoIn( + t, + b, + c, + d ) } -raylib.Vector2Length = Vector2Length +raylib.EaseExpoIn = EaseExpoIn -function Vector2LengthSqr (v) { - return r.BindVector2LengthSqr( - v.x, - v.y +/** + * Ease: Exponential Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseExpoOut(t, b, c, d) { + return r.BindEaseExpoOut( + t, + b, + c, + d ) } -raylib.Vector2LengthSqr = Vector2LengthSqr +raylib.EaseExpoOut = EaseExpoOut -function Vector2DotProduct (v1, v2) { - return r.BindVector2DotProduct( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Exponential In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseExpoInOut(t, b, c, d) { + return r.BindEaseExpoInOut( + t, + b, + c, + d ) } -raylib.Vector2DotProduct = Vector2DotProduct +raylib.EaseExpoInOut = EaseExpoInOut -function Vector2Distance (v1, v2) { - return r.BindVector2Distance( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Back In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBackIn(t, b, c, d) { + return r.BindEaseBackIn( + t, + b, + c, + d ) } -raylib.Vector2Distance = Vector2Distance +raylib.EaseBackIn = EaseBackIn -function Vector2DistanceSqr (v1, v2) { - return r.BindVector2DistanceSqr( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Back Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBackOut(t, b, c, d) { + return r.BindEaseBackOut( + t, + b, + c, + d ) } -raylib.Vector2DistanceSqr = Vector2DistanceSqr +raylib.EaseBackOut = EaseBackOut -function Vector2Angle (v1, v2) { - return r.BindVector2Angle( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Back In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBackInOut(t, b, c, d) { + return r.BindEaseBackInOut( + t, + b, + c, + d ) } -raylib.Vector2Angle = Vector2Angle +raylib.EaseBackInOut = EaseBackInOut -function Vector2LineAngle (start, end) { - return r.BindVector2LineAngle( - start.x, - start.y, - end.x, - end.y +/** + * Ease: Bounce Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBounceOut(t, b, c, d) { + return r.BindEaseBounceOut( + t, + b, + c, + d ) } -raylib.Vector2LineAngle = Vector2LineAngle +raylib.EaseBounceOut = EaseBounceOut -function Vector2Scale (v, scale) { - return r.BindVector2Scale( - v.x, - v.y, - scale +/** + * Ease: Bounce In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBounceIn(t, b, c, d) { + return r.BindEaseBounceIn( + t, + b, + c, + d ) } -raylib.Vector2Scale = Vector2Scale +raylib.EaseBounceIn = EaseBounceIn -function Vector2Multiply (v1, v2) { - return r.BindVector2Multiply( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Bounce In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBounceInOut(t, b, c, d) { + return r.BindEaseBounceInOut( + t, + b, + c, + d ) } -raylib.Vector2Multiply = Vector2Multiply +raylib.EaseBounceInOut = EaseBounceInOut -function Vector2Negate (v) { - return r.BindVector2Negate( - v.x, - v.y +/** + * Ease: Elastic In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseElasticIn(t, b, c, d) { + return r.BindEaseElasticIn( + t, + b, + c, + d ) } -raylib.Vector2Negate = Vector2Negate +raylib.EaseElasticIn = EaseElasticIn -function Vector2Divide (v1, v2) { - return r.BindVector2Divide( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Elastic Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseElasticOut(t, b, c, d) { + return r.BindEaseElasticOut( + t, + b, + c, + d ) } -raylib.Vector2Divide = Vector2Divide +raylib.EaseElasticOut = EaseElasticOut -function Vector2Normalize (v) { - return r.BindVector2Normalize( - v.x, - v.y +/** + * Ease: Elastic In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseElasticInOut(t, b, c, d) { + return r.BindEaseElasticInOut( + t, + b, + c, + d ) } -raylib.Vector2Normalize = Vector2Normalize +raylib.EaseElasticInOut = EaseElasticInOut -function Vector2Transform (v, mat) { - return r.BindVector2Transform( - v.x, - v.y, - mat.m0, - mat.m4, - mat.m8, - mat.m12, - mat.m1, - mat.m5, - mat.m9, - mat.m13, - mat.m2, - mat.m6, - mat.m10, - mat.m14, - mat.m3, - mat.m7, - mat.m11, - mat.m15 +function Clamp(value, min, max) { + return r.BindClamp( + value, + min, + max ) } -raylib.Vector2Transform = Vector2Transform +raylib.Clamp = Clamp -function Vector2Lerp (v1, v2, amount) { - return r.BindVector2Lerp( - v1.x, - v1.y, - v2.x, - v2.y, +function Lerp(start, end, amount) { + return r.BindLerp( + start, + end, amount ) } -raylib.Vector2Lerp = Vector2Lerp +raylib.Lerp = Lerp -function Vector2Reflect (v, normal) { - return r.BindVector2Reflect( - v.x, - v.y, - normal.x, - normal.y +function Normalize(value, start, end) { + return r.BindNormalize( + value, + start, + end ) } -raylib.Vector2Reflect = Vector2Reflect +raylib.Normalize = Normalize -function Vector2Rotate (v, angle) { - return r.BindVector2Rotate( - v.x, - v.y, - angle +function Remap(value, inputStart, inputEnd, outputStart, outputEnd) { + return r.BindRemap( + value, + inputStart, + inputEnd, + outputStart, + outputEnd ) } -raylib.Vector2Rotate = Vector2Rotate +raylib.Remap = Remap -function Vector2MoveTowards (v, target, maxDistance) { - return r.BindVector2MoveTowards( - v.x, - v.y, - target.x, - target.y, - maxDistance +function Wrap(value, min, max) { + return r.BindWrap( + value, + min, + max ) } -raylib.Vector2MoveTowards = Vector2MoveTowards +raylib.Wrap = Wrap -function Vector2Invert (v) { - return r.BindVector2Invert( - v.x, - v.y +function FloatEquals(x, y) { + return r.BindFloatEquals( + x, + y ) } -raylib.Vector2Invert = Vector2Invert +raylib.FloatEquals = FloatEquals -function Vector2Clamp (v, min, max) { - return r.BindVector2Clamp( - v.x, - v.y, - min.x, - min.y, - max.x, - max.y +function Vector2Zero() { + return r.BindVector2Zero() +} +raylib.Vector2Zero = Vector2Zero + +function Vector2One() { + return r.BindVector2One() +} +raylib.Vector2One = Vector2One + +function Vector2Add(v1, v2) { + return r.BindVector2Add( + v1.x, + v1.y, + v2.x, + v2.y ) } -raylib.Vector2Clamp = Vector2Clamp +raylib.Vector2Add = Vector2Add -function Vector2ClampValue (v, min, max) { - return r.BindVector2ClampValue( +function Vector2AddValue(v, add) { + return r.BindVector2AddValue( v.x, v.y, - min, - max + add ) } -raylib.Vector2ClampValue = Vector2ClampValue +raylib.Vector2AddValue = Vector2AddValue -function Vector2Equals (p, q) { - return r.BindVector2Equals( +function Vector2Subtract(v1, v2) { + return r.BindVector2Subtract( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Subtract = Vector2Subtract + +function Vector2SubtractValue(v, sub) { + return r.BindVector2SubtractValue( + v.x, + v.y, + sub + ) +} +raylib.Vector2SubtractValue = Vector2SubtractValue + +function Vector2Length(v) { + return r.BindVector2Length( + v.x, + v.y + ) +} +raylib.Vector2Length = Vector2Length + +function Vector2LengthSqr(v) { + return r.BindVector2LengthSqr( + v.x, + v.y + ) +} +raylib.Vector2LengthSqr = Vector2LengthSqr + +function Vector2DotProduct(v1, v2) { + return r.BindVector2DotProduct( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2DotProduct = Vector2DotProduct + +function Vector2Distance(v1, v2) { + return r.BindVector2Distance( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Distance = Vector2Distance + +function Vector2DistanceSqr(v1, v2) { + return r.BindVector2DistanceSqr( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2DistanceSqr = Vector2DistanceSqr + +function Vector2Angle(v1, v2) { + return r.BindVector2Angle( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Angle = Vector2Angle + +function Vector2LineAngle(start, end) { + return r.BindVector2LineAngle( + start.x, + start.y, + end.x, + end.y + ) +} +raylib.Vector2LineAngle = Vector2LineAngle + +function Vector2Scale(v, scale) { + return r.BindVector2Scale( + v.x, + v.y, + scale + ) +} +raylib.Vector2Scale = Vector2Scale + +function Vector2Multiply(v1, v2) { + return r.BindVector2Multiply( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Multiply = Vector2Multiply + +function Vector2Negate(v) { + return r.BindVector2Negate( + v.x, + v.y + ) +} +raylib.Vector2Negate = Vector2Negate + +function Vector2Divide(v1, v2) { + return r.BindVector2Divide( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Divide = Vector2Divide + +function Vector2Normalize(v) { + return r.BindVector2Normalize( + v.x, + v.y + ) +} +raylib.Vector2Normalize = Vector2Normalize + +function Vector2Transform(v, mat) { + return r.BindVector2Transform( + v.x, + v.y, + mat.m0, + mat.m4, + mat.m8, + mat.m12, + mat.m1, + mat.m5, + mat.m9, + mat.m13, + mat.m2, + mat.m6, + mat.m10, + mat.m14, + mat.m3, + mat.m7, + mat.m11, + mat.m15 + ) +} +raylib.Vector2Transform = Vector2Transform + +function Vector2Lerp(v1, v2, amount) { + return r.BindVector2Lerp( + v1.x, + v1.y, + v2.x, + v2.y, + amount + ) +} +raylib.Vector2Lerp = Vector2Lerp + +function Vector2Reflect(v, normal) { + return r.BindVector2Reflect( + v.x, + v.y, + normal.x, + normal.y + ) +} +raylib.Vector2Reflect = Vector2Reflect + +function Vector2Rotate(v, angle) { + return r.BindVector2Rotate( + v.x, + v.y, + angle + ) +} +raylib.Vector2Rotate = Vector2Rotate + +function Vector2MoveTowards(v, target, maxDistance) { + return r.BindVector2MoveTowards( + v.x, + v.y, + target.x, + target.y, + maxDistance + ) +} +raylib.Vector2MoveTowards = Vector2MoveTowards + +function Vector2Invert(v) { + return r.BindVector2Invert( + v.x, + v.y + ) +} +raylib.Vector2Invert = Vector2Invert + +function Vector2Clamp(v, min, max) { + return r.BindVector2Clamp( + v.x, + v.y, + min.x, + min.y, + max.x, + max.y + ) +} +raylib.Vector2Clamp = Vector2Clamp + +function Vector2ClampValue(v, min, max) { + return r.BindVector2ClampValue( + v.x, + v.y, + min, + max + ) +} +raylib.Vector2ClampValue = Vector2ClampValue + +function Vector2Equals(p, q) { + return r.BindVector2Equals( p.x, p.y, q.x, @@ -9608,17 +10270,17 @@ function Vector2Equals (p, q) { } raylib.Vector2Equals = Vector2Equals -function Vector3Zero () { +function Vector3Zero() { return r.BindVector3Zero() } raylib.Vector3Zero = Vector3Zero -function Vector3One () { +function Vector3One() { return r.BindVector3One() } raylib.Vector3One = Vector3One -function Vector3Add (v1, v2) { +function Vector3Add(v1, v2) { return r.BindVector3Add( v1.x, v1.y, @@ -9630,7 +10292,7 @@ function Vector3Add (v1, v2) { } raylib.Vector3Add = Vector3Add -function Vector3AddValue (v, add) { +function Vector3AddValue(v, add) { return r.BindVector3AddValue( v.x, v.y, @@ -9640,7 +10302,7 @@ function Vector3AddValue (v, add) { } raylib.Vector3AddValue = Vector3AddValue -function Vector3Subtract (v1, v2) { +function Vector3Subtract(v1, v2) { return r.BindVector3Subtract( v1.x, v1.y, @@ -9652,7 +10314,7 @@ function Vector3Subtract (v1, v2) { } raylib.Vector3Subtract = Vector3Subtract -function Vector3SubtractValue (v, sub) { +function Vector3SubtractValue(v, sub) { return r.BindVector3SubtractValue( v.x, v.y, @@ -9662,7 +10324,7 @@ function Vector3SubtractValue (v, sub) { } raylib.Vector3SubtractValue = Vector3SubtractValue -function Vector3Scale (v, scalar) { +function Vector3Scale(v, scalar) { return r.BindVector3Scale( v.x, v.y, @@ -9672,7 +10334,7 @@ function Vector3Scale (v, scalar) { } raylib.Vector3Scale = Vector3Scale -function Vector3Multiply (v1, v2) { +function Vector3Multiply(v1, v2) { return r.BindVector3Multiply( v1.x, v1.y, @@ -9684,7 +10346,7 @@ function Vector3Multiply (v1, v2) { } raylib.Vector3Multiply = Vector3Multiply -function Vector3CrossProduct (v1, v2) { +function Vector3CrossProduct(v1, v2) { return r.BindVector3CrossProduct( v1.x, v1.y, @@ -9696,7 +10358,7 @@ function Vector3CrossProduct (v1, v2) { } raylib.Vector3CrossProduct = Vector3CrossProduct -function Vector3Perpendicular (v) { +function Vector3Perpendicular(v) { return r.BindVector3Perpendicular( v.x, v.y, @@ -9705,21 +10367,21 @@ function Vector3Perpendicular (v) { } raylib.Vector3Perpendicular = Vector3Perpendicular -function Vector3Length (v) { +function Vector3Length(v) { return r.BindVector3Length( v ) } raylib.Vector3Length = Vector3Length -function Vector3LengthSqr (v) { +function Vector3LengthSqr(v) { return r.BindVector3LengthSqr( v ) } raylib.Vector3LengthSqr = Vector3LengthSqr -function Vector3DotProduct (v1, v2) { +function Vector3DotProduct(v1, v2) { return r.BindVector3DotProduct( v1.x, v1.y, @@ -9731,7 +10393,7 @@ function Vector3DotProduct (v1, v2) { } raylib.Vector3DotProduct = Vector3DotProduct -function Vector3Distance (v1, v2) { +function Vector3Distance(v1, v2) { return r.BindVector3Distance( v1.x, v1.y, @@ -9743,7 +10405,7 @@ function Vector3Distance (v1, v2) { } raylib.Vector3Distance = Vector3Distance -function Vector3DistanceSqr (v1, v2) { +function Vector3DistanceSqr(v1, v2) { return r.BindVector3DistanceSqr( v1.x, v1.y, @@ -9755,7 +10417,7 @@ function Vector3DistanceSqr (v1, v2) { } raylib.Vector3DistanceSqr = Vector3DistanceSqr -function Vector3Angle (v1, v2) { +function Vector3Angle(v1, v2) { return r.BindVector3Angle( v1.x, v1.y, @@ -9767,7 +10429,7 @@ function Vector3Angle (v1, v2) { } raylib.Vector3Angle = Vector3Angle -function Vector3Negate (v) { +function Vector3Negate(v) { return r.BindVector3Negate( v.x, v.y, @@ -9776,7 +10438,7 @@ function Vector3Negate (v) { } raylib.Vector3Negate = Vector3Negate -function Vector3Divide (v1, v2) { +function Vector3Divide(v1, v2) { return r.BindVector3Divide( v1.x, v1.y, @@ -9788,7 +10450,7 @@ function Vector3Divide (v1, v2) { } raylib.Vector3Divide = Vector3Divide -function Vector3Normalize (v) { +function Vector3Normalize(v) { return r.BindVector3Normalize( v.x, v.y, @@ -9797,7 +10459,31 @@ function Vector3Normalize (v) { } raylib.Vector3Normalize = Vector3Normalize -function Vector3OrthoNormalize (v1, v2) { +function Vector3Project(v1, v2) { + return r.BindVector3Project( + v1.x, + v1.y, + v1.z, + v2.x, + v2.y, + v2.z + ) +} +raylib.Vector3Project = Vector3Project + +function Vector3Reject(v1, v2) { + return r.BindVector3Reject( + v1.x, + v1.y, + v1.z, + v2.x, + v2.y, + v2.z + ) +} +raylib.Vector3Reject = Vector3Reject + +function Vector3OrthoNormalize(v1, v2) { return r.BindVector3OrthoNormalize( v1, v2 @@ -9805,7 +10491,7 @@ function Vector3OrthoNormalize (v1, v2) { } raylib.Vector3OrthoNormalize = Vector3OrthoNormalize -function Vector3Transform (v, mat) { +function Vector3Transform(v, mat) { return r.BindVector3Transform( v.x, v.y, @@ -9830,7 +10516,7 @@ function Vector3Transform (v, mat) { } raylib.Vector3Transform = Vector3Transform -function Vector3RotateByQuaternion (v, q) { +function Vector3RotateByQuaternion(v, q) { return r.BindVector3RotateByQuaternion( v.x, v.y, @@ -9840,7 +10526,7 @@ function Vector3RotateByQuaternion (v, q) { } raylib.Vector3RotateByQuaternion = Vector3RotateByQuaternion -function Vector3RotateByAxisAngle (v, axis, angle) { +function Vector3RotateByAxisAngle(v, axis, angle) { return r.BindVector3RotateByAxisAngle( v.x, v.y, @@ -9853,7 +10539,7 @@ function Vector3RotateByAxisAngle (v, axis, angle) { } raylib.Vector3RotateByAxisAngle = Vector3RotateByAxisAngle -function Vector3Lerp (v1, v2, amount) { +function Vector3Lerp(v1, v2, amount) { return r.BindVector3Lerp( v1.x, v1.y, @@ -9866,7 +10552,7 @@ function Vector3Lerp (v1, v2, amount) { } raylib.Vector3Lerp = Vector3Lerp -function Vector3Reflect (v, normal) { +function Vector3Reflect(v, normal) { return r.BindVector3Reflect( v.x, v.y, @@ -9878,7 +10564,7 @@ function Vector3Reflect (v, normal) { } raylib.Vector3Reflect = Vector3Reflect -function Vector3Min (v1, v2) { +function Vector3Min(v1, v2) { return r.BindVector3Min( v1.x, v1.y, @@ -9890,7 +10576,7 @@ function Vector3Min (v1, v2) { } raylib.Vector3Min = Vector3Min -function Vector3Max (v1, v2) { +function Vector3Max(v1, v2) { return r.BindVector3Max( v1.x, v1.y, @@ -9902,7 +10588,7 @@ function Vector3Max (v1, v2) { } raylib.Vector3Max = Vector3Max -function Vector3Barycenter (p, a, b, c) { +function Vector3Barycenter(p, a, b, c) { return r.BindVector3Barycenter( p.x, p.y, @@ -9920,7 +10606,7 @@ function Vector3Barycenter (p, a, b, c) { } raylib.Vector3Barycenter = Vector3Barycenter -function Vector3Unproject (source, projection, view) { +function Vector3Unproject(source, projection, view) { return r.BindVector3Unproject( source.x, source.y, @@ -9961,7 +10647,7 @@ function Vector3Unproject (source, projection, view) { } raylib.Vector3Unproject = Vector3Unproject -function Vector3Invert (v) { +function Vector3Invert(v) { return r.BindVector3Invert( v.x, v.y, @@ -9970,7 +10656,7 @@ function Vector3Invert (v) { } raylib.Vector3Invert = Vector3Invert -function Vector3Clamp (v, min, max) { +function Vector3Clamp(v, min, max) { return r.BindVector3Clamp( v.x, v.y, @@ -9985,7 +10671,7 @@ function Vector3Clamp (v, min, max) { } raylib.Vector3Clamp = Vector3Clamp -function Vector3ClampValue (v, min, max) { +function Vector3ClampValue(v, min, max) { return r.BindVector3ClampValue( v.x, v.y, @@ -9996,7 +10682,7 @@ function Vector3ClampValue (v, min, max) { } raylib.Vector3ClampValue = Vector3ClampValue -function Vector3Equals (p, q) { +function Vector3Equals(p, q) { return r.BindVector3Equals( p.x, p.y, @@ -10008,7 +10694,7 @@ function Vector3Equals (p, q) { } raylib.Vector3Equals = Vector3Equals -function Vector3Refract (v, n, r) { +function Vector3Refract(v, n, r) { return r.BindVector3Refract( v.x, v.y, @@ -10021,7 +10707,7 @@ function Vector3Refract (v, n, r) { } raylib.Vector3Refract = Vector3Refract -function MatrixDeterminant (mat) { +function MatrixDeterminant(mat) { return r.BindMatrixDeterminant( mat.m0, mat.m4, @@ -10043,7 +10729,7 @@ function MatrixDeterminant (mat) { } raylib.MatrixDeterminant = MatrixDeterminant -function MatrixTrace (mat) { +function MatrixTrace(mat) { return r.BindMatrixTrace( mat.m0, mat.m4, @@ -10065,7 +10751,7 @@ function MatrixTrace (mat) { } raylib.MatrixTrace = MatrixTrace -function MatrixTranspose (mat) { +function MatrixTranspose(mat) { return r.BindMatrixTranspose( mat.m0, mat.m4, @@ -10087,7 +10773,7 @@ function MatrixTranspose (mat) { } raylib.MatrixTranspose = MatrixTranspose -function MatrixInvert (mat) { +function MatrixInvert(mat) { return r.BindMatrixInvert( mat.m0, mat.m4, @@ -10109,12 +10795,12 @@ function MatrixInvert (mat) { } raylib.MatrixInvert = MatrixInvert -function MatrixIdentity () { +function MatrixIdentity() { return r.BindMatrixIdentity() } raylib.MatrixIdentity = MatrixIdentity -function MatrixAdd (left, right) { +function MatrixAdd(left, right) { return r.BindMatrixAdd( left.m0, left.m4, @@ -10152,7 +10838,7 @@ function MatrixAdd (left, right) { } raylib.MatrixAdd = MatrixAdd -function MatrixSubtract (left, right) { +function MatrixSubtract(left, right) { return r.BindMatrixSubtract( left.m0, left.m4, @@ -10190,7 +10876,7 @@ function MatrixSubtract (left, right) { } raylib.MatrixSubtract = MatrixSubtract -function MatrixMultiply (left, right) { +function MatrixMultiply(left, right) { return r.BindMatrixMultiply( left.m0, left.m4, @@ -10228,7 +10914,7 @@ function MatrixMultiply (left, right) { } raylib.MatrixMultiply = MatrixMultiply -function MatrixTranslate (x, y, z) { +function MatrixTranslate(x, y, z) { return r.BindMatrixTranslate( x, y, @@ -10237,7 +10923,7 @@ function MatrixTranslate (x, y, z) { } raylib.MatrixTranslate = MatrixTranslate -function MatrixRotate (axis, angle) { +function MatrixRotate(axis, angle) { return r.BindMatrixRotate( axis.x, axis.y, @@ -10247,28 +10933,28 @@ function MatrixRotate (axis, angle) { } raylib.MatrixRotate = MatrixRotate -function MatrixRotateX (angle) { +function MatrixRotateX(angle) { return r.BindMatrixRotateX( angle ) } raylib.MatrixRotateX = MatrixRotateX -function MatrixRotateY (angle) { +function MatrixRotateY(angle) { return r.BindMatrixRotateY( angle ) } raylib.MatrixRotateY = MatrixRotateY -function MatrixRotateZ (angle) { +function MatrixRotateZ(angle) { return r.BindMatrixRotateZ( angle ) } raylib.MatrixRotateZ = MatrixRotateZ -function MatrixRotateXYZ (angle) { +function MatrixRotateXYZ(angle) { return r.BindMatrixRotateXYZ( angle.x, angle.y, @@ -10277,7 +10963,7 @@ function MatrixRotateXYZ (angle) { } raylib.MatrixRotateXYZ = MatrixRotateXYZ -function MatrixRotateZYX (angle) { +function MatrixRotateZYX(angle) { return r.BindMatrixRotateZYX( angle.x, angle.y, @@ -10286,7 +10972,7 @@ function MatrixRotateZYX (angle) { } raylib.MatrixRotateZYX = MatrixRotateZYX -function MatrixScale (x, y, z) { +function MatrixScale(x, y, z) { return r.BindMatrixScale( x, y, @@ -10295,7 +10981,7 @@ function MatrixScale (x, y, z) { } raylib.MatrixScale = MatrixScale -function MatrixFrustum (left, right, bottom, top, near, far) { +function MatrixFrustum(left, right, bottom, top, near, far) { return r.BindMatrixFrustum( left, right, @@ -10307,29 +10993,29 @@ function MatrixFrustum (left, right, bottom, top, near, far) { } raylib.MatrixFrustum = MatrixFrustum -function MatrixPerspective (fovy, aspect, near, far) { +function MatrixPerspective(fovY, aspect, nearPlane, farPlane) { return r.BindMatrixPerspective( - fovy, + fovY, aspect, - near, - far + nearPlane, + farPlane ) } raylib.MatrixPerspective = MatrixPerspective -function MatrixOrtho (left, right, bottom, top, near, far) { +function MatrixOrtho(left, right, bottom, top, nearPlane, farPlane) { return r.BindMatrixOrtho( left, right, bottom, top, - near, - far + nearPlane, + farPlane ) } raylib.MatrixOrtho = MatrixOrtho -function MatrixLookAt (eye, target, up) { +function MatrixLookAt(eye, target, up) { return r.BindMatrixLookAt( eye.x, eye.y, @@ -10344,7 +11030,7 @@ function MatrixLookAt (eye, target, up) { } raylib.MatrixLookAt = MatrixLookAt -function QuaternionAdd (q1, q2) { +function QuaternionAdd(q1, q2) { return r.BindQuaternionAdd( q1, q2 @@ -10352,7 +11038,7 @@ function QuaternionAdd (q1, q2) { } raylib.QuaternionAdd = QuaternionAdd -function QuaternionAddValue (q, add) { +function QuaternionAddValue(q, add) { return r.BindQuaternionAddValue( q, add @@ -10360,7 +11046,7 @@ function QuaternionAddValue (q, add) { } raylib.QuaternionAddValue = QuaternionAddValue -function QuaternionSubtract (q1, q2) { +function QuaternionSubtract(q1, q2) { return r.BindQuaternionSubtract( q1, q2 @@ -10368,7 +11054,7 @@ function QuaternionSubtract (q1, q2) { } raylib.QuaternionSubtract = QuaternionSubtract -function QuaternionSubtractValue (q, sub) { +function QuaternionSubtractValue(q, sub) { return r.BindQuaternionSubtractValue( q, sub @@ -10376,33 +11062,33 @@ function QuaternionSubtractValue (q, sub) { } raylib.QuaternionSubtractValue = QuaternionSubtractValue -function QuaternionIdentity () { +function QuaternionIdentity() { return r.BindQuaternionIdentity() } raylib.QuaternionIdentity = QuaternionIdentity -function QuaternionLength (q) { +function QuaternionLength(q) { return r.BindQuaternionLength( q ) } raylib.QuaternionLength = QuaternionLength -function QuaternionNormalize (q) { +function QuaternionNormalize(q) { return r.BindQuaternionNormalize( q ) } raylib.QuaternionNormalize = QuaternionNormalize -function QuaternionInvert (q) { +function QuaternionInvert(q) { return r.BindQuaternionInvert( q ) } raylib.QuaternionInvert = QuaternionInvert -function QuaternionMultiply (q1, q2) { +function QuaternionMultiply(q1, q2) { return r.BindQuaternionMultiply( q1, q2 @@ -10410,7 +11096,7 @@ function QuaternionMultiply (q1, q2) { } raylib.QuaternionMultiply = QuaternionMultiply -function QuaternionScale (q, mul) { +function QuaternionScale(q, mul) { return r.BindQuaternionScale( q, mul @@ -10418,7 +11104,7 @@ function QuaternionScale (q, mul) { } raylib.QuaternionScale = QuaternionScale -function QuaternionDivide (q1, q2) { +function QuaternionDivide(q1, q2) { return r.BindQuaternionDivide( q1, q2 @@ -10426,7 +11112,7 @@ function QuaternionDivide (q1, q2) { } raylib.QuaternionDivide = QuaternionDivide -function QuaternionLerp (q1, q2, amount) { +function QuaternionLerp(q1, q2, amount) { return r.BindQuaternionLerp( q1, q2, @@ -10435,7 +11121,7 @@ function QuaternionLerp (q1, q2, amount) { } raylib.QuaternionLerp = QuaternionLerp -function QuaternionNlerp (q1, q2, amount) { +function QuaternionNlerp(q1, q2, amount) { return r.BindQuaternionNlerp( q1, q2, @@ -10444,7 +11130,7 @@ function QuaternionNlerp (q1, q2, amount) { } raylib.QuaternionNlerp = QuaternionNlerp -function QuaternionSlerp (q1, q2, amount) { +function QuaternionSlerp(q1, q2, amount) { return r.BindQuaternionSlerp( q1, q2, @@ -10453,7 +11139,7 @@ function QuaternionSlerp (q1, q2, amount) { } raylib.QuaternionSlerp = QuaternionSlerp -function QuaternionFromVector3ToVector3 (from, to) { +function QuaternionFromVector3ToVector3(from, to) { return r.BindQuaternionFromVector3ToVector3( from.x, from.y, @@ -10465,7 +11151,7 @@ function QuaternionFromVector3ToVector3 (from, to) { } raylib.QuaternionFromVector3ToVector3 = QuaternionFromVector3ToVector3 -function QuaternionFromMatrix (mat) { +function QuaternionFromMatrix(mat) { return r.BindQuaternionFromMatrix( mat.m0, mat.m4, @@ -10487,14 +11173,14 @@ function QuaternionFromMatrix (mat) { } raylib.QuaternionFromMatrix = QuaternionFromMatrix -function QuaternionToMatrix (q) { +function QuaternionToMatrix(q) { return r.BindQuaternionToMatrix( q ) } raylib.QuaternionToMatrix = QuaternionToMatrix -function QuaternionFromAxisAngle (axis, angle) { +function QuaternionFromAxisAngle(axis, angle) { return r.BindQuaternionFromAxisAngle( axis.x, axis.y, @@ -10504,7 +11190,7 @@ function QuaternionFromAxisAngle (axis, angle) { } raylib.QuaternionFromAxisAngle = QuaternionFromAxisAngle -function QuaternionToAxisAngle (q, outAxis, outAngle) { +function QuaternionToAxisAngle(q, outAxis, outAngle) { return r.BindQuaternionToAxisAngle( q, outAxis, @@ -10513,7 +11199,7 @@ function QuaternionToAxisAngle (q, outAxis, outAngle) { } raylib.QuaternionToAxisAngle = QuaternionToAxisAngle -function QuaternionFromEuler (pitch, yaw, roll) { +function QuaternionFromEuler(pitch, yaw, roll) { return r.BindQuaternionFromEuler( pitch, yaw, @@ -10522,14 +11208,14 @@ function QuaternionFromEuler (pitch, yaw, roll) { } raylib.QuaternionFromEuler = QuaternionFromEuler -function QuaternionToEuler (q) { +function QuaternionToEuler(q) { return r.BindQuaternionToEuler( q ) } raylib.QuaternionToEuler = QuaternionToEuler -function QuaternionTransform (q, mat) { +function QuaternionTransform(q, mat) { return r.BindQuaternionTransform( q, mat.m0, @@ -10552,9643 +11238,6093 @@ function QuaternionTransform (q, mat) { } raylib.QuaternionTransform = QuaternionTransform -function QuaternionEquals (p, q) { +function QuaternionEquals(p, q) { return r.BindQuaternionEquals( p, q - ) -} -raylib.QuaternionEquals = QuaternionEquals - -/** - * Enable gui controls (global state) - * - * @return {undefined} - */ -function GuiEnable () { - return r.BindGuiEnable() -} -raylib.GuiEnable = GuiEnable - -/** - * Disable gui controls (global state) - * - * @return {undefined} - */ -function GuiDisable () { - return r.BindGuiDisable() -} -raylib.GuiDisable = GuiDisable - -/** - * Lock gui controls (global state) - * - * @return {undefined} - */ -function GuiLock () { - return r.BindGuiLock() -} -raylib.GuiLock = GuiLock - -/** - * Unlock gui controls (global state) - * - * @return {undefined} - */ -function GuiUnlock () { - return r.BindGuiUnlock() -} -raylib.GuiUnlock = GuiUnlock - -/** - * Check if gui is locked (global state) - * - * @return {boolean} The resulting bool. - */ -function GuiIsLocked () { - return r.BindGuiIsLocked() -} -raylib.GuiIsLocked = GuiIsLocked - -/** - * Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f - * - * @param {number} alpha - * - * @return {undefined} - */ -function GuiFade (alpha) { - return r.BindGuiFade( - alpha - ) -} -raylib.GuiFade = GuiFade - -/** - * Set gui state (global state) - * - * @param {number} state - * - * @return {undefined} - */ -function GuiSetState (state) { - return r.BindGuiSetState( - state - ) -} -raylib.GuiSetState = GuiSetState - -/** - * Get gui state (global state) - * - * @return {number} The resulting int. - */ -function GuiGetState () { - return r.BindGuiGetState() -} -raylib.GuiGetState = GuiGetState - -/** - * Set gui custom font (global state) - * - * @param {Font} font - * - * @return {undefined} - */ -function GuiSetFont (font) { - return r.BindGuiSetFont( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs - ) -} -raylib.GuiSetFont = GuiSetFont - -/** - * Get gui custom font (global state) - * - * @return {Font} The resulting Font. - */ -function GuiGetFont () { - return r.BindGuiGetFont() -} -raylib.GuiGetFont = GuiGetFont - -/** - * Set one style property - * - * @param {number} control - * @param {number} property - * @param {number} value - * - * @return {undefined} - */ -function GuiSetStyle (control, property, value) { - return r.BindGuiSetStyle( - control, - property, - value - ) -} -raylib.GuiSetStyle = GuiSetStyle - -/** - * Get one style property - * - * @param {number} control - * @param {number} property - * - * @return {number} The resulting int. - */ -function GuiGetStyle (control, property) { - return r.BindGuiGetStyle( - control, - property - ) -} -raylib.GuiGetStyle = GuiGetStyle - -/** - * Window Box control, shows a window that can be closed - * - * @param {Rectangle} bounds - * @param {string} title - * - * @return {boolean} The resulting bool. - */ -function GuiWindowBox (bounds, title) { - return r.BindGuiWindowBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - title - ) -} -raylib.GuiWindowBox = GuiWindowBox - -/** - * Group Box control with text name - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiGroupBox (bounds, text) { - return r.BindGuiGroupBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiGroupBox = GuiGroupBox - -/** - * Line separator control, could contain text - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiLine (bounds, text) { - return r.BindGuiLine( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiLine = GuiLine - -/** - * Panel control, useful to group controls - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiPanel (bounds, text) { - return r.BindGuiPanel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiPanel = GuiPanel - -/** - * Tab Bar control, returns TAB to be closed or -1 - * - * @param {Rectangle} bounds - * @param {number} text - * @param {number} count - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiTabBar (bounds, text, count, active) { - return r.BindGuiTabBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - count, - active - ) -} -raylib.GuiTabBar = GuiTabBar - -/** - * Scroll Panel control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {Rectangle} content - * @param {number} scroll - * - * @return {Rectangle} The resulting Rectangle. - */ -function GuiScrollPanel (bounds, text, content, scroll) { - return r.BindGuiScrollPanel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - content.x, - content.y, - content.width, - content.height, - scroll - ) -} -raylib.GuiScrollPanel = GuiScrollPanel - -/** - * Label control, shows text - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiLabel (bounds, text) { - return r.BindGuiLabel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiLabel = GuiLabel - -/** - * Button control, returns true when clicked - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {boolean} The resulting bool. - */ -function GuiButton (bounds, text) { - return r.BindGuiButton( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiButton = GuiButton - -/** - * Label button control, show true when clicked - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {boolean} The resulting bool. - */ -function GuiLabelButton (bounds, text) { - return r.BindGuiLabelButton( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiLabelButton = GuiLabelButton - -/** - * Toggle Button control, returns true when active - * - * @param {Rectangle} bounds - * @param {string} text - * @param {boolean} active - * - * @return {boolean} The resulting bool. - */ -function GuiToggle (bounds, text, active) { - return r.BindGuiToggle( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active - ) -} -raylib.GuiToggle = GuiToggle - -/** - * Toggle Group control, returns active toggle index - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiToggleGroup (bounds, text, active) { - return r.BindGuiToggleGroup( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active - ) -} -raylib.GuiToggleGroup = GuiToggleGroup - -/** - * Check Box control, returns true when active - * - * @param {Rectangle} bounds - * @param {string} text - * @param {boolean} checked - * - * @return {boolean} The resulting bool. - */ -function GuiCheckBox (bounds, text, checked) { - return r.BindGuiCheckBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - checked - ) -} -raylib.GuiCheckBox = GuiCheckBox - -/** - * Combo Box control, returns selected item index - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiComboBox (bounds, text, active) { - return r.BindGuiComboBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active - ) -} -raylib.GuiComboBox = GuiComboBox - -/** - * Dropdown Box control, returns selected item - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} active - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiDropdownBox (bounds, text, active, editMode) { - return r.BindGuiDropdownBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active, - editMode - ) -} -raylib.GuiDropdownBox = GuiDropdownBox - -/** - * Spinner control, returns selected value - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiSpinner (bounds, text, value, minValue, maxValue, editMode) { - return r.BindGuiSpinner( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - value, - minValue, - maxValue, - editMode - ) -} -raylib.GuiSpinner = GuiSpinner - -/** - * Value Box control, updates input text with numbers - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiValueBox (bounds, text, value, minValue, maxValue, editMode) { - return r.BindGuiValueBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - value, - minValue, - maxValue, - editMode - ) -} -raylib.GuiValueBox = GuiValueBox - -/** - * Text Box control, updates input text - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} textSize - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiTextBox (bounds, text, textSize, editMode) { - return r.BindGuiTextBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - textSize, - editMode - ) -} -raylib.GuiTextBox = GuiTextBox - -/** - * Text Box control with multiple lines - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} textSize - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiTextBoxMulti (bounds, text, textSize, editMode) { - return r.BindGuiTextBoxMulti( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - textSize, - editMode - ) -} -raylib.GuiTextBoxMulti = GuiTextBoxMulti - -/** - * Slider control, returns selected value - * - * @param {Rectangle} bounds - * @param {string} textLeft - * @param {string} textRight - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * - * @return {number} The resulting float. - */ -function GuiSlider (bounds, textLeft, textRight, value, minValue, maxValue) { - return r.BindGuiSlider( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - textLeft, - textRight, - value, - minValue, - maxValue - ) -} -raylib.GuiSlider = GuiSlider - -/** - * Slider Bar control, returns selected value - * - * @param {Rectangle} bounds - * @param {string} textLeft - * @param {string} textRight - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * - * @return {number} The resulting float. - */ -function GuiSliderBar (bounds, textLeft, textRight, value, minValue, maxValue) { - return r.BindGuiSliderBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - textLeft, - textRight, - value, - minValue, - maxValue - ) -} -raylib.GuiSliderBar = GuiSliderBar - -/** - * Progress Bar control, shows current progress value - * - * @param {Rectangle} bounds - * @param {string} textLeft - * @param {string} textRight - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * - * @return {number} The resulting float. - */ -function GuiProgressBar (bounds, textLeft, textRight, value, minValue, maxValue) { - return r.BindGuiProgressBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - textLeft, - textRight, - value, - minValue, - maxValue - ) -} -raylib.GuiProgressBar = GuiProgressBar - -/** - * Status Bar control, shows info text - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiStatusBar (bounds, text) { - return r.BindGuiStatusBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiStatusBar = GuiStatusBar - -/** - * Dummy control for placeholders - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiDummyRec (bounds, text) { - return r.BindGuiDummyRec( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiDummyRec = GuiDummyRec - -/** - * Grid control, returns mouse cell position - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} spacing - * @param {number} subdivs - * - * @return {Vector2} The resulting Vector2. - */ -function GuiGrid (bounds, text, spacing, subdivs) { - return r.BindGuiGrid( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - spacing, - subdivs - ) -} -raylib.GuiGrid = GuiGrid - -/** - * List View control, returns selected list item index - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} scrollIndex - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiListView (bounds, text, scrollIndex, active) { - return r.BindGuiListView( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - scrollIndex, - active - ) -} -raylib.GuiListView = GuiListView - -/** - * List View with extended parameters - * - * @param {Rectangle} bounds - * @param {number} text - * @param {number} count - * @param {number} focus - * @param {number} scrollIndex - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiListViewEx (bounds, text, count, focus, scrollIndex, active) { - return r.BindGuiListViewEx( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - count, - focus, - scrollIndex, - active - ) -} -raylib.GuiListViewEx = GuiListViewEx - -/** - * Message Box control, displays a message - * - * @param {Rectangle} bounds - * @param {string} title - * @param {string} message - * @param {string} buttons - * - * @return {number} The resulting int. - */ -function GuiMessageBox (bounds, title, message, buttons) { - return r.BindGuiMessageBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - title, - message, - buttons - ) -} -raylib.GuiMessageBox = GuiMessageBox - -/** - * Text Input Box control, ask for text, supports secret - * - * @param {Rectangle} bounds - * @param {string} title - * @param {string} message - * @param {string} buttons - * @param {string} text - * @param {number} textMaxSize - * @param {number} secretViewActive - * - * @return {number} The resulting int. - */ -function GuiTextInputBox (bounds, title, message, buttons, text, textMaxSize, secretViewActive) { - return r.BindGuiTextInputBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - title, - message, - buttons, - text, - textMaxSize, - secretViewActive - ) -} -raylib.GuiTextInputBox = GuiTextInputBox - -/** - * Color Picker control (multiple color controls) - * - * @param {Rectangle} bounds - * @param {string} text - * @param {Color} color - * - * @return {Color} The resulting Color. - */ -function GuiColorPicker (bounds, text, color) { - return r.BindGuiColorPicker( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.GuiColorPicker = GuiColorPicker - -/** - * Color Panel control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {Color} color - * - * @return {Color} The resulting Color. - */ -function GuiColorPanel (bounds, text, color) { - return r.BindGuiColorPanel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.GuiColorPanel = GuiColorPanel - -/** - * Color Bar Alpha control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} alpha - * - * @return {number} The resulting float. - */ -function GuiColorBarAlpha (bounds, text, alpha) { - return r.BindGuiColorBarAlpha( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - alpha - ) -} -raylib.GuiColorBarAlpha = GuiColorBarAlpha - -/** - * Color Bar Hue control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} value - * - * @return {number} The resulting float. - */ -function GuiColorBarHue (bounds, text, value) { - return r.BindGuiColorBarHue( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - value - ) -} -raylib.GuiColorBarHue = GuiColorBarHue - -/** - * Load style file over global style variable (.rgs) - * - * @param {string} fileName - * - * @return {undefined} - */ -function GuiLoadStyle (fileName) { - return r.BindGuiLoadStyle( - fileName - ) -} -raylib.GuiLoadStyle = GuiLoadStyle - -/** - * Load style default over global style - * - * @return {undefined} - */ -function GuiLoadStyleDefault () { - return r.BindGuiLoadStyleDefault() -} -raylib.GuiLoadStyleDefault = GuiLoadStyleDefault - -/** - * Enable gui tooltips (global state) - * - * @return {undefined} - */ -function GuiEnableTooltip () { - return r.BindGuiEnableTooltip() -} -raylib.GuiEnableTooltip = GuiEnableTooltip - -/** - * Disable gui tooltips (global state) - * - * @return {undefined} - */ -function GuiDisableTooltip () { - return r.BindGuiDisableTooltip() -} -raylib.GuiDisableTooltip = GuiDisableTooltip - -/** - * Set tooltip string - * - * @param {string} tooltip - * - * @return {undefined} - */ -function GuiSetTooltip (tooltip) { - return r.BindGuiSetTooltip( - tooltip - ) -} -raylib.GuiSetTooltip = GuiSetTooltip - -/** - * Get text with icon id prepended (if supported) - * - * @param {number} iconId - * @param {string} text - * - * @return {string} The resulting const char *. - */ -function GuiIconText (iconId, text) { - return r.BindGuiIconText( - iconId, - text - ) -} -raylib.GuiIconText = GuiIconText - -/** - * Get raygui icons data pointer - * - * @return {number} The resulting unsigned int *. - */ -function GuiGetIcons () { - return r.BindGuiGetIcons() -} -raylib.GuiGetIcons = GuiGetIcons - -/** - * Load raygui icons file (.rgi) into internal icons data - * - * @param {string} fileName - * @param {boolean} loadIconsName - * - * @return {number} The resulting char **. - */ -function GuiLoadIcons (fileName, loadIconsName) { - return r.BindGuiLoadIcons( - fileName, - loadIconsName - ) -} -raylib.GuiLoadIcons = GuiLoadIcons - -function GuiDrawIcon (iconId, posX, posY, pixelSize, color) { - return r.BindGuiDrawIcon( - iconId, - posX, - posY, - pixelSize, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.GuiDrawIcon = GuiDrawIcon - -/** - * Set icon drawing size - * - * @param {number} scale - * - * @return {undefined} - */ -function GuiSetIconScale (scale) { - return r.BindGuiSetIconScale( - scale - ) -} -raylib.GuiSetIconScale = GuiSetIconScale - -/** - * Choose the current matrix to be transformed - * - * @param {number} mode - * - * @return {undefined} - */ -function rlMatrixMode (mode) { - return r.BindrlMatrixMode( - mode - ) -} -raylib.rlMatrixMode = rlMatrixMode - -/** - * Push the current matrix to stack - * - * @return {undefined} - */ -function rlPushMatrix () { - return r.BindrlPushMatrix() -} -raylib.rlPushMatrix = rlPushMatrix - -/** - * Pop latest inserted matrix from stack - * - * @return {undefined} - */ -function rlPopMatrix () { - return r.BindrlPopMatrix() -} -raylib.rlPopMatrix = rlPopMatrix - -/** - * Reset current matrix to identity matrix - * - * @return {undefined} - */ -function rlLoadIdentity () { - return r.BindrlLoadIdentity() -} -raylib.rlLoadIdentity = rlLoadIdentity - -/** - * Multiply the current matrix by a translation matrix - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlTranslatef (x, y, z) { - return r.BindrlTranslatef( - x, - y, - z - ) -} -raylib.rlTranslatef = rlTranslatef - -/** - * Multiply the current matrix by a rotation matrix - * - * @param {number} angle - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlRotatef (angle, x, y, z) { - return r.BindrlRotatef( - angle, - x, - y, - z - ) -} -raylib.rlRotatef = rlRotatef - -/** - * Multiply the current matrix by a scaling matrix - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlScalef (x, y, z) { - return r.BindrlScalef( - x, - y, - z - ) -} -raylib.rlScalef = rlScalef - -/** - * Multiply the current matrix by another matrix - * - * @param {number} matf - * - * @return {undefined} - */ -function rlMultMatrixf (matf) { - return r.BindrlMultMatrixf( - matf - ) -} -raylib.rlMultMatrixf = rlMultMatrixf - -function rlFrustum (left, right, bottom, top, znear, zfar) { - return r.BindrlFrustum( - left, - right, - bottom, - top, - znear, - zfar - ) -} -raylib.rlFrustum = rlFrustum - -function rlOrtho (left, right, bottom, top, znear, zfar) { - return r.BindrlOrtho( - left, - right, - bottom, - top, - znear, - zfar - ) -} -raylib.rlOrtho = rlOrtho - -/** - * Set the viewport area - * - * @param {number} x - * @param {number} y - * @param {number} width - * @param {number} height - * - * @return {undefined} - */ -function rlViewport (x, y, width, height) { - return r.BindrlViewport( - x, - y, - width, - height - ) -} -raylib.rlViewport = rlViewport - -/** - * Initialize drawing mode (how to organize vertex) - * - * @param {number} mode - * - * @return {undefined} - */ -function rlBegin (mode) { - return r.BindrlBegin( - mode - ) -} -raylib.rlBegin = rlBegin - -/** - * Finish vertex providing - * - * @return {undefined} - */ -function rlEnd () { - return r.BindrlEnd() -} -raylib.rlEnd = rlEnd - -/** - * Define one vertex (position) - 2 int - * - * @param {number} x - * @param {number} y - * - * @return {undefined} - */ -function rlVertex2i (x, y) { - return r.BindrlVertex2i( - x, - y - ) -} -raylib.rlVertex2i = rlVertex2i - -/** - * Define one vertex (position) - 2 float - * - * @param {number} x - * @param {number} y - * - * @return {undefined} - */ -function rlVertex2f (x, y) { - return r.BindrlVertex2f( - x, - y - ) -} -raylib.rlVertex2f = rlVertex2f - -/** - * Define one vertex (position) - 3 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlVertex3f (x, y, z) { - return r.BindrlVertex3f( - x, - y, - z - ) -} -raylib.rlVertex3f = rlVertex3f - -/** - * Define one vertex (texture coordinate) - 2 float - * - * @param {number} x - * @param {number} y - * - * @return {undefined} - */ -function rlTexCoord2f (x, y) { - return r.BindrlTexCoord2f( - x, - y - ) -} -raylib.rlTexCoord2f = rlTexCoord2f - -/** - * Define one vertex (normal) - 3 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlNormal3f (x, y, z) { - return r.BindrlNormal3f( - x, - y, - z - ) -} -raylib.rlNormal3f = rlNormal3f - -/** - * Define one vertex (color) - 4 byte - * - * @param {number} r - * @param {number} g - * @param {number} b - * @param {number} a - * - * @return {undefined} - */ -function rlColor4ub (r, g, b, a) { - return r.BindrlColor4ub( - r, - g, - b, - a - ) -} -raylib.rlColor4ub = rlColor4ub - -/** - * Define one vertex (color) - 3 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlColor3f (x, y, z) { - return r.BindrlColor3f( - x, - y, - z - ) -} -raylib.rlColor3f = rlColor3f - -/** - * Define one vertex (color) - 4 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * @param {number} w - * - * @return {undefined} - */ -function rlColor4f (x, y, z, w) { - return r.BindrlColor4f( - x, - y, - z, - w - ) -} -raylib.rlColor4f = rlColor4f - -/** - * Enable vertex array (VAO, if supported) - * - * @param {number} vaoId - * - * @return {boolean} The resulting bool. - */ -function rlEnableVertexArray (vaoId) { - return r.BindrlEnableVertexArray( - vaoId - ) -} -raylib.rlEnableVertexArray = rlEnableVertexArray - -/** - * Disable vertex array (VAO, if supported) - * - * @return {undefined} - */ -function rlDisableVertexArray () { - return r.BindrlDisableVertexArray() -} -raylib.rlDisableVertexArray = rlDisableVertexArray - -/** - * Enable vertex buffer (VBO) - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableVertexBuffer (id) { - return r.BindrlEnableVertexBuffer( - id - ) -} -raylib.rlEnableVertexBuffer = rlEnableVertexBuffer - -/** - * Disable vertex buffer (VBO) - * - * @return {undefined} - */ -function rlDisableVertexBuffer () { - return r.BindrlDisableVertexBuffer() -} -raylib.rlDisableVertexBuffer = rlDisableVertexBuffer - -/** - * Enable vertex buffer element (VBO element) - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableVertexBufferElement (id) { - return r.BindrlEnableVertexBufferElement( - id - ) -} -raylib.rlEnableVertexBufferElement = rlEnableVertexBufferElement - -/** - * Disable vertex buffer element (VBO element) - * - * @return {undefined} - */ -function rlDisableVertexBufferElement () { - return r.BindrlDisableVertexBufferElement() -} -raylib.rlDisableVertexBufferElement = rlDisableVertexBufferElement - -/** - * Enable vertex attribute index - * - * @param {number} index - * - * @return {undefined} - */ -function rlEnableVertexAttribute (index) { - return r.BindrlEnableVertexAttribute( - index - ) -} -raylib.rlEnableVertexAttribute = rlEnableVertexAttribute - -/** - * Disable vertex attribute index - * - * @param {number} index - * - * @return {undefined} - */ -function rlDisableVertexAttribute (index) { - return r.BindrlDisableVertexAttribute( - index - ) -} -raylib.rlDisableVertexAttribute = rlDisableVertexAttribute - -/** - * Select and active a texture slot - * - * @param {number} slot - * - * @return {undefined} - */ -function rlActiveTextureSlot (slot) { - return r.BindrlActiveTextureSlot( - slot - ) -} -raylib.rlActiveTextureSlot = rlActiveTextureSlot - -/** - * Enable texture - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableTexture (id) { - return r.BindrlEnableTexture( - id - ) -} -raylib.rlEnableTexture = rlEnableTexture - -/** - * Disable texture - * - * @return {undefined} - */ -function rlDisableTexture () { - return r.BindrlDisableTexture() -} -raylib.rlDisableTexture = rlDisableTexture - -/** - * Enable texture cubemap - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableTextureCubemap (id) { - return r.BindrlEnableTextureCubemap( - id - ) -} -raylib.rlEnableTextureCubemap = rlEnableTextureCubemap - -/** - * Disable texture cubemap - * - * @return {undefined} - */ -function rlDisableTextureCubemap () { - return r.BindrlDisableTextureCubemap() -} -raylib.rlDisableTextureCubemap = rlDisableTextureCubemap - -/** - * Set texture parameters (filter, wrap) - * - * @param {number} id - * @param {number} param - * @param {number} value - * - * @return {undefined} - */ -function rlTextureParameters (id, param, value) { - return r.BindrlTextureParameters( - id, - param, - value - ) -} -raylib.rlTextureParameters = rlTextureParameters - -/** - * Set cubemap parameters (filter, wrap) - * - * @param {number} id - * @param {number} param - * @param {number} value - * - * @return {undefined} - */ -function rlCubemapParameters (id, param, value) { - return r.BindrlCubemapParameters( - id, - param, - value - ) -} -raylib.rlCubemapParameters = rlCubemapParameters - -/** - * Enable shader program - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableShader (id) { - return r.BindrlEnableShader( - id - ) -} -raylib.rlEnableShader = rlEnableShader - -/** - * Disable shader program - * - * @return {undefined} - */ -function rlDisableShader () { - return r.BindrlDisableShader() -} -raylib.rlDisableShader = rlDisableShader - -/** - * Enable render texture (fbo) - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableFramebuffer (id) { - return r.BindrlEnableFramebuffer( - id - ) -} -raylib.rlEnableFramebuffer = rlEnableFramebuffer - -/** - * Disable render texture (fbo), return to default framebuffer - * - * @return {undefined} - */ -function rlDisableFramebuffer () { - return r.BindrlDisableFramebuffer() -} -raylib.rlDisableFramebuffer = rlDisableFramebuffer - -/** - * Activate multiple draw color buffers - * - * @param {number} count - * - * @return {undefined} - */ -function rlActiveDrawBuffers (count) { - return r.BindrlActiveDrawBuffers( - count - ) -} -raylib.rlActiveDrawBuffers = rlActiveDrawBuffers - -/** - * Enable color blending - * - * @return {undefined} - */ -function rlEnableColorBlend () { - return r.BindrlEnableColorBlend() -} -raylib.rlEnableColorBlend = rlEnableColorBlend - -/** - * Disable color blending - * - * @return {undefined} - */ -function rlDisableColorBlend () { - return r.BindrlDisableColorBlend() -} -raylib.rlDisableColorBlend = rlDisableColorBlend - -/** - * Enable depth test - * - * @return {undefined} - */ -function rlEnableDepthTest () { - return r.BindrlEnableDepthTest() -} -raylib.rlEnableDepthTest = rlEnableDepthTest - -/** - * Disable depth test - * - * @return {undefined} - */ -function rlDisableDepthTest () { - return r.BindrlDisableDepthTest() -} -raylib.rlDisableDepthTest = rlDisableDepthTest - -/** - * Enable depth write - * - * @return {undefined} - */ -function rlEnableDepthMask () { - return r.BindrlEnableDepthMask() -} -raylib.rlEnableDepthMask = rlEnableDepthMask - -/** - * Disable depth write - * - * @return {undefined} - */ -function rlDisableDepthMask () { - return r.BindrlDisableDepthMask() -} -raylib.rlDisableDepthMask = rlDisableDepthMask - -/** - * Enable backface culling - * - * @return {undefined} - */ -function rlEnableBackfaceCulling () { - return r.BindrlEnableBackfaceCulling() -} -raylib.rlEnableBackfaceCulling = rlEnableBackfaceCulling - -/** - * Disable backface culling - * - * @return {undefined} - */ -function rlDisableBackfaceCulling () { - return r.BindrlDisableBackfaceCulling() -} -raylib.rlDisableBackfaceCulling = rlDisableBackfaceCulling - -/** - * Set face culling mode - * - * @param {number} mode - * - * @return {undefined} - */ -function rlSetCullFace (mode) { - return r.BindrlSetCullFace( - mode - ) -} -raylib.rlSetCullFace = rlSetCullFace - -/** - * Enable scissor test - * - * @return {undefined} - */ -function rlEnableScissorTest () { - return r.BindrlEnableScissorTest() -} -raylib.rlEnableScissorTest = rlEnableScissorTest - -/** - * Disable scissor test - * - * @return {undefined} - */ -function rlDisableScissorTest () { - return r.BindrlDisableScissorTest() -} -raylib.rlDisableScissorTest = rlDisableScissorTest - -/** - * Scissor test - * - * @param {number} x - * @param {number} y - * @param {number} width - * @param {number} height - * - * @return {undefined} - */ -function rlScissor (x, y, width, height) { - return r.BindrlScissor( - x, - y, - width, - height - ) -} -raylib.rlScissor = rlScissor - -/** - * Enable wire mode - * - * @return {undefined} - */ -function rlEnableWireMode () { - return r.BindrlEnableWireMode() -} -raylib.rlEnableWireMode = rlEnableWireMode - -/** - * Disable wire mode - * - * @return {undefined} - */ -function rlDisableWireMode () { - return r.BindrlDisableWireMode() -} -raylib.rlDisableWireMode = rlDisableWireMode - -/** - * Set the line drawing width - * - * @param {number} width - * - * @return {undefined} - */ -function rlSetLineWidth (width) { - return r.BindrlSetLineWidth( - width - ) -} -raylib.rlSetLineWidth = rlSetLineWidth - -/** - * Get the line drawing width - * - * @return {number} The resulting float. - */ -function rlGetLineWidth () { - return r.BindrlGetLineWidth() -} -raylib.rlGetLineWidth = rlGetLineWidth - -/** - * Enable line aliasing - * - * @return {undefined} - */ -function rlEnableSmoothLines () { - return r.BindrlEnableSmoothLines() -} -raylib.rlEnableSmoothLines = rlEnableSmoothLines - -/** - * Disable line aliasing - * - * @return {undefined} - */ -function rlDisableSmoothLines () { - return r.BindrlDisableSmoothLines() -} -raylib.rlDisableSmoothLines = rlDisableSmoothLines - -/** - * Enable stereo rendering - * - * @return {undefined} - */ -function rlEnableStereoRender () { - return r.BindrlEnableStereoRender() -} -raylib.rlEnableStereoRender = rlEnableStereoRender - -/** - * Disable stereo rendering - * - * @return {undefined} - */ -function rlDisableStereoRender () { - return r.BindrlDisableStereoRender() -} -raylib.rlDisableStereoRender = rlDisableStereoRender - -/** - * Check if stereo render is enabled - * - * @return {boolean} The resulting bool. - */ -function rlIsStereoRenderEnabled () { - return r.BindrlIsStereoRenderEnabled() -} -raylib.rlIsStereoRenderEnabled = rlIsStereoRenderEnabled - -/** - * Clear color buffer with color - * - * @param {number} r - * @param {number} g - * @param {number} b - * @param {number} a - * - * @return {undefined} - */ -function rlClearColor (r, g, b, a) { - return r.BindrlClearColor( - r, - g, - b, - a - ) -} -raylib.rlClearColor = rlClearColor - -/** - * Clear used screen buffers (color and depth) - * - * @return {undefined} - */ -function rlClearScreenBuffers () { - return r.BindrlClearScreenBuffers() -} -raylib.rlClearScreenBuffers = rlClearScreenBuffers - -/** - * Check and log OpenGL error codes - * - * @return {undefined} - */ -function rlCheckErrors () { - return r.BindrlCheckErrors() -} -raylib.rlCheckErrors = rlCheckErrors - -/** - * Set blending mode - * - * @param {number} mode - * - * @return {undefined} - */ -function rlSetBlendMode (mode) { - return r.BindrlSetBlendMode( - mode - ) -} -raylib.rlSetBlendMode = rlSetBlendMode - -/** - * Set blending mode factor and equation (using OpenGL factors) - * - * @param {number} glSrcFactor - * @param {number} glDstFactor - * @param {number} glEquation - * - * @return {undefined} - */ -function rlSetBlendFactors (glSrcFactor, glDstFactor, glEquation) { - return r.BindrlSetBlendFactors( - glSrcFactor, - glDstFactor, - glEquation - ) -} -raylib.rlSetBlendFactors = rlSetBlendFactors - -/** - * Set blending mode factors and equations separately (using OpenGL factors) - * - * @param {number} glSrcRGB - * @param {number} glDstRGB - * @param {number} glSrcAlpha - * @param {number} glDstAlpha - * @param {number} glEqRGB - * @param {number} glEqAlpha - * - * @return {undefined} - */ -function rlSetBlendFactorsSeparate (glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha) { - return r.BindrlSetBlendFactorsSeparate( - glSrcRGB, - glDstRGB, - glSrcAlpha, - glDstAlpha, - glEqRGB, - glEqAlpha - ) -} -raylib.rlSetBlendFactorsSeparate = rlSetBlendFactorsSeparate - -/** - * Initialize rlgl (buffers, shaders, textures, states) - * - * @param {number} width - * @param {number} height - * - * @return {undefined} - */ -function rlglInit (width, height) { - return r.BindrlglInit( - width, - height - ) -} -raylib.rlglInit = rlglInit - -/** - * De-initialize rlgl (buffers, shaders, textures) - * - * @return {undefined} - */ -function rlglClose () { - return r.BindrlglClose() -} -raylib.rlglClose = rlglClose - -/** - * Load OpenGL extensions (loader function required) - * - * @param {number} loader - * - * @return {undefined} - */ -function rlLoadExtensions (loader) { - return r.BindrlLoadExtensions( - loader - ) -} -raylib.rlLoadExtensions = rlLoadExtensions - -/** - * Get current OpenGL version - * - * @return {number} The resulting int. - */ -function rlGetVersion () { - return r.BindrlGetVersion() -} -raylib.rlGetVersion = rlGetVersion - -/** - * Set current framebuffer width - * - * @param {number} width - * - * @return {undefined} - */ -function rlSetFramebufferWidth (width) { - return r.BindrlSetFramebufferWidth( - width - ) -} -raylib.rlSetFramebufferWidth = rlSetFramebufferWidth - -/** - * Get default framebuffer width - * - * @return {number} The resulting int. - */ -function rlGetFramebufferWidth () { - return r.BindrlGetFramebufferWidth() -} -raylib.rlGetFramebufferWidth = rlGetFramebufferWidth - -/** - * Set current framebuffer height - * - * @param {number} height - * - * @return {undefined} - */ -function rlSetFramebufferHeight (height) { - return r.BindrlSetFramebufferHeight( - height - ) -} -raylib.rlSetFramebufferHeight = rlSetFramebufferHeight - -/** - * Get default framebuffer height - * - * @return {number} The resulting int. - */ -function rlGetFramebufferHeight () { - return r.BindrlGetFramebufferHeight() -} -raylib.rlGetFramebufferHeight = rlGetFramebufferHeight - -/** - * Get default texture id - * - * @return {number} The resulting unsigned int. - */ -function rlGetTextureIdDefault () { - return r.BindrlGetTextureIdDefault() -} -raylib.rlGetTextureIdDefault = rlGetTextureIdDefault - -/** - * Get default shader id - * - * @return {number} The resulting unsigned int. - */ -function rlGetShaderIdDefault () { - return r.BindrlGetShaderIdDefault() -} -raylib.rlGetShaderIdDefault = rlGetShaderIdDefault - -/** - * Get default shader locations - * - * @return {number} The resulting int *. - */ -function rlGetShaderLocsDefault () { - return r.BindrlGetShaderLocsDefault() -} -raylib.rlGetShaderLocsDefault = rlGetShaderLocsDefault - -/** - * Load a render batch system - * - * @param {number} numBuffers - * @param {number} bufferElements - * - * @return {rlRenderBatch} The resulting rlRenderBatch. - */ -function rlLoadRenderBatch (numBuffers, bufferElements) { - return r.BindrlLoadRenderBatch( - numBuffers, - bufferElements - ) -} -raylib.rlLoadRenderBatch = rlLoadRenderBatch - -/** - * Unload render batch system - * - * @param {rlRenderBatch} batch - * - * @return {undefined} - */ -function rlUnloadRenderBatch (batch) { - return r.BindrlUnloadRenderBatch( - batch.bufferCount, - batch.currentBuffer, - batch.vertexBuffer, - batch.draws, - batch.drawCounter, - batch.currentDepth - ) -} -raylib.rlUnloadRenderBatch = rlUnloadRenderBatch - -/** - * Draw render batch data (Update->Draw->Reset) - * - * @param {number} batch - * - * @return {undefined} - */ -function rlDrawRenderBatch (batch) { - return r.BindrlDrawRenderBatch( - batch - ) -} -raylib.rlDrawRenderBatch = rlDrawRenderBatch - -/** - * Set the active render batch for rlgl (NULL for default internal) - * - * @param {number} batch - * - * @return {undefined} - */ -function rlSetRenderBatchActive (batch) { - return r.BindrlSetRenderBatchActive( - batch - ) -} -raylib.rlSetRenderBatchActive = rlSetRenderBatchActive - -/** - * Update and draw internal render batch - * - * @return {undefined} - */ -function rlDrawRenderBatchActive () { - return r.BindrlDrawRenderBatchActive() -} -raylib.rlDrawRenderBatchActive = rlDrawRenderBatchActive - -/** - * Check internal buffer overflow for a given number of vertex - * - * @param {number} vCount - * - * @return {boolean} The resulting bool. - */ -function rlCheckRenderBatchLimit (vCount) { - return r.BindrlCheckRenderBatchLimit( - vCount - ) -} -raylib.rlCheckRenderBatchLimit = rlCheckRenderBatchLimit - -/** - * Set current texture for render batch and check buffers limits - * - * @param {number} id - * - * @return {undefined} - */ -function rlSetTexture (id) { - return r.BindrlSetTexture( - id - ) -} -raylib.rlSetTexture = rlSetTexture - -/** - * Load vertex array (vao) if supported - * - * @return {number} The resulting unsigned int. - */ -function rlLoadVertexArray () { - return r.BindrlLoadVertexArray() -} -raylib.rlLoadVertexArray = rlLoadVertexArray - -/** - * Load a vertex buffer attribute - * - * @param {number} buffer - * @param {number} size - * @param {boolean} dynamic - * - * @return {number} The resulting unsigned int. - */ -function rlLoadVertexBuffer (buffer, size, dynamic) { - return r.BindrlLoadVertexBuffer( - buffer, - size, - dynamic - ) -} -raylib.rlLoadVertexBuffer = rlLoadVertexBuffer - -/** - * Load a new attributes element buffer - * - * @param {number} buffer - * @param {number} size - * @param {boolean} dynamic - * - * @return {number} The resulting unsigned int. - */ -function rlLoadVertexBufferElement (buffer, size, dynamic) { - return r.BindrlLoadVertexBufferElement( - buffer, - size, - dynamic - ) -} -raylib.rlLoadVertexBufferElement = rlLoadVertexBufferElement - -/** - * Update GPU buffer with new data - * - * @param {number} bufferId - * @param {number} data - * @param {number} dataSize - * @param {number} offset - * - * @return {undefined} - */ -function rlUpdateVertexBuffer (bufferId, data, dataSize, offset) { - return r.BindrlUpdateVertexBuffer( - bufferId, - data, - dataSize, - offset - ) -} -raylib.rlUpdateVertexBuffer = rlUpdateVertexBuffer - -/** - * Update vertex buffer elements with new data - * - * @param {number} id - * @param {number} data - * @param {number} dataSize - * @param {number} offset - * - * @return {undefined} - */ -function rlUpdateVertexBufferElements (id, data, dataSize, offset) { - return r.BindrlUpdateVertexBufferElements( - id, - data, - dataSize, - offset - ) -} -raylib.rlUpdateVertexBufferElements = rlUpdateVertexBufferElements - -function rlUnloadVertexArray (vaoId) { - return r.BindrlUnloadVertexArray( - vaoId - ) -} -raylib.rlUnloadVertexArray = rlUnloadVertexArray - -function rlUnloadVertexBuffer (vboId) { - return r.BindrlUnloadVertexBuffer( - vboId - ) -} -raylib.rlUnloadVertexBuffer = rlUnloadVertexBuffer - -function rlSetVertexAttribute (index, compSize, type, normalized, stride, pointer) { - return r.BindrlSetVertexAttribute( - index, - compSize, - type, - normalized, - stride, - pointer - ) -} -raylib.rlSetVertexAttribute = rlSetVertexAttribute - -function rlSetVertexAttributeDivisor (index, divisor) { - return r.BindrlSetVertexAttributeDivisor( - index, - divisor - ) -} -raylib.rlSetVertexAttributeDivisor = rlSetVertexAttributeDivisor - -/** - * Set vertex attribute default value - * - * @param {number} locIndex - * @param {number} value - * @param {number} attribType - * @param {number} count - * - * @return {undefined} - */ -function rlSetVertexAttributeDefault (locIndex, value, attribType, count) { - return r.BindrlSetVertexAttributeDefault( - locIndex, - value, - attribType, - count - ) -} -raylib.rlSetVertexAttributeDefault = rlSetVertexAttributeDefault - -function rlDrawVertexArray (offset, count) { - return r.BindrlDrawVertexArray( - offset, - count - ) -} -raylib.rlDrawVertexArray = rlDrawVertexArray - -function rlDrawVertexArrayElements (offset, count, buffer) { - return r.BindrlDrawVertexArrayElements( - offset, - count, - buffer - ) -} -raylib.rlDrawVertexArrayElements = rlDrawVertexArrayElements - -function rlDrawVertexArrayInstanced (offset, count, instances) { - return r.BindrlDrawVertexArrayInstanced( - offset, - count, - instances - ) -} -raylib.rlDrawVertexArrayInstanced = rlDrawVertexArrayInstanced - -function rlDrawVertexArrayElementsInstanced (offset, count, buffer, instances) { - return r.BindrlDrawVertexArrayElementsInstanced( - offset, - count, - buffer, - instances - ) -} -raylib.rlDrawVertexArrayElementsInstanced = rlDrawVertexArrayElementsInstanced - -/** - * Load texture in GPU - * - * @param {number} data - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} mipmapCount - * - * @return {number} The resulting unsigned int. - */ -function rlLoadTexture (data, width, height, format, mipmapCount) { - return r.BindrlLoadTexture( - data, - width, - height, - format, - mipmapCount - ) -} -raylib.rlLoadTexture = rlLoadTexture - -/** - * Load depth texture/renderbuffer (to be attached to fbo) - * - * @param {number} width - * @param {number} height - * @param {boolean} useRenderBuffer - * - * @return {number} The resulting unsigned int. - */ -function rlLoadTextureDepth (width, height, useRenderBuffer) { - return r.BindrlLoadTextureDepth( - width, - height, - useRenderBuffer - ) -} -raylib.rlLoadTextureDepth = rlLoadTextureDepth - -/** - * Load texture cubemap - * - * @param {number} data - * @param {number} size - * @param {number} format - * - * @return {number} The resulting unsigned int. - */ -function rlLoadTextureCubemap (data, size, format) { - return r.BindrlLoadTextureCubemap( - data, - size, - format - ) -} -raylib.rlLoadTextureCubemap = rlLoadTextureCubemap - -/** - * Update GPU texture with new data - * - * @param {number} id - * @param {number} offsetX - * @param {number} offsetY - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} data - * - * @return {undefined} - */ -function rlUpdateTexture (id, offsetX, offsetY, width, height, format, data) { - return r.BindrlUpdateTexture( - id, - offsetX, - offsetY, - width, - height, - format, - data - ) -} -raylib.rlUpdateTexture = rlUpdateTexture - -/** - * Get OpenGL internal formats - * - * @param {number} format - * @param {number} glInternalFormat - * @param {number} glFormat - * @param {number} glType - * - * @return {undefined} - */ -function rlGetGlTextureFormats (format, glInternalFormat, glFormat, glType) { - return r.BindrlGetGlTextureFormats( - format, - glInternalFormat, - glFormat, - glType - ) -} -raylib.rlGetGlTextureFormats = rlGetGlTextureFormats - -/** - * Get name string for pixel format - * - * @param {number} format - * - * @return {string} The resulting const char *. - */ -function rlGetPixelFormatName (format) { - return r.BindrlGetPixelFormatName( - format - ) -} -raylib.rlGetPixelFormatName = rlGetPixelFormatName - -/** - * Unload texture from GPU memory - * - * @param {number} id - * - * @return {undefined} - */ -function rlUnloadTexture (id) { - return r.BindrlUnloadTexture( - id - ) -} -raylib.rlUnloadTexture = rlUnloadTexture - -/** - * Generate mipmap data for selected texture - * - * @param {number} id - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} mipmaps - * - * @return {undefined} - */ -function rlGenTextureMipmaps (id, width, height, format, mipmaps) { - return r.BindrlGenTextureMipmaps( - id, - width, - height, - format, - mipmaps - ) -} -raylib.rlGenTextureMipmaps = rlGenTextureMipmaps - -/** - * Read texture pixel data - * - * @param {number} id - * @param {number} width - * @param {number} height - * @param {number} format - * - * @return {number} The resulting void *. - */ -function rlReadTexturePixels (id, width, height, format) { - return r.BindrlReadTexturePixels( - id, - width, - height, - format - ) -} -raylib.rlReadTexturePixels = rlReadTexturePixels - -/** - * Read screen pixel data (color buffer) - * - * @param {number} width - * @param {number} height - * - * @return {Buffer} The resulting unsigned char *. - */ -function rlReadScreenPixels (width, height) { - return r.BindrlReadScreenPixels( - width, - height - ) -} -raylib.rlReadScreenPixels = rlReadScreenPixels - -/** - * Load an empty framebuffer - * - * @param {number} width - * @param {number} height - * - * @return {number} The resulting unsigned int. - */ -function rlLoadFramebuffer (width, height) { - return r.BindrlLoadFramebuffer( - width, - height - ) -} -raylib.rlLoadFramebuffer = rlLoadFramebuffer - -/** - * Attach texture/renderbuffer to a framebuffer - * - * @param {number} fboId - * @param {number} texId - * @param {number} attachType - * @param {number} texType - * @param {number} mipLevel - * - * @return {undefined} - */ -function rlFramebufferAttach (fboId, texId, attachType, texType, mipLevel) { - return r.BindrlFramebufferAttach( - fboId, - texId, - attachType, - texType, - mipLevel - ) -} -raylib.rlFramebufferAttach = rlFramebufferAttach - -/** - * Verify framebuffer is complete - * - * @param {number} id - * - * @return {boolean} The resulting bool. - */ -function rlFramebufferComplete (id) { - return r.BindrlFramebufferComplete( - id - ) -} -raylib.rlFramebufferComplete = rlFramebufferComplete - -/** - * Delete framebuffer from GPU - * - * @param {number} id - * - * @return {undefined} - */ -function rlUnloadFramebuffer (id) { - return r.BindrlUnloadFramebuffer( - id - ) -} -raylib.rlUnloadFramebuffer = rlUnloadFramebuffer - -/** - * Load shader from code strings - * - * @param {string} vsCode - * @param {string} fsCode - * - * @return {number} The resulting unsigned int. - */ -function rlLoadShaderCode (vsCode, fsCode) { - return r.BindrlLoadShaderCode( - vsCode, - fsCode - ) -} -raylib.rlLoadShaderCode = rlLoadShaderCode - -/** - * Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) - * - * @param {string} shaderCode - * @param {number} type - * - * @return {number} The resulting unsigned int. - */ -function rlCompileShader (shaderCode, type) { - return r.BindrlCompileShader( - shaderCode, - type - ) -} -raylib.rlCompileShader = rlCompileShader - -/** - * Load custom shader program - * - * @param {number} vShaderId - * @param {number} fShaderId - * - * @return {number} The resulting unsigned int. - */ -function rlLoadShaderProgram (vShaderId, fShaderId) { - return r.BindrlLoadShaderProgram( - vShaderId, - fShaderId - ) -} -raylib.rlLoadShaderProgram = rlLoadShaderProgram - -/** - * Unload shader program - * - * @param {number} id - * - * @return {undefined} - */ -function rlUnloadShaderProgram (id) { - return r.BindrlUnloadShaderProgram( - id - ) -} -raylib.rlUnloadShaderProgram = rlUnloadShaderProgram - -/** - * Get shader location uniform - * - * @param {number} shaderId - * @param {string} uniformName - * - * @return {number} The resulting int. - */ -function rlGetLocationUniform (shaderId, uniformName) { - return r.BindrlGetLocationUniform( - shaderId, - uniformName - ) -} -raylib.rlGetLocationUniform = rlGetLocationUniform - -/** - * Get shader location attribute - * - * @param {number} shaderId - * @param {string} attribName - * - * @return {number} The resulting int. - */ -function rlGetLocationAttrib (shaderId, attribName) { - return r.BindrlGetLocationAttrib( - shaderId, - attribName - ) -} -raylib.rlGetLocationAttrib = rlGetLocationAttrib - -/** - * Set shader value uniform - * - * @param {number} locIndex - * @param {number} value - * @param {number} uniformType - * @param {number} count - * - * @return {undefined} - */ -function rlSetUniform (locIndex, value, uniformType, count) { - return r.BindrlSetUniform( - locIndex, - value, - uniformType, - count - ) -} -raylib.rlSetUniform = rlSetUniform - -/** - * Set shader value matrix - * - * @param {number} locIndex - * @param {Matrix} mat - * - * @return {undefined} - */ -function rlSetUniformMatrix (locIndex, mat) { - return r.BindrlSetUniformMatrix( - locIndex, - mat.m0, - mat.m4, - mat.m8, - mat.m12, - mat.m1, - mat.m5, - mat.m9, - mat.m13, - mat.m2, - mat.m6, - mat.m10, - mat.m14, - mat.m3, - mat.m7, - mat.m11, - mat.m15 - ) -} -raylib.rlSetUniformMatrix = rlSetUniformMatrix - -/** - * Set shader value sampler - * - * @param {number} locIndex - * @param {number} textureId - * - * @return {undefined} - */ -function rlSetUniformSampler (locIndex, textureId) { - return r.BindrlSetUniformSampler( - locIndex, - textureId - ) -} -raylib.rlSetUniformSampler = rlSetUniformSampler - -/** - * Set shader currently active (id and locations) - * - * @param {number} id - * @param {number} locs - * - * @return {undefined} - */ -function rlSetShader (id, locs) { - return r.BindrlSetShader( - id, - locs - ) -} -raylib.rlSetShader = rlSetShader - -/** - * Load compute shader program - * - * @param {number} shaderId - * - * @return {number} The resulting unsigned int. - */ -function rlLoadComputeShaderProgram (shaderId) { - return r.BindrlLoadComputeShaderProgram( - shaderId - ) -} -raylib.rlLoadComputeShaderProgram = rlLoadComputeShaderProgram - -/** - * Dispatch compute shader (equivalent to *draw* for graphics pipeline) - * - * @param {number} groupX - * @param {number} groupY - * @param {number} groupZ - * - * @return {undefined} - */ -function rlComputeShaderDispatch (groupX, groupY, groupZ) { - return r.BindrlComputeShaderDispatch( - groupX, - groupY, - groupZ - ) -} -raylib.rlComputeShaderDispatch = rlComputeShaderDispatch - -/** - * Load shader storage buffer object (SSBO) - * - * @param {number} size - * @param {number} data - * @param {number} usageHint - * - * @return {number} The resulting unsigned int. - */ -function rlLoadShaderBuffer (size, data, usageHint) { - return r.BindrlLoadShaderBuffer( - size, - data, - usageHint - ) -} -raylib.rlLoadShaderBuffer = rlLoadShaderBuffer - -/** - * Unload shader storage buffer object (SSBO) - * - * @param {number} ssboId - * - * @return {undefined} - */ -function rlUnloadShaderBuffer (ssboId) { - return r.BindrlUnloadShaderBuffer( - ssboId - ) -} -raylib.rlUnloadShaderBuffer = rlUnloadShaderBuffer - -/** - * Update SSBO buffer data - * - * @param {number} id - * @param {number} data - * @param {number} dataSize - * @param {number} offset - * - * @return {undefined} - */ -function rlUpdateShaderBuffer (id, data, dataSize, offset) { - return r.BindrlUpdateShaderBuffer( - id, - data, - dataSize, - offset - ) -} -raylib.rlUpdateShaderBuffer = rlUpdateShaderBuffer - -/** - * Bind SSBO buffer - * - * @param {number} id - * @param {number} index - * - * @return {undefined} - */ -function rlBindShaderBuffer (id, index) { - return r.BindrlBindShaderBuffer( - id, - index - ) -} -raylib.rlBindShaderBuffer = rlBindShaderBuffer - -/** - * Read SSBO buffer data (GPU->CPU) - * - * @param {number} id - * @param {number} dest - * @param {number} count - * @param {number} offset - * - * @return {undefined} - */ -function rlReadShaderBuffer (id, dest, count, offset) { - return r.BindrlReadShaderBuffer( - id, - dest, - count, - offset - ) -} -raylib.rlReadShaderBuffer = rlReadShaderBuffer - -/** - * Copy SSBO data between buffers - * - * @param {number} destId - * @param {number} srcId - * @param {number} destOffset - * @param {number} srcOffset - * @param {number} count - * - * @return {undefined} - */ -function rlCopyShaderBuffer (destId, srcId, destOffset, srcOffset, count) { - return r.BindrlCopyShaderBuffer( - destId, - srcId, - destOffset, - srcOffset, - count - ) -} -raylib.rlCopyShaderBuffer = rlCopyShaderBuffer - -/** - * Get SSBO buffer size - * - * @param {number} id - * - * @return {number} The resulting unsigned int. - */ -function rlGetShaderBufferSize (id) { - return r.BindrlGetShaderBufferSize( - id - ) -} -raylib.rlGetShaderBufferSize = rlGetShaderBufferSize - -/** - * Bind image texture - * - * @param {number} id - * @param {number} index - * @param {number} format - * @param {boolean} readonly - * - * @return {undefined} - */ -function rlBindImageTexture (id, index, format, readonly) { - return r.BindrlBindImageTexture( - id, - index, - format, - readonly - ) -} -raylib.rlBindImageTexture = rlBindImageTexture - -/** - * Get internal modelview matrix - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixModelview () { - return r.BindrlGetMatrixModelview() -} -raylib.rlGetMatrixModelview = rlGetMatrixModelview - -/** - * Get internal projection matrix - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixProjection () { - return r.BindrlGetMatrixProjection() -} -raylib.rlGetMatrixProjection = rlGetMatrixProjection - -/** - * Get internal accumulated transform matrix - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixTransform () { - return r.BindrlGetMatrixTransform() -} -raylib.rlGetMatrixTransform = rlGetMatrixTransform - -/** - * Get internal projection matrix for stereo render (selected eye) - * - * @param {number} eye - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixProjectionStereo (eye) { - return r.BindrlGetMatrixProjectionStereo( - eye - ) -} -raylib.rlGetMatrixProjectionStereo = rlGetMatrixProjectionStereo - -/** - * Get internal view offset matrix for stereo render (selected eye) - * - * @param {number} eye - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixViewOffsetStereo (eye) { - return r.BindrlGetMatrixViewOffsetStereo( - eye - ) -} -raylib.rlGetMatrixViewOffsetStereo = rlGetMatrixViewOffsetStereo - -/** - * Set a custom projection matrix (replaces internal projection matrix) - * - * @param {Matrix} proj - * - * @return {undefined} - */ -function rlSetMatrixProjection (proj) { - return r.BindrlSetMatrixProjection( - proj.m0, - proj.m4, - proj.m8, - proj.m12, - proj.m1, - proj.m5, - proj.m9, - proj.m13, - proj.m2, - proj.m6, - proj.m10, - proj.m14, - proj.m3, - proj.m7, - proj.m11, - proj.m15 - ) -} -raylib.rlSetMatrixProjection = rlSetMatrixProjection - -/** - * Set a custom modelview matrix (replaces internal modelview matrix) - * - * @param {Matrix} view - * - * @return {undefined} - */ -function rlSetMatrixModelview (view) { - return r.BindrlSetMatrixModelview( - view.m0, - view.m4, - view.m8, - view.m12, - view.m1, - view.m5, - view.m9, - view.m13, - view.m2, - view.m6, - view.m10, - view.m14, - view.m3, - view.m7, - view.m11, - view.m15 - ) -} -raylib.rlSetMatrixModelview = rlSetMatrixModelview - -/** - * Set eyes projection matrices for stereo rendering - * - * @param {Matrix} right - * @param {Matrix} left - * - * @return {undefined} - */ -function rlSetMatrixProjectionStereo (right, left) { - return r.BindrlSetMatrixProjectionStereo( - right.m0, - right.m4, - right.m8, - right.m12, - right.m1, - right.m5, - right.m9, - right.m13, - right.m2, - right.m6, - right.m10, - right.m14, - right.m3, - right.m7, - right.m11, - right.m15, - left.m0, - left.m4, - left.m8, - left.m12, - left.m1, - left.m5, - left.m9, - left.m13, - left.m2, - left.m6, - left.m10, - left.m14, - left.m3, - left.m7, - left.m11, - left.m15 - ) -} -raylib.rlSetMatrixProjectionStereo = rlSetMatrixProjectionStereo - -/** - * Set eyes view offsets matrices for stereo rendering - * - * @param {Matrix} right - * @param {Matrix} left - * - * @return {undefined} - */ -function rlSetMatrixViewOffsetStereo (right, left) { - return r.BindrlSetMatrixViewOffsetStereo( - right.m0, - right.m4, - right.m8, - right.m12, - right.m1, - right.m5, - right.m9, - right.m13, - right.m2, - right.m6, - right.m10, - right.m14, - right.m3, - right.m7, - right.m11, - right.m15, - left.m0, - left.m4, - left.m8, - left.m12, - left.m1, - left.m5, - left.m9, - left.m13, - left.m2, - left.m6, - left.m10, - left.m14, - left.m3, - left.m7, - left.m11, - left.m15 - ) -} -raylib.rlSetMatrixViewOffsetStereo = rlSetMatrixViewOffsetStereo - -/** - * Load and draw a cube - * - * @return {undefined} - */ -function rlLoadDrawCube () { - return r.BindrlLoadDrawCube() -} -raylib.rlLoadDrawCube = rlLoadDrawCube - -/** - * Load and draw a quad - * - * @return {undefined} - */ -function rlLoadDrawQuad () { - return r.BindrlLoadDrawQuad() -} -raylib.rlLoadDrawQuad = rlLoadDrawQuad - -/** - * Update camera position for selected mode - * - * @param {Camera} camera - * @param {number} mode - * - * @return {undefined} - */ -function UpdateCamera (camera, mode) { - const obj = r.BindUpdateCamera( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - mode - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - camera[key] = obj[key] - } - } -} -raylib.UpdateCamera = UpdateCamera - -/** - * Convert image data to desired format - * - * @param {Image} image - * @param {number} newFormat - * - * @return {undefined} - */ -function ImageFormat (image, newFormat) { - const obj = r.BindImageFormat( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newFormat - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageFormat = ImageFormat - -/** - * Convert image to POT (power-of-two) - * - * @param {Image} image - * @param {Color} fill - * - * @return {undefined} - */ -function ImageToPOT (image, fill) { - const obj = r.BindImageToPOT( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - fill.r, - fill.g, - fill.b, - fill.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageToPOT = ImageToPOT - -/** - * Crop an image to a defined rectangle - * - * @param {Image} image - * @param {Rectangle} crop - * - * @return {undefined} - */ -function ImageCrop (image, crop) { - const obj = r.BindImageCrop( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - crop.x, - crop.y, - crop.width, - crop.height - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageCrop = ImageCrop - -/** - * Crop image depending on alpha value - * - * @param {Image} image - * @param {number} threshold - * - * @return {undefined} - */ -function ImageAlphaCrop (image, threshold) { - const obj = r.BindImageAlphaCrop( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - threshold - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaCrop = ImageAlphaCrop - -/** - * Clear alpha channel to desired color - * - * @param {Image} image - * @param {Color} color - * @param {number} threshold - * - * @return {undefined} - */ -function ImageAlphaClear (image, color, threshold) { - const obj = r.BindImageAlphaClear( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - color.r, - color.g, - color.b, - color.a, - threshold - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaClear = ImageAlphaClear - -/** - * Apply alpha mask to image - * - * @param {Image} image - * @param {Image} alphaMask - * - * @return {undefined} - */ -function ImageAlphaMask (image, alphaMask) { - const obj = r.BindImageAlphaMask( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - alphaMask.data, - alphaMask.width, - alphaMask.height, - alphaMask.mipmaps, - alphaMask.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaMask = ImageAlphaMask - -/** - * Premultiply alpha channel - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageAlphaPremultiply (image) { - const obj = r.BindImageAlphaPremultiply( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaPremultiply = ImageAlphaPremultiply - -/** - * Resize image (Bicubic scaling algorithm) - * - * @param {Image} image - * @param {number} newWidth - * @param {number} newHeight - * - * @return {undefined} - */ -function ImageResize (image, newWidth, newHeight) { - const obj = r.BindImageResize( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newWidth, - newHeight - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageResize = ImageResize - -/** - * Resize image (Nearest-Neighbor scaling algorithm) - * - * @param {Image} image - * @param {number} newWidth - * @param {number} newHeight - * - * @return {undefined} - */ -function ImageResizeNN (image, newWidth, newHeight) { - const obj = r.BindImageResizeNN( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newWidth, - newHeight - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageResizeNN = ImageResizeNN - -/** - * Resize canvas and fill with color - * - * @param {Image} image - * @param {number} newWidth - * @param {number} newHeight - * @param {number} offsetX - * @param {number} offsetY - * @param {Color} fill - * - * @return {undefined} - */ -function ImageResizeCanvas (image, newWidth, newHeight, offsetX, offsetY, fill) { - const obj = r.BindImageResizeCanvas( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newWidth, - newHeight, - offsetX, - offsetY, - fill.r, - fill.g, - fill.b, - fill.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageResizeCanvas = ImageResizeCanvas - -/** - * Compute all mipmap levels for a provided image - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageMipmaps (image) { - const obj = r.BindImageMipmaps( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageMipmaps = ImageMipmaps - -/** - * Dither image data to 16bpp or lower (Floyd-Steinberg dithering) - * - * @param {Image} image - * @param {number} rBpp - * @param {number} gBpp - * @param {number} bBpp - * @param {number} aBpp - * - * @return {undefined} - */ -function ImageDither (image, rBpp, gBpp, bBpp, aBpp) { - const obj = r.BindImageDither( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - rBpp, - gBpp, - bBpp, - aBpp - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageDither = ImageDither - -/** - * Flip image vertically - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageFlipVertical (image) { - const obj = r.BindImageFlipVertical( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageFlipVertical = ImageFlipVertical - -/** - * Flip image horizontally - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageFlipHorizontal (image) { - const obj = r.BindImageFlipHorizontal( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageFlipHorizontal = ImageFlipHorizontal - -/** - * Rotate image clockwise 90deg - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageRotateCW (image) { - const obj = r.BindImageRotateCW( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageRotateCW = ImageRotateCW - -/** - * Rotate image counter-clockwise 90deg - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageRotateCCW (image) { - const obj = r.BindImageRotateCCW( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageRotateCCW = ImageRotateCCW - -/** - * Modify image color: tint - * - * @param {Image} image - * @param {Color} color - * - * @return {undefined} - */ -function ImageColorTint (image, color) { - const obj = r.BindImageColorTint( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorTint = ImageColorTint - -/** - * Modify image color: invert - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageColorInvert (image) { - const obj = r.BindImageColorInvert( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorInvert = ImageColorInvert - -/** - * Modify image color: grayscale - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageColorGrayscale (image) { - const obj = r.BindImageColorGrayscale( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorGrayscale = ImageColorGrayscale - -/** - * Modify image color: contrast (-100 to 100) - * - * @param {Image} image - * @param {number} contrast - * - * @return {undefined} - */ -function ImageColorContrast (image, contrast) { - const obj = r.BindImageColorContrast( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - contrast - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorContrast = ImageColorContrast - -/** - * Modify image color: brightness (-255 to 255) - * - * @param {Image} image - * @param {number} brightness - * - * @return {undefined} - */ -function ImageColorBrightness (image, brightness) { - const obj = r.BindImageColorBrightness( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - brightness - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorBrightness = ImageColorBrightness - -/** - * Modify image color: replace color - * - * @param {Image} image - * @param {Color} color - * @param {Color} replace - * - * @return {undefined} - */ -function ImageColorReplace (image, color, replace) { - const obj = r.BindImageColorReplace( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - color.r, - color.g, - color.b, - color.a, - replace.r, - replace.g, - replace.b, - replace.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorReplace = ImageColorReplace - -/** - * Clear image background with given color - * - * @param {Image} dst - * @param {Color} color - * - * @return {undefined} - */ -function ImageClearBackground (dst, color) { - const obj = r.BindImageClearBackground( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageClearBackground = ImageClearBackground - -/** - * Draw pixel within an image - * - * @param {Image} dst - * @param {number} posX - * @param {number} posY - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawPixel (dst, posX, posY, color) { - const obj = r.BindImageDrawPixel( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - posX, - posY, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawPixel = ImageDrawPixel - -/** - * Draw pixel within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} position - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawPixelV (dst, position, color) { - const obj = r.BindImageDrawPixelV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - position.x, - position.y, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawPixelV = ImageDrawPixelV - -/** - * Draw line within an image - * - * @param {Image} dst - * @param {number} startPosX - * @param {number} startPosY - * @param {number} endPosX - * @param {number} endPosY - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawLine (dst, startPosX, startPosY, endPosX, endPosY, color) { - const obj = r.BindImageDrawLine( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - startPosX, - startPosY, - endPosX, - endPosY, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawLine = ImageDrawLine - -/** - * Draw line within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} start - * @param {Vector2} end - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawLineV (dst, start, end, color) { - const obj = r.BindImageDrawLineV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - start.x, - start.y, - end.x, - end.y, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawLineV = ImageDrawLineV - -/** - * Draw a filled circle within an image - * - * @param {Image} dst - * @param {number} centerX - * @param {number} centerY - * @param {number} radius - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawCircle (dst, centerX, centerY, radius, color) { - const obj = r.BindImageDrawCircle( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - centerX, - centerY, - radius, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawCircle = ImageDrawCircle - -/** - * Draw a filled circle within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} center - * @param {number} radius - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawCircleV (dst, center, radius, color) { - const obj = r.BindImageDrawCircleV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - center.x, - center.y, - radius, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawCircleV = ImageDrawCircleV - -/** - * Draw rectangle within an image - * - * @param {Image} dst - * @param {number} posX - * @param {number} posY - * @param {number} width - * @param {number} height - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangle (dst, posX, posY, width, height, color) { - const obj = r.BindImageDrawRectangle( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - posX, - posY, - width, - height, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangle = ImageDrawRectangle - -/** - * Draw rectangle within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} position - * @param {Vector2} size - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangleV (dst, position, size, color) { - const obj = r.BindImageDrawRectangleV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - position.x, - position.y, - size.x, - size.y, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangleV = ImageDrawRectangleV - -/** - * Draw rectangle within an image - * - * @param {Image} dst - * @param {Rectangle} rec - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangleRec (dst, rec, color) { - const obj = r.BindImageDrawRectangleRec( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - rec.x, - rec.y, - rec.width, - rec.height, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangleRec = ImageDrawRectangleRec - -/** - * Draw rectangle lines within an image - * - * @param {Image} dst - * @param {Rectangle} rec - * @param {number} thick - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangleLines (dst, rec, thick, color) { - const obj = r.BindImageDrawRectangleLines( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - rec.x, - rec.y, - rec.width, - rec.height, - thick, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangleLines = ImageDrawRectangleLines - -/** - * Draw a source image within a destination image (tint applied to source) - * - * @param {Image} dst - * @param {Image} src - * @param {Rectangle} srcRec - * @param {Rectangle} dstRec - * @param {Color} tint - * - * @return {undefined} - */ -function ImageDraw (dst, src, srcRec, dstRec, tint) { - const obj = r.BindImageDraw( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - src.data, - src.width, - src.height, - src.mipmaps, - src.format, - srcRec.x, - srcRec.y, - srcRec.width, - srcRec.height, - dstRec.x, - dstRec.y, - dstRec.width, - dstRec.height, - tint.r, - tint.g, - tint.b, - tint.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDraw = ImageDraw - -/** - * Draw text (using default font) within an image (destination) - * - * @param {Image} dst - * @param {string} text - * @param {number} posX - * @param {number} posY - * @param {number} fontSize - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawText (dst, text, posX, posY, fontSize, color) { - const obj = r.BindImageDrawText( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - text, - posX, - posY, - fontSize, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawText = ImageDrawText - -/** - * Draw text (custom sprite font) within an image (destination) - * - * @param {Image} dst - * @param {Font} font - * @param {string} text - * @param {Vector2} position - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint - * - * @return {undefined} - */ -function ImageDrawTextEx (dst, font, text, position, fontSize, spacing, tint) { - const obj = r.BindImageDrawTextEx( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - position.x, - position.y, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawTextEx = ImageDrawTextEx - -/** - * Generate GPU mipmaps for a texture - * - * @param {Texture2D} texture - * - * @return {undefined} - */ -function GenTextureMipmaps (texture) { - const obj = r.BindGenTextureMipmaps( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - texture[key] = obj[key] - } - } -} -raylib.GenTextureMipmaps = GenTextureMipmaps - -/** - * Upload mesh vertex data in GPU and provide VAO/VBO ids - * - * @param {Mesh} mesh - * @param {boolean} dynamic - * - * @return {undefined} - */ -function UploadMesh (mesh, dynamic) { - const obj = r.BindUploadMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId, - dynamic - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - mesh[key] = obj[key] - } - } -} -raylib.UploadMesh = UploadMesh - -/** - * Compute mesh tangents - * - * @param {Mesh} mesh - * - * @return {undefined} - */ -function GenMeshTangents (mesh) { - const obj = r.BindGenMeshTangents( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - mesh[key] = obj[key] - } - } -} -raylib.GenMeshTangents = GenMeshTangents - -/** - * Set material for a mesh - * - * @param {Model} model - * @param {number} meshId - * @param {number} materialId - * - * @return {undefined} - */ -function SetModelMeshMaterial (model, meshId, materialId) { - const obj = r.BindSetModelMeshMaterial( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - meshId, - materialId - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - model[key] = obj[key] - } - } -} -raylib.SetModelMeshMaterial = SetModelMeshMaterial - -/** - * Crop a wave to defined samples range - * - * @param {Wave} wave - * @param {number} initSample - * @param {number} finalSample - * - * @return {undefined} - */ -function WaveCrop (wave, initSample, finalSample) { - const obj = r.BindWaveCrop( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - initSample, - finalSample - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - wave[key] = obj[key] - } - } -} -raylib.WaveCrop = WaveCrop - -/** - * Convert wave data to desired format - * - * @param {Wave} wave - * @param {number} sampleRate - * @param {number} sampleSize - * @param {number} channels - * - * @return {undefined} - */ -function WaveFormat (wave, sampleRate, sampleSize, channels) { - const obj = r.BindWaveFormat( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - sampleRate, - sampleSize, - channels - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - wave[key] = obj[key] - } - } -} -raylib.WaveFormat = WaveFormat - -/** - * Color, 4 components, R8G8B8A8 (32bit) - * - * @param {number} r - Color red value - * @param {number} g - Color green value - * @param {number} b - Color blue value - * @param {number} a - Color alpha value - * - * @return {Color} The new Color. - */ -function Color (r, g, b, a) { - return { r, g, b, a } -} -raylib.Color = Color - -/** - * Vector2, 2 components - * - * @param {number} x - Vector x component - * @param {number} y - Vector y component - * - * @return {Vector2} The new Vector2. - */ -function Vector2 (x, y) { - return { x, y } -} -raylib.Vector2 = Vector2 - -/** - * Vector3, 3 components - * - * @param {number} x - Vector x component - * @param {number} y - Vector y component - * @param {number} z - Vector z component - * - * @return {Vector3} The new Vector3. - */ -function Vector3 (x, y, z) { - return { x, y, z } -} -raylib.Vector3 = Vector3 - -/** - * Vector4, 4 components - * - * @param {number} x - Vector x component - * @param {number} y - Vector y component - * @param {number} z - Vector z component - * @param {number} w - Vector w component - * - * @return {Vector4} The new Vector4. - */ -function Vector4 (x, y, z, w) { - return { x, y, z, w } -} -raylib.Vector4 = Vector4 - -/** - * Rectangle, 4 components - * - * @param {number} x - Rectangle top-left corner position x - * @param {number} y - Rectangle top-left corner position y - * @param {number} width - Rectangle width - * @param {number} height - Rectangle height - * - * @return {Rectangle} The new Rectangle. - */ -function Rectangle (x, y, width, height) { - return { x, y, width, height } -} -raylib.Rectangle = Rectangle - -/** - * Camera2D, defines position/orientation in 2d space - * - * @param {Vector2} offset - Camera offset (displacement from target) - * @param {Vector2} target - Camera target (rotation and zoom origin) - * @param {number} rotation - Camera rotation in degrees - * @param {number} zoom - Camera zoom (scaling), should be 1.0f by default - * - * @return {Camera2D} The new Camera2D. - */ -function Camera2D (offset, target, rotation, zoom) { - return { offset, target, rotation, zoom } -} -raylib.Camera2D = Camera2D - -/** - * Camera, defines position/orientation in 3d space - * - * @param {Vector3} position - Camera position - * @param {Vector3} target - Camera target it looks-at - * @param {Vector3} up - Camera up vector (rotation over its axis) - * @param {number} fovy - Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic - * @param {number} projection - Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC - * - * @return {Camera3D} The new Camera3D. - */ -function Camera3D (position, target, up, fovy, projection) { - return { position, target, up, fovy, projection } -} -raylib.Camera3D = Camera3D -raylib.Camera = raylib.Camera3D - -// WRAPPED TYPED SHADER FUNCTIONS - -/** - * Set shader uniform value float - * - * @param {Shader} shader - * @param {number} locIndex - * @param {number} value - * - * @returns {undefined} - */ -function SetShaderFloat (shader, locIndex, value) { - return r.BindSetShaderFloat( - shader.id, - shader.locs, - locIndex, - value - ) -} -raylib.SetShaderFloat = SetShaderFloat - -/** - * Set shader uniform value float - * - * @param {Shader} shader - * @param {number} locIndex - * @param {number} value - * - * @returns {undefined} - */ -function SetShaderInt (shader, locIndex, value) { - return r.BindSetShaderInt( - shader.id, - shader.locs, - locIndex, - value - ) -} -raylib.SetShaderInt = SetShaderInt - -/** - * Set shader uniform value vector2 - * - * @param {Shader} shader - * @param {number} locIndex - * @param {Vector2} value - * - * @returns {undefined} - */ -function SetShaderVec2 (shader, locIndex, value) { - return r.BindSetShaderVec2( - shader.id, - shader.locs, - locIndex, - value.x, - value.y - ) -} -raylib.SetShaderVec2 = SetShaderVec2 - -/** - * Set shader uniform value vector3 - * - * @param {Shader} shader - * @param {number} locIndex - * @param {Vector3} value - * - * @returns {undefined} - */ -function SetShaderVec3 (shader, locIndex, value) { - return r.BindSetShaderVec3( - shader.id, - shader.locs, - locIndex, - value.x, - value.y, - value.z - ) -} -raylib.SetShaderVec3 = SetShaderVec3 - -/** - * Set shader uniform value vector4 - * - * @param {Shader} shader - * @param {number} locIndex - * @param {Vector4} value - * - * @returns {undefined} - */ -function SetShaderVec4 (shader, locIndex, value) { - return r.BindSetShaderVec4( - shader.id, - shader.locs, - locIndex, - value.x, - value.y, - value.z, - value.w - ) -} -raylib.SetShaderVec4 = SetShaderVec4 - -/** - * Set to try enabling V-Sync on GPU - * - * @type {number} - * @constant - */ -raylib.FLAG_VSYNC_HINT = 64 - -/** - * Set to run program in fullscreen - * - * @type {number} - * @constant - */ -raylib.FLAG_FULLSCREEN_MODE = 2 - -/** - * Set to allow resizable window - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_RESIZABLE = 4 - -/** - * Set to disable window decoration (frame and buttons) - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_UNDECORATED = 8 - -/** - * Set to hide window - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_HIDDEN = 128 - -/** - * Set to minimize window (iconify) - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_MINIMIZED = 512 - -/** - * Set to maximize window (expanded to monitor) - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_MAXIMIZED = 1024 - -/** - * Set to window non focused - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_UNFOCUSED = 2048 - -/** - * Set to window always on top - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_TOPMOST = 4096 - -/** - * Set to allow windows running while minimized - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_ALWAYS_RUN = 256 - -/** - * Set to allow transparent framebuffer - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_TRANSPARENT = 16 - -/** - * Set to support HighDPI - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_HIGHDPI = 8192 - -/** - * Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384 - -/** - * Set to try enabling MSAA 4X - * - * @type {number} - * @constant - */ -raylib.FLAG_MSAA_4X_HINT = 32 - -/** - * Set to try enabling interlaced video format (for V3D) - * - * @type {number} - * @constant - */ -raylib.FLAG_INTERLACED_HINT = 65536 - -/** - * Display all logs - * - * @type {number} - * @constant - */ -raylib.LOG_ALL = 0 - -/** - * Trace logging, intended for internal use only - * - * @type {number} - * @constant - */ -raylib.LOG_TRACE = 1 - -/** - * Debug logging, used for internal debugging, it should be disabled on release builds - * - * @type {number} - * @constant - */ -raylib.LOG_DEBUG = 2 - -/** - * Info logging, used for program execution info - * - * @type {number} - * @constant - */ -raylib.LOG_INFO = 3 - -/** - * Warning logging, used on recoverable failures - * - * @type {number} - * @constant - */ -raylib.LOG_WARNING = 4 - -/** - * Error logging, used on unrecoverable failures - * - * @type {number} - * @constant - */ -raylib.LOG_ERROR = 5 - -/** - * Fatal logging, used to abort program: exit(EXIT_FAILURE) - * - * @type {number} - * @constant - */ -raylib.LOG_FATAL = 6 - -/** - * Disable logging - * - * @type {number} - * @constant - */ -raylib.LOG_NONE = 7 - -/** - * Key: NULL, used for no key pressed - * - * @type {number} - * @constant - */ -raylib.KEY_NULL = 0 - -/** - * Key: ' - * - * @type {number} - * @constant - */ -raylib.KEY_APOSTROPHE = 39 - -/** - * Key: , - * - * @type {number} - * @constant - */ -raylib.KEY_COMMA = 44 - -/** - * Key: - - * - * @type {number} - * @constant - */ -raylib.KEY_MINUS = 45 - -/** - * Key: . - * - * @type {number} - * @constant - */ -raylib.KEY_PERIOD = 46 - -/** - * Key: / - * - * @type {number} - * @constant - */ -raylib.KEY_SLASH = 47 - -/** - * Key: 0 - * - * @type {number} - * @constant - */ -raylib.KEY_ZERO = 48 - -/** - * Key: 1 - * - * @type {number} - * @constant - */ -raylib.KEY_ONE = 49 - -/** - * Key: 2 - * - * @type {number} - * @constant - */ -raylib.KEY_TWO = 50 - -/** - * Key: 3 - * - * @type {number} - * @constant - */ -raylib.KEY_THREE = 51 - -/** - * Key: 4 - * - * @type {number} - * @constant - */ -raylib.KEY_FOUR = 52 - -/** - * Key: 5 - * - * @type {number} - * @constant - */ -raylib.KEY_FIVE = 53 - -/** - * Key: 6 - * - * @type {number} - * @constant - */ -raylib.KEY_SIX = 54 - -/** - * Key: 7 - * - * @type {number} - * @constant - */ -raylib.KEY_SEVEN = 55 - -/** - * Key: 8 - * - * @type {number} - * @constant - */ -raylib.KEY_EIGHT = 56 - -/** - * Key: 9 - * - * @type {number} - * @constant - */ -raylib.KEY_NINE = 57 - -/** - * Key: ; - * - * @type {number} - * @constant - */ -raylib.KEY_SEMICOLON = 59 - -/** - * Key: = - * - * @type {number} - * @constant - */ -raylib.KEY_EQUAL = 61 - -/** - * Key: A | a - * - * @type {number} - * @constant - */ -raylib.KEY_A = 65 - -/** - * Key: B | b - * - * @type {number} - * @constant - */ -raylib.KEY_B = 66 - -/** - * Key: C | c - * - * @type {number} - * @constant - */ -raylib.KEY_C = 67 - -/** - * Key: D | d - * - * @type {number} - * @constant - */ -raylib.KEY_D = 68 - -/** - * Key: E | e - * - * @type {number} - * @constant - */ -raylib.KEY_E = 69 - -/** - * Key: F | f - * - * @type {number} - * @constant - */ -raylib.KEY_F = 70 - -/** - * Key: G | g - * - * @type {number} - * @constant - */ -raylib.KEY_G = 71 - -/** - * Key: H | h - * - * @type {number} - * @constant - */ -raylib.KEY_H = 72 - -/** - * Key: I | i - * - * @type {number} - * @constant - */ -raylib.KEY_I = 73 - -/** - * Key: J | j - * - * @type {number} - * @constant - */ -raylib.KEY_J = 74 - -/** - * Key: K | k - * - * @type {number} - * @constant - */ -raylib.KEY_K = 75 - -/** - * Key: L | l - * - * @type {number} - * @constant - */ -raylib.KEY_L = 76 - -/** - * Key: M | m - * - * @type {number} - * @constant - */ -raylib.KEY_M = 77 - -/** - * Key: N | n - * - * @type {number} - * @constant - */ -raylib.KEY_N = 78 - -/** - * Key: O | o - * - * @type {number} - * @constant - */ -raylib.KEY_O = 79 - -/** - * Key: P | p - * - * @type {number} - * @constant - */ -raylib.KEY_P = 80 - -/** - * Key: Q | q - * - * @type {number} - * @constant - */ -raylib.KEY_Q = 81 - -/** - * Key: R | r - * - * @type {number} - * @constant - */ -raylib.KEY_R = 82 - -/** - * Key: S | s - * - * @type {number} - * @constant - */ -raylib.KEY_S = 83 - -/** - * Key: T | t - * - * @type {number} - * @constant - */ -raylib.KEY_T = 84 - -/** - * Key: U | u - * - * @type {number} - * @constant - */ -raylib.KEY_U = 85 - -/** - * Key: V | v - * - * @type {number} - * @constant - */ -raylib.KEY_V = 86 - -/** - * Key: W | w - * - * @type {number} - * @constant - */ -raylib.KEY_W = 87 - -/** - * Key: X | x - * - * @type {number} - * @constant - */ -raylib.KEY_X = 88 - -/** - * Key: Y | y - * - * @type {number} - * @constant - */ -raylib.KEY_Y = 89 - -/** - * Key: Z | z - * - * @type {number} - * @constant - */ -raylib.KEY_Z = 90 - -/** - * Key: [ - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_BRACKET = 91 - -/** - * Key: '\' - * - * @type {number} - * @constant - */ -raylib.KEY_BACKSLASH = 92 - -/** - * Key: ] - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_BRACKET = 93 - -/** - * Key: ` - * - * @type {number} - * @constant - */ -raylib.KEY_GRAVE = 96 - -/** - * Key: Space - * - * @type {number} - * @constant - */ -raylib.KEY_SPACE = 32 - -/** - * Key: Esc - * - * @type {number} - * @constant - */ -raylib.KEY_ESCAPE = 256 - -/** - * Key: Enter - * - * @type {number} - * @constant - */ -raylib.KEY_ENTER = 257 - -/** - * Key: Tab - * - * @type {number} - * @constant - */ -raylib.KEY_TAB = 258 - -/** - * Key: Backspace - * - * @type {number} - * @constant - */ -raylib.KEY_BACKSPACE = 259 - -/** - * Key: Ins - * - * @type {number} - * @constant - */ -raylib.KEY_INSERT = 260 - -/** - * Key: Del - * - * @type {number} - * @constant - */ -raylib.KEY_DELETE = 261 - -/** - * Key: Cursor right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT = 262 - -/** - * Key: Cursor left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT = 263 - -/** - * Key: Cursor down - * - * @type {number} - * @constant - */ -raylib.KEY_DOWN = 264 - -/** - * Key: Cursor up - * - * @type {number} - * @constant - */ -raylib.KEY_UP = 265 - -/** - * Key: Page up - * - * @type {number} - * @constant - */ -raylib.KEY_PAGE_UP = 266 - -/** - * Key: Page down - * - * @type {number} - * @constant - */ -raylib.KEY_PAGE_DOWN = 267 - -/** - * Key: Home - * - * @type {number} - * @constant - */ -raylib.KEY_HOME = 268 - -/** - * Key: End - * - * @type {number} - * @constant - */ -raylib.KEY_END = 269 - -/** - * Key: Caps lock - * - * @type {number} - * @constant - */ -raylib.KEY_CAPS_LOCK = 280 - -/** - * Key: Scroll down - * - * @type {number} - * @constant - */ -raylib.KEY_SCROLL_LOCK = 281 - -/** - * Key: Num lock - * - * @type {number} - * @constant - */ -raylib.KEY_NUM_LOCK = 282 - -/** - * Key: Print screen - * - * @type {number} - * @constant - */ -raylib.KEY_PRINT_SCREEN = 283 - -/** - * Key: Pause - * - * @type {number} - * @constant - */ -raylib.KEY_PAUSE = 284 - -/** - * Key: F1 - * - * @type {number} - * @constant - */ -raylib.KEY_F1 = 290 - -/** - * Key: F2 - * - * @type {number} - * @constant - */ -raylib.KEY_F2 = 291 - -/** - * Key: F3 - * - * @type {number} - * @constant - */ -raylib.KEY_F3 = 292 - -/** - * Key: F4 - * - * @type {number} - * @constant - */ -raylib.KEY_F4 = 293 - -/** - * Key: F5 - * - * @type {number} - * @constant - */ -raylib.KEY_F5 = 294 - -/** - * Key: F6 - * - * @type {number} - * @constant - */ -raylib.KEY_F6 = 295 - -/** - * Key: F7 - * - * @type {number} - * @constant - */ -raylib.KEY_F7 = 296 - -/** - * Key: F8 - * - * @type {number} - * @constant - */ -raylib.KEY_F8 = 297 - -/** - * Key: F9 - * - * @type {number} - * @constant - */ -raylib.KEY_F9 = 298 - -/** - * Key: F10 - * - * @type {number} - * @constant - */ -raylib.KEY_F10 = 299 - -/** - * Key: F11 - * - * @type {number} - * @constant - */ -raylib.KEY_F11 = 300 - -/** - * Key: F12 - * - * @type {number} - * @constant - */ -raylib.KEY_F12 = 301 - -/** - * Key: Shift left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_SHIFT = 340 - -/** - * Key: Control left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_CONTROL = 341 - -/** - * Key: Alt left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_ALT = 342 - -/** - * Key: Super left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_SUPER = 343 - -/** - * Key: Shift right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_SHIFT = 344 - -/** - * Key: Control right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_CONTROL = 345 - -/** - * Key: Alt right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_ALT = 346 - -/** - * Key: Super right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_SUPER = 347 - -/** - * Key: KB menu - * - * @type {number} - * @constant - */ -raylib.KEY_KB_MENU = 348 - -/** - * Key: Keypad 0 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_0 = 320 - -/** - * Key: Keypad 1 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_1 = 321 - -/** - * Key: Keypad 2 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_2 = 322 - -/** - * Key: Keypad 3 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_3 = 323 + ) +} +raylib.QuaternionEquals = QuaternionEquals /** - * Key: Keypad 4 + * Choose the current matrix to be transformed * - * @type {number} - * @constant - */ -raylib.KEY_KP_4 = 324 - -/** - * Key: Keypad 5 + * @param {number} mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_5 = 325 +function rlMatrixMode(mode) { + return r.BindrlMatrixMode( + mode + ) +} +raylib.rlMatrixMode = rlMatrixMode /** - * Key: Keypad 6 + * Push the current matrix to stack * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_6 = 326 +function rlPushMatrix() { + return r.BindrlPushMatrix() +} +raylib.rlPushMatrix = rlPushMatrix /** - * Key: Keypad 7 + * Pop latest inserted matrix from stack * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_7 = 327 +function rlPopMatrix() { + return r.BindrlPopMatrix() +} +raylib.rlPopMatrix = rlPopMatrix /** - * Key: Keypad 8 + * Reset current matrix to identity matrix * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_8 = 328 +function rlLoadIdentity() { + return r.BindrlLoadIdentity() +} +raylib.rlLoadIdentity = rlLoadIdentity /** - * Key: Keypad 9 + * Multiply the current matrix by a translation matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_9 = 329 - -/** - * Key: Keypad . + * @param {number} x + * @param {number} y + * @param {number} z * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_DECIMAL = 330 +function rlTranslatef(x, y, z) { + return r.BindrlTranslatef( + x, + y, + z + ) +} +raylib.rlTranslatef = rlTranslatef /** - * Key: Keypad / + * Multiply the current matrix by a rotation matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_DIVIDE = 331 - -/** - * Key: Keypad * + * @param {number} angle + * @param {number} x + * @param {number} y + * @param {number} z * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_MULTIPLY = 332 +function rlRotatef(angle, x, y, z) { + return r.BindrlRotatef( + angle, + x, + y, + z + ) +} +raylib.rlRotatef = rlRotatef /** - * Key: Keypad - + * Multiply the current matrix by a scaling matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_SUBTRACT = 333 - -/** - * Key: Keypad + + * @param {number} x + * @param {number} y + * @param {number} z * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_ADD = 334 +function rlScalef(x, y, z) { + return r.BindrlScalef( + x, + y, + z + ) +} +raylib.rlScalef = rlScalef /** - * Key: Keypad Enter + * Multiply the current matrix by another matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_ENTER = 335 - -/** - * Key: Keypad = + * @param {number} matf * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_EQUAL = 336 +function rlMultMatrixf(matf) { + return r.BindrlMultMatrixf( + matf + ) +} +raylib.rlMultMatrixf = rlMultMatrixf -/** - * Key: Android back button - * - * @type {number} - * @constant - */ -raylib.KEY_BACK = 4 +function rlFrustum(left, right, bottom, top, znear, zfar) { + return r.BindrlFrustum( + left, + right, + bottom, + top, + znear, + zfar + ) +} +raylib.rlFrustum = rlFrustum -/** - * Key: Android menu button - * - * @type {number} - * @constant - */ -raylib.KEY_MENU = 82 +function rlOrtho(left, right, bottom, top, znear, zfar) { + return r.BindrlOrtho( + left, + right, + bottom, + top, + znear, + zfar + ) +} +raylib.rlOrtho = rlOrtho /** - * Key: Android volume up button + * Set the viewport area * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @return {undefined} */ -raylib.KEY_VOLUME_UP = 24 +function rlViewport(x, y, width, height) { + return r.BindrlViewport( + x, + y, + width, + height + ) +} +raylib.rlViewport = rlViewport /** - * Key: Android volume down button + * Initialize drawing mode (how to organize vertex) * - * @type {number} - * @constant + * @param {number} mode + * + * @return {undefined} */ -raylib.KEY_VOLUME_DOWN = 25 +function rlBegin(mode) { + return r.BindrlBegin( + mode + ) +} +raylib.rlBegin = rlBegin /** - * Mouse button left + * Finish vertex providing * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_BUTTON_LEFT = 0 +function rlEnd() { + return r.BindrlEnd() +} +raylib.rlEnd = rlEnd /** - * Mouse button right + * Define one vertex (position) - 2 int * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_RIGHT = 1 +function rlVertex2i(x, y) { + return r.BindrlVertex2i( + x, + y + ) +} +raylib.rlVertex2i = rlVertex2i /** - * Mouse button middle (pressed wheel) + * Define one vertex (position) - 2 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_MIDDLE = 2 +function rlVertex2f(x, y) { + return r.BindrlVertex2f( + x, + y + ) +} +raylib.rlVertex2f = rlVertex2f /** - * Mouse button side (advanced mouse device) + * Define one vertex (position) - 3 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_SIDE = 3 +function rlVertex3f(x, y, z) { + return r.BindrlVertex3f( + x, + y, + z + ) +} +raylib.rlVertex3f = rlVertex3f /** - * Mouse button extra (advanced mouse device) + * Define one vertex (texture coordinate) - 2 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_EXTRA = 4 +function rlTexCoord2f(x, y) { + return r.BindrlTexCoord2f( + x, + y + ) +} +raylib.rlTexCoord2f = rlTexCoord2f /** - * Mouse button forward (advanced mouse device) + * Define one vertex (normal) - 3 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_FORWARD = 5 +function rlNormal3f(x, y, z) { + return r.BindrlNormal3f( + x, + y, + z + ) +} +raylib.rlNormal3f = rlNormal3f /** - * Mouse button back (advanced mouse device) + * Define one vertex (color) - 4 byte * - * @type {number} - * @constant + * @param {number} r + * @param {number} g + * @param {number} b + * @param {number} a + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_BACK = 6 +function rlColor4ub(r, g, b, a) { + return r.BindrlColor4ub( + r, + g, + b, + a + ) +} +raylib.rlColor4ub = rlColor4ub /** - * Default pointer shape + * Define one vertex (color) - 3 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_DEFAULT = 0 +function rlColor3f(x, y, z) { + return r.BindrlColor3f( + x, + y, + z + ) +} +raylib.rlColor3f = rlColor3f /** - * Arrow shape + * Define one vertex (color) - 4 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * @param {number} w + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_ARROW = 1 +function rlColor4f(x, y, z, w) { + return r.BindrlColor4f( + x, + y, + z, + w + ) +} +raylib.rlColor4f = rlColor4f /** - * Text writing cursor shape + * Enable vertex array (VAO, if supported) * - * @type {number} - * @constant + * @param {number} vaoId + * + * @return {boolean} The resulting bool. */ -raylib.MOUSE_CURSOR_IBEAM = 2 +function rlEnableVertexArray(vaoId) { + return r.BindrlEnableVertexArray( + vaoId + ) +} +raylib.rlEnableVertexArray = rlEnableVertexArray /** - * Cross shape + * Disable vertex array (VAO, if supported) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_CURSOR_CROSSHAIR = 3 +function rlDisableVertexArray() { + return r.BindrlDisableVertexArray() +} +raylib.rlDisableVertexArray = rlDisableVertexArray /** - * Pointing hand cursor + * Enable vertex buffer (VBO) * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_POINTING_HAND = 4 +function rlEnableVertexBuffer(id) { + return r.BindrlEnableVertexBuffer( + id + ) +} +raylib.rlEnableVertexBuffer = rlEnableVertexBuffer /** - * Horizontal resize/move arrow shape + * Disable vertex buffer (VBO) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_EW = 5 +function rlDisableVertexBuffer() { + return r.BindrlDisableVertexBuffer() +} +raylib.rlDisableVertexBuffer = rlDisableVertexBuffer /** - * Vertical resize/move arrow shape + * Enable vertex buffer element (VBO element) * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_NS = 6 +function rlEnableVertexBufferElement(id) { + return r.BindrlEnableVertexBufferElement( + id + ) +} +raylib.rlEnableVertexBufferElement = rlEnableVertexBufferElement /** - * Top-left to bottom-right diagonal resize/move arrow shape + * Disable vertex buffer element (VBO element) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_NWSE = 7 +function rlDisableVertexBufferElement() { + return r.BindrlDisableVertexBufferElement() +} +raylib.rlDisableVertexBufferElement = rlDisableVertexBufferElement /** - * The top-right to bottom-left diagonal resize/move arrow shape + * Enable vertex attribute index * - * @type {number} - * @constant + * @param {number} index + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_NESW = 8 +function rlEnableVertexAttribute(index) { + return r.BindrlEnableVertexAttribute( + index + ) +} +raylib.rlEnableVertexAttribute = rlEnableVertexAttribute /** - * The omnidirectional resize/move cursor shape + * Disable vertex attribute index * - * @type {number} - * @constant + * @param {number} index + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_ALL = 9 +function rlDisableVertexAttribute(index) { + return r.BindrlDisableVertexAttribute( + index + ) +} +raylib.rlDisableVertexAttribute = rlDisableVertexAttribute /** - * The operation-not-allowed shape + * Select and active a texture slot * - * @type {number} - * @constant + * @param {number} slot + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_NOT_ALLOWED = 10 +function rlActiveTextureSlot(slot) { + return r.BindrlActiveTextureSlot( + slot + ) +} +raylib.rlActiveTextureSlot = rlActiveTextureSlot /** - * Unknown button, just for error checking + * Enable texture * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_UNKNOWN = 0 +function rlEnableTexture(id) { + return r.BindrlEnableTexture( + id + ) +} +raylib.rlEnableTexture = rlEnableTexture /** - * Gamepad left DPAD up button + * Disable texture * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_UP = 1 +function rlDisableTexture() { + return r.BindrlDisableTexture() +} +raylib.rlDisableTexture = rlDisableTexture /** - * Gamepad left DPAD right button + * Enable texture cubemap * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 +function rlEnableTextureCubemap(id) { + return r.BindrlEnableTextureCubemap( + id + ) +} +raylib.rlEnableTextureCubemap = rlEnableTextureCubemap /** - * Gamepad left DPAD down button + * Disable texture cubemap * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 +function rlDisableTextureCubemap() { + return r.BindrlDisableTextureCubemap() +} +raylib.rlDisableTextureCubemap = rlDisableTextureCubemap /** - * Gamepad left DPAD left button + * Set texture parameters (filter, wrap) * - * @type {number} - * @constant + * @param {number} id + * @param {number} param + * @param {number} value + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 +function rlTextureParameters(id, param, value) { + return r.BindrlTextureParameters( + id, + param, + value + ) +} +raylib.rlTextureParameters = rlTextureParameters /** - * Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) + * Set cubemap parameters (filter, wrap) * - * @type {number} - * @constant + * @param {number} id + * @param {number} param + * @param {number} value + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 +function rlCubemapParameters(id, param, value) { + return r.BindrlCubemapParameters( + id, + param, + value + ) +} +raylib.rlCubemapParameters = rlCubemapParameters /** - * Gamepad right button right (i.e. PS3: Square, Xbox: X) + * Enable shader program * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 +function rlEnableShader(id) { + return r.BindrlEnableShader( + id + ) +} +raylib.rlEnableShader = rlEnableShader /** - * Gamepad right button down (i.e. PS3: Cross, Xbox: A) + * Disable shader program * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 +function rlDisableShader() { + return r.BindrlDisableShader() +} +raylib.rlDisableShader = rlDisableShader /** - * Gamepad right button left (i.e. PS3: Circle, Xbox: B) + * Enable render texture (fbo) * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 +function rlEnableFramebuffer(id) { + return r.BindrlEnableFramebuffer( + id + ) +} +raylib.rlEnableFramebuffer = rlEnableFramebuffer /** - * Gamepad top/back trigger left (first), it could be a trailing button + * Disable render texture (fbo), return to default framebuffer * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 +function rlDisableFramebuffer() { + return r.BindrlDisableFramebuffer() +} +raylib.rlDisableFramebuffer = rlDisableFramebuffer /** - * Gamepad top/back trigger left (second), it could be a trailing button + * Activate multiple draw color buffers * - * @type {number} - * @constant + * @param {number} count + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 +function rlActiveDrawBuffers(count) { + return r.BindrlActiveDrawBuffers( + count + ) +} +raylib.rlActiveDrawBuffers = rlActiveDrawBuffers /** - * Gamepad top/back trigger right (one), it could be a trailing button + * Blit active framebuffer to main framebuffer * - * @type {number} - * @constant + * @param {number} srcX + * @param {number} srcY + * @param {number} srcWidth + * @param {number} srcHeight + * @param {number} dstX + * @param {number} dstY + * @param {number} dstWidth + * @param {number} dstHeight + * @param {number} bufferMask + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 +function rlBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask) { + return r.BindrlBlitFramebuffer( + srcX, + srcY, + srcWidth, + srcHeight, + dstX, + dstY, + dstWidth, + dstHeight, + bufferMask + ) +} +raylib.rlBlitFramebuffer = rlBlitFramebuffer /** - * Gamepad top/back trigger right (second), it could be a trailing button + * Enable color blending * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 +function rlEnableColorBlend() { + return r.BindrlEnableColorBlend() +} +raylib.rlEnableColorBlend = rlEnableColorBlend /** - * Gamepad center buttons, left one (i.e. PS3: Select) + * Disable color blending * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_MIDDLE_LEFT = 13 +function rlDisableColorBlend() { + return r.BindrlDisableColorBlend() +} +raylib.rlDisableColorBlend = rlDisableColorBlend /** - * Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) + * Enable depth test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_MIDDLE = 14 +function rlEnableDepthTest() { + return r.BindrlEnableDepthTest() +} +raylib.rlEnableDepthTest = rlEnableDepthTest /** - * Gamepad center buttons, right one (i.e. PS3: Start) + * Disable depth test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 +function rlDisableDepthTest() { + return r.BindrlDisableDepthTest() +} +raylib.rlDisableDepthTest = rlDisableDepthTest /** - * Gamepad joystick pressed button left + * Enable depth write * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_THUMB = 16 +function rlEnableDepthMask() { + return r.BindrlEnableDepthMask() +} +raylib.rlEnableDepthMask = rlEnableDepthMask /** - * Gamepad joystick pressed button right + * Disable depth write * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_THUMB = 17 +function rlDisableDepthMask() { + return r.BindrlDisableDepthMask() +} +raylib.rlDisableDepthMask = rlDisableDepthMask /** - * Gamepad left stick X axis + * Enable backface culling * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_LEFT_X = 0 +function rlEnableBackfaceCulling() { + return r.BindrlEnableBackfaceCulling() +} +raylib.rlEnableBackfaceCulling = rlEnableBackfaceCulling /** - * Gamepad left stick Y axis + * Disable backface culling * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_LEFT_Y = 1 +function rlDisableBackfaceCulling() { + return r.BindrlDisableBackfaceCulling() +} +raylib.rlDisableBackfaceCulling = rlDisableBackfaceCulling /** - * Gamepad right stick X axis + * Set face culling mode * - * @type {number} - * @constant + * @param {number} mode + * + * @return {undefined} */ -raylib.GAMEPAD_AXIS_RIGHT_X = 2 +function rlSetCullFace(mode) { + return r.BindrlSetCullFace( + mode + ) +} +raylib.rlSetCullFace = rlSetCullFace /** - * Gamepad right stick Y axis + * Enable scissor test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_RIGHT_Y = 3 +function rlEnableScissorTest() { + return r.BindrlEnableScissorTest() +} +raylib.rlEnableScissorTest = rlEnableScissorTest /** - * Gamepad back trigger left, pressure level: [1..-1] + * Disable scissor test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_LEFT_TRIGGER = 4 +function rlDisableScissorTest() { + return r.BindrlDisableScissorTest() +} +raylib.rlDisableScissorTest = rlDisableScissorTest /** - * Gamepad back trigger right, pressure level: [1..-1] + * Scissor test * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @return {undefined} */ -raylib.GAMEPAD_AXIS_RIGHT_TRIGGER = 5 +function rlScissor(x, y, width, height) { + return r.BindrlScissor( + x, + y, + width, + height + ) +} +raylib.rlScissor = rlScissor /** - * Albedo material (same as: MATERIAL_MAP_DIFFUSE) + * Enable wire mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_ALBEDO = 0 +function rlEnableWireMode() { + return r.BindrlEnableWireMode() +} +raylib.rlEnableWireMode = rlEnableWireMode /** - * Metalness material (same as: MATERIAL_MAP_SPECULAR) + * Enable point mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_METALNESS = 1 +function rlEnablePointMode() { + return r.BindrlEnablePointMode() +} +raylib.rlEnablePointMode = rlEnablePointMode /** - * Normal material + * Disable wire mode ( and point ) maybe rename * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_NORMAL = 2 +function rlDisableWireMode() { + return r.BindrlDisableWireMode() +} +raylib.rlDisableWireMode = rlDisableWireMode /** - * Roughness material + * Set the line drawing width * - * @type {number} - * @constant + * @param {number} width + * + * @return {undefined} */ -raylib.MATERIAL_MAP_ROUGHNESS = 3 +function rlSetLineWidth(width) { + return r.BindrlSetLineWidth( + width + ) +} +raylib.rlSetLineWidth = rlSetLineWidth /** - * Ambient occlusion material + * Get the line drawing width * - * @type {number} - * @constant + * @return {number} The resulting float. */ -raylib.MATERIAL_MAP_OCCLUSION = 4 +function rlGetLineWidth() { + return r.BindrlGetLineWidth() +} +raylib.rlGetLineWidth = rlGetLineWidth /** - * Emission material - * - * @type {number} - * @constant + * Enable line aliasing + * + * @return {undefined} */ -raylib.MATERIAL_MAP_EMISSION = 5 +function rlEnableSmoothLines() { + return r.BindrlEnableSmoothLines() +} +raylib.rlEnableSmoothLines = rlEnableSmoothLines /** - * Heightmap material + * Disable line aliasing * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_HEIGHT = 6 +function rlDisableSmoothLines() { + return r.BindrlDisableSmoothLines() +} +raylib.rlDisableSmoothLines = rlDisableSmoothLines /** - * Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + * Enable stereo rendering * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_CUBEMAP = 7 +function rlEnableStereoRender() { + return r.BindrlEnableStereoRender() +} +raylib.rlEnableStereoRender = rlEnableStereoRender /** - * Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + * Disable stereo rendering * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_IRRADIANCE = 8 +function rlDisableStereoRender() { + return r.BindrlDisableStereoRender() +} +raylib.rlDisableStereoRender = rlDisableStereoRender /** - * Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + * Check if stereo render is enabled * - * @type {number} - * @constant + * @return {boolean} The resulting bool. */ -raylib.MATERIAL_MAP_PREFILTER = 9 +function rlIsStereoRenderEnabled() { + return r.BindrlIsStereoRenderEnabled() +} +raylib.rlIsStereoRenderEnabled = rlIsStereoRenderEnabled /** - * Brdf material + * Clear color buffer with color * - * @type {number} - * @constant + * @param {number} r + * @param {number} g + * @param {number} b + * @param {number} a + * + * @return {undefined} */ -raylib.MATERIAL_MAP_BRDF = 10 +function rlClearColor(r, g, b, a) { + return r.BindrlClearColor( + r, + g, + b, + a + ) +} +raylib.rlClearColor = rlClearColor /** - * Shader location: vertex attribute: position + * Clear used screen buffers (color and depth) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_POSITION = 0 +function rlClearScreenBuffers() { + return r.BindrlClearScreenBuffers() +} +raylib.rlClearScreenBuffers = rlClearScreenBuffers /** - * Shader location: vertex attribute: texcoord01 + * Check and log OpenGL error codes * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_TEXCOORD01 = 1 +function rlCheckErrors() { + return r.BindrlCheckErrors() +} +raylib.rlCheckErrors = rlCheckErrors /** - * Shader location: vertex attribute: texcoord02 + * Set blending mode * - * @type {number} - * @constant + * @param {number} mode + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_TEXCOORD02 = 2 +function rlSetBlendMode(mode) { + return r.BindrlSetBlendMode( + mode + ) +} +raylib.rlSetBlendMode = rlSetBlendMode /** - * Shader location: vertex attribute: normal + * Set blending mode factor and equation (using OpenGL factors) * - * @type {number} - * @constant + * @param {number} glSrcFactor + * @param {number} glDstFactor + * @param {number} glEquation + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_NORMAL = 3 +function rlSetBlendFactors(glSrcFactor, glDstFactor, glEquation) { + return r.BindrlSetBlendFactors( + glSrcFactor, + glDstFactor, + glEquation + ) +} +raylib.rlSetBlendFactors = rlSetBlendFactors /** - * Shader location: vertex attribute: tangent + * Set blending mode factors and equations separately (using OpenGL factors) * - * @type {number} - * @constant + * @param {number} glSrcRGB + * @param {number} glDstRGB + * @param {number} glSrcAlpha + * @param {number} glDstAlpha + * @param {number} glEqRGB + * @param {number} glEqAlpha + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_TANGENT = 4 +function rlSetBlendFactorsSeparate(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha) { + return r.BindrlSetBlendFactorsSeparate( + glSrcRGB, + glDstRGB, + glSrcAlpha, + glDstAlpha, + glEqRGB, + glEqAlpha + ) +} +raylib.rlSetBlendFactorsSeparate = rlSetBlendFactorsSeparate /** - * Shader location: vertex attribute: color + * Initialize rlgl (buffers, shaders, textures, states) * - * @type {number} - * @constant + * @param {number} width + * @param {number} height + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_COLOR = 5 +function rlglInit(width, height) { + return r.BindrlglInit( + width, + height + ) +} +raylib.rlglInit = rlglInit /** - * Shader location: matrix uniform: model-view-projection + * De-initialize rlgl (buffers, shaders, textures) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_MATRIX_MVP = 6 +function rlglClose() { + return r.BindrlglClose() +} +raylib.rlglClose = rlglClose /** - * Shader location: matrix uniform: view (camera transform) + * Load OpenGL extensions (loader function required) * - * @type {number} - * @constant + * @param {number} loader + * + * @return {undefined} */ -raylib.SHADER_LOC_MATRIX_VIEW = 7 +function rlLoadExtensions(loader) { + return r.BindrlLoadExtensions( + loader + ) +} +raylib.rlLoadExtensions = rlLoadExtensions /** - * Shader location: matrix uniform: projection + * Get current OpenGL version * - * @type {number} - * @constant + * @return {number} The resulting int. */ -raylib.SHADER_LOC_MATRIX_PROJECTION = 8 +function rlGetVersion() { + return r.BindrlGetVersion() +} +raylib.rlGetVersion = rlGetVersion /** - * Shader location: matrix uniform: model (transform) + * Set current framebuffer width * - * @type {number} - * @constant + * @param {number} width + * + * @return {undefined} */ -raylib.SHADER_LOC_MATRIX_MODEL = 9 +function rlSetFramebufferWidth(width) { + return r.BindrlSetFramebufferWidth( + width + ) +} +raylib.rlSetFramebufferWidth = rlSetFramebufferWidth /** - * Shader location: matrix uniform: normal + * Get default framebuffer width * - * @type {number} - * @constant + * @return {number} The resulting int. */ -raylib.SHADER_LOC_MATRIX_NORMAL = 10 +function rlGetFramebufferWidth() { + return r.BindrlGetFramebufferWidth() +} +raylib.rlGetFramebufferWidth = rlGetFramebufferWidth /** - * Shader location: vector uniform: view + * Set current framebuffer height * - * @type {number} - * @constant + * @param {number} height + * + * @return {undefined} */ -raylib.SHADER_LOC_VECTOR_VIEW = 11 +function rlSetFramebufferHeight(height) { + return r.BindrlSetFramebufferHeight( + height + ) +} +raylib.rlSetFramebufferHeight = rlSetFramebufferHeight /** - * Shader location: vector uniform: diffuse color + * Get default framebuffer height * - * @type {number} - * @constant + * @return {number} The resulting int. */ -raylib.SHADER_LOC_COLOR_DIFFUSE = 12 +function rlGetFramebufferHeight() { + return r.BindrlGetFramebufferHeight() +} +raylib.rlGetFramebufferHeight = rlGetFramebufferHeight /** - * Shader location: vector uniform: specular color + * Get default texture id * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_COLOR_SPECULAR = 13 +function rlGetTextureIdDefault() { + return r.BindrlGetTextureIdDefault() +} +raylib.rlGetTextureIdDefault = rlGetTextureIdDefault /** - * Shader location: vector uniform: ambient color + * Get default shader id * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_COLOR_AMBIENT = 14 +function rlGetShaderIdDefault() { + return r.BindrlGetShaderIdDefault() +} +raylib.rlGetShaderIdDefault = rlGetShaderIdDefault /** - * Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) + * Get default shader locations * - * @type {number} - * @constant + * @return {number} The resulting int *. */ -raylib.SHADER_LOC_MAP_ALBEDO = 15 +function rlGetShaderLocsDefault() { + return r.BindrlGetShaderLocsDefault() +} +raylib.rlGetShaderLocsDefault = rlGetShaderLocsDefault /** - * Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) + * Load a render batch system * - * @type {number} - * @constant + * @param {number} numBuffers + * @param {number} bufferElements + * + * @return {rlRenderBatch} The resulting rlRenderBatch. */ -raylib.SHADER_LOC_MAP_METALNESS = 16 +function rlLoadRenderBatch(numBuffers, bufferElements) { + return r.BindrlLoadRenderBatch( + numBuffers, + bufferElements + ) +} +raylib.rlLoadRenderBatch = rlLoadRenderBatch /** - * Shader location: sampler2d texture: normal + * Unload render batch system * - * @type {number} - * @constant + * @param {rlRenderBatch} batch + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_NORMAL = 17 +function rlUnloadRenderBatch(batch) { + return r.BindrlUnloadRenderBatch( + batch.bufferCount, + batch.currentBuffer, + batch.vertexBuffer, + batch.draws, + batch.drawCounter, + batch.currentDepth + ) +} +raylib.rlUnloadRenderBatch = rlUnloadRenderBatch /** - * Shader location: sampler2d texture: roughness + * Draw render batch data (Update->Draw->Reset) * - * @type {number} - * @constant + * @param {number} batch + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_ROUGHNESS = 18 +function rlDrawRenderBatch(batch) { + return r.BindrlDrawRenderBatch( + batch + ) +} +raylib.rlDrawRenderBatch = rlDrawRenderBatch /** - * Shader location: sampler2d texture: occlusion + * Set the active render batch for rlgl (NULL for default internal) * - * @type {number} - * @constant + * @param {number} batch + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_OCCLUSION = 19 +function rlSetRenderBatchActive(batch) { + return r.BindrlSetRenderBatchActive( + batch + ) +} +raylib.rlSetRenderBatchActive = rlSetRenderBatchActive /** - * Shader location: sampler2d texture: emission + * Update and draw internal render batch * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_MAP_EMISSION = 20 +function rlDrawRenderBatchActive() { + return r.BindrlDrawRenderBatchActive() +} +raylib.rlDrawRenderBatchActive = rlDrawRenderBatchActive /** - * Shader location: sampler2d texture: height + * Check internal buffer overflow for a given number of vertex * - * @type {number} - * @constant + * @param {number} vCount + * + * @return {boolean} The resulting bool. */ -raylib.SHADER_LOC_MAP_HEIGHT = 21 +function rlCheckRenderBatchLimit(vCount) { + return r.BindrlCheckRenderBatchLimit( + vCount + ) +} +raylib.rlCheckRenderBatchLimit = rlCheckRenderBatchLimit /** - * Shader location: samplerCube texture: cubemap + * Set current texture for render batch and check buffers limits * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_CUBEMAP = 22 +function rlSetTexture(id) { + return r.BindrlSetTexture( + id + ) +} +raylib.rlSetTexture = rlSetTexture /** - * Shader location: samplerCube texture: irradiance + * Load vertex array (vao) if supported * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_MAP_IRRADIANCE = 23 +function rlLoadVertexArray() { + return r.BindrlLoadVertexArray() +} +raylib.rlLoadVertexArray = rlLoadVertexArray /** - * Shader location: samplerCube texture: prefilter + * Load a vertex buffer attribute * - * @type {number} - * @constant + * @param {number} buffer + * @param {number} size + * @param {boolean} dynamic + * + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_MAP_PREFILTER = 24 +function rlLoadVertexBuffer(buffer, size, dynamic) { + return r.BindrlLoadVertexBuffer( + buffer, + size, + dynamic + ) +} +raylib.rlLoadVertexBuffer = rlLoadVertexBuffer /** - * Shader location: sampler2d texture: brdf + * Load a new attributes element buffer * - * @type {number} - * @constant + * @param {number} buffer + * @param {number} size + * @param {boolean} dynamic + * + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_MAP_BRDF = 25 +function rlLoadVertexBufferElement(buffer, size, dynamic) { + return r.BindrlLoadVertexBufferElement( + buffer, + size, + dynamic + ) +} +raylib.rlLoadVertexBufferElement = rlLoadVertexBufferElement /** - * Shader uniform type: float + * Update GPU buffer with new data * - * @type {number} - * @constant + * @param {number} bufferId + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_FLOAT = 0 +function rlUpdateVertexBuffer(bufferId, data, dataSize, offset) { + return r.BindrlUpdateVertexBuffer( + bufferId, + data, + dataSize, + offset + ) +} +raylib.rlUpdateVertexBuffer = rlUpdateVertexBuffer /** - * Shader uniform type: vec2 (2 float) + * Update vertex buffer elements with new data * - * @type {number} - * @constant + * @param {number} id + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_VEC2 = 1 +function rlUpdateVertexBufferElements(id, data, dataSize, offset) { + return r.BindrlUpdateVertexBufferElements( + id, + data, + dataSize, + offset + ) +} +raylib.rlUpdateVertexBufferElements = rlUpdateVertexBufferElements + +function rlUnloadVertexArray(vaoId) { + return r.BindrlUnloadVertexArray( + vaoId + ) +} +raylib.rlUnloadVertexArray = rlUnloadVertexArray + +function rlUnloadVertexBuffer(vboId) { + return r.BindrlUnloadVertexBuffer( + vboId + ) +} +raylib.rlUnloadVertexBuffer = rlUnloadVertexBuffer + +function rlSetVertexAttribute(index, compSize, type, normalized, stride, pointer) { + return r.BindrlSetVertexAttribute( + index, + compSize, + type, + normalized, + stride, + pointer + ) +} +raylib.rlSetVertexAttribute = rlSetVertexAttribute + +function rlSetVertexAttributeDivisor(index, divisor) { + return r.BindrlSetVertexAttributeDivisor( + index, + divisor + ) +} +raylib.rlSetVertexAttributeDivisor = rlSetVertexAttributeDivisor /** - * Shader uniform type: vec3 (3 float) + * Set vertex attribute default value * - * @type {number} - * @constant + * @param {number} locIndex + * @param {number} value + * @param {number} attribType + * @param {number} count + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_VEC3 = 2 +function rlSetVertexAttributeDefault(locIndex, value, attribType, count) { + return r.BindrlSetVertexAttributeDefault( + locIndex, + value, + attribType, + count + ) +} +raylib.rlSetVertexAttributeDefault = rlSetVertexAttributeDefault + +function rlDrawVertexArray(offset, count) { + return r.BindrlDrawVertexArray( + offset, + count + ) +} +raylib.rlDrawVertexArray = rlDrawVertexArray + +function rlDrawVertexArrayElements(offset, count, buffer) { + return r.BindrlDrawVertexArrayElements( + offset, + count, + buffer + ) +} +raylib.rlDrawVertexArrayElements = rlDrawVertexArrayElements + +function rlDrawVertexArrayInstanced(offset, count, instances) { + return r.BindrlDrawVertexArrayInstanced( + offset, + count, + instances + ) +} +raylib.rlDrawVertexArrayInstanced = rlDrawVertexArrayInstanced + +function rlDrawVertexArrayElementsInstanced(offset, count, buffer, instances) { + return r.BindrlDrawVertexArrayElementsInstanced( + offset, + count, + buffer, + instances + ) +} +raylib.rlDrawVertexArrayElementsInstanced = rlDrawVertexArrayElementsInstanced /** - * Shader uniform type: vec4 (4 float) + * Load texture in GPU + * + * @param {number} data + * @param {number} width + * @param {number} height + * @param {number} format + * @param {number} mipmapCount * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_UNIFORM_VEC4 = 3 +function rlLoadTexture(data, width, height, format, mipmapCount) { + return r.BindrlLoadTexture( + data, + width, + height, + format, + mipmapCount + ) +} +raylib.rlLoadTexture = rlLoadTexture /** - * Shader uniform type: int + * Load depth texture/renderbuffer (to be attached to fbo) * - * @type {number} - * @constant - */ -raylib.SHADER_UNIFORM_INT = 4 - -/** - * Shader uniform type: ivec2 (2 int) + * @param {number} width + * @param {number} height + * @param {boolean} useRenderBuffer * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_UNIFORM_IVEC2 = 5 +function rlLoadTextureDepth(width, height, useRenderBuffer) { + return r.BindrlLoadTextureDepth( + width, + height, + useRenderBuffer + ) +} +raylib.rlLoadTextureDepth = rlLoadTextureDepth /** - * Shader uniform type: ivec3 (3 int) + * Load texture cubemap * - * @type {number} - * @constant + * @param {number} data + * @param {number} size + * @param {number} format + * + * @return {number} The resulting unsigned int. */ -raylib.SHADER_UNIFORM_IVEC3 = 6 +function rlLoadTextureCubemap(data, size, format) { + return r.BindrlLoadTextureCubemap( + data, + size, + format + ) +} +raylib.rlLoadTextureCubemap = rlLoadTextureCubemap /** - * Shader uniform type: ivec4 (4 int) + * Update GPU texture with new data * - * @type {number} - * @constant + * @param {number} id + * @param {number} offsetX + * @param {number} offsetY + * @param {number} width + * @param {number} height + * @param {number} format + * @param {number} data + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_IVEC4 = 7 +function rlUpdateTexture(id, offsetX, offsetY, width, height, format, data) { + return r.BindrlUpdateTexture( + id, + offsetX, + offsetY, + width, + height, + format, + data + ) +} +raylib.rlUpdateTexture = rlUpdateTexture /** - * Shader uniform type: sampler2d + * Get OpenGL internal formats * - * @type {number} - * @constant + * @param {number} format + * @param {number} glInternalFormat + * @param {number} glFormat + * @param {number} glType + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_SAMPLER2D = 8 +function rlGetGlTextureFormats(format, glInternalFormat, glFormat, glType) { + return r.BindrlGetGlTextureFormats( + format, + glInternalFormat, + glFormat, + glType + ) +} +raylib.rlGetGlTextureFormats = rlGetGlTextureFormats /** - * Shader attribute type: float + * Get name string for pixel format * - * @type {number} - * @constant + * @param {number} format + * + * @return {string} The resulting const char *. */ -raylib.SHADER_ATTRIB_FLOAT = 0 +function rlGetPixelFormatName(format) { + return r.BindrlGetPixelFormatName( + format + ) +} +raylib.rlGetPixelFormatName = rlGetPixelFormatName /** - * Shader attribute type: vec2 (2 float) + * Unload texture from GPU memory * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.SHADER_ATTRIB_VEC2 = 1 +function rlUnloadTexture(id) { + return r.BindrlUnloadTexture( + id + ) +} +raylib.rlUnloadTexture = rlUnloadTexture /** - * Shader attribute type: vec3 (3 float) + * Generate mipmap data for selected texture * - * @type {number} - * @constant + * @param {number} id + * @param {number} width + * @param {number} height + * @param {number} format + * @param {number} mipmaps + * + * @return {undefined} */ -raylib.SHADER_ATTRIB_VEC3 = 2 +function rlGenTextureMipmaps(id, width, height, format, mipmaps) { + return r.BindrlGenTextureMipmaps( + id, + width, + height, + format, + mipmaps + ) +} +raylib.rlGenTextureMipmaps = rlGenTextureMipmaps /** - * Shader attribute type: vec4 (4 float) + * Read texture pixel data * - * @type {number} - * @constant + * @param {number} id + * @param {number} width + * @param {number} height + * @param {number} format + * + * @return {number} The resulting void *. */ -raylib.SHADER_ATTRIB_VEC4 = 3 +function rlReadTexturePixels(id, width, height, format) { + return r.BindrlReadTexturePixels( + id, + width, + height, + format + ) +} +raylib.rlReadTexturePixels = rlReadTexturePixels /** - * 8 bit per pixel (no alpha) + * Read screen pixel data (color buffer) * - * @type {number} - * @constant + * @param {number} width + * @param {number} height + * + * @return {Buffer} The resulting unsigned char *. */ -raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 +function rlReadScreenPixels(width, height) { + return r.BindrlReadScreenPixels( + width, + height + ) +} +raylib.rlReadScreenPixels = rlReadScreenPixels /** - * 8*2 bpp (2 channels) + * Load an empty framebuffer * - * @type {number} - * @constant + * @param {number} width + * @param {number} height + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 +function rlLoadFramebuffer(width, height) { + return r.BindrlLoadFramebuffer( + width, + height + ) +} +raylib.rlLoadFramebuffer = rlLoadFramebuffer /** - * 16 bpp + * Attach texture/renderbuffer to a framebuffer * - * @type {number} - * @constant + * @param {number} fboId + * @param {number} texId + * @param {number} attachType + * @param {number} texType + * @param {number} mipLevel + * + * @return {undefined} */ -raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 +function rlFramebufferAttach(fboId, texId, attachType, texType, mipLevel) { + return r.BindrlFramebufferAttach( + fboId, + texId, + attachType, + texType, + mipLevel + ) +} +raylib.rlFramebufferAttach = rlFramebufferAttach /** - * 24 bpp + * Verify framebuffer is complete * - * @type {number} - * @constant + * @param {number} id + * + * @return {boolean} The resulting bool. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 +function rlFramebufferComplete(id) { + return r.BindrlFramebufferComplete( + id + ) +} +raylib.rlFramebufferComplete = rlFramebufferComplete /** - * 16 bpp (1 bit alpha) + * Delete framebuffer from GPU * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 +function rlUnloadFramebuffer(id) { + return r.BindrlUnloadFramebuffer( + id + ) +} +raylib.rlUnloadFramebuffer = rlUnloadFramebuffer /** - * 16 bpp (4 bit alpha) + * Load shader from code strings * - * @type {number} - * @constant + * @param {string} vsCode + * @param {string} fsCode + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 +function rlLoadShaderCode(vsCode, fsCode) { + return r.BindrlLoadShaderCode( + vsCode, + fsCode + ) +} +raylib.rlLoadShaderCode = rlLoadShaderCode /** - * 32 bpp + * Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) * - * @type {number} - * @constant - */ -raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 - -/** - * 32 bpp (1 channel - float) + * @param {string} shaderCode + * @param {number} type * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R32 = 8 +function rlCompileShader(shaderCode, type) { + return r.BindrlCompileShader( + shaderCode, + type + ) +} +raylib.rlCompileShader = rlCompileShader /** - * 32*3 bpp (3 channels - float) + * Load custom shader program * - * @type {number} - * @constant + * @param {number} vShaderId + * @param {number} fShaderId + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 +function rlLoadShaderProgram(vShaderId, fShaderId) { + return r.BindrlLoadShaderProgram( + vShaderId, + fShaderId + ) +} +raylib.rlLoadShaderProgram = rlLoadShaderProgram /** - * 32*4 bpp (4 channels - float) + * Unload shader program * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 +function rlUnloadShaderProgram(id) { + return r.BindrlUnloadShaderProgram( + id + ) +} +raylib.rlUnloadShaderProgram = rlUnloadShaderProgram /** - * 4 bpp (no alpha) + * Get shader location uniform * - * @type {number} - * @constant + * @param {number} shaderId + * @param {string} uniformName + * + * @return {number} The resulting int. */ -raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 +function rlGetLocationUniform(shaderId, uniformName) { + return r.BindrlGetLocationUniform( + shaderId, + uniformName + ) +} +raylib.rlGetLocationUniform = rlGetLocationUniform /** - * 4 bpp (1 bit alpha) + * Get shader location attribute * - * @type {number} - * @constant + * @param {number} shaderId + * @param {string} attribName + * + * @return {number} The resulting int. */ -raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 +function rlGetLocationAttrib(shaderId, attribName) { + return r.BindrlGetLocationAttrib( + shaderId, + attribName + ) +} +raylib.rlGetLocationAttrib = rlGetLocationAttrib /** - * 8 bpp + * Set shader value uniform * - * @type {number} - * @constant + * @param {number} locIndex + * @param {number} value + * @param {number} uniformType + * @param {number} count + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 +function rlSetUniform(locIndex, value, uniformType, count) { + return r.BindrlSetUniform( + locIndex, + value, + uniformType, + count + ) +} +raylib.rlSetUniform = rlSetUniform /** - * 8 bpp + * Set shader value matrix * - * @type {number} - * @constant + * @param {number} locIndex + * @param {Matrix} mat + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 +function rlSetUniformMatrix(locIndex, mat) { + return r.BindrlSetUniformMatrix( + locIndex, + mat.m0, + mat.m4, + mat.m8, + mat.m12, + mat.m1, + mat.m5, + mat.m9, + mat.m13, + mat.m2, + mat.m6, + mat.m10, + mat.m14, + mat.m3, + mat.m7, + mat.m11, + mat.m15 + ) +} +raylib.rlSetUniformMatrix = rlSetUniformMatrix /** - * 4 bpp + * Set shader value sampler * - * @type {number} - * @constant + * @param {number} locIndex + * @param {number} textureId + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 +function rlSetUniformSampler(locIndex, textureId) { + return r.BindrlSetUniformSampler( + locIndex, + textureId + ) +} +raylib.rlSetUniformSampler = rlSetUniformSampler /** - * 4 bpp + * Set shader currently active (id and locations) * - * @type {number} - * @constant + * @param {number} id + * @param {number} locs + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 +function rlSetShader(id, locs) { + return r.BindrlSetShader( + id, + locs + ) +} +raylib.rlSetShader = rlSetShader /** - * 8 bpp + * Load compute shader program * - * @type {number} - * @constant + * @param {number} shaderId + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 +function rlLoadComputeShaderProgram(shaderId) { + return r.BindrlLoadComputeShaderProgram( + shaderId + ) +} +raylib.rlLoadComputeShaderProgram = rlLoadComputeShaderProgram /** - * 4 bpp + * Dispatch compute shader (equivalent to *draw* for graphics pipeline) * - * @type {number} - * @constant + * @param {number} groupX + * @param {number} groupY + * @param {number} groupZ + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 +function rlComputeShaderDispatch(groupX, groupY, groupZ) { + return r.BindrlComputeShaderDispatch( + groupX, + groupY, + groupZ + ) +} +raylib.rlComputeShaderDispatch = rlComputeShaderDispatch /** - * 4 bpp + * Load shader storage buffer object (SSBO) * - * @type {number} - * @constant + * @param {number} size + * @param {number} data + * @param {number} usageHint + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 +function rlLoadShaderBuffer(size, data, usageHint) { + return r.BindrlLoadShaderBuffer( + size, + data, + usageHint + ) +} +raylib.rlLoadShaderBuffer = rlLoadShaderBuffer /** - * 8 bpp + * Unload shader storage buffer object (SSBO) * - * @type {number} - * @constant + * @param {number} ssboId + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 +function rlUnloadShaderBuffer(ssboId) { + return r.BindrlUnloadShaderBuffer( + ssboId + ) +} +raylib.rlUnloadShaderBuffer = rlUnloadShaderBuffer /** - * 2 bpp + * Update SSBO buffer data * - * @type {number} - * @constant + * @param {number} id + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 +function rlUpdateShaderBuffer(id, data, dataSize, offset) { + return r.BindrlUpdateShaderBuffer( + id, + data, + dataSize, + offset + ) +} +raylib.rlUpdateShaderBuffer = rlUpdateShaderBuffer /** - * No filter, just pixel approximation + * Bind SSBO buffer * - * @type {number} - * @constant + * @param {number} id + * @param {number} index + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_POINT = 0 +function rlBindShaderBuffer(id, index) { + return r.BindrlBindShaderBuffer( + id, + index + ) +} +raylib.rlBindShaderBuffer = rlBindShaderBuffer /** - * Linear filtering + * Read SSBO buffer data (GPU->CPU) * - * @type {number} - * @constant + * @param {number} id + * @param {number} dest + * @param {number} count + * @param {number} offset + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_BILINEAR = 1 +function rlReadShaderBuffer(id, dest, count, offset) { + return r.BindrlReadShaderBuffer( + id, + dest, + count, + offset + ) +} +raylib.rlReadShaderBuffer = rlReadShaderBuffer /** - * Trilinear filtering (linear with mipmaps) + * Copy SSBO data between buffers * - * @type {number} - * @constant + * @param {number} destId + * @param {number} srcId + * @param {number} destOffset + * @param {number} srcOffset + * @param {number} count + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_TRILINEAR = 2 +function rlCopyShaderBuffer(destId, srcId, destOffset, srcOffset, count) { + return r.BindrlCopyShaderBuffer( + destId, + srcId, + destOffset, + srcOffset, + count + ) +} +raylib.rlCopyShaderBuffer = rlCopyShaderBuffer /** - * Anisotropic filtering 4x + * Get SSBO buffer size * - * @type {number} - * @constant + * @param {number} id + * + * @return {number} The resulting unsigned int. */ -raylib.TEXTURE_FILTER_ANISOTROPIC_4X = 3 +function rlGetShaderBufferSize(id) { + return r.BindrlGetShaderBufferSize( + id + ) +} +raylib.rlGetShaderBufferSize = rlGetShaderBufferSize /** - * Anisotropic filtering 8x + * Bind image texture * - * @type {number} - * @constant + * @param {number} id + * @param {number} index + * @param {number} format + * @param {boolean} readonly + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_ANISOTROPIC_8X = 4 +function rlBindImageTexture(id, index, format, readonly) { + return r.BindrlBindImageTexture( + id, + index, + format, + readonly + ) +} +raylib.rlBindImageTexture = rlBindImageTexture /** - * Anisotropic filtering 16x + * Get internal modelview matrix * - * @type {number} - * @constant + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_FILTER_ANISOTROPIC_16X = 5 +function rlGetMatrixModelview() { + return r.BindrlGetMatrixModelview() +} +raylib.rlGetMatrixModelview = rlGetMatrixModelview /** - * Repeats texture in tiled mode + * Get internal projection matrix * - * @type {number} - * @constant + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_REPEAT = 0 +function rlGetMatrixProjection() { + return r.BindrlGetMatrixProjection() +} +raylib.rlGetMatrixProjection = rlGetMatrixProjection /** - * Clamps texture to edge pixel in tiled mode + * Get internal accumulated transform matrix * - * @type {number} - * @constant + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_CLAMP = 1 +function rlGetMatrixTransform() { + return r.BindrlGetMatrixTransform() +} +raylib.rlGetMatrixTransform = rlGetMatrixTransform /** - * Mirrors and repeats the texture in tiled mode + * Get internal projection matrix for stereo render (selected eye) * - * @type {number} - * @constant + * @param {number} eye + * + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_MIRROR_REPEAT = 2 +function rlGetMatrixProjectionStereo(eye) { + return r.BindrlGetMatrixProjectionStereo( + eye + ) +} +raylib.rlGetMatrixProjectionStereo = rlGetMatrixProjectionStereo /** - * Mirrors and clamps to border the texture in tiled mode + * Get internal view offset matrix for stereo render (selected eye) * - * @type {number} - * @constant + * @param {number} eye + * + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_MIRROR_CLAMP = 3 +function rlGetMatrixViewOffsetStereo(eye) { + return r.BindrlGetMatrixViewOffsetStereo( + eye + ) +} +raylib.rlGetMatrixViewOffsetStereo = rlGetMatrixViewOffsetStereo /** - * Automatically detect layout type + * Set a custom projection matrix (replaces internal projection matrix) * - * @type {number} - * @constant + * @param {Matrix} proj + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_AUTO_DETECT = 0 +function rlSetMatrixProjection(proj) { + return r.BindrlSetMatrixProjection( + proj.m0, + proj.m4, + proj.m8, + proj.m12, + proj.m1, + proj.m5, + proj.m9, + proj.m13, + proj.m2, + proj.m6, + proj.m10, + proj.m14, + proj.m3, + proj.m7, + proj.m11, + proj.m15 + ) +} +raylib.rlSetMatrixProjection = rlSetMatrixProjection /** - * Layout is defined by a vertical line with faces + * Set a custom modelview matrix (replaces internal modelview matrix) * - * @type {number} - * @constant + * @param {Matrix} view + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_LINE_VERTICAL = 1 +function rlSetMatrixModelview(view) { + return r.BindrlSetMatrixModelview( + view.m0, + view.m4, + view.m8, + view.m12, + view.m1, + view.m5, + view.m9, + view.m13, + view.m2, + view.m6, + view.m10, + view.m14, + view.m3, + view.m7, + view.m11, + view.m15 + ) +} +raylib.rlSetMatrixModelview = rlSetMatrixModelview /** - * Layout is defined by a horizontal line with faces + * Set eyes projection matrices for stereo rendering * - * @type {number} - * @constant + * @param {Matrix} right + * @param {Matrix} left + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 +function rlSetMatrixProjectionStereo(right, left) { + return r.BindrlSetMatrixProjectionStereo( + right.m0, + right.m4, + right.m8, + right.m12, + right.m1, + right.m5, + right.m9, + right.m13, + right.m2, + right.m6, + right.m10, + right.m14, + right.m3, + right.m7, + right.m11, + right.m15, + left.m0, + left.m4, + left.m8, + left.m12, + left.m1, + left.m5, + left.m9, + left.m13, + left.m2, + left.m6, + left.m10, + left.m14, + left.m3, + left.m7, + left.m11, + left.m15 + ) +} +raylib.rlSetMatrixProjectionStereo = rlSetMatrixProjectionStereo /** - * Layout is defined by a 3x4 cross with cubemap faces + * Set eyes view offsets matrices for stereo rendering * - * @type {number} - * @constant + * @param {Matrix} right + * @param {Matrix} left + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 +function rlSetMatrixViewOffsetStereo(right, left) { + return r.BindrlSetMatrixViewOffsetStereo( + right.m0, + right.m4, + right.m8, + right.m12, + right.m1, + right.m5, + right.m9, + right.m13, + right.m2, + right.m6, + right.m10, + right.m14, + right.m3, + right.m7, + right.m11, + right.m15, + left.m0, + left.m4, + left.m8, + left.m12, + left.m1, + left.m5, + left.m9, + left.m13, + left.m2, + left.m6, + left.m10, + left.m14, + left.m3, + left.m7, + left.m11, + left.m15 + ) +} +raylib.rlSetMatrixViewOffsetStereo = rlSetMatrixViewOffsetStereo /** - * Layout is defined by a 4x3 cross with cubemap faces + * Load and draw a cube * - * @type {number} - * @constant + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 +function rlLoadDrawCube() { + return r.BindrlLoadDrawCube() +} +raylib.rlLoadDrawCube = rlLoadDrawCube /** - * Layout is defined by a panorama image (equirrectangular map) + * Load and draw a quad * - * @type {number} - * @constant + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_PANORAMA = 5 +function rlLoadDrawQuad() { + return r.BindrlLoadDrawQuad() +} +raylib.rlLoadDrawQuad = rlLoadDrawQuad /** - * Default font generation, anti-aliased + * Update camera position for selected mode * - * @type {number} - * @constant - */ -raylib.FONT_DEFAULT = 0 - -/** - * Bitmap font generation, no anti-aliasing + * @param {Camera} camera + * @param {number} mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.FONT_BITMAP = 1 +function UpdateCamera(camera, mode) { + const obj = r.BindUpdateCamera( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + mode + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + camera[key] = obj[key] + } + } +} +raylib.UpdateCamera = UpdateCamera /** - * SDF font generation, requires external shader + * Convert image data to desired format * - * @type {number} - * @constant - */ -raylib.FONT_SDF = 2 - -/** - * Blend textures considering alpha (default) + * @param {Image} image + * @param {number} newFormat * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_ALPHA = 0 +function ImageFormat(image, newFormat) { + const obj = r.BindImageFormat( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newFormat + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageFormat = ImageFormat /** - * Blend textures adding colors + * Convert image to POT (power-of-two) * - * @type {number} - * @constant - */ -raylib.BLEND_ADDITIVE = 1 - -/** - * Blend textures multiplying colors + * @param {Image} image + * @param {Color} fill * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_MULTIPLIED = 2 +function ImageToPOT(image, fill) { + const obj = r.BindImageToPOT( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + fill.r, + fill.g, + fill.b, + fill.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageToPOT = ImageToPOT /** - * Blend textures adding colors (alternative) + * Crop an image to a defined rectangle * - * @type {number} - * @constant - */ -raylib.BLEND_ADD_COLORS = 3 - -/** - * Blend textures subtracting colors (alternative) + * @param {Image} image + * @param {Rectangle} crop * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_SUBTRACT_COLORS = 4 +function ImageCrop(image, crop) { + const obj = r.BindImageCrop( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + crop.x, + crop.y, + crop.width, + crop.height + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageCrop = ImageCrop /** - * Blend premultiplied textures considering alpha + * Crop image depending on alpha value * - * @type {number} - * @constant - */ -raylib.BLEND_ALPHA_PREMULTIPLY = 5 - -/** - * Blend textures using custom src/dst factors (use rlSetBlendFactors()) + * @param {Image} image + * @param {number} threshold * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_CUSTOM = 6 +function ImageAlphaCrop(image, threshold) { + const obj = r.BindImageAlphaCrop( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + threshold + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaCrop = ImageAlphaCrop /** - * Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) + * Clear alpha channel to desired color * - * @type {number} - * @constant + * @param {Image} image + * @param {Color} color + * @param {number} threshold + * + * @return {undefined} */ -raylib.BLEND_CUSTOM_SEPARATE = 7 +function ImageAlphaClear(image, color, threshold) { + const obj = r.BindImageAlphaClear( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + color.r, + color.g, + color.b, + color.a, + threshold + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaClear = ImageAlphaClear /** - * No gesture + * Apply alpha mask to image * - * @type {number} - * @constant + * @param {Image} image + * @param {Image} alphaMask + * + * @return {undefined} */ -raylib.GESTURE_NONE = 0 +function ImageAlphaMask(image, alphaMask) { + const obj = r.BindImageAlphaMask( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + alphaMask.data, + alphaMask.width, + alphaMask.height, + alphaMask.mipmaps, + alphaMask.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaMask = ImageAlphaMask /** - * Tap gesture + * Premultiply alpha channel * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_TAP = 1 +function ImageAlphaPremultiply(image) { + const obj = r.BindImageAlphaPremultiply( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaPremultiply = ImageAlphaPremultiply /** - * Double tap gesture + * Resize image (Bicubic scaling algorithm) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} newWidth + * @param {number} newHeight + * + * @return {undefined} */ -raylib.GESTURE_DOUBLETAP = 2 +function ImageResize(image, newWidth, newHeight) { + const obj = r.BindImageResize( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newWidth, + newHeight + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageResize = ImageResize /** - * Hold gesture + * Resize image (Nearest-Neighbor scaling algorithm) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} newWidth + * @param {number} newHeight + * + * @return {undefined} */ -raylib.GESTURE_HOLD = 4 +function ImageResizeNN(image, newWidth, newHeight) { + const obj = r.BindImageResizeNN( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newWidth, + newHeight + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageResizeNN = ImageResizeNN /** - * Drag gesture + * Resize canvas and fill with color * - * @type {number} - * @constant + * @param {Image} image + * @param {number} newWidth + * @param {number} newHeight + * @param {number} offsetX + * @param {number} offsetY + * @param {Color} fill + * + * @return {undefined} */ -raylib.GESTURE_DRAG = 8 +function ImageResizeCanvas(image, newWidth, newHeight, offsetX, offsetY, fill) { + const obj = r.BindImageResizeCanvas( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newWidth, + newHeight, + offsetX, + offsetY, + fill.r, + fill.g, + fill.b, + fill.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageResizeCanvas = ImageResizeCanvas /** - * Swipe right gesture + * Compute all mipmap levels for a provided image * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_RIGHT = 16 +function ImageMipmaps(image) { + const obj = r.BindImageMipmaps( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageMipmaps = ImageMipmaps /** - * Swipe left gesture + * Dither image data to 16bpp or lower (Floyd-Steinberg dithering) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} rBpp + * @param {number} gBpp + * @param {number} bBpp + * @param {number} aBpp + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_LEFT = 32 +function ImageDither(image, rBpp, gBpp, bBpp, aBpp) { + const obj = r.BindImageDither( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + rBpp, + gBpp, + bBpp, + aBpp + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageDither = ImageDither /** - * Swipe up gesture + * Flip image vertically * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_UP = 64 +function ImageFlipVertical(image) { + const obj = r.BindImageFlipVertical( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageFlipVertical = ImageFlipVertical /** - * Swipe down gesture + * Flip image horizontally * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_DOWN = 128 +function ImageFlipHorizontal(image) { + const obj = r.BindImageFlipHorizontal( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageFlipHorizontal = ImageFlipHorizontal /** - * Pinch in gesture + * Rotate image clockwise 90deg * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_PINCH_IN = 256 +function ImageRotateCW(image) { + const obj = r.BindImageRotateCW( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageRotateCW = ImageRotateCW /** - * Pinch out gesture + * Rotate image counter-clockwise 90deg * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_PINCH_OUT = 512 +function ImageRotateCCW(image) { + const obj = r.BindImageRotateCCW( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageRotateCCW = ImageRotateCCW /** - * Custom camera + * Modify image color: tint * - * @type {number} - * @constant + * @param {Image} image + * @param {Color} color + * + * @return {undefined} */ -raylib.CAMERA_CUSTOM = 0 +function ImageColorTint(image, color) { + const obj = r.BindImageColorTint( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorTint = ImageColorTint /** - * Free camera + * Modify image color: invert * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.CAMERA_FREE = 1 +function ImageColorInvert(image) { + const obj = r.BindImageColorInvert( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorInvert = ImageColorInvert /** - * Orbital camera + * Modify image color: grayscale * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.CAMERA_ORBITAL = 2 +function ImageColorGrayscale(image) { + const obj = r.BindImageColorGrayscale( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorGrayscale = ImageColorGrayscale /** - * First person camera + * Modify image color: contrast (-100 to 100) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} contrast + * + * @return {undefined} */ -raylib.CAMERA_FIRST_PERSON = 3 +function ImageColorContrast(image, contrast) { + const obj = r.BindImageColorContrast( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + contrast + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorContrast = ImageColorContrast /** - * Third person camera + * Modify image color: brightness (-255 to 255) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} brightness + * + * @return {undefined} */ -raylib.CAMERA_THIRD_PERSON = 4 +function ImageColorBrightness(image, brightness) { + const obj = r.BindImageColorBrightness( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + brightness + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorBrightness = ImageColorBrightness /** - * Perspective projection + * Modify image color: replace color * - * @type {number} - * @constant + * @param {Image} image + * @param {Color} color + * @param {Color} replace + * + * @return {undefined} */ -raylib.CAMERA_PERSPECTIVE = 0 +function ImageColorReplace(image, color, replace) { + const obj = r.BindImageColorReplace( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + color.r, + color.g, + color.b, + color.a, + replace.r, + replace.g, + replace.b, + replace.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorReplace = ImageColorReplace /** - * Orthographic projection + * Clear image background with given color * - * @type {number} - * @constant + * @param {Image} dst + * @param {Color} color + * + * @return {undefined} */ -raylib.CAMERA_ORTHOGRAPHIC = 1 +function ImageClearBackground(dst, color) { + const obj = r.BindImageClearBackground( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageClearBackground = ImageClearBackground /** - * Npatch layout: 3x3 tiles + * Draw pixel within an image * - * @type {number} - * @constant + * @param {Image} dst + * @param {number} posX + * @param {number} posY + * @param {Color} color + * + * @return {undefined} */ -raylib.NPATCH_NINE_PATCH = 0 +function ImageDrawPixel(dst, posX, posY, color) { + const obj = r.BindImageDrawPixel( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + posX, + posY, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawPixel = ImageDrawPixel /** - * Npatch layout: 1x3 tiles + * Draw pixel within an image (Vector version) * - * @type {number} - * @constant + * @param {Image} dst + * @param {Vector2} position + * @param {Color} color + * + * @return {undefined} */ -raylib.NPATCH_THREE_PATCH_VERTICAL = 1 +function ImageDrawPixelV(dst, position, color) { + const obj = r.BindImageDrawPixelV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + position.x, + position.y, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawPixelV = ImageDrawPixelV /** - * Npatch layout: 3x1 tiles + * Draw line within an image * - * @type {number} - * @constant + * @param {Image} dst + * @param {number} startPosX + * @param {number} startPosY + * @param {number} endPosX + * @param {number} endPosY + * @param {Color} color + * + * @return {undefined} */ -raylib.NPATCH_THREE_PATCH_HORIZONTAL = 2 +function ImageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, color) { + const obj = r.BindImageDrawLine( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + startPosX, + startPosY, + endPosX, + endPosY, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawLine = ImageDrawLine /** + * Draw line within an image (Vector version) * - * - * @type {number} - * @constant + * @param {Image} dst + * @param {Vector2} start + * @param {Vector2} end + * @param {Color} color + * + * @return {undefined} */ -raylib.STATE_NORMAL = 0 +function ImageDrawLineV(dst, start, end, color) { + const obj = r.BindImageDrawLineV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + start.x, + start.y, + end.x, + end.y, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawLineV = ImageDrawLineV /** + * Draw a filled circle within an image * + * @param {Image} dst + * @param {number} centerX + * @param {number} centerY + * @param {number} radius + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.STATE_FOCUSED = 1 +function ImageDrawCircle(dst, centerX, centerY, radius, color) { + const obj = r.BindImageDrawCircle( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + centerX, + centerY, + radius, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawCircle = ImageDrawCircle /** + * Draw a filled circle within an image (Vector version) * + * @param {Image} dst + * @param {Vector2} center + * @param {number} radius + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.STATE_PRESSED = 2 +function ImageDrawCircleV(dst, center, radius, color) { + const obj = r.BindImageDrawCircleV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + center.x, + center.y, + radius, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawCircleV = ImageDrawCircleV /** + * Draw rectangle within an image * + * @param {Image} dst + * @param {number} posX + * @param {number} posY + * @param {number} width + * @param {number} height + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.STATE_DISABLED = 3 +function ImageDrawRectangle(dst, posX, posY, width, height, color) { + const obj = r.BindImageDrawRectangle( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + posX, + posY, + width, + height, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangle = ImageDrawRectangle /** + * Draw rectangle within an image (Vector version) * + * @param {Image} dst + * @param {Vector2} position + * @param {Vector2} size + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.TEXT_ALIGN_LEFT = 0 +function ImageDrawRectangleV(dst, position, size, color) { + const obj = r.BindImageDrawRectangleV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + position.x, + position.y, + size.x, + size.y, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangleV = ImageDrawRectangleV /** + * Draw rectangle within an image * + * @param {Image} dst + * @param {Rectangle} rec + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.TEXT_ALIGN_CENTER = 1 +function ImageDrawRectangleRec(dst, rec, color) { + const obj = r.BindImageDrawRectangleRec( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + rec.x, + rec.y, + rec.width, + rec.height, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangleRec = ImageDrawRectangleRec /** + * Draw rectangle lines within an image * + * @param {Image} dst + * @param {Rectangle} rec + * @param {number} thick + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.TEXT_ALIGN_RIGHT = 2 +function ImageDrawRectangleLines(dst, rec, thick, color) { + const obj = r.BindImageDrawRectangleLines( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + rec.x, + rec.y, + rec.width, + rec.height, + thick, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangleLines = ImageDrawRectangleLines /** + * Draw a source image within a destination image (tint applied to source) * + * @param {Image} dst + * @param {Image} src + * @param {Rectangle} srcRec + * @param {Rectangle} dstRec + * @param {Color} tint * - * @type {number} - * @constant + * @return {undefined} */ -raylib.DEFAULT = 0 +function ImageDraw(dst, src, srcRec, dstRec, tint) { + const obj = r.BindImageDraw( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + src.data, + src.width, + src.height, + src.mipmaps, + src.format, + srcRec.x, + srcRec.y, + srcRec.width, + srcRec.height, + dstRec.x, + dstRec.y, + dstRec.width, + dstRec.height, + tint.r, + tint.g, + tint.b, + tint.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDraw = ImageDraw /** - * Used also for: LABELBUTTON + * Draw text (using default font) within an image (destination) * - * @type {number} - * @constant + * @param {Image} dst + * @param {string} text + * @param {number} posX + * @param {number} posY + * @param {number} fontSize + * @param {Color} color + * + * @return {undefined} */ -raylib.LABEL = 1 +function ImageDrawText(dst, text, posX, posY, fontSize, color) { + const obj = r.BindImageDrawText( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + text, + posX, + posY, + fontSize, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawText = ImageDrawText /** + * Draw text (custom sprite font) within an image (destination) * + * @param {Image} dst + * @param {Font} font + * @param {string} text + * @param {Vector2} position + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BUTTON = 2 +function ImageDrawTextEx(dst, font, text, position, fontSize, spacing, tint) { + const obj = r.BindImageDrawTextEx( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + text, + position.x, + position.y, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawTextEx = ImageDrawTextEx /** - * Used also for: TOGGLEGROUP + * Generate GPU mipmaps for a texture * - * @type {number} - * @constant - */ -raylib.TOGGLE = 3 - -/** - * Used also for: SLIDERBAR + * @param {Texture2D} texture * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SLIDER = 4 +function GenTextureMipmaps(texture) { + const obj = r.BindGenTextureMipmaps( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + texture[key] = obj[key] + } + } +} +raylib.GenTextureMipmaps = GenTextureMipmaps /** + * Upload mesh vertex data in GPU and provide VAO/VBO ids * + * @param {Mesh} mesh + * @param {boolean} dynamic * - * @type {number} - * @constant + * @return {undefined} */ -raylib.PROGRESSBAR = 5 +function UploadMesh(mesh, dynamic) { + const obj = r.BindUploadMesh( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId, + dynamic + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + mesh[key] = obj[key] + } + } +} +raylib.UploadMesh = UploadMesh /** + * Compute mesh tangents * + * @param {Mesh} mesh * - * @type {number} - * @constant + * @return {undefined} */ -raylib.CHECKBOX = 6 +function GenMeshTangents(mesh) { + const obj = r.BindGenMeshTangents( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + mesh[key] = obj[key] + } + } +} +raylib.GenMeshTangents = GenMeshTangents /** + * Set material for a mesh * + * @param {Model} model + * @param {number} meshId + * @param {number} materialId * - * @type {number} - * @constant + * @return {undefined} */ -raylib.COMBOBOX = 7 +function SetModelMeshMaterial(model, meshId, materialId) { + const obj = r.BindSetModelMeshMaterial( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + meshId, + materialId + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + model[key] = obj[key] + } + } +} +raylib.SetModelMeshMaterial = SetModelMeshMaterial /** + * Crop a wave to defined samples range * + * @param {Wave} wave + * @param {number} initSample + * @param {number} finalSample * - * @type {number} - * @constant + * @return {undefined} */ -raylib.DROPDOWNBOX = 8 +function WaveCrop(wave, initSample, finalSample) { + const obj = r.BindWaveCrop( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + initSample, + finalSample + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + wave[key] = obj[key] + } + } +} +raylib.WaveCrop = WaveCrop /** - * Used also for: TEXTBOXMULTI + * Convert wave data to desired format * - * @type {number} - * @constant + * @param {Wave} wave + * @param {number} sampleRate + * @param {number} sampleSize + * @param {number} channels + * + * @return {undefined} */ -raylib.TEXTBOX = 9 +function WaveFormat(wave, sampleRate, sampleSize, channels) { + const obj = r.BindWaveFormat( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + sampleRate, + sampleSize, + channels + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + wave[key] = obj[key] + } + } +} +raylib.WaveFormat = WaveFormat /** + * Color, 4 components, R8G8B8A8 (32bit) * + * @param {number} r - Color red value + * @param {number} g - Color green value + * @param {number} b - Color blue value + * @param {number} a - Color alpha value * - * @type {number} - * @constant + * @return {Color} The new Color. */ -raylib.VALUEBOX = 10 +function Color(r,g,b,a) { + return {r,g,b,a} +} +raylib.Color = Color /** - * Uses: BUTTON, VALUEBOX + * Vector2, 2 components * - * @type {number} - * @constant + * @param {number} x - Vector x component + * @param {number} y - Vector y component + * + * @return {Vector2} The new Vector2. */ -raylib.SPINNER = 11 +function Vector2(x,y) { + return {x,y} +} +raylib.Vector2 = Vector2 /** + * Vector3, 3 components * + * @param {number} x - Vector x component + * @param {number} y - Vector y component + * @param {number} z - Vector z component * - * @type {number} - * @constant + * @return {Vector3} The new Vector3. */ -raylib.LISTVIEW = 12 +function Vector3(x,y,z) { + return {x,y,z} +} +raylib.Vector3 = Vector3 /** + * Vector4, 4 components * + * @param {number} x - Vector x component + * @param {number} y - Vector y component + * @param {number} z - Vector z component + * @param {number} w - Vector w component * - * @type {number} - * @constant + * @return {Vector4} The new Vector4. */ -raylib.COLORPICKER = 13 +function Vector4(x,y,z,w) { + return {x,y,z,w} +} +raylib.Vector4 = Vector4 /** + * Rectangle, 4 components * + * @param {number} x - Rectangle top-left corner position x + * @param {number} y - Rectangle top-left corner position y + * @param {number} width - Rectangle width + * @param {number} height - Rectangle height * - * @type {number} - * @constant + * @return {Rectangle} The new Rectangle. */ -raylib.SCROLLBAR = 14 +function Rectangle(x,y,width,height) { + return {x,y,width,height} +} +raylib.Rectangle = Rectangle /** + * Camera2D, defines position/orientation in 2d space * + * @param {Vector2} offset - Camera offset (displacement from target) + * @param {Vector2} target - Camera target (rotation and zoom origin) + * @param {number} rotation - Camera rotation in degrees + * @param {number} zoom - Camera zoom (scaling), should be 1.0f by default * - * @type {number} - * @constant + * @return {Camera2D} The new Camera2D. */ -raylib.STATUSBAR = 15 +function Camera2D(offset,target,rotation,zoom) { + return {offset,target,rotation,zoom} +} +raylib.Camera2D = Camera2D /** + * Camera, defines position/orientation in 3d space * + * @param {Vector3} position - Camera position + * @param {Vector3} target - Camera target it looks-at + * @param {Vector3} up - Camera up vector (rotation over its axis) + * @param {number} fovy - Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic + * @param {number} projection - Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC * - * @type {number} - * @constant + * @return {Camera3D} The new Camera3D. */ -raylib.BORDER_COLOR_NORMAL = 0 +function Camera3D(position,target,up,fovy,projection) { + return {position,target,up,fovy,projection} +} +raylib.Camera3D = Camera3D +raylib.Camera = raylib.Camera3D + +// WRAPPED TYPED SHADER FUNCTIONS /** - * - * - * @type {number} - * @constant + * Set shader uniform value float + * + * @param {Shader} shader + * @param {number} locIndex + * @param {number} value + * + * @returns {undefined} */ -raylib.BASE_COLOR_NORMAL = 1 +function SetShaderFloat(shader, locIndex, value) { + return r.BindSetShaderFloat( + shader.id, + shader.locs, + locIndex, + value + ) +} +raylib.SetShaderFloat = SetShaderFloat /** - * - * - * @type {number} - * @constant + * Set shader uniform value float + * + * @param {Shader} shader + * @param {number} locIndex + * @param {number} value + * + * @returns {undefined} */ -raylib.TEXT_COLOR_NORMAL = 2 +function SetShaderInt(shader, locIndex, value) { + return r.BindSetShaderInt( + shader.id, + shader.locs, + locIndex, + value + ) +} +raylib.SetShaderInt = SetShaderInt /** - * - * - * @type {number} - * @constant + * Set shader uniform value vector2 + * + * @param {Shader} shader + * @param {number} locIndex + * @param {Vector2} value + * + * @returns {undefined} */ -raylib.BORDER_COLOR_FOCUSED = 3 +function SetShaderVec2(shader, locIndex, value) { + return r.BindSetShaderVec2( + shader.id, + shader.locs, + locIndex, + value.x, + value.y + ) +} +raylib.SetShaderVec2 = SetShaderVec2 /** - * - * - * @type {number} - * @constant + * Set shader uniform value vector3 + * + * @param {Shader} shader + * @param {number} locIndex + * @param {Vector3} value + * + * @returns {undefined} */ -raylib.BASE_COLOR_FOCUSED = 4 +function SetShaderVec3(shader, locIndex, value) { + return r.BindSetShaderVec3( + shader.id, + shader.locs, + locIndex, + value.x, + value.y, + value.z + ) +} +raylib.SetShaderVec3 = SetShaderVec3 /** - * - * - * @type {number} - * @constant + * Set shader uniform value vector4 + * + * @param {Shader} shader + * @param {number} locIndex + * @param {Vector4} value + * + * @returns {undefined} */ -raylib.TEXT_COLOR_FOCUSED = 5 +function SetShaderVec4(shader, locIndex, value) { + return r.BindSetShaderVec4( + shader.id, + shader.locs, + locIndex, + value.x, + value.y, + value.z, + value.w + ) +} +raylib.SetShaderVec4 = SetShaderVec4 /** - * + * Set to try enabling V-Sync on GPU * * @type {number} * @constant */ -raylib.BORDER_COLOR_PRESSED = 6 +raylib.FLAG_VSYNC_HINT = 64 /** - * + * Set to run program in fullscreen * * @type {number} * @constant */ -raylib.BASE_COLOR_PRESSED = 7 +raylib.FLAG_FULLSCREEN_MODE = 2 /** - * + * Set to allow resizable window * * @type {number} * @constant */ -raylib.TEXT_COLOR_PRESSED = 8 +raylib.FLAG_WINDOW_RESIZABLE = 4 /** - * + * Set to disable window decoration (frame and buttons) * * @type {number} * @constant */ -raylib.BORDER_COLOR_DISABLED = 9 +raylib.FLAG_WINDOW_UNDECORATED = 8 /** - * + * Set to hide window * * @type {number} * @constant */ -raylib.BASE_COLOR_DISABLED = 10 +raylib.FLAG_WINDOW_HIDDEN = 128 /** - * + * Set to minimize window (iconify) * * @type {number} * @constant */ -raylib.TEXT_COLOR_DISABLED = 11 +raylib.FLAG_WINDOW_MINIMIZED = 512 /** - * + * Set to maximize window (expanded to monitor) * * @type {number} * @constant */ -raylib.BORDER_WIDTH = 12 +raylib.FLAG_WINDOW_MAXIMIZED = 1024 /** - * + * Set to window non focused * * @type {number} * @constant */ -raylib.TEXT_PADDING = 13 +raylib.FLAG_WINDOW_UNFOCUSED = 2048 /** - * + * Set to window always on top * * @type {number} * @constant */ -raylib.TEXT_ALIGNMENT = 14 +raylib.FLAG_WINDOW_TOPMOST = 4096 /** - * + * Set to allow windows running while minimized * * @type {number} * @constant */ -raylib.RESERVED = 15 +raylib.FLAG_WINDOW_ALWAYS_RUN = 256 /** - * Text size (glyphs max height) + * Set to allow transparent framebuffer * * @type {number} * @constant */ -raylib.TEXT_SIZE = 16 +raylib.FLAG_WINDOW_TRANSPARENT = 16 /** - * Text spacing between glyphs + * Set to support HighDPI * * @type {number} * @constant */ -raylib.TEXT_SPACING = 17 +raylib.FLAG_WINDOW_HIGHDPI = 8192 /** - * Line control color + * Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED * * @type {number} * @constant */ -raylib.LINE_COLOR = 18 +raylib.FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384 /** - * Background color + * Set to run program in borderless windowed mode * * @type {number} * @constant */ -raylib.BACKGROUND_COLOR = 19 +raylib.FLAG_BORDERLESS_WINDOWED_MODE = 32768 /** - * ToggleGroup separation between toggles + * Set to try enabling MSAA 4X * * @type {number} * @constant */ -raylib.GROUP_PADDING = 16 +raylib.FLAG_MSAA_4X_HINT = 32 /** - * Slider size of internal bar + * Set to try enabling interlaced video format (for V3D) * * @type {number} * @constant */ -raylib.SLIDER_WIDTH = 16 +raylib.FLAG_INTERLACED_HINT = 65536 /** - * Slider/SliderBar internal bar padding + * Display all logs * * @type {number} * @constant */ -raylib.SLIDER_PADDING = 17 +raylib.LOG_ALL = 0 /** - * ProgressBar internal padding + * Trace logging, intended for internal use only * * @type {number} * @constant */ -raylib.PROGRESS_PADDING = 16 +raylib.LOG_TRACE = 1 /** - * + * Debug logging, used for internal debugging, it should be disabled on release builds * * @type {number} * @constant */ -raylib.ARROWS_SIZE = 16 +raylib.LOG_DEBUG = 2 /** - * + * Info logging, used for program execution info * * @type {number} * @constant */ -raylib.ARROWS_VISIBLE = 17 +raylib.LOG_INFO = 3 /** - * (SLIDERBAR, SLIDER_PADDING) + * Warning logging, used on recoverable failures * * @type {number} * @constant */ -raylib.SCROLL_SLIDER_PADDING = 18 +raylib.LOG_WARNING = 4 /** - * + * Error logging, used on unrecoverable failures * * @type {number} * @constant */ -raylib.SCROLL_SLIDER_SIZE = 19 +raylib.LOG_ERROR = 5 /** - * + * Fatal logging, used to abort program: exit(EXIT_FAILURE) * * @type {number} * @constant */ -raylib.SCROLL_PADDING = 20 +raylib.LOG_FATAL = 6 /** - * + * Disable logging * * @type {number} * @constant */ -raylib.SCROLL_SPEED = 21 +raylib.LOG_NONE = 7 /** - * CheckBox internal check padding + * Key: NULL, used for no key pressed * * @type {number} * @constant */ -raylib.CHECK_PADDING = 16 +raylib.KEY_NULL = 0 /** - * ComboBox right button width + * Key: ' * * @type {number} * @constant */ -raylib.COMBO_BUTTON_WIDTH = 16 +raylib.KEY_APOSTROPHE = 39 /** - * ComboBox button separation + * Key: , * * @type {number} * @constant */ -raylib.COMBO_BUTTON_SPACING = 17 +raylib.KEY_COMMA = 44 /** - * DropdownBox arrow separation from border and items + * Key: - * * @type {number} * @constant */ -raylib.ARROW_PADDING = 16 +raylib.KEY_MINUS = 45 /** - * DropdownBox items separation + * Key: . * * @type {number} * @constant */ -raylib.DROPDOWN_ITEMS_SPACING = 17 +raylib.KEY_PERIOD = 46 /** - * TextBox/TextBoxMulti/ValueBox/Spinner inner text padding + * Key: / * * @type {number} * @constant */ -raylib.TEXT_INNER_PADDING = 16 +raylib.KEY_SLASH = 47 /** - * TextBoxMulti lines separation + * Key: 0 * * @type {number} * @constant */ -raylib.TEXT_LINES_SPACING = 17 +raylib.KEY_ZERO = 48 /** - * Spinner left/right buttons width + * Key: 1 * * @type {number} * @constant */ -raylib.SPIN_BUTTON_WIDTH = 16 +raylib.KEY_ONE = 49 /** - * Spinner buttons separation + * Key: 2 * * @type {number} * @constant */ -raylib.SPIN_BUTTON_SPACING = 17 +raylib.KEY_TWO = 50 /** - * ListView items height + * Key: 3 * * @type {number} * @constant */ -raylib.LIST_ITEMS_HEIGHT = 16 +raylib.KEY_THREE = 51 /** - * ListView items separation + * Key: 4 * * @type {number} * @constant */ -raylib.LIST_ITEMS_SPACING = 17 +raylib.KEY_FOUR = 52 /** - * ListView scrollbar size (usually width) + * Key: 5 * * @type {number} * @constant */ -raylib.SCROLLBAR_WIDTH = 18 +raylib.KEY_FIVE = 53 /** - * ListView scrollbar side (0-left, 1-right) + * Key: 6 * * @type {number} * @constant */ -raylib.SCROLLBAR_SIDE = 19 +raylib.KEY_SIX = 54 /** - * + * Key: 7 * * @type {number} * @constant */ -raylib.COLOR_SELECTOR_SIZE = 16 +raylib.KEY_SEVEN = 55 /** - * ColorPicker right hue bar width + * Key: 8 * * @type {number} * @constant */ -raylib.HUEBAR_WIDTH = 17 +raylib.KEY_EIGHT = 56 /** - * ColorPicker right hue bar separation from panel + * Key: 9 * * @type {number} * @constant */ -raylib.HUEBAR_PADDING = 18 +raylib.KEY_NINE = 57 /** - * ColorPicker right hue bar selector height + * Key: ; * * @type {number} * @constant */ -raylib.HUEBAR_SELECTOR_HEIGHT = 19 +raylib.KEY_SEMICOLON = 59 /** - * ColorPicker right hue bar selector overflow + * Key: = * * @type {number} * @constant */ -raylib.HUEBAR_SELECTOR_OVERFLOW = 20 +raylib.KEY_EQUAL = 61 /** - * + * Key: A | a * * @type {number} * @constant */ -raylib.ICON_NONE = 0 +raylib.KEY_A = 65 /** - * + * Key: B | b * * @type {number} * @constant */ -raylib.ICON_FOLDER_FILE_OPEN = 1 +raylib.KEY_B = 66 /** - * + * Key: C | c * * @type {number} * @constant */ -raylib.ICON_FILE_SAVE_CLASSIC = 2 +raylib.KEY_C = 67 /** - * + * Key: D | d * * @type {number} * @constant */ -raylib.ICON_FOLDER_OPEN = 3 +raylib.KEY_D = 68 /** - * + * Key: E | e * * @type {number} * @constant */ -raylib.ICON_FOLDER_SAVE = 4 +raylib.KEY_E = 69 /** - * + * Key: F | f * * @type {number} * @constant */ -raylib.ICON_FILE_OPEN = 5 +raylib.KEY_F = 70 /** - * + * Key: G | g * * @type {number} * @constant */ -raylib.ICON_FILE_SAVE = 6 +raylib.KEY_G = 71 /** - * + * Key: H | h * * @type {number} * @constant */ -raylib.ICON_FILE_EXPORT = 7 +raylib.KEY_H = 72 /** - * + * Key: I | i * * @type {number} * @constant */ -raylib.ICON_FILE_ADD = 8 +raylib.KEY_I = 73 /** - * + * Key: J | j * * @type {number} * @constant */ -raylib.ICON_FILE_DELETE = 9 +raylib.KEY_J = 74 /** - * + * Key: K | k * * @type {number} * @constant */ -raylib.ICON_FILETYPE_TEXT = 10 +raylib.KEY_K = 75 /** - * + * Key: L | l * * @type {number} * @constant */ -raylib.ICON_FILETYPE_AUDIO = 11 +raylib.KEY_L = 76 /** - * + * Key: M | m * * @type {number} * @constant */ -raylib.ICON_FILETYPE_IMAGE = 12 +raylib.KEY_M = 77 /** - * + * Key: N | n * * @type {number} * @constant */ -raylib.ICON_FILETYPE_PLAY = 13 +raylib.KEY_N = 78 /** - * + * Key: O | o * * @type {number} * @constant */ -raylib.ICON_FILETYPE_VIDEO = 14 +raylib.KEY_O = 79 /** - * + * Key: P | p * * @type {number} * @constant */ -raylib.ICON_FILETYPE_INFO = 15 +raylib.KEY_P = 80 /** - * + * Key: Q | q * * @type {number} * @constant */ -raylib.ICON_FILE_COPY = 16 +raylib.KEY_Q = 81 /** - * + * Key: R | r * * @type {number} * @constant */ -raylib.ICON_FILE_CUT = 17 +raylib.KEY_R = 82 /** - * + * Key: S | s * * @type {number} * @constant */ -raylib.ICON_FILE_PASTE = 18 +raylib.KEY_S = 83 /** - * + * Key: T | t * * @type {number} * @constant */ -raylib.ICON_CURSOR_HAND = 19 +raylib.KEY_T = 84 /** - * + * Key: U | u * * @type {number} * @constant */ -raylib.ICON_CURSOR_POINTER = 20 +raylib.KEY_U = 85 /** - * + * Key: V | v * * @type {number} * @constant */ -raylib.ICON_CURSOR_CLASSIC = 21 +raylib.KEY_V = 86 /** - * + * Key: W | w * * @type {number} * @constant */ -raylib.ICON_PENCIL = 22 +raylib.KEY_W = 87 /** - * + * Key: X | x * * @type {number} * @constant */ -raylib.ICON_PENCIL_BIG = 23 +raylib.KEY_X = 88 /** - * + * Key: Y | y * * @type {number} * @constant */ -raylib.ICON_BRUSH_CLASSIC = 24 +raylib.KEY_Y = 89 /** - * + * Key: Z | z * * @type {number} * @constant */ -raylib.ICON_BRUSH_PAINTER = 25 +raylib.KEY_Z = 90 /** - * + * Key: [ * * @type {number} * @constant */ -raylib.ICON_WATER_DROP = 26 +raylib.KEY_LEFT_BRACKET = 91 /** - * + * Key: '\' * * @type {number} * @constant */ -raylib.ICON_COLOR_PICKER = 27 +raylib.KEY_BACKSLASH = 92 /** - * + * Key: ] * * @type {number} * @constant */ -raylib.ICON_RUBBER = 28 +raylib.KEY_RIGHT_BRACKET = 93 /** - * + * Key: ` * * @type {number} * @constant */ -raylib.ICON_COLOR_BUCKET = 29 +raylib.KEY_GRAVE = 96 /** - * + * Key: Space * * @type {number} * @constant */ -raylib.ICON_TEXT_T = 30 +raylib.KEY_SPACE = 32 /** - * + * Key: Esc * * @type {number} * @constant */ -raylib.ICON_TEXT_A = 31 +raylib.KEY_ESCAPE = 256 /** - * + * Key: Enter * * @type {number} * @constant */ -raylib.ICON_SCALE = 32 +raylib.KEY_ENTER = 257 /** - * + * Key: Tab * * @type {number} * @constant */ -raylib.ICON_RESIZE = 33 +raylib.KEY_TAB = 258 /** - * + * Key: Backspace * * @type {number} * @constant */ -raylib.ICON_FILTER_POINT = 34 +raylib.KEY_BACKSPACE = 259 /** - * + * Key: Ins * * @type {number} * @constant */ -raylib.ICON_FILTER_BILINEAR = 35 +raylib.KEY_INSERT = 260 /** - * + * Key: Del * * @type {number} * @constant */ -raylib.ICON_CROP = 36 +raylib.KEY_DELETE = 261 /** - * + * Key: Cursor right * * @type {number} * @constant */ -raylib.ICON_CROP_ALPHA = 37 +raylib.KEY_RIGHT = 262 /** - * + * Key: Cursor left * * @type {number} * @constant */ -raylib.ICON_SQUARE_TOGGLE = 38 +raylib.KEY_LEFT = 263 /** - * + * Key: Cursor down * * @type {number} * @constant */ -raylib.ICON_SYMMETRY = 39 +raylib.KEY_DOWN = 264 /** - * + * Key: Cursor up * * @type {number} * @constant */ -raylib.ICON_SYMMETRY_HORIZONTAL = 40 +raylib.KEY_UP = 265 /** - * + * Key: Page up * * @type {number} * @constant */ -raylib.ICON_SYMMETRY_VERTICAL = 41 +raylib.KEY_PAGE_UP = 266 /** - * + * Key: Page down * * @type {number} * @constant */ -raylib.ICON_LENS = 42 +raylib.KEY_PAGE_DOWN = 267 /** - * + * Key: Home * * @type {number} * @constant */ -raylib.ICON_LENS_BIG = 43 +raylib.KEY_HOME = 268 /** - * + * Key: End * * @type {number} * @constant */ -raylib.ICON_EYE_ON = 44 +raylib.KEY_END = 269 /** - * + * Key: Caps lock * * @type {number} * @constant */ -raylib.ICON_EYE_OFF = 45 +raylib.KEY_CAPS_LOCK = 280 /** - * + * Key: Scroll down * * @type {number} * @constant */ -raylib.ICON_FILTER_TOP = 46 +raylib.KEY_SCROLL_LOCK = 281 /** - * + * Key: Num lock * * @type {number} * @constant */ -raylib.ICON_FILTER = 47 +raylib.KEY_NUM_LOCK = 282 /** - * + * Key: Print screen * * @type {number} * @constant */ -raylib.ICON_TARGET_POINT = 48 +raylib.KEY_PRINT_SCREEN = 283 /** - * + * Key: Pause * * @type {number} * @constant */ -raylib.ICON_TARGET_SMALL = 49 +raylib.KEY_PAUSE = 284 /** - * + * Key: F1 * * @type {number} * @constant */ -raylib.ICON_TARGET_BIG = 50 +raylib.KEY_F1 = 290 /** - * + * Key: F2 * * @type {number} * @constant */ -raylib.ICON_TARGET_MOVE = 51 +raylib.KEY_F2 = 291 /** - * + * Key: F3 * * @type {number} * @constant */ -raylib.ICON_CURSOR_MOVE = 52 +raylib.KEY_F3 = 292 /** - * + * Key: F4 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE = 53 +raylib.KEY_F4 = 293 /** - * + * Key: F5 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_RIGHT = 54 +raylib.KEY_F5 = 294 /** - * + * Key: F6 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_LEFT = 55 +raylib.KEY_F6 = 295 /** - * + * Key: F7 * * @type {number} * @constant */ -raylib.ICON_UNDO = 56 +raylib.KEY_F7 = 296 /** - * + * Key: F8 * * @type {number} * @constant */ -raylib.ICON_REDO = 57 +raylib.KEY_F8 = 297 /** - * + * Key: F9 * * @type {number} * @constant */ -raylib.ICON_REREDO = 58 +raylib.KEY_F9 = 298 /** - * + * Key: F10 * * @type {number} * @constant */ -raylib.ICON_MUTATE = 59 +raylib.KEY_F10 = 299 /** - * + * Key: F11 * * @type {number} * @constant */ -raylib.ICON_ROTATE = 60 +raylib.KEY_F11 = 300 /** - * + * Key: F12 * * @type {number} * @constant */ -raylib.ICON_REPEAT = 61 +raylib.KEY_F12 = 301 /** - * + * Key: Shift left * * @type {number} * @constant */ -raylib.ICON_SHUFFLE = 62 +raylib.KEY_LEFT_SHIFT = 340 /** - * + * Key: Control left * * @type {number} * @constant */ -raylib.ICON_EMPTYBOX = 63 +raylib.KEY_LEFT_CONTROL = 341 /** - * + * Key: Alt left * * @type {number} * @constant */ -raylib.ICON_TARGET = 64 +raylib.KEY_LEFT_ALT = 342 /** - * + * Key: Super left * * @type {number} * @constant */ -raylib.ICON_TARGET_SMALL_FILL = 65 +raylib.KEY_LEFT_SUPER = 343 /** - * + * Key: Shift right * * @type {number} * @constant */ -raylib.ICON_TARGET_BIG_FILL = 66 +raylib.KEY_RIGHT_SHIFT = 344 /** - * + * Key: Control right * * @type {number} * @constant */ -raylib.ICON_TARGET_MOVE_FILL = 67 +raylib.KEY_RIGHT_CONTROL = 345 /** - * + * Key: Alt right * * @type {number} * @constant */ -raylib.ICON_CURSOR_MOVE_FILL = 68 +raylib.KEY_RIGHT_ALT = 346 /** - * + * Key: Super right * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_FILL = 69 +raylib.KEY_RIGHT_SUPER = 347 /** - * + * Key: KB menu * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_RIGHT_FILL = 70 +raylib.KEY_KB_MENU = 348 /** - * + * Key: Keypad 0 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_LEFT_FILL = 71 +raylib.KEY_KP_0 = 320 /** - * + * Key: Keypad 1 * * @type {number} * @constant */ -raylib.ICON_UNDO_FILL = 72 +raylib.KEY_KP_1 = 321 /** - * + * Key: Keypad 2 * * @type {number} * @constant */ -raylib.ICON_REDO_FILL = 73 +raylib.KEY_KP_2 = 322 /** - * + * Key: Keypad 3 * * @type {number} * @constant */ -raylib.ICON_REREDO_FILL = 74 +raylib.KEY_KP_3 = 323 /** - * + * Key: Keypad 4 * * @type {number} * @constant */ -raylib.ICON_MUTATE_FILL = 75 +raylib.KEY_KP_4 = 324 /** - * + * Key: Keypad 5 * * @type {number} * @constant */ -raylib.ICON_ROTATE_FILL = 76 +raylib.KEY_KP_5 = 325 /** - * + * Key: Keypad 6 * * @type {number} * @constant */ -raylib.ICON_REPEAT_FILL = 77 +raylib.KEY_KP_6 = 326 /** - * + * Key: Keypad 7 * * @type {number} * @constant */ -raylib.ICON_SHUFFLE_FILL = 78 +raylib.KEY_KP_7 = 327 /** - * + * Key: Keypad 8 * * @type {number} * @constant */ -raylib.ICON_EMPTYBOX_SMALL = 79 +raylib.KEY_KP_8 = 328 /** - * + * Key: Keypad 9 * * @type {number} * @constant */ -raylib.ICON_BOX = 80 +raylib.KEY_KP_9 = 329 /** - * + * Key: Keypad . * * @type {number} * @constant */ -raylib.ICON_BOX_TOP = 81 +raylib.KEY_KP_DECIMAL = 330 /** - * + * Key: Keypad / * * @type {number} * @constant */ -raylib.ICON_BOX_TOP_RIGHT = 82 +raylib.KEY_KP_DIVIDE = 331 /** - * + * Key: Keypad * * * @type {number} * @constant */ -raylib.ICON_BOX_RIGHT = 83 +raylib.KEY_KP_MULTIPLY = 332 /** - * + * Key: Keypad - * * @type {number} * @constant */ -raylib.ICON_BOX_BOTTOM_RIGHT = 84 +raylib.KEY_KP_SUBTRACT = 333 /** - * + * Key: Keypad + * * @type {number} * @constant */ -raylib.ICON_BOX_BOTTOM = 85 +raylib.KEY_KP_ADD = 334 /** - * + * Key: Keypad Enter * * @type {number} * @constant */ -raylib.ICON_BOX_BOTTOM_LEFT = 86 +raylib.KEY_KP_ENTER = 335 /** - * + * Key: Keypad = * * @type {number} * @constant */ -raylib.ICON_BOX_LEFT = 87 +raylib.KEY_KP_EQUAL = 336 /** - * + * Key: Android back button * * @type {number} * @constant */ -raylib.ICON_BOX_TOP_LEFT = 88 +raylib.KEY_BACK = 4 /** - * + * Key: Android menu button * * @type {number} * @constant */ -raylib.ICON_BOX_CENTER = 89 +raylib.KEY_MENU = 82 /** - * + * Key: Android volume up button * * @type {number} * @constant */ -raylib.ICON_BOX_CIRCLE_MASK = 90 +raylib.KEY_VOLUME_UP = 24 /** - * + * Key: Android volume down button * * @type {number} * @constant */ -raylib.ICON_POT = 91 +raylib.KEY_VOLUME_DOWN = 25 /** - * + * Mouse button left * * @type {number} * @constant */ -raylib.ICON_ALPHA_MULTIPLY = 92 +raylib.MOUSE_BUTTON_LEFT = 0 /** - * + * Mouse button right * * @type {number} * @constant */ -raylib.ICON_ALPHA_CLEAR = 93 +raylib.MOUSE_BUTTON_RIGHT = 1 /** - * + * Mouse button middle (pressed wheel) * * @type {number} * @constant */ -raylib.ICON_DITHERING = 94 +raylib.MOUSE_BUTTON_MIDDLE = 2 /** - * + * Mouse button side (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_MIPMAPS = 95 +raylib.MOUSE_BUTTON_SIDE = 3 /** - * + * Mouse button extra (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_BOX_GRID = 96 +raylib.MOUSE_BUTTON_EXTRA = 4 /** - * + * Mouse button forward (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_GRID = 97 +raylib.MOUSE_BUTTON_FORWARD = 5 /** - * + * Mouse button back (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_BOX_CORNERS_SMALL = 98 +raylib.MOUSE_BUTTON_BACK = 6 /** - * + * Default pointer shape * * @type {number} * @constant */ -raylib.ICON_BOX_CORNERS_BIG = 99 +raylib.MOUSE_CURSOR_DEFAULT = 0 /** - * + * Arrow shape * * @type {number} * @constant */ -raylib.ICON_FOUR_BOXES = 100 +raylib.MOUSE_CURSOR_ARROW = 1 /** - * + * Text writing cursor shape * * @type {number} * @constant */ -raylib.ICON_GRID_FILL = 101 +raylib.MOUSE_CURSOR_IBEAM = 2 /** - * + * Cross shape * * @type {number} * @constant */ -raylib.ICON_BOX_MULTISIZE = 102 +raylib.MOUSE_CURSOR_CROSSHAIR = 3 /** - * + * Pointing hand cursor * * @type {number} * @constant */ -raylib.ICON_ZOOM_SMALL = 103 +raylib.MOUSE_CURSOR_POINTING_HAND = 4 /** - * + * Horizontal resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_MEDIUM = 104 +raylib.MOUSE_CURSOR_RESIZE_EW = 5 /** - * + * Vertical resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_BIG = 105 +raylib.MOUSE_CURSOR_RESIZE_NS = 6 /** - * + * Top-left to bottom-right diagonal resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_ALL = 106 +raylib.MOUSE_CURSOR_RESIZE_NWSE = 7 /** - * + * The top-right to bottom-left diagonal resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_CENTER = 107 +raylib.MOUSE_CURSOR_RESIZE_NESW = 8 /** - * + * The omnidirectional resize/move cursor shape * * @type {number} * @constant */ -raylib.ICON_BOX_DOTS_SMALL = 108 +raylib.MOUSE_CURSOR_RESIZE_ALL = 9 /** - * + * The operation-not-allowed shape * * @type {number} * @constant */ -raylib.ICON_BOX_DOTS_BIG = 109 +raylib.MOUSE_CURSOR_NOT_ALLOWED = 10 /** - * + * Unknown button, just for error checking * * @type {number} * @constant */ -raylib.ICON_BOX_CONCENTRIC = 110 +raylib.GAMEPAD_BUTTON_UNKNOWN = 0 /** - * + * Gamepad left DPAD up button * * @type {number} * @constant */ -raylib.ICON_BOX_GRID_BIG = 111 +raylib.GAMEPAD_BUTTON_LEFT_FACE_UP = 1 /** - * + * Gamepad left DPAD right button * * @type {number} * @constant */ -raylib.ICON_OK_TICK = 112 +raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 /** - * + * Gamepad left DPAD down button * * @type {number} * @constant */ -raylib.ICON_CROSS = 113 +raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 /** - * + * Gamepad left DPAD left button * * @type {number} * @constant */ -raylib.ICON_ARROW_LEFT = 114 +raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 /** - * + * Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) * * @type {number} * @constant */ -raylib.ICON_ARROW_RIGHT = 115 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 /** - * + * Gamepad right button right (i.e. PS3: Square, Xbox: X) * * @type {number} * @constant */ -raylib.ICON_ARROW_DOWN = 116 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 /** - * + * Gamepad right button down (i.e. PS3: Cross, Xbox: A) * * @type {number} * @constant */ -raylib.ICON_ARROW_UP = 117 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 /** - * + * Gamepad right button left (i.e. PS3: Circle, Xbox: B) * * @type {number} * @constant */ -raylib.ICON_ARROW_LEFT_FILL = 118 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 /** - * + * Gamepad top/back trigger left (first), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_ARROW_RIGHT_FILL = 119 +raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 /** - * + * Gamepad top/back trigger left (second), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_ARROW_DOWN_FILL = 120 +raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 /** - * + * Gamepad top/back trigger right (one), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_ARROW_UP_FILL = 121 +raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 /** - * + * Gamepad top/back trigger right (second), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_AUDIO = 122 +raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 /** - * + * Gamepad center buttons, left one (i.e. PS3: Select) * * @type {number} * @constant */ -raylib.ICON_FX = 123 +raylib.GAMEPAD_BUTTON_MIDDLE_LEFT = 13 /** - * + * Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) * * @type {number} * @constant */ -raylib.ICON_WAVE = 124 +raylib.GAMEPAD_BUTTON_MIDDLE = 14 /** - * + * Gamepad center buttons, right one (i.e. PS3: Start) * * @type {number} * @constant */ -raylib.ICON_WAVE_SINUS = 125 +raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 /** - * + * Gamepad joystick pressed button left * * @type {number} * @constant */ -raylib.ICON_WAVE_SQUARE = 126 +raylib.GAMEPAD_BUTTON_LEFT_THUMB = 16 /** - * + * Gamepad joystick pressed button right * * @type {number} * @constant */ -raylib.ICON_WAVE_TRIANGULAR = 127 +raylib.GAMEPAD_BUTTON_RIGHT_THUMB = 17 /** - * + * Gamepad left stick X axis * * @type {number} * @constant */ -raylib.ICON_CROSS_SMALL = 128 +raylib.GAMEPAD_AXIS_LEFT_X = 0 /** - * + * Gamepad left stick Y axis * * @type {number} * @constant */ -raylib.ICON_PLAYER_PREVIOUS = 129 +raylib.GAMEPAD_AXIS_LEFT_Y = 1 /** - * + * Gamepad right stick X axis * * @type {number} * @constant */ -raylib.ICON_PLAYER_PLAY_BACK = 130 +raylib.GAMEPAD_AXIS_RIGHT_X = 2 /** - * + * Gamepad right stick Y axis * * @type {number} * @constant */ -raylib.ICON_PLAYER_PLAY = 131 +raylib.GAMEPAD_AXIS_RIGHT_Y = 3 /** - * + * Gamepad back trigger left, pressure level: [1..-1] * * @type {number} * @constant */ -raylib.ICON_PLAYER_PAUSE = 132 +raylib.GAMEPAD_AXIS_LEFT_TRIGGER = 4 /** - * + * Gamepad back trigger right, pressure level: [1..-1] * * @type {number} * @constant */ -raylib.ICON_PLAYER_STOP = 133 +raylib.GAMEPAD_AXIS_RIGHT_TRIGGER = 5 /** - * + * Albedo material (same as: MATERIAL_MAP_DIFFUSE) * * @type {number} * @constant */ -raylib.ICON_PLAYER_NEXT = 134 +raylib.MATERIAL_MAP_ALBEDO = 0 /** - * + * Metalness material (same as: MATERIAL_MAP_SPECULAR) * * @type {number} * @constant */ -raylib.ICON_PLAYER_RECORD = 135 +raylib.MATERIAL_MAP_METALNESS = 1 /** - * + * Normal material * * @type {number} * @constant */ -raylib.ICON_MAGNET = 136 +raylib.MATERIAL_MAP_NORMAL = 2 /** - * + * Roughness material * * @type {number} * @constant */ -raylib.ICON_LOCK_CLOSE = 137 +raylib.MATERIAL_MAP_ROUGHNESS = 3 /** - * + * Ambient occlusion material * * @type {number} * @constant */ -raylib.ICON_LOCK_OPEN = 138 +raylib.MATERIAL_MAP_OCCLUSION = 4 /** - * + * Emission material * * @type {number} * @constant */ -raylib.ICON_CLOCK = 139 +raylib.MATERIAL_MAP_EMISSION = 5 /** - * + * Heightmap material * * @type {number} * @constant */ -raylib.ICON_TOOLS = 140 +raylib.MATERIAL_MAP_HEIGHT = 6 /** - * + * Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) * * @type {number} * @constant */ -raylib.ICON_GEAR = 141 +raylib.MATERIAL_MAP_CUBEMAP = 7 /** - * + * Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) * * @type {number} * @constant */ -raylib.ICON_GEAR_BIG = 142 +raylib.MATERIAL_MAP_IRRADIANCE = 8 /** - * + * Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) * * @type {number} * @constant */ -raylib.ICON_BIN = 143 +raylib.MATERIAL_MAP_PREFILTER = 9 /** - * + * Brdf material * * @type {number} * @constant */ -raylib.ICON_HAND_POINTER = 144 +raylib.MATERIAL_MAP_BRDF = 10 /** - * + * Shader location: vertex attribute: position * * @type {number} * @constant */ -raylib.ICON_LASER = 145 +raylib.SHADER_LOC_VERTEX_POSITION = 0 /** - * + * Shader location: vertex attribute: texcoord01 * * @type {number} * @constant */ -raylib.ICON_COIN = 146 +raylib.SHADER_LOC_VERTEX_TEXCOORD01 = 1 /** - * + * Shader location: vertex attribute: texcoord02 * * @type {number} * @constant */ -raylib.ICON_EXPLOSION = 147 +raylib.SHADER_LOC_VERTEX_TEXCOORD02 = 2 /** - * + * Shader location: vertex attribute: normal * * @type {number} * @constant */ -raylib.ICON_1UP = 148 +raylib.SHADER_LOC_VERTEX_NORMAL = 3 /** - * + * Shader location: vertex attribute: tangent * * @type {number} * @constant */ -raylib.ICON_PLAYER = 149 +raylib.SHADER_LOC_VERTEX_TANGENT = 4 /** - * + * Shader location: vertex attribute: color * * @type {number} * @constant */ -raylib.ICON_PLAYER_JUMP = 150 +raylib.SHADER_LOC_VERTEX_COLOR = 5 /** - * + * Shader location: matrix uniform: model-view-projection * * @type {number} * @constant */ -raylib.ICON_KEY = 151 +raylib.SHADER_LOC_MATRIX_MVP = 6 /** - * + * Shader location: matrix uniform: view (camera transform) * * @type {number} * @constant */ -raylib.ICON_DEMON = 152 +raylib.SHADER_LOC_MATRIX_VIEW = 7 /** - * + * Shader location: matrix uniform: projection * * @type {number} * @constant */ -raylib.ICON_TEXT_POPUP = 153 +raylib.SHADER_LOC_MATRIX_PROJECTION = 8 /** - * + * Shader location: matrix uniform: model (transform) * * @type {number} * @constant */ -raylib.ICON_GEAR_EX = 154 +raylib.SHADER_LOC_MATRIX_MODEL = 9 /** - * + * Shader location: matrix uniform: normal * * @type {number} * @constant */ -raylib.ICON_CRACK = 155 +raylib.SHADER_LOC_MATRIX_NORMAL = 10 /** - * + * Shader location: vector uniform: view * * @type {number} * @constant */ -raylib.ICON_CRACK_POINTS = 156 +raylib.SHADER_LOC_VECTOR_VIEW = 11 /** - * + * Shader location: vector uniform: diffuse color * * @type {number} * @constant */ -raylib.ICON_STAR = 157 +raylib.SHADER_LOC_COLOR_DIFFUSE = 12 /** - * + * Shader location: vector uniform: specular color * * @type {number} * @constant */ -raylib.ICON_DOOR = 158 +raylib.SHADER_LOC_COLOR_SPECULAR = 13 /** - * + * Shader location: vector uniform: ambient color * * @type {number} * @constant */ -raylib.ICON_EXIT = 159 +raylib.SHADER_LOC_COLOR_AMBIENT = 14 /** - * + * Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) * * @type {number} * @constant */ -raylib.ICON_MODE_2D = 160 +raylib.SHADER_LOC_MAP_ALBEDO = 15 /** - * + * Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) * * @type {number} * @constant */ -raylib.ICON_MODE_3D = 161 +raylib.SHADER_LOC_MAP_METALNESS = 16 /** - * + * Shader location: sampler2d texture: normal * * @type {number} * @constant */ -raylib.ICON_CUBE = 162 +raylib.SHADER_LOC_MAP_NORMAL = 17 /** - * + * Shader location: sampler2d texture: roughness * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_TOP = 163 +raylib.SHADER_LOC_MAP_ROUGHNESS = 18 /** - * + * Shader location: sampler2d texture: occlusion * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_LEFT = 164 +raylib.SHADER_LOC_MAP_OCCLUSION = 19 /** - * + * Shader location: sampler2d texture: emission * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_FRONT = 165 +raylib.SHADER_LOC_MAP_EMISSION = 20 /** - * + * Shader location: sampler2d texture: height * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_BOTTOM = 166 +raylib.SHADER_LOC_MAP_HEIGHT = 21 /** - * + * Shader location: samplerCube texture: cubemap * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_RIGHT = 167 +raylib.SHADER_LOC_MAP_CUBEMAP = 22 /** - * + * Shader location: samplerCube texture: irradiance * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_BACK = 168 +raylib.SHADER_LOC_MAP_IRRADIANCE = 23 /** - * + * Shader location: samplerCube texture: prefilter * * @type {number} * @constant */ -raylib.ICON_CAMERA = 169 +raylib.SHADER_LOC_MAP_PREFILTER = 24 /** - * + * Shader location: sampler2d texture: brdf * * @type {number} * @constant */ -raylib.ICON_SPECIAL = 170 +raylib.SHADER_LOC_MAP_BRDF = 25 /** - * + * Shader uniform type: float * * @type {number} * @constant */ -raylib.ICON_LINK_NET = 171 +raylib.SHADER_UNIFORM_FLOAT = 0 /** - * + * Shader uniform type: vec2 (2 float) * * @type {number} * @constant */ -raylib.ICON_LINK_BOXES = 172 +raylib.SHADER_UNIFORM_VEC2 = 1 /** - * + * Shader uniform type: vec3 (3 float) * * @type {number} * @constant */ -raylib.ICON_LINK_MULTI = 173 +raylib.SHADER_UNIFORM_VEC3 = 2 /** - * + * Shader uniform type: vec4 (4 float) * * @type {number} * @constant */ -raylib.ICON_LINK = 174 +raylib.SHADER_UNIFORM_VEC4 = 3 /** - * + * Shader uniform type: int * * @type {number} * @constant */ -raylib.ICON_LINK_BROKE = 175 +raylib.SHADER_UNIFORM_INT = 4 /** - * + * Shader uniform type: ivec2 (2 int) * * @type {number} * @constant */ -raylib.ICON_TEXT_NOTES = 176 +raylib.SHADER_UNIFORM_IVEC2 = 5 /** - * + * Shader uniform type: ivec3 (3 int) * * @type {number} * @constant */ -raylib.ICON_NOTEBOOK = 177 +raylib.SHADER_UNIFORM_IVEC3 = 6 /** - * + * Shader uniform type: ivec4 (4 int) * * @type {number} * @constant */ -raylib.ICON_SUITCASE = 178 +raylib.SHADER_UNIFORM_IVEC4 = 7 /** - * + * Shader uniform type: sampler2d * * @type {number} * @constant */ -raylib.ICON_SUITCASE_ZIP = 179 +raylib.SHADER_UNIFORM_SAMPLER2D = 8 /** - * + * Shader attribute type: float * * @type {number} * @constant */ -raylib.ICON_MAILBOX = 180 +raylib.SHADER_ATTRIB_FLOAT = 0 /** - * + * Shader attribute type: vec2 (2 float) * * @type {number} * @constant */ -raylib.ICON_MONITOR = 181 +raylib.SHADER_ATTRIB_VEC2 = 1 /** - * + * Shader attribute type: vec3 (3 float) * * @type {number} * @constant */ -raylib.ICON_PRINTER = 182 +raylib.SHADER_ATTRIB_VEC3 = 2 /** - * + * Shader attribute type: vec4 (4 float) * * @type {number} * @constant */ -raylib.ICON_PHOTO_CAMERA = 183 +raylib.SHADER_ATTRIB_VEC4 = 3 /** - * + * 8 bit per pixel (no alpha) * * @type {number} * @constant */ -raylib.ICON_PHOTO_CAMERA_FLASH = 184 +raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 /** - * + * 8*2 bpp (2 channels) * * @type {number} * @constant */ -raylib.ICON_HOUSE = 185 +raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 /** - * + * 16 bpp * * @type {number} * @constant */ -raylib.ICON_HEART = 186 +raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 /** - * + * 24 bpp * * @type {number} * @constant */ -raylib.ICON_CORNER = 187 +raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 /** - * + * 16 bpp (1 bit alpha) * * @type {number} * @constant */ -raylib.ICON_VERTICAL_BARS = 188 +raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 /** - * + * 16 bpp (4 bit alpha) * * @type {number} * @constant */ -raylib.ICON_VERTICAL_BARS_FILL = 189 +raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 /** - * + * 32 bpp * * @type {number} * @constant */ -raylib.ICON_LIFE_BARS = 190 +raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 /** - * + * 32 bpp (1 channel - float) * * @type {number} * @constant */ -raylib.ICON_INFO = 191 +raylib.PIXELFORMAT_UNCOMPRESSED_R32 = 8 /** - * + * 32*3 bpp (3 channels - float) * * @type {number} * @constant */ -raylib.ICON_CROSSLINE = 192 +raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 /** - * + * 32*4 bpp (4 channels - float) * * @type {number} * @constant */ -raylib.ICON_HELP = 193 +raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 /** - * + * 16 bpp (1 channel - half float) * * @type {number} * @constant */ -raylib.ICON_FILETYPE_ALPHA = 194 +raylib.PIXELFORMAT_UNCOMPRESSED_R16 = 11 /** - * + * 16*3 bpp (3 channels - half float) * * @type {number} * @constant */ -raylib.ICON_FILETYPE_HOME = 195 +raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 /** - * + * 16*4 bpp (4 channels - half float) * * @type {number} * @constant */ -raylib.ICON_LAYERS_VISIBLE = 196 +raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 /** - * + * 4 bpp (no alpha) * * @type {number} * @constant */ -raylib.ICON_LAYERS = 197 +raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 /** - * + * 4 bpp (1 bit alpha) * * @type {number} * @constant */ -raylib.ICON_WINDOW = 198 +raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_HIDPI = 199 +raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_FILETYPE_BINARY = 200 +raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_HEX = 201 +raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_SHIELD = 202 +raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_FILE_NEW = 203 +raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_FOLDER_ADD = 204 +raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_ALARM = 205 +raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_CPU = 206 +raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 /** - * + * 2 bpp * * @type {number} * @constant */ -raylib.ICON_ROM = 207 +raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 /** - * + * No filter, just pixel approximation * * @type {number} * @constant */ -raylib.ICON_STEP_OVER = 208 +raylib.TEXTURE_FILTER_POINT = 0 /** - * + * Linear filtering * * @type {number} * @constant */ -raylib.ICON_STEP_INTO = 209 +raylib.TEXTURE_FILTER_BILINEAR = 1 /** - * + * Trilinear filtering (linear with mipmaps) * * @type {number} * @constant */ -raylib.ICON_STEP_OUT = 210 +raylib.TEXTURE_FILTER_TRILINEAR = 2 /** - * + * Anisotropic filtering 4x * * @type {number} * @constant */ -raylib.ICON_RESTART = 211 +raylib.TEXTURE_FILTER_ANISOTROPIC_4X = 3 /** - * + * Anisotropic filtering 8x * * @type {number} * @constant */ -raylib.ICON_BREAKPOINT_ON = 212 +raylib.TEXTURE_FILTER_ANISOTROPIC_8X = 4 /** - * + * Anisotropic filtering 16x * * @type {number} * @constant */ -raylib.ICON_BREAKPOINT_OFF = 213 +raylib.TEXTURE_FILTER_ANISOTROPIC_16X = 5 /** - * + * Repeats texture in tiled mode * * @type {number} * @constant */ -raylib.ICON_BURGER_MENU = 214 +raylib.TEXTURE_WRAP_REPEAT = 0 /** - * + * Clamps texture to edge pixel in tiled mode * * @type {number} * @constant */ -raylib.ICON_CASE_SENSITIVE = 215 +raylib.TEXTURE_WRAP_CLAMP = 1 /** - * + * Mirrors and repeats the texture in tiled mode * * @type {number} * @constant */ -raylib.ICON_REG_EXP = 216 +raylib.TEXTURE_WRAP_MIRROR_REPEAT = 2 /** - * + * Mirrors and clamps to border the texture in tiled mode * * @type {number} * @constant */ -raylib.ICON_FOLDER = 217 +raylib.TEXTURE_WRAP_MIRROR_CLAMP = 3 /** - * + * Automatically detect layout type * * @type {number} * @constant */ -raylib.ICON_FILE = 218 +raylib.CUBEMAP_LAYOUT_AUTO_DETECT = 0 /** - * + * Layout is defined by a vertical line with faces * * @type {number} * @constant */ -raylib.ICON_219 = 219 +raylib.CUBEMAP_LAYOUT_LINE_VERTICAL = 1 /** - * + * Layout is defined by a horizontal line with faces * * @type {number} * @constant */ -raylib.ICON_220 = 220 +raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 /** - * + * Layout is defined by a 3x4 cross with cubemap faces * * @type {number} * @constant */ -raylib.ICON_221 = 221 +raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 /** - * + * Layout is defined by a 4x3 cross with cubemap faces * * @type {number} * @constant */ -raylib.ICON_222 = 222 +raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 /** - * + * Layout is defined by a panorama image (equirrectangular map) * * @type {number} * @constant */ -raylib.ICON_223 = 223 +raylib.CUBEMAP_LAYOUT_PANORAMA = 5 /** - * + * Default font generation, anti-aliased * * @type {number} * @constant */ -raylib.ICON_224 = 224 +raylib.FONT_DEFAULT = 0 /** - * + * Bitmap font generation, no anti-aliasing * * @type {number} * @constant */ -raylib.ICON_225 = 225 +raylib.FONT_BITMAP = 1 /** - * + * SDF font generation, requires external shader * * @type {number} * @constant */ -raylib.ICON_226 = 226 +raylib.FONT_SDF = 2 /** - * + * Blend textures considering alpha (default) * * @type {number} * @constant */ -raylib.ICON_227 = 227 +raylib.BLEND_ALPHA = 0 /** - * + * Blend textures adding colors * * @type {number} * @constant */ -raylib.ICON_228 = 228 +raylib.BLEND_ADDITIVE = 1 /** - * + * Blend textures multiplying colors * * @type {number} * @constant */ -raylib.ICON_229 = 229 +raylib.BLEND_MULTIPLIED = 2 /** - * + * Blend textures adding colors (alternative) * * @type {number} * @constant */ -raylib.ICON_230 = 230 +raylib.BLEND_ADD_COLORS = 3 /** - * + * Blend textures subtracting colors (alternative) * * @type {number} * @constant */ -raylib.ICON_231 = 231 +raylib.BLEND_SUBTRACT_COLORS = 4 /** - * + * Blend premultiplied textures considering alpha * * @type {number} * @constant */ -raylib.ICON_232 = 232 +raylib.BLEND_ALPHA_PREMULTIPLY = 5 /** - * + * Blend textures using custom src/dst factors (use rlSetBlendFactors()) * * @type {number} * @constant */ -raylib.ICON_233 = 233 +raylib.BLEND_CUSTOM = 6 /** - * + * Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) * * @type {number} * @constant */ -raylib.ICON_234 = 234 +raylib.BLEND_CUSTOM_SEPARATE = 7 /** - * + * No gesture * * @type {number} * @constant */ -raylib.ICON_235 = 235 +raylib.GESTURE_NONE = 0 /** - * + * Tap gesture * * @type {number} * @constant */ -raylib.ICON_236 = 236 +raylib.GESTURE_TAP = 1 /** - * + * Double tap gesture * * @type {number} * @constant */ -raylib.ICON_237 = 237 +raylib.GESTURE_DOUBLETAP = 2 /** - * + * Hold gesture * * @type {number} * @constant */ -raylib.ICON_238 = 238 +raylib.GESTURE_HOLD = 4 /** - * + * Drag gesture * * @type {number} * @constant */ -raylib.ICON_239 = 239 +raylib.GESTURE_DRAG = 8 /** - * + * Swipe right gesture * * @type {number} * @constant */ -raylib.ICON_240 = 240 +raylib.GESTURE_SWIPE_RIGHT = 16 /** - * + * Swipe left gesture * * @type {number} * @constant */ -raylib.ICON_241 = 241 +raylib.GESTURE_SWIPE_LEFT = 32 /** - * + * Swipe up gesture * * @type {number} * @constant */ -raylib.ICON_242 = 242 +raylib.GESTURE_SWIPE_UP = 64 /** - * + * Swipe down gesture * * @type {number} * @constant */ -raylib.ICON_243 = 243 +raylib.GESTURE_SWIPE_DOWN = 128 /** - * + * Pinch in gesture * * @type {number} * @constant */ -raylib.ICON_244 = 244 +raylib.GESTURE_PINCH_IN = 256 /** - * + * Pinch out gesture * * @type {number} * @constant */ -raylib.ICON_245 = 245 +raylib.GESTURE_PINCH_OUT = 512 /** - * + * Custom camera * * @type {number} * @constant */ -raylib.ICON_246 = 246 +raylib.CAMERA_CUSTOM = 0 /** - * + * Free camera * * @type {number} * @constant */ -raylib.ICON_247 = 247 +raylib.CAMERA_FREE = 1 /** - * + * Orbital camera * * @type {number} * @constant */ -raylib.ICON_248 = 248 +raylib.CAMERA_ORBITAL = 2 /** - * + * First person camera * * @type {number} * @constant */ -raylib.ICON_249 = 249 +raylib.CAMERA_FIRST_PERSON = 3 /** - * + * Third person camera * * @type {number} * @constant */ -raylib.ICON_250 = 250 +raylib.CAMERA_THIRD_PERSON = 4 /** - * + * Perspective projection * * @type {number} * @constant */ -raylib.ICON_251 = 251 +raylib.CAMERA_PERSPECTIVE = 0 /** - * + * Orthographic projection * * @type {number} * @constant */ -raylib.ICON_252 = 252 +raylib.CAMERA_ORTHOGRAPHIC = 1 /** - * + * Npatch layout: 3x3 tiles * * @type {number} * @constant */ -raylib.ICON_253 = 253 +raylib.NPATCH_NINE_PATCH = 0 /** - * + * Npatch layout: 1x3 tiles * * @type {number} * @constant */ -raylib.ICON_254 = 254 +raylib.NPATCH_THREE_PATCH_VERTICAL = 1 /** - * + * Npatch layout: 3x1 tiles * * @type {number} * @constant */ -raylib.ICON_255 = 255 +raylib.NPATCH_THREE_PATCH_HORIZONTAL = 2 /** * OpenGL 1.1 @@ -20230,6 +17366,14 @@ raylib.RL_OPENGL_43 = 4 */ raylib.RL_OPENGL_ES_20 = 5 +/** + * OpenGL ES 3.0 (GLSL 300 es) + * + * @type {number} + * @constant + */ +raylib.RL_OPENGL_ES_30 = 6 + /** * Display all logs * @@ -20374,13 +17518,37 @@ raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 */ raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 +/** + * 16 bpp (1 channel - half float) + * + * @type {number} + * @constant + */ +raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11 + +/** + * 16*3 bpp (3 channels - half float) + * + * @type {number} + * @constant + */ +raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 + +/** + * 16*4 bpp (4 channels - half float) + * + * @type {number} + * @constant + */ +raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 + /** * 4 bpp (no alpha) * * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 /** * 4 bpp (1 bit alpha) @@ -20388,7 +17556,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 /** * 8 bpp @@ -20396,7 +17564,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 /** * 8 bpp @@ -20404,7 +17572,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 /** * 4 bpp @@ -20412,7 +17580,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 +raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 /** * 4 bpp @@ -20420,7 +17588,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 +raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 /** * 8 bpp @@ -20428,7 +17596,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 +raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 /** * 4 bpp @@ -20436,7 +17604,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 +raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 /** * 4 bpp @@ -20444,7 +17612,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 +raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 /** * 8 bpp @@ -20452,7 +17620,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 +raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 /** * 2 bpp @@ -20460,7 +17628,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 +raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 /** * No filter, just pixel approximation @@ -21031,7 +18199,7 @@ raylib.RL_ATTACHMENT_TEXTURE2D = 100 raylib.RL_ATTACHMENT_RENDERBUFFER = 200 /** - * + * * * @type {number} * @constant @@ -21039,7 +18207,7 @@ raylib.RL_ATTACHMENT_RENDERBUFFER = 200 raylib.RL_CULL_FACE_FRONT = 0 /** - * + * * * @type {number} * @constant @@ -21047,7 +18215,7 @@ raylib.RL_CULL_FACE_FRONT = 0 raylib.RL_CULL_FACE_BACK = 1 /** - * + * * * @type {number} * @constant diff --git a/src/generated/node-raylib.cc b/src/generated/node-raylib.cc index b0ea9d3..aeb11c5 100644 --- a/src/generated/node-raylib.cc +++ b/src/generated/node-raylib.cc @@ -315,7 +315,8 @@ inline ModelAnimation ModelAnimationFromValue(const Napi::CallbackInfo& info, in intFromValue(info, index + 0), intFromValue(info, index + 1), (BoneInfo *) pointerFromValue(info, index + 2), - (Transform **) pointerFromValue(info, index + 3) + (Transform **) pointerFromValue(info, index + 3), + pointerFromValue(info, index + 4) }; } @@ -387,6 +388,22 @@ inline FilePathList FilePathListFromValue(const Napi::CallbackInfo& info, int in }; } +inline AutomationEvent AutomationEventFromValue(const Napi::CallbackInfo& info, int index) { + return { + unsignedintFromValue(info, index + 0), + unsignedintFromValue(info, index + 1), + pointerFromValue(info, index + 2) + }; +} + +inline AutomationEventList AutomationEventListFromValue(const Napi::CallbackInfo& info, int index) { + return { + unsignedintFromValue(info, index + 0), + unsignedintFromValue(info, index + 1), + (AutomationEvent *) pointerFromValue(info, index + 2) + }; +} + inline rlDrawCall rlDrawCallFromValue(const Napi::CallbackInfo& info, int index) { return { intFromValue(info, index + 0), @@ -620,6 +637,7 @@ inline Napi::Value ToValue(Napi::Env env, ModelAnimation obj) { out.Set("frameCount", ToValue(env, obj.frameCount)); out.Set("bones", ToValue(env, obj.bones)); out.Set("framePoses", ToValue(env, obj.framePoses)); + out.Set("name", ToValue(env, obj.name)); return out; } @@ -691,6 +709,22 @@ inline Napi::Value ToValue(Napi::Env env, FilePathList obj) { return out; } +inline Napi::Value ToValue(Napi::Env env, AutomationEvent obj) { + Napi::Object out = Napi::Object::New(env); + out.Set("frame", ToValue(env, obj.frame)); + out.Set("type", ToValue(env, obj.type)); + out.Set("params", ToValue(env, obj.params)); + return out; +} + +inline Napi::Value ToValue(Napi::Env env, AutomationEventList obj) { + Napi::Object out = Napi::Object::New(env); + out.Set("capacity", ToValue(env, obj.capacity)); + out.Set("count", ToValue(env, obj.count)); + out.Set("events", ToValue(env, obj.events)); + return out; +} + inline Napi::Value ToValue(Napi::Env env, rlVertexBuffer obj) { Napi::Object out = Napi::Object::New(env); out.Set("elementCount", ToValue(env, obj.elementCount)); @@ -1066,25 +1100,25 @@ Napi::Value BindGetWorldToScreen2D(const Napi::CallbackInfo& info) { ); } -Napi::Value BindGetFPS(const Napi::CallbackInfo& info) { +Napi::Value BindGetFrameTime(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GetFPS( + GetFrameTime( ) ); } -Napi::Value BindGetFrameTime(const Napi::CallbackInfo& info) { +Napi::Value BindGetTime(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GetFrameTime( + GetTime( ) ); } -Napi::Value BindGetTime(const Napi::CallbackInfo& info) { +Napi::Value BindGetFPS(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GetTime( + GetFPS( ) ); @@ -1099,6 +1133,16 @@ Napi::Value BindGetRandomValue(const Napi::CallbackInfo& info) { ); } +Napi::Value BindLoadRandomSequence(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + LoadRandomSequence( + unsignedintFromValue(info, 0), + intFromValue(info, 1), + intFromValue(info, 2) + ) + ); +} + Napi::Value BindMemAlloc(const Napi::CallbackInfo& info) { return ToValue(info.Env(), MemAlloc( @@ -1120,7 +1164,7 @@ Napi::Value BindLoadFileData(const Napi::CallbackInfo& info) { return ToValue(info.Env(), LoadFileData( (const char *) stringFromValue(info, 0), - (unsigned int *) pointerFromValue(info, 1) + (int *) pointerFromValue(info, 1) ) ); } @@ -1130,7 +1174,7 @@ Napi::Value BindSaveFileData(const Napi::CallbackInfo& info) { SaveFileData( (const char *) stringFromValue(info, 0), (void *) pointerFromValue(info, 1), - unsignedintFromValue(info, 2) + intFromValue(info, 2) ) ); } @@ -1139,7 +1183,7 @@ Napi::Value BindExportDataAsCode(const Napi::CallbackInfo& info) { return ToValue(info.Env(), ExportDataAsCode( (const unsigned char *) pointerFromValue(info, 0), - unsignedintFromValue(info, 1), + intFromValue(info, 1), (const char *) stringFromValue(info, 2) ) ); @@ -1348,6 +1392,23 @@ Napi::Value BindDecodeDataBase64(const Napi::CallbackInfo& info) { ); } +Napi::Value BindLoadAutomationEventList(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + LoadAutomationEventList( + (const char *) stringFromValue(info, 0) + ) + ); +} + +Napi::Value BindExportAutomationEventList(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + ExportAutomationEventList( + AutomationEventListFromValue(info, 0), + (const char *) stringFromValue(info, 3) + ) + ); +} + Napi::Value BindIsKeyPressed(const Napi::CallbackInfo& info) { return ToValue(info.Env(), IsKeyPressed( @@ -1356,6 +1417,14 @@ Napi::Value BindIsKeyPressed(const Napi::CallbackInfo& info) { ); } +Napi::Value BindIsKeyPressedRepeat(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + IsKeyPressedRepeat( + intFromValue(info, 0) + ) + ); +} + Napi::Value BindIsKeyDown(const Napi::CallbackInfo& info) { return ToValue(info.Env(), IsKeyDown( @@ -1604,7 +1673,7 @@ Napi::Value BindGetTouchPointCount(const Napi::CallbackInfo& info) { Napi::Value BindIsGestureDetected(const Napi::CallbackInfo& info) { return ToValue(info.Env(), IsGestureDetected( - intFromValue(info, 0) + unsignedintFromValue(info, 0) ) ); } @@ -1657,6 +1726,63 @@ Napi::Value BindGetGesturePinchAngle(const Napi::CallbackInfo& info) { ); } +Napi::Value BindGetSplinePointLinear(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + GetSplinePointLinear( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + floatFromValue(info, 4) + ) + ); +} + +Napi::Value BindGetSplinePointBasis(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + GetSplinePointBasis( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + Vector2FromValue(info, 6), + floatFromValue(info, 8) + ) + ); +} + +Napi::Value BindGetSplinePointCatmullRom(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + GetSplinePointCatmullRom( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + Vector2FromValue(info, 6), + floatFromValue(info, 8) + ) + ); +} + +Napi::Value BindGetSplinePointBezierQuad(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + GetSplinePointBezierQuad( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + floatFromValue(info, 6) + ) + ); +} + +Napi::Value BindGetSplinePointBezierCubic(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + GetSplinePointBezierCubic( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + Vector2FromValue(info, 6), + floatFromValue(info, 8) + ) + ); +} + Napi::Value BindCheckCollisionRecs(const Napi::CallbackInfo& info) { return ToValue(info.Env(), CheckCollisionRecs( @@ -1779,6 +1905,16 @@ Napi::Value BindLoadImageRaw(const Napi::CallbackInfo& info) { ); } +Napi::Value BindLoadImageSvg(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + LoadImageSvg( + (const char *) stringFromValue(info, 0), + intFromValue(info, 1), + intFromValue(info, 2) + ) + ); +} + Napi::Value BindLoadImageAnim(const Napi::CallbackInfo& info) { return ToValue(info.Env(), LoadImageAnim( @@ -1831,6 +1967,16 @@ Napi::Value BindExportImage(const Napi::CallbackInfo& info) { ); } +Napi::Value BindExportImageToMemory(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + ExportImageToMemory( + ImageFromValue(info, 0), + (const char *) stringFromValue(info, 5), + (int *) pointerFromValue(info, 6) + ) + ); +} + Napi::Value BindExportImageAsCode(const Napi::CallbackInfo& info) { return ToValue(info.Env(), ExportImageAsCode( @@ -1850,31 +1996,33 @@ Napi::Value BindGenImageColor(const Napi::CallbackInfo& info) { ); } -Napi::Value BindGenImageGradientV(const Napi::CallbackInfo& info) { +Napi::Value BindGenImageGradientLinear(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GenImageGradientV( + GenImageGradientLinear( intFromValue(info, 0), intFromValue(info, 1), - ColorFromValue(info, 2), - ColorFromValue(info, 6) + intFromValue(info, 2), + ColorFromValue(info, 3), + ColorFromValue(info, 7) ) ); } -Napi::Value BindGenImageGradientH(const Napi::CallbackInfo& info) { +Napi::Value BindGenImageGradientRadial(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GenImageGradientH( + GenImageGradientRadial( intFromValue(info, 0), intFromValue(info, 1), - ColorFromValue(info, 2), - ColorFromValue(info, 6) + floatFromValue(info, 2), + ColorFromValue(info, 3), + ColorFromValue(info, 7) ) ); } -Napi::Value BindGenImageGradientRadial(const Napi::CallbackInfo& info) { +Napi::Value BindGenImageGradientSquare(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GenImageGradientRadial( + GenImageGradientSquare( intFromValue(info, 0), intFromValue(info, 1), floatFromValue(info, 2), @@ -2671,7 +2819,7 @@ Napi::Value BindLoadModelAnimations(const Napi::CallbackInfo& info) { return ToValue(info.Env(), LoadModelAnimations( (const char *) stringFromValue(info, 0), - (unsigned int *) pointerFromValue(info, 1) + (int *) pointerFromValue(info, 1) ) ); } @@ -2775,6 +2923,14 @@ Napi::Value BindIsAudioDeviceReady(const Napi::CallbackInfo& info) { ); } +Napi::Value BindGetMasterVolume(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + GetMasterVolume( + + ) + ); +} + Napi::Value BindLoadWave(const Napi::CallbackInfo& info) { return ToValue(info.Env(), LoadWave( @@ -2817,6 +2973,14 @@ Napi::Value BindLoadSoundFromWave(const Napi::CallbackInfo& info) { ); } +Napi::Value BindLoadSoundAlias(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + LoadSoundAlias( + SoundFromValue(info, 0) + ) + ); +} + Napi::Value BindIsSoundReady(const Napi::CallbackInfo& info) { return ToValue(info.Env(), IsSoundReady( @@ -3724,6 +3888,24 @@ Napi::Value BindVector3Normalize(const Napi::CallbackInfo& info) { ); } +Napi::Value BindVector3Project(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + Vector3Project( + Vector3FromValue(info, 0), + Vector3FromValue(info, 3) + ) + ); +} + +Napi::Value BindVector3Reject(const Napi::CallbackInfo& info) { + return ToValue(info.Env(), + Vector3Reject( + Vector3FromValue(info, 0), + Vector3FromValue(info, 3) + ) + ); +} + Napi::Value BindVector3Transform(const Napi::CallbackInfo& info) { return ToValue(info.Env(), Vector3Transform( @@ -4235,492 +4417,146 @@ Napi::Value BindQuaternionEquals(const Napi::CallbackInfo& info) { ); } -Napi::Value BindGuiIsLocked(const Napi::CallbackInfo& info) { +Napi::Value BindrlEnableVertexArray(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiIsLocked( - + rlEnableVertexArray( + unsignedintFromValue(info, 0) ) ); } -Napi::Value BindGuiGetState(const Napi::CallbackInfo& info) { +Napi::Value BindrlGetLineWidth(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiGetState( + rlGetLineWidth( ) ); } -Napi::Value BindGuiGetFont(const Napi::CallbackInfo& info) { +Napi::Value BindrlIsStereoRenderEnabled(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiGetFont( + rlIsStereoRenderEnabled( ) ); } -Napi::Value BindGuiGetStyle(const Napi::CallbackInfo& info) { +Napi::Value BindrlGetVersion(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiGetStyle( - intFromValue(info, 0), - intFromValue(info, 1) + rlGetVersion( + ) ); } -Napi::Value BindGuiWindowBox(const Napi::CallbackInfo& info) { +Napi::Value BindrlGetFramebufferWidth(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiWindowBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) + rlGetFramebufferWidth( + ) ); } -Napi::Value BindGuiTabBar(const Napi::CallbackInfo& info) { +Napi::Value BindrlGetFramebufferHeight(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiTabBar( - RectangleFromValue(info, 0), - (const char **) pointerFromValue(info, 4), - intFromValue(info, 5), - (int *) pointerFromValue(info, 6) + rlGetFramebufferHeight( + ) ); } -Napi::Value BindGuiScrollPanel(const Napi::CallbackInfo& info) { +Napi::Value BindrlGetTextureIdDefault(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiScrollPanel( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - RectangleFromValue(info, 5), - (Vector2 *) pointerFromValue(info, 9) + rlGetTextureIdDefault( + ) ); } -Napi::Value BindGuiButton(const Napi::CallbackInfo& info) { +Napi::Value BindrlGetShaderIdDefault(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiButton( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) + rlGetShaderIdDefault( + ) ); } -Napi::Value BindGuiLabelButton(const Napi::CallbackInfo& info) { +Napi::Value BindrlGetShaderLocsDefault(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiLabelButton( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) + rlGetShaderLocsDefault( + ) ); } -Napi::Value BindGuiToggle(const Napi::CallbackInfo& info) { +Napi::Value BindrlLoadRenderBatch(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiToggle( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - boolFromValue(info, 5) + rlLoadRenderBatch( + intFromValue(info, 0), + intFromValue(info, 1) ) ); } -Napi::Value BindGuiToggleGroup(const Napi::CallbackInfo& info) { +Napi::Value BindrlCheckRenderBatchLimit(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiToggleGroup( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - intFromValue(info, 5) + rlCheckRenderBatchLimit( + intFromValue(info, 0) ) ); } -Napi::Value BindGuiCheckBox(const Napi::CallbackInfo& info) { +Napi::Value BindrlLoadVertexArray(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiCheckBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - boolFromValue(info, 5) + rlLoadVertexArray( + ) ); } -Napi::Value BindGuiComboBox(const Napi::CallbackInfo& info) { +Napi::Value BindrlLoadVertexBuffer(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiComboBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - intFromValue(info, 5) + rlLoadVertexBuffer( + (const void *) pointerFromValue(info, 0), + intFromValue(info, 1), + boolFromValue(info, 2) ) ); } -Napi::Value BindGuiDropdownBox(const Napi::CallbackInfo& info) { +Napi::Value BindrlLoadVertexBufferElement(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiDropdownBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (int *) pointerFromValue(info, 5), - boolFromValue(info, 6) + rlLoadVertexBufferElement( + (const void *) pointerFromValue(info, 0), + intFromValue(info, 1), + boolFromValue(info, 2) ) ); } -Napi::Value BindGuiSpinner(const Napi::CallbackInfo& info) { +Napi::Value BindrlLoadTexture(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiSpinner( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (int *) pointerFromValue(info, 5), - intFromValue(info, 6), - intFromValue(info, 7), - boolFromValue(info, 8) + rlLoadTexture( + (const void *) pointerFromValue(info, 0), + intFromValue(info, 1), + intFromValue(info, 2), + intFromValue(info, 3), + intFromValue(info, 4) ) ); } -Napi::Value BindGuiValueBox(const Napi::CallbackInfo& info) { +Napi::Value BindrlLoadTextureDepth(const Napi::CallbackInfo& info) { return ToValue(info.Env(), - GuiValueBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (int *) pointerFromValue(info, 5), - intFromValue(info, 6), - intFromValue(info, 7), - boolFromValue(info, 8) + rlLoadTextureDepth( + intFromValue(info, 0), + intFromValue(info, 1), + boolFromValue(info, 2) ) ); } -Napi::Value BindGuiTextBox(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiTextBox( - RectangleFromValue(info, 0), - (char *) pointerFromValue(info, 4), - intFromValue(info, 5), - boolFromValue(info, 6) - ) - ); -} - -Napi::Value BindGuiTextBoxMulti(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiTextBoxMulti( - RectangleFromValue(info, 0), - (char *) pointerFromValue(info, 4), - intFromValue(info, 5), - boolFromValue(info, 6) - ) - ); -} - -Napi::Value BindGuiSlider(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiSlider( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (const char *) stringFromValue(info, 5), - floatFromValue(info, 6), - floatFromValue(info, 7), - floatFromValue(info, 8) - ) - ); -} - -Napi::Value BindGuiSliderBar(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiSliderBar( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (const char *) stringFromValue(info, 5), - floatFromValue(info, 6), - floatFromValue(info, 7), - floatFromValue(info, 8) - ) - ); -} - -Napi::Value BindGuiProgressBar(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiProgressBar( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (const char *) stringFromValue(info, 5), - floatFromValue(info, 6), - floatFromValue(info, 7), - floatFromValue(info, 8) - ) - ); -} - -Napi::Value BindGuiGrid(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiGrid( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - floatFromValue(info, 5), - intFromValue(info, 6) - ) - ); -} - -Napi::Value BindGuiListView(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiListView( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (int *) pointerFromValue(info, 5), - intFromValue(info, 6) - ) - ); -} - -Napi::Value BindGuiListViewEx(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiListViewEx( - RectangleFromValue(info, 0), - (const char **) pointerFromValue(info, 4), - intFromValue(info, 5), - (int *) pointerFromValue(info, 6), - (int *) pointerFromValue(info, 7), - intFromValue(info, 8) - ) - ); -} - -Napi::Value BindGuiMessageBox(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiMessageBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (const char *) stringFromValue(info, 5), - (const char *) stringFromValue(info, 6) - ) - ); -} - -Napi::Value BindGuiTextInputBox(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiTextInputBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - (const char *) stringFromValue(info, 5), - (const char *) stringFromValue(info, 6), - (char *) pointerFromValue(info, 7), - intFromValue(info, 8), - (int *) pointerFromValue(info, 9) - ) - ); -} - -Napi::Value BindGuiColorPicker(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiColorPicker( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - ColorFromValue(info, 5) - ) - ); -} - -Napi::Value BindGuiColorPanel(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiColorPanel( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - ColorFromValue(info, 5) - ) - ); -} - -Napi::Value BindGuiColorBarAlpha(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiColorBarAlpha( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - floatFromValue(info, 5) - ) - ); -} - -Napi::Value BindGuiColorBarHue(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiColorBarHue( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4), - floatFromValue(info, 5) - ) - ); -} - -Napi::Value BindGuiIconText(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiIconText( - intFromValue(info, 0), - (const char *) stringFromValue(info, 1) - ) - ); -} - -Napi::Value BindGuiGetIcons(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiGetIcons( - - ) - ); -} - -Napi::Value BindGuiLoadIcons(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - GuiLoadIcons( - (const char *) stringFromValue(info, 0), - boolFromValue(info, 1) - ) - ); -} - -Napi::Value BindrlEnableVertexArray(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlEnableVertexArray( - unsignedintFromValue(info, 0) - ) - ); -} - -Napi::Value BindrlGetLineWidth(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlGetLineWidth( - - ) - ); -} - -Napi::Value BindrlIsStereoRenderEnabled(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlIsStereoRenderEnabled( - - ) - ); -} - -Napi::Value BindrlGetVersion(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlGetVersion( - - ) - ); -} - -Napi::Value BindrlGetFramebufferWidth(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlGetFramebufferWidth( - - ) - ); -} - -Napi::Value BindrlGetFramebufferHeight(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlGetFramebufferHeight( - - ) - ); -} - -Napi::Value BindrlGetTextureIdDefault(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlGetTextureIdDefault( - - ) - ); -} - -Napi::Value BindrlGetShaderIdDefault(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlGetShaderIdDefault( - - ) - ); -} - -Napi::Value BindrlGetShaderLocsDefault(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlGetShaderLocsDefault( - - ) - ); -} - -Napi::Value BindrlLoadRenderBatch(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlLoadRenderBatch( - intFromValue(info, 0), - intFromValue(info, 1) - ) - ); -} - -Napi::Value BindrlCheckRenderBatchLimit(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlCheckRenderBatchLimit( - intFromValue(info, 0) - ) - ); -} - -Napi::Value BindrlLoadVertexArray(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlLoadVertexArray( - - ) - ); -} - -Napi::Value BindrlLoadVertexBuffer(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlLoadVertexBuffer( - (const void *) pointerFromValue(info, 0), - intFromValue(info, 1), - boolFromValue(info, 2) - ) - ); -} - -Napi::Value BindrlLoadVertexBufferElement(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlLoadVertexBufferElement( - (const void *) pointerFromValue(info, 0), - intFromValue(info, 1), - boolFromValue(info, 2) - ) - ); -} - -Napi::Value BindrlLoadTexture(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlLoadTexture( - (const void *) pointerFromValue(info, 0), - intFromValue(info, 1), - intFromValue(info, 2), - intFromValue(info, 3), - intFromValue(info, 4) - ) - ); -} - -Napi::Value BindrlLoadTextureDepth(const Napi::CallbackInfo& info) { - return ToValue(info.Env(), - rlLoadTextureDepth( - intFromValue(info, 0), - intFromValue(info, 1), - boolFromValue(info, 2) - ) - ); -} - -Napi::Value BindrlLoadTextureCubemap(const Napi::CallbackInfo& info) { +Napi::Value BindrlLoadTextureCubemap(const Napi::CallbackInfo& info) { return ToValue(info.Env(), rlLoadTextureCubemap( (const void *) pointerFromValue(info, 0), @@ -4918,6 +4754,12 @@ void BindToggleFullscreen(const Napi::CallbackInfo& info) { ); } +void BindToggleBorderlessWindowed(const Napi::CallbackInfo& info) { + ToggleBorderlessWindowed( + + ); +} + void BindMaximizeWindow(const Napi::CallbackInfo& info) { MaximizeWindow( @@ -4975,6 +4817,13 @@ void BindSetWindowMinSize(const Napi::CallbackInfo& info) { ); } +void BindSetWindowMaxSize(const Napi::CallbackInfo& info) { + SetWindowMaxSize( + intFromValue(info, 0), + intFromValue(info, 1) + ); +} + void BindSetWindowSize(const Napi::CallbackInfo& info) { SetWindowSize( intFromValue(info, 0), @@ -4988,6 +4837,12 @@ void BindSetWindowOpacity(const Napi::CallbackInfo& info) { ); } +void BindSetWindowFocused(const Napi::CallbackInfo& info) { + SetWindowFocused( + + ); +} + void BindSetClipboardText(const Napi::CallbackInfo& info) { SetClipboardText( (const char *) stringFromValue(info, 0) @@ -5006,24 +4861,6 @@ void BindDisableEventWaiting(const Napi::CallbackInfo& info) { ); } -void BindSwapScreenBuffer(const Napi::CallbackInfo& info) { - SwapScreenBuffer( - - ); -} - -void BindPollInputEvents(const Napi::CallbackInfo& info) { - PollInputEvents( - - ); -} - -void BindWaitTime(const Napi::CallbackInfo& info) { - WaitTime( - doubleFromValue(info, 0) - ); -} - void BindShowCursor(const Napi::CallbackInfo& info) { ShowCursor( @@ -5175,12 +5012,36 @@ void BindSetTargetFPS(const Napi::CallbackInfo& info) { ); } +void BindSwapScreenBuffer(const Napi::CallbackInfo& info) { + SwapScreenBuffer( + + ); +} + +void BindPollInputEvents(const Napi::CallbackInfo& info) { + PollInputEvents( + + ); +} + +void BindWaitTime(const Napi::CallbackInfo& info) { + WaitTime( + doubleFromValue(info, 0) + ); +} + void BindSetRandomSeed(const Napi::CallbackInfo& info) { SetRandomSeed( unsignedintFromValue(info, 0) ); } +void BindUnloadRandomSequence(const Napi::CallbackInfo& info) { + UnloadRandomSequence( + (int *) pointerFromValue(info, 0) + ); +} + void BindTakeScreenshot(const Napi::CallbackInfo& info) { TakeScreenshot( (const char *) stringFromValue(info, 0) @@ -5193,6 +5054,12 @@ void BindSetConfigFlags(const Napi::CallbackInfo& info) { ); } +void BindOpenURL(const Napi::CallbackInfo& info) { + OpenURL( + (const char *) stringFromValue(info, 0) + ); +} + void BindSetTraceLogLevel(const Napi::CallbackInfo& info) { SetTraceLogLevel( intFromValue(info, 0) @@ -5205,12 +5072,6 @@ void BindMemFree(const Napi::CallbackInfo& info) { ); } -void BindOpenURL(const Napi::CallbackInfo& info) { - OpenURL( - (const char *) stringFromValue(info, 0) - ); -} - void BindUnloadFileData(const Napi::CallbackInfo& info) { UnloadFileData( (unsigned char *) pointerFromValue(info, 0) @@ -5235,6 +5096,42 @@ void BindUnloadDroppedFiles(const Napi::CallbackInfo& info) { ); } +void BindUnloadAutomationEventList(const Napi::CallbackInfo& info) { + UnloadAutomationEventList( + (AutomationEventList *) pointerFromValue(info, 0) + ); +} + +void BindSetAutomationEventList(const Napi::CallbackInfo& info) { + SetAutomationEventList( + (AutomationEventList *) pointerFromValue(info, 0) + ); +} + +void BindSetAutomationEventBaseFrame(const Napi::CallbackInfo& info) { + SetAutomationEventBaseFrame( + intFromValue(info, 0) + ); +} + +void BindStartAutomationEventRecording(const Napi::CallbackInfo& info) { + StartAutomationEventRecording( + + ); +} + +void BindStopAutomationEventRecording(const Napi::CallbackInfo& info) { + StopAutomationEventRecording( + + ); +} + +void BindPlayAutomationEvent(const Napi::CallbackInfo& info) { + PlayAutomationEvent( + AutomationEventFromValue(info, 0) + ); +} + void BindSetExitKey(const Napi::CallbackInfo& info) { SetExitKey( intFromValue(info, 0) @@ -5332,6 +5229,14 @@ void BindDrawLineEx(const Napi::CallbackInfo& info) { ); } +void BindDrawLineStrip(const Napi::CallbackInfo& info) { + DrawLineStrip( + (Vector2 *) pointerFromValue(info, 0), + intFromValue(info, 1), + ColorFromValue(info, 2) + ); +} + void BindDrawLineBezier(const Napi::CallbackInfo& info) { DrawLineBezier( Vector2FromValue(info, 0), @@ -5341,35 +5246,6 @@ void BindDrawLineBezier(const Napi::CallbackInfo& info) { ); } -void BindDrawLineBezierQuad(const Napi::CallbackInfo& info) { - DrawLineBezierQuad( - Vector2FromValue(info, 0), - Vector2FromValue(info, 2), - Vector2FromValue(info, 4), - floatFromValue(info, 6), - ColorFromValue(info, 7) - ); -} - -void BindDrawLineBezierCubic(const Napi::CallbackInfo& info) { - DrawLineBezierCubic( - Vector2FromValue(info, 0), - Vector2FromValue(info, 2), - Vector2FromValue(info, 4), - Vector2FromValue(info, 6), - floatFromValue(info, 8), - ColorFromValue(info, 9) - ); -} - -void BindDrawLineStrip(const Napi::CallbackInfo& info) { - DrawLineStrip( - (Vector2 *) pointerFromValue(info, 0), - intFromValue(info, 1), - ColorFromValue(info, 2) - ); -} - void BindDrawCircle(const Napi::CallbackInfo& info) { DrawCircle( intFromValue(info, 0), @@ -5428,6 +5304,14 @@ void BindDrawCircleLines(const Napi::CallbackInfo& info) { ); } +void BindDrawCircleLinesV(const Napi::CallbackInfo& info) { + DrawCircleLinesV( + Vector2FromValue(info, 0), + floatFromValue(info, 2), + ColorFromValue(info, 3) + ); +} + void BindDrawEllipse(const Napi::CallbackInfo& info) { DrawEllipse( intFromValue(info, 0), @@ -5640,6 +5524,103 @@ void BindDrawPolyLinesEx(const Napi::CallbackInfo& info) { ); } +void BindDrawSplineLinear(const Napi::CallbackInfo& info) { + DrawSplineLinear( + (Vector2 *) pointerFromValue(info, 0), + intFromValue(info, 1), + floatFromValue(info, 2), + ColorFromValue(info, 3) + ); +} + +void BindDrawSplineBasis(const Napi::CallbackInfo& info) { + DrawSplineBasis( + (Vector2 *) pointerFromValue(info, 0), + intFromValue(info, 1), + floatFromValue(info, 2), + ColorFromValue(info, 3) + ); +} + +void BindDrawSplineCatmullRom(const Napi::CallbackInfo& info) { + DrawSplineCatmullRom( + (Vector2 *) pointerFromValue(info, 0), + intFromValue(info, 1), + floatFromValue(info, 2), + ColorFromValue(info, 3) + ); +} + +void BindDrawSplineBezierQuadratic(const Napi::CallbackInfo& info) { + DrawSplineBezierQuadratic( + (Vector2 *) pointerFromValue(info, 0), + intFromValue(info, 1), + floatFromValue(info, 2), + ColorFromValue(info, 3) + ); +} + +void BindDrawSplineBezierCubic(const Napi::CallbackInfo& info) { + DrawSplineBezierCubic( + (Vector2 *) pointerFromValue(info, 0), + intFromValue(info, 1), + floatFromValue(info, 2), + ColorFromValue(info, 3) + ); +} + +void BindDrawSplineSegmentLinear(const Napi::CallbackInfo& info) { + DrawSplineSegmentLinear( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + floatFromValue(info, 4), + ColorFromValue(info, 5) + ); +} + +void BindDrawSplineSegmentBasis(const Napi::CallbackInfo& info) { + DrawSplineSegmentBasis( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + Vector2FromValue(info, 6), + floatFromValue(info, 8), + ColorFromValue(info, 9) + ); +} + +void BindDrawSplineSegmentCatmullRom(const Napi::CallbackInfo& info) { + DrawSplineSegmentCatmullRom( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + Vector2FromValue(info, 6), + floatFromValue(info, 8), + ColorFromValue(info, 9) + ); +} + +void BindDrawSplineSegmentBezierQuadratic(const Napi::CallbackInfo& info) { + DrawSplineSegmentBezierQuadratic( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + floatFromValue(info, 6), + ColorFromValue(info, 7) + ); +} + +void BindDrawSplineSegmentBezierCubic(const Napi::CallbackInfo& info) { + DrawSplineSegmentBezierCubic( + Vector2FromValue(info, 0), + Vector2FromValue(info, 2), + Vector2FromValue(info, 4), + Vector2FromValue(info, 6), + floatFromValue(info, 8), + ColorFromValue(info, 9) + ); +} + void BindUnloadImage(const Napi::CallbackInfo& info) { UnloadImage( ImageFromValue(info, 0) @@ -5653,6 +5634,13 @@ void BindImageBlurGaussian(const Napi::CallbackInfo& info) { ); } +void BindImageRotate(const Napi::CallbackInfo& info) { + ImageRotate( + (Image *) pointerFromValue(info, 0), + intFromValue(info, 1) + ); +} + void BindUnloadImageColors(const Napi::CallbackInfo& info) { UnloadImageColors( (Color *) pointerFromValue(info, 0) @@ -5867,6 +5855,12 @@ void BindDrawTextCodepoints(const Napi::CallbackInfo& info) { ); } +void BindSetTextLineSpacing(const Napi::CallbackInfo& info) { + SetTextLineSpacing( + intFromValue(info, 0) + ); +} + void BindUnloadUTF8(const Napi::CallbackInfo& info) { UnloadUTF8( (char *) pointerFromValue(info, 0) @@ -6189,7 +6183,7 @@ void BindUpdateModelAnimation(const Napi::CallbackInfo& info) { UpdateModelAnimation( ModelFromValue(info, 0), ModelAnimationFromValue(info, 24), - intFromValue(info, 28) + intFromValue(info, 29) ); } @@ -6202,7 +6196,7 @@ void BindUnloadModelAnimation(const Napi::CallbackInfo& info) { void BindUnloadModelAnimations(const Napi::CallbackInfo& info) { UnloadModelAnimations( (ModelAnimation *) pointerFromValue(info, 0), - unsignedintFromValue(info, 1) + intFromValue(info, 1) ); } @@ -6244,6 +6238,12 @@ void BindUnloadSound(const Napi::CallbackInfo& info) { ); } +void BindUnloadSoundAlias(const Napi::CallbackInfo& info) { + UnloadSoundAlias( + SoundFromValue(info, 0) + ); +} + void BindPlaySound(const Napi::CallbackInfo& info) { PlaySound( SoundFromValue(info, 0) @@ -6439,144 +6439,6 @@ void BindQuaternionToAxisAngle(const Napi::CallbackInfo& info) { ); } -void BindGuiEnable(const Napi::CallbackInfo& info) { - GuiEnable( - - ); -} - -void BindGuiDisable(const Napi::CallbackInfo& info) { - GuiDisable( - - ); -} - -void BindGuiLock(const Napi::CallbackInfo& info) { - GuiLock( - - ); -} - -void BindGuiUnlock(const Napi::CallbackInfo& info) { - GuiUnlock( - - ); -} - -void BindGuiFade(const Napi::CallbackInfo& info) { - GuiFade( - floatFromValue(info, 0) - ); -} - -void BindGuiSetState(const Napi::CallbackInfo& info) { - GuiSetState( - intFromValue(info, 0) - ); -} - -void BindGuiSetFont(const Napi::CallbackInfo& info) { - GuiSetFont( - FontFromValue(info, 0) - ); -} - -void BindGuiSetStyle(const Napi::CallbackInfo& info) { - GuiSetStyle( - intFromValue(info, 0), - intFromValue(info, 1), - intFromValue(info, 2) - ); -} - -void BindGuiGroupBox(const Napi::CallbackInfo& info) { - GuiGroupBox( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) - ); -} - -void BindGuiLine(const Napi::CallbackInfo& info) { - GuiLine( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) - ); -} - -void BindGuiPanel(const Napi::CallbackInfo& info) { - GuiPanel( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) - ); -} - -void BindGuiLabel(const Napi::CallbackInfo& info) { - GuiLabel( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) - ); -} - -void BindGuiStatusBar(const Napi::CallbackInfo& info) { - GuiStatusBar( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) - ); -} - -void BindGuiDummyRec(const Napi::CallbackInfo& info) { - GuiDummyRec( - RectangleFromValue(info, 0), - (const char *) stringFromValue(info, 4) - ); -} - -void BindGuiLoadStyle(const Napi::CallbackInfo& info) { - GuiLoadStyle( - (const char *) stringFromValue(info, 0) - ); -} - -void BindGuiLoadStyleDefault(const Napi::CallbackInfo& info) { - GuiLoadStyleDefault( - - ); -} - -void BindGuiEnableTooltip(const Napi::CallbackInfo& info) { - GuiEnableTooltip( - - ); -} - -void BindGuiDisableTooltip(const Napi::CallbackInfo& info) { - GuiDisableTooltip( - - ); -} - -void BindGuiSetTooltip(const Napi::CallbackInfo& info) { - GuiSetTooltip( - (const char *) stringFromValue(info, 0) - ); -} - -void BindGuiDrawIcon(const Napi::CallbackInfo& info) { - GuiDrawIcon( - intFromValue(info, 0), - intFromValue(info, 1), - intFromValue(info, 2), - intFromValue(info, 3), - ColorFromValue(info, 4) - ); -} - -void BindGuiSetIconScale(const Napi::CallbackInfo& info) { - GuiSetIconScale( - intFromValue(info, 0) - ); -} - void BindrlMatrixMode(const Napi::CallbackInfo& info) { rlMatrixMode( intFromValue(info, 0) @@ -6856,6 +6718,20 @@ void BindrlActiveDrawBuffers(const Napi::CallbackInfo& info) { ); } +void BindrlBlitFramebuffer(const Napi::CallbackInfo& info) { + rlBlitFramebuffer( + intFromValue(info, 0), + intFromValue(info, 1), + intFromValue(info, 2), + intFromValue(info, 3), + intFromValue(info, 4), + intFromValue(info, 5), + intFromValue(info, 6), + intFromValue(info, 7), + intFromValue(info, 8) + ); +} + void BindrlEnableColorBlend(const Napi::CallbackInfo& info) { rlEnableColorBlend( @@ -6937,6 +6813,12 @@ void BindrlEnableWireMode(const Napi::CallbackInfo& info) { ); } +void BindrlEnablePointMode(const Napi::CallbackInfo& info) { + rlEnablePointMode( + + ); +} + void BindrlDisableWireMode(const Napi::CallbackInfo& info) { rlDisableWireMode( @@ -7819,8 +7701,8 @@ void BindSetShaderVec4(const Napi::CallbackInfo& info) { Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindInitWindow", Napi::Function::New(env, BindInitWindow)); - exports.Set("BindWindowShouldClose", Napi::Function::New(env, BindWindowShouldClose)); exports.Set("BindCloseWindow", Napi::Function::New(env, BindCloseWindow)); + exports.Set("BindWindowShouldClose", Napi::Function::New(env, BindWindowShouldClose)); exports.Set("BindIsWindowReady", Napi::Function::New(env, BindIsWindowReady)); exports.Set("BindIsWindowFullscreen", Napi::Function::New(env, BindIsWindowFullscreen)); exports.Set("BindIsWindowHidden", Napi::Function::New(env, BindIsWindowHidden)); @@ -7832,6 +7714,7 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindSetWindowState", Napi::Function::New(env, BindSetWindowState)); exports.Set("BindClearWindowState", Napi::Function::New(env, BindClearWindowState)); exports.Set("BindToggleFullscreen", Napi::Function::New(env, BindToggleFullscreen)); + exports.Set("BindToggleBorderlessWindowed", Napi::Function::New(env, BindToggleBorderlessWindowed)); exports.Set("BindMaximizeWindow", Napi::Function::New(env, BindMaximizeWindow)); exports.Set("BindMinimizeWindow", Napi::Function::New(env, BindMinimizeWindow)); exports.Set("BindRestoreWindow", Napi::Function::New(env, BindRestoreWindow)); @@ -7841,8 +7724,10 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindSetWindowPosition", Napi::Function::New(env, BindSetWindowPosition)); exports.Set("BindSetWindowMonitor", Napi::Function::New(env, BindSetWindowMonitor)); exports.Set("BindSetWindowMinSize", Napi::Function::New(env, BindSetWindowMinSize)); + exports.Set("BindSetWindowMaxSize", Napi::Function::New(env, BindSetWindowMaxSize)); exports.Set("BindSetWindowSize", Napi::Function::New(env, BindSetWindowSize)); exports.Set("BindSetWindowOpacity", Napi::Function::New(env, BindSetWindowOpacity)); + exports.Set("BindSetWindowFocused", Napi::Function::New(env, BindSetWindowFocused)); exports.Set("BindGetWindowHandle", Napi::Function::New(env, BindGetWindowHandle)); exports.Set("BindGetScreenWidth", Napi::Function::New(env, BindGetScreenWidth)); exports.Set("BindGetScreenHeight", Napi::Function::New(env, BindGetScreenHeight)); @@ -7863,9 +7748,6 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindGetClipboardText", Napi::Function::New(env, BindGetClipboardText)); exports.Set("BindEnableEventWaiting", Napi::Function::New(env, BindEnableEventWaiting)); exports.Set("BindDisableEventWaiting", Napi::Function::New(env, BindDisableEventWaiting)); - exports.Set("BindSwapScreenBuffer", Napi::Function::New(env, BindSwapScreenBuffer)); - exports.Set("BindPollInputEvents", Napi::Function::New(env, BindPollInputEvents)); - exports.Set("BindWaitTime", Napi::Function::New(env, BindWaitTime)); exports.Set("BindShowCursor", Napi::Function::New(env, BindShowCursor)); exports.Set("BindHideCursor", Napi::Function::New(env, BindHideCursor)); exports.Set("BindIsCursorHidden", Napi::Function::New(env, BindIsCursorHidden)); @@ -7904,18 +7786,23 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindGetWorldToScreenEx", Napi::Function::New(env, BindGetWorldToScreenEx)); exports.Set("BindGetWorldToScreen2D", Napi::Function::New(env, BindGetWorldToScreen2D)); exports.Set("BindSetTargetFPS", Napi::Function::New(env, BindSetTargetFPS)); - exports.Set("BindGetFPS", Napi::Function::New(env, BindGetFPS)); exports.Set("BindGetFrameTime", Napi::Function::New(env, BindGetFrameTime)); exports.Set("BindGetTime", Napi::Function::New(env, BindGetTime)); - exports.Set("BindGetRandomValue", Napi::Function::New(env, BindGetRandomValue)); + exports.Set("BindGetFPS", Napi::Function::New(env, BindGetFPS)); + exports.Set("BindSwapScreenBuffer", Napi::Function::New(env, BindSwapScreenBuffer)); + exports.Set("BindPollInputEvents", Napi::Function::New(env, BindPollInputEvents)); + exports.Set("BindWaitTime", Napi::Function::New(env, BindWaitTime)); exports.Set("BindSetRandomSeed", Napi::Function::New(env, BindSetRandomSeed)); + exports.Set("BindGetRandomValue", Napi::Function::New(env, BindGetRandomValue)); + exports.Set("BindLoadRandomSequence", Napi::Function::New(env, BindLoadRandomSequence)); + exports.Set("BindUnloadRandomSequence", Napi::Function::New(env, BindUnloadRandomSequence)); exports.Set("BindTakeScreenshot", Napi::Function::New(env, BindTakeScreenshot)); exports.Set("BindSetConfigFlags", Napi::Function::New(env, BindSetConfigFlags)); + exports.Set("BindOpenURL", Napi::Function::New(env, BindOpenURL)); exports.Set("BindSetTraceLogLevel", Napi::Function::New(env, BindSetTraceLogLevel)); exports.Set("BindMemAlloc", Napi::Function::New(env, BindMemAlloc)); exports.Set("BindMemRealloc", Napi::Function::New(env, BindMemRealloc)); exports.Set("BindMemFree", Napi::Function::New(env, BindMemFree)); - exports.Set("BindOpenURL", Napi::Function::New(env, BindOpenURL)); exports.Set("BindLoadFileData", Napi::Function::New(env, BindLoadFileData)); exports.Set("BindUnloadFileData", Napi::Function::New(env, BindUnloadFileData)); exports.Set("BindSaveFileData", Napi::Function::New(env, BindSaveFileData)); @@ -7947,13 +7834,22 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindDecompressData", Napi::Function::New(env, BindDecompressData)); exports.Set("BindEncodeDataBase64", Napi::Function::New(env, BindEncodeDataBase64)); exports.Set("BindDecodeDataBase64", Napi::Function::New(env, BindDecodeDataBase64)); + exports.Set("BindLoadAutomationEventList", Napi::Function::New(env, BindLoadAutomationEventList)); + exports.Set("BindUnloadAutomationEventList", Napi::Function::New(env, BindUnloadAutomationEventList)); + exports.Set("BindExportAutomationEventList", Napi::Function::New(env, BindExportAutomationEventList)); + exports.Set("BindSetAutomationEventList", Napi::Function::New(env, BindSetAutomationEventList)); + exports.Set("BindSetAutomationEventBaseFrame", Napi::Function::New(env, BindSetAutomationEventBaseFrame)); + exports.Set("BindStartAutomationEventRecording", Napi::Function::New(env, BindStartAutomationEventRecording)); + exports.Set("BindStopAutomationEventRecording", Napi::Function::New(env, BindStopAutomationEventRecording)); + exports.Set("BindPlayAutomationEvent", Napi::Function::New(env, BindPlayAutomationEvent)); exports.Set("BindIsKeyPressed", Napi::Function::New(env, BindIsKeyPressed)); + exports.Set("BindIsKeyPressedRepeat", Napi::Function::New(env, BindIsKeyPressedRepeat)); exports.Set("BindIsKeyDown", Napi::Function::New(env, BindIsKeyDown)); exports.Set("BindIsKeyReleased", Napi::Function::New(env, BindIsKeyReleased)); exports.Set("BindIsKeyUp", Napi::Function::New(env, BindIsKeyUp)); - exports.Set("BindSetExitKey", Napi::Function::New(env, BindSetExitKey)); exports.Set("BindGetKeyPressed", Napi::Function::New(env, BindGetKeyPressed)); exports.Set("BindGetCharPressed", Napi::Function::New(env, BindGetCharPressed)); + exports.Set("BindSetExitKey", Napi::Function::New(env, BindSetExitKey)); exports.Set("BindIsGamepadAvailable", Napi::Function::New(env, BindIsGamepadAvailable)); exports.Set("BindGetGamepadName", Napi::Function::New(env, BindGetGamepadName)); exports.Set("BindIsGamepadButtonPressed", Napi::Function::New(env, BindIsGamepadButtonPressed)); @@ -7999,16 +7895,15 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindDrawLine", Napi::Function::New(env, BindDrawLine)); exports.Set("BindDrawLineV", Napi::Function::New(env, BindDrawLineV)); exports.Set("BindDrawLineEx", Napi::Function::New(env, BindDrawLineEx)); - exports.Set("BindDrawLineBezier", Napi::Function::New(env, BindDrawLineBezier)); - exports.Set("BindDrawLineBezierQuad", Napi::Function::New(env, BindDrawLineBezierQuad)); - exports.Set("BindDrawLineBezierCubic", Napi::Function::New(env, BindDrawLineBezierCubic)); exports.Set("BindDrawLineStrip", Napi::Function::New(env, BindDrawLineStrip)); + exports.Set("BindDrawLineBezier", Napi::Function::New(env, BindDrawLineBezier)); exports.Set("BindDrawCircle", Napi::Function::New(env, BindDrawCircle)); exports.Set("BindDrawCircleSector", Napi::Function::New(env, BindDrawCircleSector)); exports.Set("BindDrawCircleSectorLines", Napi::Function::New(env, BindDrawCircleSectorLines)); exports.Set("BindDrawCircleGradient", Napi::Function::New(env, BindDrawCircleGradient)); exports.Set("BindDrawCircleV", Napi::Function::New(env, BindDrawCircleV)); exports.Set("BindDrawCircleLines", Napi::Function::New(env, BindDrawCircleLines)); + exports.Set("BindDrawCircleLinesV", Napi::Function::New(env, BindDrawCircleLinesV)); exports.Set("BindDrawEllipse", Napi::Function::New(env, BindDrawEllipse)); exports.Set("BindDrawEllipseLines", Napi::Function::New(env, BindDrawEllipseLines)); exports.Set("BindDrawRing", Napi::Function::New(env, BindDrawRing)); @@ -8031,6 +7926,21 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindDrawPoly", Napi::Function::New(env, BindDrawPoly)); exports.Set("BindDrawPolyLines", Napi::Function::New(env, BindDrawPolyLines)); exports.Set("BindDrawPolyLinesEx", Napi::Function::New(env, BindDrawPolyLinesEx)); + exports.Set("BindDrawSplineLinear", Napi::Function::New(env, BindDrawSplineLinear)); + exports.Set("BindDrawSplineBasis", Napi::Function::New(env, BindDrawSplineBasis)); + exports.Set("BindDrawSplineCatmullRom", Napi::Function::New(env, BindDrawSplineCatmullRom)); + exports.Set("BindDrawSplineBezierQuadratic", Napi::Function::New(env, BindDrawSplineBezierQuadratic)); + exports.Set("BindDrawSplineBezierCubic", Napi::Function::New(env, BindDrawSplineBezierCubic)); + exports.Set("BindDrawSplineSegmentLinear", Napi::Function::New(env, BindDrawSplineSegmentLinear)); + exports.Set("BindDrawSplineSegmentBasis", Napi::Function::New(env, BindDrawSplineSegmentBasis)); + exports.Set("BindDrawSplineSegmentCatmullRom", Napi::Function::New(env, BindDrawSplineSegmentCatmullRom)); + exports.Set("BindDrawSplineSegmentBezierQuadratic", Napi::Function::New(env, BindDrawSplineSegmentBezierQuadratic)); + exports.Set("BindDrawSplineSegmentBezierCubic", Napi::Function::New(env, BindDrawSplineSegmentBezierCubic)); + exports.Set("BindGetSplinePointLinear", Napi::Function::New(env, BindGetSplinePointLinear)); + exports.Set("BindGetSplinePointBasis", Napi::Function::New(env, BindGetSplinePointBasis)); + exports.Set("BindGetSplinePointCatmullRom", Napi::Function::New(env, BindGetSplinePointCatmullRom)); + exports.Set("BindGetSplinePointBezierQuad", Napi::Function::New(env, BindGetSplinePointBezierQuad)); + exports.Set("BindGetSplinePointBezierCubic", Napi::Function::New(env, BindGetSplinePointBezierCubic)); exports.Set("BindCheckCollisionRecs", Napi::Function::New(env, BindCheckCollisionRecs)); exports.Set("BindCheckCollisionCircles", Napi::Function::New(env, BindCheckCollisionCircles)); exports.Set("BindCheckCollisionCircleRec", Napi::Function::New(env, BindCheckCollisionCircleRec)); @@ -8043,6 +7953,7 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindGetCollisionRec", Napi::Function::New(env, BindGetCollisionRec)); exports.Set("BindLoadImage", Napi::Function::New(env, BindLoadImage)); exports.Set("BindLoadImageRaw", Napi::Function::New(env, BindLoadImageRaw)); + exports.Set("BindLoadImageSvg", Napi::Function::New(env, BindLoadImageSvg)); exports.Set("BindLoadImageAnim", Napi::Function::New(env, BindLoadImageAnim)); exports.Set("BindLoadImageFromMemory", Napi::Function::New(env, BindLoadImageFromMemory)); exports.Set("BindLoadImageFromTexture", Napi::Function::New(env, BindLoadImageFromTexture)); @@ -8050,11 +7961,12 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindIsImageReady", Napi::Function::New(env, BindIsImageReady)); exports.Set("BindUnloadImage", Napi::Function::New(env, BindUnloadImage)); exports.Set("BindExportImage", Napi::Function::New(env, BindExportImage)); + exports.Set("BindExportImageToMemory", Napi::Function::New(env, BindExportImageToMemory)); exports.Set("BindExportImageAsCode", Napi::Function::New(env, BindExportImageAsCode)); exports.Set("BindGenImageColor", Napi::Function::New(env, BindGenImageColor)); - exports.Set("BindGenImageGradientV", Napi::Function::New(env, BindGenImageGradientV)); - exports.Set("BindGenImageGradientH", Napi::Function::New(env, BindGenImageGradientH)); + exports.Set("BindGenImageGradientLinear", Napi::Function::New(env, BindGenImageGradientLinear)); exports.Set("BindGenImageGradientRadial", Napi::Function::New(env, BindGenImageGradientRadial)); + exports.Set("BindGenImageGradientSquare", Napi::Function::New(env, BindGenImageGradientSquare)); exports.Set("BindGenImageChecked", Napi::Function::New(env, BindGenImageChecked)); exports.Set("BindGenImageWhiteNoise", Napi::Function::New(env, BindGenImageWhiteNoise)); exports.Set("BindGenImagePerlinNoise", Napi::Function::New(env, BindGenImagePerlinNoise)); @@ -8079,6 +7991,7 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindImageDither", Napi::Function::New(env, BindImageDither)); exports.Set("BindImageFlipVertical", Napi::Function::New(env, BindImageFlipVertical)); exports.Set("BindImageFlipHorizontal", Napi::Function::New(env, BindImageFlipHorizontal)); + exports.Set("BindImageRotate", Napi::Function::New(env, BindImageRotate)); exports.Set("BindImageRotateCW", Napi::Function::New(env, BindImageRotateCW)); exports.Set("BindImageRotateCCW", Napi::Function::New(env, BindImageRotateCCW)); exports.Set("BindImageColorTint", Napi::Function::New(env, BindImageColorTint)); @@ -8160,6 +8073,7 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindDrawTextPro", Napi::Function::New(env, BindDrawTextPro)); exports.Set("BindDrawTextCodepoint", Napi::Function::New(env, BindDrawTextCodepoint)); exports.Set("BindDrawTextCodepoints", Napi::Function::New(env, BindDrawTextCodepoints)); + exports.Set("BindSetTextLineSpacing", Napi::Function::New(env, BindSetTextLineSpacing)); exports.Set("BindMeasureText", Napi::Function::New(env, BindMeasureText)); exports.Set("BindMeasureTextEx", Napi::Function::New(env, BindMeasureTextEx)); exports.Set("BindGetGlyphIndex", Napi::Function::New(env, BindGetGlyphIndex)); @@ -8257,15 +8171,18 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindCloseAudioDevice", Napi::Function::New(env, BindCloseAudioDevice)); exports.Set("BindIsAudioDeviceReady", Napi::Function::New(env, BindIsAudioDeviceReady)); exports.Set("BindSetMasterVolume", Napi::Function::New(env, BindSetMasterVolume)); + exports.Set("BindGetMasterVolume", Napi::Function::New(env, BindGetMasterVolume)); exports.Set("BindLoadWave", Napi::Function::New(env, BindLoadWave)); exports.Set("BindLoadWaveFromMemory", Napi::Function::New(env, BindLoadWaveFromMemory)); exports.Set("BindIsWaveReady", Napi::Function::New(env, BindIsWaveReady)); exports.Set("BindLoadSound", Napi::Function::New(env, BindLoadSound)); exports.Set("BindLoadSoundFromWave", Napi::Function::New(env, BindLoadSoundFromWave)); + exports.Set("BindLoadSoundAlias", Napi::Function::New(env, BindLoadSoundAlias)); exports.Set("BindIsSoundReady", Napi::Function::New(env, BindIsSoundReady)); exports.Set("BindUpdateSound", Napi::Function::New(env, BindUpdateSound)); exports.Set("BindUnloadWave", Napi::Function::New(env, BindUnloadWave)); exports.Set("BindUnloadSound", Napi::Function::New(env, BindUnloadSound)); + exports.Set("BindUnloadSoundAlias", Napi::Function::New(env, BindUnloadSoundAlias)); exports.Set("BindExportWave", Napi::Function::New(env, BindExportWave)); exports.Set("BindExportWaveAsCode", Napi::Function::New(env, BindExportWaveAsCode)); exports.Set("BindPlaySound", Napi::Function::New(env, BindPlaySound)); @@ -8391,6 +8308,8 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindVector3Negate", Napi::Function::New(env, BindVector3Negate)); exports.Set("BindVector3Divide", Napi::Function::New(env, BindVector3Divide)); exports.Set("BindVector3Normalize", Napi::Function::New(env, BindVector3Normalize)); + exports.Set("BindVector3Project", Napi::Function::New(env, BindVector3Project)); + exports.Set("BindVector3Reject", Napi::Function::New(env, BindVector3Reject)); exports.Set("BindVector3OrthoNormalize", Napi::Function::New(env, BindVector3OrthoNormalize)); exports.Set("BindVector3Transform", Napi::Function::New(env, BindVector3Transform)); exports.Set("BindVector3RotateByQuaternion", Napi::Function::New(env, BindVector3RotateByQuaternion)); @@ -8449,60 +8368,6 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindQuaternionToEuler", Napi::Function::New(env, BindQuaternionToEuler)); exports.Set("BindQuaternionTransform", Napi::Function::New(env, BindQuaternionTransform)); exports.Set("BindQuaternionEquals", Napi::Function::New(env, BindQuaternionEquals)); - exports.Set("BindGuiEnable", Napi::Function::New(env, BindGuiEnable)); - exports.Set("BindGuiDisable", Napi::Function::New(env, BindGuiDisable)); - exports.Set("BindGuiLock", Napi::Function::New(env, BindGuiLock)); - exports.Set("BindGuiUnlock", Napi::Function::New(env, BindGuiUnlock)); - exports.Set("BindGuiIsLocked", Napi::Function::New(env, BindGuiIsLocked)); - exports.Set("BindGuiFade", Napi::Function::New(env, BindGuiFade)); - exports.Set("BindGuiSetState", Napi::Function::New(env, BindGuiSetState)); - exports.Set("BindGuiGetState", Napi::Function::New(env, BindGuiGetState)); - exports.Set("BindGuiSetFont", Napi::Function::New(env, BindGuiSetFont)); - exports.Set("BindGuiGetFont", Napi::Function::New(env, BindGuiGetFont)); - exports.Set("BindGuiSetStyle", Napi::Function::New(env, BindGuiSetStyle)); - exports.Set("BindGuiGetStyle", Napi::Function::New(env, BindGuiGetStyle)); - exports.Set("BindGuiWindowBox", Napi::Function::New(env, BindGuiWindowBox)); - exports.Set("BindGuiGroupBox", Napi::Function::New(env, BindGuiGroupBox)); - exports.Set("BindGuiLine", Napi::Function::New(env, BindGuiLine)); - exports.Set("BindGuiPanel", Napi::Function::New(env, BindGuiPanel)); - exports.Set("BindGuiTabBar", Napi::Function::New(env, BindGuiTabBar)); - exports.Set("BindGuiScrollPanel", Napi::Function::New(env, BindGuiScrollPanel)); - exports.Set("BindGuiLabel", Napi::Function::New(env, BindGuiLabel)); - exports.Set("BindGuiButton", Napi::Function::New(env, BindGuiButton)); - exports.Set("BindGuiLabelButton", Napi::Function::New(env, BindGuiLabelButton)); - exports.Set("BindGuiToggle", Napi::Function::New(env, BindGuiToggle)); - exports.Set("BindGuiToggleGroup", Napi::Function::New(env, BindGuiToggleGroup)); - exports.Set("BindGuiCheckBox", Napi::Function::New(env, BindGuiCheckBox)); - exports.Set("BindGuiComboBox", Napi::Function::New(env, BindGuiComboBox)); - exports.Set("BindGuiDropdownBox", Napi::Function::New(env, BindGuiDropdownBox)); - exports.Set("BindGuiSpinner", Napi::Function::New(env, BindGuiSpinner)); - exports.Set("BindGuiValueBox", Napi::Function::New(env, BindGuiValueBox)); - exports.Set("BindGuiTextBox", Napi::Function::New(env, BindGuiTextBox)); - exports.Set("BindGuiTextBoxMulti", Napi::Function::New(env, BindGuiTextBoxMulti)); - exports.Set("BindGuiSlider", Napi::Function::New(env, BindGuiSlider)); - exports.Set("BindGuiSliderBar", Napi::Function::New(env, BindGuiSliderBar)); - exports.Set("BindGuiProgressBar", Napi::Function::New(env, BindGuiProgressBar)); - exports.Set("BindGuiStatusBar", Napi::Function::New(env, BindGuiStatusBar)); - exports.Set("BindGuiDummyRec", Napi::Function::New(env, BindGuiDummyRec)); - exports.Set("BindGuiGrid", Napi::Function::New(env, BindGuiGrid)); - exports.Set("BindGuiListView", Napi::Function::New(env, BindGuiListView)); - exports.Set("BindGuiListViewEx", Napi::Function::New(env, BindGuiListViewEx)); - exports.Set("BindGuiMessageBox", Napi::Function::New(env, BindGuiMessageBox)); - exports.Set("BindGuiTextInputBox", Napi::Function::New(env, BindGuiTextInputBox)); - exports.Set("BindGuiColorPicker", Napi::Function::New(env, BindGuiColorPicker)); - exports.Set("BindGuiColorPanel", Napi::Function::New(env, BindGuiColorPanel)); - exports.Set("BindGuiColorBarAlpha", Napi::Function::New(env, BindGuiColorBarAlpha)); - exports.Set("BindGuiColorBarHue", Napi::Function::New(env, BindGuiColorBarHue)); - exports.Set("BindGuiLoadStyle", Napi::Function::New(env, BindGuiLoadStyle)); - exports.Set("BindGuiLoadStyleDefault", Napi::Function::New(env, BindGuiLoadStyleDefault)); - exports.Set("BindGuiEnableTooltip", Napi::Function::New(env, BindGuiEnableTooltip)); - exports.Set("BindGuiDisableTooltip", Napi::Function::New(env, BindGuiDisableTooltip)); - exports.Set("BindGuiSetTooltip", Napi::Function::New(env, BindGuiSetTooltip)); - exports.Set("BindGuiIconText", Napi::Function::New(env, BindGuiIconText)); - exports.Set("BindGuiGetIcons", Napi::Function::New(env, BindGuiGetIcons)); - exports.Set("BindGuiLoadIcons", Napi::Function::New(env, BindGuiLoadIcons)); - exports.Set("BindGuiDrawIcon", Napi::Function::New(env, BindGuiDrawIcon)); - exports.Set("BindGuiSetIconScale", Napi::Function::New(env, BindGuiSetIconScale)); exports.Set("BindrlMatrixMode", Napi::Function::New(env, BindrlMatrixMode)); exports.Set("BindrlPushMatrix", Napi::Function::New(env, BindrlPushMatrix)); exports.Set("BindrlPopMatrix", Napi::Function::New(env, BindrlPopMatrix)); @@ -8544,6 +8409,7 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindrlEnableFramebuffer", Napi::Function::New(env, BindrlEnableFramebuffer)); exports.Set("BindrlDisableFramebuffer", Napi::Function::New(env, BindrlDisableFramebuffer)); exports.Set("BindrlActiveDrawBuffers", Napi::Function::New(env, BindrlActiveDrawBuffers)); + exports.Set("BindrlBlitFramebuffer", Napi::Function::New(env, BindrlBlitFramebuffer)); exports.Set("BindrlEnableColorBlend", Napi::Function::New(env, BindrlEnableColorBlend)); exports.Set("BindrlDisableColorBlend", Napi::Function::New(env, BindrlDisableColorBlend)); exports.Set("BindrlEnableDepthTest", Napi::Function::New(env, BindrlEnableDepthTest)); @@ -8557,6 +8423,7 @@ Napi::Object Init(Napi::Env env, Napi::Object exports) { exports.Set("BindrlDisableScissorTest", Napi::Function::New(env, BindrlDisableScissorTest)); exports.Set("BindrlScissor", Napi::Function::New(env, BindrlScissor)); exports.Set("BindrlEnableWireMode", Napi::Function::New(env, BindrlEnableWireMode)); + exports.Set("BindrlEnablePointMode", Napi::Function::New(env, BindrlEnablePointMode)); exports.Set("BindrlDisableWireMode", Napi::Function::New(env, BindrlDisableWireMode)); exports.Set("BindrlSetLineWidth", Napi::Function::New(env, BindrlSetLineWidth)); exports.Set("BindrlGetLineWidth", Napi::Function::New(env, BindrlGetLineWidth)); diff --git a/src/generated/node-raylib.d.ts b/src/generated/node-raylib.d.ts index f2ff791..81939b0 100644 --- a/src/generated/node-raylib.d.ts +++ b/src/generated/node-raylib.d.ts @@ -291,6 +291,8 @@ declare module "raylib" { bones: number /** Poses array by frame. (Transform **) */ framePoses: number + /** Animation name. (char[32]) */ + name: string } /** Ray, ray for raycasting */ export interface Ray { @@ -414,6 +416,24 @@ declare module "raylib" { /** Filepaths entries. (char **) */ paths: number } + /** Automation event */ + export interface AutomationEvent { + /** Event frame. (unsigned int) */ + frame: number + /** Event type (AutomationEventType). (unsigned int) */ + type: number + /** Event parameters (if required). (int[4]) */ + params: number + } + /** Automation event list */ + export interface AutomationEventList { + /** Events max entries (MAX_AUTOMATION_EVENTS). (unsigned int) */ + capacity: number + /** Events entries count. (unsigned int) */ + count: number + /** Events entries. (AutomationEvent *) */ + events: number + } /** Dynamic vertex buffers (position + texcoords + colors + indices arrays) */ export interface rlVertexBuffer { /** Number of elements in the buffer (QUADS). (int) */ @@ -475,12 +495,12 @@ declare module "raylib" { /** Initialize window and OpenGL context */ export function InitWindow(width: number, height: number, title: string): void - /** Check if KEY_ESCAPE pressed or Close icon pressed */ - export function WindowShouldClose(): boolean - /** Close window and unload OpenGL context */ export function CloseWindow(): void + /** Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) */ + export function WindowShouldClose(): boolean + /** Check if window has been initialized successfully */ export function IsWindowReady(): boolean @@ -514,6 +534,9 @@ declare module "raylib" { /** Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) */ export function ToggleFullscreen(): void + /** Toggle window state: borderless windowed (only PLATFORM_DESKTOP) */ + export function ToggleBorderlessWindowed(): void + /** Set window state: maximized, if resizable (only PLATFORM_DESKTOP) */ export function MaximizeWindow(): void @@ -529,24 +552,30 @@ declare module "raylib" { /** Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) */ export function SetWindowIcons(images: number, count: number): void - /** Set title for window (only PLATFORM_DESKTOP) */ + /** Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) */ export function SetWindowTitle(title: string): void /** Set window position on screen (only PLATFORM_DESKTOP) */ export function SetWindowPosition(x: number, y: number): void - /** Set monitor for the current window (fullscreen mode) */ + /** Set monitor for the current window */ export function SetWindowMonitor(monitor: number): void /** Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) */ export function SetWindowMinSize(width: number, height: number): void + /** Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) */ + export function SetWindowMaxSize(width: number, height: number): void + /** Set window dimensions */ export function SetWindowSize(width: number, height: number): void /** Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) */ export function SetWindowOpacity(opacity: number): void + /** Set window focused (only PLATFORM_DESKTOP) */ + export function SetWindowFocused(): void + /** Get native window handle */ export function GetWindowHandle(): number @@ -592,7 +621,7 @@ declare module "raylib" { /** Get window scale DPI factor */ export function GetWindowScaleDPI(): Vector2 - /** Get the human-readable, UTF-8 encoded name of the primary monitor */ + /** Get the human-readable, UTF-8 encoded name of the specified monitor */ export function GetMonitorName(monitor: number): string /** Set clipboard text content */ @@ -607,15 +636,6 @@ declare module "raylib" { /** Disable waiting for events on EndDrawing(), automatic events polling */ export function DisableEventWaiting(): void - /** Swap back buffer with front buffer (screen drawing) */ - export function SwapScreenBuffer(): void - - /** Register all input events */ - export function PollInputEvents(): void - - /** Wait for some time (halt program execution) */ - export function WaitTime(seconds: number): void - /** Shows cursor */ export function ShowCursor(): void @@ -730,27 +750,45 @@ declare module "raylib" { /** Set target FPS (maximum) */ export function SetTargetFPS(fps: number): void - /** Get current FPS */ - export function GetFPS(): number - /** Get time in seconds for last frame drawn (delta time) */ export function GetFrameTime(): number /** Get elapsed time in seconds since InitWindow() */ export function GetTime(): number - /** Get a random value between min and max (both included) */ - export function GetRandomValue(min: number, max: number): number + /** Get current FPS */ + export function GetFPS(): number + + /** Swap back buffer with front buffer (screen drawing) */ + export function SwapScreenBuffer(): void + + /** Register all input events */ + export function PollInputEvents(): void + + /** Wait for some time (halt program execution) */ + export function WaitTime(seconds: number): void /** Set the seed for the random number generator */ export function SetRandomSeed(seed: number): void + /** Get a random value between min and max (both included) */ + export function GetRandomValue(min: number, max: number): number + + /** Load random values sequence, no values repeated */ + export function LoadRandomSequence(count: number, min: number, max: number): number + + /** Unload random values sequence */ + export function UnloadRandomSequence(sequence: number): void + /** Takes a screenshot of current screen (filename extension defines format) */ export function TakeScreenshot(fileName: string): void /** Setup init configuration flags (view FLAGS) */ export function SetConfigFlags(flags: number): void + /** Open URL with default system browser (if available) */ + export function OpenURL(url: string): void + /** Set the current threshold (minimum) log level */ export function SetTraceLogLevel(logLevel: number): void @@ -763,20 +801,17 @@ declare module "raylib" { /** Internal memory free */ export function MemFree(ptr: number): void - /** Open URL with default system browser (if available) */ - export function OpenURL(url: string): void - /** Load file data as byte array (read) */ - export function LoadFileData(fileName: string, bytesRead: number): Buffer + export function LoadFileData(fileName: string, dataSize: number): Buffer /** Unload file data allocated by LoadFileData() */ export function UnloadFileData(data: Buffer): void /** Save data to file from byte array (write), returns true on success */ - export function SaveFileData(fileName: string, data: number, bytesToWrite: number): boolean + export function SaveFileData(fileName: string, data: number, dataSize: number): boolean /** Export data to code (.h), returns true on success */ - export function ExportDataAsCode(data: Buffer, size: number, fileName: string): boolean + export function ExportDataAsCode(data: Buffer, dataSize: number, fileName: string): boolean /** Load text data from file (read), returns a '\0' terminated string */ export function LoadFileText(fileName: string): string @@ -817,7 +852,7 @@ declare module "raylib" { /** Get current working directory (uses static string) */ export function GetWorkingDirectory(): string - /** Get the directory if the running application (uses static string) */ + /** Get the directory of the running application (uses static string) */ export function GetApplicationDirectory(): string /** Change working directory, return true on success */ @@ -859,9 +894,36 @@ declare module "raylib" { /** Decode Base64 string data, memory must be MemFree() */ export function DecodeDataBase64(data: Buffer, outputSize: number): Buffer + /** Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS */ + export function LoadAutomationEventList(fileName: string): AutomationEventList + + /** Unload automation events list from file */ + export function UnloadAutomationEventList(list: number): void + + /** Export automation events list as text file */ + export function ExportAutomationEventList(list: AutomationEventList, fileName: string): boolean + + /** Set automation event list to record to */ + export function SetAutomationEventList(list: number): void + + /** Set automation event internal base frame to start recording */ + export function SetAutomationEventBaseFrame(frame: number): void + + /** Start recording automation events (AutomationEventList must be set) */ + export function StartAutomationEventRecording(): void + + /** Stop recording automation events */ + export function StopAutomationEventRecording(): void + + /** Play a recorded automation event */ + export function PlayAutomationEvent(event: AutomationEvent): void + /** Check if a key has been pressed once */ export function IsKeyPressed(key: number): boolean + /** Check if a key has been pressed again (Only PLATFORM_DESKTOP) */ + export function IsKeyPressedRepeat(key: number): boolean + /** Check if a key is being pressed */ export function IsKeyDown(key: number): boolean @@ -871,15 +933,15 @@ declare module "raylib" { /** Check if a key is NOT being pressed */ export function IsKeyUp(key: number): boolean - /** Set a custom key to exit program (default is ESC) */ - export function SetExitKey(key: number): void - /** Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty */ export function GetKeyPressed(): number /** Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty */ export function GetCharPressed(): number + /** Set a custom key to exit program (default is ESC) */ + export function SetExitKey(key: number): void + /** Check if a gamepad is available */ export function IsGamepadAvailable(gamepad: number): boolean @@ -1009,24 +1071,18 @@ declare module "raylib" { /** Draw a line */ export function DrawLine(startPosX: number, startPosY: number, endPosX: number, endPosY: number, color: Color): void - /** Draw a line (Vector version) */ + /** Draw a line (using gl lines) */ export function DrawLineV(startPos: Vector2, endPos: Vector2, color: Color): void - /** Draw a line defining thickness */ + /** Draw a line (using triangles/quads) */ export function DrawLineEx(startPos: Vector2, endPos: Vector2, thick: number, color: Color): void - /** Draw a line using cubic-bezier curves in-out */ - export function DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: number, color: Color): void - - /** Draw line using quadratic bezier curves with a control point */ - export function DrawLineBezierQuad(startPos: Vector2, endPos: Vector2, controlPos: Vector2, thick: number, color: Color): void - - /** Draw line using cubic bezier curves with 2 control points */ - export function DrawLineBezierCubic(startPos: Vector2, endPos: Vector2, startControlPos: Vector2, endControlPos: Vector2, thick: number, color: Color): void - - /** Draw lines sequence */ + /** Draw lines sequence (using gl lines) */ export function DrawLineStrip(points: number, pointCount: number, color: Color): void + /** Draw line segment cubic-bezier in-out interpolation */ + export function DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: number, color: Color): void + /** Draw a color-filled circle */ export function DrawCircle(centerX: number, centerY: number, radius: number, color: Color): void @@ -1045,6 +1101,9 @@ declare module "raylib" { /** Draw circle outline */ export function DrawCircleLines(centerX: number, centerY: number, radius: number, color: Color): void + /** Draw circle outline (Vector version) */ + export function DrawCircleLinesV(center: Vector2, radius: number, color: Color): void + /** Draw ellipse */ export function DrawEllipse(centerX: number, centerY: number, radiusH: number, radiusV: number, color: Color): void @@ -1111,6 +1170,51 @@ declare module "raylib" { /** Draw a polygon outline of n sides with extended parameters */ export function DrawPolyLinesEx(center: Vector2, sides: number, radius: number, rotation: number, lineThick: number, color: Color): void + /** Draw spline: Linear, minimum 2 points */ + export function DrawSplineLinear(points: number, pointCount: number, thick: number, color: Color): void + + /** Draw spline: B-Spline, minimum 4 points */ + export function DrawSplineBasis(points: number, pointCount: number, thick: number, color: Color): void + + /** Draw spline: Catmull-Rom, minimum 4 points */ + export function DrawSplineCatmullRom(points: number, pointCount: number, thick: number, color: Color): void + + /** Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] */ + export function DrawSplineBezierQuadratic(points: number, pointCount: number, thick: number, color: Color): void + + /** Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] */ + export function DrawSplineBezierCubic(points: number, pointCount: number, thick: number, color: Color): void + + /** Draw spline segment: Linear, 2 points */ + export function DrawSplineSegmentLinear(p1: Vector2, p2: Vector2, thick: number, color: Color): void + + /** Draw spline segment: B-Spline, 4 points */ + export function DrawSplineSegmentBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: number, color: Color): void + + /** Draw spline segment: Catmull-Rom, 4 points */ + export function DrawSplineSegmentCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: number, color: Color): void + + /** Draw spline segment: Quadratic Bezier, 2 points, 1 control point */ + export function DrawSplineSegmentBezierQuadratic(p1: Vector2, c2: Vector2, p3: Vector2, thick: number, color: Color): void + + /** Draw spline segment: Cubic Bezier, 2 points, 2 control points */ + export function DrawSplineSegmentBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, thick: number, color: Color): void + + /** Get (evaluate) spline point: Linear */ + export function GetSplinePointLinear(startPos: Vector2, endPos: Vector2, t: number): Vector2 + + /** Get (evaluate) spline point: B-Spline */ + export function GetSplinePointBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: number): Vector2 + + /** Get (evaluate) spline point: Catmull-Rom */ + export function GetSplinePointCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: number): Vector2 + + /** Get (evaluate) spline point: Quadratic Bezier */ + export function GetSplinePointBezierQuad(p1: Vector2, c2: Vector2, p3: Vector2, t: number): Vector2 + + /** Get (evaluate) spline point: Cubic Bezier */ + export function GetSplinePointBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, t: number): Vector2 + /** Check collision between two rectangles */ export function CheckCollisionRecs(rec1: Rectangle, rec2: Rectangle): boolean @@ -1147,6 +1251,9 @@ declare module "raylib" { /** Load image from RAW file data */ export function LoadImageRaw(fileName: string, width: number, height: number, format: number, headerSize: number): Image + /** Load image from SVG file data or string with specified size */ + export function LoadImageSvg(fileNameOrString: string, width: number, height: number): Image + /** Load image sequence from file (frames appended to image.data) */ export function LoadImageAnim(fileName: string, frames: number): Image @@ -1168,21 +1275,24 @@ declare module "raylib" { /** Export image data to file, returns true on success */ export function ExportImage(image: Image, fileName: string): boolean + /** Export image to memory buffer */ + export function ExportImageToMemory(image: Image, fileType: string, fileSize: number): Buffer + /** Export image as code file defining an array of bytes, returns true on success */ export function ExportImageAsCode(image: Image, fileName: string): boolean /** Generate image: plain color */ export function GenImageColor(width: number, height: number, color: Color): Image - /** Generate image: vertical gradient */ - export function GenImageGradientV(width: number, height: number, top: Color, bottom: Color): Image - - /** Generate image: horizontal gradient */ - export function GenImageGradientH(width: number, height: number, left: Color, right: Color): Image + /** Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient */ + export function GenImageGradientLinear(width: number, height: number, direction: number, start: Color, end: Color): Image /** Generate image: radial gradient */ export function GenImageGradientRadial(width: number, height: number, density: number, inner: Color, outer: Color): Image + /** Generate image: square gradient */ + export function GenImageGradientSquare(width: number, height: number, density: number, inner: Color, outer: Color): Image + /** Generate image: checked */ export function GenImageChecked(width: number, height: number, checksX: number, checksY: number, col1: Color, col2: Color): Image @@ -1255,6 +1365,9 @@ declare module "raylib" { /** Flip image horizontally */ export function ImageFlipHorizontal(image: Image): void + /** Rotate image by input angle in degrees (-359 to 359) */ + export function ImageRotate(image: number, degrees: number): void + /** Rotate image clockwise 90deg */ export function ImageRotateCW(image: Image): void @@ -1453,26 +1566,26 @@ declare module "raylib" { /** Load font from file into GPU memory (VRAM) */ export function LoadFont(fileName: string): Font - /** Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set */ - export function LoadFontEx(fileName: string, fontSize: number, fontChars: number, glyphCount: number): Font + /** Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set */ + export function LoadFontEx(fileName: string, fontSize: number, codepoints: number, codepointCount: number): Font /** Load font from Image (XNA style) */ export function LoadFontFromImage(image: Image, key: Color, firstChar: number): Font /** Load font from memory buffer, fileType refers to extension: i.e. '.ttf' */ - export function LoadFontFromMemory(fileType: string, fileData: Buffer, dataSize: number, fontSize: number, fontChars: number, glyphCount: number): Font + export function LoadFontFromMemory(fileType: string, fileData: Buffer, dataSize: number, fontSize: number, codepoints: number, codepointCount: number): Font /** Check if a font is ready */ export function IsFontReady(font: Font): boolean /** Load font data for further use */ - export function LoadFontData(fileData: Buffer, dataSize: number, fontSize: number, fontChars: number, glyphCount: number, type: number): number + export function LoadFontData(fileData: Buffer, dataSize: number, fontSize: number, codepoints: number, codepointCount: number, type: number): number /** Generate image font atlas using chars info */ - export function GenImageFontAtlas(chars: number, recs: number, glyphCount: number, fontSize: number, padding: number, packMethod: number): Image + export function GenImageFontAtlas(glyphs: number, glyphRecs: number, glyphCount: number, fontSize: number, padding: number, packMethod: number): Image /** Unload font chars info data (RAM) */ - export function UnloadFontData(chars: number, glyphCount: number): void + export function UnloadFontData(glyphs: number, glyphCount: number): void /** Unload font from GPU memory (VRAM) */ export function UnloadFont(font: Font): void @@ -1496,7 +1609,10 @@ declare module "raylib" { export function DrawTextCodepoint(font: Font, codepoint: number, position: Vector2, fontSize: number, tint: Color): void /** Draw multiple character (codepoint) */ - export function DrawTextCodepoints(font: Font, codepoints: number, count: number, position: Vector2, fontSize: number, spacing: number, tint: Color): void + export function DrawTextCodepoints(font: Font, codepoints: number, codepointCount: number, position: Vector2, fontSize: number, spacing: number, tint: Color): void + + /** Set vertical line spacing when drawing with line-breaks */ + export function SetTextLineSpacing(spacing: number): void /** Measure string width for default font */ export function MeasureText(text: string, fontSize: number): number @@ -1748,7 +1864,7 @@ declare module "raylib" { export function UnloadModelAnimation(anim: ModelAnimation): void /** Unload animation array data */ - export function UnloadModelAnimations(animations: number, count: number): void + export function UnloadModelAnimations(animations: number, animCount: number): void /** Check model animation skeleton match */ export function IsModelAnimationValid(model: Model, anim: ModelAnimation): boolean @@ -1789,6 +1905,9 @@ declare module "raylib" { /** Set master volume (listener) */ export function SetMasterVolume(volume: number): void + /** Get master volume (listener) */ + export function GetMasterVolume(): number + /** Load wave data from file */ export function LoadWave(fileName: string): Wave @@ -1804,6 +1923,9 @@ declare module "raylib" { /** Load sound from wave data */ export function LoadSoundFromWave(wave: Wave): Sound + /** Create a new sound that shares the same sample data as the source sound, does not own the sound data */ + export function LoadSoundAlias(source: Sound): Sound + /** Checks if a sound is ready */ export function IsSoundReady(sound: Sound): boolean @@ -1816,6 +1938,9 @@ declare module "raylib" { /** Unload sound */ export function UnloadSound(sound: Sound): void + /** Unload a sound alias (does not deallocate sample data) */ + export function UnloadSoundAlias(alias: Sound): void + /** Export wave data to file, returns true on success */ export function ExportWave(wave: Wave, fileName: string): boolean @@ -2191,6 +2316,12 @@ declare module "raylib" { /** */ export function Vector3Normalize(v: Vector3): Vector3 + /** */ + export function Vector3Project(v1: Vector3, v2: Vector3): Vector3 + + /** */ + export function Vector3Reject(v1: Vector3, v2: Vector3): Vector3 + /** */ export function Vector3OrthoNormalize(v1: number, v2: number): void @@ -2288,10 +2419,10 @@ declare module "raylib" { export function MatrixFrustum(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix /** */ - export function MatrixPerspective(fovy: number, aspect: number, near: number, far: number): Matrix + export function MatrixPerspective(fovY: number, aspect: number, nearPlane: number, farPlane: number): Matrix /** */ - export function MatrixOrtho(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix + export function MatrixOrtho(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): Matrix /** */ export function MatrixLookAt(eye: Vector3, target: Vector3, up: Vector3): Matrix @@ -2365,168 +2496,6 @@ declare module "raylib" { /** */ export function QuaternionEquals(p: Quaternion, q: Quaternion): number - /** Enable gui controls (global state) */ - export function GuiEnable(): void - - /** Disable gui controls (global state) */ - export function GuiDisable(): void - - /** Lock gui controls (global state) */ - export function GuiLock(): void - - /** Unlock gui controls (global state) */ - export function GuiUnlock(): void - - /** Check if gui is locked (global state) */ - export function GuiIsLocked(): boolean - - /** Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f */ - export function GuiFade(alpha: number): void - - /** Set gui state (global state) */ - export function GuiSetState(state: number): void - - /** Get gui state (global state) */ - export function GuiGetState(): number - - /** Set gui custom font (global state) */ - export function GuiSetFont(font: Font): void - - /** Get gui custom font (global state) */ - export function GuiGetFont(): Font - - /** Set one style property */ - export function GuiSetStyle(control: number, property: number, value: number): void - - /** Get one style property */ - export function GuiGetStyle(control: number, property: number): number - - /** Window Box control, shows a window that can be closed */ - export function GuiWindowBox(bounds: Rectangle, title: string): boolean - - /** Group Box control with text name */ - export function GuiGroupBox(bounds: Rectangle, text: string): void - - /** Line separator control, could contain text */ - export function GuiLine(bounds: Rectangle, text: string): void - - /** Panel control, useful to group controls */ - export function GuiPanel(bounds: Rectangle, text: string): void - - /** Tab Bar control, returns TAB to be closed or -1 */ - export function GuiTabBar(bounds: Rectangle, text: number, count: number, active: number): number - - /** Scroll Panel control */ - export function GuiScrollPanel(bounds: Rectangle, text: string, content: Rectangle, scroll: number): Rectangle - - /** Label control, shows text */ - export function GuiLabel(bounds: Rectangle, text: string): void - - /** Button control, returns true when clicked */ - export function GuiButton(bounds: Rectangle, text: string): boolean - - /** Label button control, show true when clicked */ - export function GuiLabelButton(bounds: Rectangle, text: string): boolean - - /** Toggle Button control, returns true when active */ - export function GuiToggle(bounds: Rectangle, text: string, active: boolean): boolean - - /** Toggle Group control, returns active toggle index */ - export function GuiToggleGroup(bounds: Rectangle, text: string, active: number): number - - /** Check Box control, returns true when active */ - export function GuiCheckBox(bounds: Rectangle, text: string, checked: boolean): boolean - - /** Combo Box control, returns selected item index */ - export function GuiComboBox(bounds: Rectangle, text: string, active: number): number - - /** Dropdown Box control, returns selected item */ - export function GuiDropdownBox(bounds: Rectangle, text: string, active: number, editMode: boolean): boolean - - /** Spinner control, returns selected value */ - export function GuiSpinner(bounds: Rectangle, text: string, value: number, minValue: number, maxValue: number, editMode: boolean): boolean - - /** Value Box control, updates input text with numbers */ - export function GuiValueBox(bounds: Rectangle, text: string, value: number, minValue: number, maxValue: number, editMode: boolean): boolean - - /** Text Box control, updates input text */ - export function GuiTextBox(bounds: Rectangle, text: string, textSize: number, editMode: boolean): boolean - - /** Text Box control with multiple lines */ - export function GuiTextBoxMulti(bounds: Rectangle, text: string, textSize: number, editMode: boolean): boolean - - /** Slider control, returns selected value */ - export function GuiSlider(bounds: Rectangle, textLeft: string, textRight: string, value: number, minValue: number, maxValue: number): number - - /** Slider Bar control, returns selected value */ - export function GuiSliderBar(bounds: Rectangle, textLeft: string, textRight: string, value: number, minValue: number, maxValue: number): number - - /** Progress Bar control, shows current progress value */ - export function GuiProgressBar(bounds: Rectangle, textLeft: string, textRight: string, value: number, minValue: number, maxValue: number): number - - /** Status Bar control, shows info text */ - export function GuiStatusBar(bounds: Rectangle, text: string): void - - /** Dummy control for placeholders */ - export function GuiDummyRec(bounds: Rectangle, text: string): void - - /** Grid control, returns mouse cell position */ - export function GuiGrid(bounds: Rectangle, text: string, spacing: number, subdivs: number): Vector2 - - /** List View control, returns selected list item index */ - export function GuiListView(bounds: Rectangle, text: string, scrollIndex: number, active: number): number - - /** List View with extended parameters */ - export function GuiListViewEx(bounds: Rectangle, text: number, count: number, focus: number, scrollIndex: number, active: number): number - - /** Message Box control, displays a message */ - export function GuiMessageBox(bounds: Rectangle, title: string, message: string, buttons: string): number - - /** Text Input Box control, ask for text, supports secret */ - export function GuiTextInputBox(bounds: Rectangle, title: string, message: string, buttons: string, text: string, textMaxSize: number, secretViewActive: number): number - - /** Color Picker control (multiple color controls) */ - export function GuiColorPicker(bounds: Rectangle, text: string, color: Color): Color - - /** Color Panel control */ - export function GuiColorPanel(bounds: Rectangle, text: string, color: Color): Color - - /** Color Bar Alpha control */ - export function GuiColorBarAlpha(bounds: Rectangle, text: string, alpha: number): number - - /** Color Bar Hue control */ - export function GuiColorBarHue(bounds: Rectangle, text: string, value: number): number - - /** Load style file over global style variable (.rgs) */ - export function GuiLoadStyle(fileName: string): void - - /** Load style default over global style */ - export function GuiLoadStyleDefault(): void - - /** Enable gui tooltips (global state) */ - export function GuiEnableTooltip(): void - - /** Disable gui tooltips (global state) */ - export function GuiDisableTooltip(): void - - /** Set tooltip string */ - export function GuiSetTooltip(tooltip: string): void - - /** Get text with icon id prepended (if supported) */ - export function GuiIconText(iconId: number, text: string): string - - /** Get raygui icons data pointer */ - export function GuiGetIcons(): number - - /** Load raygui icons file (.rgi) into internal icons data */ - export function GuiLoadIcons(fileName: string, loadIconsName: boolean): number - - /** */ - export function GuiDrawIcon(iconId: number, posX: number, posY: number, pixelSize: number, color: Color): void - - /** Set icon drawing size */ - export function GuiSetIconScale(scale: number): void - /** Choose the current matrix to be transformed */ export function rlMatrixMode(mode: number): void @@ -2650,6 +2619,9 @@ declare module "raylib" { /** Activate multiple draw color buffers */ export function rlActiveDrawBuffers(count: number): void + /** Blit active framebuffer to main framebuffer */ + export function rlBlitFramebuffer(srcX: number, srcY: number, srcWidth: number, srcHeight: number, dstX: number, dstY: number, dstWidth: number, dstHeight: number, bufferMask: number): void + /** Enable color blending */ export function rlEnableColorBlend(): void @@ -2689,7 +2661,10 @@ declare module "raylib" { /** Enable wire mode */ export function rlEnableWireMode(): void - /** Disable wire mode */ + /** Enable point mode */ + export function rlEnablePointMode(): void + + /** Disable wire mode ( and point ) maybe rename */ export function rlDisableWireMode(): void /** Set the line drawing width */ @@ -3000,6 +2975,8 @@ declare module "raylib" { export const FLAG_WINDOW_HIGHDPI = 8192 /** Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED */ export const FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384 + /** Set to run program in borderless windowed mode */ + export const FLAG_BORDERLESS_WINDOWED_MODE = 32768 /** Set to try enabling MSAA 4X */ export const FLAG_MSAA_4X_HINT = 32 /** Set to try enabling interlaced video format (for V3D) */ @@ -3444,28 +3421,34 @@ declare module "raylib" { export const PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 /** 32*4 bpp (4 channels - float) */ export const PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 + /** 16 bpp (1 channel - half float) */ + export const PIXELFORMAT_UNCOMPRESSED_R16 = 11 + /** 16*3 bpp (3 channels - half float) */ + export const PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 + /** 16*4 bpp (4 channels - half float) */ + export const PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 /** 4 bpp (no alpha) */ - export const PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 + export const PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 /** 4 bpp (1 bit alpha) */ - export const PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 + export const PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 /** 8 bpp */ - export const PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 + export const PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 /** 8 bpp */ - export const PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 + export const PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 /** 4 bpp */ - export const PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 + export const PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 /** 4 bpp */ - export const PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 + export const PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 /** 8 bpp */ - export const PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 + export const PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 /** 4 bpp */ - export const PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 + export const PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 /** 4 bpp */ - export const PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 + export const PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 /** 8 bpp */ - export const PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 + export const PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 /** 2 bpp */ - export const PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 + export const PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 /** No filter, just pixel approximation */ export const TEXTURE_FILTER_POINT = 0 /** Linear filtering */ @@ -3562,660 +3545,6 @@ declare module "raylib" { export const NPATCH_THREE_PATCH_VERTICAL = 1 /** Npatch layout: 3x1 tiles */ export const NPATCH_THREE_PATCH_HORIZONTAL = 2 - /** */ - export const STATE_NORMAL = 0 - /** */ - export const STATE_FOCUSED = 1 - /** */ - export const STATE_PRESSED = 2 - /** */ - export const STATE_DISABLED = 3 - /** */ - export const TEXT_ALIGN_LEFT = 0 - /** */ - export const TEXT_ALIGN_CENTER = 1 - /** */ - export const TEXT_ALIGN_RIGHT = 2 - /** */ - export const DEFAULT = 0 - /** Used also for: LABELBUTTON */ - export const LABEL = 1 - /** */ - export const BUTTON = 2 - /** Used also for: TOGGLEGROUP */ - export const TOGGLE = 3 - /** Used also for: SLIDERBAR */ - export const SLIDER = 4 - /** */ - export const PROGRESSBAR = 5 - /** */ - export const CHECKBOX = 6 - /** */ - export const COMBOBOX = 7 - /** */ - export const DROPDOWNBOX = 8 - /** Used also for: TEXTBOXMULTI */ - export const TEXTBOX = 9 - /** */ - export const VALUEBOX = 10 - /** Uses: BUTTON, VALUEBOX */ - export const SPINNER = 11 - /** */ - export const LISTVIEW = 12 - /** */ - export const COLORPICKER = 13 - /** */ - export const SCROLLBAR = 14 - /** */ - export const STATUSBAR = 15 - /** */ - export const BORDER_COLOR_NORMAL = 0 - /** */ - export const BASE_COLOR_NORMAL = 1 - /** */ - export const TEXT_COLOR_NORMAL = 2 - /** */ - export const BORDER_COLOR_FOCUSED = 3 - /** */ - export const BASE_COLOR_FOCUSED = 4 - /** */ - export const TEXT_COLOR_FOCUSED = 5 - /** */ - export const BORDER_COLOR_PRESSED = 6 - /** */ - export const BASE_COLOR_PRESSED = 7 - /** */ - export const TEXT_COLOR_PRESSED = 8 - /** */ - export const BORDER_COLOR_DISABLED = 9 - /** */ - export const BASE_COLOR_DISABLED = 10 - /** */ - export const TEXT_COLOR_DISABLED = 11 - /** */ - export const BORDER_WIDTH = 12 - /** */ - export const TEXT_PADDING = 13 - /** */ - export const TEXT_ALIGNMENT = 14 - /** */ - export const RESERVED = 15 - /** Text size (glyphs max height) */ - export const TEXT_SIZE = 16 - /** Text spacing between glyphs */ - export const TEXT_SPACING = 17 - /** Line control color */ - export const LINE_COLOR = 18 - /** Background color */ - export const BACKGROUND_COLOR = 19 - /** ToggleGroup separation between toggles */ - export const GROUP_PADDING = 16 - /** Slider size of internal bar */ - export const SLIDER_WIDTH = 16 - /** Slider/SliderBar internal bar padding */ - export const SLIDER_PADDING = 17 - /** ProgressBar internal padding */ - export const PROGRESS_PADDING = 16 - /** */ - export const ARROWS_SIZE = 16 - /** */ - export const ARROWS_VISIBLE = 17 - /** (SLIDERBAR, SLIDER_PADDING) */ - export const SCROLL_SLIDER_PADDING = 18 - /** */ - export const SCROLL_SLIDER_SIZE = 19 - /** */ - export const SCROLL_PADDING = 20 - /** */ - export const SCROLL_SPEED = 21 - /** CheckBox internal check padding */ - export const CHECK_PADDING = 16 - /** ComboBox right button width */ - export const COMBO_BUTTON_WIDTH = 16 - /** ComboBox button separation */ - export const COMBO_BUTTON_SPACING = 17 - /** DropdownBox arrow separation from border and items */ - export const ARROW_PADDING = 16 - /** DropdownBox items separation */ - export const DROPDOWN_ITEMS_SPACING = 17 - /** TextBox/TextBoxMulti/ValueBox/Spinner inner text padding */ - export const TEXT_INNER_PADDING = 16 - /** TextBoxMulti lines separation */ - export const TEXT_LINES_SPACING = 17 - /** Spinner left/right buttons width */ - export const SPIN_BUTTON_WIDTH = 16 - /** Spinner buttons separation */ - export const SPIN_BUTTON_SPACING = 17 - /** ListView items height */ - export const LIST_ITEMS_HEIGHT = 16 - /** ListView items separation */ - export const LIST_ITEMS_SPACING = 17 - /** ListView scrollbar size (usually width) */ - export const SCROLLBAR_WIDTH = 18 - /** ListView scrollbar side (0-left, 1-right) */ - export const SCROLLBAR_SIDE = 19 - /** */ - export const COLOR_SELECTOR_SIZE = 16 - /** ColorPicker right hue bar width */ - export const HUEBAR_WIDTH = 17 - /** ColorPicker right hue bar separation from panel */ - export const HUEBAR_PADDING = 18 - /** ColorPicker right hue bar selector height */ - export const HUEBAR_SELECTOR_HEIGHT = 19 - /** ColorPicker right hue bar selector overflow */ - export const HUEBAR_SELECTOR_OVERFLOW = 20 - /** */ - export const ICON_NONE = 0 - /** */ - export const ICON_FOLDER_FILE_OPEN = 1 - /** */ - export const ICON_FILE_SAVE_CLASSIC = 2 - /** */ - export const ICON_FOLDER_OPEN = 3 - /** */ - export const ICON_FOLDER_SAVE = 4 - /** */ - export const ICON_FILE_OPEN = 5 - /** */ - export const ICON_FILE_SAVE = 6 - /** */ - export const ICON_FILE_EXPORT = 7 - /** */ - export const ICON_FILE_ADD = 8 - /** */ - export const ICON_FILE_DELETE = 9 - /** */ - export const ICON_FILETYPE_TEXT = 10 - /** */ - export const ICON_FILETYPE_AUDIO = 11 - /** */ - export const ICON_FILETYPE_IMAGE = 12 - /** */ - export const ICON_FILETYPE_PLAY = 13 - /** */ - export const ICON_FILETYPE_VIDEO = 14 - /** */ - export const ICON_FILETYPE_INFO = 15 - /** */ - export const ICON_FILE_COPY = 16 - /** */ - export const ICON_FILE_CUT = 17 - /** */ - export const ICON_FILE_PASTE = 18 - /** */ - export const ICON_CURSOR_HAND = 19 - /** */ - export const ICON_CURSOR_POINTER = 20 - /** */ - export const ICON_CURSOR_CLASSIC = 21 - /** */ - export const ICON_PENCIL = 22 - /** */ - export const ICON_PENCIL_BIG = 23 - /** */ - export const ICON_BRUSH_CLASSIC = 24 - /** */ - export const ICON_BRUSH_PAINTER = 25 - /** */ - export const ICON_WATER_DROP = 26 - /** */ - export const ICON_COLOR_PICKER = 27 - /** */ - export const ICON_RUBBER = 28 - /** */ - export const ICON_COLOR_BUCKET = 29 - /** */ - export const ICON_TEXT_T = 30 - /** */ - export const ICON_TEXT_A = 31 - /** */ - export const ICON_SCALE = 32 - /** */ - export const ICON_RESIZE = 33 - /** */ - export const ICON_FILTER_POINT = 34 - /** */ - export const ICON_FILTER_BILINEAR = 35 - /** */ - export const ICON_CROP = 36 - /** */ - export const ICON_CROP_ALPHA = 37 - /** */ - export const ICON_SQUARE_TOGGLE = 38 - /** */ - export const ICON_SYMMETRY = 39 - /** */ - export const ICON_SYMMETRY_HORIZONTAL = 40 - /** */ - export const ICON_SYMMETRY_VERTICAL = 41 - /** */ - export const ICON_LENS = 42 - /** */ - export const ICON_LENS_BIG = 43 - /** */ - export const ICON_EYE_ON = 44 - /** */ - export const ICON_EYE_OFF = 45 - /** */ - export const ICON_FILTER_TOP = 46 - /** */ - export const ICON_FILTER = 47 - /** */ - export const ICON_TARGET_POINT = 48 - /** */ - export const ICON_TARGET_SMALL = 49 - /** */ - export const ICON_TARGET_BIG = 50 - /** */ - export const ICON_TARGET_MOVE = 51 - /** */ - export const ICON_CURSOR_MOVE = 52 - /** */ - export const ICON_CURSOR_SCALE = 53 - /** */ - export const ICON_CURSOR_SCALE_RIGHT = 54 - /** */ - export const ICON_CURSOR_SCALE_LEFT = 55 - /** */ - export const ICON_UNDO = 56 - /** */ - export const ICON_REDO = 57 - /** */ - export const ICON_REREDO = 58 - /** */ - export const ICON_MUTATE = 59 - /** */ - export const ICON_ROTATE = 60 - /** */ - export const ICON_REPEAT = 61 - /** */ - export const ICON_SHUFFLE = 62 - /** */ - export const ICON_EMPTYBOX = 63 - /** */ - export const ICON_TARGET = 64 - /** */ - export const ICON_TARGET_SMALL_FILL = 65 - /** */ - export const ICON_TARGET_BIG_FILL = 66 - /** */ - export const ICON_TARGET_MOVE_FILL = 67 - /** */ - export const ICON_CURSOR_MOVE_FILL = 68 - /** */ - export const ICON_CURSOR_SCALE_FILL = 69 - /** */ - export const ICON_CURSOR_SCALE_RIGHT_FILL = 70 - /** */ - export const ICON_CURSOR_SCALE_LEFT_FILL = 71 - /** */ - export const ICON_UNDO_FILL = 72 - /** */ - export const ICON_REDO_FILL = 73 - /** */ - export const ICON_REREDO_FILL = 74 - /** */ - export const ICON_MUTATE_FILL = 75 - /** */ - export const ICON_ROTATE_FILL = 76 - /** */ - export const ICON_REPEAT_FILL = 77 - /** */ - export const ICON_SHUFFLE_FILL = 78 - /** */ - export const ICON_EMPTYBOX_SMALL = 79 - /** */ - export const ICON_BOX = 80 - /** */ - export const ICON_BOX_TOP = 81 - /** */ - export const ICON_BOX_TOP_RIGHT = 82 - /** */ - export const ICON_BOX_RIGHT = 83 - /** */ - export const ICON_BOX_BOTTOM_RIGHT = 84 - /** */ - export const ICON_BOX_BOTTOM = 85 - /** */ - export const ICON_BOX_BOTTOM_LEFT = 86 - /** */ - export const ICON_BOX_LEFT = 87 - /** */ - export const ICON_BOX_TOP_LEFT = 88 - /** */ - export const ICON_BOX_CENTER = 89 - /** */ - export const ICON_BOX_CIRCLE_MASK = 90 - /** */ - export const ICON_POT = 91 - /** */ - export const ICON_ALPHA_MULTIPLY = 92 - /** */ - export const ICON_ALPHA_CLEAR = 93 - /** */ - export const ICON_DITHERING = 94 - /** */ - export const ICON_MIPMAPS = 95 - /** */ - export const ICON_BOX_GRID = 96 - /** */ - export const ICON_GRID = 97 - /** */ - export const ICON_BOX_CORNERS_SMALL = 98 - /** */ - export const ICON_BOX_CORNERS_BIG = 99 - /** */ - export const ICON_FOUR_BOXES = 100 - /** */ - export const ICON_GRID_FILL = 101 - /** */ - export const ICON_BOX_MULTISIZE = 102 - /** */ - export const ICON_ZOOM_SMALL = 103 - /** */ - export const ICON_ZOOM_MEDIUM = 104 - /** */ - export const ICON_ZOOM_BIG = 105 - /** */ - export const ICON_ZOOM_ALL = 106 - /** */ - export const ICON_ZOOM_CENTER = 107 - /** */ - export const ICON_BOX_DOTS_SMALL = 108 - /** */ - export const ICON_BOX_DOTS_BIG = 109 - /** */ - export const ICON_BOX_CONCENTRIC = 110 - /** */ - export const ICON_BOX_GRID_BIG = 111 - /** */ - export const ICON_OK_TICK = 112 - /** */ - export const ICON_CROSS = 113 - /** */ - export const ICON_ARROW_LEFT = 114 - /** */ - export const ICON_ARROW_RIGHT = 115 - /** */ - export const ICON_ARROW_DOWN = 116 - /** */ - export const ICON_ARROW_UP = 117 - /** */ - export const ICON_ARROW_LEFT_FILL = 118 - /** */ - export const ICON_ARROW_RIGHT_FILL = 119 - /** */ - export const ICON_ARROW_DOWN_FILL = 120 - /** */ - export const ICON_ARROW_UP_FILL = 121 - /** */ - export const ICON_AUDIO = 122 - /** */ - export const ICON_FX = 123 - /** */ - export const ICON_WAVE = 124 - /** */ - export const ICON_WAVE_SINUS = 125 - /** */ - export const ICON_WAVE_SQUARE = 126 - /** */ - export const ICON_WAVE_TRIANGULAR = 127 - /** */ - export const ICON_CROSS_SMALL = 128 - /** */ - export const ICON_PLAYER_PREVIOUS = 129 - /** */ - export const ICON_PLAYER_PLAY_BACK = 130 - /** */ - export const ICON_PLAYER_PLAY = 131 - /** */ - export const ICON_PLAYER_PAUSE = 132 - /** */ - export const ICON_PLAYER_STOP = 133 - /** */ - export const ICON_PLAYER_NEXT = 134 - /** */ - export const ICON_PLAYER_RECORD = 135 - /** */ - export const ICON_MAGNET = 136 - /** */ - export const ICON_LOCK_CLOSE = 137 - /** */ - export const ICON_LOCK_OPEN = 138 - /** */ - export const ICON_CLOCK = 139 - /** */ - export const ICON_TOOLS = 140 - /** */ - export const ICON_GEAR = 141 - /** */ - export const ICON_GEAR_BIG = 142 - /** */ - export const ICON_BIN = 143 - /** */ - export const ICON_HAND_POINTER = 144 - /** */ - export const ICON_LASER = 145 - /** */ - export const ICON_COIN = 146 - /** */ - export const ICON_EXPLOSION = 147 - /** */ - export const ICON_1UP = 148 - /** */ - export const ICON_PLAYER = 149 - /** */ - export const ICON_PLAYER_JUMP = 150 - /** */ - export const ICON_KEY = 151 - /** */ - export const ICON_DEMON = 152 - /** */ - export const ICON_TEXT_POPUP = 153 - /** */ - export const ICON_GEAR_EX = 154 - /** */ - export const ICON_CRACK = 155 - /** */ - export const ICON_CRACK_POINTS = 156 - /** */ - export const ICON_STAR = 157 - /** */ - export const ICON_DOOR = 158 - /** */ - export const ICON_EXIT = 159 - /** */ - export const ICON_MODE_2D = 160 - /** */ - export const ICON_MODE_3D = 161 - /** */ - export const ICON_CUBE = 162 - /** */ - export const ICON_CUBE_FACE_TOP = 163 - /** */ - export const ICON_CUBE_FACE_LEFT = 164 - /** */ - export const ICON_CUBE_FACE_FRONT = 165 - /** */ - export const ICON_CUBE_FACE_BOTTOM = 166 - /** */ - export const ICON_CUBE_FACE_RIGHT = 167 - /** */ - export const ICON_CUBE_FACE_BACK = 168 - /** */ - export const ICON_CAMERA = 169 - /** */ - export const ICON_SPECIAL = 170 - /** */ - export const ICON_LINK_NET = 171 - /** */ - export const ICON_LINK_BOXES = 172 - /** */ - export const ICON_LINK_MULTI = 173 - /** */ - export const ICON_LINK = 174 - /** */ - export const ICON_LINK_BROKE = 175 - /** */ - export const ICON_TEXT_NOTES = 176 - /** */ - export const ICON_NOTEBOOK = 177 - /** */ - export const ICON_SUITCASE = 178 - /** */ - export const ICON_SUITCASE_ZIP = 179 - /** */ - export const ICON_MAILBOX = 180 - /** */ - export const ICON_MONITOR = 181 - /** */ - export const ICON_PRINTER = 182 - /** */ - export const ICON_PHOTO_CAMERA = 183 - /** */ - export const ICON_PHOTO_CAMERA_FLASH = 184 - /** */ - export const ICON_HOUSE = 185 - /** */ - export const ICON_HEART = 186 - /** */ - export const ICON_CORNER = 187 - /** */ - export const ICON_VERTICAL_BARS = 188 - /** */ - export const ICON_VERTICAL_BARS_FILL = 189 - /** */ - export const ICON_LIFE_BARS = 190 - /** */ - export const ICON_INFO = 191 - /** */ - export const ICON_CROSSLINE = 192 - /** */ - export const ICON_HELP = 193 - /** */ - export const ICON_FILETYPE_ALPHA = 194 - /** */ - export const ICON_FILETYPE_HOME = 195 - /** */ - export const ICON_LAYERS_VISIBLE = 196 - /** */ - export const ICON_LAYERS = 197 - /** */ - export const ICON_WINDOW = 198 - /** */ - export const ICON_HIDPI = 199 - /** */ - export const ICON_FILETYPE_BINARY = 200 - /** */ - export const ICON_HEX = 201 - /** */ - export const ICON_SHIELD = 202 - /** */ - export const ICON_FILE_NEW = 203 - /** */ - export const ICON_FOLDER_ADD = 204 - /** */ - export const ICON_ALARM = 205 - /** */ - export const ICON_CPU = 206 - /** */ - export const ICON_ROM = 207 - /** */ - export const ICON_STEP_OVER = 208 - /** */ - export const ICON_STEP_INTO = 209 - /** */ - export const ICON_STEP_OUT = 210 - /** */ - export const ICON_RESTART = 211 - /** */ - export const ICON_BREAKPOINT_ON = 212 - /** */ - export const ICON_BREAKPOINT_OFF = 213 - /** */ - export const ICON_BURGER_MENU = 214 - /** */ - export const ICON_CASE_SENSITIVE = 215 - /** */ - export const ICON_REG_EXP = 216 - /** */ - export const ICON_FOLDER = 217 - /** */ - export const ICON_FILE = 218 - /** */ - export const ICON_219 = 219 - /** */ - export const ICON_220 = 220 - /** */ - export const ICON_221 = 221 - /** */ - export const ICON_222 = 222 - /** */ - export const ICON_223 = 223 - /** */ - export const ICON_224 = 224 - /** */ - export const ICON_225 = 225 - /** */ - export const ICON_226 = 226 - /** */ - export const ICON_227 = 227 - /** */ - export const ICON_228 = 228 - /** */ - export const ICON_229 = 229 - /** */ - export const ICON_230 = 230 - /** */ - export const ICON_231 = 231 - /** */ - export const ICON_232 = 232 - /** */ - export const ICON_233 = 233 - /** */ - export const ICON_234 = 234 - /** */ - export const ICON_235 = 235 - /** */ - export const ICON_236 = 236 - /** */ - export const ICON_237 = 237 - /** */ - export const ICON_238 = 238 - /** */ - export const ICON_239 = 239 - /** */ - export const ICON_240 = 240 - /** */ - export const ICON_241 = 241 - /** */ - export const ICON_242 = 242 - /** */ - export const ICON_243 = 243 - /** */ - export const ICON_244 = 244 - /** */ - export const ICON_245 = 245 - /** */ - export const ICON_246 = 246 - /** */ - export const ICON_247 = 247 - /** */ - export const ICON_248 = 248 - /** */ - export const ICON_249 = 249 - /** */ - export const ICON_250 = 250 - /** */ - export const ICON_251 = 251 - /** */ - export const ICON_252 = 252 - /** */ - export const ICON_253 = 253 - /** */ - export const ICON_254 = 254 - /** */ - export const ICON_255 = 255 /** OpenGL 1.1 */ export const RL_OPENGL_11 = 1 /** OpenGL 2.1 (GLSL 120) */ @@ -4226,6 +3555,8 @@ declare module "raylib" { export const RL_OPENGL_43 = 4 /** OpenGL ES 2.0 (GLSL 100) */ export const RL_OPENGL_ES_20 = 5 + /** OpenGL ES 3.0 (GLSL 300 es) */ + export const RL_OPENGL_ES_30 = 6 /** Display all logs */ export const RL_LOG_ALL = 0 /** Trace logging, intended for internal use only */ @@ -4262,28 +3593,34 @@ declare module "raylib" { export const RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 /** 32*4 bpp (4 channels - float) */ export const RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 + /** 16 bpp (1 channel - half float) */ + export const RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11 + /** 16*3 bpp (3 channels - half float) */ + export const RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 + /** 16*4 bpp (4 channels - half float) */ + export const RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 /** 4 bpp (no alpha) */ - export const RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 + export const RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 /** 4 bpp (1 bit alpha) */ - export const RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 + export const RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 /** 8 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 + export const RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 /** 8 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 + export const RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 /** 4 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 + export const RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 /** 4 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 + export const RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 /** 8 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 + export const RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 /** 4 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 + export const RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 /** 4 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 + export const RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 /** 8 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 + export const RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 /** 2 bpp */ - export const RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 + export const RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 /** No filter, just pixel approximation */ export const RL_TEXTURE_FILTER_POINT = 0 /** Linear filtering */ diff --git a/src/generated/node-raylib.js b/src/generated/node-raylib.js index 7b793ae..ff8efd3 100644 --- a/src/generated/node-raylib.js +++ b/src/generated/node-raylib.js @@ -20,7 +20,7 @@ const raylib = {} * * @return {undefined} */ -function InitWindow (width, height, title) { +function InitWindow(width, height, title) { return r.BindInitWindow( width, height, @@ -30,31 +30,31 @@ function InitWindow (width, height, title) { raylib.InitWindow = InitWindow /** - * Check if KEY_ESCAPE pressed or Close icon pressed + * Close window and unload OpenGL context * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function WindowShouldClose () { - return r.BindWindowShouldClose() +function CloseWindow() { + return r.BindCloseWindow() } -raylib.WindowShouldClose = WindowShouldClose +raylib.CloseWindow = CloseWindow /** - * Close window and unload OpenGL context + * Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function CloseWindow () { - return r.BindCloseWindow() +function WindowShouldClose() { + return r.BindWindowShouldClose() } -raylib.CloseWindow = CloseWindow +raylib.WindowShouldClose = WindowShouldClose /** * Check if window has been initialized successfully * * @return {boolean} The resulting bool. */ -function IsWindowReady () { +function IsWindowReady() { return r.BindIsWindowReady() } raylib.IsWindowReady = IsWindowReady @@ -64,7 +64,7 @@ raylib.IsWindowReady = IsWindowReady * * @return {boolean} The resulting bool. */ -function IsWindowFullscreen () { +function IsWindowFullscreen() { return r.BindIsWindowFullscreen() } raylib.IsWindowFullscreen = IsWindowFullscreen @@ -74,7 +74,7 @@ raylib.IsWindowFullscreen = IsWindowFullscreen * * @return {boolean} The resulting bool. */ -function IsWindowHidden () { +function IsWindowHidden() { return r.BindIsWindowHidden() } raylib.IsWindowHidden = IsWindowHidden @@ -84,7 +84,7 @@ raylib.IsWindowHidden = IsWindowHidden * * @return {boolean} The resulting bool. */ -function IsWindowMinimized () { +function IsWindowMinimized() { return r.BindIsWindowMinimized() } raylib.IsWindowMinimized = IsWindowMinimized @@ -94,7 +94,7 @@ raylib.IsWindowMinimized = IsWindowMinimized * * @return {boolean} The resulting bool. */ -function IsWindowMaximized () { +function IsWindowMaximized() { return r.BindIsWindowMaximized() } raylib.IsWindowMaximized = IsWindowMaximized @@ -104,7 +104,7 @@ raylib.IsWindowMaximized = IsWindowMaximized * * @return {boolean} The resulting bool. */ -function IsWindowFocused () { +function IsWindowFocused() { return r.BindIsWindowFocused() } raylib.IsWindowFocused = IsWindowFocused @@ -114,7 +114,7 @@ raylib.IsWindowFocused = IsWindowFocused * * @return {boolean} The resulting bool. */ -function IsWindowResized () { +function IsWindowResized() { return r.BindIsWindowResized() } raylib.IsWindowResized = IsWindowResized @@ -126,7 +126,7 @@ raylib.IsWindowResized = IsWindowResized * * @return {boolean} The resulting bool. */ -function IsWindowState (flag) { +function IsWindowState(flag) { return r.BindIsWindowState( flag ) @@ -140,7 +140,7 @@ raylib.IsWindowState = IsWindowState * * @return {undefined} */ -function SetWindowState (flags) { +function SetWindowState(flags) { return r.BindSetWindowState( flags ) @@ -154,7 +154,7 @@ raylib.SetWindowState = SetWindowState * * @return {undefined} */ -function ClearWindowState (flags) { +function ClearWindowState(flags) { return r.BindClearWindowState( flags ) @@ -166,17 +166,27 @@ raylib.ClearWindowState = ClearWindowState * * @return {undefined} */ -function ToggleFullscreen () { +function ToggleFullscreen() { return r.BindToggleFullscreen() } raylib.ToggleFullscreen = ToggleFullscreen +/** + * Toggle window state: borderless windowed (only PLATFORM_DESKTOP) + * + * @return {undefined} + */ +function ToggleBorderlessWindowed() { + return r.BindToggleBorderlessWindowed() +} +raylib.ToggleBorderlessWindowed = ToggleBorderlessWindowed + /** * Set window state: maximized, if resizable (only PLATFORM_DESKTOP) * * @return {undefined} */ -function MaximizeWindow () { +function MaximizeWindow() { return r.BindMaximizeWindow() } raylib.MaximizeWindow = MaximizeWindow @@ -186,7 +196,7 @@ raylib.MaximizeWindow = MaximizeWindow * * @return {undefined} */ -function MinimizeWindow () { +function MinimizeWindow() { return r.BindMinimizeWindow() } raylib.MinimizeWindow = MinimizeWindow @@ -196,7 +206,7 @@ raylib.MinimizeWindow = MinimizeWindow * * @return {undefined} */ -function RestoreWindow () { +function RestoreWindow() { return r.BindRestoreWindow() } raylib.RestoreWindow = RestoreWindow @@ -208,7 +218,7 @@ raylib.RestoreWindow = RestoreWindow * * @return {undefined} */ -function SetWindowIcon (image) { +function SetWindowIcon(image) { return r.BindSetWindowIcon( image.data, image.width, @@ -227,7 +237,7 @@ raylib.SetWindowIcon = SetWindowIcon * * @return {undefined} */ -function SetWindowIcons (images, count) { +function SetWindowIcons(images, count) { return r.BindSetWindowIcons( images, count @@ -236,13 +246,13 @@ function SetWindowIcons (images, count) { raylib.SetWindowIcons = SetWindowIcons /** - * Set title for window (only PLATFORM_DESKTOP) + * Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) * * @param {string} title * * @return {undefined} */ -function SetWindowTitle (title) { +function SetWindowTitle(title) { return r.BindSetWindowTitle( title ) @@ -257,7 +267,7 @@ raylib.SetWindowTitle = SetWindowTitle * * @return {undefined} */ -function SetWindowPosition (x, y) { +function SetWindowPosition(x, y) { return r.BindSetWindowPosition( x, y @@ -266,13 +276,13 @@ function SetWindowPosition (x, y) { raylib.SetWindowPosition = SetWindowPosition /** - * Set monitor for the current window (fullscreen mode) + * Set monitor for the current window * * @param {number} monitor * * @return {undefined} */ -function SetWindowMonitor (monitor) { +function SetWindowMonitor(monitor) { return r.BindSetWindowMonitor( monitor ) @@ -287,7 +297,7 @@ raylib.SetWindowMonitor = SetWindowMonitor * * @return {undefined} */ -function SetWindowMinSize (width, height) { +function SetWindowMinSize(width, height) { return r.BindSetWindowMinSize( width, height @@ -295,6 +305,22 @@ function SetWindowMinSize (width, height) { } raylib.SetWindowMinSize = SetWindowMinSize +/** + * Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) + * + * @param {number} width + * @param {number} height + * + * @return {undefined} + */ +function SetWindowMaxSize(width, height) { + return r.BindSetWindowMaxSize( + width, + height + ) +} +raylib.SetWindowMaxSize = SetWindowMaxSize + /** * Set window dimensions * @@ -303,7 +329,7 @@ raylib.SetWindowMinSize = SetWindowMinSize * * @return {undefined} */ -function SetWindowSize (width, height) { +function SetWindowSize(width, height) { return r.BindSetWindowSize( width, height @@ -318,19 +344,29 @@ raylib.SetWindowSize = SetWindowSize * * @return {undefined} */ -function SetWindowOpacity (opacity) { +function SetWindowOpacity(opacity) { return r.BindSetWindowOpacity( opacity ) } raylib.SetWindowOpacity = SetWindowOpacity +/** + * Set window focused (only PLATFORM_DESKTOP) + * + * @return {undefined} + */ +function SetWindowFocused() { + return r.BindSetWindowFocused() +} +raylib.SetWindowFocused = SetWindowFocused + /** * Get native window handle * * @return {number} The resulting void *. */ -function GetWindowHandle () { +function GetWindowHandle() { return r.BindGetWindowHandle() } raylib.GetWindowHandle = GetWindowHandle @@ -340,7 +376,7 @@ raylib.GetWindowHandle = GetWindowHandle * * @return {number} The resulting int. */ -function GetScreenWidth () { +function GetScreenWidth() { return r.BindGetScreenWidth() } raylib.GetScreenWidth = GetScreenWidth @@ -350,7 +386,7 @@ raylib.GetScreenWidth = GetScreenWidth * * @return {number} The resulting int. */ -function GetScreenHeight () { +function GetScreenHeight() { return r.BindGetScreenHeight() } raylib.GetScreenHeight = GetScreenHeight @@ -360,7 +396,7 @@ raylib.GetScreenHeight = GetScreenHeight * * @return {number} The resulting int. */ -function GetRenderWidth () { +function GetRenderWidth() { return r.BindGetRenderWidth() } raylib.GetRenderWidth = GetRenderWidth @@ -370,7 +406,7 @@ raylib.GetRenderWidth = GetRenderWidth * * @return {number} The resulting int. */ -function GetRenderHeight () { +function GetRenderHeight() { return r.BindGetRenderHeight() } raylib.GetRenderHeight = GetRenderHeight @@ -380,7 +416,7 @@ raylib.GetRenderHeight = GetRenderHeight * * @return {number} The resulting int. */ -function GetMonitorCount () { +function GetMonitorCount() { return r.BindGetMonitorCount() } raylib.GetMonitorCount = GetMonitorCount @@ -390,7 +426,7 @@ raylib.GetMonitorCount = GetMonitorCount * * @return {number} The resulting int. */ -function GetCurrentMonitor () { +function GetCurrentMonitor() { return r.BindGetCurrentMonitor() } raylib.GetCurrentMonitor = GetCurrentMonitor @@ -402,7 +438,7 @@ raylib.GetCurrentMonitor = GetCurrentMonitor * * @return {Vector2} The resulting Vector2. */ -function GetMonitorPosition (monitor) { +function GetMonitorPosition(monitor) { return r.BindGetMonitorPosition( monitor ) @@ -416,7 +452,7 @@ raylib.GetMonitorPosition = GetMonitorPosition * * @return {number} The resulting int. */ -function GetMonitorWidth (monitor) { +function GetMonitorWidth(monitor) { return r.BindGetMonitorWidth( monitor ) @@ -430,7 +466,7 @@ raylib.GetMonitorWidth = GetMonitorWidth * * @return {number} The resulting int. */ -function GetMonitorHeight (monitor) { +function GetMonitorHeight(monitor) { return r.BindGetMonitorHeight( monitor ) @@ -444,7 +480,7 @@ raylib.GetMonitorHeight = GetMonitorHeight * * @return {number} The resulting int. */ -function GetMonitorPhysicalWidth (monitor) { +function GetMonitorPhysicalWidth(monitor) { return r.BindGetMonitorPhysicalWidth( monitor ) @@ -458,7 +494,7 @@ raylib.GetMonitorPhysicalWidth = GetMonitorPhysicalWidth * * @return {number} The resulting int. */ -function GetMonitorPhysicalHeight (monitor) { +function GetMonitorPhysicalHeight(monitor) { return r.BindGetMonitorPhysicalHeight( monitor ) @@ -472,7 +508,7 @@ raylib.GetMonitorPhysicalHeight = GetMonitorPhysicalHeight * * @return {number} The resulting int. */ -function GetMonitorRefreshRate (monitor) { +function GetMonitorRefreshRate(monitor) { return r.BindGetMonitorRefreshRate( monitor ) @@ -484,7 +520,7 @@ raylib.GetMonitorRefreshRate = GetMonitorRefreshRate * * @return {Vector2} The resulting Vector2. */ -function GetWindowPosition () { +function GetWindowPosition() { return r.BindGetWindowPosition() } raylib.GetWindowPosition = GetWindowPosition @@ -494,19 +530,19 @@ raylib.GetWindowPosition = GetWindowPosition * * @return {Vector2} The resulting Vector2. */ -function GetWindowScaleDPI () { +function GetWindowScaleDPI() { return r.BindGetWindowScaleDPI() } raylib.GetWindowScaleDPI = GetWindowScaleDPI /** - * Get the human-readable, UTF-8 encoded name of the primary monitor + * Get the human-readable, UTF-8 encoded name of the specified monitor * * @param {number} monitor * * @return {string} The resulting const char *. */ -function GetMonitorName (monitor) { +function GetMonitorName(monitor) { return r.BindGetMonitorName( monitor ) @@ -520,7 +556,7 @@ raylib.GetMonitorName = GetMonitorName * * @return {undefined} */ -function SetClipboardText (text) { +function SetClipboardText(text) { return r.BindSetClipboardText( text ) @@ -532,7 +568,7 @@ raylib.SetClipboardText = SetClipboardText * * @return {string} The resulting const char *. */ -function GetClipboardText () { +function GetClipboardText() { return r.BindGetClipboardText() } raylib.GetClipboardText = GetClipboardText @@ -542,7 +578,7 @@ raylib.GetClipboardText = GetClipboardText * * @return {undefined} */ -function EnableEventWaiting () { +function EnableEventWaiting() { return r.BindEnableEventWaiting() } raylib.EnableEventWaiting = EnableEventWaiting @@ -552,51 +588,17 @@ raylib.EnableEventWaiting = EnableEventWaiting * * @return {undefined} */ -function DisableEventWaiting () { +function DisableEventWaiting() { return r.BindDisableEventWaiting() } raylib.DisableEventWaiting = DisableEventWaiting -/** - * Swap back buffer with front buffer (screen drawing) - * - * @return {undefined} - */ -function SwapScreenBuffer () { - return r.BindSwapScreenBuffer() -} -raylib.SwapScreenBuffer = SwapScreenBuffer - -/** - * Register all input events - * - * @return {undefined} - */ -function PollInputEvents () { - return r.BindPollInputEvents() -} -raylib.PollInputEvents = PollInputEvents - -/** - * Wait for some time (halt program execution) - * - * @param {number} seconds - * - * @return {undefined} - */ -function WaitTime (seconds) { - return r.BindWaitTime( - seconds - ) -} -raylib.WaitTime = WaitTime - /** * Shows cursor * * @return {undefined} */ -function ShowCursor () { +function ShowCursor() { return r.BindShowCursor() } raylib.ShowCursor = ShowCursor @@ -606,7 +608,7 @@ raylib.ShowCursor = ShowCursor * * @return {undefined} */ -function HideCursor () { +function HideCursor() { return r.BindHideCursor() } raylib.HideCursor = HideCursor @@ -616,7 +618,7 @@ raylib.HideCursor = HideCursor * * @return {boolean} The resulting bool. */ -function IsCursorHidden () { +function IsCursorHidden() { return r.BindIsCursorHidden() } raylib.IsCursorHidden = IsCursorHidden @@ -626,7 +628,7 @@ raylib.IsCursorHidden = IsCursorHidden * * @return {undefined} */ -function EnableCursor () { +function EnableCursor() { return r.BindEnableCursor() } raylib.EnableCursor = EnableCursor @@ -636,7 +638,7 @@ raylib.EnableCursor = EnableCursor * * @return {undefined} */ -function DisableCursor () { +function DisableCursor() { return r.BindDisableCursor() } raylib.DisableCursor = DisableCursor @@ -646,7 +648,7 @@ raylib.DisableCursor = DisableCursor * * @return {boolean} The resulting bool. */ -function IsCursorOnScreen () { +function IsCursorOnScreen() { return r.BindIsCursorOnScreen() } raylib.IsCursorOnScreen = IsCursorOnScreen @@ -658,7 +660,7 @@ raylib.IsCursorOnScreen = IsCursorOnScreen * * @return {undefined} */ -function ClearBackground (color) { +function ClearBackground(color) { return r.BindClearBackground( color.r, color.g, @@ -673,7 +675,7 @@ raylib.ClearBackground = ClearBackground * * @return {undefined} */ -function BeginDrawing () { +function BeginDrawing() { return r.BindBeginDrawing() } raylib.BeginDrawing = BeginDrawing @@ -683,7 +685,7 @@ raylib.BeginDrawing = BeginDrawing * * @return {undefined} */ -function EndDrawing () { +function EndDrawing() { return r.BindEndDrawing() } raylib.EndDrawing = EndDrawing @@ -695,7 +697,7 @@ raylib.EndDrawing = EndDrawing * * @return {undefined} */ -function BeginMode2D (camera) { +function BeginMode2D(camera) { return r.BindBeginMode2D( camera.offset.x, camera.offset.y, @@ -712,7 +714,7 @@ raylib.BeginMode2D = BeginMode2D * * @return {undefined} */ -function EndMode2D () { +function EndMode2D() { return r.BindEndMode2D() } raylib.EndMode2D = EndMode2D @@ -724,7 +726,7 @@ raylib.EndMode2D = EndMode2D * * @return {undefined} */ -function BeginMode3D (camera) { +function BeginMode3D(camera) { return r.BindBeginMode3D( camera.position.x, camera.position.y, @@ -746,7 +748,7 @@ raylib.BeginMode3D = BeginMode3D * * @return {undefined} */ -function EndMode3D () { +function EndMode3D() { return r.BindEndMode3D() } raylib.EndMode3D = EndMode3D @@ -758,7 +760,7 @@ raylib.EndMode3D = EndMode3D * * @return {undefined} */ -function BeginTextureMode (target) { +function BeginTextureMode(target) { return r.BindBeginTextureMode( target.id, target.texture.id, @@ -780,7 +782,7 @@ raylib.BeginTextureMode = BeginTextureMode * * @return {undefined} */ -function EndTextureMode () { +function EndTextureMode() { return r.BindEndTextureMode() } raylib.EndTextureMode = EndTextureMode @@ -792,7 +794,7 @@ raylib.EndTextureMode = EndTextureMode * * @return {undefined} */ -function BeginShaderMode (shader) { +function BeginShaderMode(shader) { return r.BindBeginShaderMode( shader.id, shader.locs @@ -805,7 +807,7 @@ raylib.BeginShaderMode = BeginShaderMode * * @return {undefined} */ -function EndShaderMode () { +function EndShaderMode() { return r.BindEndShaderMode() } raylib.EndShaderMode = EndShaderMode @@ -817,7 +819,7 @@ raylib.EndShaderMode = EndShaderMode * * @return {undefined} */ -function BeginBlendMode (mode) { +function BeginBlendMode(mode) { return r.BindBeginBlendMode( mode ) @@ -829,7 +831,7 @@ raylib.BeginBlendMode = BeginBlendMode * * @return {undefined} */ -function EndBlendMode () { +function EndBlendMode() { return r.BindEndBlendMode() } raylib.EndBlendMode = EndBlendMode @@ -844,7 +846,7 @@ raylib.EndBlendMode = EndBlendMode * * @return {undefined} */ -function BeginScissorMode (x, y, width, height) { +function BeginScissorMode(x, y, width, height) { return r.BindBeginScissorMode( x, y, @@ -859,7 +861,7 @@ raylib.BeginScissorMode = BeginScissorMode * * @return {undefined} */ -function EndScissorMode () { +function EndScissorMode() { return r.BindEndScissorMode() } raylib.EndScissorMode = EndScissorMode @@ -869,7 +871,7 @@ raylib.EndScissorMode = EndScissorMode * * @return {undefined} */ -function EndVrStereoMode () { +function EndVrStereoMode() { return r.BindEndVrStereoMode() } raylib.EndVrStereoMode = EndVrStereoMode @@ -882,7 +884,7 @@ raylib.EndVrStereoMode = EndVrStereoMode * * @return {Shader} The resulting Shader. */ -function LoadShader (vsFileName, fsFileName) { +function LoadShader(vsFileName, fsFileName) { return r.BindLoadShader( vsFileName, fsFileName @@ -898,7 +900,7 @@ raylib.LoadShader = LoadShader * * @return {Shader} The resulting Shader. */ -function LoadShaderFromMemory (vsCode, fsCode) { +function LoadShaderFromMemory(vsCode, fsCode) { return r.BindLoadShaderFromMemory( vsCode, fsCode @@ -913,7 +915,7 @@ raylib.LoadShaderFromMemory = LoadShaderFromMemory * * @return {boolean} The resulting bool. */ -function IsShaderReady (shader) { +function IsShaderReady(shader) { return r.BindIsShaderReady( shader.id, shader.locs @@ -929,7 +931,7 @@ raylib.IsShaderReady = IsShaderReady * * @return {number} The resulting int. */ -function GetShaderLocation (shader, uniformName) { +function GetShaderLocation(shader, uniformName) { return r.BindGetShaderLocation( shader.id, shader.locs, @@ -946,7 +948,7 @@ raylib.GetShaderLocation = GetShaderLocation * * @return {number} The resulting int. */ -function GetShaderLocationAttrib (shader, attribName) { +function GetShaderLocationAttrib(shader, attribName) { return r.BindGetShaderLocationAttrib( shader.id, shader.locs, @@ -964,7 +966,7 @@ raylib.GetShaderLocationAttrib = GetShaderLocationAttrib * * @return {undefined} */ -function SetShaderValueMatrix (shader, locIndex, mat) { +function SetShaderValueMatrix(shader, locIndex, mat) { return r.BindSetShaderValueMatrix( shader.id, shader.locs, @@ -998,7 +1000,7 @@ raylib.SetShaderValueMatrix = SetShaderValueMatrix * * @return {undefined} */ -function SetShaderValueTexture (shader, locIndex, texture) { +function SetShaderValueTexture(shader, locIndex, texture) { return r.BindSetShaderValueTexture( shader.id, shader.locs, @@ -1019,7 +1021,7 @@ raylib.SetShaderValueTexture = SetShaderValueTexture * * @return {undefined} */ -function UnloadShader (shader) { +function UnloadShader(shader) { return r.BindUnloadShader( shader.id, shader.locs @@ -1035,7 +1037,7 @@ raylib.UnloadShader = UnloadShader * * @return {Ray} The resulting Ray. */ -function GetMouseRay (mousePosition, camera) { +function GetMouseRay(mousePosition, camera) { return r.BindGetMouseRay( mousePosition.x, mousePosition.y, @@ -1061,7 +1063,7 @@ raylib.GetMouseRay = GetMouseRay * * @return {Matrix} The resulting Matrix. */ -function GetCameraMatrix (camera) { +function GetCameraMatrix(camera) { return r.BindGetCameraMatrix( camera.position.x, camera.position.y, @@ -1085,7 +1087,7 @@ raylib.GetCameraMatrix = GetCameraMatrix * * @return {Matrix} The resulting Matrix. */ -function GetCameraMatrix2D (camera) { +function GetCameraMatrix2D(camera) { return r.BindGetCameraMatrix2D( camera.offset.x, camera.offset.y, @@ -1105,7 +1107,7 @@ raylib.GetCameraMatrix2D = GetCameraMatrix2D * * @return {Vector2} The resulting Vector2. */ -function GetWorldToScreen (position, camera) { +function GetWorldToScreen(position, camera) { return r.BindGetWorldToScreen( position.x, position.y, @@ -1133,7 +1135,7 @@ raylib.GetWorldToScreen = GetWorldToScreen * * @return {Vector2} The resulting Vector2. */ -function GetScreenToWorld2D (position, camera) { +function GetScreenToWorld2D(position, camera) { return r.BindGetScreenToWorld2D( position.x, position.y, @@ -1157,7 +1159,7 @@ raylib.GetScreenToWorld2D = GetScreenToWorld2D * * @return {Vector2} The resulting Vector2. */ -function GetWorldToScreenEx (position, camera, width, height) { +function GetWorldToScreenEx(position, camera, width, height) { return r.BindGetWorldToScreenEx( position.x, position.y, @@ -1187,7 +1189,7 @@ raylib.GetWorldToScreenEx = GetWorldToScreenEx * * @return {Vector2} The resulting Vector2. */ -function GetWorldToScreen2D (position, camera) { +function GetWorldToScreen2D(position, camera) { return r.BindGetWorldToScreen2D( position.x, position.y, @@ -1208,42 +1210,90 @@ raylib.GetWorldToScreen2D = GetWorldToScreen2D * * @return {undefined} */ -function SetTargetFPS (fps) { +function SetTargetFPS(fps) { return r.BindSetTargetFPS( fps ) } raylib.SetTargetFPS = SetTargetFPS +/** + * Get time in seconds for last frame drawn (delta time) + * + * @return {number} The resulting float. + */ +function GetFrameTime() { + return r.BindGetFrameTime() +} +raylib.GetFrameTime = GetFrameTime + +/** + * Get elapsed time in seconds since InitWindow() + * + * @return {number} The resulting double. + */ +function GetTime() { + return r.BindGetTime() +} +raylib.GetTime = GetTime + /** * Get current FPS * * @return {number} The resulting int. */ -function GetFPS () { +function GetFPS() { return r.BindGetFPS() } raylib.GetFPS = GetFPS /** - * Get time in seconds for last frame drawn (delta time) + * Swap back buffer with front buffer (screen drawing) * - * @return {number} The resulting float. + * @return {undefined} */ -function GetFrameTime () { - return r.BindGetFrameTime() +function SwapScreenBuffer() { + return r.BindSwapScreenBuffer() } -raylib.GetFrameTime = GetFrameTime +raylib.SwapScreenBuffer = SwapScreenBuffer /** - * Get elapsed time in seconds since InitWindow() + * Register all input events * - * @return {number} The resulting double. + * @return {undefined} */ -function GetTime () { - return r.BindGetTime() +function PollInputEvents() { + return r.BindPollInputEvents() } -raylib.GetTime = GetTime +raylib.PollInputEvents = PollInputEvents + +/** + * Wait for some time (halt program execution) + * + * @param {number} seconds + * + * @return {undefined} + */ +function WaitTime(seconds) { + return r.BindWaitTime( + seconds + ) +} +raylib.WaitTime = WaitTime + +/** + * Set the seed for the random number generator + * + * @param {number} seed + * + * @return {undefined} + */ +function SetRandomSeed(seed) { + return r.BindSetRandomSeed( + seed + ) +} +raylib.SetRandomSeed = SetRandomSeed /** * Get a random value between min and max (both included) @@ -1253,7 +1303,7 @@ raylib.GetTime = GetTime * * @return {number} The resulting int. */ -function GetRandomValue (min, max) { +function GetRandomValue(min, max) { return r.BindGetRandomValue( min, max @@ -1262,18 +1312,36 @@ function GetRandomValue (min, max) { raylib.GetRandomValue = GetRandomValue /** - * Set the seed for the random number generator + * Load random values sequence, no values repeated * - * @param {number} seed + * @param {number} count + * @param {number} min + * @param {number} max + * + * @return {number} The resulting int *. + */ +function LoadRandomSequence(count, min, max) { + return r.BindLoadRandomSequence( + count, + min, + max + ) +} +raylib.LoadRandomSequence = LoadRandomSequence + +/** + * Unload random values sequence + * + * @param {number} sequence * * @return {undefined} */ -function SetRandomSeed (seed) { - return r.BindSetRandomSeed( - seed +function UnloadRandomSequence(sequence) { + return r.BindUnloadRandomSequence( + sequence ) } -raylib.SetRandomSeed = SetRandomSeed +raylib.UnloadRandomSequence = UnloadRandomSequence /** * Takes a screenshot of current screen (filename extension defines format) @@ -1282,7 +1350,7 @@ raylib.SetRandomSeed = SetRandomSeed * * @return {undefined} */ -function TakeScreenshot (fileName) { +function TakeScreenshot(fileName) { return r.BindTakeScreenshot( fileName ) @@ -1296,13 +1364,27 @@ raylib.TakeScreenshot = TakeScreenshot * * @return {undefined} */ -function SetConfigFlags (flags) { +function SetConfigFlags(flags) { return r.BindSetConfigFlags( flags ) } raylib.SetConfigFlags = SetConfigFlags +/** + * Open URL with default system browser (if available) + * + * @param {string} url + * + * @return {undefined} + */ +function OpenURL(url) { + return r.BindOpenURL( + url + ) +} +raylib.OpenURL = OpenURL + /** * Set the current threshold (minimum) log level * @@ -1310,7 +1392,7 @@ raylib.SetConfigFlags = SetConfigFlags * * @return {undefined} */ -function SetTraceLogLevel (logLevel) { +function SetTraceLogLevel(logLevel) { return r.BindSetTraceLogLevel( logLevel ) @@ -1324,7 +1406,7 @@ raylib.SetTraceLogLevel = SetTraceLogLevel * * @return {number} The resulting void *. */ -function MemAlloc (size) { +function MemAlloc(size) { return r.BindMemAlloc( size ) @@ -1339,7 +1421,7 @@ raylib.MemAlloc = MemAlloc * * @return {number} The resulting void *. */ -function MemRealloc (ptr, size) { +function MemRealloc(ptr, size) { return r.BindMemRealloc( ptr, size @@ -1354,39 +1436,25 @@ raylib.MemRealloc = MemRealloc * * @return {undefined} */ -function MemFree (ptr) { +function MemFree(ptr) { return r.BindMemFree( ptr ) } raylib.MemFree = MemFree -/** - * Open URL with default system browser (if available) - * - * @param {string} url - * - * @return {undefined} - */ -function OpenURL (url) { - return r.BindOpenURL( - url - ) -} -raylib.OpenURL = OpenURL - /** * Load file data as byte array (read) * * @param {string} fileName - * @param {number} bytesRead + * @param {number} dataSize * * @return {Buffer} The resulting unsigned char *. */ -function LoadFileData (fileName, bytesRead) { +function LoadFileData(fileName, dataSize) { return r.BindLoadFileData( fileName, - bytesRead + dataSize ) } raylib.LoadFileData = LoadFileData @@ -1398,7 +1466,7 @@ raylib.LoadFileData = LoadFileData * * @return {undefined} */ -function UnloadFileData (data) { +function UnloadFileData(data) { return r.BindUnloadFileData( data ) @@ -1410,15 +1478,15 @@ raylib.UnloadFileData = UnloadFileData * * @param {string} fileName * @param {number} data - * @param {number} bytesToWrite + * @param {number} dataSize * * @return {boolean} The resulting bool. */ -function SaveFileData (fileName, data, bytesToWrite) { +function SaveFileData(fileName, data, dataSize) { return r.BindSaveFileData( fileName, data, - bytesToWrite + dataSize ) } raylib.SaveFileData = SaveFileData @@ -1427,15 +1495,15 @@ raylib.SaveFileData = SaveFileData * Export data to code (.h), returns true on success * * @param {Buffer} data - * @param {number} size + * @param {number} dataSize * @param {string} fileName * * @return {boolean} The resulting bool. */ -function ExportDataAsCode (data, size, fileName) { +function ExportDataAsCode(data, dataSize, fileName) { return r.BindExportDataAsCode( data, - size, + dataSize, fileName ) } @@ -1448,7 +1516,7 @@ raylib.ExportDataAsCode = ExportDataAsCode * * @return {string} The resulting char *. */ -function LoadFileText (fileName) { +function LoadFileText(fileName) { return r.BindLoadFileText( fileName ) @@ -1462,7 +1530,7 @@ raylib.LoadFileText = LoadFileText * * @return {undefined} */ -function UnloadFileText (text) { +function UnloadFileText(text) { return r.BindUnloadFileText( text ) @@ -1477,7 +1545,7 @@ raylib.UnloadFileText = UnloadFileText * * @return {boolean} The resulting bool. */ -function SaveFileText (fileName, text) { +function SaveFileText(fileName, text) { return r.BindSaveFileText( fileName, text @@ -1492,7 +1560,7 @@ raylib.SaveFileText = SaveFileText * * @return {boolean} The resulting bool. */ -function FileExists (fileName) { +function FileExists(fileName) { return r.BindFileExists( fileName ) @@ -1506,7 +1574,7 @@ raylib.FileExists = FileExists * * @return {boolean} The resulting bool. */ -function DirectoryExists (dirPath) { +function DirectoryExists(dirPath) { return r.BindDirectoryExists( dirPath ) @@ -1521,7 +1589,7 @@ raylib.DirectoryExists = DirectoryExists * * @return {boolean} The resulting bool. */ -function IsFileExtension (fileName, ext) { +function IsFileExtension(fileName, ext) { return r.BindIsFileExtension( fileName, ext @@ -1536,7 +1604,7 @@ raylib.IsFileExtension = IsFileExtension * * @return {number} The resulting int. */ -function GetFileLength (fileName) { +function GetFileLength(fileName) { return r.BindGetFileLength( fileName ) @@ -1550,7 +1618,7 @@ raylib.GetFileLength = GetFileLength * * @return {string} The resulting const char *. */ -function GetFileExtension (fileName) { +function GetFileExtension(fileName) { return r.BindGetFileExtension( fileName ) @@ -1564,7 +1632,7 @@ raylib.GetFileExtension = GetFileExtension * * @return {string} The resulting const char *. */ -function GetFileName (filePath) { +function GetFileName(filePath) { return r.BindGetFileName( filePath ) @@ -1578,7 +1646,7 @@ raylib.GetFileName = GetFileName * * @return {string} The resulting const char *. */ -function GetFileNameWithoutExt (filePath) { +function GetFileNameWithoutExt(filePath) { return r.BindGetFileNameWithoutExt( filePath ) @@ -1592,7 +1660,7 @@ raylib.GetFileNameWithoutExt = GetFileNameWithoutExt * * @return {string} The resulting const char *. */ -function GetDirectoryPath (filePath) { +function GetDirectoryPath(filePath) { return r.BindGetDirectoryPath( filePath ) @@ -1606,7 +1674,7 @@ raylib.GetDirectoryPath = GetDirectoryPath * * @return {string} The resulting const char *. */ -function GetPrevDirectoryPath (dirPath) { +function GetPrevDirectoryPath(dirPath) { return r.BindGetPrevDirectoryPath( dirPath ) @@ -1618,17 +1686,17 @@ raylib.GetPrevDirectoryPath = GetPrevDirectoryPath * * @return {string} The resulting const char *. */ -function GetWorkingDirectory () { +function GetWorkingDirectory() { return r.BindGetWorkingDirectory() } raylib.GetWorkingDirectory = GetWorkingDirectory /** - * Get the directory if the running application (uses static string) + * Get the directory of the running application (uses static string) * * @return {string} The resulting const char *. */ -function GetApplicationDirectory () { +function GetApplicationDirectory() { return r.BindGetApplicationDirectory() } raylib.GetApplicationDirectory = GetApplicationDirectory @@ -1640,7 +1708,7 @@ raylib.GetApplicationDirectory = GetApplicationDirectory * * @return {boolean} The resulting bool. */ -function ChangeDirectory (dir) { +function ChangeDirectory(dir) { return r.BindChangeDirectory( dir ) @@ -1654,7 +1722,7 @@ raylib.ChangeDirectory = ChangeDirectory * * @return {boolean} The resulting bool. */ -function IsPathFile (path) { +function IsPathFile(path) { return r.BindIsPathFile( path ) @@ -1668,7 +1736,7 @@ raylib.IsPathFile = IsPathFile * * @return {FilePathList} The resulting FilePathList. */ -function LoadDirectoryFiles (dirPath) { +function LoadDirectoryFiles(dirPath) { return r.BindLoadDirectoryFiles( dirPath ) @@ -1684,7 +1752,7 @@ raylib.LoadDirectoryFiles = LoadDirectoryFiles * * @return {FilePathList} The resulting FilePathList. */ -function LoadDirectoryFilesEx (basePath, filter, scanSubdirs) { +function LoadDirectoryFilesEx(basePath, filter, scanSubdirs) { return r.BindLoadDirectoryFilesEx( basePath, filter, @@ -1700,7 +1768,7 @@ raylib.LoadDirectoryFilesEx = LoadDirectoryFilesEx * * @return {undefined} */ -function UnloadDirectoryFiles (files) { +function UnloadDirectoryFiles(files) { return r.BindUnloadDirectoryFiles( files.capacity, files.count, @@ -1714,7 +1782,7 @@ raylib.UnloadDirectoryFiles = UnloadDirectoryFiles * * @return {boolean} The resulting bool. */ -function IsFileDropped () { +function IsFileDropped() { return r.BindIsFileDropped() } raylib.IsFileDropped = IsFileDropped @@ -1724,7 +1792,7 @@ raylib.IsFileDropped = IsFileDropped * * @return {FilePathList} The resulting FilePathList. */ -function LoadDroppedFiles () { +function LoadDroppedFiles() { return r.BindLoadDroppedFiles() } raylib.LoadDroppedFiles = LoadDroppedFiles @@ -1736,7 +1804,7 @@ raylib.LoadDroppedFiles = LoadDroppedFiles * * @return {undefined} */ -function UnloadDroppedFiles (files) { +function UnloadDroppedFiles(files) { return r.BindUnloadDroppedFiles( files.capacity, files.count, @@ -1752,7 +1820,7 @@ raylib.UnloadDroppedFiles = UnloadDroppedFiles * * @return {number} The resulting long. */ -function GetFileModTime (fileName) { +function GetFileModTime(fileName) { return r.BindGetFileModTime( fileName ) @@ -1768,7 +1836,7 @@ raylib.GetFileModTime = GetFileModTime * * @return {Buffer} The resulting unsigned char *. */ -function CompressData (data, dataSize, compDataSize) { +function CompressData(data, dataSize, compDataSize) { return r.BindCompressData( data, dataSize, @@ -1786,7 +1854,7 @@ raylib.CompressData = CompressData * * @return {Buffer} The resulting unsigned char *. */ -function DecompressData (compData, compDataSize, dataSize) { +function DecompressData(compData, compDataSize, dataSize) { return r.BindDecompressData( compData, compDataSize, @@ -1804,7 +1872,7 @@ raylib.DecompressData = DecompressData * * @return {string} The resulting char *. */ -function EncodeDataBase64 (data, dataSize, outputSize) { +function EncodeDataBase64(data, dataSize, outputSize) { return r.BindEncodeDataBase64( data, dataSize, @@ -1821,7 +1889,7 @@ raylib.EncodeDataBase64 = EncodeDataBase64 * * @return {Buffer} The resulting unsigned char *. */ -function DecodeDataBase64 (data, outputSize) { +function DecodeDataBase64(data, outputSize) { return r.BindDecodeDataBase64( data, outputSize @@ -1830,138 +1898,262 @@ function DecodeDataBase64 (data, outputSize) { raylib.DecodeDataBase64 = DecodeDataBase64 /** - * Check if a key has been pressed once + * Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS * - * @param {number} key + * @param {string} fileName * - * @return {boolean} The resulting bool. + * @return {AutomationEventList} The resulting AutomationEventList. */ -function IsKeyPressed (key) { - return r.BindIsKeyPressed( - key +function LoadAutomationEventList(fileName) { + return r.BindLoadAutomationEventList( + fileName ) } -raylib.IsKeyPressed = IsKeyPressed +raylib.LoadAutomationEventList = LoadAutomationEventList /** - * Check if a key is being pressed + * Unload automation events list from file * - * @param {number} key + * @param {number} list * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsKeyDown (key) { - return r.BindIsKeyDown( - key +function UnloadAutomationEventList(list) { + return r.BindUnloadAutomationEventList( + list ) } -raylib.IsKeyDown = IsKeyDown +raylib.UnloadAutomationEventList = UnloadAutomationEventList /** - * Check if a key has been released once + * Export automation events list as text file * - * @param {number} key + * @param {AutomationEventList} list + * @param {string} fileName * * @return {boolean} The resulting bool. */ -function IsKeyReleased (key) { - return r.BindIsKeyReleased( - key +function ExportAutomationEventList(list, fileName) { + return r.BindExportAutomationEventList( + list.capacity, + list.count, + list.events, + fileName ) } -raylib.IsKeyReleased = IsKeyReleased +raylib.ExportAutomationEventList = ExportAutomationEventList /** - * Check if a key is NOT being pressed + * Set automation event list to record to * - * @param {number} key + * @param {number} list * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsKeyUp (key) { - return r.BindIsKeyUp( - key +function SetAutomationEventList(list) { + return r.BindSetAutomationEventList( + list ) } -raylib.IsKeyUp = IsKeyUp +raylib.SetAutomationEventList = SetAutomationEventList /** - * Set a custom key to exit program (default is ESC) + * Set automation event internal base frame to start recording * - * @param {number} key + * @param {number} frame * * @return {undefined} */ -function SetExitKey (key) { - return r.BindSetExitKey( - key +function SetAutomationEventBaseFrame(frame) { + return r.BindSetAutomationEventBaseFrame( + frame ) } -raylib.SetExitKey = SetExitKey +raylib.SetAutomationEventBaseFrame = SetAutomationEventBaseFrame /** - * Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty + * Start recording automation events (AutomationEventList must be set) * - * @return {number} The resulting int. + * @return {undefined} */ -function GetKeyPressed () { - return r.BindGetKeyPressed() +function StartAutomationEventRecording() { + return r.BindStartAutomationEventRecording() } -raylib.GetKeyPressed = GetKeyPressed +raylib.StartAutomationEventRecording = StartAutomationEventRecording /** - * Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty + * Stop recording automation events * - * @return {number} The resulting int. + * @return {undefined} */ -function GetCharPressed () { - return r.BindGetCharPressed() +function StopAutomationEventRecording() { + return r.BindStopAutomationEventRecording() } -raylib.GetCharPressed = GetCharPressed +raylib.StopAutomationEventRecording = StopAutomationEventRecording /** - * Check if a gamepad is available + * Play a recorded automation event * - * @param {number} gamepad + * @param {AutomationEvent} event * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsGamepadAvailable (gamepad) { - return r.BindIsGamepadAvailable( - gamepad +function PlayAutomationEvent(event) { + return r.BindPlayAutomationEvent( + event.frame, + event.type, + event.params ) } -raylib.IsGamepadAvailable = IsGamepadAvailable +raylib.PlayAutomationEvent = PlayAutomationEvent /** - * Get gamepad internal name id + * Check if a key has been pressed once * - * @param {number} gamepad + * @param {number} key * - * @return {string} The resulting const char *. + * @return {boolean} The resulting bool. */ -function GetGamepadName (gamepad) { - return r.BindGetGamepadName( - gamepad +function IsKeyPressed(key) { + return r.BindIsKeyPressed( + key ) } -raylib.GetGamepadName = GetGamepadName +raylib.IsKeyPressed = IsKeyPressed /** - * Check if a gamepad button has been pressed once + * Check if a key has been pressed again (Only PLATFORM_DESKTOP) * - * @param {number} gamepad - * @param {number} button + * @param {number} key * * @return {boolean} The resulting bool. */ -function IsGamepadButtonPressed (gamepad, button) { - return r.BindIsGamepadButtonPressed( - gamepad, - button +function IsKeyPressedRepeat(key) { + return r.BindIsKeyPressedRepeat( + key ) } -raylib.IsGamepadButtonPressed = IsGamepadButtonPressed +raylib.IsKeyPressedRepeat = IsKeyPressedRepeat + +/** + * Check if a key is being pressed + * + * @param {number} key + * + * @return {boolean} The resulting bool. + */ +function IsKeyDown(key) { + return r.BindIsKeyDown( + key + ) +} +raylib.IsKeyDown = IsKeyDown + +/** + * Check if a key has been released once + * + * @param {number} key + * + * @return {boolean} The resulting bool. + */ +function IsKeyReleased(key) { + return r.BindIsKeyReleased( + key + ) +} +raylib.IsKeyReleased = IsKeyReleased + +/** + * Check if a key is NOT being pressed + * + * @param {number} key + * + * @return {boolean} The resulting bool. + */ +function IsKeyUp(key) { + return r.BindIsKeyUp( + key + ) +} +raylib.IsKeyUp = IsKeyUp + +/** + * Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty + * + * @return {number} The resulting int. + */ +function GetKeyPressed() { + return r.BindGetKeyPressed() +} +raylib.GetKeyPressed = GetKeyPressed + +/** + * Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty + * + * @return {number} The resulting int. + */ +function GetCharPressed() { + return r.BindGetCharPressed() +} +raylib.GetCharPressed = GetCharPressed + +/** + * Set a custom key to exit program (default is ESC) + * + * @param {number} key + * + * @return {undefined} + */ +function SetExitKey(key) { + return r.BindSetExitKey( + key + ) +} +raylib.SetExitKey = SetExitKey + +/** + * Check if a gamepad is available + * + * @param {number} gamepad + * + * @return {boolean} The resulting bool. + */ +function IsGamepadAvailable(gamepad) { + return r.BindIsGamepadAvailable( + gamepad + ) +} +raylib.IsGamepadAvailable = IsGamepadAvailable + +/** + * Get gamepad internal name id + * + * @param {number} gamepad + * + * @return {string} The resulting const char *. + */ +function GetGamepadName(gamepad) { + return r.BindGetGamepadName( + gamepad + ) +} +raylib.GetGamepadName = GetGamepadName + +/** + * Check if a gamepad button has been pressed once + * + * @param {number} gamepad + * @param {number} button + * + * @return {boolean} The resulting bool. + */ +function IsGamepadButtonPressed(gamepad, button) { + return r.BindIsGamepadButtonPressed( + gamepad, + button + ) +} +raylib.IsGamepadButtonPressed = IsGamepadButtonPressed /** * Check if a gamepad button is being pressed @@ -1971,7 +2163,7 @@ raylib.IsGamepadButtonPressed = IsGamepadButtonPressed * * @return {boolean} The resulting bool. */ -function IsGamepadButtonDown (gamepad, button) { +function IsGamepadButtonDown(gamepad, button) { return r.BindIsGamepadButtonDown( gamepad, button @@ -1987,7 +2179,7 @@ raylib.IsGamepadButtonDown = IsGamepadButtonDown * * @return {boolean} The resulting bool. */ -function IsGamepadButtonReleased (gamepad, button) { +function IsGamepadButtonReleased(gamepad, button) { return r.BindIsGamepadButtonReleased( gamepad, button @@ -2003,7 +2195,7 @@ raylib.IsGamepadButtonReleased = IsGamepadButtonReleased * * @return {boolean} The resulting bool. */ -function IsGamepadButtonUp (gamepad, button) { +function IsGamepadButtonUp(gamepad, button) { return r.BindIsGamepadButtonUp( gamepad, button @@ -2016,7 +2208,7 @@ raylib.IsGamepadButtonUp = IsGamepadButtonUp * * @return {number} The resulting int. */ -function GetGamepadButtonPressed () { +function GetGamepadButtonPressed() { return r.BindGetGamepadButtonPressed() } raylib.GetGamepadButtonPressed = GetGamepadButtonPressed @@ -2028,7 +2220,7 @@ raylib.GetGamepadButtonPressed = GetGamepadButtonPressed * * @return {number} The resulting int. */ -function GetGamepadAxisCount (gamepad) { +function GetGamepadAxisCount(gamepad) { return r.BindGetGamepadAxisCount( gamepad ) @@ -2043,7 +2235,7 @@ raylib.GetGamepadAxisCount = GetGamepadAxisCount * * @return {number} The resulting float. */ -function GetGamepadAxisMovement (gamepad, axis) { +function GetGamepadAxisMovement(gamepad, axis) { return r.BindGetGamepadAxisMovement( gamepad, axis @@ -2058,7 +2250,7 @@ raylib.GetGamepadAxisMovement = GetGamepadAxisMovement * * @return {number} The resulting int. */ -function SetGamepadMappings (mappings) { +function SetGamepadMappings(mappings) { return r.BindSetGamepadMappings( mappings ) @@ -2072,7 +2264,7 @@ raylib.SetGamepadMappings = SetGamepadMappings * * @return {boolean} The resulting bool. */ -function IsMouseButtonPressed (button) { +function IsMouseButtonPressed(button) { return r.BindIsMouseButtonPressed( button ) @@ -2086,7 +2278,7 @@ raylib.IsMouseButtonPressed = IsMouseButtonPressed * * @return {boolean} The resulting bool. */ -function IsMouseButtonDown (button) { +function IsMouseButtonDown(button) { return r.BindIsMouseButtonDown( button ) @@ -2100,7 +2292,7 @@ raylib.IsMouseButtonDown = IsMouseButtonDown * * @return {boolean} The resulting bool. */ -function IsMouseButtonReleased (button) { +function IsMouseButtonReleased(button) { return r.BindIsMouseButtonReleased( button ) @@ -2114,7 +2306,7 @@ raylib.IsMouseButtonReleased = IsMouseButtonReleased * * @return {boolean} The resulting bool. */ -function IsMouseButtonUp (button) { +function IsMouseButtonUp(button) { return r.BindIsMouseButtonUp( button ) @@ -2126,7 +2318,7 @@ raylib.IsMouseButtonUp = IsMouseButtonUp * * @return {number} The resulting int. */ -function GetMouseX () { +function GetMouseX() { return r.BindGetMouseX() } raylib.GetMouseX = GetMouseX @@ -2136,7 +2328,7 @@ raylib.GetMouseX = GetMouseX * * @return {number} The resulting int. */ -function GetMouseY () { +function GetMouseY() { return r.BindGetMouseY() } raylib.GetMouseY = GetMouseY @@ -2146,7 +2338,7 @@ raylib.GetMouseY = GetMouseY * * @return {Vector2} The resulting Vector2. */ -function GetMousePosition () { +function GetMousePosition() { return r.BindGetMousePosition() } raylib.GetMousePosition = GetMousePosition @@ -2156,7 +2348,7 @@ raylib.GetMousePosition = GetMousePosition * * @return {Vector2} The resulting Vector2. */ -function GetMouseDelta () { +function GetMouseDelta() { return r.BindGetMouseDelta() } raylib.GetMouseDelta = GetMouseDelta @@ -2169,7 +2361,7 @@ raylib.GetMouseDelta = GetMouseDelta * * @return {undefined} */ -function SetMousePosition (x, y) { +function SetMousePosition(x, y) { return r.BindSetMousePosition( x, y @@ -2185,7 +2377,7 @@ raylib.SetMousePosition = SetMousePosition * * @return {undefined} */ -function SetMouseOffset (offsetX, offsetY) { +function SetMouseOffset(offsetX, offsetY) { return r.BindSetMouseOffset( offsetX, offsetY @@ -2201,7 +2393,7 @@ raylib.SetMouseOffset = SetMouseOffset * * @return {undefined} */ -function SetMouseScale (scaleX, scaleY) { +function SetMouseScale(scaleX, scaleY) { return r.BindSetMouseScale( scaleX, scaleY @@ -2214,7 +2406,7 @@ raylib.SetMouseScale = SetMouseScale * * @return {number} The resulting float. */ -function GetMouseWheelMove () { +function GetMouseWheelMove() { return r.BindGetMouseWheelMove() } raylib.GetMouseWheelMove = GetMouseWheelMove @@ -2224,7 +2416,7 @@ raylib.GetMouseWheelMove = GetMouseWheelMove * * @return {Vector2} The resulting Vector2. */ -function GetMouseWheelMoveV () { +function GetMouseWheelMoveV() { return r.BindGetMouseWheelMoveV() } raylib.GetMouseWheelMoveV = GetMouseWheelMoveV @@ -2236,7 +2428,7 @@ raylib.GetMouseWheelMoveV = GetMouseWheelMoveV * * @return {undefined} */ -function SetMouseCursor (cursor) { +function SetMouseCursor(cursor) { return r.BindSetMouseCursor( cursor ) @@ -2248,7 +2440,7 @@ raylib.SetMouseCursor = SetMouseCursor * * @return {number} The resulting int. */ -function GetTouchX () { +function GetTouchX() { return r.BindGetTouchX() } raylib.GetTouchX = GetTouchX @@ -2258,7 +2450,7 @@ raylib.GetTouchX = GetTouchX * * @return {number} The resulting int. */ -function GetTouchY () { +function GetTouchY() { return r.BindGetTouchY() } raylib.GetTouchY = GetTouchY @@ -2270,7 +2462,7 @@ raylib.GetTouchY = GetTouchY * * @return {Vector2} The resulting Vector2. */ -function GetTouchPosition (index) { +function GetTouchPosition(index) { return r.BindGetTouchPosition( index ) @@ -2284,7 +2476,7 @@ raylib.GetTouchPosition = GetTouchPosition * * @return {number} The resulting int. */ -function GetTouchPointId (index) { +function GetTouchPointId(index) { return r.BindGetTouchPointId( index ) @@ -2296,7 +2488,7 @@ raylib.GetTouchPointId = GetTouchPointId * * @return {number} The resulting int. */ -function GetTouchPointCount () { +function GetTouchPointCount() { return r.BindGetTouchPointCount() } raylib.GetTouchPointCount = GetTouchPointCount @@ -2308,7 +2500,7 @@ raylib.GetTouchPointCount = GetTouchPointCount * * @return {undefined} */ -function SetGesturesEnabled (flags) { +function SetGesturesEnabled(flags) { return r.BindSetGesturesEnabled( flags ) @@ -2322,7 +2514,7 @@ raylib.SetGesturesEnabled = SetGesturesEnabled * * @return {boolean} The resulting bool. */ -function IsGestureDetected (gesture) { +function IsGestureDetected(gesture) { return r.BindIsGestureDetected( gesture ) @@ -2334,7 +2526,7 @@ raylib.IsGestureDetected = IsGestureDetected * * @return {number} The resulting int. */ -function GetGestureDetected () { +function GetGestureDetected() { return r.BindGetGestureDetected() } raylib.GetGestureDetected = GetGestureDetected @@ -2344,7 +2536,7 @@ raylib.GetGestureDetected = GetGestureDetected * * @return {number} The resulting float. */ -function GetGestureHoldDuration () { +function GetGestureHoldDuration() { return r.BindGetGestureHoldDuration() } raylib.GetGestureHoldDuration = GetGestureHoldDuration @@ -2354,7 +2546,7 @@ raylib.GetGestureHoldDuration = GetGestureHoldDuration * * @return {Vector2} The resulting Vector2. */ -function GetGestureDragVector () { +function GetGestureDragVector() { return r.BindGetGestureDragVector() } raylib.GetGestureDragVector = GetGestureDragVector @@ -2364,7 +2556,7 @@ raylib.GetGestureDragVector = GetGestureDragVector * * @return {number} The resulting float. */ -function GetGestureDragAngle () { +function GetGestureDragAngle() { return r.BindGetGestureDragAngle() } raylib.GetGestureDragAngle = GetGestureDragAngle @@ -2374,7 +2566,7 @@ raylib.GetGestureDragAngle = GetGestureDragAngle * * @return {Vector2} The resulting Vector2. */ -function GetGesturePinchVector () { +function GetGesturePinchVector() { return r.BindGetGesturePinchVector() } raylib.GetGesturePinchVector = GetGesturePinchVector @@ -2384,7 +2576,7 @@ raylib.GetGesturePinchVector = GetGesturePinchVector * * @return {number} The resulting float. */ -function GetGesturePinchAngle () { +function GetGesturePinchAngle() { return r.BindGetGesturePinchAngle() } raylib.GetGesturePinchAngle = GetGesturePinchAngle @@ -2399,7 +2591,7 @@ raylib.GetGesturePinchAngle = GetGesturePinchAngle * * @return {undefined} */ -function UpdateCameraPro (camera, movement, rotation, zoom) { +function UpdateCameraPro(camera, movement, rotation, zoom) { return r.BindUpdateCameraPro( camera, movement.x, @@ -2421,7 +2613,7 @@ raylib.UpdateCameraPro = UpdateCameraPro * * @return {undefined} */ -function SetShapesTexture (texture, source) { +function SetShapesTexture(texture, source) { return r.BindSetShapesTexture( texture.id, texture.width, @@ -2445,7 +2637,7 @@ raylib.SetShapesTexture = SetShapesTexture * * @return {undefined} */ -function DrawPixel (posX, posY, color) { +function DrawPixel(posX, posY, color) { return r.BindDrawPixel( posX, posY, @@ -2465,7 +2657,7 @@ raylib.DrawPixel = DrawPixel * * @return {undefined} */ -function DrawPixelV (position, color) { +function DrawPixelV(position, color) { return r.BindDrawPixelV( position.x, position.y, @@ -2488,7 +2680,7 @@ raylib.DrawPixelV = DrawPixelV * * @return {undefined} */ -function DrawLine (startPosX, startPosY, endPosX, endPosY, color) { +function DrawLine(startPosX, startPosY, endPosX, endPosY, color) { return r.BindDrawLine( startPosX, startPosY, @@ -2503,7 +2695,7 @@ function DrawLine (startPosX, startPosY, endPosX, endPosY, color) { raylib.DrawLine = DrawLine /** - * Draw a line (Vector version) + * Draw a line (using gl lines) * * @param {Vector2} startPos * @param {Vector2} endPos @@ -2511,7 +2703,7 @@ raylib.DrawLine = DrawLine * * @return {undefined} */ -function DrawLineV (startPos, endPos, color) { +function DrawLineV(startPos, endPos, color) { return r.BindDrawLineV( startPos.x, startPos.y, @@ -2526,7 +2718,7 @@ function DrawLineV (startPos, endPos, color) { raylib.DrawLineV = DrawLineV /** - * Draw a line defining thickness + * Draw a line (using triangles/quads) * * @param {Vector2} startPos * @param {Vector2} endPos @@ -2535,7 +2727,7 @@ raylib.DrawLineV = DrawLineV * * @return {undefined} */ -function DrawLineEx (startPos, endPos, thick, color) { +function DrawLineEx(startPos, endPos, thick, color) { return r.BindDrawLineEx( startPos.x, startPos.y, @@ -2551,80 +2743,42 @@ function DrawLineEx (startPos, endPos, thick, color) { raylib.DrawLineEx = DrawLineEx /** - * Draw a line using cubic-bezier curves in-out - * - * @param {Vector2} startPos - * @param {Vector2} endPos - * @param {number} thick - * @param {Color} color - * - * @return {undefined} - */ -function DrawLineBezier (startPos, endPos, thick, color) { - return r.BindDrawLineBezier( - startPos.x, - startPos.y, - endPos.x, - endPos.y, - thick, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.DrawLineBezier = DrawLineBezier - -/** - * Draw line using quadratic bezier curves with a control point + * Draw lines sequence (using gl lines) * - * @param {Vector2} startPos - * @param {Vector2} endPos - * @param {Vector2} controlPos - * @param {number} thick + * @param {number} points + * @param {number} pointCount * @param {Color} color * * @return {undefined} */ -function DrawLineBezierQuad (startPos, endPos, controlPos, thick, color) { - return r.BindDrawLineBezierQuad( - startPos.x, - startPos.y, - endPos.x, - endPos.y, - controlPos.x, - controlPos.y, - thick, +function DrawLineStrip(points, pointCount, color) { + return r.BindDrawLineStrip( + points, + pointCount, color.r, color.g, color.b, color.a ) } -raylib.DrawLineBezierQuad = DrawLineBezierQuad +raylib.DrawLineStrip = DrawLineStrip /** - * Draw line using cubic bezier curves with 2 control points + * Draw line segment cubic-bezier in-out interpolation * * @param {Vector2} startPos * @param {Vector2} endPos - * @param {Vector2} startControlPos - * @param {Vector2} endControlPos * @param {number} thick * @param {Color} color * * @return {undefined} */ -function DrawLineBezierCubic (startPos, endPos, startControlPos, endControlPos, thick, color) { - return r.BindDrawLineBezierCubic( +function DrawLineBezier(startPos, endPos, thick, color) { + return r.BindDrawLineBezier( startPos.x, startPos.y, endPos.x, endPos.y, - startControlPos.x, - startControlPos.y, - endControlPos.x, - endControlPos.y, thick, color.r, color.g, @@ -2632,28 +2786,7 @@ function DrawLineBezierCubic (startPos, endPos, startControlPos, endControlPos, color.a ) } -raylib.DrawLineBezierCubic = DrawLineBezierCubic - -/** - * Draw lines sequence - * - * @param {number} points - * @param {number} pointCount - * @param {Color} color - * - * @return {undefined} - */ -function DrawLineStrip (points, pointCount, color) { - return r.BindDrawLineStrip( - points, - pointCount, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.DrawLineStrip = DrawLineStrip +raylib.DrawLineBezier = DrawLineBezier /** * Draw a color-filled circle @@ -2665,7 +2798,7 @@ raylib.DrawLineStrip = DrawLineStrip * * @return {undefined} */ -function DrawCircle (centerX, centerY, radius, color) { +function DrawCircle(centerX, centerY, radius, color) { return r.BindDrawCircle( centerX, centerY, @@ -2690,7 +2823,7 @@ raylib.DrawCircle = DrawCircle * * @return {undefined} */ -function DrawCircleSector (center, radius, startAngle, endAngle, segments, color) { +function DrawCircleSector(center, radius, startAngle, endAngle, segments, color) { return r.BindDrawCircleSector( center.x, center.y, @@ -2718,7 +2851,7 @@ raylib.DrawCircleSector = DrawCircleSector * * @return {undefined} */ -function DrawCircleSectorLines (center, radius, startAngle, endAngle, segments, color) { +function DrawCircleSectorLines(center, radius, startAngle, endAngle, segments, color) { return r.BindDrawCircleSectorLines( center.x, center.y, @@ -2745,7 +2878,7 @@ raylib.DrawCircleSectorLines = DrawCircleSectorLines * * @return {undefined} */ -function DrawCircleGradient (centerX, centerY, radius, color1, color2) { +function DrawCircleGradient(centerX, centerY, radius, color1, color2) { return r.BindDrawCircleGradient( centerX, centerY, @@ -2771,7 +2904,7 @@ raylib.DrawCircleGradient = DrawCircleGradient * * @return {undefined} */ -function DrawCircleV (center, radius, color) { +function DrawCircleV(center, radius, color) { return r.BindDrawCircleV( center.x, center.y, @@ -2794,7 +2927,7 @@ raylib.DrawCircleV = DrawCircleV * * @return {undefined} */ -function DrawCircleLines (centerX, centerY, radius, color) { +function DrawCircleLines(centerX, centerY, radius, color) { return r.BindDrawCircleLines( centerX, centerY, @@ -2807,6 +2940,28 @@ function DrawCircleLines (centerX, centerY, radius, color) { } raylib.DrawCircleLines = DrawCircleLines +/** + * Draw circle outline (Vector version) + * + * @param {Vector2} center + * @param {number} radius + * @param {Color} color + * + * @return {undefined} + */ +function DrawCircleLinesV(center, radius, color) { + return r.BindDrawCircleLinesV( + center.x, + center.y, + radius, + color.r, + color.g, + color.b, + color.a + ) +} +raylib.DrawCircleLinesV = DrawCircleLinesV + /** * Draw ellipse * @@ -2818,7 +2973,7 @@ raylib.DrawCircleLines = DrawCircleLines * * @return {undefined} */ -function DrawEllipse (centerX, centerY, radiusH, radiusV, color) { +function DrawEllipse(centerX, centerY, radiusH, radiusV, color) { return r.BindDrawEllipse( centerX, centerY, @@ -2843,7 +2998,7 @@ raylib.DrawEllipse = DrawEllipse * * @return {undefined} */ -function DrawEllipseLines (centerX, centerY, radiusH, radiusV, color) { +function DrawEllipseLines(centerX, centerY, radiusH, radiusV, color) { return r.BindDrawEllipseLines( centerX, centerY, @@ -2870,7 +3025,7 @@ raylib.DrawEllipseLines = DrawEllipseLines * * @return {undefined} */ -function DrawRing (center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { +function DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { return r.BindDrawRing( center.x, center.y, @@ -2900,7 +3055,7 @@ raylib.DrawRing = DrawRing * * @return {undefined} */ -function DrawRingLines (center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { +function DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) { return r.BindDrawRingLines( center.x, center.y, @@ -2928,7 +3083,7 @@ raylib.DrawRingLines = DrawRingLines * * @return {undefined} */ -function DrawRectangle (posX, posY, width, height, color) { +function DrawRectangle(posX, posY, width, height, color) { return r.BindDrawRectangle( posX, posY, @@ -2951,7 +3106,7 @@ raylib.DrawRectangle = DrawRectangle * * @return {undefined} */ -function DrawRectangleV (position, size, color) { +function DrawRectangleV(position, size, color) { return r.BindDrawRectangleV( position.x, position.y, @@ -2973,7 +3128,7 @@ raylib.DrawRectangleV = DrawRectangleV * * @return {undefined} */ -function DrawRectangleRec (rec, color) { +function DrawRectangleRec(rec, color) { return r.BindDrawRectangleRec( rec.x, rec.y, @@ -2997,7 +3152,7 @@ raylib.DrawRectangleRec = DrawRectangleRec * * @return {undefined} */ -function DrawRectanglePro (rec, origin, rotation, color) { +function DrawRectanglePro(rec, origin, rotation, color) { return r.BindDrawRectanglePro( rec.x, rec.y, @@ -3026,7 +3181,7 @@ raylib.DrawRectanglePro = DrawRectanglePro * * @return {undefined} */ -function DrawRectangleGradientV (posX, posY, width, height, color1, color2) { +function DrawRectangleGradientV(posX, posY, width, height, color1, color2) { return r.BindDrawRectangleGradientV( posX, posY, @@ -3056,7 +3211,7 @@ raylib.DrawRectangleGradientV = DrawRectangleGradientV * * @return {undefined} */ -function DrawRectangleGradientH (posX, posY, width, height, color1, color2) { +function DrawRectangleGradientH(posX, posY, width, height, color1, color2) { return r.BindDrawRectangleGradientH( posX, posY, @@ -3085,7 +3240,7 @@ raylib.DrawRectangleGradientH = DrawRectangleGradientH * * @return {undefined} */ -function DrawRectangleGradientEx (rec, col1, col2, col3, col4) { +function DrawRectangleGradientEx(rec, col1, col2, col3, col4) { return r.BindDrawRectangleGradientEx( rec.x, rec.y, @@ -3122,7 +3277,7 @@ raylib.DrawRectangleGradientEx = DrawRectangleGradientEx * * @return {undefined} */ -function DrawRectangleLines (posX, posY, width, height, color) { +function DrawRectangleLines(posX, posY, width, height, color) { return r.BindDrawRectangleLines( posX, posY, @@ -3145,7 +3300,7 @@ raylib.DrawRectangleLines = DrawRectangleLines * * @return {undefined} */ -function DrawRectangleLinesEx (rec, lineThick, color) { +function DrawRectangleLinesEx(rec, lineThick, color) { return r.BindDrawRectangleLinesEx( rec.x, rec.y, @@ -3170,7 +3325,7 @@ raylib.DrawRectangleLinesEx = DrawRectangleLinesEx * * @return {undefined} */ -function DrawRectangleRounded (rec, roundness, segments, color) { +function DrawRectangleRounded(rec, roundness, segments, color) { return r.BindDrawRectangleRounded( rec.x, rec.y, @@ -3197,7 +3352,7 @@ raylib.DrawRectangleRounded = DrawRectangleRounded * * @return {undefined} */ -function DrawRectangleRoundedLines (rec, roundness, segments, lineThick, color) { +function DrawRectangleRoundedLines(rec, roundness, segments, lineThick, color) { return r.BindDrawRectangleRoundedLines( rec.x, rec.y, @@ -3224,7 +3379,7 @@ raylib.DrawRectangleRoundedLines = DrawRectangleRoundedLines * * @return {undefined} */ -function DrawTriangle (v1, v2, v3, color) { +function DrawTriangle(v1, v2, v3, color) { return r.BindDrawTriangle( v1.x, v1.y, @@ -3250,7 +3405,7 @@ raylib.DrawTriangle = DrawTriangle * * @return {undefined} */ -function DrawTriangleLines (v1, v2, v3, color) { +function DrawTriangleLines(v1, v2, v3, color) { return r.BindDrawTriangleLines( v1.x, v1.y, @@ -3275,7 +3430,7 @@ raylib.DrawTriangleLines = DrawTriangleLines * * @return {undefined} */ -function DrawTriangleFan (points, pointCount, color) { +function DrawTriangleFan(points, pointCount, color) { return r.BindDrawTriangleFan( points, pointCount, @@ -3296,7 +3451,7 @@ raylib.DrawTriangleFan = DrawTriangleFan * * @return {undefined} */ -function DrawTriangleStrip (points, pointCount, color) { +function DrawTriangleStrip(points, pointCount, color) { return r.BindDrawTriangleStrip( points, pointCount, @@ -3319,7 +3474,7 @@ raylib.DrawTriangleStrip = DrawTriangleStrip * * @return {undefined} */ -function DrawPoly (center, sides, radius, rotation, color) { +function DrawPoly(center, sides, radius, rotation, color) { return r.BindDrawPoly( center.x, center.y, @@ -3345,7 +3500,7 @@ raylib.DrawPoly = DrawPoly * * @return {undefined} */ -function DrawPolyLines (center, sides, radius, rotation, color) { +function DrawPolyLines(center, sides, radius, rotation, color) { return r.BindDrawPolyLines( center.x, center.y, @@ -3372,7 +3527,7 @@ raylib.DrawPolyLines = DrawPolyLines * * @return {undefined} */ -function DrawPolyLinesEx (center, sides, radius, rotation, lineThick, color) { +function DrawPolyLinesEx(center, sides, radius, rotation, lineThick, color) { return r.BindDrawPolyLinesEx( center.x, center.y, @@ -3389,3679 +3544,3526 @@ function DrawPolyLinesEx (center, sides, radius, rotation, lineThick, color) { raylib.DrawPolyLinesEx = DrawPolyLinesEx /** - * Check collision between two rectangles + * Draw spline: Linear, minimum 2 points * - * @param {Rectangle} rec1 - * @param {Rectangle} rec2 + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionRecs (rec1, rec2) { - return r.BindCheckCollisionRecs( - rec1.x, - rec1.y, - rec1.width, - rec1.height, - rec2.x, - rec2.y, - rec2.width, - rec2.height +function DrawSplineLinear(points, pointCount, thick, color) { + return r.BindDrawSplineLinear( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionRecs = CheckCollisionRecs +raylib.DrawSplineLinear = DrawSplineLinear /** - * Check collision between two circles + * Draw spline: B-Spline, minimum 4 points * - * @param {Vector2} center1 - * @param {number} radius1 - * @param {Vector2} center2 - * @param {number} radius2 + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionCircles (center1, radius1, center2, radius2) { - return r.BindCheckCollisionCircles( - center1.x, - center1.y, - radius1, - center2.x, - center2.y, - radius2 +function DrawSplineBasis(points, pointCount, thick, color) { + return r.BindDrawSplineBasis( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionCircles = CheckCollisionCircles +raylib.DrawSplineBasis = DrawSplineBasis /** - * Check collision between circle and rectangle + * Draw spline: Catmull-Rom, minimum 4 points * - * @param {Vector2} center - * @param {number} radius - * @param {Rectangle} rec + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionCircleRec (center, radius, rec) { - return r.BindCheckCollisionCircleRec( - center.x, - center.y, - radius, - rec.x, - rec.y, - rec.width, - rec.height +function DrawSplineCatmullRom(points, pointCount, thick, color) { + return r.BindDrawSplineCatmullRom( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionCircleRec = CheckCollisionCircleRec +raylib.DrawSplineCatmullRom = DrawSplineCatmullRom /** - * Check if point is inside rectangle + * Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] * - * @param {Vector2} point - * @param {Rectangle} rec + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointRec (point, rec) { - return r.BindCheckCollisionPointRec( - point.x, - point.y, - rec.x, - rec.y, - rec.width, - rec.height +function DrawSplineBezierQuadratic(points, pointCount, thick, color) { + return r.BindDrawSplineBezierQuadratic( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointRec = CheckCollisionPointRec +raylib.DrawSplineBezierQuadratic = DrawSplineBezierQuadratic /** - * Check if point is inside circle + * Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] * - * @param {Vector2} point - * @param {Vector2} center - * @param {number} radius + * @param {number} points + * @param {number} pointCount + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointCircle (point, center, radius) { - return r.BindCheckCollisionPointCircle( - point.x, - point.y, - center.x, - center.y, - radius +function DrawSplineBezierCubic(points, pointCount, thick, color) { + return r.BindDrawSplineBezierCubic( + points, + pointCount, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointCircle = CheckCollisionPointCircle +raylib.DrawSplineBezierCubic = DrawSplineBezierCubic /** - * Check if point is inside a triangle + * Draw spline segment: Linear, 2 points * - * @param {Vector2} point * @param {Vector2} p1 * @param {Vector2} p2 - * @param {Vector2} p3 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointTriangle (point, p1, p2, p3) { - return r.BindCheckCollisionPointTriangle( - point.x, - point.y, +function DrawSplineSegmentLinear(p1, p2, thick, color) { + return r.BindDrawSplineSegmentLinear( p1.x, p1.y, p2.x, p2.y, - p3.x, - p3.y + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointTriangle = CheckCollisionPointTriangle +raylib.DrawSplineSegmentLinear = DrawSplineSegmentLinear /** - * Check if point is within a polygon described by array of vertices + * Draw spline segment: B-Spline, 4 points * - * @param {Vector2} point - * @param {number} points - * @param {number} pointCount + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointPoly (point, points, pointCount) { - return r.BindCheckCollisionPointPoly( - point.x, - point.y, - points, - pointCount +function DrawSplineSegmentBasis(p1, p2, p3, p4, thick, color) { + return r.BindDrawSplineSegmentBasis( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointPoly = CheckCollisionPointPoly +raylib.DrawSplineSegmentBasis = DrawSplineSegmentBasis /** - * Check the collision between two lines defined by two points each, returns collision point by reference + * Draw spline segment: Catmull-Rom, 4 points * - * @param {Vector2} startPos1 - * @param {Vector2} endPos1 - * @param {Vector2} startPos2 - * @param {Vector2} endPos2 - * @param {number} collisionPoint + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionLines (startPos1, endPos1, startPos2, endPos2, collisionPoint) { - return r.BindCheckCollisionLines( - startPos1.x, - startPos1.y, - endPos1.x, - endPos1.y, - startPos2.x, - startPos2.y, - endPos2.x, - endPos2.y, - collisionPoint +function DrawSplineSegmentCatmullRom(p1, p2, p3, p4, thick, color) { + return r.BindDrawSplineSegmentCatmullRom( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionLines = CheckCollisionLines +raylib.DrawSplineSegmentCatmullRom = DrawSplineSegmentCatmullRom /** - * Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] + * Draw spline segment: Quadratic Bezier, 2 points, 1 control point * - * @param {Vector2} point * @param {Vector2} p1 - * @param {Vector2} p2 - * @param {number} threshold + * @param {Vector2} c2 + * @param {Vector2} p3 + * @param {number} thick + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionPointLine (point, p1, p2, threshold) { - return r.BindCheckCollisionPointLine( - point.x, - point.y, +function DrawSplineSegmentBezierQuadratic(p1, c2, p3, thick, color) { + return r.BindDrawSplineSegmentBezierQuadratic( p1.x, p1.y, - p2.x, - p2.y, - threshold + c2.x, + c2.y, + p3.x, + p3.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.CheckCollisionPointLine = CheckCollisionPointLine +raylib.DrawSplineSegmentBezierQuadratic = DrawSplineSegmentBezierQuadratic /** - * Get collision rectangle for two rectangles collision + * Draw spline segment: Cubic Bezier, 2 points, 2 control points * - * @param {Rectangle} rec1 - * @param {Rectangle} rec2 + * @param {Vector2} p1 + * @param {Vector2} c2 + * @param {Vector2} c3 + * @param {Vector2} p4 + * @param {number} thick + * @param {Color} color * - * @return {Rectangle} The resulting Rectangle. + * @return {undefined} */ -function GetCollisionRec (rec1, rec2) { - return r.BindGetCollisionRec( - rec1.x, - rec1.y, - rec1.width, - rec1.height, - rec2.x, - rec2.y, - rec2.width, - rec2.height +function DrawSplineSegmentBezierCubic(p1, c2, c3, p4, thick, color) { + return r.BindDrawSplineSegmentBezierCubic( + p1.x, + p1.y, + c2.x, + c2.y, + c3.x, + c3.y, + p4.x, + p4.y, + thick, + color.r, + color.g, + color.b, + color.a ) } -raylib.GetCollisionRec = GetCollisionRec +raylib.DrawSplineSegmentBezierCubic = DrawSplineSegmentBezierCubic /** - * Load image from file into CPU memory (RAM) + * Get (evaluate) spline point: Linear * - * @param {string} fileName + * @param {Vector2} startPos + * @param {Vector2} endPos + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImage (fileName) { - return r.BindLoadImage( - fileName +function GetSplinePointLinear(startPos, endPos, t) { + return r.BindGetSplinePointLinear( + startPos.x, + startPos.y, + endPos.x, + endPos.y, + t ) } -raylib.LoadImage = LoadImage +raylib.GetSplinePointLinear = GetSplinePointLinear /** - * Load image from RAW file data + * Get (evaluate) spline point: B-Spline * - * @param {string} fileName - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} headerSize + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageRaw (fileName, width, height, format, headerSize) { - return r.BindLoadImageRaw( - fileName, - width, - height, - format, - headerSize +function GetSplinePointBasis(p1, p2, p3, p4, t) { + return r.BindGetSplinePointBasis( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + t ) } -raylib.LoadImageRaw = LoadImageRaw +raylib.GetSplinePointBasis = GetSplinePointBasis /** - * Load image sequence from file (frames appended to image.data) + * Get (evaluate) spline point: Catmull-Rom * - * @param {string} fileName - * @param {number} frames + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 + * @param {Vector2} p4 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageAnim (fileName, frames) { - return r.BindLoadImageAnim( - fileName, - frames +function GetSplinePointCatmullRom(p1, p2, p3, p4, t) { + return r.BindGetSplinePointCatmullRom( + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y, + p4.x, + p4.y, + t ) } -raylib.LoadImageAnim = LoadImageAnim +raylib.GetSplinePointCatmullRom = GetSplinePointCatmullRom /** - * Load image from memory buffer, fileType refers to extension: i.e. '.png' + * Get (evaluate) spline point: Quadratic Bezier * - * @param {string} fileType - * @param {Buffer} fileData - * @param {number} dataSize + * @param {Vector2} p1 + * @param {Vector2} c2 + * @param {Vector2} p3 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageFromMemory (fileType, fileData, dataSize) { - return r.BindLoadImageFromMemory( - fileType, - fileData, - dataSize +function GetSplinePointBezierQuad(p1, c2, p3, t) { + return r.BindGetSplinePointBezierQuad( + p1.x, + p1.y, + c2.x, + c2.y, + p3.x, + p3.y, + t ) } -raylib.LoadImageFromMemory = LoadImageFromMemory +raylib.GetSplinePointBezierQuad = GetSplinePointBezierQuad /** - * Load image from GPU texture data + * Get (evaluate) spline point: Cubic Bezier * - * @param {Texture} texture + * @param {Vector2} p1 + * @param {Vector2} c2 + * @param {Vector2} c3 + * @param {Vector2} p4 + * @param {number} t * - * @return {Image} The resulting Image. + * @return {Vector2} The resulting Vector2. */ -function LoadImageFromTexture (texture) { - return r.BindLoadImageFromTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format +function GetSplinePointBezierCubic(p1, c2, c3, p4, t) { + return r.BindGetSplinePointBezierCubic( + p1.x, + p1.y, + c2.x, + c2.y, + c3.x, + c3.y, + p4.x, + p4.y, + t ) } -raylib.LoadImageFromTexture = LoadImageFromTexture +raylib.GetSplinePointBezierCubic = GetSplinePointBezierCubic /** - * Load image from screen buffer and (screenshot) + * Check collision between two rectangles * - * @return {Image} The resulting Image. + * @param {Rectangle} rec1 + * @param {Rectangle} rec2 + * + * @return {boolean} The resulting bool. */ -function LoadImageFromScreen () { - return r.BindLoadImageFromScreen() +function CheckCollisionRecs(rec1, rec2) { + return r.BindCheckCollisionRecs( + rec1.x, + rec1.y, + rec1.width, + rec1.height, + rec2.x, + rec2.y, + rec2.width, + rec2.height + ) } -raylib.LoadImageFromScreen = LoadImageFromScreen +raylib.CheckCollisionRecs = CheckCollisionRecs /** - * Check if an image is ready + * Check collision between two circles * - * @param {Image} image + * @param {Vector2} center1 + * @param {number} radius1 + * @param {Vector2} center2 + * @param {number} radius2 * * @return {boolean} The resulting bool. */ -function IsImageReady (image) { - return r.BindIsImageReady( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function CheckCollisionCircles(center1, radius1, center2, radius2) { + return r.BindCheckCollisionCircles( + center1.x, + center1.y, + radius1, + center2.x, + center2.y, + radius2 ) } -raylib.IsImageReady = IsImageReady +raylib.CheckCollisionCircles = CheckCollisionCircles /** - * Unload image from CPU memory (RAM) + * Check collision between circle and rectangle * - * @param {Image} image + * @param {Vector2} center + * @param {number} radius + * @param {Rectangle} rec * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function UnloadImage (image) { - return r.BindUnloadImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function CheckCollisionCircleRec(center, radius, rec) { + return r.BindCheckCollisionCircleRec( + center.x, + center.y, + radius, + rec.x, + rec.y, + rec.width, + rec.height ) } -raylib.UnloadImage = UnloadImage +raylib.CheckCollisionCircleRec = CheckCollisionCircleRec /** - * Export image data to file, returns true on success + * Check if point is inside rectangle * - * @param {Image} image - * @param {string} fileName + * @param {Vector2} point + * @param {Rectangle} rec * * @return {boolean} The resulting bool. */ -function ExportImage (image, fileName) { - return r.BindExportImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - fileName +function CheckCollisionPointRec(point, rec) { + return r.BindCheckCollisionPointRec( + point.x, + point.y, + rec.x, + rec.y, + rec.width, + rec.height ) } -raylib.ExportImage = ExportImage +raylib.CheckCollisionPointRec = CheckCollisionPointRec /** - * Export image as code file defining an array of bytes, returns true on success + * Check if point is inside circle * - * @param {Image} image - * @param {string} fileName + * @param {Vector2} point + * @param {Vector2} center + * @param {number} radius * * @return {boolean} The resulting bool. */ -function ExportImageAsCode (image, fileName) { - return r.BindExportImageAsCode( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - fileName +function CheckCollisionPointCircle(point, center, radius) { + return r.BindCheckCollisionPointCircle( + point.x, + point.y, + center.x, + center.y, + radius ) } -raylib.ExportImageAsCode = ExportImageAsCode +raylib.CheckCollisionPointCircle = CheckCollisionPointCircle /** - * Generate image: plain color + * Check if point is inside a triangle * - * @param {number} width - * @param {number} height - * @param {Color} color + * @param {Vector2} point + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {Vector2} p3 * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageColor (width, height, color) { - return r.BindGenImageColor( - width, - height, - color.r, - color.g, - color.b, - color.a +function CheckCollisionPointTriangle(point, p1, p2, p3) { + return r.BindCheckCollisionPointTriangle( + point.x, + point.y, + p1.x, + p1.y, + p2.x, + p2.y, + p3.x, + p3.y ) } -raylib.GenImageColor = GenImageColor +raylib.CheckCollisionPointTriangle = CheckCollisionPointTriangle /** - * Generate image: vertical gradient + * Check if point is within a polygon described by array of vertices * - * @param {number} width - * @param {number} height - * @param {Color} top - * @param {Color} bottom + * @param {Vector2} point + * @param {number} points + * @param {number} pointCount * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageGradientV (width, height, top, bottom) { - return r.BindGenImageGradientV( - width, - height, - top.r, - top.g, - top.b, - top.a, - bottom.r, - bottom.g, - bottom.b, - bottom.a +function CheckCollisionPointPoly(point, points, pointCount) { + return r.BindCheckCollisionPointPoly( + point.x, + point.y, + points, + pointCount ) } -raylib.GenImageGradientV = GenImageGradientV +raylib.CheckCollisionPointPoly = CheckCollisionPointPoly /** - * Generate image: horizontal gradient + * Check the collision between two lines defined by two points each, returns collision point by reference * - * @param {number} width - * @param {number} height - * @param {Color} left - * @param {Color} right + * @param {Vector2} startPos1 + * @param {Vector2} endPos1 + * @param {Vector2} startPos2 + * @param {Vector2} endPos2 + * @param {number} collisionPoint * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageGradientH (width, height, left, right) { - return r.BindGenImageGradientH( - width, - height, - left.r, - left.g, - left.b, - left.a, - right.r, - right.g, - right.b, - right.a +function CheckCollisionLines(startPos1, endPos1, startPos2, endPos2, collisionPoint) { + return r.BindCheckCollisionLines( + startPos1.x, + startPos1.y, + endPos1.x, + endPos1.y, + startPos2.x, + startPos2.y, + endPos2.x, + endPos2.y, + collisionPoint ) } -raylib.GenImageGradientH = GenImageGradientH +raylib.CheckCollisionLines = CheckCollisionLines /** - * Generate image: radial gradient + * Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] * - * @param {number} width - * @param {number} height - * @param {number} density - * @param {Color} inner - * @param {Color} outer + * @param {Vector2} point + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {number} threshold * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function GenImageGradientRadial (width, height, density, inner, outer) { - return r.BindGenImageGradientRadial( - width, - height, - density, - inner.r, - inner.g, - inner.b, - inner.a, - outer.r, - outer.g, - outer.b, - outer.a +function CheckCollisionPointLine(point, p1, p2, threshold) { + return r.BindCheckCollisionPointLine( + point.x, + point.y, + p1.x, + p1.y, + p2.x, + p2.y, + threshold ) } -raylib.GenImageGradientRadial = GenImageGradientRadial +raylib.CheckCollisionPointLine = CheckCollisionPointLine /** - * Generate image: checked + * Get collision rectangle for two rectangles collision * - * @param {number} width - * @param {number} height - * @param {number} checksX - * @param {number} checksY - * @param {Color} col1 - * @param {Color} col2 + * @param {Rectangle} rec1 + * @param {Rectangle} rec2 * - * @return {Image} The resulting Image. + * @return {Rectangle} The resulting Rectangle. */ -function GenImageChecked (width, height, checksX, checksY, col1, col2) { - return r.BindGenImageChecked( - width, - height, - checksX, - checksY, - col1.r, - col1.g, - col1.b, - col1.a, - col2.r, - col2.g, - col2.b, - col2.a +function GetCollisionRec(rec1, rec2) { + return r.BindGetCollisionRec( + rec1.x, + rec1.y, + rec1.width, + rec1.height, + rec2.x, + rec2.y, + rec2.width, + rec2.height ) } -raylib.GenImageChecked = GenImageChecked +raylib.GetCollisionRec = GetCollisionRec /** - * Generate image: white noise + * Load image from file into CPU memory (RAM) * - * @param {number} width - * @param {number} height - * @param {number} factor + * @param {string} fileName * * @return {Image} The resulting Image. */ -function GenImageWhiteNoise (width, height, factor) { - return r.BindGenImageWhiteNoise( - width, - height, - factor +function LoadImage(fileName) { + return r.BindLoadImage( + fileName ) } -raylib.GenImageWhiteNoise = GenImageWhiteNoise +raylib.LoadImage = LoadImage /** - * Generate image: perlin noise + * Load image from RAW file data * + * @param {string} fileName * @param {number} width * @param {number} height - * @param {number} offsetX - * @param {number} offsetY - * @param {number} scale + * @param {number} format + * @param {number} headerSize * * @return {Image} The resulting Image. */ -function GenImagePerlinNoise (width, height, offsetX, offsetY, scale) { - return r.BindGenImagePerlinNoise( +function LoadImageRaw(fileName, width, height, format, headerSize) { + return r.BindLoadImageRaw( + fileName, width, height, - offsetX, - offsetY, - scale + format, + headerSize ) } -raylib.GenImagePerlinNoise = GenImagePerlinNoise +raylib.LoadImageRaw = LoadImageRaw /** - * Generate image: cellular algorithm, bigger tileSize means bigger cells + * Load image from SVG file data or string with specified size * + * @param {string} fileNameOrString * @param {number} width * @param {number} height - * @param {number} tileSize * * @return {Image} The resulting Image. */ -function GenImageCellular (width, height, tileSize) { - return r.BindGenImageCellular( +function LoadImageSvg(fileNameOrString, width, height) { + return r.BindLoadImageSvg( + fileNameOrString, width, - height, - tileSize + height ) } -raylib.GenImageCellular = GenImageCellular +raylib.LoadImageSvg = LoadImageSvg /** - * Generate image: grayscale image from text data + * Load image sequence from file (frames appended to image.data) * - * @param {number} width - * @param {number} height - * @param {string} text + * @param {string} fileName + * @param {number} frames * * @return {Image} The resulting Image. */ -function GenImageText (width, height, text) { - return r.BindGenImageText( - width, - height, - text +function LoadImageAnim(fileName, frames) { + return r.BindLoadImageAnim( + fileName, + frames ) } -raylib.GenImageText = GenImageText +raylib.LoadImageAnim = LoadImageAnim /** - * Create an image duplicate (useful for transformations) + * Load image from memory buffer, fileType refers to extension: i.e. '.png' * - * @param {Image} image + * @param {string} fileType + * @param {Buffer} fileData + * @param {number} dataSize * * @return {Image} The resulting Image. */ -function ImageCopy (image) { - return r.BindImageCopy( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function LoadImageFromMemory(fileType, fileData, dataSize) { + return r.BindLoadImageFromMemory( + fileType, + fileData, + dataSize ) } -raylib.ImageCopy = ImageCopy +raylib.LoadImageFromMemory = LoadImageFromMemory /** - * Create an image from another image piece + * Load image from GPU texture data * - * @param {Image} image - * @param {Rectangle} rec + * @param {Texture} texture * * @return {Image} The resulting Image. */ -function ImageFromImage (image, rec) { - return r.BindImageFromImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - rec.x, - rec.y, - rec.width, - rec.height +function LoadImageFromTexture(texture) { + return r.BindLoadImageFromTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format ) } -raylib.ImageFromImage = ImageFromImage +raylib.LoadImageFromTexture = LoadImageFromTexture /** - * Create an image from text (default font) - * - * @param {string} text - * @param {number} fontSize - * @param {Color} color + * Load image from screen buffer and (screenshot) * * @return {Image} The resulting Image. */ -function ImageText (text, fontSize, color) { - return r.BindImageText( - text, - fontSize, - color.r, - color.g, - color.b, - color.a - ) +function LoadImageFromScreen() { + return r.BindLoadImageFromScreen() } -raylib.ImageText = ImageText +raylib.LoadImageFromScreen = LoadImageFromScreen /** - * Create an image from text (custom sprite font) + * Check if an image is ready * - * @param {Font} font - * @param {string} text - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {Image} image * - * @return {Image} The resulting Image. + * @return {boolean} The resulting bool. */ -function ImageTextEx (font, text, fontSize, spacing, tint) { - return r.BindImageTextEx( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function IsImageReady(image) { + return r.BindIsImageReady( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.ImageTextEx = ImageTextEx +raylib.IsImageReady = IsImageReady /** - * Apply Gaussian blur using a box blur approximation + * Unload image from CPU memory (RAM) * - * @param {number} image - * @param {number} blurSize + * @param {Image} image * * @return {undefined} */ -function ImageBlurGaussian (image, blurSize) { - return r.BindImageBlurGaussian( - image, - blurSize +function UnloadImage(image) { + return r.BindUnloadImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.ImageBlurGaussian = ImageBlurGaussian +raylib.UnloadImage = UnloadImage /** - * Load color data from image as a Color array (RGBA - 32bit) + * Export image data to file, returns true on success * * @param {Image} image + * @param {string} fileName * - * @return {number} The resulting Color *. + * @return {boolean} The resulting bool. */ -function LoadImageColors (image) { - return r.BindLoadImageColors( +function ExportImage(image, fileName) { + return r.BindExportImage( image.data, image.width, image.height, image.mipmaps, - image.format + image.format, + fileName ) } -raylib.LoadImageColors = LoadImageColors +raylib.ExportImage = ExportImage /** - * Load colors palette from image as a Color array (RGBA - 32bit) + * Export image to memory buffer * * @param {Image} image - * @param {number} maxPaletteSize - * @param {number} colorCount + * @param {string} fileType + * @param {number} fileSize * - * @return {number} The resulting Color *. + * @return {Buffer} The resulting unsigned char *. */ -function LoadImagePalette (image, maxPaletteSize, colorCount) { - return r.BindLoadImagePalette( +function ExportImageToMemory(image, fileType, fileSize) { + return r.BindExportImageToMemory( image.data, image.width, image.height, image.mipmaps, image.format, - maxPaletteSize, - colorCount + fileType, + fileSize ) } -raylib.LoadImagePalette = LoadImagePalette +raylib.ExportImageToMemory = ExportImageToMemory /** - * Unload color data loaded with LoadImageColors() + * Export image as code file defining an array of bytes, returns true on success * - * @param {number} colors + * @param {Image} image + * @param {string} fileName * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function UnloadImageColors (colors) { - return r.BindUnloadImageColors( - colors +function ExportImageAsCode(image, fileName) { + return r.BindExportImageAsCode( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + fileName ) } -raylib.UnloadImageColors = UnloadImageColors +raylib.ExportImageAsCode = ExportImageAsCode /** - * Unload colors palette loaded with LoadImagePalette() + * Generate image: plain color * - * @param {number} colors + * @param {number} width + * @param {number} height + * @param {Color} color * - * @return {undefined} + * @return {Image} The resulting Image. */ -function UnloadImagePalette (colors) { - return r.BindUnloadImagePalette( - colors +function GenImageColor(width, height, color) { + return r.BindGenImageColor( + width, + height, + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadImagePalette = UnloadImagePalette +raylib.GenImageColor = GenImageColor /** - * Get image alpha border rectangle + * Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient * - * @param {Image} image - * @param {number} threshold + * @param {number} width + * @param {number} height + * @param {number} direction + * @param {Color} start + * @param {Color} end * - * @return {Rectangle} The resulting Rectangle. + * @return {Image} The resulting Image. */ -function GetImageAlphaBorder (image, threshold) { - return r.BindGetImageAlphaBorder( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - threshold +function GenImageGradientLinear(width, height, direction, start, end) { + return r.BindGenImageGradientLinear( + width, + height, + direction, + start.r, + start.g, + start.b, + start.a, + end.r, + end.g, + end.b, + end.a ) } -raylib.GetImageAlphaBorder = GetImageAlphaBorder +raylib.GenImageGradientLinear = GenImageGradientLinear /** - * Get image pixel color at (x, y) position + * Generate image: radial gradient * - * @param {Image} image - * @param {number} x - * @param {number} y + * @param {number} width + * @param {number} height + * @param {number} density + * @param {Color} inner + * @param {Color} outer * - * @return {Color} The resulting Color. + * @return {Image} The resulting Image. */ -function GetImageColor (image, x, y) { - return r.BindGetImageColor( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - x, - y +function GenImageGradientRadial(width, height, density, inner, outer) { + return r.BindGenImageGradientRadial( + width, + height, + density, + inner.r, + inner.g, + inner.b, + inner.a, + outer.r, + outer.g, + outer.b, + outer.a ) } -raylib.GetImageColor = GetImageColor +raylib.GenImageGradientRadial = GenImageGradientRadial /** - * Draw circle outline within an image + * Generate image: square gradient * - * @param {number} dst - * @param {number} centerX - * @param {number} centerY - * @param {number} radius - * @param {Color} color + * @param {number} width + * @param {number} height + * @param {number} density + * @param {Color} inner + * @param {Color} outer * - * @return {undefined} + * @return {Image} The resulting Image. */ -function ImageDrawCircleLines (dst, centerX, centerY, radius, color) { - return r.BindImageDrawCircleLines( - dst, - centerX, - centerY, - radius, - color.r, - color.g, - color.b, - color.a +function GenImageGradientSquare(width, height, density, inner, outer) { + return r.BindGenImageGradientSquare( + width, + height, + density, + inner.r, + inner.g, + inner.b, + inner.a, + outer.r, + outer.g, + outer.b, + outer.a ) } -raylib.ImageDrawCircleLines = ImageDrawCircleLines +raylib.GenImageGradientSquare = GenImageGradientSquare /** - * Draw circle outline within an image (Vector version) + * Generate image: checked * - * @param {number} dst - * @param {Vector2} center - * @param {number} radius - * @param {Color} color + * @param {number} width + * @param {number} height + * @param {number} checksX + * @param {number} checksY + * @param {Color} col1 + * @param {Color} col2 * - * @return {undefined} + * @return {Image} The resulting Image. */ -function ImageDrawCircleLinesV (dst, center, radius, color) { - return r.BindImageDrawCircleLinesV( - dst, - center.x, - center.y, - radius, - color.r, - color.g, - color.b, - color.a +function GenImageChecked(width, height, checksX, checksY, col1, col2) { + return r.BindGenImageChecked( + width, + height, + checksX, + checksY, + col1.r, + col1.g, + col1.b, + col1.a, + col2.r, + col2.g, + col2.b, + col2.a ) } -raylib.ImageDrawCircleLinesV = ImageDrawCircleLinesV +raylib.GenImageChecked = GenImageChecked /** - * Load texture from file into GPU memory (VRAM) + * Generate image: white noise * - * @param {string} fileName + * @param {number} width + * @param {number} height + * @param {number} factor * - * @return {Texture2D} The resulting Texture2D. + * @return {Image} The resulting Image. */ -function LoadTexture (fileName) { - return r.BindLoadTexture( - fileName +function GenImageWhiteNoise(width, height, factor) { + return r.BindGenImageWhiteNoise( + width, + height, + factor ) } -raylib.LoadTexture = LoadTexture +raylib.GenImageWhiteNoise = GenImageWhiteNoise /** - * Load texture from image data + * Generate image: perlin noise * - * @param {Image} image + * @param {number} width + * @param {number} height + * @param {number} offsetX + * @param {number} offsetY + * @param {number} scale * - * @return {Texture2D} The resulting Texture2D. + * @return {Image} The resulting Image. */ -function LoadTextureFromImage (image) { - return r.BindLoadTextureFromImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format +function GenImagePerlinNoise(width, height, offsetX, offsetY, scale) { + return r.BindGenImagePerlinNoise( + width, + height, + offsetX, + offsetY, + scale ) } -raylib.LoadTextureFromImage = LoadTextureFromImage +raylib.GenImagePerlinNoise = GenImagePerlinNoise /** - * Load cubemap from image, multiple image cubemap layouts supported + * Generate image: cellular algorithm, bigger tileSize means bigger cells * - * @param {Image} image - * @param {number} layout + * @param {number} width + * @param {number} height + * @param {number} tileSize * - * @return {TextureCubemap} The resulting TextureCubemap. + * @return {Image} The resulting Image. */ -function LoadTextureCubemap (image, layout) { - return r.BindLoadTextureCubemap( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - layout +function GenImageCellular(width, height, tileSize) { + return r.BindGenImageCellular( + width, + height, + tileSize ) } -raylib.LoadTextureCubemap = LoadTextureCubemap +raylib.GenImageCellular = GenImageCellular /** - * Load texture for rendering (framebuffer) + * Generate image: grayscale image from text data * * @param {number} width * @param {number} height + * @param {string} text * - * @return {RenderTexture2D} The resulting RenderTexture2D. + * @return {Image} The resulting Image. */ -function LoadRenderTexture (width, height) { - return r.BindLoadRenderTexture( +function GenImageText(width, height, text) { + return r.BindGenImageText( width, - height + height, + text ) } -raylib.LoadRenderTexture = LoadRenderTexture +raylib.GenImageText = GenImageText /** - * Check if a texture is ready + * Create an image duplicate (useful for transformations) * - * @param {Texture} texture + * @param {Image} image * - * @return {boolean} The resulting bool. + * @return {Image} The resulting Image. */ -function IsTextureReady (texture) { - return r.BindIsTextureReady( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format +function ImageCopy(image) { + return r.BindImageCopy( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.IsTextureReady = IsTextureReady +raylib.ImageCopy = ImageCopy /** - * Unload texture from GPU memory (VRAM) + * Create an image from another image piece * - * @param {Texture} texture + * @param {Image} image + * @param {Rectangle} rec * - * @return {undefined} + * @return {Image} The resulting Image. */ -function UnloadTexture (texture) { - return r.BindUnloadTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format +function ImageFromImage(image, rec) { + return r.BindImageFromImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + rec.x, + rec.y, + rec.width, + rec.height ) } -raylib.UnloadTexture = UnloadTexture +raylib.ImageFromImage = ImageFromImage /** - * Check if a render texture is ready + * Create an image from text (default font) * - * @param {RenderTexture} target + * @param {string} text + * @param {number} fontSize + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {Image} The resulting Image. */ -function IsRenderTextureReady (target) { - return r.BindIsRenderTextureReady( - target.id, - target.texture.id, - target.texture.width, - target.texture.height, - target.texture.mipmaps, - target.texture.format, - target.depth.id, - target.depth.width, - target.depth.height, - target.depth.mipmaps, - target.depth.format +function ImageText(text, fontSize, color) { + return r.BindImageText( + text, + fontSize, + color.r, + color.g, + color.b, + color.a ) } -raylib.IsRenderTextureReady = IsRenderTextureReady +raylib.ImageText = ImageText /** - * Unload render texture from GPU memory (VRAM) + * Create an image from text (custom sprite font) * - * @param {RenderTexture} target + * @param {Font} font + * @param {string} text + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {undefined} + * @return {Image} The resulting Image. */ -function UnloadRenderTexture (target) { - return r.BindUnloadRenderTexture( - target.id, - target.texture.id, - target.texture.width, - target.texture.height, - target.texture.mipmaps, - target.texture.format, - target.depth.id, - target.depth.width, - target.depth.height, - target.depth.mipmaps, - target.depth.format +function ImageTextEx(font, text, fontSize, spacing, tint) { + return r.BindImageTextEx( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + text, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.UnloadRenderTexture = UnloadRenderTexture +raylib.ImageTextEx = ImageTextEx /** - * Update GPU texture with new data + * Apply Gaussian blur using a box blur approximation * - * @param {Texture} texture - * @param {number} pixels + * @param {number} image + * @param {number} blurSize * * @return {undefined} */ -function UpdateTexture (texture, pixels) { - return r.BindUpdateTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - pixels +function ImageBlurGaussian(image, blurSize) { + return r.BindImageBlurGaussian( + image, + blurSize ) } -raylib.UpdateTexture = UpdateTexture +raylib.ImageBlurGaussian = ImageBlurGaussian /** - * Update GPU texture rectangle with new data + * Rotate image by input angle in degrees (-359 to 359) * - * @param {Texture} texture - * @param {Rectangle} rec - * @param {number} pixels + * @param {number} image + * @param {number} degrees * * @return {undefined} */ -function UpdateTextureRec (texture, rec, pixels) { - return r.BindUpdateTextureRec( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - rec.x, - rec.y, - rec.width, - rec.height, - pixels +function ImageRotate(image, degrees) { + return r.BindImageRotate( + image, + degrees ) } -raylib.UpdateTextureRec = UpdateTextureRec +raylib.ImageRotate = ImageRotate /** - * Set texture scaling filter mode + * Load color data from image as a Color array (RGBA - 32bit) * - * @param {Texture} texture - * @param {number} filter + * @param {Image} image * - * @return {undefined} + * @return {number} The resulting Color *. */ -function SetTextureFilter (texture, filter) { - return r.BindSetTextureFilter( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - filter +function LoadImageColors(image) { + return r.BindLoadImageColors( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.SetTextureFilter = SetTextureFilter +raylib.LoadImageColors = LoadImageColors /** - * Set texture wrapping mode + * Load colors palette from image as a Color array (RGBA - 32bit) * - * @param {Texture} texture - * @param {number} wrap + * @param {Image} image + * @param {number} maxPaletteSize + * @param {number} colorCount * - * @return {undefined} + * @return {number} The resulting Color *. */ -function SetTextureWrap (texture, wrap) { - return r.BindSetTextureWrap( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - wrap +function LoadImagePalette(image, maxPaletteSize, colorCount) { + return r.BindLoadImagePalette( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + maxPaletteSize, + colorCount ) } -raylib.SetTextureWrap = SetTextureWrap +raylib.LoadImagePalette = LoadImagePalette /** - * Draw a Texture2D + * Unload color data loaded with LoadImageColors() * - * @param {Texture} texture - * @param {number} posX - * @param {number} posY - * @param {Color} tint + * @param {number} colors * * @return {undefined} */ -function DrawTexture (texture, posX, posY, tint) { - return r.BindDrawTexture( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - posX, - posY, - tint.r, - tint.g, - tint.b, - tint.a +function UnloadImageColors(colors) { + return r.BindUnloadImageColors( + colors ) } -raylib.DrawTexture = DrawTexture +raylib.UnloadImageColors = UnloadImageColors /** - * Draw a Texture2D with position defined as Vector2 + * Unload colors palette loaded with LoadImagePalette() * - * @param {Texture} texture - * @param {Vector2} position - * @param {Color} tint + * @param {number} colors * * @return {undefined} */ -function DrawTextureV (texture, position, tint) { - return r.BindDrawTextureV( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - position.x, - position.y, - tint.r, - tint.g, - tint.b, - tint.a +function UnloadImagePalette(colors) { + return r.BindUnloadImagePalette( + colors ) } -raylib.DrawTextureV = DrawTextureV +raylib.UnloadImagePalette = UnloadImagePalette /** - * Draw a Texture2D with extended parameters + * Get image alpha border rectangle * - * @param {Texture} texture - * @param {Vector2} position - * @param {number} rotation - * @param {number} scale - * @param {Color} tint + * @param {Image} image + * @param {number} threshold * - * @return {undefined} + * @return {Rectangle} The resulting Rectangle. */ -function DrawTextureEx (texture, position, rotation, scale, tint) { - return r.BindDrawTextureEx( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - position.x, - position.y, - rotation, - scale, - tint.r, - tint.g, - tint.b, - tint.a +function GetImageAlphaBorder(image, threshold) { + return r.BindGetImageAlphaBorder( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + threshold ) } -raylib.DrawTextureEx = DrawTextureEx +raylib.GetImageAlphaBorder = GetImageAlphaBorder /** - * Draw a part of a texture defined by a rectangle + * Get image pixel color at (x, y) position * - * @param {Texture} texture - * @param {Rectangle} source - * @param {Vector2} position - * @param {Color} tint + * @param {Image} image + * @param {number} x + * @param {number} y * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextureRec (texture, source, position, tint) { - return r.BindDrawTextureRec( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, - position.x, - position.y, - tint.r, - tint.g, - tint.b, - tint.a +function GetImageColor(image, x, y) { + return r.BindGetImageColor( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + x, + y ) } -raylib.DrawTextureRec = DrawTextureRec +raylib.GetImageColor = GetImageColor /** - * Draw a part of a texture defined by a rectangle with 'pro' parameters - * - * @param {Texture} texture - * @param {Rectangle} source - * @param {Rectangle} dest - * @param {Vector2} origin - * @param {number} rotation - * @param {Color} tint - * - * @return {undefined} - */ -function DrawTexturePro (texture, source, dest, origin, rotation, tint) { - return r.BindDrawTexturePro( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, - dest.x, - dest.y, - dest.width, - dest.height, - origin.x, - origin.y, - rotation, - tint.r, - tint.g, - tint.b, - tint.a - ) -} -raylib.DrawTexturePro = DrawTexturePro - -/** - * Draws a texture (or part of it) that stretches or shrinks nicely - * - * @param {Texture} texture - * @param {NPatchInfo} nPatchInfo - * @param {Rectangle} dest - * @param {Vector2} origin - * @param {number} rotation - * @param {Color} tint - * - * @return {undefined} - */ -function DrawTextureNPatch (texture, nPatchInfo, dest, origin, rotation, tint) { - return r.BindDrawTextureNPatch( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - nPatchInfo.source.x, - nPatchInfo.source.y, - nPatchInfo.source.width, - nPatchInfo.source.height, - nPatchInfo.left, - nPatchInfo.top, - nPatchInfo.right, - nPatchInfo.bottom, - nPatchInfo.layout, - dest.x, - dest.y, - dest.width, - dest.height, - origin.x, - origin.y, - rotation, - tint.r, - tint.g, - tint.b, - tint.a - ) -} -raylib.DrawTextureNPatch = DrawTextureNPatch - -/** - * Get color with alpha applied, alpha goes from 0.0f to 1.0f + * Draw circle outline within an image * + * @param {number} dst + * @param {number} centerX + * @param {number} centerY + * @param {number} radius * @param {Color} color - * @param {number} alpha * - * @return {Color} The resulting Color. + * @return {undefined} */ -function Fade (color, alpha) { - return r.BindFade( +function ImageDrawCircleLines(dst, centerX, centerY, radius, color) { + return r.BindImageDrawCircleLines( + dst, + centerX, + centerY, + radius, color.r, color.g, color.b, - color.a, - alpha + color.a ) } -raylib.Fade = Fade +raylib.ImageDrawCircleLines = ImageDrawCircleLines /** - * Get hexadecimal value for a Color + * Draw circle outline within an image (Vector version) * + * @param {number} dst + * @param {Vector2} center + * @param {number} radius * @param {Color} color * - * @return {number} The resulting int. + * @return {undefined} */ -function ColorToInt (color) { - return r.BindColorToInt( +function ImageDrawCircleLinesV(dst, center, radius, color) { + return r.BindImageDrawCircleLinesV( + dst, + center.x, + center.y, + radius, color.r, color.g, color.b, color.a ) } -raylib.ColorToInt = ColorToInt +raylib.ImageDrawCircleLinesV = ImageDrawCircleLinesV /** - * Get Color normalized as float [0..1] + * Load texture from file into GPU memory (VRAM) * - * @param {Color} color + * @param {string} fileName * - * @return {Vector4} The resulting Vector4. + * @return {Texture2D} The resulting Texture2D. */ -function ColorNormalize (color) { - return r.BindColorNormalize( - color.r, - color.g, - color.b, - color.a +function LoadTexture(fileName) { + return r.BindLoadTexture( + fileName ) } -raylib.ColorNormalize = ColorNormalize +raylib.LoadTexture = LoadTexture /** - * Get Color from normalized values [0..1] + * Load texture from image data * - * @param {Vector4} normalized + * @param {Image} image * - * @return {Color} The resulting Color. + * @return {Texture2D} The resulting Texture2D. */ -function ColorFromNormalized (normalized) { - return r.BindColorFromNormalized( - normalized.x, - normalized.y, - normalized.z, - normalized.w +function LoadTextureFromImage(image) { + return r.BindLoadTextureFromImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format ) } -raylib.ColorFromNormalized = ColorFromNormalized +raylib.LoadTextureFromImage = LoadTextureFromImage /** - * Get HSV values for a Color, hue [0..360], saturation/value [0..1] + * Load cubemap from image, multiple image cubemap layouts supported * - * @param {Color} color + * @param {Image} image + * @param {number} layout * - * @return {Vector3} The resulting Vector3. + * @return {TextureCubemap} The resulting TextureCubemap. */ -function ColorToHSV (color) { - return r.BindColorToHSV( - color.r, - color.g, - color.b, - color.a +function LoadTextureCubemap(image, layout) { + return r.BindLoadTextureCubemap( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + layout ) } -raylib.ColorToHSV = ColorToHSV +raylib.LoadTextureCubemap = LoadTextureCubemap /** - * Get a Color from HSV values, hue [0..360], saturation/value [0..1] + * Load texture for rendering (framebuffer) * - * @param {number} hue - * @param {number} saturation - * @param {number} value + * @param {number} width + * @param {number} height * - * @return {Color} The resulting Color. + * @return {RenderTexture2D} The resulting RenderTexture2D. */ -function ColorFromHSV (hue, saturation, value) { - return r.BindColorFromHSV( - hue, - saturation, - value +function LoadRenderTexture(width, height) { + return r.BindLoadRenderTexture( + width, + height ) } -raylib.ColorFromHSV = ColorFromHSV +raylib.LoadRenderTexture = LoadRenderTexture /** - * Get color multiplied with another color + * Check if a texture is ready * - * @param {Color} color - * @param {Color} tint + * @param {Texture} texture * - * @return {Color} The resulting Color. + * @return {boolean} The resulting bool. */ -function ColorTint (color, tint) { - return r.BindColorTint( - color.r, - color.g, - color.b, - color.a, - tint.r, - tint.g, - tint.b, - tint.a +function IsTextureReady(texture) { + return r.BindIsTextureReady( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format ) } -raylib.ColorTint = ColorTint +raylib.IsTextureReady = IsTextureReady /** - * Get color with brightness correction, brightness factor goes from -1.0f to 1.0f + * Unload texture from GPU memory (VRAM) * - * @param {Color} color - * @param {number} factor + * @param {Texture} texture * - * @return {Color} The resulting Color. + * @return {undefined} */ -function ColorBrightness (color, factor) { - return r.BindColorBrightness( - color.r, - color.g, - color.b, - color.a, - factor +function UnloadTexture(texture) { + return r.BindUnloadTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format ) } -raylib.ColorBrightness = ColorBrightness +raylib.UnloadTexture = UnloadTexture /** - * Get color with contrast correction, contrast values between -1.0f and 1.0f + * Check if a render texture is ready * - * @param {Color} color - * @param {number} contrast + * @param {RenderTexture} target * - * @return {Color} The resulting Color. + * @return {boolean} The resulting bool. */ -function ColorContrast (color, contrast) { - return r.BindColorContrast( - color.r, - color.g, - color.b, - color.a, - contrast +function IsRenderTextureReady(target) { + return r.BindIsRenderTextureReady( + target.id, + target.texture.id, + target.texture.width, + target.texture.height, + target.texture.mipmaps, + target.texture.format, + target.depth.id, + target.depth.width, + target.depth.height, + target.depth.mipmaps, + target.depth.format ) } -raylib.ColorContrast = ColorContrast +raylib.IsRenderTextureReady = IsRenderTextureReady /** - * Get color with alpha applied, alpha goes from 0.0f to 1.0f + * Unload render texture from GPU memory (VRAM) * - * @param {Color} color - * @param {number} alpha + * @param {RenderTexture} target * - * @return {Color} The resulting Color. + * @return {undefined} */ -function ColorAlpha (color, alpha) { - return r.BindColorAlpha( - color.r, - color.g, - color.b, - color.a, - alpha +function UnloadRenderTexture(target) { + return r.BindUnloadRenderTexture( + target.id, + target.texture.id, + target.texture.width, + target.texture.height, + target.texture.mipmaps, + target.texture.format, + target.depth.id, + target.depth.width, + target.depth.height, + target.depth.mipmaps, + target.depth.format ) } -raylib.ColorAlpha = ColorAlpha +raylib.UnloadRenderTexture = UnloadRenderTexture /** - * Get src alpha-blended into dst color with tint + * Update GPU texture with new data * - * @param {Color} dst - * @param {Color} src - * @param {Color} tint + * @param {Texture} texture + * @param {number} pixels * - * @return {Color} The resulting Color. + * @return {undefined} */ -function ColorAlphaBlend (dst, src, tint) { - return r.BindColorAlphaBlend( - dst.r, - dst.g, - dst.b, - dst.a, - src.r, - src.g, - src.b, - src.a, - tint.r, - tint.g, - tint.b, - tint.a +function UpdateTexture(texture, pixels) { + return r.BindUpdateTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + pixels ) } -raylib.ColorAlphaBlend = ColorAlphaBlend +raylib.UpdateTexture = UpdateTexture /** - * Get Color structure from hexadecimal value + * Update GPU texture rectangle with new data * - * @param {number} hexValue + * @param {Texture} texture + * @param {Rectangle} rec + * @param {number} pixels * - * @return {Color} The resulting Color. + * @return {undefined} */ -function GetColor (hexValue) { - return r.BindGetColor( - hexValue +function UpdateTextureRec(texture, rec, pixels) { + return r.BindUpdateTextureRec( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + rec.x, + rec.y, + rec.width, + rec.height, + pixels ) } -raylib.GetColor = GetColor +raylib.UpdateTextureRec = UpdateTextureRec /** - * Get Color from a source pixel pointer of certain format + * Set texture scaling filter mode * - * @param {number} srcPtr - * @param {number} format + * @param {Texture} texture + * @param {number} filter * - * @return {Color} The resulting Color. + * @return {undefined} */ -function GetPixelColor (srcPtr, format) { - return r.BindGetPixelColor( - srcPtr, - format +function SetTextureFilter(texture, filter) { + return r.BindSetTextureFilter( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + filter ) } -raylib.GetPixelColor = GetPixelColor +raylib.SetTextureFilter = SetTextureFilter /** - * Set color formatted into destination pixel pointer + * Set texture wrapping mode * - * @param {number} dstPtr - * @param {Color} color - * @param {number} format + * @param {Texture} texture + * @param {number} wrap * * @return {undefined} */ -function SetPixelColor (dstPtr, color, format) { - return r.BindSetPixelColor( - dstPtr, - color.r, - color.g, - color.b, - color.a, - format +function SetTextureWrap(texture, wrap) { + return r.BindSetTextureWrap( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + wrap ) } -raylib.SetPixelColor = SetPixelColor +raylib.SetTextureWrap = SetTextureWrap /** - * Get pixel data size in bytes for certain format + * Draw a Texture2D * - * @param {number} width - * @param {number} height - * @param {number} format + * @param {Texture} texture + * @param {number} posX + * @param {number} posY + * @param {Color} tint * - * @return {number} The resulting int. + * @return {undefined} */ -function GetPixelDataSize (width, height, format) { - return r.BindGetPixelDataSize( - width, - height, - format +function DrawTexture(texture, posX, posY, tint) { + return r.BindDrawTexture( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + posX, + posY, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.GetPixelDataSize = GetPixelDataSize +raylib.DrawTexture = DrawTexture /** - * Get the default Font + * Draw a Texture2D with position defined as Vector2 * - * @return {Font} The resulting Font. + * @param {Texture} texture + * @param {Vector2} position + * @param {Color} tint + * + * @return {undefined} */ -function GetFontDefault () { - return r.BindGetFontDefault() +function DrawTextureV(texture, position, tint) { + return r.BindDrawTextureV( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + position.x, + position.y, + tint.r, + tint.g, + tint.b, + tint.a + ) } -raylib.GetFontDefault = GetFontDefault +raylib.DrawTextureV = DrawTextureV /** - * Load font from file into GPU memory (VRAM) + * Draw a Texture2D with extended parameters * - * @param {string} fileName + * @param {Texture} texture + * @param {Vector2} position + * @param {number} rotation + * @param {number} scale + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFont (fileName) { - return r.BindLoadFont( - fileName +function DrawTextureEx(texture, position, rotation, scale, tint) { + return r.BindDrawTextureEx( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + position.x, + position.y, + rotation, + scale, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFont = LoadFont +raylib.DrawTextureEx = DrawTextureEx /** - * Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set + * Draw a part of a texture defined by a rectangle * - * @param {string} fileName - * @param {number} fontSize - * @param {number} fontChars - * @param {number} glyphCount + * @param {Texture} texture + * @param {Rectangle} source + * @param {Vector2} position + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFontEx (fileName, fontSize, fontChars, glyphCount) { - return r.BindLoadFontEx( - fileName, - fontSize, - fontChars, - glyphCount +function DrawTextureRec(texture, source, position, tint) { + return r.BindDrawTextureRec( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + position.x, + position.y, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFontEx = LoadFontEx +raylib.DrawTextureRec = DrawTextureRec /** - * Load font from Image (XNA style) + * Draw a part of a texture defined by a rectangle with 'pro' parameters * - * @param {Image} image - * @param {Color} key - * @param {number} firstChar + * @param {Texture} texture + * @param {Rectangle} source + * @param {Rectangle} dest + * @param {Vector2} origin + * @param {number} rotation + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFontFromImage (image, key, firstChar) { - return r.BindLoadFontFromImage( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - key.r, - key.g, - key.b, - key.a, - firstChar +function DrawTexturePro(texture, source, dest, origin, rotation, tint) { + return r.BindDrawTexturePro( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + dest.x, + dest.y, + dest.width, + dest.height, + origin.x, + origin.y, + rotation, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFontFromImage = LoadFontFromImage +raylib.DrawTexturePro = DrawTexturePro /** - * Load font from memory buffer, fileType refers to extension: i.e. '.ttf' + * Draws a texture (or part of it) that stretches or shrinks nicely * - * @param {string} fileType - * @param {Buffer} fileData - * @param {number} dataSize - * @param {number} fontSize - * @param {number} fontChars - * @param {number} glyphCount + * @param {Texture} texture + * @param {NPatchInfo} nPatchInfo + * @param {Rectangle} dest + * @param {Vector2} origin + * @param {number} rotation + * @param {Color} tint * - * @return {Font} The resulting Font. + * @return {undefined} */ -function LoadFontFromMemory (fileType, fileData, dataSize, fontSize, fontChars, glyphCount) { - return r.BindLoadFontFromMemory( - fileType, - fileData, - dataSize, - fontSize, - fontChars, - glyphCount +function DrawTextureNPatch(texture, nPatchInfo, dest, origin, rotation, tint) { + return r.BindDrawTextureNPatch( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + nPatchInfo.source.x, + nPatchInfo.source.y, + nPatchInfo.source.width, + nPatchInfo.source.height, + nPatchInfo.left, + nPatchInfo.top, + nPatchInfo.right, + nPatchInfo.bottom, + nPatchInfo.layout, + dest.x, + dest.y, + dest.width, + dest.height, + origin.x, + origin.y, + rotation, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.LoadFontFromMemory = LoadFontFromMemory +raylib.DrawTextureNPatch = DrawTextureNPatch /** - * Check if a font is ready + * Get color with alpha applied, alpha goes from 0.0f to 1.0f * - * @param {Font} font + * @param {Color} color + * @param {number} alpha * - * @return {boolean} The resulting bool. + * @return {Color} The resulting Color. */ -function IsFontReady (font) { - return r.BindIsFontReady( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs +function Fade(color, alpha) { + return r.BindFade( + color.r, + color.g, + color.b, + color.a, + alpha ) } -raylib.IsFontReady = IsFontReady +raylib.Fade = Fade /** - * Load font data for further use + * Get hexadecimal value for a Color * - * @param {Buffer} fileData - * @param {number} dataSize - * @param {number} fontSize - * @param {number} fontChars - * @param {number} glyphCount - * @param {number} type + * @param {Color} color * - * @return {number} The resulting GlyphInfo *. + * @return {number} The resulting int. */ -function LoadFontData (fileData, dataSize, fontSize, fontChars, glyphCount, type) { - return r.BindLoadFontData( - fileData, - dataSize, - fontSize, - fontChars, - glyphCount, - type +function ColorToInt(color) { + return r.BindColorToInt( + color.r, + color.g, + color.b, + color.a ) } -raylib.LoadFontData = LoadFontData +raylib.ColorToInt = ColorToInt /** - * Generate image font atlas using chars info + * Get Color normalized as float [0..1] * - * @param {number} chars - * @param {number} recs - * @param {number} glyphCount - * @param {number} fontSize - * @param {number} padding - * @param {number} packMethod + * @param {Color} color * - * @return {Image} The resulting Image. + * @return {Vector4} The resulting Vector4. */ -function GenImageFontAtlas (chars, recs, glyphCount, fontSize, padding, packMethod) { - return r.BindGenImageFontAtlas( - chars, - recs, - glyphCount, - fontSize, - padding, - packMethod +function ColorNormalize(color) { + return r.BindColorNormalize( + color.r, + color.g, + color.b, + color.a ) } -raylib.GenImageFontAtlas = GenImageFontAtlas +raylib.ColorNormalize = ColorNormalize /** - * Unload font chars info data (RAM) + * Get Color from normalized values [0..1] * - * @param {number} chars - * @param {number} glyphCount + * @param {Vector4} normalized * - * @return {undefined} + * @return {Color} The resulting Color. */ -function UnloadFontData (chars, glyphCount) { - return r.BindUnloadFontData( - chars, - glyphCount +function ColorFromNormalized(normalized) { + return r.BindColorFromNormalized( + normalized.x, + normalized.y, + normalized.z, + normalized.w ) } -raylib.UnloadFontData = UnloadFontData +raylib.ColorFromNormalized = ColorFromNormalized /** - * Unload font from GPU memory (VRAM) + * Get HSV values for a Color, hue [0..360], saturation/value [0..1] * - * @param {Font} font + * @param {Color} color * - * @return {undefined} + * @return {Vector3} The resulting Vector3. */ -function UnloadFont (font) { - return r.BindUnloadFont( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs +function ColorToHSV(color) { + return r.BindColorToHSV( + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadFont = UnloadFont +raylib.ColorToHSV = ColorToHSV /** - * Export font as code file, returns true on success + * Get a Color from HSV values, hue [0..360], saturation/value [0..1] * - * @param {Font} font - * @param {string} fileName + * @param {number} hue + * @param {number} saturation + * @param {number} value * - * @return {boolean} The resulting bool. + * @return {Color} The resulting Color. */ -function ExportFontAsCode (font, fileName) { - return r.BindExportFontAsCode( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - fileName +function ColorFromHSV(hue, saturation, value) { + return r.BindColorFromHSV( + hue, + saturation, + value ) } -raylib.ExportFontAsCode = ExportFontAsCode +raylib.ColorFromHSV = ColorFromHSV /** - * Draw current FPS + * Get color multiplied with another color * - * @param {number} posX - * @param {number} posY + * @param {Color} color + * @param {Color} tint * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawFPS (posX, posY) { - return r.BindDrawFPS( - posX, - posY +function ColorTint(color, tint) { + return r.BindColorTint( + color.r, + color.g, + color.b, + color.a, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.DrawFPS = DrawFPS +raylib.ColorTint = ColorTint /** - * Draw text (using default font) + * Get color with brightness correction, brightness factor goes from -1.0f to 1.0f * - * @param {string} text - * @param {number} posX - * @param {number} posY - * @param {number} fontSize * @param {Color} color + * @param {number} factor * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawText (text, posX, posY, fontSize, color) { - return r.BindDrawText( - text, - posX, - posY, - fontSize, +function ColorBrightness(color, factor) { + return r.BindColorBrightness( color.r, color.g, color.b, - color.a + color.a, + factor ) } -raylib.DrawText = DrawText +raylib.ColorBrightness = ColorBrightness /** - * Draw text using font and additional parameters + * Get color with contrast correction, contrast values between -1.0f and 1.0f * - * @param {Font} font - * @param {string} text - * @param {Vector2} position - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {Color} color + * @param {number} contrast * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextEx (font, text, position, fontSize, spacing, tint) { - return r.BindDrawTextEx( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - position.x, - position.y, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function ColorContrast(color, contrast) { + return r.BindColorContrast( + color.r, + color.g, + color.b, + color.a, + contrast ) } -raylib.DrawTextEx = DrawTextEx +raylib.ColorContrast = ColorContrast /** - * Draw text using Font and pro parameters (rotation) + * Get color with alpha applied, alpha goes from 0.0f to 1.0f * - * @param {Font} font - * @param {string} text - * @param {Vector2} position - * @param {Vector2} origin - * @param {number} rotation - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {Color} color + * @param {number} alpha * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextPro (font, text, position, origin, rotation, fontSize, spacing, tint) { - return r.BindDrawTextPro( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - position.x, - position.y, - origin.x, - origin.y, - rotation, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function ColorAlpha(color, alpha) { + return r.BindColorAlpha( + color.r, + color.g, + color.b, + color.a, + alpha ) } -raylib.DrawTextPro = DrawTextPro +raylib.ColorAlpha = ColorAlpha /** - * Draw one character (codepoint) + * Get src alpha-blended into dst color with tint * - * @param {Font} font - * @param {number} codepoint - * @param {Vector2} position - * @param {number} fontSize + * @param {Color} dst + * @param {Color} src * @param {Color} tint * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextCodepoint (font, codepoint, position, fontSize, tint) { - return r.BindDrawTextCodepoint( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint, - position.x, - position.y, - fontSize, +function ColorAlphaBlend(dst, src, tint) { + return r.BindColorAlphaBlend( + dst.r, + dst.g, + dst.b, + dst.a, + src.r, + src.g, + src.b, + src.a, tint.r, tint.g, tint.b, tint.a ) } -raylib.DrawTextCodepoint = DrawTextCodepoint +raylib.ColorAlphaBlend = ColorAlphaBlend /** - * Draw multiple character (codepoint) + * Get Color structure from hexadecimal value * - * @param {Font} font - * @param {number} codepoints - * @param {number} count - * @param {Vector2} position - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint + * @param {number} hexValue * - * @return {undefined} + * @return {Color} The resulting Color. */ -function DrawTextCodepoints (font, codepoints, count, position, fontSize, spacing, tint) { - return r.BindDrawTextCodepoints( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoints, - count, - position.x, - position.y, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a +function GetColor(hexValue) { + return r.BindGetColor( + hexValue ) } -raylib.DrawTextCodepoints = DrawTextCodepoints +raylib.GetColor = GetColor /** - * Measure string width for default font + * Get Color from a source pixel pointer of certain format * - * @param {string} text - * @param {number} fontSize + * @param {number} srcPtr + * @param {number} format * - * @return {number} The resulting int. + * @return {Color} The resulting Color. */ -function MeasureText (text, fontSize) { - return r.BindMeasureText( - text, - fontSize +function GetPixelColor(srcPtr, format) { + return r.BindGetPixelColor( + srcPtr, + format ) } -raylib.MeasureText = MeasureText +raylib.GetPixelColor = GetPixelColor /** - * Measure string size for Font + * Set color formatted into destination pixel pointer * - * @param {Font} font - * @param {string} text - * @param {number} fontSize - * @param {number} spacing + * @param {number} dstPtr + * @param {Color} color + * @param {number} format * - * @return {Vector2} The resulting Vector2. + * @return {undefined} */ -function MeasureTextEx (font, text, fontSize, spacing) { - return r.BindMeasureTextEx( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - fontSize, - spacing +function SetPixelColor(dstPtr, color, format) { + return r.BindSetPixelColor( + dstPtr, + color.r, + color.g, + color.b, + color.a, + format ) } -raylib.MeasureTextEx = MeasureTextEx +raylib.SetPixelColor = SetPixelColor /** - * Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found + * Get pixel data size in bytes for certain format * - * @param {Font} font - * @param {number} codepoint + * @param {number} width + * @param {number} height + * @param {number} format * * @return {number} The resulting int. */ -function GetGlyphIndex (font, codepoint) { - return r.BindGetGlyphIndex( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint +function GetPixelDataSize(width, height, format) { + return r.BindGetPixelDataSize( + width, + height, + format ) } -raylib.GetGlyphIndex = GetGlyphIndex +raylib.GetPixelDataSize = GetPixelDataSize /** - * Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found - * - * @param {Font} font - * @param {number} codepoint + * Get the default Font * - * @return {GlyphInfo} The resulting GlyphInfo. + * @return {Font} The resulting Font. */ -function GetGlyphInfo (font, codepoint) { - return r.BindGetGlyphInfo( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint - ) +function GetFontDefault() { + return r.BindGetFontDefault() } -raylib.GetGlyphInfo = GetGlyphInfo +raylib.GetFontDefault = GetFontDefault /** - * Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + * Load font from file into GPU memory (VRAM) * - * @param {Font} font - * @param {number} codepoint + * @param {string} fileName * - * @return {Rectangle} The resulting Rectangle. + * @return {Font} The resulting Font. */ -function GetGlyphAtlasRec (font, codepoint) { - return r.BindGetGlyphAtlasRec( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - codepoint +function LoadFont(fileName) { + return r.BindLoadFont( + fileName ) } -raylib.GetGlyphAtlasRec = GetGlyphAtlasRec +raylib.LoadFont = LoadFont /** - * Load UTF-8 text encoded from codepoints array + * Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set * + * @param {string} fileName + * @param {number} fontSize * @param {number} codepoints - * @param {number} length + * @param {number} codepointCount * - * @return {string} The resulting char *. + * @return {Font} The resulting Font. */ -function LoadUTF8 (codepoints, length) { - return r.BindLoadUTF8( +function LoadFontEx(fileName, fontSize, codepoints, codepointCount) { + return r.BindLoadFontEx( + fileName, + fontSize, codepoints, - length + codepointCount ) } -raylib.LoadUTF8 = LoadUTF8 - -/** - * Unload UTF-8 text encoded from codepoints array - * - * @param {string} text - * - * @return {undefined} - */ -function UnloadUTF8 (text) { - return r.BindUnloadUTF8( - text - ) -} -raylib.UnloadUTF8 = UnloadUTF8 +raylib.LoadFontEx = LoadFontEx /** - * Load all codepoints from a UTF-8 text string, codepoints count returned by parameter + * Load font from Image (XNA style) * - * @param {string} text - * @param {number} count + * @param {Image} image + * @param {Color} key + * @param {number} firstChar * - * @return {number} The resulting int *. + * @return {Font} The resulting Font. */ -function LoadCodepoints (text, count) { - return r.BindLoadCodepoints( - text, - count +function LoadFontFromImage(image, key, firstChar) { + return r.BindLoadFontFromImage( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + key.r, + key.g, + key.b, + key.a, + firstChar ) } -raylib.LoadCodepoints = LoadCodepoints +raylib.LoadFontFromImage = LoadFontFromImage /** - * Unload codepoints data from memory + * Load font from memory buffer, fileType refers to extension: i.e. '.ttf' * + * @param {string} fileType + * @param {Buffer} fileData + * @param {number} dataSize + * @param {number} fontSize * @param {number} codepoints + * @param {number} codepointCount * - * @return {undefined} + * @return {Font} The resulting Font. */ -function UnloadCodepoints (codepoints) { - return r.BindUnloadCodepoints( - codepoints +function LoadFontFromMemory(fileType, fileData, dataSize, fontSize, codepoints, codepointCount) { + return r.BindLoadFontFromMemory( + fileType, + fileData, + dataSize, + fontSize, + codepoints, + codepointCount ) } -raylib.UnloadCodepoints = UnloadCodepoints +raylib.LoadFontFromMemory = LoadFontFromMemory /** - * Get total number of codepoints in a UTF-8 encoded string + * Check if a font is ready * - * @param {string} text + * @param {Font} font * - * @return {number} The resulting int. + * @return {boolean} The resulting bool. */ -function GetCodepointCount (text) { - return r.BindGetCodepointCount( - text +function IsFontReady(font) { + return r.BindIsFontReady( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs ) } -raylib.GetCodepointCount = GetCodepointCount +raylib.IsFontReady = IsFontReady /** - * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + * Load font data for further use * - * @param {string} text - * @param {number} codepointSize + * @param {Buffer} fileData + * @param {number} dataSize + * @param {number} fontSize + * @param {number} codepoints + * @param {number} codepointCount + * @param {number} type * - * @return {number} The resulting int. + * @return {number} The resulting GlyphInfo *. */ -function GetCodepoint (text, codepointSize) { - return r.BindGetCodepoint( - text, - codepointSize +function LoadFontData(fileData, dataSize, fontSize, codepoints, codepointCount, type) { + return r.BindLoadFontData( + fileData, + dataSize, + fontSize, + codepoints, + codepointCount, + type ) } -raylib.GetCodepoint = GetCodepoint +raylib.LoadFontData = LoadFontData /** - * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + * Generate image font atlas using chars info * - * @param {string} text - * @param {number} codepointSize + * @param {number} glyphs + * @param {number} glyphRecs + * @param {number} glyphCount + * @param {number} fontSize + * @param {number} padding + * @param {number} packMethod * - * @return {number} The resulting int. + * @return {Image} The resulting Image. */ -function GetCodepointNext (text, codepointSize) { - return r.BindGetCodepointNext( - text, - codepointSize +function GenImageFontAtlas(glyphs, glyphRecs, glyphCount, fontSize, padding, packMethod) { + return r.BindGenImageFontAtlas( + glyphs, + glyphRecs, + glyphCount, + fontSize, + padding, + packMethod ) } -raylib.GetCodepointNext = GetCodepointNext +raylib.GenImageFontAtlas = GenImageFontAtlas /** - * Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + * Unload font chars info data (RAM) * - * @param {string} text - * @param {number} codepointSize + * @param {number} glyphs + * @param {number} glyphCount * - * @return {number} The resulting int. + * @return {undefined} */ -function GetCodepointPrevious (text, codepointSize) { - return r.BindGetCodepointPrevious( - text, - codepointSize +function UnloadFontData(glyphs, glyphCount) { + return r.BindUnloadFontData( + glyphs, + glyphCount ) } -raylib.GetCodepointPrevious = GetCodepointPrevious +raylib.UnloadFontData = UnloadFontData /** - * Encode one codepoint into UTF-8 byte array (array length returned as parameter) + * Unload font from GPU memory (VRAM) * - * @param {number} codepoint - * @param {number} utf8Size + * @param {Font} font * - * @return {string} The resulting const char *. + * @return {undefined} */ -function CodepointToUTF8 (codepoint, utf8Size) { - return r.BindCodepointToUTF8( - codepoint, - utf8Size +function UnloadFont(font) { + return r.BindUnloadFont( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs ) } -raylib.CodepointToUTF8 = CodepointToUTF8 +raylib.UnloadFont = UnloadFont /** - * Copy one string to another, returns bytes copied + * Export font as code file, returns true on success * - * @param {string} dst - * @param {string} src + * @param {Font} font + * @param {string} fileName * - * @return {number} The resulting int. + * @return {boolean} The resulting bool. */ -function TextCopy (dst, src) { - return r.BindTextCopy( - dst, - src +function ExportFontAsCode(font, fileName) { + return r.BindExportFontAsCode( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + fileName ) } -raylib.TextCopy = TextCopy +raylib.ExportFontAsCode = ExportFontAsCode /** - * Check if two text string are equal + * Draw current FPS * - * @param {string} text1 - * @param {string} text2 + * @param {number} posX + * @param {number} posY * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function TextIsEqual (text1, text2) { - return r.BindTextIsEqual( - text1, - text2 +function DrawFPS(posX, posY) { + return r.BindDrawFPS( + posX, + posY ) } -raylib.TextIsEqual = TextIsEqual +raylib.DrawFPS = DrawFPS /** - * Get text length, checks for '\0' ending + * Draw text (using default font) * * @param {string} text + * @param {number} posX + * @param {number} posY + * @param {number} fontSize + * @param {Color} color * - * @return {number} The resulting unsigned int. + * @return {undefined} */ -function TextLength (text) { - return r.BindTextLength( - text +function DrawText(text, posX, posY, fontSize, color) { + return r.BindDrawText( + text, + posX, + posY, + fontSize, + color.r, + color.g, + color.b, + color.a ) } -raylib.TextLength = TextLength +raylib.DrawText = DrawText /** - * Get a piece of a text string + * Draw text using font and additional parameters * + * @param {Font} font * @param {string} text - * @param {number} position - * @param {number} length + * @param {Vector2} position + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {string} The resulting const char *. + * @return {undefined} */ -function TextSubtext (text, position, length) { - return r.BindTextSubtext( +function DrawTextEx(font, text, position, fontSize, spacing, tint) { + return r.BindDrawTextEx( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, text, - position, - length + position.x, + position.y, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextSubtext = TextSubtext +raylib.DrawTextEx = DrawTextEx /** - * Replace text string (WARNING: memory must be freed!) + * Draw text using Font and pro parameters (rotation) * + * @param {Font} font * @param {string} text - * @param {string} replace - * @param {string} by + * @param {Vector2} position + * @param {Vector2} origin + * @param {number} rotation + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {string} The resulting char *. + * @return {undefined} */ -function TextReplace (text, replace, by) { - return r.BindTextReplace( +function DrawTextPro(font, text, position, origin, rotation, fontSize, spacing, tint) { + return r.BindDrawTextPro( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, text, - replace, - by + position.x, + position.y, + origin.x, + origin.y, + rotation, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextReplace = TextReplace +raylib.DrawTextPro = DrawTextPro /** - * Insert text in a position (WARNING: memory must be freed!) + * Draw one character (codepoint) * - * @param {string} text - * @param {string} insert - * @param {number} position + * @param {Font} font + * @param {number} codepoint + * @param {Vector2} position + * @param {number} fontSize + * @param {Color} tint * - * @return {string} The resulting char *. + * @return {undefined} */ -function TextInsert (text, insert, position) { - return r.BindTextInsert( - text, - insert, - position +function DrawTextCodepoint(font, codepoint, position, fontSize, tint) { + return r.BindDrawTextCodepoint( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint, + position.x, + position.y, + fontSize, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextInsert = TextInsert +raylib.DrawTextCodepoint = DrawTextCodepoint /** - * Join text strings with delimiter + * Draw multiple character (codepoint) * - * @param {number} textList - * @param {number} count - * @param {string} delimiter + * @param {Font} font + * @param {number} codepoints + * @param {number} codepointCount + * @param {Vector2} position + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @return {string} The resulting const char *. + * @return {undefined} */ -function TextJoin (textList, count, delimiter) { - return r.BindTextJoin( - textList, - count, - delimiter +function DrawTextCodepoints(font, codepoints, codepointCount, position, fontSize, spacing, tint) { + return r.BindDrawTextCodepoints( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoints, + codepointCount, + position.x, + position.y, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.TextJoin = TextJoin +raylib.DrawTextCodepoints = DrawTextCodepoints /** - * Split text into multiple strings + * Set vertical line spacing when drawing with line-breaks * - * @param {string} text - * @param {string} delimiter - * @param {number} count + * @param {number} spacing * - * @return {number} The resulting const char **. + * @return {undefined} */ -function TextSplit (text, delimiter, count) { - return r.BindTextSplit( - text, - delimiter, - count +function SetTextLineSpacing(spacing) { + return r.BindSetTextLineSpacing( + spacing ) } -raylib.TextSplit = TextSplit +raylib.SetTextLineSpacing = SetTextLineSpacing /** - * Append text at specific position and move cursor! + * Measure string width for default font * * @param {string} text - * @param {string} append - * @param {number} position + * @param {number} fontSize * - * @return {undefined} + * @return {number} The resulting int. */ -function TextAppend (text, append, position) { - return r.BindTextAppend( +function MeasureText(text, fontSize) { + return r.BindMeasureText( text, - append, - position + fontSize ) } -raylib.TextAppend = TextAppend +raylib.MeasureText = MeasureText /** - * Find first text occurrence within a string + * Measure string size for Font * + * @param {Font} font * @param {string} text - * @param {string} find + * @param {number} fontSize + * @param {number} spacing * - * @return {number} The resulting int. + * @return {Vector2} The resulting Vector2. */ -function TextFindIndex (text, find) { - return r.BindTextFindIndex( +function MeasureTextEx(font, text, fontSize, spacing) { + return r.BindMeasureTextEx( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, text, - find + fontSize, + spacing ) } -raylib.TextFindIndex = TextFindIndex +raylib.MeasureTextEx = MeasureTextEx /** - * Get upper case version of provided string + * Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found * - * @param {string} text + * @param {Font} font + * @param {number} codepoint * - * @return {string} The resulting const char *. + * @return {number} The resulting int. */ -function TextToUpper (text) { - return r.BindTextToUpper( - text +function GetGlyphIndex(font, codepoint) { + return r.BindGetGlyphIndex( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint ) } -raylib.TextToUpper = TextToUpper +raylib.GetGlyphIndex = GetGlyphIndex /** - * Get lower case version of provided string + * Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found * - * @param {string} text + * @param {Font} font + * @param {number} codepoint * - * @return {string} The resulting const char *. + * @return {GlyphInfo} The resulting GlyphInfo. */ -function TextToLower (text) { - return r.BindTextToLower( - text +function GetGlyphInfo(font, codepoint) { + return r.BindGetGlyphInfo( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint ) } -raylib.TextToLower = TextToLower +raylib.GetGlyphInfo = GetGlyphInfo /** - * Get Pascal case notation version of provided string + * Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found * - * @param {string} text + * @param {Font} font + * @param {number} codepoint * - * @return {string} The resulting const char *. + * @return {Rectangle} The resulting Rectangle. */ -function TextToPascal (text) { - return r.BindTextToPascal( - text - ) -} -raylib.TextToPascal = TextToPascal +function GetGlyphAtlasRec(font, codepoint) { + return r.BindGetGlyphAtlasRec( + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + codepoint + ) +} +raylib.GetGlyphAtlasRec = GetGlyphAtlasRec /** - * Get integer value from text (negative values not supported) + * Load UTF-8 text encoded from codepoints array * - * @param {string} text + * @param {number} codepoints + * @param {number} length * - * @return {number} The resulting int. + * @return {string} The resulting char *. */ -function TextToInteger (text) { - return r.BindTextToInteger( - text +function LoadUTF8(codepoints, length) { + return r.BindLoadUTF8( + codepoints, + length ) } -raylib.TextToInteger = TextToInteger +raylib.LoadUTF8 = LoadUTF8 /** - * Draw a line in 3D world space + * Unload UTF-8 text encoded from codepoints array * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {Color} color + * @param {string} text * * @return {undefined} */ -function DrawLine3D (startPos, endPos, color) { - return r.BindDrawLine3D( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - color.r, - color.g, - color.b, - color.a +function UnloadUTF8(text) { + return r.BindUnloadUTF8( + text ) } -raylib.DrawLine3D = DrawLine3D +raylib.UnloadUTF8 = UnloadUTF8 /** - * Draw a point in 3D space, actually a small line + * Load all codepoints from a UTF-8 text string, codepoints count returned by parameter * - * @param {Vector3} position - * @param {Color} color + * @param {string} text + * @param {number} count * - * @return {undefined} + * @return {number} The resulting int *. */ -function DrawPoint3D (position, color) { - return r.BindDrawPoint3D( - position.x, - position.y, - position.z, - color.r, - color.g, - color.b, - color.a +function LoadCodepoints(text, count) { + return r.BindLoadCodepoints( + text, + count ) } -raylib.DrawPoint3D = DrawPoint3D +raylib.LoadCodepoints = LoadCodepoints /** - * Draw a circle in 3D world space + * Unload codepoints data from memory * - * @param {Vector3} center - * @param {number} radius - * @param {Vector3} rotationAxis - * @param {number} rotationAngle - * @param {Color} color + * @param {number} codepoints * * @return {undefined} */ -function DrawCircle3D (center, radius, rotationAxis, rotationAngle, color) { - return r.BindDrawCircle3D( - center.x, - center.y, - center.z, - radius, - rotationAxis.x, - rotationAxis.y, - rotationAxis.z, - rotationAngle, - color.r, - color.g, - color.b, - color.a +function UnloadCodepoints(codepoints) { + return r.BindUnloadCodepoints( + codepoints ) } -raylib.DrawCircle3D = DrawCircle3D +raylib.UnloadCodepoints = UnloadCodepoints /** - * Draw a color-filled triangle (vertex in counter-clockwise order!) + * Get total number of codepoints in a UTF-8 encoded string * - * @param {Vector3} v1 - * @param {Vector3} v2 - * @param {Vector3} v3 - * @param {Color} color + * @param {string} text * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawTriangle3D (v1, v2, v3, color) { - return r.BindDrawTriangle3D( - v1.x, - v1.y, - v1.z, - v2.x, - v2.y, - v2.z, - v3.x, - v3.y, - v3.z, - color.r, - color.g, - color.b, - color.a +function GetCodepointCount(text) { + return r.BindGetCodepointCount( + text ) } -raylib.DrawTriangle3D = DrawTriangle3D +raylib.GetCodepointCount = GetCodepointCount /** - * Draw a triangle strip defined by points + * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure * - * @param {number} points - * @param {number} pointCount - * @param {Color} color + * @param {string} text + * @param {number} codepointSize * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawTriangleStrip3D (points, pointCount, color) { - return r.BindDrawTriangleStrip3D( - points, - pointCount, - color.r, - color.g, - color.b, - color.a +function GetCodepoint(text, codepointSize) { + return r.BindGetCodepoint( + text, + codepointSize ) } -raylib.DrawTriangleStrip3D = DrawTriangleStrip3D +raylib.GetCodepoint = GetCodepoint /** - * Draw cube + * Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure * - * @param {Vector3} position - * @param {number} width - * @param {number} height - * @param {number} length - * @param {Color} color + * @param {string} text + * @param {number} codepointSize * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCube (position, width, height, length, color) { - return r.BindDrawCube( - position.x, - position.y, - position.z, - width, - height, - length, - color.r, - color.g, - color.b, - color.a +function GetCodepointNext(text, codepointSize) { + return r.BindGetCodepointNext( + text, + codepointSize ) } -raylib.DrawCube = DrawCube +raylib.GetCodepointNext = GetCodepointNext /** - * Draw cube (Vector version) + * Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure * - * @param {Vector3} position - * @param {Vector3} size - * @param {Color} color + * @param {string} text + * @param {number} codepointSize * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCubeV (position, size, color) { - return r.BindDrawCubeV( - position.x, - position.y, - position.z, - size.x, - size.y, - size.z, - color.r, - color.g, - color.b, - color.a +function GetCodepointPrevious(text, codepointSize) { + return r.BindGetCodepointPrevious( + text, + codepointSize ) } -raylib.DrawCubeV = DrawCubeV +raylib.GetCodepointPrevious = GetCodepointPrevious /** - * Draw cube wires + * Encode one codepoint into UTF-8 byte array (array length returned as parameter) * - * @param {Vector3} position - * @param {number} width - * @param {number} height - * @param {number} length - * @param {Color} color + * @param {number} codepoint + * @param {number} utf8Size * - * @return {undefined} + * @return {string} The resulting const char *. */ -function DrawCubeWires (position, width, height, length, color) { - return r.BindDrawCubeWires( - position.x, - position.y, - position.z, - width, - height, - length, - color.r, - color.g, - color.b, - color.a +function CodepointToUTF8(codepoint, utf8Size) { + return r.BindCodepointToUTF8( + codepoint, + utf8Size ) } -raylib.DrawCubeWires = DrawCubeWires +raylib.CodepointToUTF8 = CodepointToUTF8 /** - * Draw cube wires (Vector version) + * Copy one string to another, returns bytes copied * - * @param {Vector3} position - * @param {Vector3} size - * @param {Color} color + * @param {string} dst + * @param {string} src * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCubeWiresV (position, size, color) { - return r.BindDrawCubeWiresV( - position.x, - position.y, - position.z, - size.x, - size.y, - size.z, - color.r, - color.g, - color.b, - color.a +function TextCopy(dst, src) { + return r.BindTextCopy( + dst, + src ) } -raylib.DrawCubeWiresV = DrawCubeWiresV +raylib.TextCopy = TextCopy /** - * Draw sphere + * Check if two text string are equal * - * @param {Vector3} centerPos - * @param {number} radius - * @param {Color} color + * @param {string} text1 + * @param {string} text2 * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function DrawSphere (centerPos, radius, color) { - return r.BindDrawSphere( - centerPos.x, - centerPos.y, - centerPos.z, - radius, - color.r, - color.g, - color.b, - color.a +function TextIsEqual(text1, text2) { + return r.BindTextIsEqual( + text1, + text2 ) } -raylib.DrawSphere = DrawSphere +raylib.TextIsEqual = TextIsEqual /** - * Draw sphere with extended parameters + * Get text length, checks for '\0' ending * - * @param {Vector3} centerPos - * @param {number} radius - * @param {number} rings - * @param {number} slices - * @param {Color} color + * @param {string} text * - * @return {undefined} + * @return {number} The resulting unsigned int. */ -function DrawSphereEx (centerPos, radius, rings, slices, color) { - return r.BindDrawSphereEx( - centerPos.x, - centerPos.y, - centerPos.z, - radius, - rings, - slices, - color.r, - color.g, - color.b, - color.a +function TextLength(text) { + return r.BindTextLength( + text ) } -raylib.DrawSphereEx = DrawSphereEx +raylib.TextLength = TextLength /** - * Draw sphere wires + * Get a piece of a text string * - * @param {Vector3} centerPos - * @param {number} radius - * @param {number} rings - * @param {number} slices - * @param {Color} color + * @param {string} text + * @param {number} position + * @param {number} length * - * @return {undefined} + * @return {string} The resulting const char *. */ -function DrawSphereWires (centerPos, radius, rings, slices, color) { - return r.BindDrawSphereWires( - centerPos.x, - centerPos.y, - centerPos.z, - radius, - rings, - slices, - color.r, - color.g, - color.b, - color.a +function TextSubtext(text, position, length) { + return r.BindTextSubtext( + text, + position, + length ) } -raylib.DrawSphereWires = DrawSphereWires +raylib.TextSubtext = TextSubtext /** - * Draw a cylinder/cone + * Replace text string (WARNING: memory must be freed!) * - * @param {Vector3} position - * @param {number} radiusTop - * @param {number} radiusBottom - * @param {number} height - * @param {number} slices - * @param {Color} color + * @param {string} text + * @param {string} replace + * @param {string} by * - * @return {undefined} + * @return {string} The resulting char *. */ -function DrawCylinder (position, radiusTop, radiusBottom, height, slices, color) { - return r.BindDrawCylinder( - position.x, - position.y, - position.z, - radiusTop, - radiusBottom, - height, - slices, - color.r, - color.g, - color.b, - color.a +function TextReplace(text, replace, by) { + return r.BindTextReplace( + text, + replace, + by ) } -raylib.DrawCylinder = DrawCylinder +raylib.TextReplace = TextReplace /** - * Draw a cylinder with base at startPos and top at endPos + * Insert text in a position (WARNING: memory must be freed!) * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} startRadius - * @param {number} endRadius - * @param {number} sides - * @param {Color} color + * @param {string} text + * @param {string} insert + * @param {number} position * - * @return {undefined} + * @return {string} The resulting char *. */ -function DrawCylinderEx (startPos, endPos, startRadius, endRadius, sides, color) { - return r.BindDrawCylinderEx( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - startRadius, - endRadius, - sides, - color.r, - color.g, - color.b, - color.a +function TextInsert(text, insert, position) { + return r.BindTextInsert( + text, + insert, + position ) } -raylib.DrawCylinderEx = DrawCylinderEx +raylib.TextInsert = TextInsert /** - * Draw a cylinder/cone wires + * Join text strings with delimiter * - * @param {Vector3} position - * @param {number} radiusTop - * @param {number} radiusBottom - * @param {number} height - * @param {number} slices - * @param {Color} color + * @param {number} textList + * @param {number} count + * @param {string} delimiter * - * @return {undefined} + * @return {string} The resulting const char *. */ -function DrawCylinderWires (position, radiusTop, radiusBottom, height, slices, color) { - return r.BindDrawCylinderWires( - position.x, - position.y, - position.z, - radiusTop, - radiusBottom, - height, - slices, - color.r, - color.g, - color.b, - color.a +function TextJoin(textList, count, delimiter) { + return r.BindTextJoin( + textList, + count, + delimiter ) } -raylib.DrawCylinderWires = DrawCylinderWires +raylib.TextJoin = TextJoin /** - * Draw a cylinder wires with base at startPos and top at endPos + * Split text into multiple strings * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} startRadius - * @param {number} endRadius - * @param {number} sides - * @param {Color} color + * @param {string} text + * @param {string} delimiter + * @param {number} count * - * @return {undefined} + * @return {number} The resulting const char **. */ -function DrawCylinderWiresEx (startPos, endPos, startRadius, endRadius, sides, color) { - return r.BindDrawCylinderWiresEx( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - startRadius, - endRadius, - sides, - color.r, - color.g, - color.b, - color.a +function TextSplit(text, delimiter, count) { + return r.BindTextSplit( + text, + delimiter, + count ) } -raylib.DrawCylinderWiresEx = DrawCylinderWiresEx +raylib.TextSplit = TextSplit /** - * Draw a capsule with the center of its sphere caps at startPos and endPos + * Append text at specific position and move cursor! * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} radius - * @param {number} slices - * @param {number} rings - * @param {Color} color + * @param {string} text + * @param {string} append + * @param {number} position * * @return {undefined} */ -function DrawCapsule (startPos, endPos, radius, slices, rings, color) { - return r.BindDrawCapsule( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - radius, - slices, - rings, - color.r, - color.g, - color.b, - color.a +function TextAppend(text, append, position) { + return r.BindTextAppend( + text, + append, + position ) } -raylib.DrawCapsule = DrawCapsule +raylib.TextAppend = TextAppend /** - * Draw capsule wireframe with the center of its sphere caps at startPos and endPos + * Find first text occurrence within a string * - * @param {Vector3} startPos - * @param {Vector3} endPos - * @param {number} radius - * @param {number} slices - * @param {number} rings - * @param {Color} color + * @param {string} text + * @param {string} find * - * @return {undefined} + * @return {number} The resulting int. */ -function DrawCapsuleWires (startPos, endPos, radius, slices, rings, color) { - return r.BindDrawCapsuleWires( - startPos.x, - startPos.y, - startPos.z, - endPos.x, - endPos.y, - endPos.z, - radius, - slices, - rings, - color.r, - color.g, - color.b, - color.a - ) +function TextFindIndex(text, find) { + return r.BindTextFindIndex( + text, + find + ) } -raylib.DrawCapsuleWires = DrawCapsuleWires +raylib.TextFindIndex = TextFindIndex /** - * Draw a plane XZ + * Get upper case version of provided string * - * @param {Vector3} centerPos - * @param {Vector2} size + * @param {string} text + * + * @return {string} The resulting const char *. + */ +function TextToUpper(text) { + return r.BindTextToUpper( + text + ) +} +raylib.TextToUpper = TextToUpper + +/** + * Get lower case version of provided string + * + * @param {string} text + * + * @return {string} The resulting const char *. + */ +function TextToLower(text) { + return r.BindTextToLower( + text + ) +} +raylib.TextToLower = TextToLower + +/** + * Get Pascal case notation version of provided string + * + * @param {string} text + * + * @return {string} The resulting const char *. + */ +function TextToPascal(text) { + return r.BindTextToPascal( + text + ) +} +raylib.TextToPascal = TextToPascal + +/** + * Get integer value from text (negative values not supported) + * + * @param {string} text + * + * @return {number} The resulting int. + */ +function TextToInteger(text) { + return r.BindTextToInteger( + text + ) +} +raylib.TextToInteger = TextToInteger + +/** + * Draw a line in 3D world space + * + * @param {Vector3} startPos + * @param {Vector3} endPos * @param {Color} color * * @return {undefined} */ -function DrawPlane (centerPos, size, color) { - return r.BindDrawPlane( - centerPos.x, - centerPos.y, - centerPos.z, - size.x, - size.y, +function DrawLine3D(startPos, endPos, color) { + return r.BindDrawLine3D( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, color.r, color.g, color.b, color.a ) } -raylib.DrawPlane = DrawPlane +raylib.DrawLine3D = DrawLine3D /** - * Draw a ray line + * Draw a point in 3D space, actually a small line * - * @param {Ray} ray + * @param {Vector3} position * @param {Color} color * * @return {undefined} */ -function DrawRay (ray, color) { - return r.BindDrawRay( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, +function DrawPoint3D(position, color) { + return r.BindDrawPoint3D( + position.x, + position.y, + position.z, color.r, color.g, color.b, color.a ) } -raylib.DrawRay = DrawRay +raylib.DrawPoint3D = DrawPoint3D /** - * Draw a grid (centered at (0, 0, 0)) + * Draw a circle in 3D world space * - * @param {number} slices - * @param {number} spacing + * @param {Vector3} center + * @param {number} radius + * @param {Vector3} rotationAxis + * @param {number} rotationAngle + * @param {Color} color * * @return {undefined} */ -function DrawGrid (slices, spacing) { - return r.BindDrawGrid( - slices, - spacing +function DrawCircle3D(center, radius, rotationAxis, rotationAngle, color) { + return r.BindDrawCircle3D( + center.x, + center.y, + center.z, + radius, + rotationAxis.x, + rotationAxis.y, + rotationAxis.z, + rotationAngle, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawGrid = DrawGrid +raylib.DrawCircle3D = DrawCircle3D /** - * Load model from files (meshes and materials) + * Draw a color-filled triangle (vertex in counter-clockwise order!) * - * @param {string} fileName + * @param {Vector3} v1 + * @param {Vector3} v2 + * @param {Vector3} v3 + * @param {Color} color * - * @return {Model} The resulting Model. + * @return {undefined} */ -function LoadModel (fileName) { - return r.BindLoadModel( - fileName +function DrawTriangle3D(v1, v2, v3, color) { + return r.BindDrawTriangle3D( + v1.x, + v1.y, + v1.z, + v2.x, + v2.y, + v2.z, + v3.x, + v3.y, + v3.z, + color.r, + color.g, + color.b, + color.a ) } -raylib.LoadModel = LoadModel +raylib.DrawTriangle3D = DrawTriangle3D /** - * Load model from generated mesh (default material) + * Draw a triangle strip defined by points * - * @param {Mesh} mesh + * @param {number} points + * @param {number} pointCount + * @param {Color} color * - * @return {Model} The resulting Model. + * @return {undefined} */ -function LoadModelFromMesh (mesh) { - return r.BindLoadModelFromMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId +function DrawTriangleStrip3D(points, pointCount, color) { + return r.BindDrawTriangleStrip3D( + points, + pointCount, + color.r, + color.g, + color.b, + color.a ) } -raylib.LoadModelFromMesh = LoadModelFromMesh +raylib.DrawTriangleStrip3D = DrawTriangleStrip3D /** - * Check if a model is ready + * Draw cube * - * @param {Model} model + * @param {Vector3} position + * @param {number} width + * @param {number} height + * @param {number} length + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsModelReady (model) { - return r.BindIsModelReady( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose +function DrawCube(position, width, height, length, color) { + return r.BindDrawCube( + position.x, + position.y, + position.z, + width, + height, + length, + color.r, + color.g, + color.b, + color.a ) } -raylib.IsModelReady = IsModelReady +raylib.DrawCube = DrawCube /** - * Unload model (including meshes) from memory (RAM and/or VRAM) + * Draw cube (Vector version) * - * @param {Model} model + * @param {Vector3} position + * @param {Vector3} size + * @param {Color} color * * @return {undefined} */ -function UnloadModel (model) { - return r.BindUnloadModel( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose +function DrawCubeV(position, size, color) { + return r.BindDrawCubeV( + position.x, + position.y, + position.z, + size.x, + size.y, + size.z, + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadModel = UnloadModel +raylib.DrawCubeV = DrawCubeV /** - * Compute model bounding box limits (considers all meshes) + * Draw cube wires * - * @param {Model} model + * @param {Vector3} position + * @param {number} width + * @param {number} height + * @param {number} length + * @param {Color} color * - * @return {BoundingBox} The resulting BoundingBox. + * @return {undefined} */ -function GetModelBoundingBox (model) { - return r.BindGetModelBoundingBox( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose +function DrawCubeWires(position, width, height, length, color) { + return r.BindDrawCubeWires( + position.x, + position.y, + position.z, + width, + height, + length, + color.r, + color.g, + color.b, + color.a ) } -raylib.GetModelBoundingBox = GetModelBoundingBox +raylib.DrawCubeWires = DrawCubeWires /** - * Draw a model (with texture if set) + * Draw cube wires (Vector version) * - * @param {Model} model * @param {Vector3} position - * @param {number} scale - * @param {Color} tint + * @param {Vector3} size + * @param {Color} color * * @return {undefined} */ -function DrawModel (model, position, scale, tint) { - return r.BindDrawModel( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, +function DrawCubeWiresV(position, size, color) { + return r.BindDrawCubeWiresV( position.x, position.y, position.z, - scale, - tint.r, - tint.g, - tint.b, - tint.a + size.x, + size.y, + size.z, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModel = DrawModel +raylib.DrawCubeWiresV = DrawCubeWiresV /** - * Draw a model with extended parameters + * Draw sphere * - * @param {Model} model - * @param {Vector3} position - * @param {Vector3} rotationAxis - * @param {number} rotationAngle - * @param {Vector3} scale - * @param {Color} tint + * @param {Vector3} centerPos + * @param {number} radius + * @param {Color} color * * @return {undefined} */ -function DrawModelEx (model, position, rotationAxis, rotationAngle, scale, tint) { - return r.BindDrawModelEx( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - position.x, - position.y, - position.z, - rotationAxis.x, - rotationAxis.y, - rotationAxis.z, - rotationAngle, - scale.x, - scale.y, - scale.z, - tint.r, - tint.g, - tint.b, - tint.a +function DrawSphere(centerPos, radius, color) { + return r.BindDrawSphere( + centerPos.x, + centerPos.y, + centerPos.z, + radius, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModelEx = DrawModelEx +raylib.DrawSphere = DrawSphere /** - * Draw a model wires (with texture if set) + * Draw sphere with extended parameters * - * @param {Model} model - * @param {Vector3} position - * @param {number} scale - * @param {Color} tint + * @param {Vector3} centerPos + * @param {number} radius + * @param {number} rings + * @param {number} slices + * @param {Color} color * * @return {undefined} */ -function DrawModelWires (model, position, scale, tint) { - return r.BindDrawModelWires( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - position.x, - position.y, - position.z, - scale, - tint.r, - tint.g, - tint.b, - tint.a +function DrawSphereEx(centerPos, radius, rings, slices, color) { + return r.BindDrawSphereEx( + centerPos.x, + centerPos.y, + centerPos.z, + radius, + rings, + slices, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModelWires = DrawModelWires +raylib.DrawSphereEx = DrawSphereEx /** - * Draw a model wires (with texture if set) with extended parameters + * Draw sphere wires * - * @param {Model} model - * @param {Vector3} position - * @param {Vector3} rotationAxis - * @param {number} rotationAngle - * @param {Vector3} scale - * @param {Color} tint + * @param {Vector3} centerPos + * @param {number} radius + * @param {number} rings + * @param {number} slices + * @param {Color} color * * @return {undefined} */ -function DrawModelWiresEx (model, position, rotationAxis, rotationAngle, scale, tint) { - return r.BindDrawModelWiresEx( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - position.x, - position.y, - position.z, - rotationAxis.x, - rotationAxis.y, - rotationAxis.z, - rotationAngle, - scale.x, - scale.y, - scale.z, - tint.r, - tint.g, - tint.b, - tint.a +function DrawSphereWires(centerPos, radius, rings, slices, color) { + return r.BindDrawSphereWires( + centerPos.x, + centerPos.y, + centerPos.z, + radius, + rings, + slices, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawModelWiresEx = DrawModelWiresEx +raylib.DrawSphereWires = DrawSphereWires /** - * Draw bounding box (wires) + * Draw a cylinder/cone * - * @param {BoundingBox} box + * @param {Vector3} position + * @param {number} radiusTop + * @param {number} radiusBottom + * @param {number} height + * @param {number} slices * @param {Color} color * * @return {undefined} */ -function DrawBoundingBox (box, color) { - return r.BindDrawBoundingBox( - box.min.x, - box.min.y, - box.min.z, - box.max.x, - box.max.y, - box.max.z, +function DrawCylinder(position, radiusTop, radiusBottom, height, slices, color) { + return r.BindDrawCylinder( + position.x, + position.y, + position.z, + radiusTop, + radiusBottom, + height, + slices, color.r, color.g, color.b, color.a ) } -raylib.DrawBoundingBox = DrawBoundingBox +raylib.DrawCylinder = DrawCylinder /** - * Draw a billboard texture + * Draw a cylinder with base at startPos and top at endPos * - * @param {Camera3D} camera - * @param {Texture} texture - * @param {Vector3} position - * @param {number} size - * @param {Color} tint + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} startRadius + * @param {number} endRadius + * @param {number} sides + * @param {Color} color * * @return {undefined} */ -function DrawBillboard (camera, texture, position, size, tint) { - return r.BindDrawBillboard( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - position.x, - position.y, - position.z, - size, - tint.r, - tint.g, - tint.b, - tint.a +function DrawCylinderEx(startPos, endPos, startRadius, endRadius, sides, color) { + return r.BindDrawCylinderEx( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + startRadius, + endRadius, + sides, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawBillboard = DrawBillboard +raylib.DrawCylinderEx = DrawCylinderEx /** - * Draw a billboard texture defined by source + * Draw a cylinder/cone wires * - * @param {Camera3D} camera - * @param {Texture} texture - * @param {Rectangle} source * @param {Vector3} position - * @param {Vector2} size - * @param {Color} tint + * @param {number} radiusTop + * @param {number} radiusBottom + * @param {number} height + * @param {number} slices + * @param {Color} color * * @return {undefined} */ -function DrawBillboardRec (camera, texture, source, position, size, tint) { - return r.BindDrawBillboardRec( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, +function DrawCylinderWires(position, radiusTop, radiusBottom, height, slices, color) { + return r.BindDrawCylinderWires( position.x, position.y, position.z, - size.x, - size.y, - tint.r, - tint.g, - tint.b, - tint.a + radiusTop, + radiusBottom, + height, + slices, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawBillboardRec = DrawBillboardRec +raylib.DrawCylinderWires = DrawCylinderWires /** - * Draw a billboard texture defined by source and rotation + * Draw a cylinder wires with base at startPos and top at endPos * - * @param {Camera3D} camera - * @param {Texture} texture - * @param {Rectangle} source - * @param {Vector3} position - * @param {Vector3} up - * @param {Vector2} size - * @param {Vector2} origin - * @param {number} rotation - * @param {Color} tint + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} startRadius + * @param {number} endRadius + * @param {number} sides + * @param {Color} color * * @return {undefined} */ -function DrawBillboardPro (camera, texture, source, position, up, size, origin, rotation, tint) { - return r.BindDrawBillboardPro( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format, - source.x, - source.y, - source.width, - source.height, - position.x, - position.y, - position.z, - up.x, - up.y, - up.z, - size.x, - size.y, - origin.x, - origin.y, - rotation, - tint.r, - tint.g, - tint.b, - tint.a +function DrawCylinderWiresEx(startPos, endPos, startRadius, endRadius, sides, color) { + return r.BindDrawCylinderWiresEx( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + startRadius, + endRadius, + sides, + color.r, + color.g, + color.b, + color.a ) } -raylib.DrawBillboardPro = DrawBillboardPro +raylib.DrawCylinderWiresEx = DrawCylinderWiresEx /** - * Update mesh vertex data in GPU for a specific buffer index + * Draw a capsule with the center of its sphere caps at startPos and endPos * - * @param {Mesh} mesh - * @param {number} index - * @param {number} data - * @param {number} dataSize - * @param {number} offset + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} radius + * @param {number} slices + * @param {number} rings + * @param {Color} color * * @return {undefined} */ -function UpdateMeshBuffer (mesh, index, data, dataSize, offset) { - return r.BindUpdateMeshBuffer( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId, - index, - data, - dataSize, - offset +function DrawCapsule(startPos, endPos, radius, slices, rings, color) { + return r.BindDrawCapsule( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + radius, + slices, + rings, + color.r, + color.g, + color.b, + color.a ) } -raylib.UpdateMeshBuffer = UpdateMeshBuffer +raylib.DrawCapsule = DrawCapsule /** - * Unload mesh data from CPU and GPU + * Draw capsule wireframe with the center of its sphere caps at startPos and endPos * - * @param {Mesh} mesh + * @param {Vector3} startPos + * @param {Vector3} endPos + * @param {number} radius + * @param {number} slices + * @param {number} rings + * @param {Color} color * * @return {undefined} */ -function UnloadMesh (mesh) { - return r.BindUnloadMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId +function DrawCapsuleWires(startPos, endPos, radius, slices, rings, color) { + return r.BindDrawCapsuleWires( + startPos.x, + startPos.y, + startPos.z, + endPos.x, + endPos.y, + endPos.z, + radius, + slices, + rings, + color.r, + color.g, + color.b, + color.a ) } -raylib.UnloadMesh = UnloadMesh +raylib.DrawCapsuleWires = DrawCapsuleWires /** - * Export mesh data to file, returns true on success + * Draw a plane XZ + * + * @param {Vector3} centerPos + * @param {Vector2} size + * @param {Color} color + * + * @return {undefined} + */ +function DrawPlane(centerPos, size, color) { + return r.BindDrawPlane( + centerPos.x, + centerPos.y, + centerPos.z, + size.x, + size.y, + color.r, + color.g, + color.b, + color.a + ) +} +raylib.DrawPlane = DrawPlane + +/** + * Draw a ray line + * + * @param {Ray} ray + * @param {Color} color + * + * @return {undefined} + */ +function DrawRay(ray, color) { + return r.BindDrawRay( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + color.r, + color.g, + color.b, + color.a + ) +} +raylib.DrawRay = DrawRay + +/** + * Draw a grid (centered at (0, 0, 0)) + * + * @param {number} slices + * @param {number} spacing + * + * @return {undefined} + */ +function DrawGrid(slices, spacing) { + return r.BindDrawGrid( + slices, + spacing + ) +} +raylib.DrawGrid = DrawGrid + +/** + * Load model from files (meshes and materials) * - * @param {Mesh} mesh * @param {string} fileName * - * @return {boolean} The resulting bool. + * @return {Model} The resulting Model. */ -function ExportMesh (mesh, fileName) { - return r.BindExportMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId, +function LoadModel(fileName) { + return r.BindLoadModel( fileName ) } -raylib.ExportMesh = ExportMesh +raylib.LoadModel = LoadModel /** - * Compute mesh bounding box limits + * Load model from generated mesh (default material) * * @param {Mesh} mesh * - * @return {BoundingBox} The resulting BoundingBox. + * @return {Model} The resulting Model. */ -function GetMeshBoundingBox (mesh) { - return r.BindGetMeshBoundingBox( +function LoadModelFromMesh(mesh) { + return r.BindLoadModelFromMesh( mesh.vertexCount, mesh.triangleCount, mesh.vertices, @@ -7079,245 +7081,131 @@ function GetMeshBoundingBox (mesh) { mesh.vboId ) } -raylib.GetMeshBoundingBox = GetMeshBoundingBox +raylib.LoadModelFromMesh = LoadModelFromMesh /** - * Generate polygonal mesh + * Check if a model is ready * - * @param {number} sides - * @param {number} radius + * @param {Model} model * - * @return {Mesh} The resulting Mesh. + * @return {boolean} The resulting bool. */ -function GenMeshPoly (sides, radius) { - return r.BindGenMeshPoly( - sides, - radius +function IsModelReady(model) { + return r.BindIsModelReady( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose ) } -raylib.GenMeshPoly = GenMeshPoly +raylib.IsModelReady = IsModelReady /** - * Generate plane mesh (with subdivisions) + * Unload model (including meshes) from memory (RAM and/or VRAM) * - * @param {number} width - * @param {number} length - * @param {number} resX - * @param {number} resZ + * @param {Model} model * - * @return {Mesh} The resulting Mesh. + * @return {undefined} */ -function GenMeshPlane (width, length, resX, resZ) { - return r.BindGenMeshPlane( - width, - length, - resX, - resZ +function UnloadModel(model) { + return r.BindUnloadModel( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose ) } -raylib.GenMeshPlane = GenMeshPlane +raylib.UnloadModel = UnloadModel /** - * Generate cuboid mesh + * Compute model bounding box limits (considers all meshes) * - * @param {number} width - * @param {number} height - * @param {number} length + * @param {Model} model * - * @return {Mesh} The resulting Mesh. + * @return {BoundingBox} The resulting BoundingBox. */ -function GenMeshCube (width, height, length) { - return r.BindGenMeshCube( - width, - height, - length - ) -} -raylib.GenMeshCube = GenMeshCube - -/** - * Generate sphere mesh (standard sphere) - * - * @param {number} radius - * @param {number} rings - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshSphere (radius, rings, slices) { - return r.BindGenMeshSphere( - radius, - rings, - slices - ) -} -raylib.GenMeshSphere = GenMeshSphere - -/** - * Generate half-sphere mesh (no bottom cap) - * - * @param {number} radius - * @param {number} rings - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshHemiSphere (radius, rings, slices) { - return r.BindGenMeshHemiSphere( - radius, - rings, - slices - ) -} -raylib.GenMeshHemiSphere = GenMeshHemiSphere - -/** - * Generate cylinder mesh - * - * @param {number} radius - * @param {number} height - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshCylinder (radius, height, slices) { - return r.BindGenMeshCylinder( - radius, - height, - slices - ) -} -raylib.GenMeshCylinder = GenMeshCylinder - -/** - * Generate cone/pyramid mesh - * - * @param {number} radius - * @param {number} height - * @param {number} slices - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshCone (radius, height, slices) { - return r.BindGenMeshCone( - radius, - height, - slices - ) -} -raylib.GenMeshCone = GenMeshCone - -/** - * Generate torus mesh - * - * @param {number} radius - * @param {number} size - * @param {number} radSeg - * @param {number} sides - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshTorus (radius, size, radSeg, sides) { - return r.BindGenMeshTorus( - radius, - size, - radSeg, - sides - ) -} -raylib.GenMeshTorus = GenMeshTorus - -/** - * Generate trefoil knot mesh - * - * @param {number} radius - * @param {number} size - * @param {number} radSeg - * @param {number} sides - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshKnot (radius, size, radSeg, sides) { - return r.BindGenMeshKnot( - radius, - size, - radSeg, - sides - ) -} -raylib.GenMeshKnot = GenMeshKnot - -/** - * Generate heightmap mesh from image data - * - * @param {Image} heightmap - * @param {Vector3} size - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshHeightmap (heightmap, size) { - return r.BindGenMeshHeightmap( - heightmap.data, - heightmap.width, - heightmap.height, - heightmap.mipmaps, - heightmap.format, - size.x, - size.y, - size.z - ) -} -raylib.GenMeshHeightmap = GenMeshHeightmap - -/** - * Generate cubes-based map mesh from image data - * - * @param {Image} cubicmap - * @param {Vector3} cubeSize - * - * @return {Mesh} The resulting Mesh. - */ -function GenMeshCubicmap (cubicmap, cubeSize) { - return r.BindGenMeshCubicmap( - cubicmap.data, - cubicmap.width, - cubicmap.height, - cubicmap.mipmaps, - cubicmap.format, - cubeSize.x, - cubeSize.y, - cubeSize.z - ) -} -raylib.GenMeshCubicmap = GenMeshCubicmap - -/** - * Load model animations from file - * - * @param {string} fileName - * @param {number} animCount - * - * @return {number} The resulting ModelAnimation *. - */ -function LoadModelAnimations (fileName, animCount) { - return r.BindLoadModelAnimations( - fileName, - animCount +function GetModelBoundingBox(model) { + return r.BindGetModelBoundingBox( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose ) } -raylib.LoadModelAnimations = LoadModelAnimations +raylib.GetModelBoundingBox = GetModelBoundingBox /** - * Update model animation pose + * Draw a model (with texture if set) * * @param {Model} model - * @param {ModelAnimation} anim - * @param {number} frame + * @param {Vector3} position + * @param {number} scale + * @param {Color} tint * * @return {undefined} */ -function UpdateModelAnimation (model, anim, frame) { - return r.BindUpdateModelAnimation( +function DrawModel(model, position, scale, tint) { + return r.BindDrawModel( model.transform.m0, model.transform.m4, model.transform.m8, @@ -7342,58 +7230,32 @@ function UpdateModelAnimation (model, anim, frame) { model.boneCount, model.bones, model.bindPose, - anim.boneCount, - anim.frameCount, - anim.bones, - anim.framePoses, - frame - ) -} -raylib.UpdateModelAnimation = UpdateModelAnimation - -/** - * Unload animation data - * - * @param {ModelAnimation} anim - * - * @return {undefined} - */ -function UnloadModelAnimation (anim) { - return r.BindUnloadModelAnimation( - anim.boneCount, - anim.frameCount, - anim.bones, - anim.framePoses - ) -} -raylib.UnloadModelAnimation = UnloadModelAnimation - -/** - * Unload animation array data - * - * @param {number} animations - * @param {number} count - * - * @return {undefined} - */ -function UnloadModelAnimations (animations, count) { - return r.BindUnloadModelAnimations( - animations, - count + position.x, + position.y, + position.z, + scale, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.UnloadModelAnimations = UnloadModelAnimations +raylib.DrawModel = DrawModel /** - * Check model animation skeleton match + * Draw a model with extended parameters * * @param {Model} model - * @param {ModelAnimation} anim + * @param {Vector3} position + * @param {Vector3} rotationAxis + * @param {number} rotationAngle + * @param {Vector3} scale + * @param {Color} tint * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsModelAnimationValid (model, anim) { - return r.BindIsModelAnimationValid( +function DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) { + return r.BindDrawModelEx( model.transform.m0, model.transform.m4, model.transform.m8, @@ -7418,158 +7280,310 @@ function IsModelAnimationValid (model, anim) { model.boneCount, model.bones, model.bindPose, - anim.boneCount, - anim.frameCount, - anim.bones, - anim.framePoses + position.x, + position.y, + position.z, + rotationAxis.x, + rotationAxis.y, + rotationAxis.z, + rotationAngle, + scale.x, + scale.y, + scale.z, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.IsModelAnimationValid = IsModelAnimationValid +raylib.DrawModelEx = DrawModelEx /** - * Check collision between two spheres + * Draw a model wires (with texture if set) * - * @param {Vector3} center1 - * @param {number} radius1 - * @param {Vector3} center2 - * @param {number} radius2 + * @param {Model} model + * @param {Vector3} position + * @param {number} scale + * @param {Color} tint * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionSpheres (center1, radius1, center2, radius2) { - return r.BindCheckCollisionSpheres( - center1.x, - center1.y, - center1.z, - radius1, - center2.x, - center2.y, - center2.z, - radius2 +function DrawModelWires(model, position, scale, tint) { + return r.BindDrawModelWires( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + position.x, + position.y, + position.z, + scale, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.CheckCollisionSpheres = CheckCollisionSpheres +raylib.DrawModelWires = DrawModelWires /** - * Check collision between two bounding boxes + * Draw a model wires (with texture if set) with extended parameters * - * @param {BoundingBox} box1 - * @param {BoundingBox} box2 + * @param {Model} model + * @param {Vector3} position + * @param {Vector3} rotationAxis + * @param {number} rotationAngle + * @param {Vector3} scale + * @param {Color} tint * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionBoxes (box1, box2) { - return r.BindCheckCollisionBoxes( - box1.min.x, - box1.min.y, - box1.min.z, - box1.max.x, - box1.max.y, - box1.max.z, - box2.min.x, - box2.min.y, - box2.min.z, - box2.max.x, - box2.max.y, - box2.max.z +function DrawModelWiresEx(model, position, rotationAxis, rotationAngle, scale, tint) { + return r.BindDrawModelWiresEx( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + position.x, + position.y, + position.z, + rotationAxis.x, + rotationAxis.y, + rotationAxis.z, + rotationAngle, + scale.x, + scale.y, + scale.z, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.CheckCollisionBoxes = CheckCollisionBoxes +raylib.DrawModelWiresEx = DrawModelWiresEx /** - * Check collision between box and sphere + * Draw bounding box (wires) * * @param {BoundingBox} box - * @param {Vector3} center - * @param {number} radius + * @param {Color} color * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function CheckCollisionBoxSphere (box, center, radius) { - return r.BindCheckCollisionBoxSphere( +function DrawBoundingBox(box, color) { + return r.BindDrawBoundingBox( box.min.x, box.min.y, box.min.z, box.max.x, box.max.y, box.max.z, - center.x, - center.y, - center.z, - radius - ) -} -raylib.CheckCollisionBoxSphere = CheckCollisionBoxSphere - -/** - * Get collision info between ray and sphere - * - * @param {Ray} ray - * @param {Vector3} center - * @param {number} radius - * - * @return {RayCollision} The resulting RayCollision. - */ -function GetRayCollisionSphere (ray, center, radius) { - return r.BindGetRayCollisionSphere( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - center.x, - center.y, - center.z, - radius + color.r, + color.g, + color.b, + color.a ) } -raylib.GetRayCollisionSphere = GetRayCollisionSphere +raylib.DrawBoundingBox = DrawBoundingBox /** - * Get collision info between ray and box + * Draw a billboard texture * - * @param {Ray} ray - * @param {BoundingBox} box + * @param {Camera3D} camera + * @param {Texture} texture + * @param {Vector3} position + * @param {number} size + * @param {Color} tint * - * @return {RayCollision} The resulting RayCollision. + * @return {undefined} */ -function GetRayCollisionBox (ray, box) { - return r.BindGetRayCollisionBox( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - box.min.x, - box.min.y, - box.min.z, - box.max.x, - box.max.y, - box.max.z +function DrawBillboard(camera, texture, position, size, tint) { + return r.BindDrawBillboard( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + position.x, + position.y, + position.z, + size, + tint.r, + tint.g, + tint.b, + tint.a ) } -raylib.GetRayCollisionBox = GetRayCollisionBox +raylib.DrawBillboard = DrawBillboard /** - * Get collision info between ray and mesh + * Draw a billboard texture defined by source * - * @param {Ray} ray - * @param {Mesh} mesh - * @param {Matrix} transform + * @param {Camera3D} camera + * @param {Texture} texture + * @param {Rectangle} source + * @param {Vector3} position + * @param {Vector2} size + * @param {Color} tint * - * @return {RayCollision} The resulting RayCollision. + * @return {undefined} */ -function GetRayCollisionMesh (ray, mesh, transform) { - return r.BindGetRayCollisionMesh( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - mesh.vertexCount, +function DrawBillboardRec(camera, texture, source, position, size, tint) { + return r.BindDrawBillboardRec( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + position.x, + position.y, + position.z, + size.x, + size.y, + tint.r, + tint.g, + tint.b, + tint.a + ) +} +raylib.DrawBillboardRec = DrawBillboardRec + +/** + * Draw a billboard texture defined by source and rotation + * + * @param {Camera3D} camera + * @param {Texture} texture + * @param {Rectangle} source + * @param {Vector3} position + * @param {Vector3} up + * @param {Vector2} size + * @param {Vector2} origin + * @param {number} rotation + * @param {Color} tint + * + * @return {undefined} + */ +function DrawBillboardPro(camera, texture, source, position, up, size, origin, rotation, tint) { + return r.BindDrawBillboardPro( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format, + source.x, + source.y, + source.width, + source.height, + position.x, + position.y, + position.z, + up.x, + up.y, + up.z, + size.x, + size.y, + origin.x, + origin.y, + rotation, + tint.r, + tint.g, + tint.b, + tint.a + ) +} +raylib.DrawBillboardPro = DrawBillboardPro + +/** + * Update mesh vertex data in GPU for a specific buffer index + * + * @param {Mesh} mesh + * @param {number} index + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} + */ +function UpdateMeshBuffer(mesh, index, data, dataSize, offset) { + return r.BindUpdateMeshBuffer( + mesh.vertexCount, mesh.triangleCount, mesh.vertices, mesh.texcoords, @@ -7584,1593 +7598,1801 @@ function GetRayCollisionMesh (ray, mesh, transform) { mesh.boneWeights, mesh.vaoId, mesh.vboId, - transform.m0, - transform.m4, - transform.m8, - transform.m12, - transform.m1, - transform.m5, - transform.m9, - transform.m13, - transform.m2, - transform.m6, - transform.m10, - transform.m14, - transform.m3, - transform.m7, - transform.m11, - transform.m15 + index, + data, + dataSize, + offset ) } -raylib.GetRayCollisionMesh = GetRayCollisionMesh +raylib.UpdateMeshBuffer = UpdateMeshBuffer /** - * Get collision info between ray and triangle + * Unload mesh data from CPU and GPU * - * @param {Ray} ray - * @param {Vector3} p1 - * @param {Vector3} p2 - * @param {Vector3} p3 + * @param {Mesh} mesh * - * @return {RayCollision} The resulting RayCollision. + * @return {undefined} */ -function GetRayCollisionTriangle (ray, p1, p2, p3) { - return r.BindGetRayCollisionTriangle( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - p1.x, - p1.y, - p1.z, - p2.x, - p2.y, - p2.z, - p3.x, - p3.y, - p3.z +function UnloadMesh(mesh) { + return r.BindUnloadMesh( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId ) } -raylib.GetRayCollisionTriangle = GetRayCollisionTriangle +raylib.UnloadMesh = UnloadMesh /** - * Get collision info between ray and quad + * Export mesh data to file, returns true on success * - * @param {Ray} ray - * @param {Vector3} p1 - * @param {Vector3} p2 - * @param {Vector3} p3 - * @param {Vector3} p4 + * @param {Mesh} mesh + * @param {string} fileName * - * @return {RayCollision} The resulting RayCollision. + * @return {boolean} The resulting bool. */ -function GetRayCollisionQuad (ray, p1, p2, p3, p4) { - return r.BindGetRayCollisionQuad( - ray.position.x, - ray.position.y, - ray.position.z, - ray.direction.x, - ray.direction.y, - ray.direction.z, - p1.x, - p1.y, - p1.z, - p2.x, - p2.y, - p2.z, - p3.x, - p3.y, - p3.z, - p4.x, - p4.y, - p4.z +function ExportMesh(mesh, fileName) { + return r.BindExportMesh( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId, + fileName ) } -raylib.GetRayCollisionQuad = GetRayCollisionQuad +raylib.ExportMesh = ExportMesh /** - * Initialize audio device and context + * Compute mesh bounding box limits * - * @return {undefined} + * @param {Mesh} mesh + * + * @return {BoundingBox} The resulting BoundingBox. */ -function InitAudioDevice () { - return r.BindInitAudioDevice() +function GetMeshBoundingBox(mesh) { + return r.BindGetMeshBoundingBox( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId + ) } -raylib.InitAudioDevice = InitAudioDevice +raylib.GetMeshBoundingBox = GetMeshBoundingBox /** - * Close the audio device and context + * Generate polygonal mesh * - * @return {undefined} + * @param {number} sides + * @param {number} radius + * + * @return {Mesh} The resulting Mesh. */ -function CloseAudioDevice () { - return r.BindCloseAudioDevice() +function GenMeshPoly(sides, radius) { + return r.BindGenMeshPoly( + sides, + radius + ) } -raylib.CloseAudioDevice = CloseAudioDevice +raylib.GenMeshPoly = GenMeshPoly /** - * Check if audio device has been initialized successfully - * - * @return {boolean} The resulting bool. - */ -function IsAudioDeviceReady () { - return r.BindIsAudioDeviceReady() -} -raylib.IsAudioDeviceReady = IsAudioDeviceReady - -/** - * Set master volume (listener) + * Generate plane mesh (with subdivisions) * - * @param {number} volume + * @param {number} width + * @param {number} length + * @param {number} resX + * @param {number} resZ * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function SetMasterVolume (volume) { - return r.BindSetMasterVolume( - volume +function GenMeshPlane(width, length, resX, resZ) { + return r.BindGenMeshPlane( + width, + length, + resX, + resZ ) } -raylib.SetMasterVolume = SetMasterVolume +raylib.GenMeshPlane = GenMeshPlane /** - * Load wave data from file + * Generate cuboid mesh * - * @param {string} fileName + * @param {number} width + * @param {number} height + * @param {number} length * - * @return {Wave} The resulting Wave. + * @return {Mesh} The resulting Mesh. */ -function LoadWave (fileName) { - return r.BindLoadWave( - fileName +function GenMeshCube(width, height, length) { + return r.BindGenMeshCube( + width, + height, + length ) } -raylib.LoadWave = LoadWave +raylib.GenMeshCube = GenMeshCube /** - * Load wave from memory buffer, fileType refers to extension: i.e. '.wav' + * Generate sphere mesh (standard sphere) * - * @param {string} fileType - * @param {Buffer} fileData - * @param {number} dataSize + * @param {number} radius + * @param {number} rings + * @param {number} slices * - * @return {Wave} The resulting Wave. + * @return {Mesh} The resulting Mesh. */ -function LoadWaveFromMemory (fileType, fileData, dataSize) { - return r.BindLoadWaveFromMemory( - fileType, - fileData, - dataSize +function GenMeshSphere(radius, rings, slices) { + return r.BindGenMeshSphere( + radius, + rings, + slices ) } -raylib.LoadWaveFromMemory = LoadWaveFromMemory +raylib.GenMeshSphere = GenMeshSphere /** - * Checks if wave data is ready + * Generate half-sphere mesh (no bottom cap) * - * @param {Wave} wave + * @param {number} radius + * @param {number} rings + * @param {number} slices * - * @return {boolean} The resulting bool. + * @return {Mesh} The resulting Mesh. */ -function IsWaveReady (wave) { - return r.BindIsWaveReady( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GenMeshHemiSphere(radius, rings, slices) { + return r.BindGenMeshHemiSphere( + radius, + rings, + slices ) } -raylib.IsWaveReady = IsWaveReady +raylib.GenMeshHemiSphere = GenMeshHemiSphere /** - * Load sound from file + * Generate cylinder mesh * - * @param {string} fileName + * @param {number} radius + * @param {number} height + * @param {number} slices * - * @return {Sound} The resulting Sound. + * @return {Mesh} The resulting Mesh. */ -function LoadSound (fileName) { - return r.BindLoadSound( - fileName +function GenMeshCylinder(radius, height, slices) { + return r.BindGenMeshCylinder( + radius, + height, + slices ) } -raylib.LoadSound = LoadSound +raylib.GenMeshCylinder = GenMeshCylinder /** - * Load sound from wave data + * Generate cone/pyramid mesh * - * @param {Wave} wave + * @param {number} radius + * @param {number} height + * @param {number} slices * - * @return {Sound} The resulting Sound. + * @return {Mesh} The resulting Mesh. */ -function LoadSoundFromWave (wave) { - return r.BindLoadSoundFromWave( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GenMeshCone(radius, height, slices) { + return r.BindGenMeshCone( + radius, + height, + slices ) } -raylib.LoadSoundFromWave = LoadSoundFromWave +raylib.GenMeshCone = GenMeshCone /** - * Checks if a sound is ready + * Generate torus mesh * - * @param {Sound} sound + * @param {number} radius + * @param {number} size + * @param {number} radSeg + * @param {number} sides * - * @return {boolean} The resulting bool. + * @return {Mesh} The resulting Mesh. */ -function IsSoundReady (sound) { - return r.BindIsSoundReady( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function GenMeshTorus(radius, size, radSeg, sides) { + return r.BindGenMeshTorus( + radius, + size, + radSeg, + sides ) } -raylib.IsSoundReady = IsSoundReady +raylib.GenMeshTorus = GenMeshTorus /** - * Update sound buffer with new data + * Generate trefoil knot mesh * - * @param {Sound} sound - * @param {number} data - * @param {number} sampleCount + * @param {number} radius + * @param {number} size + * @param {number} radSeg + * @param {number} sides * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function UpdateSound (sound, data, sampleCount) { - return r.BindUpdateSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - data, - sampleCount +function GenMeshKnot(radius, size, radSeg, sides) { + return r.BindGenMeshKnot( + radius, + size, + radSeg, + sides ) } -raylib.UpdateSound = UpdateSound +raylib.GenMeshKnot = GenMeshKnot /** - * Unload wave data + * Generate heightmap mesh from image data * - * @param {Wave} wave + * @param {Image} heightmap + * @param {Vector3} size * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function UnloadWave (wave) { - return r.BindUnloadWave( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GenMeshHeightmap(heightmap, size) { + return r.BindGenMeshHeightmap( + heightmap.data, + heightmap.width, + heightmap.height, + heightmap.mipmaps, + heightmap.format, + size.x, + size.y, + size.z ) } -raylib.UnloadWave = UnloadWave +raylib.GenMeshHeightmap = GenMeshHeightmap /** - * Unload sound + * Generate cubes-based map mesh from image data * - * @param {Sound} sound + * @param {Image} cubicmap + * @param {Vector3} cubeSize * - * @return {undefined} + * @return {Mesh} The resulting Mesh. */ -function UnloadSound (sound) { - return r.BindUnloadSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function GenMeshCubicmap(cubicmap, cubeSize) { + return r.BindGenMeshCubicmap( + cubicmap.data, + cubicmap.width, + cubicmap.height, + cubicmap.mipmaps, + cubicmap.format, + cubeSize.x, + cubeSize.y, + cubeSize.z ) } -raylib.UnloadSound = UnloadSound +raylib.GenMeshCubicmap = GenMeshCubicmap /** - * Export wave data to file, returns true on success + * Load model animations from file * - * @param {Wave} wave * @param {string} fileName + * @param {number} animCount * - * @return {boolean} The resulting bool. + * @return {number} The resulting ModelAnimation *. */ -function ExportWave (wave, fileName) { - return r.BindExportWave( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - fileName +function LoadModelAnimations(fileName, animCount) { + return r.BindLoadModelAnimations( + fileName, + animCount ) } -raylib.ExportWave = ExportWave +raylib.LoadModelAnimations = LoadModelAnimations /** - * Export wave sample data to code (.h), returns true on success + * Update model animation pose * - * @param {Wave} wave - * @param {string} fileName + * @param {Model} model + * @param {ModelAnimation} anim + * @param {number} frame * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function ExportWaveAsCode (wave, fileName) { - return r.BindExportWaveAsCode( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - fileName - ) -} -raylib.ExportWaveAsCode = ExportWaveAsCode - -/** - * Play a sound - * - * @param {Sound} sound - * - * @return {undefined} - */ -function PlaySound (sound) { - return r.BindPlaySound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function UpdateModelAnimation(model, anim, frame) { + return r.BindUpdateModelAnimation( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + anim.boneCount, + anim.frameCount, + anim.bones, + anim.framePoses, + anim.name, + frame ) } -raylib.PlaySound = PlaySound +raylib.UpdateModelAnimation = UpdateModelAnimation /** - * Stop playing a sound + * Unload animation data * - * @param {Sound} sound + * @param {ModelAnimation} anim * * @return {undefined} */ -function StopSound (sound) { - return r.BindStopSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function UnloadModelAnimation(anim) { + return r.BindUnloadModelAnimation( + anim.boneCount, + anim.frameCount, + anim.bones, + anim.framePoses, + anim.name ) } -raylib.StopSound = StopSound +raylib.UnloadModelAnimation = UnloadModelAnimation /** - * Pause a sound + * Unload animation array data * - * @param {Sound} sound + * @param {number} animations + * @param {number} animCount * * @return {undefined} */ -function PauseSound (sound) { - return r.BindPauseSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function UnloadModelAnimations(animations, animCount) { + return r.BindUnloadModelAnimations( + animations, + animCount ) } -raylib.PauseSound = PauseSound +raylib.UnloadModelAnimations = UnloadModelAnimations /** - * Resume a paused sound + * Check model animation skeleton match * - * @param {Sound} sound + * @param {Model} model + * @param {ModelAnimation} anim * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function ResumeSound (sound) { - return r.BindResumeSound( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function IsModelAnimationValid(model, anim) { + return r.BindIsModelAnimationValid( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + anim.boneCount, + anim.frameCount, + anim.bones, + anim.framePoses, + anim.name ) } -raylib.ResumeSound = ResumeSound +raylib.IsModelAnimationValid = IsModelAnimationValid /** - * Check if a sound is currently playing + * Check collision between two spheres * - * @param {Sound} sound + * @param {Vector3} center1 + * @param {number} radius1 + * @param {Vector3} center2 + * @param {number} radius2 * * @return {boolean} The resulting bool. */ -function IsSoundPlaying (sound) { - return r.BindIsSoundPlaying( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount +function CheckCollisionSpheres(center1, radius1, center2, radius2) { + return r.BindCheckCollisionSpheres( + center1.x, + center1.y, + center1.z, + radius1, + center2.x, + center2.y, + center2.z, + radius2 ) } -raylib.IsSoundPlaying = IsSoundPlaying +raylib.CheckCollisionSpheres = CheckCollisionSpheres /** - * Set volume for a sound (1.0 is max level) + * Check collision between two bounding boxes * - * @param {Sound} sound - * @param {number} volume + * @param {BoundingBox} box1 + * @param {BoundingBox} box2 * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function SetSoundVolume (sound, volume) { - return r.BindSetSoundVolume( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - volume +function CheckCollisionBoxes(box1, box2) { + return r.BindCheckCollisionBoxes( + box1.min.x, + box1.min.y, + box1.min.z, + box1.max.x, + box1.max.y, + box1.max.z, + box2.min.x, + box2.min.y, + box2.min.z, + box2.max.x, + box2.max.y, + box2.max.z ) } -raylib.SetSoundVolume = SetSoundVolume +raylib.CheckCollisionBoxes = CheckCollisionBoxes /** - * Set pitch for a sound (1.0 is base level) + * Check collision between box and sphere * - * @param {Sound} sound - * @param {number} pitch + * @param {BoundingBox} box + * @param {Vector3} center + * @param {number} radius * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function SetSoundPitch (sound, pitch) { - return r.BindSetSoundPitch( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - pitch +function CheckCollisionBoxSphere(box, center, radius) { + return r.BindCheckCollisionBoxSphere( + box.min.x, + box.min.y, + box.min.z, + box.max.x, + box.max.y, + box.max.z, + center.x, + center.y, + center.z, + radius ) } -raylib.SetSoundPitch = SetSoundPitch +raylib.CheckCollisionBoxSphere = CheckCollisionBoxSphere /** - * Set pan for a sound (0.5 is center) + * Get collision info between ray and sphere * - * @param {Sound} sound - * @param {number} pan + * @param {Ray} ray + * @param {Vector3} center + * @param {number} radius * - * @return {undefined} + * @return {RayCollision} The resulting RayCollision. */ -function SetSoundPan (sound, pan) { - return r.BindSetSoundPan( - sound.stream.buffer, - sound.stream.processor, - sound.stream.sampleRate, - sound.stream.sampleSize, - sound.stream.channels, - sound.frameCount, - pan +function GetRayCollisionSphere(ray, center, radius) { + return r.BindGetRayCollisionSphere( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + center.x, + center.y, + center.z, + radius ) } -raylib.SetSoundPan = SetSoundPan +raylib.GetRayCollisionSphere = GetRayCollisionSphere /** - * Copy a wave to a new wave + * Get collision info between ray and box * - * @param {Wave} wave + * @param {Ray} ray + * @param {BoundingBox} box * - * @return {Wave} The resulting Wave. + * @return {RayCollision} The resulting RayCollision. */ -function WaveCopy (wave) { - return r.BindWaveCopy( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data - ) +function GetRayCollisionBox(ray, box) { + return r.BindGetRayCollisionBox( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + box.min.x, + box.min.y, + box.min.z, + box.max.x, + box.max.y, + box.max.z + ) } -raylib.WaveCopy = WaveCopy +raylib.GetRayCollisionBox = GetRayCollisionBox /** - * Load samples data from wave as a 32bit float data array + * Get collision info between ray and mesh * - * @param {Wave} wave + * @param {Ray} ray + * @param {Mesh} mesh + * @param {Matrix} transform * - * @return {number} The resulting float *. + * @return {RayCollision} The resulting RayCollision. */ -function LoadWaveSamples (wave) { - return r.BindLoadWaveSamples( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data +function GetRayCollisionMesh(ray, mesh, transform) { + return r.BindGetRayCollisionMesh( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId, + transform.m0, + transform.m4, + transform.m8, + transform.m12, + transform.m1, + transform.m5, + transform.m9, + transform.m13, + transform.m2, + transform.m6, + transform.m10, + transform.m14, + transform.m3, + transform.m7, + transform.m11, + transform.m15 ) } -raylib.LoadWaveSamples = LoadWaveSamples +raylib.GetRayCollisionMesh = GetRayCollisionMesh /** - * Unload samples data loaded with LoadWaveSamples() + * Get collision info between ray and triangle * - * @param {number} samples + * @param {Ray} ray + * @param {Vector3} p1 + * @param {Vector3} p2 + * @param {Vector3} p3 * - * @return {undefined} + * @return {RayCollision} The resulting RayCollision. */ -function UnloadWaveSamples (samples) { - return r.BindUnloadWaveSamples( - samples +function GetRayCollisionTriangle(ray, p1, p2, p3) { + return r.BindGetRayCollisionTriangle( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + p1.x, + p1.y, + p1.z, + p2.x, + p2.y, + p2.z, + p3.x, + p3.y, + p3.z ) } -raylib.UnloadWaveSamples = UnloadWaveSamples +raylib.GetRayCollisionTriangle = GetRayCollisionTriangle /** - * Load music stream from file + * Get collision info between ray and quad * - * @param {string} fileName + * @param {Ray} ray + * @param {Vector3} p1 + * @param {Vector3} p2 + * @param {Vector3} p3 + * @param {Vector3} p4 * - * @return {Music} The resulting Music. + * @return {RayCollision} The resulting RayCollision. */ -function LoadMusicStream (fileName) { - return r.BindLoadMusicStream( - fileName +function GetRayCollisionQuad(ray, p1, p2, p3, p4) { + return r.BindGetRayCollisionQuad( + ray.position.x, + ray.position.y, + ray.position.z, + ray.direction.x, + ray.direction.y, + ray.direction.z, + p1.x, + p1.y, + p1.z, + p2.x, + p2.y, + p2.z, + p3.x, + p3.y, + p3.z, + p4.x, + p4.y, + p4.z ) } -raylib.LoadMusicStream = LoadMusicStream +raylib.GetRayCollisionQuad = GetRayCollisionQuad /** - * Load music stream from data - * - * @param {string} fileType - * @param {Buffer} data - * @param {number} dataSize + * Initialize audio device and context * - * @return {Music} The resulting Music. + * @return {undefined} */ -function LoadMusicStreamFromMemory (fileType, data, dataSize) { - return r.BindLoadMusicStreamFromMemory( - fileType, - data, - dataSize - ) +function InitAudioDevice() { + return r.BindInitAudioDevice() } -raylib.LoadMusicStreamFromMemory = LoadMusicStreamFromMemory +raylib.InitAudioDevice = InitAudioDevice /** - * Checks if a music stream is ready + * Close the audio device and context * - * @param {Music} music + * @return {undefined} + */ +function CloseAudioDevice() { + return r.BindCloseAudioDevice() +} +raylib.CloseAudioDevice = CloseAudioDevice + +/** + * Check if audio device has been initialized successfully * * @return {boolean} The resulting bool. */ -function IsMusicReady (music) { - return r.BindIsMusicReady( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData - ) +function IsAudioDeviceReady() { + return r.BindIsAudioDeviceReady() } -raylib.IsMusicReady = IsMusicReady +raylib.IsAudioDeviceReady = IsAudioDeviceReady /** - * Unload music stream + * Set master volume (listener) * - * @param {Music} music + * @param {number} volume * * @return {undefined} */ -function UnloadMusicStream (music) { - return r.BindUnloadMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function SetMasterVolume(volume) { + return r.BindSetMasterVolume( + volume ) } -raylib.UnloadMusicStream = UnloadMusicStream +raylib.SetMasterVolume = SetMasterVolume /** - * Start music playing + * Get master volume (listener) * - * @param {Music} music - * - * @return {undefined} + * @return {number} The resulting float. */ -function PlayMusicStream (music) { - return r.BindPlayMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData - ) +function GetMasterVolume() { + return r.BindGetMasterVolume() } -raylib.PlayMusicStream = PlayMusicStream +raylib.GetMasterVolume = GetMasterVolume /** - * Check if music is playing + * Load wave data from file * - * @param {Music} music + * @param {string} fileName * - * @return {boolean} The resulting bool. + * @return {Wave} The resulting Wave. */ -function IsMusicStreamPlaying (music) { - return r.BindIsMusicStreamPlaying( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadWave(fileName) { + return r.BindLoadWave( + fileName ) } -raylib.IsMusicStreamPlaying = IsMusicStreamPlaying +raylib.LoadWave = LoadWave /** - * Updates buffers for music streaming + * Load wave from memory buffer, fileType refers to extension: i.e. '.wav' * - * @param {Music} music + * @param {string} fileType + * @param {Buffer} fileData + * @param {number} dataSize * - * @return {undefined} + * @return {Wave} The resulting Wave. */ -function UpdateMusicStream (music) { - return r.BindUpdateMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadWaveFromMemory(fileType, fileData, dataSize) { + return r.BindLoadWaveFromMemory( + fileType, + fileData, + dataSize ) } -raylib.UpdateMusicStream = UpdateMusicStream +raylib.LoadWaveFromMemory = LoadWaveFromMemory /** - * Stop music playing + * Checks if wave data is ready * - * @param {Music} music + * @param {Wave} wave * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function StopMusicStream (music) { - return r.BindStopMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function IsWaveReady(wave) { + return r.BindIsWaveReady( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.StopMusicStream = StopMusicStream +raylib.IsWaveReady = IsWaveReady /** - * Pause music playing + * Load sound from file * - * @param {Music} music + * @param {string} fileName * - * @return {undefined} + * @return {Sound} The resulting Sound. */ -function PauseMusicStream (music) { - return r.BindPauseMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadSound(fileName) { + return r.BindLoadSound( + fileName ) } -raylib.PauseMusicStream = PauseMusicStream +raylib.LoadSound = LoadSound /** - * Resume playing paused music + * Load sound from wave data * - * @param {Music} music + * @param {Wave} wave * - * @return {undefined} + * @return {Sound} The resulting Sound. */ -function ResumeMusicStream (music) { - return r.BindResumeMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function LoadSoundFromWave(wave) { + return r.BindLoadSoundFromWave( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.ResumeMusicStream = ResumeMusicStream +raylib.LoadSoundFromWave = LoadSoundFromWave /** - * Seek music to a position (in seconds) + * Create a new sound that shares the same sample data as the source sound, does not own the sound data * - * @param {Music} music - * @param {number} position + * @param {Sound} source * - * @return {undefined} + * @return {Sound} The resulting Sound. */ -function SeekMusicStream (music, position) { - return r.BindSeekMusicStream( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - position +function LoadSoundAlias(source) { + return r.BindLoadSoundAlias( + source.stream.buffer, + source.stream.processor, + source.stream.sampleRate, + source.stream.sampleSize, + source.stream.channels, + source.frameCount ) } -raylib.SeekMusicStream = SeekMusicStream +raylib.LoadSoundAlias = LoadSoundAlias /** - * Set volume for music (1.0 is max level) + * Checks if a sound is ready * - * @param {Music} music - * @param {number} volume + * @param {Sound} sound * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function SetMusicVolume (music, volume) { - return r.BindSetMusicVolume( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - volume +function IsSoundReady(sound) { + return r.BindIsSoundReady( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.SetMusicVolume = SetMusicVolume +raylib.IsSoundReady = IsSoundReady /** - * Set pitch for a music (1.0 is base level) + * Update sound buffer with new data * - * @param {Music} music - * @param {number} pitch + * @param {Sound} sound + * @param {number} data + * @param {number} sampleCount * * @return {undefined} */ -function SetMusicPitch (music, pitch) { - return r.BindSetMusicPitch( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - pitch +function UpdateSound(sound, data, sampleCount) { + return r.BindUpdateSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + data, + sampleCount ) } -raylib.SetMusicPitch = SetMusicPitch +raylib.UpdateSound = UpdateSound /** - * Set pan for a music (0.5 is center) + * Unload wave data * - * @param {Music} music - * @param {number} pan + * @param {Wave} wave * * @return {undefined} */ -function SetMusicPan (music, pan) { - return r.BindSetMusicPan( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData, - pan +function UnloadWave(wave) { + return r.BindUnloadWave( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.SetMusicPan = SetMusicPan +raylib.UnloadWave = UnloadWave /** - * Get music time length (in seconds) + * Unload sound * - * @param {Music} music + * @param {Sound} sound * - * @return {number} The resulting float. + * @return {undefined} */ -function GetMusicTimeLength (music) { - return r.BindGetMusicTimeLength( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function UnloadSound(sound) { + return r.BindUnloadSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.GetMusicTimeLength = GetMusicTimeLength +raylib.UnloadSound = UnloadSound /** - * Get current music time played (in seconds) + * Unload a sound alias (does not deallocate sample data) * - * @param {Music} music + * @param {Sound} alias * - * @return {number} The resulting float. + * @return {undefined} */ -function GetMusicTimePlayed (music) { - return r.BindGetMusicTimePlayed( - music.stream.buffer, - music.stream.processor, - music.stream.sampleRate, - music.stream.sampleSize, - music.stream.channels, - music.frameCount, - music.looping, - music.ctxType, - music.ctxData +function UnloadSoundAlias(alias) { + return r.BindUnloadSoundAlias( + alias.stream.buffer, + alias.stream.processor, + alias.stream.sampleRate, + alias.stream.sampleSize, + alias.stream.channels, + alias.frameCount ) } -raylib.GetMusicTimePlayed = GetMusicTimePlayed +raylib.UnloadSoundAlias = UnloadSoundAlias /** - * Load audio stream (to stream raw audio pcm data) + * Export wave data to file, returns true on success * - * @param {number} sampleRate - * @param {number} sampleSize - * @param {number} channels + * @param {Wave} wave + * @param {string} fileName * - * @return {AudioStream} The resulting AudioStream. + * @return {boolean} The resulting bool. */ -function LoadAudioStream (sampleRate, sampleSize, channels) { - return r.BindLoadAudioStream( - sampleRate, - sampleSize, - channels +function ExportWave(wave, fileName) { + return r.BindExportWave( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + fileName ) } -raylib.LoadAudioStream = LoadAudioStream +raylib.ExportWave = ExportWave /** - * Checks if an audio stream is ready + * Export wave sample data to code (.h), returns true on success * - * @param {AudioStream} stream + * @param {Wave} wave + * @param {string} fileName * * @return {boolean} The resulting bool. */ -function IsAudioStreamReady (stream) { - return r.BindIsAudioStreamReady( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function ExportWaveAsCode(wave, fileName) { + return r.BindExportWaveAsCode( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + fileName ) } -raylib.IsAudioStreamReady = IsAudioStreamReady +raylib.ExportWaveAsCode = ExportWaveAsCode /** - * Unload audio stream and free memory + * Play a sound * - * @param {AudioStream} stream + * @param {Sound} sound * * @return {undefined} */ -function UnloadAudioStream (stream) { - return r.BindUnloadAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels - ) -} -raylib.UnloadAudioStream = UnloadAudioStream +function PlaySound(sound) { + return r.BindPlaySound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount + ) +} +raylib.PlaySound = PlaySound /** - * Update audio stream buffers with data + * Stop playing a sound * - * @param {AudioStream} stream - * @param {number} data - * @param {number} frameCount + * @param {Sound} sound * * @return {undefined} */ -function UpdateAudioStream (stream, data, frameCount) { - return r.BindUpdateAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - data, - frameCount +function StopSound(sound) { + return r.BindStopSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.UpdateAudioStream = UpdateAudioStream +raylib.StopSound = StopSound /** - * Check if any audio stream buffers requires refill + * Pause a sound * - * @param {AudioStream} stream + * @param {Sound} sound * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsAudioStreamProcessed (stream) { - return r.BindIsAudioStreamProcessed( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function PauseSound(sound) { + return r.BindPauseSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.IsAudioStreamProcessed = IsAudioStreamProcessed +raylib.PauseSound = PauseSound /** - * Play audio stream + * Resume a paused sound * - * @param {AudioStream} stream + * @param {Sound} sound * * @return {undefined} */ -function PlayAudioStream (stream) { - return r.BindPlayAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function ResumeSound(sound) { + return r.BindResumeSound( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.PlayAudioStream = PlayAudioStream +raylib.ResumeSound = ResumeSound /** - * Pause audio stream + * Check if a sound is currently playing * - * @param {AudioStream} stream + * @param {Sound} sound * - * @return {undefined} + * @return {boolean} The resulting bool. */ -function PauseAudioStream (stream) { - return r.BindPauseAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function IsSoundPlaying(sound) { + return r.BindIsSoundPlaying( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount ) } -raylib.PauseAudioStream = PauseAudioStream +raylib.IsSoundPlaying = IsSoundPlaying /** - * Resume audio stream + * Set volume for a sound (1.0 is max level) * - * @param {AudioStream} stream + * @param {Sound} sound + * @param {number} volume * * @return {undefined} */ -function ResumeAudioStream (stream) { - return r.BindResumeAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function SetSoundVolume(sound, volume) { + return r.BindSetSoundVolume( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + volume ) } -raylib.ResumeAudioStream = ResumeAudioStream +raylib.SetSoundVolume = SetSoundVolume /** - * Check if audio stream is playing + * Set pitch for a sound (1.0 is base level) * - * @param {AudioStream} stream + * @param {Sound} sound + * @param {number} pitch * - * @return {boolean} The resulting bool. + * @return {undefined} */ -function IsAudioStreamPlaying (stream) { - return r.BindIsAudioStreamPlaying( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function SetSoundPitch(sound, pitch) { + return r.BindSetSoundPitch( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + pitch ) } -raylib.IsAudioStreamPlaying = IsAudioStreamPlaying +raylib.SetSoundPitch = SetSoundPitch /** - * Stop audio stream + * Set pan for a sound (0.5 is center) * - * @param {AudioStream} stream + * @param {Sound} sound + * @param {number} pan * * @return {undefined} */ -function StopAudioStream (stream) { - return r.BindStopAudioStream( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels +function SetSoundPan(sound, pan) { + return r.BindSetSoundPan( + sound.stream.buffer, + sound.stream.processor, + sound.stream.sampleRate, + sound.stream.sampleSize, + sound.stream.channels, + sound.frameCount, + pan ) } -raylib.StopAudioStream = StopAudioStream +raylib.SetSoundPan = SetSoundPan /** - * Set volume for audio stream (1.0 is max level) + * Copy a wave to a new wave * - * @param {AudioStream} stream - * @param {number} volume + * @param {Wave} wave * - * @return {undefined} + * @return {Wave} The resulting Wave. */ -function SetAudioStreamVolume (stream, volume) { - return r.BindSetAudioStreamVolume( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - volume +function WaveCopy(wave) { + return r.BindWaveCopy( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.SetAudioStreamVolume = SetAudioStreamVolume +raylib.WaveCopy = WaveCopy /** - * Set pitch for audio stream (1.0 is base level) + * Load samples data from wave as a 32bit float data array * - * @param {AudioStream} stream - * @param {number} pitch + * @param {Wave} wave * - * @return {undefined} + * @return {number} The resulting float *. */ -function SetAudioStreamPitch (stream, pitch) { - return r.BindSetAudioStreamPitch( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - pitch +function LoadWaveSamples(wave) { + return r.BindLoadWaveSamples( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data ) } -raylib.SetAudioStreamPitch = SetAudioStreamPitch +raylib.LoadWaveSamples = LoadWaveSamples /** - * Set pan for audio stream (0.5 is centered) + * Unload samples data loaded with LoadWaveSamples() * - * @param {AudioStream} stream - * @param {number} pan + * @param {number} samples * * @return {undefined} */ -function SetAudioStreamPan (stream, pan) { - return r.BindSetAudioStreamPan( - stream.buffer, - stream.processor, - stream.sampleRate, - stream.sampleSize, - stream.channels, - pan +function UnloadWaveSamples(samples) { + return r.BindUnloadWaveSamples( + samples ) } -raylib.SetAudioStreamPan = SetAudioStreamPan +raylib.UnloadWaveSamples = UnloadWaveSamples /** - * Default size for new audio streams + * Load music stream from file * - * @param {number} size + * @param {string} fileName * - * @return {undefined} + * @return {Music} The resulting Music. */ -function SetAudioStreamBufferSizeDefault (size) { - return r.BindSetAudioStreamBufferSizeDefault( - size +function LoadMusicStream(fileName) { + return r.BindLoadMusicStream( + fileName ) } -raylib.SetAudioStreamBufferSizeDefault = SetAudioStreamBufferSizeDefault +raylib.LoadMusicStream = LoadMusicStream /** - * Ease: Linear + * Load music stream from data * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {string} fileType + * @param {Buffer} data + * @param {number} dataSize * - * @return {number} The resulting float. + * @return {Music} The resulting Music. */ -function EaseLinearNone (t, b, c, d) { - return r.BindEaseLinearNone( - t, - b, - c, - d +function LoadMusicStreamFromMemory(fileType, data, dataSize) { + return r.BindLoadMusicStreamFromMemory( + fileType, + data, + dataSize ) } -raylib.EaseLinearNone = EaseLinearNone +raylib.LoadMusicStreamFromMemory = LoadMusicStreamFromMemory /** - * Ease: Linear In + * Checks if a music stream is ready * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseLinearIn (t, b, c, d) { - return r.BindEaseLinearIn( - t, - b, - c, - d +function IsMusicReady(music) { + return r.BindIsMusicReady( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseLinearIn = EaseLinearIn +raylib.IsMusicReady = IsMusicReady /** - * Ease: Linear Out + * Unload music stream * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseLinearOut (t, b, c, d) { - return r.BindEaseLinearOut( - t, - b, - c, - d +function UnloadMusicStream(music) { + return r.BindUnloadMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseLinearOut = EaseLinearOut +raylib.UnloadMusicStream = UnloadMusicStream /** - * Ease: Linear In Out + * Start music playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseLinearInOut (t, b, c, d) { - return r.BindEaseLinearInOut( - t, - b, - c, - d +function PlayMusicStream(music) { + return r.BindPlayMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseLinearInOut = EaseLinearInOut +raylib.PlayMusicStream = PlayMusicStream /** - * Ease: Sine In + * Check if music is playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseSineIn (t, b, c, d) { - return r.BindEaseSineIn( - t, - b, - c, - d +function IsMusicStreamPlaying(music) { + return r.BindIsMusicStreamPlaying( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseSineIn = EaseSineIn +raylib.IsMusicStreamPlaying = IsMusicStreamPlaying /** - * Ease: Sine Out + * Updates buffers for music streaming * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseSineOut (t, b, c, d) { - return r.BindEaseSineOut( - t, - b, - c, - d +function UpdateMusicStream(music) { + return r.BindUpdateMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseSineOut = EaseSineOut +raylib.UpdateMusicStream = UpdateMusicStream /** - * Ease: Sine Out + * Stop music playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseSineInOut (t, b, c, d) { - return r.BindEaseSineInOut( - t, - b, - c, - d +function StopMusicStream(music) { + return r.BindStopMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseSineInOut = EaseSineInOut +raylib.StopMusicStream = StopMusicStream /** - * Ease: Circular In + * Pause music playing * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCircIn (t, b, c, d) { - return r.BindEaseCircIn( - t, - b, - c, - d +function PauseMusicStream(music) { + return r.BindPauseMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseCircIn = EaseCircIn +raylib.PauseMusicStream = PauseMusicStream /** - * Ease: Circular Out + * Resume playing paused music * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCircOut (t, b, c, d) { - return r.BindEaseCircOut( - t, - b, - c, - d +function ResumeMusicStream(music) { + return r.BindResumeMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseCircOut = EaseCircOut +raylib.ResumeMusicStream = ResumeMusicStream /** - * Ease: Circular In Out + * Seek music to a position (in seconds) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} position * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCircInOut (t, b, c, d) { - return r.BindEaseCircInOut( - t, - b, - c, - d +function SeekMusicStream(music, position) { + return r.BindSeekMusicStream( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + position ) } -raylib.EaseCircInOut = EaseCircInOut +raylib.SeekMusicStream = SeekMusicStream /** - * Ease: Cubic In + * Set volume for music (1.0 is max level) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} volume * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCubicIn (t, b, c, d) { - return r.BindEaseCubicIn( - t, - b, - c, - d - ) -} -raylib.EaseCubicIn = EaseCubicIn - -/** - * Ease: Cubic Out - * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d - * - * @return {number} The resulting float. - */ -function EaseCubicOut (t, b, c, d) { - return r.BindEaseCubicOut( - t, - b, - c, - d +function SetMusicVolume(music, volume) { + return r.BindSetMusicVolume( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + volume ) } -raylib.EaseCubicOut = EaseCubicOut +raylib.SetMusicVolume = SetMusicVolume /** - * Ease: Cubic In Out + * Set pitch for a music (1.0 is base level) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} pitch * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseCubicInOut (t, b, c, d) { - return r.BindEaseCubicInOut( - t, - b, - c, - d +function SetMusicPitch(music, pitch) { + return r.BindSetMusicPitch( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + pitch ) } -raylib.EaseCubicInOut = EaseCubicInOut +raylib.SetMusicPitch = SetMusicPitch /** - * Ease: Quadratic In + * Set pan for a music (0.5 is center) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music + * @param {number} pan * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseQuadIn (t, b, c, d) { - return r.BindEaseQuadIn( - t, - b, - c, - d +function SetMusicPan(music, pan) { + return r.BindSetMusicPan( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData, + pan ) } -raylib.EaseQuadIn = EaseQuadIn +raylib.SetMusicPan = SetMusicPan /** - * Ease: Quadratic Out + * Get music time length (in seconds) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * * @return {number} The resulting float. */ -function EaseQuadOut (t, b, c, d) { - return r.BindEaseQuadOut( - t, - b, - c, - d +function GetMusicTimeLength(music) { + return r.BindGetMusicTimeLength( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseQuadOut = EaseQuadOut +raylib.GetMusicTimeLength = GetMusicTimeLength /** - * Ease: Quadratic In Out + * Get current music time played (in seconds) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {Music} music * * @return {number} The resulting float. */ -function EaseQuadInOut (t, b, c, d) { - return r.BindEaseQuadInOut( - t, - b, - c, - d +function GetMusicTimePlayed(music) { + return r.BindGetMusicTimePlayed( + music.stream.buffer, + music.stream.processor, + music.stream.sampleRate, + music.stream.sampleSize, + music.stream.channels, + music.frameCount, + music.looping, + music.ctxType, + music.ctxData ) } -raylib.EaseQuadInOut = EaseQuadInOut +raylib.GetMusicTimePlayed = GetMusicTimePlayed /** - * Ease: Exponential In + * Load audio stream (to stream raw audio pcm data) * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {number} sampleRate + * @param {number} sampleSize + * @param {number} channels * - * @return {number} The resulting float. + * @return {AudioStream} The resulting AudioStream. */ -function EaseExpoIn (t, b, c, d) { - return r.BindEaseExpoIn( - t, - b, - c, - d +function LoadAudioStream(sampleRate, sampleSize, channels) { + return r.BindLoadAudioStream( + sampleRate, + sampleSize, + channels ) } -raylib.EaseExpoIn = EaseExpoIn +raylib.LoadAudioStream = LoadAudioStream /** - * Ease: Exponential Out + * Checks if an audio stream is ready * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseExpoOut (t, b, c, d) { - return r.BindEaseExpoOut( - t, - b, - c, - d +function IsAudioStreamReady(stream) { + return r.BindIsAudioStreamReady( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseExpoOut = EaseExpoOut +raylib.IsAudioStreamReady = IsAudioStreamReady /** - * Ease: Exponential In Out + * Unload audio stream and free memory * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseExpoInOut (t, b, c, d) { - return r.BindEaseExpoInOut( - t, - b, - c, - d +function UnloadAudioStream(stream) { + return r.BindUnloadAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseExpoInOut = EaseExpoInOut +raylib.UnloadAudioStream = UnloadAudioStream /** - * Ease: Back In + * Update audio stream buffers with data * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream + * @param {number} data + * @param {number} frameCount * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseBackIn (t, b, c, d) { - return r.BindEaseBackIn( - t, - b, - c, - d +function UpdateAudioStream(stream, data, frameCount) { + return r.BindUpdateAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + data, + frameCount ) } -raylib.EaseBackIn = EaseBackIn +raylib.UpdateAudioStream = UpdateAudioStream /** - * Ease: Back Out + * Check if any audio stream buffers requires refill * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {boolean} The resulting bool. */ -function EaseBackOut (t, b, c, d) { - return r.BindEaseBackOut( - t, - b, - c, - d +function IsAudioStreamProcessed(stream) { + return r.BindIsAudioStreamProcessed( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseBackOut = EaseBackOut +raylib.IsAudioStreamProcessed = IsAudioStreamProcessed /** - * Ease: Back In Out + * Play audio stream * - * @param {number} t - * @param {number} b - * @param {number} c - * @param {number} d + * @param {AudioStream} stream * - * @return {number} The resulting float. + * @return {undefined} */ -function EaseBackInOut (t, b, c, d) { - return r.BindEaseBackInOut( - t, - b, - c, - d +function PlayAudioStream(stream) { + return r.BindPlayAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels ) } -raylib.EaseBackInOut = EaseBackInOut +raylib.PlayAudioStream = PlayAudioStream /** - * Ease: Bounce Out + * Pause audio stream + * + * @param {AudioStream} stream + * + * @return {undefined} + */ +function PauseAudioStream(stream) { + return r.BindPauseAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.PauseAudioStream = PauseAudioStream + +/** + * Resume audio stream + * + * @param {AudioStream} stream + * + * @return {undefined} + */ +function ResumeAudioStream(stream) { + return r.BindResumeAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.ResumeAudioStream = ResumeAudioStream + +/** + * Check if audio stream is playing + * + * @param {AudioStream} stream + * + * @return {boolean} The resulting bool. + */ +function IsAudioStreamPlaying(stream) { + return r.BindIsAudioStreamPlaying( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.IsAudioStreamPlaying = IsAudioStreamPlaying + +/** + * Stop audio stream + * + * @param {AudioStream} stream + * + * @return {undefined} + */ +function StopAudioStream(stream) { + return r.BindStopAudioStream( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels + ) +} +raylib.StopAudioStream = StopAudioStream + +/** + * Set volume for audio stream (1.0 is max level) + * + * @param {AudioStream} stream + * @param {number} volume + * + * @return {undefined} + */ +function SetAudioStreamVolume(stream, volume) { + return r.BindSetAudioStreamVolume( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + volume + ) +} +raylib.SetAudioStreamVolume = SetAudioStreamVolume + +/** + * Set pitch for audio stream (1.0 is base level) + * + * @param {AudioStream} stream + * @param {number} pitch + * + * @return {undefined} + */ +function SetAudioStreamPitch(stream, pitch) { + return r.BindSetAudioStreamPitch( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + pitch + ) +} +raylib.SetAudioStreamPitch = SetAudioStreamPitch + +/** + * Set pan for audio stream (0.5 is centered) + * + * @param {AudioStream} stream + * @param {number} pan + * + * @return {undefined} + */ +function SetAudioStreamPan(stream, pan) { + return r.BindSetAudioStreamPan( + stream.buffer, + stream.processor, + stream.sampleRate, + stream.sampleSize, + stream.channels, + pan + ) +} +raylib.SetAudioStreamPan = SetAudioStreamPan + +/** + * Default size for new audio streams + * + * @param {number} size + * + * @return {undefined} + */ +function SetAudioStreamBufferSizeDefault(size) { + return r.BindSetAudioStreamBufferSizeDefault( + size + ) +} +raylib.SetAudioStreamBufferSizeDefault = SetAudioStreamBufferSizeDefault + +/** + * Ease: Linear * * @param {number} t * @param {number} b @@ -9179,18 +9401,18 @@ raylib.EaseBackInOut = EaseBackInOut * * @return {number} The resulting float. */ -function EaseBounceOut (t, b, c, d) { - return r.BindEaseBounceOut( +function EaseLinearNone(t, b, c, d) { + return r.BindEaseLinearNone( t, b, c, d ) } -raylib.EaseBounceOut = EaseBounceOut +raylib.EaseLinearNone = EaseLinearNone /** - * Ease: Bounce In + * Ease: Linear In * * @param {number} t * @param {number} b @@ -9199,18 +9421,18 @@ raylib.EaseBounceOut = EaseBounceOut * * @return {number} The resulting float. */ -function EaseBounceIn (t, b, c, d) { - return r.BindEaseBounceIn( +function EaseLinearIn(t, b, c, d) { + return r.BindEaseLinearIn( t, b, c, d ) } -raylib.EaseBounceIn = EaseBounceIn +raylib.EaseLinearIn = EaseLinearIn /** - * Ease: Bounce In Out + * Ease: Linear Out * * @param {number} t * @param {number} b @@ -9219,18 +9441,18 @@ raylib.EaseBounceIn = EaseBounceIn * * @return {number} The resulting float. */ -function EaseBounceInOut (t, b, c, d) { - return r.BindEaseBounceInOut( +function EaseLinearOut(t, b, c, d) { + return r.BindEaseLinearOut( t, b, c, d ) } -raylib.EaseBounceInOut = EaseBounceInOut +raylib.EaseLinearOut = EaseLinearOut /** - * Ease: Elastic In + * Ease: Linear In Out * * @param {number} t * @param {number} b @@ -9239,18 +9461,18 @@ raylib.EaseBounceInOut = EaseBounceInOut * * @return {number} The resulting float. */ -function EaseElasticIn (t, b, c, d) { - return r.BindEaseElasticIn( +function EaseLinearInOut(t, b, c, d) { + return r.BindEaseLinearInOut( t, b, c, d ) } -raylib.EaseElasticIn = EaseElasticIn +raylib.EaseLinearInOut = EaseLinearInOut /** - * Ease: Elastic Out + * Ease: Sine In * * @param {number} t * @param {number} b @@ -9259,18 +9481,18 @@ raylib.EaseElasticIn = EaseElasticIn * * @return {number} The resulting float. */ -function EaseElasticOut (t, b, c, d) { - return r.BindEaseElasticOut( +function EaseSineIn(t, b, c, d) { + return r.BindEaseSineIn( t, b, c, d ) } -raylib.EaseElasticOut = EaseElasticOut +raylib.EaseSineIn = EaseSineIn /** - * Ease: Elastic In Out + * Ease: Sine Out * * @param {number} t * @param {number} b @@ -9279,327 +9501,767 @@ raylib.EaseElasticOut = EaseElasticOut * * @return {number} The resulting float. */ -function EaseElasticInOut (t, b, c, d) { - return r.BindEaseElasticInOut( +function EaseSineOut(t, b, c, d) { + return r.BindEaseSineOut( t, b, c, d ) } -raylib.EaseElasticInOut = EaseElasticInOut - -function Clamp (value, min, max) { - return r.BindClamp( - value, - min, - max - ) -} -raylib.Clamp = Clamp +raylib.EaseSineOut = EaseSineOut -function Lerp (start, end, amount) { - return r.BindLerp( - start, - end, - amount +/** + * Ease: Sine Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseSineInOut(t, b, c, d) { + return r.BindEaseSineInOut( + t, + b, + c, + d ) } -raylib.Lerp = Lerp +raylib.EaseSineInOut = EaseSineInOut -function Normalize (value, start, end) { - return r.BindNormalize( - value, - start, - end +/** + * Ease: Circular In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCircIn(t, b, c, d) { + return r.BindEaseCircIn( + t, + b, + c, + d ) } -raylib.Normalize = Normalize +raylib.EaseCircIn = EaseCircIn -function Remap (value, inputStart, inputEnd, outputStart, outputEnd) { - return r.BindRemap( - value, - inputStart, - inputEnd, - outputStart, - outputEnd +/** + * Ease: Circular Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCircOut(t, b, c, d) { + return r.BindEaseCircOut( + t, + b, + c, + d ) } -raylib.Remap = Remap +raylib.EaseCircOut = EaseCircOut -function Wrap (value, min, max) { - return r.BindWrap( - value, - min, - max +/** + * Ease: Circular In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCircInOut(t, b, c, d) { + return r.BindEaseCircInOut( + t, + b, + c, + d ) } -raylib.Wrap = Wrap +raylib.EaseCircInOut = EaseCircInOut -function FloatEquals (x, y) { - return r.BindFloatEquals( - x, - y +/** + * Ease: Cubic In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCubicIn(t, b, c, d) { + return r.BindEaseCubicIn( + t, + b, + c, + d ) } -raylib.FloatEquals = FloatEquals - -function Vector2Zero () { - return r.BindVector2Zero() -} -raylib.Vector2Zero = Vector2Zero +raylib.EaseCubicIn = EaseCubicIn -function Vector2One () { - return r.BindVector2One() +/** + * Ease: Cubic Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCubicOut(t, b, c, d) { + return r.BindEaseCubicOut( + t, + b, + c, + d + ) } -raylib.Vector2One = Vector2One +raylib.EaseCubicOut = EaseCubicOut -function Vector2Add (v1, v2) { - return r.BindVector2Add( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Cubic In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseCubicInOut(t, b, c, d) { + return r.BindEaseCubicInOut( + t, + b, + c, + d ) } -raylib.Vector2Add = Vector2Add +raylib.EaseCubicInOut = EaseCubicInOut -function Vector2AddValue (v, add) { - return r.BindVector2AddValue( - v.x, - v.y, - add +/** + * Ease: Quadratic In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseQuadIn(t, b, c, d) { + return r.BindEaseQuadIn( + t, + b, + c, + d ) } -raylib.Vector2AddValue = Vector2AddValue +raylib.EaseQuadIn = EaseQuadIn -function Vector2Subtract (v1, v2) { - return r.BindVector2Subtract( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Quadratic Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseQuadOut(t, b, c, d) { + return r.BindEaseQuadOut( + t, + b, + c, + d ) } -raylib.Vector2Subtract = Vector2Subtract +raylib.EaseQuadOut = EaseQuadOut -function Vector2SubtractValue (v, sub) { - return r.BindVector2SubtractValue( - v.x, - v.y, - sub +/** + * Ease: Quadratic In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseQuadInOut(t, b, c, d) { + return r.BindEaseQuadInOut( + t, + b, + c, + d ) } -raylib.Vector2SubtractValue = Vector2SubtractValue +raylib.EaseQuadInOut = EaseQuadInOut -function Vector2Length (v) { - return r.BindVector2Length( - v.x, - v.y +/** + * Ease: Exponential In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseExpoIn(t, b, c, d) { + return r.BindEaseExpoIn( + t, + b, + c, + d ) } -raylib.Vector2Length = Vector2Length +raylib.EaseExpoIn = EaseExpoIn -function Vector2LengthSqr (v) { - return r.BindVector2LengthSqr( - v.x, - v.y +/** + * Ease: Exponential Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseExpoOut(t, b, c, d) { + return r.BindEaseExpoOut( + t, + b, + c, + d ) } -raylib.Vector2LengthSqr = Vector2LengthSqr +raylib.EaseExpoOut = EaseExpoOut -function Vector2DotProduct (v1, v2) { - return r.BindVector2DotProduct( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Exponential In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseExpoInOut(t, b, c, d) { + return r.BindEaseExpoInOut( + t, + b, + c, + d ) } -raylib.Vector2DotProduct = Vector2DotProduct +raylib.EaseExpoInOut = EaseExpoInOut -function Vector2Distance (v1, v2) { - return r.BindVector2Distance( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Back In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBackIn(t, b, c, d) { + return r.BindEaseBackIn( + t, + b, + c, + d ) } -raylib.Vector2Distance = Vector2Distance +raylib.EaseBackIn = EaseBackIn -function Vector2DistanceSqr (v1, v2) { - return r.BindVector2DistanceSqr( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Back Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBackOut(t, b, c, d) { + return r.BindEaseBackOut( + t, + b, + c, + d ) } -raylib.Vector2DistanceSqr = Vector2DistanceSqr +raylib.EaseBackOut = EaseBackOut -function Vector2Angle (v1, v2) { - return r.BindVector2Angle( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Back In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBackInOut(t, b, c, d) { + return r.BindEaseBackInOut( + t, + b, + c, + d ) } -raylib.Vector2Angle = Vector2Angle +raylib.EaseBackInOut = EaseBackInOut -function Vector2LineAngle (start, end) { - return r.BindVector2LineAngle( - start.x, - start.y, - end.x, - end.y +/** + * Ease: Bounce Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBounceOut(t, b, c, d) { + return r.BindEaseBounceOut( + t, + b, + c, + d ) } -raylib.Vector2LineAngle = Vector2LineAngle +raylib.EaseBounceOut = EaseBounceOut -function Vector2Scale (v, scale) { - return r.BindVector2Scale( - v.x, - v.y, - scale +/** + * Ease: Bounce In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBounceIn(t, b, c, d) { + return r.BindEaseBounceIn( + t, + b, + c, + d ) } -raylib.Vector2Scale = Vector2Scale +raylib.EaseBounceIn = EaseBounceIn -function Vector2Multiply (v1, v2) { - return r.BindVector2Multiply( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Bounce In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseBounceInOut(t, b, c, d) { + return r.BindEaseBounceInOut( + t, + b, + c, + d ) } -raylib.Vector2Multiply = Vector2Multiply +raylib.EaseBounceInOut = EaseBounceInOut -function Vector2Negate (v) { - return r.BindVector2Negate( - v.x, - v.y +/** + * Ease: Elastic In + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseElasticIn(t, b, c, d) { + return r.BindEaseElasticIn( + t, + b, + c, + d ) } -raylib.Vector2Negate = Vector2Negate +raylib.EaseElasticIn = EaseElasticIn -function Vector2Divide (v1, v2) { - return r.BindVector2Divide( - v1.x, - v1.y, - v2.x, - v2.y +/** + * Ease: Elastic Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseElasticOut(t, b, c, d) { + return r.BindEaseElasticOut( + t, + b, + c, + d ) } -raylib.Vector2Divide = Vector2Divide +raylib.EaseElasticOut = EaseElasticOut -function Vector2Normalize (v) { - return r.BindVector2Normalize( - v.x, - v.y +/** + * Ease: Elastic In Out + * + * @param {number} t + * @param {number} b + * @param {number} c + * @param {number} d + * + * @return {number} The resulting float. + */ +function EaseElasticInOut(t, b, c, d) { + return r.BindEaseElasticInOut( + t, + b, + c, + d ) } -raylib.Vector2Normalize = Vector2Normalize +raylib.EaseElasticInOut = EaseElasticInOut -function Vector2Transform (v, mat) { - return r.BindVector2Transform( - v.x, - v.y, - mat.m0, - mat.m4, - mat.m8, - mat.m12, - mat.m1, - mat.m5, - mat.m9, - mat.m13, - mat.m2, - mat.m6, - mat.m10, - mat.m14, - mat.m3, - mat.m7, - mat.m11, - mat.m15 +function Clamp(value, min, max) { + return r.BindClamp( + value, + min, + max ) } -raylib.Vector2Transform = Vector2Transform +raylib.Clamp = Clamp -function Vector2Lerp (v1, v2, amount) { - return r.BindVector2Lerp( - v1.x, - v1.y, - v2.x, - v2.y, +function Lerp(start, end, amount) { + return r.BindLerp( + start, + end, amount ) } -raylib.Vector2Lerp = Vector2Lerp +raylib.Lerp = Lerp -function Vector2Reflect (v, normal) { - return r.BindVector2Reflect( - v.x, - v.y, - normal.x, - normal.y +function Normalize(value, start, end) { + return r.BindNormalize( + value, + start, + end ) } -raylib.Vector2Reflect = Vector2Reflect +raylib.Normalize = Normalize -function Vector2Rotate (v, angle) { - return r.BindVector2Rotate( - v.x, - v.y, - angle +function Remap(value, inputStart, inputEnd, outputStart, outputEnd) { + return r.BindRemap( + value, + inputStart, + inputEnd, + outputStart, + outputEnd ) } -raylib.Vector2Rotate = Vector2Rotate +raylib.Remap = Remap -function Vector2MoveTowards (v, target, maxDistance) { - return r.BindVector2MoveTowards( - v.x, - v.y, - target.x, - target.y, - maxDistance +function Wrap(value, min, max) { + return r.BindWrap( + value, + min, + max ) } -raylib.Vector2MoveTowards = Vector2MoveTowards +raylib.Wrap = Wrap -function Vector2Invert (v) { - return r.BindVector2Invert( - v.x, - v.y +function FloatEquals(x, y) { + return r.BindFloatEquals( + x, + y ) } -raylib.Vector2Invert = Vector2Invert +raylib.FloatEquals = FloatEquals -function Vector2Clamp (v, min, max) { - return r.BindVector2Clamp( - v.x, - v.y, - min.x, - min.y, - max.x, - max.y +function Vector2Zero() { + return r.BindVector2Zero() +} +raylib.Vector2Zero = Vector2Zero + +function Vector2One() { + return r.BindVector2One() +} +raylib.Vector2One = Vector2One + +function Vector2Add(v1, v2) { + return r.BindVector2Add( + v1.x, + v1.y, + v2.x, + v2.y ) } -raylib.Vector2Clamp = Vector2Clamp +raylib.Vector2Add = Vector2Add -function Vector2ClampValue (v, min, max) { - return r.BindVector2ClampValue( +function Vector2AddValue(v, add) { + return r.BindVector2AddValue( v.x, v.y, - min, - max + add ) } -raylib.Vector2ClampValue = Vector2ClampValue +raylib.Vector2AddValue = Vector2AddValue -function Vector2Equals (p, q) { - return r.BindVector2Equals( +function Vector2Subtract(v1, v2) { + return r.BindVector2Subtract( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Subtract = Vector2Subtract + +function Vector2SubtractValue(v, sub) { + return r.BindVector2SubtractValue( + v.x, + v.y, + sub + ) +} +raylib.Vector2SubtractValue = Vector2SubtractValue + +function Vector2Length(v) { + return r.BindVector2Length( + v.x, + v.y + ) +} +raylib.Vector2Length = Vector2Length + +function Vector2LengthSqr(v) { + return r.BindVector2LengthSqr( + v.x, + v.y + ) +} +raylib.Vector2LengthSqr = Vector2LengthSqr + +function Vector2DotProduct(v1, v2) { + return r.BindVector2DotProduct( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2DotProduct = Vector2DotProduct + +function Vector2Distance(v1, v2) { + return r.BindVector2Distance( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Distance = Vector2Distance + +function Vector2DistanceSqr(v1, v2) { + return r.BindVector2DistanceSqr( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2DistanceSqr = Vector2DistanceSqr + +function Vector2Angle(v1, v2) { + return r.BindVector2Angle( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Angle = Vector2Angle + +function Vector2LineAngle(start, end) { + return r.BindVector2LineAngle( + start.x, + start.y, + end.x, + end.y + ) +} +raylib.Vector2LineAngle = Vector2LineAngle + +function Vector2Scale(v, scale) { + return r.BindVector2Scale( + v.x, + v.y, + scale + ) +} +raylib.Vector2Scale = Vector2Scale + +function Vector2Multiply(v1, v2) { + return r.BindVector2Multiply( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Multiply = Vector2Multiply + +function Vector2Negate(v) { + return r.BindVector2Negate( + v.x, + v.y + ) +} +raylib.Vector2Negate = Vector2Negate + +function Vector2Divide(v1, v2) { + return r.BindVector2Divide( + v1.x, + v1.y, + v2.x, + v2.y + ) +} +raylib.Vector2Divide = Vector2Divide + +function Vector2Normalize(v) { + return r.BindVector2Normalize( + v.x, + v.y + ) +} +raylib.Vector2Normalize = Vector2Normalize + +function Vector2Transform(v, mat) { + return r.BindVector2Transform( + v.x, + v.y, + mat.m0, + mat.m4, + mat.m8, + mat.m12, + mat.m1, + mat.m5, + mat.m9, + mat.m13, + mat.m2, + mat.m6, + mat.m10, + mat.m14, + mat.m3, + mat.m7, + mat.m11, + mat.m15 + ) +} +raylib.Vector2Transform = Vector2Transform + +function Vector2Lerp(v1, v2, amount) { + return r.BindVector2Lerp( + v1.x, + v1.y, + v2.x, + v2.y, + amount + ) +} +raylib.Vector2Lerp = Vector2Lerp + +function Vector2Reflect(v, normal) { + return r.BindVector2Reflect( + v.x, + v.y, + normal.x, + normal.y + ) +} +raylib.Vector2Reflect = Vector2Reflect + +function Vector2Rotate(v, angle) { + return r.BindVector2Rotate( + v.x, + v.y, + angle + ) +} +raylib.Vector2Rotate = Vector2Rotate + +function Vector2MoveTowards(v, target, maxDistance) { + return r.BindVector2MoveTowards( + v.x, + v.y, + target.x, + target.y, + maxDistance + ) +} +raylib.Vector2MoveTowards = Vector2MoveTowards + +function Vector2Invert(v) { + return r.BindVector2Invert( + v.x, + v.y + ) +} +raylib.Vector2Invert = Vector2Invert + +function Vector2Clamp(v, min, max) { + return r.BindVector2Clamp( + v.x, + v.y, + min.x, + min.y, + max.x, + max.y + ) +} +raylib.Vector2Clamp = Vector2Clamp + +function Vector2ClampValue(v, min, max) { + return r.BindVector2ClampValue( + v.x, + v.y, + min, + max + ) +} +raylib.Vector2ClampValue = Vector2ClampValue + +function Vector2Equals(p, q) { + return r.BindVector2Equals( p.x, p.y, q.x, @@ -9608,17 +10270,17 @@ function Vector2Equals (p, q) { } raylib.Vector2Equals = Vector2Equals -function Vector3Zero () { +function Vector3Zero() { return r.BindVector3Zero() } raylib.Vector3Zero = Vector3Zero -function Vector3One () { +function Vector3One() { return r.BindVector3One() } raylib.Vector3One = Vector3One -function Vector3Add (v1, v2) { +function Vector3Add(v1, v2) { return r.BindVector3Add( v1.x, v1.y, @@ -9630,7 +10292,7 @@ function Vector3Add (v1, v2) { } raylib.Vector3Add = Vector3Add -function Vector3AddValue (v, add) { +function Vector3AddValue(v, add) { return r.BindVector3AddValue( v.x, v.y, @@ -9640,7 +10302,7 @@ function Vector3AddValue (v, add) { } raylib.Vector3AddValue = Vector3AddValue -function Vector3Subtract (v1, v2) { +function Vector3Subtract(v1, v2) { return r.BindVector3Subtract( v1.x, v1.y, @@ -9652,7 +10314,7 @@ function Vector3Subtract (v1, v2) { } raylib.Vector3Subtract = Vector3Subtract -function Vector3SubtractValue (v, sub) { +function Vector3SubtractValue(v, sub) { return r.BindVector3SubtractValue( v.x, v.y, @@ -9662,7 +10324,7 @@ function Vector3SubtractValue (v, sub) { } raylib.Vector3SubtractValue = Vector3SubtractValue -function Vector3Scale (v, scalar) { +function Vector3Scale(v, scalar) { return r.BindVector3Scale( v.x, v.y, @@ -9672,7 +10334,7 @@ function Vector3Scale (v, scalar) { } raylib.Vector3Scale = Vector3Scale -function Vector3Multiply (v1, v2) { +function Vector3Multiply(v1, v2) { return r.BindVector3Multiply( v1.x, v1.y, @@ -9684,7 +10346,7 @@ function Vector3Multiply (v1, v2) { } raylib.Vector3Multiply = Vector3Multiply -function Vector3CrossProduct (v1, v2) { +function Vector3CrossProduct(v1, v2) { return r.BindVector3CrossProduct( v1.x, v1.y, @@ -9696,7 +10358,7 @@ function Vector3CrossProduct (v1, v2) { } raylib.Vector3CrossProduct = Vector3CrossProduct -function Vector3Perpendicular (v) { +function Vector3Perpendicular(v) { return r.BindVector3Perpendicular( v.x, v.y, @@ -9705,21 +10367,21 @@ function Vector3Perpendicular (v) { } raylib.Vector3Perpendicular = Vector3Perpendicular -function Vector3Length (v) { +function Vector3Length(v) { return r.BindVector3Length( v ) } raylib.Vector3Length = Vector3Length -function Vector3LengthSqr (v) { +function Vector3LengthSqr(v) { return r.BindVector3LengthSqr( v ) } raylib.Vector3LengthSqr = Vector3LengthSqr -function Vector3DotProduct (v1, v2) { +function Vector3DotProduct(v1, v2) { return r.BindVector3DotProduct( v1.x, v1.y, @@ -9731,7 +10393,7 @@ function Vector3DotProduct (v1, v2) { } raylib.Vector3DotProduct = Vector3DotProduct -function Vector3Distance (v1, v2) { +function Vector3Distance(v1, v2) { return r.BindVector3Distance( v1.x, v1.y, @@ -9743,7 +10405,7 @@ function Vector3Distance (v1, v2) { } raylib.Vector3Distance = Vector3Distance -function Vector3DistanceSqr (v1, v2) { +function Vector3DistanceSqr(v1, v2) { return r.BindVector3DistanceSqr( v1.x, v1.y, @@ -9755,7 +10417,7 @@ function Vector3DistanceSqr (v1, v2) { } raylib.Vector3DistanceSqr = Vector3DistanceSqr -function Vector3Angle (v1, v2) { +function Vector3Angle(v1, v2) { return r.BindVector3Angle( v1.x, v1.y, @@ -9767,7 +10429,7 @@ function Vector3Angle (v1, v2) { } raylib.Vector3Angle = Vector3Angle -function Vector3Negate (v) { +function Vector3Negate(v) { return r.BindVector3Negate( v.x, v.y, @@ -9776,7 +10438,7 @@ function Vector3Negate (v) { } raylib.Vector3Negate = Vector3Negate -function Vector3Divide (v1, v2) { +function Vector3Divide(v1, v2) { return r.BindVector3Divide( v1.x, v1.y, @@ -9788,7 +10450,7 @@ function Vector3Divide (v1, v2) { } raylib.Vector3Divide = Vector3Divide -function Vector3Normalize (v) { +function Vector3Normalize(v) { return r.BindVector3Normalize( v.x, v.y, @@ -9797,7 +10459,31 @@ function Vector3Normalize (v) { } raylib.Vector3Normalize = Vector3Normalize -function Vector3OrthoNormalize (v1, v2) { +function Vector3Project(v1, v2) { + return r.BindVector3Project( + v1.x, + v1.y, + v1.z, + v2.x, + v2.y, + v2.z + ) +} +raylib.Vector3Project = Vector3Project + +function Vector3Reject(v1, v2) { + return r.BindVector3Reject( + v1.x, + v1.y, + v1.z, + v2.x, + v2.y, + v2.z + ) +} +raylib.Vector3Reject = Vector3Reject + +function Vector3OrthoNormalize(v1, v2) { return r.BindVector3OrthoNormalize( v1, v2 @@ -9805,7 +10491,7 @@ function Vector3OrthoNormalize (v1, v2) { } raylib.Vector3OrthoNormalize = Vector3OrthoNormalize -function Vector3Transform (v, mat) { +function Vector3Transform(v, mat) { return r.BindVector3Transform( v.x, v.y, @@ -9830,7 +10516,7 @@ function Vector3Transform (v, mat) { } raylib.Vector3Transform = Vector3Transform -function Vector3RotateByQuaternion (v, q) { +function Vector3RotateByQuaternion(v, q) { return r.BindVector3RotateByQuaternion( v.x, v.y, @@ -9840,7 +10526,7 @@ function Vector3RotateByQuaternion (v, q) { } raylib.Vector3RotateByQuaternion = Vector3RotateByQuaternion -function Vector3RotateByAxisAngle (v, axis, angle) { +function Vector3RotateByAxisAngle(v, axis, angle) { return r.BindVector3RotateByAxisAngle( v.x, v.y, @@ -9853,7 +10539,7 @@ function Vector3RotateByAxisAngle (v, axis, angle) { } raylib.Vector3RotateByAxisAngle = Vector3RotateByAxisAngle -function Vector3Lerp (v1, v2, amount) { +function Vector3Lerp(v1, v2, amount) { return r.BindVector3Lerp( v1.x, v1.y, @@ -9866,7 +10552,7 @@ function Vector3Lerp (v1, v2, amount) { } raylib.Vector3Lerp = Vector3Lerp -function Vector3Reflect (v, normal) { +function Vector3Reflect(v, normal) { return r.BindVector3Reflect( v.x, v.y, @@ -9878,7 +10564,7 @@ function Vector3Reflect (v, normal) { } raylib.Vector3Reflect = Vector3Reflect -function Vector3Min (v1, v2) { +function Vector3Min(v1, v2) { return r.BindVector3Min( v1.x, v1.y, @@ -9890,7 +10576,7 @@ function Vector3Min (v1, v2) { } raylib.Vector3Min = Vector3Min -function Vector3Max (v1, v2) { +function Vector3Max(v1, v2) { return r.BindVector3Max( v1.x, v1.y, @@ -9902,7 +10588,7 @@ function Vector3Max (v1, v2) { } raylib.Vector3Max = Vector3Max -function Vector3Barycenter (p, a, b, c) { +function Vector3Barycenter(p, a, b, c) { return r.BindVector3Barycenter( p.x, p.y, @@ -9920,7 +10606,7 @@ function Vector3Barycenter (p, a, b, c) { } raylib.Vector3Barycenter = Vector3Barycenter -function Vector3Unproject (source, projection, view) { +function Vector3Unproject(source, projection, view) { return r.BindVector3Unproject( source.x, source.y, @@ -9961,7 +10647,7 @@ function Vector3Unproject (source, projection, view) { } raylib.Vector3Unproject = Vector3Unproject -function Vector3Invert (v) { +function Vector3Invert(v) { return r.BindVector3Invert( v.x, v.y, @@ -9970,7 +10656,7 @@ function Vector3Invert (v) { } raylib.Vector3Invert = Vector3Invert -function Vector3Clamp (v, min, max) { +function Vector3Clamp(v, min, max) { return r.BindVector3Clamp( v.x, v.y, @@ -9985,7 +10671,7 @@ function Vector3Clamp (v, min, max) { } raylib.Vector3Clamp = Vector3Clamp -function Vector3ClampValue (v, min, max) { +function Vector3ClampValue(v, min, max) { return r.BindVector3ClampValue( v.x, v.y, @@ -9996,7 +10682,7 @@ function Vector3ClampValue (v, min, max) { } raylib.Vector3ClampValue = Vector3ClampValue -function Vector3Equals (p, q) { +function Vector3Equals(p, q) { return r.BindVector3Equals( p.x, p.y, @@ -10008,7 +10694,7 @@ function Vector3Equals (p, q) { } raylib.Vector3Equals = Vector3Equals -function Vector3Refract (v, n, r) { +function Vector3Refract(v, n, r) { return r.BindVector3Refract( v.x, v.y, @@ -10021,7 +10707,7 @@ function Vector3Refract (v, n, r) { } raylib.Vector3Refract = Vector3Refract -function MatrixDeterminant (mat) { +function MatrixDeterminant(mat) { return r.BindMatrixDeterminant( mat.m0, mat.m4, @@ -10043,7 +10729,7 @@ function MatrixDeterminant (mat) { } raylib.MatrixDeterminant = MatrixDeterminant -function MatrixTrace (mat) { +function MatrixTrace(mat) { return r.BindMatrixTrace( mat.m0, mat.m4, @@ -10065,7 +10751,7 @@ function MatrixTrace (mat) { } raylib.MatrixTrace = MatrixTrace -function MatrixTranspose (mat) { +function MatrixTranspose(mat) { return r.BindMatrixTranspose( mat.m0, mat.m4, @@ -10087,7 +10773,7 @@ function MatrixTranspose (mat) { } raylib.MatrixTranspose = MatrixTranspose -function MatrixInvert (mat) { +function MatrixInvert(mat) { return r.BindMatrixInvert( mat.m0, mat.m4, @@ -10109,12 +10795,12 @@ function MatrixInvert (mat) { } raylib.MatrixInvert = MatrixInvert -function MatrixIdentity () { +function MatrixIdentity() { return r.BindMatrixIdentity() } raylib.MatrixIdentity = MatrixIdentity -function MatrixAdd (left, right) { +function MatrixAdd(left, right) { return r.BindMatrixAdd( left.m0, left.m4, @@ -10152,7 +10838,7 @@ function MatrixAdd (left, right) { } raylib.MatrixAdd = MatrixAdd -function MatrixSubtract (left, right) { +function MatrixSubtract(left, right) { return r.BindMatrixSubtract( left.m0, left.m4, @@ -10190,7 +10876,7 @@ function MatrixSubtract (left, right) { } raylib.MatrixSubtract = MatrixSubtract -function MatrixMultiply (left, right) { +function MatrixMultiply(left, right) { return r.BindMatrixMultiply( left.m0, left.m4, @@ -10228,7 +10914,7 @@ function MatrixMultiply (left, right) { } raylib.MatrixMultiply = MatrixMultiply -function MatrixTranslate (x, y, z) { +function MatrixTranslate(x, y, z) { return r.BindMatrixTranslate( x, y, @@ -10237,7 +10923,7 @@ function MatrixTranslate (x, y, z) { } raylib.MatrixTranslate = MatrixTranslate -function MatrixRotate (axis, angle) { +function MatrixRotate(axis, angle) { return r.BindMatrixRotate( axis.x, axis.y, @@ -10247,28 +10933,28 @@ function MatrixRotate (axis, angle) { } raylib.MatrixRotate = MatrixRotate -function MatrixRotateX (angle) { +function MatrixRotateX(angle) { return r.BindMatrixRotateX( angle ) } raylib.MatrixRotateX = MatrixRotateX -function MatrixRotateY (angle) { +function MatrixRotateY(angle) { return r.BindMatrixRotateY( angle ) } raylib.MatrixRotateY = MatrixRotateY -function MatrixRotateZ (angle) { +function MatrixRotateZ(angle) { return r.BindMatrixRotateZ( angle ) } raylib.MatrixRotateZ = MatrixRotateZ -function MatrixRotateXYZ (angle) { +function MatrixRotateXYZ(angle) { return r.BindMatrixRotateXYZ( angle.x, angle.y, @@ -10277,7 +10963,7 @@ function MatrixRotateXYZ (angle) { } raylib.MatrixRotateXYZ = MatrixRotateXYZ -function MatrixRotateZYX (angle) { +function MatrixRotateZYX(angle) { return r.BindMatrixRotateZYX( angle.x, angle.y, @@ -10286,7 +10972,7 @@ function MatrixRotateZYX (angle) { } raylib.MatrixRotateZYX = MatrixRotateZYX -function MatrixScale (x, y, z) { +function MatrixScale(x, y, z) { return r.BindMatrixScale( x, y, @@ -10295,7 +10981,7 @@ function MatrixScale (x, y, z) { } raylib.MatrixScale = MatrixScale -function MatrixFrustum (left, right, bottom, top, near, far) { +function MatrixFrustum(left, right, bottom, top, near, far) { return r.BindMatrixFrustum( left, right, @@ -10307,29 +10993,29 @@ function MatrixFrustum (left, right, bottom, top, near, far) { } raylib.MatrixFrustum = MatrixFrustum -function MatrixPerspective (fovy, aspect, near, far) { +function MatrixPerspective(fovY, aspect, nearPlane, farPlane) { return r.BindMatrixPerspective( - fovy, + fovY, aspect, - near, - far + nearPlane, + farPlane ) } raylib.MatrixPerspective = MatrixPerspective -function MatrixOrtho (left, right, bottom, top, near, far) { +function MatrixOrtho(left, right, bottom, top, nearPlane, farPlane) { return r.BindMatrixOrtho( left, right, bottom, top, - near, - far + nearPlane, + farPlane ) } raylib.MatrixOrtho = MatrixOrtho -function MatrixLookAt (eye, target, up) { +function MatrixLookAt(eye, target, up) { return r.BindMatrixLookAt( eye.x, eye.y, @@ -10344,7 +11030,7 @@ function MatrixLookAt (eye, target, up) { } raylib.MatrixLookAt = MatrixLookAt -function QuaternionAdd (q1, q2) { +function QuaternionAdd(q1, q2) { return r.BindQuaternionAdd( q1, q2 @@ -10352,7 +11038,7 @@ function QuaternionAdd (q1, q2) { } raylib.QuaternionAdd = QuaternionAdd -function QuaternionAddValue (q, add) { +function QuaternionAddValue(q, add) { return r.BindQuaternionAddValue( q, add @@ -10360,7 +11046,7 @@ function QuaternionAddValue (q, add) { } raylib.QuaternionAddValue = QuaternionAddValue -function QuaternionSubtract (q1, q2) { +function QuaternionSubtract(q1, q2) { return r.BindQuaternionSubtract( q1, q2 @@ -10368,7 +11054,7 @@ function QuaternionSubtract (q1, q2) { } raylib.QuaternionSubtract = QuaternionSubtract -function QuaternionSubtractValue (q, sub) { +function QuaternionSubtractValue(q, sub) { return r.BindQuaternionSubtractValue( q, sub @@ -10376,33 +11062,33 @@ function QuaternionSubtractValue (q, sub) { } raylib.QuaternionSubtractValue = QuaternionSubtractValue -function QuaternionIdentity () { +function QuaternionIdentity() { return r.BindQuaternionIdentity() } raylib.QuaternionIdentity = QuaternionIdentity -function QuaternionLength (q) { +function QuaternionLength(q) { return r.BindQuaternionLength( q ) } raylib.QuaternionLength = QuaternionLength -function QuaternionNormalize (q) { +function QuaternionNormalize(q) { return r.BindQuaternionNormalize( q ) } raylib.QuaternionNormalize = QuaternionNormalize -function QuaternionInvert (q) { +function QuaternionInvert(q) { return r.BindQuaternionInvert( q ) } raylib.QuaternionInvert = QuaternionInvert -function QuaternionMultiply (q1, q2) { +function QuaternionMultiply(q1, q2) { return r.BindQuaternionMultiply( q1, q2 @@ -10410,7 +11096,7 @@ function QuaternionMultiply (q1, q2) { } raylib.QuaternionMultiply = QuaternionMultiply -function QuaternionScale (q, mul) { +function QuaternionScale(q, mul) { return r.BindQuaternionScale( q, mul @@ -10418,7 +11104,7 @@ function QuaternionScale (q, mul) { } raylib.QuaternionScale = QuaternionScale -function QuaternionDivide (q1, q2) { +function QuaternionDivide(q1, q2) { return r.BindQuaternionDivide( q1, q2 @@ -10426,7 +11112,7 @@ function QuaternionDivide (q1, q2) { } raylib.QuaternionDivide = QuaternionDivide -function QuaternionLerp (q1, q2, amount) { +function QuaternionLerp(q1, q2, amount) { return r.BindQuaternionLerp( q1, q2, @@ -10435,7 +11121,7 @@ function QuaternionLerp (q1, q2, amount) { } raylib.QuaternionLerp = QuaternionLerp -function QuaternionNlerp (q1, q2, amount) { +function QuaternionNlerp(q1, q2, amount) { return r.BindQuaternionNlerp( q1, q2, @@ -10444,7 +11130,7 @@ function QuaternionNlerp (q1, q2, amount) { } raylib.QuaternionNlerp = QuaternionNlerp -function QuaternionSlerp (q1, q2, amount) { +function QuaternionSlerp(q1, q2, amount) { return r.BindQuaternionSlerp( q1, q2, @@ -10453,7 +11139,7 @@ function QuaternionSlerp (q1, q2, amount) { } raylib.QuaternionSlerp = QuaternionSlerp -function QuaternionFromVector3ToVector3 (from, to) { +function QuaternionFromVector3ToVector3(from, to) { return r.BindQuaternionFromVector3ToVector3( from.x, from.y, @@ -10465,7 +11151,7 @@ function QuaternionFromVector3ToVector3 (from, to) { } raylib.QuaternionFromVector3ToVector3 = QuaternionFromVector3ToVector3 -function QuaternionFromMatrix (mat) { +function QuaternionFromMatrix(mat) { return r.BindQuaternionFromMatrix( mat.m0, mat.m4, @@ -10487,14 +11173,14 @@ function QuaternionFromMatrix (mat) { } raylib.QuaternionFromMatrix = QuaternionFromMatrix -function QuaternionToMatrix (q) { +function QuaternionToMatrix(q) { return r.BindQuaternionToMatrix( q ) } raylib.QuaternionToMatrix = QuaternionToMatrix -function QuaternionFromAxisAngle (axis, angle) { +function QuaternionFromAxisAngle(axis, angle) { return r.BindQuaternionFromAxisAngle( axis.x, axis.y, @@ -10504,7 +11190,7 @@ function QuaternionFromAxisAngle (axis, angle) { } raylib.QuaternionFromAxisAngle = QuaternionFromAxisAngle -function QuaternionToAxisAngle (q, outAxis, outAngle) { +function QuaternionToAxisAngle(q, outAxis, outAngle) { return r.BindQuaternionToAxisAngle( q, outAxis, @@ -10513,7 +11199,7 @@ function QuaternionToAxisAngle (q, outAxis, outAngle) { } raylib.QuaternionToAxisAngle = QuaternionToAxisAngle -function QuaternionFromEuler (pitch, yaw, roll) { +function QuaternionFromEuler(pitch, yaw, roll) { return r.BindQuaternionFromEuler( pitch, yaw, @@ -10522,14 +11208,14 @@ function QuaternionFromEuler (pitch, yaw, roll) { } raylib.QuaternionFromEuler = QuaternionFromEuler -function QuaternionToEuler (q) { +function QuaternionToEuler(q) { return r.BindQuaternionToEuler( q ) } raylib.QuaternionToEuler = QuaternionToEuler -function QuaternionTransform (q, mat) { +function QuaternionTransform(q, mat) { return r.BindQuaternionTransform( q, mat.m0, @@ -10552,9643 +11238,6093 @@ function QuaternionTransform (q, mat) { } raylib.QuaternionTransform = QuaternionTransform -function QuaternionEquals (p, q) { +function QuaternionEquals(p, q) { return r.BindQuaternionEquals( p, q - ) -} -raylib.QuaternionEquals = QuaternionEquals - -/** - * Enable gui controls (global state) - * - * @return {undefined} - */ -function GuiEnable () { - return r.BindGuiEnable() -} -raylib.GuiEnable = GuiEnable - -/** - * Disable gui controls (global state) - * - * @return {undefined} - */ -function GuiDisable () { - return r.BindGuiDisable() -} -raylib.GuiDisable = GuiDisable - -/** - * Lock gui controls (global state) - * - * @return {undefined} - */ -function GuiLock () { - return r.BindGuiLock() -} -raylib.GuiLock = GuiLock - -/** - * Unlock gui controls (global state) - * - * @return {undefined} - */ -function GuiUnlock () { - return r.BindGuiUnlock() -} -raylib.GuiUnlock = GuiUnlock - -/** - * Check if gui is locked (global state) - * - * @return {boolean} The resulting bool. - */ -function GuiIsLocked () { - return r.BindGuiIsLocked() -} -raylib.GuiIsLocked = GuiIsLocked - -/** - * Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f - * - * @param {number} alpha - * - * @return {undefined} - */ -function GuiFade (alpha) { - return r.BindGuiFade( - alpha - ) -} -raylib.GuiFade = GuiFade - -/** - * Set gui state (global state) - * - * @param {number} state - * - * @return {undefined} - */ -function GuiSetState (state) { - return r.BindGuiSetState( - state - ) -} -raylib.GuiSetState = GuiSetState - -/** - * Get gui state (global state) - * - * @return {number} The resulting int. - */ -function GuiGetState () { - return r.BindGuiGetState() -} -raylib.GuiGetState = GuiGetState - -/** - * Set gui custom font (global state) - * - * @param {Font} font - * - * @return {undefined} - */ -function GuiSetFont (font) { - return r.BindGuiSetFont( - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs - ) -} -raylib.GuiSetFont = GuiSetFont - -/** - * Get gui custom font (global state) - * - * @return {Font} The resulting Font. - */ -function GuiGetFont () { - return r.BindGuiGetFont() -} -raylib.GuiGetFont = GuiGetFont - -/** - * Set one style property - * - * @param {number} control - * @param {number} property - * @param {number} value - * - * @return {undefined} - */ -function GuiSetStyle (control, property, value) { - return r.BindGuiSetStyle( - control, - property, - value - ) -} -raylib.GuiSetStyle = GuiSetStyle - -/** - * Get one style property - * - * @param {number} control - * @param {number} property - * - * @return {number} The resulting int. - */ -function GuiGetStyle (control, property) { - return r.BindGuiGetStyle( - control, - property - ) -} -raylib.GuiGetStyle = GuiGetStyle - -/** - * Window Box control, shows a window that can be closed - * - * @param {Rectangle} bounds - * @param {string} title - * - * @return {boolean} The resulting bool. - */ -function GuiWindowBox (bounds, title) { - return r.BindGuiWindowBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - title - ) -} -raylib.GuiWindowBox = GuiWindowBox - -/** - * Group Box control with text name - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiGroupBox (bounds, text) { - return r.BindGuiGroupBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiGroupBox = GuiGroupBox - -/** - * Line separator control, could contain text - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiLine (bounds, text) { - return r.BindGuiLine( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiLine = GuiLine - -/** - * Panel control, useful to group controls - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiPanel (bounds, text) { - return r.BindGuiPanel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiPanel = GuiPanel - -/** - * Tab Bar control, returns TAB to be closed or -1 - * - * @param {Rectangle} bounds - * @param {number} text - * @param {number} count - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiTabBar (bounds, text, count, active) { - return r.BindGuiTabBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - count, - active - ) -} -raylib.GuiTabBar = GuiTabBar - -/** - * Scroll Panel control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {Rectangle} content - * @param {number} scroll - * - * @return {Rectangle} The resulting Rectangle. - */ -function GuiScrollPanel (bounds, text, content, scroll) { - return r.BindGuiScrollPanel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - content.x, - content.y, - content.width, - content.height, - scroll - ) -} -raylib.GuiScrollPanel = GuiScrollPanel - -/** - * Label control, shows text - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiLabel (bounds, text) { - return r.BindGuiLabel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiLabel = GuiLabel - -/** - * Button control, returns true when clicked - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {boolean} The resulting bool. - */ -function GuiButton (bounds, text) { - return r.BindGuiButton( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiButton = GuiButton - -/** - * Label button control, show true when clicked - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {boolean} The resulting bool. - */ -function GuiLabelButton (bounds, text) { - return r.BindGuiLabelButton( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiLabelButton = GuiLabelButton - -/** - * Toggle Button control, returns true when active - * - * @param {Rectangle} bounds - * @param {string} text - * @param {boolean} active - * - * @return {boolean} The resulting bool. - */ -function GuiToggle (bounds, text, active) { - return r.BindGuiToggle( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active - ) -} -raylib.GuiToggle = GuiToggle - -/** - * Toggle Group control, returns active toggle index - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiToggleGroup (bounds, text, active) { - return r.BindGuiToggleGroup( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active - ) -} -raylib.GuiToggleGroup = GuiToggleGroup - -/** - * Check Box control, returns true when active - * - * @param {Rectangle} bounds - * @param {string} text - * @param {boolean} checked - * - * @return {boolean} The resulting bool. - */ -function GuiCheckBox (bounds, text, checked) { - return r.BindGuiCheckBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - checked - ) -} -raylib.GuiCheckBox = GuiCheckBox - -/** - * Combo Box control, returns selected item index - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiComboBox (bounds, text, active) { - return r.BindGuiComboBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active - ) -} -raylib.GuiComboBox = GuiComboBox - -/** - * Dropdown Box control, returns selected item - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} active - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiDropdownBox (bounds, text, active, editMode) { - return r.BindGuiDropdownBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - active, - editMode - ) -} -raylib.GuiDropdownBox = GuiDropdownBox - -/** - * Spinner control, returns selected value - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiSpinner (bounds, text, value, minValue, maxValue, editMode) { - return r.BindGuiSpinner( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - value, - minValue, - maxValue, - editMode - ) -} -raylib.GuiSpinner = GuiSpinner - -/** - * Value Box control, updates input text with numbers - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiValueBox (bounds, text, value, minValue, maxValue, editMode) { - return r.BindGuiValueBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - value, - minValue, - maxValue, - editMode - ) -} -raylib.GuiValueBox = GuiValueBox - -/** - * Text Box control, updates input text - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} textSize - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiTextBox (bounds, text, textSize, editMode) { - return r.BindGuiTextBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - textSize, - editMode - ) -} -raylib.GuiTextBox = GuiTextBox - -/** - * Text Box control with multiple lines - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} textSize - * @param {boolean} editMode - * - * @return {boolean} The resulting bool. - */ -function GuiTextBoxMulti (bounds, text, textSize, editMode) { - return r.BindGuiTextBoxMulti( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - textSize, - editMode - ) -} -raylib.GuiTextBoxMulti = GuiTextBoxMulti - -/** - * Slider control, returns selected value - * - * @param {Rectangle} bounds - * @param {string} textLeft - * @param {string} textRight - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * - * @return {number} The resulting float. - */ -function GuiSlider (bounds, textLeft, textRight, value, minValue, maxValue) { - return r.BindGuiSlider( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - textLeft, - textRight, - value, - minValue, - maxValue - ) -} -raylib.GuiSlider = GuiSlider - -/** - * Slider Bar control, returns selected value - * - * @param {Rectangle} bounds - * @param {string} textLeft - * @param {string} textRight - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * - * @return {number} The resulting float. - */ -function GuiSliderBar (bounds, textLeft, textRight, value, minValue, maxValue) { - return r.BindGuiSliderBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - textLeft, - textRight, - value, - minValue, - maxValue - ) -} -raylib.GuiSliderBar = GuiSliderBar - -/** - * Progress Bar control, shows current progress value - * - * @param {Rectangle} bounds - * @param {string} textLeft - * @param {string} textRight - * @param {number} value - * @param {number} minValue - * @param {number} maxValue - * - * @return {number} The resulting float. - */ -function GuiProgressBar (bounds, textLeft, textRight, value, minValue, maxValue) { - return r.BindGuiProgressBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - textLeft, - textRight, - value, - minValue, - maxValue - ) -} -raylib.GuiProgressBar = GuiProgressBar - -/** - * Status Bar control, shows info text - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiStatusBar (bounds, text) { - return r.BindGuiStatusBar( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiStatusBar = GuiStatusBar - -/** - * Dummy control for placeholders - * - * @param {Rectangle} bounds - * @param {string} text - * - * @return {undefined} - */ -function GuiDummyRec (bounds, text) { - return r.BindGuiDummyRec( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text - ) -} -raylib.GuiDummyRec = GuiDummyRec - -/** - * Grid control, returns mouse cell position - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} spacing - * @param {number} subdivs - * - * @return {Vector2} The resulting Vector2. - */ -function GuiGrid (bounds, text, spacing, subdivs) { - return r.BindGuiGrid( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - spacing, - subdivs - ) -} -raylib.GuiGrid = GuiGrid - -/** - * List View control, returns selected list item index - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} scrollIndex - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiListView (bounds, text, scrollIndex, active) { - return r.BindGuiListView( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - scrollIndex, - active - ) -} -raylib.GuiListView = GuiListView - -/** - * List View with extended parameters - * - * @param {Rectangle} bounds - * @param {number} text - * @param {number} count - * @param {number} focus - * @param {number} scrollIndex - * @param {number} active - * - * @return {number} The resulting int. - */ -function GuiListViewEx (bounds, text, count, focus, scrollIndex, active) { - return r.BindGuiListViewEx( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - count, - focus, - scrollIndex, - active - ) -} -raylib.GuiListViewEx = GuiListViewEx - -/** - * Message Box control, displays a message - * - * @param {Rectangle} bounds - * @param {string} title - * @param {string} message - * @param {string} buttons - * - * @return {number} The resulting int. - */ -function GuiMessageBox (bounds, title, message, buttons) { - return r.BindGuiMessageBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - title, - message, - buttons - ) -} -raylib.GuiMessageBox = GuiMessageBox - -/** - * Text Input Box control, ask for text, supports secret - * - * @param {Rectangle} bounds - * @param {string} title - * @param {string} message - * @param {string} buttons - * @param {string} text - * @param {number} textMaxSize - * @param {number} secretViewActive - * - * @return {number} The resulting int. - */ -function GuiTextInputBox (bounds, title, message, buttons, text, textMaxSize, secretViewActive) { - return r.BindGuiTextInputBox( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - title, - message, - buttons, - text, - textMaxSize, - secretViewActive - ) -} -raylib.GuiTextInputBox = GuiTextInputBox - -/** - * Color Picker control (multiple color controls) - * - * @param {Rectangle} bounds - * @param {string} text - * @param {Color} color - * - * @return {Color} The resulting Color. - */ -function GuiColorPicker (bounds, text, color) { - return r.BindGuiColorPicker( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.GuiColorPicker = GuiColorPicker - -/** - * Color Panel control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {Color} color - * - * @return {Color} The resulting Color. - */ -function GuiColorPanel (bounds, text, color) { - return r.BindGuiColorPanel( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.GuiColorPanel = GuiColorPanel - -/** - * Color Bar Alpha control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} alpha - * - * @return {number} The resulting float. - */ -function GuiColorBarAlpha (bounds, text, alpha) { - return r.BindGuiColorBarAlpha( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - alpha - ) -} -raylib.GuiColorBarAlpha = GuiColorBarAlpha - -/** - * Color Bar Hue control - * - * @param {Rectangle} bounds - * @param {string} text - * @param {number} value - * - * @return {number} The resulting float. - */ -function GuiColorBarHue (bounds, text, value) { - return r.BindGuiColorBarHue( - bounds.x, - bounds.y, - bounds.width, - bounds.height, - text, - value - ) -} -raylib.GuiColorBarHue = GuiColorBarHue - -/** - * Load style file over global style variable (.rgs) - * - * @param {string} fileName - * - * @return {undefined} - */ -function GuiLoadStyle (fileName) { - return r.BindGuiLoadStyle( - fileName - ) -} -raylib.GuiLoadStyle = GuiLoadStyle - -/** - * Load style default over global style - * - * @return {undefined} - */ -function GuiLoadStyleDefault () { - return r.BindGuiLoadStyleDefault() -} -raylib.GuiLoadStyleDefault = GuiLoadStyleDefault - -/** - * Enable gui tooltips (global state) - * - * @return {undefined} - */ -function GuiEnableTooltip () { - return r.BindGuiEnableTooltip() -} -raylib.GuiEnableTooltip = GuiEnableTooltip - -/** - * Disable gui tooltips (global state) - * - * @return {undefined} - */ -function GuiDisableTooltip () { - return r.BindGuiDisableTooltip() -} -raylib.GuiDisableTooltip = GuiDisableTooltip - -/** - * Set tooltip string - * - * @param {string} tooltip - * - * @return {undefined} - */ -function GuiSetTooltip (tooltip) { - return r.BindGuiSetTooltip( - tooltip - ) -} -raylib.GuiSetTooltip = GuiSetTooltip - -/** - * Get text with icon id prepended (if supported) - * - * @param {number} iconId - * @param {string} text - * - * @return {string} The resulting const char *. - */ -function GuiIconText (iconId, text) { - return r.BindGuiIconText( - iconId, - text - ) -} -raylib.GuiIconText = GuiIconText - -/** - * Get raygui icons data pointer - * - * @return {number} The resulting unsigned int *. - */ -function GuiGetIcons () { - return r.BindGuiGetIcons() -} -raylib.GuiGetIcons = GuiGetIcons - -/** - * Load raygui icons file (.rgi) into internal icons data - * - * @param {string} fileName - * @param {boolean} loadIconsName - * - * @return {number} The resulting char **. - */ -function GuiLoadIcons (fileName, loadIconsName) { - return r.BindGuiLoadIcons( - fileName, - loadIconsName - ) -} -raylib.GuiLoadIcons = GuiLoadIcons - -function GuiDrawIcon (iconId, posX, posY, pixelSize, color) { - return r.BindGuiDrawIcon( - iconId, - posX, - posY, - pixelSize, - color.r, - color.g, - color.b, - color.a - ) -} -raylib.GuiDrawIcon = GuiDrawIcon - -/** - * Set icon drawing size - * - * @param {number} scale - * - * @return {undefined} - */ -function GuiSetIconScale (scale) { - return r.BindGuiSetIconScale( - scale - ) -} -raylib.GuiSetIconScale = GuiSetIconScale - -/** - * Choose the current matrix to be transformed - * - * @param {number} mode - * - * @return {undefined} - */ -function rlMatrixMode (mode) { - return r.BindrlMatrixMode( - mode - ) -} -raylib.rlMatrixMode = rlMatrixMode - -/** - * Push the current matrix to stack - * - * @return {undefined} - */ -function rlPushMatrix () { - return r.BindrlPushMatrix() -} -raylib.rlPushMatrix = rlPushMatrix - -/** - * Pop latest inserted matrix from stack - * - * @return {undefined} - */ -function rlPopMatrix () { - return r.BindrlPopMatrix() -} -raylib.rlPopMatrix = rlPopMatrix - -/** - * Reset current matrix to identity matrix - * - * @return {undefined} - */ -function rlLoadIdentity () { - return r.BindrlLoadIdentity() -} -raylib.rlLoadIdentity = rlLoadIdentity - -/** - * Multiply the current matrix by a translation matrix - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlTranslatef (x, y, z) { - return r.BindrlTranslatef( - x, - y, - z - ) -} -raylib.rlTranslatef = rlTranslatef - -/** - * Multiply the current matrix by a rotation matrix - * - * @param {number} angle - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlRotatef (angle, x, y, z) { - return r.BindrlRotatef( - angle, - x, - y, - z - ) -} -raylib.rlRotatef = rlRotatef - -/** - * Multiply the current matrix by a scaling matrix - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlScalef (x, y, z) { - return r.BindrlScalef( - x, - y, - z - ) -} -raylib.rlScalef = rlScalef - -/** - * Multiply the current matrix by another matrix - * - * @param {number} matf - * - * @return {undefined} - */ -function rlMultMatrixf (matf) { - return r.BindrlMultMatrixf( - matf - ) -} -raylib.rlMultMatrixf = rlMultMatrixf - -function rlFrustum (left, right, bottom, top, znear, zfar) { - return r.BindrlFrustum( - left, - right, - bottom, - top, - znear, - zfar - ) -} -raylib.rlFrustum = rlFrustum - -function rlOrtho (left, right, bottom, top, znear, zfar) { - return r.BindrlOrtho( - left, - right, - bottom, - top, - znear, - zfar - ) -} -raylib.rlOrtho = rlOrtho - -/** - * Set the viewport area - * - * @param {number} x - * @param {number} y - * @param {number} width - * @param {number} height - * - * @return {undefined} - */ -function rlViewport (x, y, width, height) { - return r.BindrlViewport( - x, - y, - width, - height - ) -} -raylib.rlViewport = rlViewport - -/** - * Initialize drawing mode (how to organize vertex) - * - * @param {number} mode - * - * @return {undefined} - */ -function rlBegin (mode) { - return r.BindrlBegin( - mode - ) -} -raylib.rlBegin = rlBegin - -/** - * Finish vertex providing - * - * @return {undefined} - */ -function rlEnd () { - return r.BindrlEnd() -} -raylib.rlEnd = rlEnd - -/** - * Define one vertex (position) - 2 int - * - * @param {number} x - * @param {number} y - * - * @return {undefined} - */ -function rlVertex2i (x, y) { - return r.BindrlVertex2i( - x, - y - ) -} -raylib.rlVertex2i = rlVertex2i - -/** - * Define one vertex (position) - 2 float - * - * @param {number} x - * @param {number} y - * - * @return {undefined} - */ -function rlVertex2f (x, y) { - return r.BindrlVertex2f( - x, - y - ) -} -raylib.rlVertex2f = rlVertex2f - -/** - * Define one vertex (position) - 3 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlVertex3f (x, y, z) { - return r.BindrlVertex3f( - x, - y, - z - ) -} -raylib.rlVertex3f = rlVertex3f - -/** - * Define one vertex (texture coordinate) - 2 float - * - * @param {number} x - * @param {number} y - * - * @return {undefined} - */ -function rlTexCoord2f (x, y) { - return r.BindrlTexCoord2f( - x, - y - ) -} -raylib.rlTexCoord2f = rlTexCoord2f - -/** - * Define one vertex (normal) - 3 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlNormal3f (x, y, z) { - return r.BindrlNormal3f( - x, - y, - z - ) -} -raylib.rlNormal3f = rlNormal3f - -/** - * Define one vertex (color) - 4 byte - * - * @param {number} r - * @param {number} g - * @param {number} b - * @param {number} a - * - * @return {undefined} - */ -function rlColor4ub (r, g, b, a) { - return r.BindrlColor4ub( - r, - g, - b, - a - ) -} -raylib.rlColor4ub = rlColor4ub - -/** - * Define one vertex (color) - 3 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * - * @return {undefined} - */ -function rlColor3f (x, y, z) { - return r.BindrlColor3f( - x, - y, - z - ) -} -raylib.rlColor3f = rlColor3f - -/** - * Define one vertex (color) - 4 float - * - * @param {number} x - * @param {number} y - * @param {number} z - * @param {number} w - * - * @return {undefined} - */ -function rlColor4f (x, y, z, w) { - return r.BindrlColor4f( - x, - y, - z, - w - ) -} -raylib.rlColor4f = rlColor4f - -/** - * Enable vertex array (VAO, if supported) - * - * @param {number} vaoId - * - * @return {boolean} The resulting bool. - */ -function rlEnableVertexArray (vaoId) { - return r.BindrlEnableVertexArray( - vaoId - ) -} -raylib.rlEnableVertexArray = rlEnableVertexArray - -/** - * Disable vertex array (VAO, if supported) - * - * @return {undefined} - */ -function rlDisableVertexArray () { - return r.BindrlDisableVertexArray() -} -raylib.rlDisableVertexArray = rlDisableVertexArray - -/** - * Enable vertex buffer (VBO) - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableVertexBuffer (id) { - return r.BindrlEnableVertexBuffer( - id - ) -} -raylib.rlEnableVertexBuffer = rlEnableVertexBuffer - -/** - * Disable vertex buffer (VBO) - * - * @return {undefined} - */ -function rlDisableVertexBuffer () { - return r.BindrlDisableVertexBuffer() -} -raylib.rlDisableVertexBuffer = rlDisableVertexBuffer - -/** - * Enable vertex buffer element (VBO element) - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableVertexBufferElement (id) { - return r.BindrlEnableVertexBufferElement( - id - ) -} -raylib.rlEnableVertexBufferElement = rlEnableVertexBufferElement - -/** - * Disable vertex buffer element (VBO element) - * - * @return {undefined} - */ -function rlDisableVertexBufferElement () { - return r.BindrlDisableVertexBufferElement() -} -raylib.rlDisableVertexBufferElement = rlDisableVertexBufferElement - -/** - * Enable vertex attribute index - * - * @param {number} index - * - * @return {undefined} - */ -function rlEnableVertexAttribute (index) { - return r.BindrlEnableVertexAttribute( - index - ) -} -raylib.rlEnableVertexAttribute = rlEnableVertexAttribute - -/** - * Disable vertex attribute index - * - * @param {number} index - * - * @return {undefined} - */ -function rlDisableVertexAttribute (index) { - return r.BindrlDisableVertexAttribute( - index - ) -} -raylib.rlDisableVertexAttribute = rlDisableVertexAttribute - -/** - * Select and active a texture slot - * - * @param {number} slot - * - * @return {undefined} - */ -function rlActiveTextureSlot (slot) { - return r.BindrlActiveTextureSlot( - slot - ) -} -raylib.rlActiveTextureSlot = rlActiveTextureSlot - -/** - * Enable texture - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableTexture (id) { - return r.BindrlEnableTexture( - id - ) -} -raylib.rlEnableTexture = rlEnableTexture - -/** - * Disable texture - * - * @return {undefined} - */ -function rlDisableTexture () { - return r.BindrlDisableTexture() -} -raylib.rlDisableTexture = rlDisableTexture - -/** - * Enable texture cubemap - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableTextureCubemap (id) { - return r.BindrlEnableTextureCubemap( - id - ) -} -raylib.rlEnableTextureCubemap = rlEnableTextureCubemap - -/** - * Disable texture cubemap - * - * @return {undefined} - */ -function rlDisableTextureCubemap () { - return r.BindrlDisableTextureCubemap() -} -raylib.rlDisableTextureCubemap = rlDisableTextureCubemap - -/** - * Set texture parameters (filter, wrap) - * - * @param {number} id - * @param {number} param - * @param {number} value - * - * @return {undefined} - */ -function rlTextureParameters (id, param, value) { - return r.BindrlTextureParameters( - id, - param, - value - ) -} -raylib.rlTextureParameters = rlTextureParameters - -/** - * Set cubemap parameters (filter, wrap) - * - * @param {number} id - * @param {number} param - * @param {number} value - * - * @return {undefined} - */ -function rlCubemapParameters (id, param, value) { - return r.BindrlCubemapParameters( - id, - param, - value - ) -} -raylib.rlCubemapParameters = rlCubemapParameters - -/** - * Enable shader program - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableShader (id) { - return r.BindrlEnableShader( - id - ) -} -raylib.rlEnableShader = rlEnableShader - -/** - * Disable shader program - * - * @return {undefined} - */ -function rlDisableShader () { - return r.BindrlDisableShader() -} -raylib.rlDisableShader = rlDisableShader - -/** - * Enable render texture (fbo) - * - * @param {number} id - * - * @return {undefined} - */ -function rlEnableFramebuffer (id) { - return r.BindrlEnableFramebuffer( - id - ) -} -raylib.rlEnableFramebuffer = rlEnableFramebuffer - -/** - * Disable render texture (fbo), return to default framebuffer - * - * @return {undefined} - */ -function rlDisableFramebuffer () { - return r.BindrlDisableFramebuffer() -} -raylib.rlDisableFramebuffer = rlDisableFramebuffer - -/** - * Activate multiple draw color buffers - * - * @param {number} count - * - * @return {undefined} - */ -function rlActiveDrawBuffers (count) { - return r.BindrlActiveDrawBuffers( - count - ) -} -raylib.rlActiveDrawBuffers = rlActiveDrawBuffers - -/** - * Enable color blending - * - * @return {undefined} - */ -function rlEnableColorBlend () { - return r.BindrlEnableColorBlend() -} -raylib.rlEnableColorBlend = rlEnableColorBlend - -/** - * Disable color blending - * - * @return {undefined} - */ -function rlDisableColorBlend () { - return r.BindrlDisableColorBlend() -} -raylib.rlDisableColorBlend = rlDisableColorBlend - -/** - * Enable depth test - * - * @return {undefined} - */ -function rlEnableDepthTest () { - return r.BindrlEnableDepthTest() -} -raylib.rlEnableDepthTest = rlEnableDepthTest - -/** - * Disable depth test - * - * @return {undefined} - */ -function rlDisableDepthTest () { - return r.BindrlDisableDepthTest() -} -raylib.rlDisableDepthTest = rlDisableDepthTest - -/** - * Enable depth write - * - * @return {undefined} - */ -function rlEnableDepthMask () { - return r.BindrlEnableDepthMask() -} -raylib.rlEnableDepthMask = rlEnableDepthMask - -/** - * Disable depth write - * - * @return {undefined} - */ -function rlDisableDepthMask () { - return r.BindrlDisableDepthMask() -} -raylib.rlDisableDepthMask = rlDisableDepthMask - -/** - * Enable backface culling - * - * @return {undefined} - */ -function rlEnableBackfaceCulling () { - return r.BindrlEnableBackfaceCulling() -} -raylib.rlEnableBackfaceCulling = rlEnableBackfaceCulling - -/** - * Disable backface culling - * - * @return {undefined} - */ -function rlDisableBackfaceCulling () { - return r.BindrlDisableBackfaceCulling() -} -raylib.rlDisableBackfaceCulling = rlDisableBackfaceCulling - -/** - * Set face culling mode - * - * @param {number} mode - * - * @return {undefined} - */ -function rlSetCullFace (mode) { - return r.BindrlSetCullFace( - mode - ) -} -raylib.rlSetCullFace = rlSetCullFace - -/** - * Enable scissor test - * - * @return {undefined} - */ -function rlEnableScissorTest () { - return r.BindrlEnableScissorTest() -} -raylib.rlEnableScissorTest = rlEnableScissorTest - -/** - * Disable scissor test - * - * @return {undefined} - */ -function rlDisableScissorTest () { - return r.BindrlDisableScissorTest() -} -raylib.rlDisableScissorTest = rlDisableScissorTest - -/** - * Scissor test - * - * @param {number} x - * @param {number} y - * @param {number} width - * @param {number} height - * - * @return {undefined} - */ -function rlScissor (x, y, width, height) { - return r.BindrlScissor( - x, - y, - width, - height - ) -} -raylib.rlScissor = rlScissor - -/** - * Enable wire mode - * - * @return {undefined} - */ -function rlEnableWireMode () { - return r.BindrlEnableWireMode() -} -raylib.rlEnableWireMode = rlEnableWireMode - -/** - * Disable wire mode - * - * @return {undefined} - */ -function rlDisableWireMode () { - return r.BindrlDisableWireMode() -} -raylib.rlDisableWireMode = rlDisableWireMode - -/** - * Set the line drawing width - * - * @param {number} width - * - * @return {undefined} - */ -function rlSetLineWidth (width) { - return r.BindrlSetLineWidth( - width - ) -} -raylib.rlSetLineWidth = rlSetLineWidth - -/** - * Get the line drawing width - * - * @return {number} The resulting float. - */ -function rlGetLineWidth () { - return r.BindrlGetLineWidth() -} -raylib.rlGetLineWidth = rlGetLineWidth - -/** - * Enable line aliasing - * - * @return {undefined} - */ -function rlEnableSmoothLines () { - return r.BindrlEnableSmoothLines() -} -raylib.rlEnableSmoothLines = rlEnableSmoothLines - -/** - * Disable line aliasing - * - * @return {undefined} - */ -function rlDisableSmoothLines () { - return r.BindrlDisableSmoothLines() -} -raylib.rlDisableSmoothLines = rlDisableSmoothLines - -/** - * Enable stereo rendering - * - * @return {undefined} - */ -function rlEnableStereoRender () { - return r.BindrlEnableStereoRender() -} -raylib.rlEnableStereoRender = rlEnableStereoRender - -/** - * Disable stereo rendering - * - * @return {undefined} - */ -function rlDisableStereoRender () { - return r.BindrlDisableStereoRender() -} -raylib.rlDisableStereoRender = rlDisableStereoRender - -/** - * Check if stereo render is enabled - * - * @return {boolean} The resulting bool. - */ -function rlIsStereoRenderEnabled () { - return r.BindrlIsStereoRenderEnabled() -} -raylib.rlIsStereoRenderEnabled = rlIsStereoRenderEnabled - -/** - * Clear color buffer with color - * - * @param {number} r - * @param {number} g - * @param {number} b - * @param {number} a - * - * @return {undefined} - */ -function rlClearColor (r, g, b, a) { - return r.BindrlClearColor( - r, - g, - b, - a - ) -} -raylib.rlClearColor = rlClearColor - -/** - * Clear used screen buffers (color and depth) - * - * @return {undefined} - */ -function rlClearScreenBuffers () { - return r.BindrlClearScreenBuffers() -} -raylib.rlClearScreenBuffers = rlClearScreenBuffers - -/** - * Check and log OpenGL error codes - * - * @return {undefined} - */ -function rlCheckErrors () { - return r.BindrlCheckErrors() -} -raylib.rlCheckErrors = rlCheckErrors - -/** - * Set blending mode - * - * @param {number} mode - * - * @return {undefined} - */ -function rlSetBlendMode (mode) { - return r.BindrlSetBlendMode( - mode - ) -} -raylib.rlSetBlendMode = rlSetBlendMode - -/** - * Set blending mode factor and equation (using OpenGL factors) - * - * @param {number} glSrcFactor - * @param {number} glDstFactor - * @param {number} glEquation - * - * @return {undefined} - */ -function rlSetBlendFactors (glSrcFactor, glDstFactor, glEquation) { - return r.BindrlSetBlendFactors( - glSrcFactor, - glDstFactor, - glEquation - ) -} -raylib.rlSetBlendFactors = rlSetBlendFactors - -/** - * Set blending mode factors and equations separately (using OpenGL factors) - * - * @param {number} glSrcRGB - * @param {number} glDstRGB - * @param {number} glSrcAlpha - * @param {number} glDstAlpha - * @param {number} glEqRGB - * @param {number} glEqAlpha - * - * @return {undefined} - */ -function rlSetBlendFactorsSeparate (glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha) { - return r.BindrlSetBlendFactorsSeparate( - glSrcRGB, - glDstRGB, - glSrcAlpha, - glDstAlpha, - glEqRGB, - glEqAlpha - ) -} -raylib.rlSetBlendFactorsSeparate = rlSetBlendFactorsSeparate - -/** - * Initialize rlgl (buffers, shaders, textures, states) - * - * @param {number} width - * @param {number} height - * - * @return {undefined} - */ -function rlglInit (width, height) { - return r.BindrlglInit( - width, - height - ) -} -raylib.rlglInit = rlglInit - -/** - * De-initialize rlgl (buffers, shaders, textures) - * - * @return {undefined} - */ -function rlglClose () { - return r.BindrlglClose() -} -raylib.rlglClose = rlglClose - -/** - * Load OpenGL extensions (loader function required) - * - * @param {number} loader - * - * @return {undefined} - */ -function rlLoadExtensions (loader) { - return r.BindrlLoadExtensions( - loader - ) -} -raylib.rlLoadExtensions = rlLoadExtensions - -/** - * Get current OpenGL version - * - * @return {number} The resulting int. - */ -function rlGetVersion () { - return r.BindrlGetVersion() -} -raylib.rlGetVersion = rlGetVersion - -/** - * Set current framebuffer width - * - * @param {number} width - * - * @return {undefined} - */ -function rlSetFramebufferWidth (width) { - return r.BindrlSetFramebufferWidth( - width - ) -} -raylib.rlSetFramebufferWidth = rlSetFramebufferWidth - -/** - * Get default framebuffer width - * - * @return {number} The resulting int. - */ -function rlGetFramebufferWidth () { - return r.BindrlGetFramebufferWidth() -} -raylib.rlGetFramebufferWidth = rlGetFramebufferWidth - -/** - * Set current framebuffer height - * - * @param {number} height - * - * @return {undefined} - */ -function rlSetFramebufferHeight (height) { - return r.BindrlSetFramebufferHeight( - height - ) -} -raylib.rlSetFramebufferHeight = rlSetFramebufferHeight - -/** - * Get default framebuffer height - * - * @return {number} The resulting int. - */ -function rlGetFramebufferHeight () { - return r.BindrlGetFramebufferHeight() -} -raylib.rlGetFramebufferHeight = rlGetFramebufferHeight - -/** - * Get default texture id - * - * @return {number} The resulting unsigned int. - */ -function rlGetTextureIdDefault () { - return r.BindrlGetTextureIdDefault() -} -raylib.rlGetTextureIdDefault = rlGetTextureIdDefault - -/** - * Get default shader id - * - * @return {number} The resulting unsigned int. - */ -function rlGetShaderIdDefault () { - return r.BindrlGetShaderIdDefault() -} -raylib.rlGetShaderIdDefault = rlGetShaderIdDefault - -/** - * Get default shader locations - * - * @return {number} The resulting int *. - */ -function rlGetShaderLocsDefault () { - return r.BindrlGetShaderLocsDefault() -} -raylib.rlGetShaderLocsDefault = rlGetShaderLocsDefault - -/** - * Load a render batch system - * - * @param {number} numBuffers - * @param {number} bufferElements - * - * @return {rlRenderBatch} The resulting rlRenderBatch. - */ -function rlLoadRenderBatch (numBuffers, bufferElements) { - return r.BindrlLoadRenderBatch( - numBuffers, - bufferElements - ) -} -raylib.rlLoadRenderBatch = rlLoadRenderBatch - -/** - * Unload render batch system - * - * @param {rlRenderBatch} batch - * - * @return {undefined} - */ -function rlUnloadRenderBatch (batch) { - return r.BindrlUnloadRenderBatch( - batch.bufferCount, - batch.currentBuffer, - batch.vertexBuffer, - batch.draws, - batch.drawCounter, - batch.currentDepth - ) -} -raylib.rlUnloadRenderBatch = rlUnloadRenderBatch - -/** - * Draw render batch data (Update->Draw->Reset) - * - * @param {number} batch - * - * @return {undefined} - */ -function rlDrawRenderBatch (batch) { - return r.BindrlDrawRenderBatch( - batch - ) -} -raylib.rlDrawRenderBatch = rlDrawRenderBatch - -/** - * Set the active render batch for rlgl (NULL for default internal) - * - * @param {number} batch - * - * @return {undefined} - */ -function rlSetRenderBatchActive (batch) { - return r.BindrlSetRenderBatchActive( - batch - ) -} -raylib.rlSetRenderBatchActive = rlSetRenderBatchActive - -/** - * Update and draw internal render batch - * - * @return {undefined} - */ -function rlDrawRenderBatchActive () { - return r.BindrlDrawRenderBatchActive() -} -raylib.rlDrawRenderBatchActive = rlDrawRenderBatchActive - -/** - * Check internal buffer overflow for a given number of vertex - * - * @param {number} vCount - * - * @return {boolean} The resulting bool. - */ -function rlCheckRenderBatchLimit (vCount) { - return r.BindrlCheckRenderBatchLimit( - vCount - ) -} -raylib.rlCheckRenderBatchLimit = rlCheckRenderBatchLimit - -/** - * Set current texture for render batch and check buffers limits - * - * @param {number} id - * - * @return {undefined} - */ -function rlSetTexture (id) { - return r.BindrlSetTexture( - id - ) -} -raylib.rlSetTexture = rlSetTexture - -/** - * Load vertex array (vao) if supported - * - * @return {number} The resulting unsigned int. - */ -function rlLoadVertexArray () { - return r.BindrlLoadVertexArray() -} -raylib.rlLoadVertexArray = rlLoadVertexArray - -/** - * Load a vertex buffer attribute - * - * @param {number} buffer - * @param {number} size - * @param {boolean} dynamic - * - * @return {number} The resulting unsigned int. - */ -function rlLoadVertexBuffer (buffer, size, dynamic) { - return r.BindrlLoadVertexBuffer( - buffer, - size, - dynamic - ) -} -raylib.rlLoadVertexBuffer = rlLoadVertexBuffer - -/** - * Load a new attributes element buffer - * - * @param {number} buffer - * @param {number} size - * @param {boolean} dynamic - * - * @return {number} The resulting unsigned int. - */ -function rlLoadVertexBufferElement (buffer, size, dynamic) { - return r.BindrlLoadVertexBufferElement( - buffer, - size, - dynamic - ) -} -raylib.rlLoadVertexBufferElement = rlLoadVertexBufferElement - -/** - * Update GPU buffer with new data - * - * @param {number} bufferId - * @param {number} data - * @param {number} dataSize - * @param {number} offset - * - * @return {undefined} - */ -function rlUpdateVertexBuffer (bufferId, data, dataSize, offset) { - return r.BindrlUpdateVertexBuffer( - bufferId, - data, - dataSize, - offset - ) -} -raylib.rlUpdateVertexBuffer = rlUpdateVertexBuffer - -/** - * Update vertex buffer elements with new data - * - * @param {number} id - * @param {number} data - * @param {number} dataSize - * @param {number} offset - * - * @return {undefined} - */ -function rlUpdateVertexBufferElements (id, data, dataSize, offset) { - return r.BindrlUpdateVertexBufferElements( - id, - data, - dataSize, - offset - ) -} -raylib.rlUpdateVertexBufferElements = rlUpdateVertexBufferElements - -function rlUnloadVertexArray (vaoId) { - return r.BindrlUnloadVertexArray( - vaoId - ) -} -raylib.rlUnloadVertexArray = rlUnloadVertexArray - -function rlUnloadVertexBuffer (vboId) { - return r.BindrlUnloadVertexBuffer( - vboId - ) -} -raylib.rlUnloadVertexBuffer = rlUnloadVertexBuffer - -function rlSetVertexAttribute (index, compSize, type, normalized, stride, pointer) { - return r.BindrlSetVertexAttribute( - index, - compSize, - type, - normalized, - stride, - pointer - ) -} -raylib.rlSetVertexAttribute = rlSetVertexAttribute - -function rlSetVertexAttributeDivisor (index, divisor) { - return r.BindrlSetVertexAttributeDivisor( - index, - divisor - ) -} -raylib.rlSetVertexAttributeDivisor = rlSetVertexAttributeDivisor - -/** - * Set vertex attribute default value - * - * @param {number} locIndex - * @param {number} value - * @param {number} attribType - * @param {number} count - * - * @return {undefined} - */ -function rlSetVertexAttributeDefault (locIndex, value, attribType, count) { - return r.BindrlSetVertexAttributeDefault( - locIndex, - value, - attribType, - count - ) -} -raylib.rlSetVertexAttributeDefault = rlSetVertexAttributeDefault - -function rlDrawVertexArray (offset, count) { - return r.BindrlDrawVertexArray( - offset, - count - ) -} -raylib.rlDrawVertexArray = rlDrawVertexArray - -function rlDrawVertexArrayElements (offset, count, buffer) { - return r.BindrlDrawVertexArrayElements( - offset, - count, - buffer - ) -} -raylib.rlDrawVertexArrayElements = rlDrawVertexArrayElements - -function rlDrawVertexArrayInstanced (offset, count, instances) { - return r.BindrlDrawVertexArrayInstanced( - offset, - count, - instances - ) -} -raylib.rlDrawVertexArrayInstanced = rlDrawVertexArrayInstanced - -function rlDrawVertexArrayElementsInstanced (offset, count, buffer, instances) { - return r.BindrlDrawVertexArrayElementsInstanced( - offset, - count, - buffer, - instances - ) -} -raylib.rlDrawVertexArrayElementsInstanced = rlDrawVertexArrayElementsInstanced - -/** - * Load texture in GPU - * - * @param {number} data - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} mipmapCount - * - * @return {number} The resulting unsigned int. - */ -function rlLoadTexture (data, width, height, format, mipmapCount) { - return r.BindrlLoadTexture( - data, - width, - height, - format, - mipmapCount - ) -} -raylib.rlLoadTexture = rlLoadTexture - -/** - * Load depth texture/renderbuffer (to be attached to fbo) - * - * @param {number} width - * @param {number} height - * @param {boolean} useRenderBuffer - * - * @return {number} The resulting unsigned int. - */ -function rlLoadTextureDepth (width, height, useRenderBuffer) { - return r.BindrlLoadTextureDepth( - width, - height, - useRenderBuffer - ) -} -raylib.rlLoadTextureDepth = rlLoadTextureDepth - -/** - * Load texture cubemap - * - * @param {number} data - * @param {number} size - * @param {number} format - * - * @return {number} The resulting unsigned int. - */ -function rlLoadTextureCubemap (data, size, format) { - return r.BindrlLoadTextureCubemap( - data, - size, - format - ) -} -raylib.rlLoadTextureCubemap = rlLoadTextureCubemap - -/** - * Update GPU texture with new data - * - * @param {number} id - * @param {number} offsetX - * @param {number} offsetY - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} data - * - * @return {undefined} - */ -function rlUpdateTexture (id, offsetX, offsetY, width, height, format, data) { - return r.BindrlUpdateTexture( - id, - offsetX, - offsetY, - width, - height, - format, - data - ) -} -raylib.rlUpdateTexture = rlUpdateTexture - -/** - * Get OpenGL internal formats - * - * @param {number} format - * @param {number} glInternalFormat - * @param {number} glFormat - * @param {number} glType - * - * @return {undefined} - */ -function rlGetGlTextureFormats (format, glInternalFormat, glFormat, glType) { - return r.BindrlGetGlTextureFormats( - format, - glInternalFormat, - glFormat, - glType - ) -} -raylib.rlGetGlTextureFormats = rlGetGlTextureFormats - -/** - * Get name string for pixel format - * - * @param {number} format - * - * @return {string} The resulting const char *. - */ -function rlGetPixelFormatName (format) { - return r.BindrlGetPixelFormatName( - format - ) -} -raylib.rlGetPixelFormatName = rlGetPixelFormatName - -/** - * Unload texture from GPU memory - * - * @param {number} id - * - * @return {undefined} - */ -function rlUnloadTexture (id) { - return r.BindrlUnloadTexture( - id - ) -} -raylib.rlUnloadTexture = rlUnloadTexture - -/** - * Generate mipmap data for selected texture - * - * @param {number} id - * @param {number} width - * @param {number} height - * @param {number} format - * @param {number} mipmaps - * - * @return {undefined} - */ -function rlGenTextureMipmaps (id, width, height, format, mipmaps) { - return r.BindrlGenTextureMipmaps( - id, - width, - height, - format, - mipmaps - ) -} -raylib.rlGenTextureMipmaps = rlGenTextureMipmaps - -/** - * Read texture pixel data - * - * @param {number} id - * @param {number} width - * @param {number} height - * @param {number} format - * - * @return {number} The resulting void *. - */ -function rlReadTexturePixels (id, width, height, format) { - return r.BindrlReadTexturePixels( - id, - width, - height, - format - ) -} -raylib.rlReadTexturePixels = rlReadTexturePixels - -/** - * Read screen pixel data (color buffer) - * - * @param {number} width - * @param {number} height - * - * @return {Buffer} The resulting unsigned char *. - */ -function rlReadScreenPixels (width, height) { - return r.BindrlReadScreenPixels( - width, - height - ) -} -raylib.rlReadScreenPixels = rlReadScreenPixels - -/** - * Load an empty framebuffer - * - * @param {number} width - * @param {number} height - * - * @return {number} The resulting unsigned int. - */ -function rlLoadFramebuffer (width, height) { - return r.BindrlLoadFramebuffer( - width, - height - ) -} -raylib.rlLoadFramebuffer = rlLoadFramebuffer - -/** - * Attach texture/renderbuffer to a framebuffer - * - * @param {number} fboId - * @param {number} texId - * @param {number} attachType - * @param {number} texType - * @param {number} mipLevel - * - * @return {undefined} - */ -function rlFramebufferAttach (fboId, texId, attachType, texType, mipLevel) { - return r.BindrlFramebufferAttach( - fboId, - texId, - attachType, - texType, - mipLevel - ) -} -raylib.rlFramebufferAttach = rlFramebufferAttach - -/** - * Verify framebuffer is complete - * - * @param {number} id - * - * @return {boolean} The resulting bool. - */ -function rlFramebufferComplete (id) { - return r.BindrlFramebufferComplete( - id - ) -} -raylib.rlFramebufferComplete = rlFramebufferComplete - -/** - * Delete framebuffer from GPU - * - * @param {number} id - * - * @return {undefined} - */ -function rlUnloadFramebuffer (id) { - return r.BindrlUnloadFramebuffer( - id - ) -} -raylib.rlUnloadFramebuffer = rlUnloadFramebuffer - -/** - * Load shader from code strings - * - * @param {string} vsCode - * @param {string} fsCode - * - * @return {number} The resulting unsigned int. - */ -function rlLoadShaderCode (vsCode, fsCode) { - return r.BindrlLoadShaderCode( - vsCode, - fsCode - ) -} -raylib.rlLoadShaderCode = rlLoadShaderCode - -/** - * Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) - * - * @param {string} shaderCode - * @param {number} type - * - * @return {number} The resulting unsigned int. - */ -function rlCompileShader (shaderCode, type) { - return r.BindrlCompileShader( - shaderCode, - type - ) -} -raylib.rlCompileShader = rlCompileShader - -/** - * Load custom shader program - * - * @param {number} vShaderId - * @param {number} fShaderId - * - * @return {number} The resulting unsigned int. - */ -function rlLoadShaderProgram (vShaderId, fShaderId) { - return r.BindrlLoadShaderProgram( - vShaderId, - fShaderId - ) -} -raylib.rlLoadShaderProgram = rlLoadShaderProgram - -/** - * Unload shader program - * - * @param {number} id - * - * @return {undefined} - */ -function rlUnloadShaderProgram (id) { - return r.BindrlUnloadShaderProgram( - id - ) -} -raylib.rlUnloadShaderProgram = rlUnloadShaderProgram - -/** - * Get shader location uniform - * - * @param {number} shaderId - * @param {string} uniformName - * - * @return {number} The resulting int. - */ -function rlGetLocationUniform (shaderId, uniformName) { - return r.BindrlGetLocationUniform( - shaderId, - uniformName - ) -} -raylib.rlGetLocationUniform = rlGetLocationUniform - -/** - * Get shader location attribute - * - * @param {number} shaderId - * @param {string} attribName - * - * @return {number} The resulting int. - */ -function rlGetLocationAttrib (shaderId, attribName) { - return r.BindrlGetLocationAttrib( - shaderId, - attribName - ) -} -raylib.rlGetLocationAttrib = rlGetLocationAttrib - -/** - * Set shader value uniform - * - * @param {number} locIndex - * @param {number} value - * @param {number} uniformType - * @param {number} count - * - * @return {undefined} - */ -function rlSetUniform (locIndex, value, uniformType, count) { - return r.BindrlSetUniform( - locIndex, - value, - uniformType, - count - ) -} -raylib.rlSetUniform = rlSetUniform - -/** - * Set shader value matrix - * - * @param {number} locIndex - * @param {Matrix} mat - * - * @return {undefined} - */ -function rlSetUniformMatrix (locIndex, mat) { - return r.BindrlSetUniformMatrix( - locIndex, - mat.m0, - mat.m4, - mat.m8, - mat.m12, - mat.m1, - mat.m5, - mat.m9, - mat.m13, - mat.m2, - mat.m6, - mat.m10, - mat.m14, - mat.m3, - mat.m7, - mat.m11, - mat.m15 - ) -} -raylib.rlSetUniformMatrix = rlSetUniformMatrix - -/** - * Set shader value sampler - * - * @param {number} locIndex - * @param {number} textureId - * - * @return {undefined} - */ -function rlSetUniformSampler (locIndex, textureId) { - return r.BindrlSetUniformSampler( - locIndex, - textureId - ) -} -raylib.rlSetUniformSampler = rlSetUniformSampler - -/** - * Set shader currently active (id and locations) - * - * @param {number} id - * @param {number} locs - * - * @return {undefined} - */ -function rlSetShader (id, locs) { - return r.BindrlSetShader( - id, - locs - ) -} -raylib.rlSetShader = rlSetShader - -/** - * Load compute shader program - * - * @param {number} shaderId - * - * @return {number} The resulting unsigned int. - */ -function rlLoadComputeShaderProgram (shaderId) { - return r.BindrlLoadComputeShaderProgram( - shaderId - ) -} -raylib.rlLoadComputeShaderProgram = rlLoadComputeShaderProgram - -/** - * Dispatch compute shader (equivalent to *draw* for graphics pipeline) - * - * @param {number} groupX - * @param {number} groupY - * @param {number} groupZ - * - * @return {undefined} - */ -function rlComputeShaderDispatch (groupX, groupY, groupZ) { - return r.BindrlComputeShaderDispatch( - groupX, - groupY, - groupZ - ) -} -raylib.rlComputeShaderDispatch = rlComputeShaderDispatch - -/** - * Load shader storage buffer object (SSBO) - * - * @param {number} size - * @param {number} data - * @param {number} usageHint - * - * @return {number} The resulting unsigned int. - */ -function rlLoadShaderBuffer (size, data, usageHint) { - return r.BindrlLoadShaderBuffer( - size, - data, - usageHint - ) -} -raylib.rlLoadShaderBuffer = rlLoadShaderBuffer - -/** - * Unload shader storage buffer object (SSBO) - * - * @param {number} ssboId - * - * @return {undefined} - */ -function rlUnloadShaderBuffer (ssboId) { - return r.BindrlUnloadShaderBuffer( - ssboId - ) -} -raylib.rlUnloadShaderBuffer = rlUnloadShaderBuffer - -/** - * Update SSBO buffer data - * - * @param {number} id - * @param {number} data - * @param {number} dataSize - * @param {number} offset - * - * @return {undefined} - */ -function rlUpdateShaderBuffer (id, data, dataSize, offset) { - return r.BindrlUpdateShaderBuffer( - id, - data, - dataSize, - offset - ) -} -raylib.rlUpdateShaderBuffer = rlUpdateShaderBuffer - -/** - * Bind SSBO buffer - * - * @param {number} id - * @param {number} index - * - * @return {undefined} - */ -function rlBindShaderBuffer (id, index) { - return r.BindrlBindShaderBuffer( - id, - index - ) -} -raylib.rlBindShaderBuffer = rlBindShaderBuffer - -/** - * Read SSBO buffer data (GPU->CPU) - * - * @param {number} id - * @param {number} dest - * @param {number} count - * @param {number} offset - * - * @return {undefined} - */ -function rlReadShaderBuffer (id, dest, count, offset) { - return r.BindrlReadShaderBuffer( - id, - dest, - count, - offset - ) -} -raylib.rlReadShaderBuffer = rlReadShaderBuffer - -/** - * Copy SSBO data between buffers - * - * @param {number} destId - * @param {number} srcId - * @param {number} destOffset - * @param {number} srcOffset - * @param {number} count - * - * @return {undefined} - */ -function rlCopyShaderBuffer (destId, srcId, destOffset, srcOffset, count) { - return r.BindrlCopyShaderBuffer( - destId, - srcId, - destOffset, - srcOffset, - count - ) -} -raylib.rlCopyShaderBuffer = rlCopyShaderBuffer - -/** - * Get SSBO buffer size - * - * @param {number} id - * - * @return {number} The resulting unsigned int. - */ -function rlGetShaderBufferSize (id) { - return r.BindrlGetShaderBufferSize( - id - ) -} -raylib.rlGetShaderBufferSize = rlGetShaderBufferSize - -/** - * Bind image texture - * - * @param {number} id - * @param {number} index - * @param {number} format - * @param {boolean} readonly - * - * @return {undefined} - */ -function rlBindImageTexture (id, index, format, readonly) { - return r.BindrlBindImageTexture( - id, - index, - format, - readonly - ) -} -raylib.rlBindImageTexture = rlBindImageTexture - -/** - * Get internal modelview matrix - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixModelview () { - return r.BindrlGetMatrixModelview() -} -raylib.rlGetMatrixModelview = rlGetMatrixModelview - -/** - * Get internal projection matrix - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixProjection () { - return r.BindrlGetMatrixProjection() -} -raylib.rlGetMatrixProjection = rlGetMatrixProjection - -/** - * Get internal accumulated transform matrix - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixTransform () { - return r.BindrlGetMatrixTransform() -} -raylib.rlGetMatrixTransform = rlGetMatrixTransform - -/** - * Get internal projection matrix for stereo render (selected eye) - * - * @param {number} eye - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixProjectionStereo (eye) { - return r.BindrlGetMatrixProjectionStereo( - eye - ) -} -raylib.rlGetMatrixProjectionStereo = rlGetMatrixProjectionStereo - -/** - * Get internal view offset matrix for stereo render (selected eye) - * - * @param {number} eye - * - * @return {Matrix} The resulting Matrix. - */ -function rlGetMatrixViewOffsetStereo (eye) { - return r.BindrlGetMatrixViewOffsetStereo( - eye - ) -} -raylib.rlGetMatrixViewOffsetStereo = rlGetMatrixViewOffsetStereo - -/** - * Set a custom projection matrix (replaces internal projection matrix) - * - * @param {Matrix} proj - * - * @return {undefined} - */ -function rlSetMatrixProjection (proj) { - return r.BindrlSetMatrixProjection( - proj.m0, - proj.m4, - proj.m8, - proj.m12, - proj.m1, - proj.m5, - proj.m9, - proj.m13, - proj.m2, - proj.m6, - proj.m10, - proj.m14, - proj.m3, - proj.m7, - proj.m11, - proj.m15 - ) -} -raylib.rlSetMatrixProjection = rlSetMatrixProjection - -/** - * Set a custom modelview matrix (replaces internal modelview matrix) - * - * @param {Matrix} view - * - * @return {undefined} - */ -function rlSetMatrixModelview (view) { - return r.BindrlSetMatrixModelview( - view.m0, - view.m4, - view.m8, - view.m12, - view.m1, - view.m5, - view.m9, - view.m13, - view.m2, - view.m6, - view.m10, - view.m14, - view.m3, - view.m7, - view.m11, - view.m15 - ) -} -raylib.rlSetMatrixModelview = rlSetMatrixModelview - -/** - * Set eyes projection matrices for stereo rendering - * - * @param {Matrix} right - * @param {Matrix} left - * - * @return {undefined} - */ -function rlSetMatrixProjectionStereo (right, left) { - return r.BindrlSetMatrixProjectionStereo( - right.m0, - right.m4, - right.m8, - right.m12, - right.m1, - right.m5, - right.m9, - right.m13, - right.m2, - right.m6, - right.m10, - right.m14, - right.m3, - right.m7, - right.m11, - right.m15, - left.m0, - left.m4, - left.m8, - left.m12, - left.m1, - left.m5, - left.m9, - left.m13, - left.m2, - left.m6, - left.m10, - left.m14, - left.m3, - left.m7, - left.m11, - left.m15 - ) -} -raylib.rlSetMatrixProjectionStereo = rlSetMatrixProjectionStereo - -/** - * Set eyes view offsets matrices for stereo rendering - * - * @param {Matrix} right - * @param {Matrix} left - * - * @return {undefined} - */ -function rlSetMatrixViewOffsetStereo (right, left) { - return r.BindrlSetMatrixViewOffsetStereo( - right.m0, - right.m4, - right.m8, - right.m12, - right.m1, - right.m5, - right.m9, - right.m13, - right.m2, - right.m6, - right.m10, - right.m14, - right.m3, - right.m7, - right.m11, - right.m15, - left.m0, - left.m4, - left.m8, - left.m12, - left.m1, - left.m5, - left.m9, - left.m13, - left.m2, - left.m6, - left.m10, - left.m14, - left.m3, - left.m7, - left.m11, - left.m15 - ) -} -raylib.rlSetMatrixViewOffsetStereo = rlSetMatrixViewOffsetStereo - -/** - * Load and draw a cube - * - * @return {undefined} - */ -function rlLoadDrawCube () { - return r.BindrlLoadDrawCube() -} -raylib.rlLoadDrawCube = rlLoadDrawCube - -/** - * Load and draw a quad - * - * @return {undefined} - */ -function rlLoadDrawQuad () { - return r.BindrlLoadDrawQuad() -} -raylib.rlLoadDrawQuad = rlLoadDrawQuad - -/** - * Update camera position for selected mode - * - * @param {Camera3D} camera - * @param {number} mode - * - * @return {undefined} - */ -function UpdateCamera (camera, mode) { - const obj = r.BindUpdateCamera( - camera.position.x, - camera.position.y, - camera.position.z, - camera.target.x, - camera.target.y, - camera.target.z, - camera.up.x, - camera.up.y, - camera.up.z, - camera.fovy, - camera.projection, - mode - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - camera[key] = obj[key] - } - } -} -raylib.UpdateCamera = UpdateCamera - -/** - * Convert image data to desired format - * - * @param {Image} image - * @param {number} newFormat - * - * @return {undefined} - */ -function ImageFormat (image, newFormat) { - const obj = r.BindImageFormat( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newFormat - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageFormat = ImageFormat - -/** - * Convert image to POT (power-of-two) - * - * @param {Image} image - * @param {Color} fill - * - * @return {undefined} - */ -function ImageToPOT (image, fill) { - const obj = r.BindImageToPOT( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - fill.r, - fill.g, - fill.b, - fill.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageToPOT = ImageToPOT - -/** - * Crop an image to a defined rectangle - * - * @param {Image} image - * @param {Rectangle} crop - * - * @return {undefined} - */ -function ImageCrop (image, crop) { - const obj = r.BindImageCrop( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - crop.x, - crop.y, - crop.width, - crop.height - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageCrop = ImageCrop - -/** - * Crop image depending on alpha value - * - * @param {Image} image - * @param {number} threshold - * - * @return {undefined} - */ -function ImageAlphaCrop (image, threshold) { - const obj = r.BindImageAlphaCrop( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - threshold - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaCrop = ImageAlphaCrop - -/** - * Clear alpha channel to desired color - * - * @param {Image} image - * @param {Color} color - * @param {number} threshold - * - * @return {undefined} - */ -function ImageAlphaClear (image, color, threshold) { - const obj = r.BindImageAlphaClear( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - color.r, - color.g, - color.b, - color.a, - threshold - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaClear = ImageAlphaClear - -/** - * Apply alpha mask to image - * - * @param {Image} image - * @param {Image} alphaMask - * - * @return {undefined} - */ -function ImageAlphaMask (image, alphaMask) { - const obj = r.BindImageAlphaMask( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - alphaMask.data, - alphaMask.width, - alphaMask.height, - alphaMask.mipmaps, - alphaMask.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaMask = ImageAlphaMask - -/** - * Premultiply alpha channel - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageAlphaPremultiply (image) { - const obj = r.BindImageAlphaPremultiply( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageAlphaPremultiply = ImageAlphaPremultiply - -/** - * Resize image (Bicubic scaling algorithm) - * - * @param {Image} image - * @param {number} newWidth - * @param {number} newHeight - * - * @return {undefined} - */ -function ImageResize (image, newWidth, newHeight) { - const obj = r.BindImageResize( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newWidth, - newHeight - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageResize = ImageResize - -/** - * Resize image (Nearest-Neighbor scaling algorithm) - * - * @param {Image} image - * @param {number} newWidth - * @param {number} newHeight - * - * @return {undefined} - */ -function ImageResizeNN (image, newWidth, newHeight) { - const obj = r.BindImageResizeNN( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newWidth, - newHeight - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageResizeNN = ImageResizeNN - -/** - * Resize canvas and fill with color - * - * @param {Image} image - * @param {number} newWidth - * @param {number} newHeight - * @param {number} offsetX - * @param {number} offsetY - * @param {Color} fill - * - * @return {undefined} - */ -function ImageResizeCanvas (image, newWidth, newHeight, offsetX, offsetY, fill) { - const obj = r.BindImageResizeCanvas( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - newWidth, - newHeight, - offsetX, - offsetY, - fill.r, - fill.g, - fill.b, - fill.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageResizeCanvas = ImageResizeCanvas - -/** - * Compute all mipmap levels for a provided image - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageMipmaps (image) { - const obj = r.BindImageMipmaps( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageMipmaps = ImageMipmaps - -/** - * Dither image data to 16bpp or lower (Floyd-Steinberg dithering) - * - * @param {Image} image - * @param {number} rBpp - * @param {number} gBpp - * @param {number} bBpp - * @param {number} aBpp - * - * @return {undefined} - */ -function ImageDither (image, rBpp, gBpp, bBpp, aBpp) { - const obj = r.BindImageDither( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - rBpp, - gBpp, - bBpp, - aBpp - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageDither = ImageDither - -/** - * Flip image vertically - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageFlipVertical (image) { - const obj = r.BindImageFlipVertical( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageFlipVertical = ImageFlipVertical - -/** - * Flip image horizontally - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageFlipHorizontal (image) { - const obj = r.BindImageFlipHorizontal( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageFlipHorizontal = ImageFlipHorizontal - -/** - * Rotate image clockwise 90deg - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageRotateCW (image) { - const obj = r.BindImageRotateCW( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageRotateCW = ImageRotateCW - -/** - * Rotate image counter-clockwise 90deg - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageRotateCCW (image) { - const obj = r.BindImageRotateCCW( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageRotateCCW = ImageRotateCCW - -/** - * Modify image color: tint - * - * @param {Image} image - * @param {Color} color - * - * @return {undefined} - */ -function ImageColorTint (image, color) { - const obj = r.BindImageColorTint( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorTint = ImageColorTint - -/** - * Modify image color: invert - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageColorInvert (image) { - const obj = r.BindImageColorInvert( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorInvert = ImageColorInvert - -/** - * Modify image color: grayscale - * - * @param {Image} image - * - * @return {undefined} - */ -function ImageColorGrayscale (image) { - const obj = r.BindImageColorGrayscale( - image.data, - image.width, - image.height, - image.mipmaps, - image.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorGrayscale = ImageColorGrayscale - -/** - * Modify image color: contrast (-100 to 100) - * - * @param {Image} image - * @param {number} contrast - * - * @return {undefined} - */ -function ImageColorContrast (image, contrast) { - const obj = r.BindImageColorContrast( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - contrast - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorContrast = ImageColorContrast - -/** - * Modify image color: brightness (-255 to 255) - * - * @param {Image} image - * @param {number} brightness - * - * @return {undefined} - */ -function ImageColorBrightness (image, brightness) { - const obj = r.BindImageColorBrightness( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - brightness - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorBrightness = ImageColorBrightness - -/** - * Modify image color: replace color - * - * @param {Image} image - * @param {Color} color - * @param {Color} replace - * - * @return {undefined} - */ -function ImageColorReplace (image, color, replace) { - const obj = r.BindImageColorReplace( - image.data, - image.width, - image.height, - image.mipmaps, - image.format, - color.r, - color.g, - color.b, - color.a, - replace.r, - replace.g, - replace.b, - replace.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - image[key] = obj[key] - } - } -} -raylib.ImageColorReplace = ImageColorReplace - -/** - * Clear image background with given color - * - * @param {Image} dst - * @param {Color} color - * - * @return {undefined} - */ -function ImageClearBackground (dst, color) { - const obj = r.BindImageClearBackground( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageClearBackground = ImageClearBackground - -/** - * Draw pixel within an image - * - * @param {Image} dst - * @param {number} posX - * @param {number} posY - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawPixel (dst, posX, posY, color) { - const obj = r.BindImageDrawPixel( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - posX, - posY, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawPixel = ImageDrawPixel - -/** - * Draw pixel within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} position - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawPixelV (dst, position, color) { - const obj = r.BindImageDrawPixelV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - position.x, - position.y, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawPixelV = ImageDrawPixelV - -/** - * Draw line within an image - * - * @param {Image} dst - * @param {number} startPosX - * @param {number} startPosY - * @param {number} endPosX - * @param {number} endPosY - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawLine (dst, startPosX, startPosY, endPosX, endPosY, color) { - const obj = r.BindImageDrawLine( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - startPosX, - startPosY, - endPosX, - endPosY, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawLine = ImageDrawLine - -/** - * Draw line within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} start - * @param {Vector2} end - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawLineV (dst, start, end, color) { - const obj = r.BindImageDrawLineV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - start.x, - start.y, - end.x, - end.y, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawLineV = ImageDrawLineV - -/** - * Draw a filled circle within an image - * - * @param {Image} dst - * @param {number} centerX - * @param {number} centerY - * @param {number} radius - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawCircle (dst, centerX, centerY, radius, color) { - const obj = r.BindImageDrawCircle( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - centerX, - centerY, - radius, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawCircle = ImageDrawCircle - -/** - * Draw a filled circle within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} center - * @param {number} radius - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawCircleV (dst, center, radius, color) { - const obj = r.BindImageDrawCircleV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - center.x, - center.y, - radius, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawCircleV = ImageDrawCircleV - -/** - * Draw rectangle within an image - * - * @param {Image} dst - * @param {number} posX - * @param {number} posY - * @param {number} width - * @param {number} height - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangle (dst, posX, posY, width, height, color) { - const obj = r.BindImageDrawRectangle( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - posX, - posY, - width, - height, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangle = ImageDrawRectangle - -/** - * Draw rectangle within an image (Vector version) - * - * @param {Image} dst - * @param {Vector2} position - * @param {Vector2} size - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangleV (dst, position, size, color) { - const obj = r.BindImageDrawRectangleV( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - position.x, - position.y, - size.x, - size.y, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangleV = ImageDrawRectangleV - -/** - * Draw rectangle within an image - * - * @param {Image} dst - * @param {Rectangle} rec - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangleRec (dst, rec, color) { - const obj = r.BindImageDrawRectangleRec( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - rec.x, - rec.y, - rec.width, - rec.height, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangleRec = ImageDrawRectangleRec - -/** - * Draw rectangle lines within an image - * - * @param {Image} dst - * @param {Rectangle} rec - * @param {number} thick - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawRectangleLines (dst, rec, thick, color) { - const obj = r.BindImageDrawRectangleLines( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - rec.x, - rec.y, - rec.width, - rec.height, - thick, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawRectangleLines = ImageDrawRectangleLines - -/** - * Draw a source image within a destination image (tint applied to source) - * - * @param {Image} dst - * @param {Image} src - * @param {Rectangle} srcRec - * @param {Rectangle} dstRec - * @param {Color} tint - * - * @return {undefined} - */ -function ImageDraw (dst, src, srcRec, dstRec, tint) { - const obj = r.BindImageDraw( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - src.data, - src.width, - src.height, - src.mipmaps, - src.format, - srcRec.x, - srcRec.y, - srcRec.width, - srcRec.height, - dstRec.x, - dstRec.y, - dstRec.width, - dstRec.height, - tint.r, - tint.g, - tint.b, - tint.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDraw = ImageDraw - -/** - * Draw text (using default font) within an image (destination) - * - * @param {Image} dst - * @param {string} text - * @param {number} posX - * @param {number} posY - * @param {number} fontSize - * @param {Color} color - * - * @return {undefined} - */ -function ImageDrawText (dst, text, posX, posY, fontSize, color) { - const obj = r.BindImageDrawText( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - text, - posX, - posY, - fontSize, - color.r, - color.g, - color.b, - color.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawText = ImageDrawText - -/** - * Draw text (custom sprite font) within an image (destination) - * - * @param {Image} dst - * @param {Font} font - * @param {string} text - * @param {Vector2} position - * @param {number} fontSize - * @param {number} spacing - * @param {Color} tint - * - * @return {undefined} - */ -function ImageDrawTextEx (dst, font, text, position, fontSize, spacing, tint) { - const obj = r.BindImageDrawTextEx( - dst.data, - dst.width, - dst.height, - dst.mipmaps, - dst.format, - font.baseSize, - font.glyphCount, - font.glyphPadding, - font.texture.id, - font.texture.width, - font.texture.height, - font.texture.mipmaps, - font.texture.format, - font.recs, - font.glyphs, - text, - position.x, - position.y, - fontSize, - spacing, - tint.r, - tint.g, - tint.b, - tint.a - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - dst[key] = obj[key] - } - } -} -raylib.ImageDrawTextEx = ImageDrawTextEx - -/** - * Generate GPU mipmaps for a texture - * - * @param {Texture} texture - * - * @return {undefined} - */ -function GenTextureMipmaps (texture) { - const obj = r.BindGenTextureMipmaps( - texture.id, - texture.width, - texture.height, - texture.mipmaps, - texture.format - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - texture[key] = obj[key] - } - } -} -raylib.GenTextureMipmaps = GenTextureMipmaps - -/** - * Upload mesh vertex data in GPU and provide VAO/VBO ids - * - * @param {Mesh} mesh - * @param {boolean} dynamic - * - * @return {undefined} - */ -function UploadMesh (mesh, dynamic) { - const obj = r.BindUploadMesh( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId, - dynamic - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - mesh[key] = obj[key] - } - } -} -raylib.UploadMesh = UploadMesh - -/** - * Compute mesh tangents - * - * @param {Mesh} mesh - * - * @return {undefined} - */ -function GenMeshTangents (mesh) { - const obj = r.BindGenMeshTangents( - mesh.vertexCount, - mesh.triangleCount, - mesh.vertices, - mesh.texcoords, - mesh.texcoords2, - mesh.normals, - mesh.tangents, - mesh.colors, - mesh.indices, - mesh.animVertices, - mesh.animNormals, - mesh.boneIds, - mesh.boneWeights, - mesh.vaoId, - mesh.vboId - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - mesh[key] = obj[key] - } - } -} -raylib.GenMeshTangents = GenMeshTangents - -/** - * Set material for a mesh - * - * @param {Model} model - * @param {number} meshId - * @param {number} materialId - * - * @return {undefined} - */ -function SetModelMeshMaterial (model, meshId, materialId) { - const obj = r.BindSetModelMeshMaterial( - model.transform.m0, - model.transform.m4, - model.transform.m8, - model.transform.m12, - model.transform.m1, - model.transform.m5, - model.transform.m9, - model.transform.m13, - model.transform.m2, - model.transform.m6, - model.transform.m10, - model.transform.m14, - model.transform.m3, - model.transform.m7, - model.transform.m11, - model.transform.m15, - model.meshCount, - model.materialCount, - model.meshes, - model.materials, - model.meshMaterial, - model.boneCount, - model.bones, - model.bindPose, - meshId, - materialId - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - model[key] = obj[key] - } - } -} -raylib.SetModelMeshMaterial = SetModelMeshMaterial - -/** - * Crop a wave to defined samples range - * - * @param {Wave} wave - * @param {number} initSample - * @param {number} finalSample - * - * @return {undefined} - */ -function WaveCrop (wave, initSample, finalSample) { - const obj = r.BindWaveCrop( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - initSample, - finalSample - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - wave[key] = obj[key] - } - } -} -raylib.WaveCrop = WaveCrop - -/** - * Convert wave data to desired format - * - * @param {Wave} wave - * @param {number} sampleRate - * @param {number} sampleSize - * @param {number} channels - * - * @return {undefined} - */ -function WaveFormat (wave, sampleRate, sampleSize, channels) { - const obj = r.BindWaveFormat( - wave.frameCount, - wave.sampleRate, - wave.sampleSize, - wave.channels, - wave.data, - sampleRate, - sampleSize, - channels - ) - if (typeof obj !== 'undefined') { - for (const key in obj) { - wave[key] = obj[key] - } - } -} -raylib.WaveFormat = WaveFormat - -/** - * Color, 4 components, R8G8B8A8 (32bit) - * - * @param {number} r - Color red value - * @param {number} g - Color green value - * @param {number} b - Color blue value - * @param {number} a - Color alpha value - * - * @return {Color} The new Color. - */ -function Color (r, g, b, a) { - return { r, g, b, a } -} -raylib.Color = Color - -/** - * Vector2, 2 components - * - * @param {number} x - Vector x component - * @param {number} y - Vector y component - * - * @return {Vector2} The new Vector2. - */ -function Vector2 (x, y) { - return { x, y } -} -raylib.Vector2 = Vector2 - -/** - * Vector3, 3 components - * - * @param {number} x - Vector x component - * @param {number} y - Vector y component - * @param {number} z - Vector z component - * - * @return {Vector3} The new Vector3. - */ -function Vector3 (x, y, z) { - return { x, y, z } -} -raylib.Vector3 = Vector3 - -/** - * Vector4, 4 components - * - * @param {number} x - Vector x component - * @param {number} y - Vector y component - * @param {number} z - Vector z component - * @param {number} w - Vector w component - * - * @return {Vector4} The new Vector4. - */ -function Vector4 (x, y, z, w) { - return { x, y, z, w } -} -raylib.Vector4 = Vector4 - -/** - * Rectangle, 4 components - * - * @param {number} x - Rectangle top-left corner position x - * @param {number} y - Rectangle top-left corner position y - * @param {number} width - Rectangle width - * @param {number} height - Rectangle height - * - * @return {Rectangle} The new Rectangle. - */ -function Rectangle (x, y, width, height) { - return { x, y, width, height } -} -raylib.Rectangle = Rectangle - -/** - * Camera2D, defines position/orientation in 2d space - * - * @param {Vector2} offset - Camera offset (displacement from target) - * @param {Vector2} target - Camera target (rotation and zoom origin) - * @param {number} rotation - Camera rotation in degrees - * @param {number} zoom - Camera zoom (scaling), should be 1.0f by default - * - * @return {Camera2D} The new Camera2D. - */ -function Camera2D (offset, target, rotation, zoom) { - return { offset, target, rotation, zoom } -} -raylib.Camera2D = Camera2D - -/** - * Camera, defines position/orientation in 3d space - * - * @param {Vector3} position - Camera position - * @param {Vector3} target - Camera target it looks-at - * @param {Vector3} up - Camera up vector (rotation over its axis) - * @param {number} fovy - Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic - * @param {number} projection - Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC - * - * @return {Camera3D} The new Camera3D. - */ -function Camera3D (position, target, up, fovy, projection) { - return { position, target, up, fovy, projection } -} -raylib.Camera3D = Camera3D -raylib.Camera = raylib.Camera3D - -// WRAPPED TYPED SHADER FUNCTIONS - -/** - * Set shader uniform value float - * - * @param {Shader} shader - * @param {number} locIndex - * @param {number} value - * - * @returns {undefined} - */ -function SetShaderFloat (shader, locIndex, value) { - return r.BindSetShaderFloat( - shader.id, - shader.locs, - locIndex, - value - ) -} -raylib.SetShaderFloat = SetShaderFloat - -/** - * Set shader uniform value float - * - * @param {Shader} shader - * @param {number} locIndex - * @param {number} value - * - * @returns {undefined} - */ -function SetShaderInt (shader, locIndex, value) { - return r.BindSetShaderInt( - shader.id, - shader.locs, - locIndex, - value - ) -} -raylib.SetShaderInt = SetShaderInt - -/** - * Set shader uniform value vector2 - * - * @param {Shader} shader - * @param {number} locIndex - * @param {Vector2} value - * - * @returns {undefined} - */ -function SetShaderVec2 (shader, locIndex, value) { - return r.BindSetShaderVec2( - shader.id, - shader.locs, - locIndex, - value.x, - value.y - ) -} -raylib.SetShaderVec2 = SetShaderVec2 - -/** - * Set shader uniform value vector3 - * - * @param {Shader} shader - * @param {number} locIndex - * @param {Vector3} value - * - * @returns {undefined} - */ -function SetShaderVec3 (shader, locIndex, value) { - return r.BindSetShaderVec3( - shader.id, - shader.locs, - locIndex, - value.x, - value.y, - value.z - ) -} -raylib.SetShaderVec3 = SetShaderVec3 - -/** - * Set shader uniform value vector4 - * - * @param {Shader} shader - * @param {number} locIndex - * @param {Vector4} value - * - * @returns {undefined} - */ -function SetShaderVec4 (shader, locIndex, value) { - return r.BindSetShaderVec4( - shader.id, - shader.locs, - locIndex, - value.x, - value.y, - value.z, - value.w - ) -} -raylib.SetShaderVec4 = SetShaderVec4 - -/** - * Set to try enabling V-Sync on GPU - * - * @type {number} - * @constant - */ -raylib.FLAG_VSYNC_HINT = 64 - -/** - * Set to run program in fullscreen - * - * @type {number} - * @constant - */ -raylib.FLAG_FULLSCREEN_MODE = 2 - -/** - * Set to allow resizable window - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_RESIZABLE = 4 - -/** - * Set to disable window decoration (frame and buttons) - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_UNDECORATED = 8 - -/** - * Set to hide window - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_HIDDEN = 128 - -/** - * Set to minimize window (iconify) - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_MINIMIZED = 512 - -/** - * Set to maximize window (expanded to monitor) - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_MAXIMIZED = 1024 - -/** - * Set to window non focused - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_UNFOCUSED = 2048 - -/** - * Set to window always on top - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_TOPMOST = 4096 - -/** - * Set to allow windows running while minimized - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_ALWAYS_RUN = 256 - -/** - * Set to allow transparent framebuffer - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_TRANSPARENT = 16 - -/** - * Set to support HighDPI - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_HIGHDPI = 8192 - -/** - * Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED - * - * @type {number} - * @constant - */ -raylib.FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384 - -/** - * Set to try enabling MSAA 4X - * - * @type {number} - * @constant - */ -raylib.FLAG_MSAA_4X_HINT = 32 - -/** - * Set to try enabling interlaced video format (for V3D) - * - * @type {number} - * @constant - */ -raylib.FLAG_INTERLACED_HINT = 65536 - -/** - * Display all logs - * - * @type {number} - * @constant - */ -raylib.LOG_ALL = 0 - -/** - * Trace logging, intended for internal use only - * - * @type {number} - * @constant - */ -raylib.LOG_TRACE = 1 - -/** - * Debug logging, used for internal debugging, it should be disabled on release builds - * - * @type {number} - * @constant - */ -raylib.LOG_DEBUG = 2 - -/** - * Info logging, used for program execution info - * - * @type {number} - * @constant - */ -raylib.LOG_INFO = 3 - -/** - * Warning logging, used on recoverable failures - * - * @type {number} - * @constant - */ -raylib.LOG_WARNING = 4 - -/** - * Error logging, used on unrecoverable failures - * - * @type {number} - * @constant - */ -raylib.LOG_ERROR = 5 - -/** - * Fatal logging, used to abort program: exit(EXIT_FAILURE) - * - * @type {number} - * @constant - */ -raylib.LOG_FATAL = 6 - -/** - * Disable logging - * - * @type {number} - * @constant - */ -raylib.LOG_NONE = 7 - -/** - * Key: NULL, used for no key pressed - * - * @type {number} - * @constant - */ -raylib.KEY_NULL = 0 - -/** - * Key: ' - * - * @type {number} - * @constant - */ -raylib.KEY_APOSTROPHE = 39 - -/** - * Key: , - * - * @type {number} - * @constant - */ -raylib.KEY_COMMA = 44 - -/** - * Key: - - * - * @type {number} - * @constant - */ -raylib.KEY_MINUS = 45 - -/** - * Key: . - * - * @type {number} - * @constant - */ -raylib.KEY_PERIOD = 46 - -/** - * Key: / - * - * @type {number} - * @constant - */ -raylib.KEY_SLASH = 47 - -/** - * Key: 0 - * - * @type {number} - * @constant - */ -raylib.KEY_ZERO = 48 - -/** - * Key: 1 - * - * @type {number} - * @constant - */ -raylib.KEY_ONE = 49 - -/** - * Key: 2 - * - * @type {number} - * @constant - */ -raylib.KEY_TWO = 50 - -/** - * Key: 3 - * - * @type {number} - * @constant - */ -raylib.KEY_THREE = 51 - -/** - * Key: 4 - * - * @type {number} - * @constant - */ -raylib.KEY_FOUR = 52 - -/** - * Key: 5 - * - * @type {number} - * @constant - */ -raylib.KEY_FIVE = 53 - -/** - * Key: 6 - * - * @type {number} - * @constant - */ -raylib.KEY_SIX = 54 - -/** - * Key: 7 - * - * @type {number} - * @constant - */ -raylib.KEY_SEVEN = 55 - -/** - * Key: 8 - * - * @type {number} - * @constant - */ -raylib.KEY_EIGHT = 56 - -/** - * Key: 9 - * - * @type {number} - * @constant - */ -raylib.KEY_NINE = 57 - -/** - * Key: ; - * - * @type {number} - * @constant - */ -raylib.KEY_SEMICOLON = 59 - -/** - * Key: = - * - * @type {number} - * @constant - */ -raylib.KEY_EQUAL = 61 - -/** - * Key: A | a - * - * @type {number} - * @constant - */ -raylib.KEY_A = 65 - -/** - * Key: B | b - * - * @type {number} - * @constant - */ -raylib.KEY_B = 66 - -/** - * Key: C | c - * - * @type {number} - * @constant - */ -raylib.KEY_C = 67 - -/** - * Key: D | d - * - * @type {number} - * @constant - */ -raylib.KEY_D = 68 - -/** - * Key: E | e - * - * @type {number} - * @constant - */ -raylib.KEY_E = 69 - -/** - * Key: F | f - * - * @type {number} - * @constant - */ -raylib.KEY_F = 70 - -/** - * Key: G | g - * - * @type {number} - * @constant - */ -raylib.KEY_G = 71 - -/** - * Key: H | h - * - * @type {number} - * @constant - */ -raylib.KEY_H = 72 - -/** - * Key: I | i - * - * @type {number} - * @constant - */ -raylib.KEY_I = 73 - -/** - * Key: J | j - * - * @type {number} - * @constant - */ -raylib.KEY_J = 74 - -/** - * Key: K | k - * - * @type {number} - * @constant - */ -raylib.KEY_K = 75 - -/** - * Key: L | l - * - * @type {number} - * @constant - */ -raylib.KEY_L = 76 - -/** - * Key: M | m - * - * @type {number} - * @constant - */ -raylib.KEY_M = 77 - -/** - * Key: N | n - * - * @type {number} - * @constant - */ -raylib.KEY_N = 78 - -/** - * Key: O | o - * - * @type {number} - * @constant - */ -raylib.KEY_O = 79 - -/** - * Key: P | p - * - * @type {number} - * @constant - */ -raylib.KEY_P = 80 - -/** - * Key: Q | q - * - * @type {number} - * @constant - */ -raylib.KEY_Q = 81 - -/** - * Key: R | r - * - * @type {number} - * @constant - */ -raylib.KEY_R = 82 - -/** - * Key: S | s - * - * @type {number} - * @constant - */ -raylib.KEY_S = 83 - -/** - * Key: T | t - * - * @type {number} - * @constant - */ -raylib.KEY_T = 84 - -/** - * Key: U | u - * - * @type {number} - * @constant - */ -raylib.KEY_U = 85 - -/** - * Key: V | v - * - * @type {number} - * @constant - */ -raylib.KEY_V = 86 - -/** - * Key: W | w - * - * @type {number} - * @constant - */ -raylib.KEY_W = 87 - -/** - * Key: X | x - * - * @type {number} - * @constant - */ -raylib.KEY_X = 88 - -/** - * Key: Y | y - * - * @type {number} - * @constant - */ -raylib.KEY_Y = 89 - -/** - * Key: Z | z - * - * @type {number} - * @constant - */ -raylib.KEY_Z = 90 - -/** - * Key: [ - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_BRACKET = 91 - -/** - * Key: '\' - * - * @type {number} - * @constant - */ -raylib.KEY_BACKSLASH = 92 - -/** - * Key: ] - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_BRACKET = 93 - -/** - * Key: ` - * - * @type {number} - * @constant - */ -raylib.KEY_GRAVE = 96 - -/** - * Key: Space - * - * @type {number} - * @constant - */ -raylib.KEY_SPACE = 32 - -/** - * Key: Esc - * - * @type {number} - * @constant - */ -raylib.KEY_ESCAPE = 256 - -/** - * Key: Enter - * - * @type {number} - * @constant - */ -raylib.KEY_ENTER = 257 - -/** - * Key: Tab - * - * @type {number} - * @constant - */ -raylib.KEY_TAB = 258 - -/** - * Key: Backspace - * - * @type {number} - * @constant - */ -raylib.KEY_BACKSPACE = 259 - -/** - * Key: Ins - * - * @type {number} - * @constant - */ -raylib.KEY_INSERT = 260 - -/** - * Key: Del - * - * @type {number} - * @constant - */ -raylib.KEY_DELETE = 261 - -/** - * Key: Cursor right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT = 262 - -/** - * Key: Cursor left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT = 263 - -/** - * Key: Cursor down - * - * @type {number} - * @constant - */ -raylib.KEY_DOWN = 264 - -/** - * Key: Cursor up - * - * @type {number} - * @constant - */ -raylib.KEY_UP = 265 - -/** - * Key: Page up - * - * @type {number} - * @constant - */ -raylib.KEY_PAGE_UP = 266 - -/** - * Key: Page down - * - * @type {number} - * @constant - */ -raylib.KEY_PAGE_DOWN = 267 - -/** - * Key: Home - * - * @type {number} - * @constant - */ -raylib.KEY_HOME = 268 - -/** - * Key: End - * - * @type {number} - * @constant - */ -raylib.KEY_END = 269 - -/** - * Key: Caps lock - * - * @type {number} - * @constant - */ -raylib.KEY_CAPS_LOCK = 280 - -/** - * Key: Scroll down - * - * @type {number} - * @constant - */ -raylib.KEY_SCROLL_LOCK = 281 - -/** - * Key: Num lock - * - * @type {number} - * @constant - */ -raylib.KEY_NUM_LOCK = 282 - -/** - * Key: Print screen - * - * @type {number} - * @constant - */ -raylib.KEY_PRINT_SCREEN = 283 - -/** - * Key: Pause - * - * @type {number} - * @constant - */ -raylib.KEY_PAUSE = 284 - -/** - * Key: F1 - * - * @type {number} - * @constant - */ -raylib.KEY_F1 = 290 - -/** - * Key: F2 - * - * @type {number} - * @constant - */ -raylib.KEY_F2 = 291 - -/** - * Key: F3 - * - * @type {number} - * @constant - */ -raylib.KEY_F3 = 292 - -/** - * Key: F4 - * - * @type {number} - * @constant - */ -raylib.KEY_F4 = 293 - -/** - * Key: F5 - * - * @type {number} - * @constant - */ -raylib.KEY_F5 = 294 - -/** - * Key: F6 - * - * @type {number} - * @constant - */ -raylib.KEY_F6 = 295 - -/** - * Key: F7 - * - * @type {number} - * @constant - */ -raylib.KEY_F7 = 296 - -/** - * Key: F8 - * - * @type {number} - * @constant - */ -raylib.KEY_F8 = 297 - -/** - * Key: F9 - * - * @type {number} - * @constant - */ -raylib.KEY_F9 = 298 - -/** - * Key: F10 - * - * @type {number} - * @constant - */ -raylib.KEY_F10 = 299 - -/** - * Key: F11 - * - * @type {number} - * @constant - */ -raylib.KEY_F11 = 300 - -/** - * Key: F12 - * - * @type {number} - * @constant - */ -raylib.KEY_F12 = 301 - -/** - * Key: Shift left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_SHIFT = 340 - -/** - * Key: Control left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_CONTROL = 341 - -/** - * Key: Alt left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_ALT = 342 - -/** - * Key: Super left - * - * @type {number} - * @constant - */ -raylib.KEY_LEFT_SUPER = 343 - -/** - * Key: Shift right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_SHIFT = 344 - -/** - * Key: Control right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_CONTROL = 345 - -/** - * Key: Alt right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_ALT = 346 - -/** - * Key: Super right - * - * @type {number} - * @constant - */ -raylib.KEY_RIGHT_SUPER = 347 - -/** - * Key: KB menu - * - * @type {number} - * @constant - */ -raylib.KEY_KB_MENU = 348 - -/** - * Key: Keypad 0 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_0 = 320 - -/** - * Key: Keypad 1 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_1 = 321 - -/** - * Key: Keypad 2 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_2 = 322 - -/** - * Key: Keypad 3 - * - * @type {number} - * @constant - */ -raylib.KEY_KP_3 = 323 + ) +} +raylib.QuaternionEquals = QuaternionEquals /** - * Key: Keypad 4 + * Choose the current matrix to be transformed * - * @type {number} - * @constant - */ -raylib.KEY_KP_4 = 324 - -/** - * Key: Keypad 5 + * @param {number} mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_5 = 325 +function rlMatrixMode(mode) { + return r.BindrlMatrixMode( + mode + ) +} +raylib.rlMatrixMode = rlMatrixMode /** - * Key: Keypad 6 + * Push the current matrix to stack * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_6 = 326 +function rlPushMatrix() { + return r.BindrlPushMatrix() +} +raylib.rlPushMatrix = rlPushMatrix /** - * Key: Keypad 7 + * Pop latest inserted matrix from stack * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_7 = 327 +function rlPopMatrix() { + return r.BindrlPopMatrix() +} +raylib.rlPopMatrix = rlPopMatrix /** - * Key: Keypad 8 + * Reset current matrix to identity matrix * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_8 = 328 +function rlLoadIdentity() { + return r.BindrlLoadIdentity() +} +raylib.rlLoadIdentity = rlLoadIdentity /** - * Key: Keypad 9 + * Multiply the current matrix by a translation matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_9 = 329 - -/** - * Key: Keypad . + * @param {number} x + * @param {number} y + * @param {number} z * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_DECIMAL = 330 +function rlTranslatef(x, y, z) { + return r.BindrlTranslatef( + x, + y, + z + ) +} +raylib.rlTranslatef = rlTranslatef /** - * Key: Keypad / + * Multiply the current matrix by a rotation matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_DIVIDE = 331 - -/** - * Key: Keypad * + * @param {number} angle + * @param {number} x + * @param {number} y + * @param {number} z * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_MULTIPLY = 332 +function rlRotatef(angle, x, y, z) { + return r.BindrlRotatef( + angle, + x, + y, + z + ) +} +raylib.rlRotatef = rlRotatef /** - * Key: Keypad - + * Multiply the current matrix by a scaling matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_SUBTRACT = 333 - -/** - * Key: Keypad + + * @param {number} x + * @param {number} y + * @param {number} z * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_ADD = 334 +function rlScalef(x, y, z) { + return r.BindrlScalef( + x, + y, + z + ) +} +raylib.rlScalef = rlScalef /** - * Key: Keypad Enter + * Multiply the current matrix by another matrix * - * @type {number} - * @constant - */ -raylib.KEY_KP_ENTER = 335 - -/** - * Key: Keypad = + * @param {number} matf * - * @type {number} - * @constant + * @return {undefined} */ -raylib.KEY_KP_EQUAL = 336 +function rlMultMatrixf(matf) { + return r.BindrlMultMatrixf( + matf + ) +} +raylib.rlMultMatrixf = rlMultMatrixf -/** - * Key: Android back button - * - * @type {number} - * @constant - */ -raylib.KEY_BACK = 4 +function rlFrustum(left, right, bottom, top, znear, zfar) { + return r.BindrlFrustum( + left, + right, + bottom, + top, + znear, + zfar + ) +} +raylib.rlFrustum = rlFrustum -/** - * Key: Android menu button - * - * @type {number} - * @constant - */ -raylib.KEY_MENU = 82 +function rlOrtho(left, right, bottom, top, znear, zfar) { + return r.BindrlOrtho( + left, + right, + bottom, + top, + znear, + zfar + ) +} +raylib.rlOrtho = rlOrtho /** - * Key: Android volume up button + * Set the viewport area * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @return {undefined} */ -raylib.KEY_VOLUME_UP = 24 +function rlViewport(x, y, width, height) { + return r.BindrlViewport( + x, + y, + width, + height + ) +} +raylib.rlViewport = rlViewport /** - * Key: Android volume down button + * Initialize drawing mode (how to organize vertex) * - * @type {number} - * @constant + * @param {number} mode + * + * @return {undefined} */ -raylib.KEY_VOLUME_DOWN = 25 +function rlBegin(mode) { + return r.BindrlBegin( + mode + ) +} +raylib.rlBegin = rlBegin /** - * Mouse button left + * Finish vertex providing * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_BUTTON_LEFT = 0 +function rlEnd() { + return r.BindrlEnd() +} +raylib.rlEnd = rlEnd /** - * Mouse button right + * Define one vertex (position) - 2 int * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_RIGHT = 1 +function rlVertex2i(x, y) { + return r.BindrlVertex2i( + x, + y + ) +} +raylib.rlVertex2i = rlVertex2i /** - * Mouse button middle (pressed wheel) + * Define one vertex (position) - 2 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_MIDDLE = 2 +function rlVertex2f(x, y) { + return r.BindrlVertex2f( + x, + y + ) +} +raylib.rlVertex2f = rlVertex2f /** - * Mouse button side (advanced mouse device) + * Define one vertex (position) - 3 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_SIDE = 3 +function rlVertex3f(x, y, z) { + return r.BindrlVertex3f( + x, + y, + z + ) +} +raylib.rlVertex3f = rlVertex3f /** - * Mouse button extra (advanced mouse device) + * Define one vertex (texture coordinate) - 2 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_EXTRA = 4 +function rlTexCoord2f(x, y) { + return r.BindrlTexCoord2f( + x, + y + ) +} +raylib.rlTexCoord2f = rlTexCoord2f /** - * Mouse button forward (advanced mouse device) + * Define one vertex (normal) - 3 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_FORWARD = 5 +function rlNormal3f(x, y, z) { + return r.BindrlNormal3f( + x, + y, + z + ) +} +raylib.rlNormal3f = rlNormal3f /** - * Mouse button back (advanced mouse device) + * Define one vertex (color) - 4 byte * - * @type {number} - * @constant + * @param {number} r + * @param {number} g + * @param {number} b + * @param {number} a + * + * @return {undefined} */ -raylib.MOUSE_BUTTON_BACK = 6 +function rlColor4ub(r, g, b, a) { + return r.BindrlColor4ub( + r, + g, + b, + a + ) +} +raylib.rlColor4ub = rlColor4ub /** - * Default pointer shape + * Define one vertex (color) - 3 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_DEFAULT = 0 +function rlColor3f(x, y, z) { + return r.BindrlColor3f( + x, + y, + z + ) +} +raylib.rlColor3f = rlColor3f /** - * Arrow shape + * Define one vertex (color) - 4 float * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} z + * @param {number} w + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_ARROW = 1 +function rlColor4f(x, y, z, w) { + return r.BindrlColor4f( + x, + y, + z, + w + ) +} +raylib.rlColor4f = rlColor4f /** - * Text writing cursor shape + * Enable vertex array (VAO, if supported) * - * @type {number} - * @constant + * @param {number} vaoId + * + * @return {boolean} The resulting bool. */ -raylib.MOUSE_CURSOR_IBEAM = 2 +function rlEnableVertexArray(vaoId) { + return r.BindrlEnableVertexArray( + vaoId + ) +} +raylib.rlEnableVertexArray = rlEnableVertexArray /** - * Cross shape + * Disable vertex array (VAO, if supported) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_CURSOR_CROSSHAIR = 3 +function rlDisableVertexArray() { + return r.BindrlDisableVertexArray() +} +raylib.rlDisableVertexArray = rlDisableVertexArray /** - * Pointing hand cursor + * Enable vertex buffer (VBO) * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_POINTING_HAND = 4 +function rlEnableVertexBuffer(id) { + return r.BindrlEnableVertexBuffer( + id + ) +} +raylib.rlEnableVertexBuffer = rlEnableVertexBuffer /** - * Horizontal resize/move arrow shape + * Disable vertex buffer (VBO) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_EW = 5 +function rlDisableVertexBuffer() { + return r.BindrlDisableVertexBuffer() +} +raylib.rlDisableVertexBuffer = rlDisableVertexBuffer /** - * Vertical resize/move arrow shape + * Enable vertex buffer element (VBO element) * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_NS = 6 +function rlEnableVertexBufferElement(id) { + return r.BindrlEnableVertexBufferElement( + id + ) +} +raylib.rlEnableVertexBufferElement = rlEnableVertexBufferElement /** - * Top-left to bottom-right diagonal resize/move arrow shape + * Disable vertex buffer element (VBO element) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_NWSE = 7 +function rlDisableVertexBufferElement() { + return r.BindrlDisableVertexBufferElement() +} +raylib.rlDisableVertexBufferElement = rlDisableVertexBufferElement /** - * The top-right to bottom-left diagonal resize/move arrow shape + * Enable vertex attribute index * - * @type {number} - * @constant + * @param {number} index + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_NESW = 8 +function rlEnableVertexAttribute(index) { + return r.BindrlEnableVertexAttribute( + index + ) +} +raylib.rlEnableVertexAttribute = rlEnableVertexAttribute /** - * The omnidirectional resize/move cursor shape + * Disable vertex attribute index * - * @type {number} - * @constant + * @param {number} index + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_RESIZE_ALL = 9 +function rlDisableVertexAttribute(index) { + return r.BindrlDisableVertexAttribute( + index + ) +} +raylib.rlDisableVertexAttribute = rlDisableVertexAttribute /** - * The operation-not-allowed shape + * Select and active a texture slot * - * @type {number} - * @constant + * @param {number} slot + * + * @return {undefined} */ -raylib.MOUSE_CURSOR_NOT_ALLOWED = 10 +function rlActiveTextureSlot(slot) { + return r.BindrlActiveTextureSlot( + slot + ) +} +raylib.rlActiveTextureSlot = rlActiveTextureSlot /** - * Unknown button, just for error checking + * Enable texture * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_UNKNOWN = 0 +function rlEnableTexture(id) { + return r.BindrlEnableTexture( + id + ) +} +raylib.rlEnableTexture = rlEnableTexture /** - * Gamepad left DPAD up button + * Disable texture * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_UP = 1 +function rlDisableTexture() { + return r.BindrlDisableTexture() +} +raylib.rlDisableTexture = rlDisableTexture /** - * Gamepad left DPAD right button + * Enable texture cubemap * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 +function rlEnableTextureCubemap(id) { + return r.BindrlEnableTextureCubemap( + id + ) +} +raylib.rlEnableTextureCubemap = rlEnableTextureCubemap /** - * Gamepad left DPAD down button + * Disable texture cubemap * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 +function rlDisableTextureCubemap() { + return r.BindrlDisableTextureCubemap() +} +raylib.rlDisableTextureCubemap = rlDisableTextureCubemap /** - * Gamepad left DPAD left button + * Set texture parameters (filter, wrap) * - * @type {number} - * @constant + * @param {number} id + * @param {number} param + * @param {number} value + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 +function rlTextureParameters(id, param, value) { + return r.BindrlTextureParameters( + id, + param, + value + ) +} +raylib.rlTextureParameters = rlTextureParameters /** - * Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) + * Set cubemap parameters (filter, wrap) * - * @type {number} - * @constant + * @param {number} id + * @param {number} param + * @param {number} value + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 +function rlCubemapParameters(id, param, value) { + return r.BindrlCubemapParameters( + id, + param, + value + ) +} +raylib.rlCubemapParameters = rlCubemapParameters /** - * Gamepad right button right (i.e. PS3: Square, Xbox: X) + * Enable shader program * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 +function rlEnableShader(id) { + return r.BindrlEnableShader( + id + ) +} +raylib.rlEnableShader = rlEnableShader /** - * Gamepad right button down (i.e. PS3: Cross, Xbox: A) + * Disable shader program * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 +function rlDisableShader() { + return r.BindrlDisableShader() +} +raylib.rlDisableShader = rlDisableShader /** - * Gamepad right button left (i.e. PS3: Circle, Xbox: B) + * Enable render texture (fbo) * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 +function rlEnableFramebuffer(id) { + return r.BindrlEnableFramebuffer( + id + ) +} +raylib.rlEnableFramebuffer = rlEnableFramebuffer /** - * Gamepad top/back trigger left (first), it could be a trailing button + * Disable render texture (fbo), return to default framebuffer * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 +function rlDisableFramebuffer() { + return r.BindrlDisableFramebuffer() +} +raylib.rlDisableFramebuffer = rlDisableFramebuffer /** - * Gamepad top/back trigger left (second), it could be a trailing button + * Activate multiple draw color buffers * - * @type {number} - * @constant + * @param {number} count + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 +function rlActiveDrawBuffers(count) { + return r.BindrlActiveDrawBuffers( + count + ) +} +raylib.rlActiveDrawBuffers = rlActiveDrawBuffers /** - * Gamepad top/back trigger right (one), it could be a trailing button + * Blit active framebuffer to main framebuffer * - * @type {number} - * @constant + * @param {number} srcX + * @param {number} srcY + * @param {number} srcWidth + * @param {number} srcHeight + * @param {number} dstX + * @param {number} dstY + * @param {number} dstWidth + * @param {number} dstHeight + * @param {number} bufferMask + * + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 +function rlBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask) { + return r.BindrlBlitFramebuffer( + srcX, + srcY, + srcWidth, + srcHeight, + dstX, + dstY, + dstWidth, + dstHeight, + bufferMask + ) +} +raylib.rlBlitFramebuffer = rlBlitFramebuffer /** - * Gamepad top/back trigger right (second), it could be a trailing button + * Enable color blending * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 +function rlEnableColorBlend() { + return r.BindrlEnableColorBlend() +} +raylib.rlEnableColorBlend = rlEnableColorBlend /** - * Gamepad center buttons, left one (i.e. PS3: Select) + * Disable color blending * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_MIDDLE_LEFT = 13 +function rlDisableColorBlend() { + return r.BindrlDisableColorBlend() +} +raylib.rlDisableColorBlend = rlDisableColorBlend /** - * Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) + * Enable depth test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_MIDDLE = 14 +function rlEnableDepthTest() { + return r.BindrlEnableDepthTest() +} +raylib.rlEnableDepthTest = rlEnableDepthTest /** - * Gamepad center buttons, right one (i.e. PS3: Start) + * Disable depth test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 +function rlDisableDepthTest() { + return r.BindrlDisableDepthTest() +} +raylib.rlDisableDepthTest = rlDisableDepthTest /** - * Gamepad joystick pressed button left + * Enable depth write * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_LEFT_THUMB = 16 +function rlEnableDepthMask() { + return r.BindrlEnableDepthMask() +} +raylib.rlEnableDepthMask = rlEnableDepthMask /** - * Gamepad joystick pressed button right + * Disable depth write * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_BUTTON_RIGHT_THUMB = 17 +function rlDisableDepthMask() { + return r.BindrlDisableDepthMask() +} +raylib.rlDisableDepthMask = rlDisableDepthMask /** - * Gamepad left stick X axis + * Enable backface culling * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_LEFT_X = 0 +function rlEnableBackfaceCulling() { + return r.BindrlEnableBackfaceCulling() +} +raylib.rlEnableBackfaceCulling = rlEnableBackfaceCulling /** - * Gamepad left stick Y axis + * Disable backface culling * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_LEFT_Y = 1 +function rlDisableBackfaceCulling() { + return r.BindrlDisableBackfaceCulling() +} +raylib.rlDisableBackfaceCulling = rlDisableBackfaceCulling /** - * Gamepad right stick X axis + * Set face culling mode * - * @type {number} - * @constant + * @param {number} mode + * + * @return {undefined} */ -raylib.GAMEPAD_AXIS_RIGHT_X = 2 +function rlSetCullFace(mode) { + return r.BindrlSetCullFace( + mode + ) +} +raylib.rlSetCullFace = rlSetCullFace /** - * Gamepad right stick Y axis + * Enable scissor test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_RIGHT_Y = 3 +function rlEnableScissorTest() { + return r.BindrlEnableScissorTest() +} +raylib.rlEnableScissorTest = rlEnableScissorTest /** - * Gamepad back trigger left, pressure level: [1..-1] + * Disable scissor test * - * @type {number} - * @constant + * @return {undefined} */ -raylib.GAMEPAD_AXIS_LEFT_TRIGGER = 4 +function rlDisableScissorTest() { + return r.BindrlDisableScissorTest() +} +raylib.rlDisableScissorTest = rlDisableScissorTest /** - * Gamepad back trigger right, pressure level: [1..-1] + * Scissor test * - * @type {number} - * @constant + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @return {undefined} */ -raylib.GAMEPAD_AXIS_RIGHT_TRIGGER = 5 +function rlScissor(x, y, width, height) { + return r.BindrlScissor( + x, + y, + width, + height + ) +} +raylib.rlScissor = rlScissor /** - * Albedo material (same as: MATERIAL_MAP_DIFFUSE) + * Enable wire mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_ALBEDO = 0 +function rlEnableWireMode() { + return r.BindrlEnableWireMode() +} +raylib.rlEnableWireMode = rlEnableWireMode /** - * Metalness material (same as: MATERIAL_MAP_SPECULAR) + * Enable point mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_METALNESS = 1 +function rlEnablePointMode() { + return r.BindrlEnablePointMode() +} +raylib.rlEnablePointMode = rlEnablePointMode /** - * Normal material + * Disable wire mode ( and point ) maybe rename * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_NORMAL = 2 +function rlDisableWireMode() { + return r.BindrlDisableWireMode() +} +raylib.rlDisableWireMode = rlDisableWireMode /** - * Roughness material + * Set the line drawing width * - * @type {number} - * @constant + * @param {number} width + * + * @return {undefined} */ -raylib.MATERIAL_MAP_ROUGHNESS = 3 +function rlSetLineWidth(width) { + return r.BindrlSetLineWidth( + width + ) +} +raylib.rlSetLineWidth = rlSetLineWidth /** - * Ambient occlusion material + * Get the line drawing width * - * @type {number} - * @constant + * @return {number} The resulting float. */ -raylib.MATERIAL_MAP_OCCLUSION = 4 +function rlGetLineWidth() { + return r.BindrlGetLineWidth() +} +raylib.rlGetLineWidth = rlGetLineWidth /** - * Emission material - * - * @type {number} - * @constant + * Enable line aliasing + * + * @return {undefined} */ -raylib.MATERIAL_MAP_EMISSION = 5 +function rlEnableSmoothLines() { + return r.BindrlEnableSmoothLines() +} +raylib.rlEnableSmoothLines = rlEnableSmoothLines /** - * Heightmap material + * Disable line aliasing * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_HEIGHT = 6 +function rlDisableSmoothLines() { + return r.BindrlDisableSmoothLines() +} +raylib.rlDisableSmoothLines = rlDisableSmoothLines /** - * Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + * Enable stereo rendering * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_CUBEMAP = 7 +function rlEnableStereoRender() { + return r.BindrlEnableStereoRender() +} +raylib.rlEnableStereoRender = rlEnableStereoRender /** - * Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + * Disable stereo rendering * - * @type {number} - * @constant + * @return {undefined} */ -raylib.MATERIAL_MAP_IRRADIANCE = 8 +function rlDisableStereoRender() { + return r.BindrlDisableStereoRender() +} +raylib.rlDisableStereoRender = rlDisableStereoRender /** - * Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + * Check if stereo render is enabled * - * @type {number} - * @constant + * @return {boolean} The resulting bool. */ -raylib.MATERIAL_MAP_PREFILTER = 9 +function rlIsStereoRenderEnabled() { + return r.BindrlIsStereoRenderEnabled() +} +raylib.rlIsStereoRenderEnabled = rlIsStereoRenderEnabled /** - * Brdf material + * Clear color buffer with color * - * @type {number} - * @constant + * @param {number} r + * @param {number} g + * @param {number} b + * @param {number} a + * + * @return {undefined} */ -raylib.MATERIAL_MAP_BRDF = 10 +function rlClearColor(r, g, b, a) { + return r.BindrlClearColor( + r, + g, + b, + a + ) +} +raylib.rlClearColor = rlClearColor /** - * Shader location: vertex attribute: position + * Clear used screen buffers (color and depth) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_POSITION = 0 +function rlClearScreenBuffers() { + return r.BindrlClearScreenBuffers() +} +raylib.rlClearScreenBuffers = rlClearScreenBuffers /** - * Shader location: vertex attribute: texcoord01 + * Check and log OpenGL error codes * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_TEXCOORD01 = 1 +function rlCheckErrors() { + return r.BindrlCheckErrors() +} +raylib.rlCheckErrors = rlCheckErrors /** - * Shader location: vertex attribute: texcoord02 + * Set blending mode * - * @type {number} - * @constant + * @param {number} mode + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_TEXCOORD02 = 2 +function rlSetBlendMode(mode) { + return r.BindrlSetBlendMode( + mode + ) +} +raylib.rlSetBlendMode = rlSetBlendMode /** - * Shader location: vertex attribute: normal + * Set blending mode factor and equation (using OpenGL factors) * - * @type {number} - * @constant + * @param {number} glSrcFactor + * @param {number} glDstFactor + * @param {number} glEquation + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_NORMAL = 3 +function rlSetBlendFactors(glSrcFactor, glDstFactor, glEquation) { + return r.BindrlSetBlendFactors( + glSrcFactor, + glDstFactor, + glEquation + ) +} +raylib.rlSetBlendFactors = rlSetBlendFactors /** - * Shader location: vertex attribute: tangent + * Set blending mode factors and equations separately (using OpenGL factors) * - * @type {number} - * @constant + * @param {number} glSrcRGB + * @param {number} glDstRGB + * @param {number} glSrcAlpha + * @param {number} glDstAlpha + * @param {number} glEqRGB + * @param {number} glEqAlpha + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_TANGENT = 4 +function rlSetBlendFactorsSeparate(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha) { + return r.BindrlSetBlendFactorsSeparate( + glSrcRGB, + glDstRGB, + glSrcAlpha, + glDstAlpha, + glEqRGB, + glEqAlpha + ) +} +raylib.rlSetBlendFactorsSeparate = rlSetBlendFactorsSeparate /** - * Shader location: vertex attribute: color + * Initialize rlgl (buffers, shaders, textures, states) * - * @type {number} - * @constant + * @param {number} width + * @param {number} height + * + * @return {undefined} */ -raylib.SHADER_LOC_VERTEX_COLOR = 5 +function rlglInit(width, height) { + return r.BindrlglInit( + width, + height + ) +} +raylib.rlglInit = rlglInit /** - * Shader location: matrix uniform: model-view-projection + * De-initialize rlgl (buffers, shaders, textures) * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_MATRIX_MVP = 6 +function rlglClose() { + return r.BindrlglClose() +} +raylib.rlglClose = rlglClose /** - * Shader location: matrix uniform: view (camera transform) + * Load OpenGL extensions (loader function required) * - * @type {number} - * @constant + * @param {number} loader + * + * @return {undefined} */ -raylib.SHADER_LOC_MATRIX_VIEW = 7 +function rlLoadExtensions(loader) { + return r.BindrlLoadExtensions( + loader + ) +} +raylib.rlLoadExtensions = rlLoadExtensions /** - * Shader location: matrix uniform: projection + * Get current OpenGL version * - * @type {number} - * @constant + * @return {number} The resulting int. */ -raylib.SHADER_LOC_MATRIX_PROJECTION = 8 +function rlGetVersion() { + return r.BindrlGetVersion() +} +raylib.rlGetVersion = rlGetVersion /** - * Shader location: matrix uniform: model (transform) + * Set current framebuffer width * - * @type {number} - * @constant + * @param {number} width + * + * @return {undefined} */ -raylib.SHADER_LOC_MATRIX_MODEL = 9 +function rlSetFramebufferWidth(width) { + return r.BindrlSetFramebufferWidth( + width + ) +} +raylib.rlSetFramebufferWidth = rlSetFramebufferWidth /** - * Shader location: matrix uniform: normal + * Get default framebuffer width * - * @type {number} - * @constant + * @return {number} The resulting int. */ -raylib.SHADER_LOC_MATRIX_NORMAL = 10 +function rlGetFramebufferWidth() { + return r.BindrlGetFramebufferWidth() +} +raylib.rlGetFramebufferWidth = rlGetFramebufferWidth /** - * Shader location: vector uniform: view + * Set current framebuffer height * - * @type {number} - * @constant + * @param {number} height + * + * @return {undefined} */ -raylib.SHADER_LOC_VECTOR_VIEW = 11 +function rlSetFramebufferHeight(height) { + return r.BindrlSetFramebufferHeight( + height + ) +} +raylib.rlSetFramebufferHeight = rlSetFramebufferHeight /** - * Shader location: vector uniform: diffuse color + * Get default framebuffer height * - * @type {number} - * @constant + * @return {number} The resulting int. */ -raylib.SHADER_LOC_COLOR_DIFFUSE = 12 +function rlGetFramebufferHeight() { + return r.BindrlGetFramebufferHeight() +} +raylib.rlGetFramebufferHeight = rlGetFramebufferHeight /** - * Shader location: vector uniform: specular color + * Get default texture id * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_COLOR_SPECULAR = 13 +function rlGetTextureIdDefault() { + return r.BindrlGetTextureIdDefault() +} +raylib.rlGetTextureIdDefault = rlGetTextureIdDefault /** - * Shader location: vector uniform: ambient color + * Get default shader id * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_COLOR_AMBIENT = 14 +function rlGetShaderIdDefault() { + return r.BindrlGetShaderIdDefault() +} +raylib.rlGetShaderIdDefault = rlGetShaderIdDefault /** - * Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) + * Get default shader locations * - * @type {number} - * @constant + * @return {number} The resulting int *. */ -raylib.SHADER_LOC_MAP_ALBEDO = 15 +function rlGetShaderLocsDefault() { + return r.BindrlGetShaderLocsDefault() +} +raylib.rlGetShaderLocsDefault = rlGetShaderLocsDefault /** - * Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) + * Load a render batch system * - * @type {number} - * @constant + * @param {number} numBuffers + * @param {number} bufferElements + * + * @return {rlRenderBatch} The resulting rlRenderBatch. */ -raylib.SHADER_LOC_MAP_METALNESS = 16 +function rlLoadRenderBatch(numBuffers, bufferElements) { + return r.BindrlLoadRenderBatch( + numBuffers, + bufferElements + ) +} +raylib.rlLoadRenderBatch = rlLoadRenderBatch /** - * Shader location: sampler2d texture: normal + * Unload render batch system * - * @type {number} - * @constant + * @param {rlRenderBatch} batch + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_NORMAL = 17 +function rlUnloadRenderBatch(batch) { + return r.BindrlUnloadRenderBatch( + batch.bufferCount, + batch.currentBuffer, + batch.vertexBuffer, + batch.draws, + batch.drawCounter, + batch.currentDepth + ) +} +raylib.rlUnloadRenderBatch = rlUnloadRenderBatch /** - * Shader location: sampler2d texture: roughness + * Draw render batch data (Update->Draw->Reset) * - * @type {number} - * @constant + * @param {number} batch + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_ROUGHNESS = 18 +function rlDrawRenderBatch(batch) { + return r.BindrlDrawRenderBatch( + batch + ) +} +raylib.rlDrawRenderBatch = rlDrawRenderBatch /** - * Shader location: sampler2d texture: occlusion + * Set the active render batch for rlgl (NULL for default internal) * - * @type {number} - * @constant + * @param {number} batch + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_OCCLUSION = 19 +function rlSetRenderBatchActive(batch) { + return r.BindrlSetRenderBatchActive( + batch + ) +} +raylib.rlSetRenderBatchActive = rlSetRenderBatchActive /** - * Shader location: sampler2d texture: emission + * Update and draw internal render batch * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SHADER_LOC_MAP_EMISSION = 20 +function rlDrawRenderBatchActive() { + return r.BindrlDrawRenderBatchActive() +} +raylib.rlDrawRenderBatchActive = rlDrawRenderBatchActive /** - * Shader location: sampler2d texture: height + * Check internal buffer overflow for a given number of vertex * - * @type {number} - * @constant + * @param {number} vCount + * + * @return {boolean} The resulting bool. */ -raylib.SHADER_LOC_MAP_HEIGHT = 21 +function rlCheckRenderBatchLimit(vCount) { + return r.BindrlCheckRenderBatchLimit( + vCount + ) +} +raylib.rlCheckRenderBatchLimit = rlCheckRenderBatchLimit /** - * Shader location: samplerCube texture: cubemap + * Set current texture for render batch and check buffers limits * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.SHADER_LOC_MAP_CUBEMAP = 22 +function rlSetTexture(id) { + return r.BindrlSetTexture( + id + ) +} +raylib.rlSetTexture = rlSetTexture /** - * Shader location: samplerCube texture: irradiance + * Load vertex array (vao) if supported * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_MAP_IRRADIANCE = 23 +function rlLoadVertexArray() { + return r.BindrlLoadVertexArray() +} +raylib.rlLoadVertexArray = rlLoadVertexArray /** - * Shader location: samplerCube texture: prefilter + * Load a vertex buffer attribute * - * @type {number} - * @constant + * @param {number} buffer + * @param {number} size + * @param {boolean} dynamic + * + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_MAP_PREFILTER = 24 +function rlLoadVertexBuffer(buffer, size, dynamic) { + return r.BindrlLoadVertexBuffer( + buffer, + size, + dynamic + ) +} +raylib.rlLoadVertexBuffer = rlLoadVertexBuffer /** - * Shader location: sampler2d texture: brdf + * Load a new attributes element buffer * - * @type {number} - * @constant + * @param {number} buffer + * @param {number} size + * @param {boolean} dynamic + * + * @return {number} The resulting unsigned int. */ -raylib.SHADER_LOC_MAP_BRDF = 25 +function rlLoadVertexBufferElement(buffer, size, dynamic) { + return r.BindrlLoadVertexBufferElement( + buffer, + size, + dynamic + ) +} +raylib.rlLoadVertexBufferElement = rlLoadVertexBufferElement /** - * Shader uniform type: float + * Update GPU buffer with new data * - * @type {number} - * @constant + * @param {number} bufferId + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_FLOAT = 0 +function rlUpdateVertexBuffer(bufferId, data, dataSize, offset) { + return r.BindrlUpdateVertexBuffer( + bufferId, + data, + dataSize, + offset + ) +} +raylib.rlUpdateVertexBuffer = rlUpdateVertexBuffer /** - * Shader uniform type: vec2 (2 float) + * Update vertex buffer elements with new data * - * @type {number} - * @constant + * @param {number} id + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_VEC2 = 1 +function rlUpdateVertexBufferElements(id, data, dataSize, offset) { + return r.BindrlUpdateVertexBufferElements( + id, + data, + dataSize, + offset + ) +} +raylib.rlUpdateVertexBufferElements = rlUpdateVertexBufferElements + +function rlUnloadVertexArray(vaoId) { + return r.BindrlUnloadVertexArray( + vaoId + ) +} +raylib.rlUnloadVertexArray = rlUnloadVertexArray + +function rlUnloadVertexBuffer(vboId) { + return r.BindrlUnloadVertexBuffer( + vboId + ) +} +raylib.rlUnloadVertexBuffer = rlUnloadVertexBuffer + +function rlSetVertexAttribute(index, compSize, type, normalized, stride, pointer) { + return r.BindrlSetVertexAttribute( + index, + compSize, + type, + normalized, + stride, + pointer + ) +} +raylib.rlSetVertexAttribute = rlSetVertexAttribute + +function rlSetVertexAttributeDivisor(index, divisor) { + return r.BindrlSetVertexAttributeDivisor( + index, + divisor + ) +} +raylib.rlSetVertexAttributeDivisor = rlSetVertexAttributeDivisor /** - * Shader uniform type: vec3 (3 float) + * Set vertex attribute default value * - * @type {number} - * @constant + * @param {number} locIndex + * @param {number} value + * @param {number} attribType + * @param {number} count + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_VEC3 = 2 +function rlSetVertexAttributeDefault(locIndex, value, attribType, count) { + return r.BindrlSetVertexAttributeDefault( + locIndex, + value, + attribType, + count + ) +} +raylib.rlSetVertexAttributeDefault = rlSetVertexAttributeDefault + +function rlDrawVertexArray(offset, count) { + return r.BindrlDrawVertexArray( + offset, + count + ) +} +raylib.rlDrawVertexArray = rlDrawVertexArray + +function rlDrawVertexArrayElements(offset, count, buffer) { + return r.BindrlDrawVertexArrayElements( + offset, + count, + buffer + ) +} +raylib.rlDrawVertexArrayElements = rlDrawVertexArrayElements + +function rlDrawVertexArrayInstanced(offset, count, instances) { + return r.BindrlDrawVertexArrayInstanced( + offset, + count, + instances + ) +} +raylib.rlDrawVertexArrayInstanced = rlDrawVertexArrayInstanced + +function rlDrawVertexArrayElementsInstanced(offset, count, buffer, instances) { + return r.BindrlDrawVertexArrayElementsInstanced( + offset, + count, + buffer, + instances + ) +} +raylib.rlDrawVertexArrayElementsInstanced = rlDrawVertexArrayElementsInstanced /** - * Shader uniform type: vec4 (4 float) + * Load texture in GPU + * + * @param {number} data + * @param {number} width + * @param {number} height + * @param {number} format + * @param {number} mipmapCount * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_UNIFORM_VEC4 = 3 +function rlLoadTexture(data, width, height, format, mipmapCount) { + return r.BindrlLoadTexture( + data, + width, + height, + format, + mipmapCount + ) +} +raylib.rlLoadTexture = rlLoadTexture /** - * Shader uniform type: int + * Load depth texture/renderbuffer (to be attached to fbo) * - * @type {number} - * @constant - */ -raylib.SHADER_UNIFORM_INT = 4 - -/** - * Shader uniform type: ivec2 (2 int) + * @param {number} width + * @param {number} height + * @param {boolean} useRenderBuffer * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.SHADER_UNIFORM_IVEC2 = 5 +function rlLoadTextureDepth(width, height, useRenderBuffer) { + return r.BindrlLoadTextureDepth( + width, + height, + useRenderBuffer + ) +} +raylib.rlLoadTextureDepth = rlLoadTextureDepth /** - * Shader uniform type: ivec3 (3 int) + * Load texture cubemap * - * @type {number} - * @constant + * @param {number} data + * @param {number} size + * @param {number} format + * + * @return {number} The resulting unsigned int. */ -raylib.SHADER_UNIFORM_IVEC3 = 6 +function rlLoadTextureCubemap(data, size, format) { + return r.BindrlLoadTextureCubemap( + data, + size, + format + ) +} +raylib.rlLoadTextureCubemap = rlLoadTextureCubemap /** - * Shader uniform type: ivec4 (4 int) + * Update GPU texture with new data * - * @type {number} - * @constant + * @param {number} id + * @param {number} offsetX + * @param {number} offsetY + * @param {number} width + * @param {number} height + * @param {number} format + * @param {number} data + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_IVEC4 = 7 +function rlUpdateTexture(id, offsetX, offsetY, width, height, format, data) { + return r.BindrlUpdateTexture( + id, + offsetX, + offsetY, + width, + height, + format, + data + ) +} +raylib.rlUpdateTexture = rlUpdateTexture /** - * Shader uniform type: sampler2d + * Get OpenGL internal formats * - * @type {number} - * @constant + * @param {number} format + * @param {number} glInternalFormat + * @param {number} glFormat + * @param {number} glType + * + * @return {undefined} */ -raylib.SHADER_UNIFORM_SAMPLER2D = 8 +function rlGetGlTextureFormats(format, glInternalFormat, glFormat, glType) { + return r.BindrlGetGlTextureFormats( + format, + glInternalFormat, + glFormat, + glType + ) +} +raylib.rlGetGlTextureFormats = rlGetGlTextureFormats /** - * Shader attribute type: float + * Get name string for pixel format * - * @type {number} - * @constant + * @param {number} format + * + * @return {string} The resulting const char *. */ -raylib.SHADER_ATTRIB_FLOAT = 0 +function rlGetPixelFormatName(format) { + return r.BindrlGetPixelFormatName( + format + ) +} +raylib.rlGetPixelFormatName = rlGetPixelFormatName /** - * Shader attribute type: vec2 (2 float) + * Unload texture from GPU memory * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.SHADER_ATTRIB_VEC2 = 1 +function rlUnloadTexture(id) { + return r.BindrlUnloadTexture( + id + ) +} +raylib.rlUnloadTexture = rlUnloadTexture /** - * Shader attribute type: vec3 (3 float) + * Generate mipmap data for selected texture * - * @type {number} - * @constant + * @param {number} id + * @param {number} width + * @param {number} height + * @param {number} format + * @param {number} mipmaps + * + * @return {undefined} */ -raylib.SHADER_ATTRIB_VEC3 = 2 +function rlGenTextureMipmaps(id, width, height, format, mipmaps) { + return r.BindrlGenTextureMipmaps( + id, + width, + height, + format, + mipmaps + ) +} +raylib.rlGenTextureMipmaps = rlGenTextureMipmaps /** - * Shader attribute type: vec4 (4 float) + * Read texture pixel data * - * @type {number} - * @constant + * @param {number} id + * @param {number} width + * @param {number} height + * @param {number} format + * + * @return {number} The resulting void *. */ -raylib.SHADER_ATTRIB_VEC4 = 3 +function rlReadTexturePixels(id, width, height, format) { + return r.BindrlReadTexturePixels( + id, + width, + height, + format + ) +} +raylib.rlReadTexturePixels = rlReadTexturePixels /** - * 8 bit per pixel (no alpha) + * Read screen pixel data (color buffer) * - * @type {number} - * @constant + * @param {number} width + * @param {number} height + * + * @return {Buffer} The resulting unsigned char *. */ -raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 +function rlReadScreenPixels(width, height) { + return r.BindrlReadScreenPixels( + width, + height + ) +} +raylib.rlReadScreenPixels = rlReadScreenPixels /** - * 8*2 bpp (2 channels) + * Load an empty framebuffer * - * @type {number} - * @constant + * @param {number} width + * @param {number} height + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 +function rlLoadFramebuffer(width, height) { + return r.BindrlLoadFramebuffer( + width, + height + ) +} +raylib.rlLoadFramebuffer = rlLoadFramebuffer /** - * 16 bpp + * Attach texture/renderbuffer to a framebuffer * - * @type {number} - * @constant + * @param {number} fboId + * @param {number} texId + * @param {number} attachType + * @param {number} texType + * @param {number} mipLevel + * + * @return {undefined} */ -raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 +function rlFramebufferAttach(fboId, texId, attachType, texType, mipLevel) { + return r.BindrlFramebufferAttach( + fboId, + texId, + attachType, + texType, + mipLevel + ) +} +raylib.rlFramebufferAttach = rlFramebufferAttach /** - * 24 bpp + * Verify framebuffer is complete * - * @type {number} - * @constant + * @param {number} id + * + * @return {boolean} The resulting bool. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 +function rlFramebufferComplete(id) { + return r.BindrlFramebufferComplete( + id + ) +} +raylib.rlFramebufferComplete = rlFramebufferComplete /** - * 16 bpp (1 bit alpha) + * Delete framebuffer from GPU * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 +function rlUnloadFramebuffer(id) { + return r.BindrlUnloadFramebuffer( + id + ) +} +raylib.rlUnloadFramebuffer = rlUnloadFramebuffer /** - * 16 bpp (4 bit alpha) + * Load shader from code strings * - * @type {number} - * @constant + * @param {string} vsCode + * @param {string} fsCode + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 +function rlLoadShaderCode(vsCode, fsCode) { + return r.BindrlLoadShaderCode( + vsCode, + fsCode + ) +} +raylib.rlLoadShaderCode = rlLoadShaderCode /** - * 32 bpp + * Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) * - * @type {number} - * @constant - */ -raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 - -/** - * 32 bpp (1 channel - float) + * @param {string} shaderCode + * @param {number} type * - * @type {number} - * @constant + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R32 = 8 +function rlCompileShader(shaderCode, type) { + return r.BindrlCompileShader( + shaderCode, + type + ) +} +raylib.rlCompileShader = rlCompileShader /** - * 32*3 bpp (3 channels - float) + * Load custom shader program * - * @type {number} - * @constant + * @param {number} vShaderId + * @param {number} fShaderId + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 +function rlLoadShaderProgram(vShaderId, fShaderId) { + return r.BindrlLoadShaderProgram( + vShaderId, + fShaderId + ) +} +raylib.rlLoadShaderProgram = rlLoadShaderProgram /** - * 32*4 bpp (4 channels - float) + * Unload shader program * - * @type {number} - * @constant + * @param {number} id + * + * @return {undefined} */ -raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 +function rlUnloadShaderProgram(id) { + return r.BindrlUnloadShaderProgram( + id + ) +} +raylib.rlUnloadShaderProgram = rlUnloadShaderProgram /** - * 4 bpp (no alpha) + * Get shader location uniform * - * @type {number} - * @constant + * @param {number} shaderId + * @param {string} uniformName + * + * @return {number} The resulting int. */ -raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 +function rlGetLocationUniform(shaderId, uniformName) { + return r.BindrlGetLocationUniform( + shaderId, + uniformName + ) +} +raylib.rlGetLocationUniform = rlGetLocationUniform /** - * 4 bpp (1 bit alpha) + * Get shader location attribute * - * @type {number} - * @constant + * @param {number} shaderId + * @param {string} attribName + * + * @return {number} The resulting int. */ -raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 +function rlGetLocationAttrib(shaderId, attribName) { + return r.BindrlGetLocationAttrib( + shaderId, + attribName + ) +} +raylib.rlGetLocationAttrib = rlGetLocationAttrib /** - * 8 bpp + * Set shader value uniform * - * @type {number} - * @constant + * @param {number} locIndex + * @param {number} value + * @param {number} uniformType + * @param {number} count + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 +function rlSetUniform(locIndex, value, uniformType, count) { + return r.BindrlSetUniform( + locIndex, + value, + uniformType, + count + ) +} +raylib.rlSetUniform = rlSetUniform /** - * 8 bpp + * Set shader value matrix * - * @type {number} - * @constant + * @param {number} locIndex + * @param {Matrix} mat + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 +function rlSetUniformMatrix(locIndex, mat) { + return r.BindrlSetUniformMatrix( + locIndex, + mat.m0, + mat.m4, + mat.m8, + mat.m12, + mat.m1, + mat.m5, + mat.m9, + mat.m13, + mat.m2, + mat.m6, + mat.m10, + mat.m14, + mat.m3, + mat.m7, + mat.m11, + mat.m15 + ) +} +raylib.rlSetUniformMatrix = rlSetUniformMatrix /** - * 4 bpp + * Set shader value sampler * - * @type {number} - * @constant + * @param {number} locIndex + * @param {number} textureId + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 +function rlSetUniformSampler(locIndex, textureId) { + return r.BindrlSetUniformSampler( + locIndex, + textureId + ) +} +raylib.rlSetUniformSampler = rlSetUniformSampler /** - * 4 bpp + * Set shader currently active (id and locations) * - * @type {number} - * @constant + * @param {number} id + * @param {number} locs + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 +function rlSetShader(id, locs) { + return r.BindrlSetShader( + id, + locs + ) +} +raylib.rlSetShader = rlSetShader /** - * 8 bpp + * Load compute shader program * - * @type {number} - * @constant + * @param {number} shaderId + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 +function rlLoadComputeShaderProgram(shaderId) { + return r.BindrlLoadComputeShaderProgram( + shaderId + ) +} +raylib.rlLoadComputeShaderProgram = rlLoadComputeShaderProgram /** - * 4 bpp + * Dispatch compute shader (equivalent to *draw* for graphics pipeline) * - * @type {number} - * @constant + * @param {number} groupX + * @param {number} groupY + * @param {number} groupZ + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 +function rlComputeShaderDispatch(groupX, groupY, groupZ) { + return r.BindrlComputeShaderDispatch( + groupX, + groupY, + groupZ + ) +} +raylib.rlComputeShaderDispatch = rlComputeShaderDispatch /** - * 4 bpp + * Load shader storage buffer object (SSBO) * - * @type {number} - * @constant + * @param {number} size + * @param {number} data + * @param {number} usageHint + * + * @return {number} The resulting unsigned int. */ -raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 +function rlLoadShaderBuffer(size, data, usageHint) { + return r.BindrlLoadShaderBuffer( + size, + data, + usageHint + ) +} +raylib.rlLoadShaderBuffer = rlLoadShaderBuffer /** - * 8 bpp + * Unload shader storage buffer object (SSBO) * - * @type {number} - * @constant + * @param {number} ssboId + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 +function rlUnloadShaderBuffer(ssboId) { + return r.BindrlUnloadShaderBuffer( + ssboId + ) +} +raylib.rlUnloadShaderBuffer = rlUnloadShaderBuffer /** - * 2 bpp + * Update SSBO buffer data * - * @type {number} - * @constant + * @param {number} id + * @param {number} data + * @param {number} dataSize + * @param {number} offset + * + * @return {undefined} */ -raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 +function rlUpdateShaderBuffer(id, data, dataSize, offset) { + return r.BindrlUpdateShaderBuffer( + id, + data, + dataSize, + offset + ) +} +raylib.rlUpdateShaderBuffer = rlUpdateShaderBuffer /** - * No filter, just pixel approximation + * Bind SSBO buffer * - * @type {number} - * @constant + * @param {number} id + * @param {number} index + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_POINT = 0 +function rlBindShaderBuffer(id, index) { + return r.BindrlBindShaderBuffer( + id, + index + ) +} +raylib.rlBindShaderBuffer = rlBindShaderBuffer /** - * Linear filtering + * Read SSBO buffer data (GPU->CPU) * - * @type {number} - * @constant + * @param {number} id + * @param {number} dest + * @param {number} count + * @param {number} offset + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_BILINEAR = 1 +function rlReadShaderBuffer(id, dest, count, offset) { + return r.BindrlReadShaderBuffer( + id, + dest, + count, + offset + ) +} +raylib.rlReadShaderBuffer = rlReadShaderBuffer /** - * Trilinear filtering (linear with mipmaps) + * Copy SSBO data between buffers * - * @type {number} - * @constant + * @param {number} destId + * @param {number} srcId + * @param {number} destOffset + * @param {number} srcOffset + * @param {number} count + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_TRILINEAR = 2 +function rlCopyShaderBuffer(destId, srcId, destOffset, srcOffset, count) { + return r.BindrlCopyShaderBuffer( + destId, + srcId, + destOffset, + srcOffset, + count + ) +} +raylib.rlCopyShaderBuffer = rlCopyShaderBuffer /** - * Anisotropic filtering 4x + * Get SSBO buffer size * - * @type {number} - * @constant + * @param {number} id + * + * @return {number} The resulting unsigned int. */ -raylib.TEXTURE_FILTER_ANISOTROPIC_4X = 3 +function rlGetShaderBufferSize(id) { + return r.BindrlGetShaderBufferSize( + id + ) +} +raylib.rlGetShaderBufferSize = rlGetShaderBufferSize /** - * Anisotropic filtering 8x + * Bind image texture * - * @type {number} - * @constant + * @param {number} id + * @param {number} index + * @param {number} format + * @param {boolean} readonly + * + * @return {undefined} */ -raylib.TEXTURE_FILTER_ANISOTROPIC_8X = 4 +function rlBindImageTexture(id, index, format, readonly) { + return r.BindrlBindImageTexture( + id, + index, + format, + readonly + ) +} +raylib.rlBindImageTexture = rlBindImageTexture /** - * Anisotropic filtering 16x + * Get internal modelview matrix * - * @type {number} - * @constant + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_FILTER_ANISOTROPIC_16X = 5 +function rlGetMatrixModelview() { + return r.BindrlGetMatrixModelview() +} +raylib.rlGetMatrixModelview = rlGetMatrixModelview /** - * Repeats texture in tiled mode + * Get internal projection matrix * - * @type {number} - * @constant + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_REPEAT = 0 +function rlGetMatrixProjection() { + return r.BindrlGetMatrixProjection() +} +raylib.rlGetMatrixProjection = rlGetMatrixProjection /** - * Clamps texture to edge pixel in tiled mode + * Get internal accumulated transform matrix * - * @type {number} - * @constant + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_CLAMP = 1 +function rlGetMatrixTransform() { + return r.BindrlGetMatrixTransform() +} +raylib.rlGetMatrixTransform = rlGetMatrixTransform /** - * Mirrors and repeats the texture in tiled mode + * Get internal projection matrix for stereo render (selected eye) * - * @type {number} - * @constant + * @param {number} eye + * + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_MIRROR_REPEAT = 2 +function rlGetMatrixProjectionStereo(eye) { + return r.BindrlGetMatrixProjectionStereo( + eye + ) +} +raylib.rlGetMatrixProjectionStereo = rlGetMatrixProjectionStereo /** - * Mirrors and clamps to border the texture in tiled mode + * Get internal view offset matrix for stereo render (selected eye) * - * @type {number} - * @constant + * @param {number} eye + * + * @return {Matrix} The resulting Matrix. */ -raylib.TEXTURE_WRAP_MIRROR_CLAMP = 3 +function rlGetMatrixViewOffsetStereo(eye) { + return r.BindrlGetMatrixViewOffsetStereo( + eye + ) +} +raylib.rlGetMatrixViewOffsetStereo = rlGetMatrixViewOffsetStereo /** - * Automatically detect layout type + * Set a custom projection matrix (replaces internal projection matrix) * - * @type {number} - * @constant + * @param {Matrix} proj + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_AUTO_DETECT = 0 +function rlSetMatrixProjection(proj) { + return r.BindrlSetMatrixProjection( + proj.m0, + proj.m4, + proj.m8, + proj.m12, + proj.m1, + proj.m5, + proj.m9, + proj.m13, + proj.m2, + proj.m6, + proj.m10, + proj.m14, + proj.m3, + proj.m7, + proj.m11, + proj.m15 + ) +} +raylib.rlSetMatrixProjection = rlSetMatrixProjection /** - * Layout is defined by a vertical line with faces + * Set a custom modelview matrix (replaces internal modelview matrix) * - * @type {number} - * @constant + * @param {Matrix} view + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_LINE_VERTICAL = 1 +function rlSetMatrixModelview(view) { + return r.BindrlSetMatrixModelview( + view.m0, + view.m4, + view.m8, + view.m12, + view.m1, + view.m5, + view.m9, + view.m13, + view.m2, + view.m6, + view.m10, + view.m14, + view.m3, + view.m7, + view.m11, + view.m15 + ) +} +raylib.rlSetMatrixModelview = rlSetMatrixModelview /** - * Layout is defined by a horizontal line with faces + * Set eyes projection matrices for stereo rendering * - * @type {number} - * @constant + * @param {Matrix} right + * @param {Matrix} left + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 +function rlSetMatrixProjectionStereo(right, left) { + return r.BindrlSetMatrixProjectionStereo( + right.m0, + right.m4, + right.m8, + right.m12, + right.m1, + right.m5, + right.m9, + right.m13, + right.m2, + right.m6, + right.m10, + right.m14, + right.m3, + right.m7, + right.m11, + right.m15, + left.m0, + left.m4, + left.m8, + left.m12, + left.m1, + left.m5, + left.m9, + left.m13, + left.m2, + left.m6, + left.m10, + left.m14, + left.m3, + left.m7, + left.m11, + left.m15 + ) +} +raylib.rlSetMatrixProjectionStereo = rlSetMatrixProjectionStereo /** - * Layout is defined by a 3x4 cross with cubemap faces + * Set eyes view offsets matrices for stereo rendering * - * @type {number} - * @constant + * @param {Matrix} right + * @param {Matrix} left + * + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 +function rlSetMatrixViewOffsetStereo(right, left) { + return r.BindrlSetMatrixViewOffsetStereo( + right.m0, + right.m4, + right.m8, + right.m12, + right.m1, + right.m5, + right.m9, + right.m13, + right.m2, + right.m6, + right.m10, + right.m14, + right.m3, + right.m7, + right.m11, + right.m15, + left.m0, + left.m4, + left.m8, + left.m12, + left.m1, + left.m5, + left.m9, + left.m13, + left.m2, + left.m6, + left.m10, + left.m14, + left.m3, + left.m7, + left.m11, + left.m15 + ) +} +raylib.rlSetMatrixViewOffsetStereo = rlSetMatrixViewOffsetStereo /** - * Layout is defined by a 4x3 cross with cubemap faces + * Load and draw a cube * - * @type {number} - * @constant + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 +function rlLoadDrawCube() { + return r.BindrlLoadDrawCube() +} +raylib.rlLoadDrawCube = rlLoadDrawCube /** - * Layout is defined by a panorama image (equirrectangular map) + * Load and draw a quad * - * @type {number} - * @constant + * @return {undefined} */ -raylib.CUBEMAP_LAYOUT_PANORAMA = 5 +function rlLoadDrawQuad() { + return r.BindrlLoadDrawQuad() +} +raylib.rlLoadDrawQuad = rlLoadDrawQuad /** - * Default font generation, anti-aliased + * Update camera position for selected mode * - * @type {number} - * @constant - */ -raylib.FONT_DEFAULT = 0 - -/** - * Bitmap font generation, no anti-aliasing + * @param {Camera3D} camera + * @param {number} mode * - * @type {number} - * @constant + * @return {undefined} */ -raylib.FONT_BITMAP = 1 +function UpdateCamera(camera, mode) { + const obj = r.BindUpdateCamera( + camera.position.x, + camera.position.y, + camera.position.z, + camera.target.x, + camera.target.y, + camera.target.z, + camera.up.x, + camera.up.y, + camera.up.z, + camera.fovy, + camera.projection, + mode + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + camera[key] = obj[key] + } + } +} +raylib.UpdateCamera = UpdateCamera /** - * SDF font generation, requires external shader + * Convert image data to desired format * - * @type {number} - * @constant - */ -raylib.FONT_SDF = 2 - -/** - * Blend textures considering alpha (default) + * @param {Image} image + * @param {number} newFormat * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_ALPHA = 0 +function ImageFormat(image, newFormat) { + const obj = r.BindImageFormat( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newFormat + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageFormat = ImageFormat /** - * Blend textures adding colors + * Convert image to POT (power-of-two) * - * @type {number} - * @constant - */ -raylib.BLEND_ADDITIVE = 1 - -/** - * Blend textures multiplying colors + * @param {Image} image + * @param {Color} fill * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_MULTIPLIED = 2 +function ImageToPOT(image, fill) { + const obj = r.BindImageToPOT( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + fill.r, + fill.g, + fill.b, + fill.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageToPOT = ImageToPOT /** - * Blend textures adding colors (alternative) + * Crop an image to a defined rectangle * - * @type {number} - * @constant - */ -raylib.BLEND_ADD_COLORS = 3 - -/** - * Blend textures subtracting colors (alternative) + * @param {Image} image + * @param {Rectangle} crop * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_SUBTRACT_COLORS = 4 +function ImageCrop(image, crop) { + const obj = r.BindImageCrop( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + crop.x, + crop.y, + crop.width, + crop.height + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageCrop = ImageCrop /** - * Blend premultiplied textures considering alpha + * Crop image depending on alpha value * - * @type {number} - * @constant - */ -raylib.BLEND_ALPHA_PREMULTIPLY = 5 - -/** - * Blend textures using custom src/dst factors (use rlSetBlendFactors()) + * @param {Image} image + * @param {number} threshold * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BLEND_CUSTOM = 6 +function ImageAlphaCrop(image, threshold) { + const obj = r.BindImageAlphaCrop( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + threshold + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaCrop = ImageAlphaCrop /** - * Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) + * Clear alpha channel to desired color * - * @type {number} - * @constant + * @param {Image} image + * @param {Color} color + * @param {number} threshold + * + * @return {undefined} */ -raylib.BLEND_CUSTOM_SEPARATE = 7 +function ImageAlphaClear(image, color, threshold) { + const obj = r.BindImageAlphaClear( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + color.r, + color.g, + color.b, + color.a, + threshold + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaClear = ImageAlphaClear /** - * No gesture + * Apply alpha mask to image * - * @type {number} - * @constant + * @param {Image} image + * @param {Image} alphaMask + * + * @return {undefined} */ -raylib.GESTURE_NONE = 0 +function ImageAlphaMask(image, alphaMask) { + const obj = r.BindImageAlphaMask( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + alphaMask.data, + alphaMask.width, + alphaMask.height, + alphaMask.mipmaps, + alphaMask.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaMask = ImageAlphaMask /** - * Tap gesture + * Premultiply alpha channel * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_TAP = 1 +function ImageAlphaPremultiply(image) { + const obj = r.BindImageAlphaPremultiply( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageAlphaPremultiply = ImageAlphaPremultiply /** - * Double tap gesture + * Resize image (Bicubic scaling algorithm) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} newWidth + * @param {number} newHeight + * + * @return {undefined} */ -raylib.GESTURE_DOUBLETAP = 2 +function ImageResize(image, newWidth, newHeight) { + const obj = r.BindImageResize( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newWidth, + newHeight + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageResize = ImageResize /** - * Hold gesture + * Resize image (Nearest-Neighbor scaling algorithm) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} newWidth + * @param {number} newHeight + * + * @return {undefined} */ -raylib.GESTURE_HOLD = 4 +function ImageResizeNN(image, newWidth, newHeight) { + const obj = r.BindImageResizeNN( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newWidth, + newHeight + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageResizeNN = ImageResizeNN /** - * Drag gesture + * Resize canvas and fill with color * - * @type {number} - * @constant + * @param {Image} image + * @param {number} newWidth + * @param {number} newHeight + * @param {number} offsetX + * @param {number} offsetY + * @param {Color} fill + * + * @return {undefined} */ -raylib.GESTURE_DRAG = 8 +function ImageResizeCanvas(image, newWidth, newHeight, offsetX, offsetY, fill) { + const obj = r.BindImageResizeCanvas( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + newWidth, + newHeight, + offsetX, + offsetY, + fill.r, + fill.g, + fill.b, + fill.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageResizeCanvas = ImageResizeCanvas /** - * Swipe right gesture + * Compute all mipmap levels for a provided image * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_RIGHT = 16 +function ImageMipmaps(image) { + const obj = r.BindImageMipmaps( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageMipmaps = ImageMipmaps /** - * Swipe left gesture + * Dither image data to 16bpp or lower (Floyd-Steinberg dithering) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} rBpp + * @param {number} gBpp + * @param {number} bBpp + * @param {number} aBpp + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_LEFT = 32 +function ImageDither(image, rBpp, gBpp, bBpp, aBpp) { + const obj = r.BindImageDither( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + rBpp, + gBpp, + bBpp, + aBpp + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageDither = ImageDither /** - * Swipe up gesture + * Flip image vertically * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_UP = 64 +function ImageFlipVertical(image) { + const obj = r.BindImageFlipVertical( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageFlipVertical = ImageFlipVertical /** - * Swipe down gesture + * Flip image horizontally * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_SWIPE_DOWN = 128 +function ImageFlipHorizontal(image) { + const obj = r.BindImageFlipHorizontal( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageFlipHorizontal = ImageFlipHorizontal /** - * Pinch in gesture + * Rotate image clockwise 90deg * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_PINCH_IN = 256 +function ImageRotateCW(image) { + const obj = r.BindImageRotateCW( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageRotateCW = ImageRotateCW /** - * Pinch out gesture + * Rotate image counter-clockwise 90deg * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.GESTURE_PINCH_OUT = 512 +function ImageRotateCCW(image) { + const obj = r.BindImageRotateCCW( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageRotateCCW = ImageRotateCCW /** - * Custom camera + * Modify image color: tint * - * @type {number} - * @constant + * @param {Image} image + * @param {Color} color + * + * @return {undefined} */ -raylib.CAMERA_CUSTOM = 0 +function ImageColorTint(image, color) { + const obj = r.BindImageColorTint( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorTint = ImageColorTint /** - * Free camera + * Modify image color: invert * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.CAMERA_FREE = 1 +function ImageColorInvert(image) { + const obj = r.BindImageColorInvert( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorInvert = ImageColorInvert /** - * Orbital camera + * Modify image color: grayscale * - * @type {number} - * @constant + * @param {Image} image + * + * @return {undefined} */ -raylib.CAMERA_ORBITAL = 2 +function ImageColorGrayscale(image) { + const obj = r.BindImageColorGrayscale( + image.data, + image.width, + image.height, + image.mipmaps, + image.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorGrayscale = ImageColorGrayscale /** - * First person camera + * Modify image color: contrast (-100 to 100) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} contrast + * + * @return {undefined} */ -raylib.CAMERA_FIRST_PERSON = 3 +function ImageColorContrast(image, contrast) { + const obj = r.BindImageColorContrast( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + contrast + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorContrast = ImageColorContrast /** - * Third person camera + * Modify image color: brightness (-255 to 255) * - * @type {number} - * @constant + * @param {Image} image + * @param {number} brightness + * + * @return {undefined} */ -raylib.CAMERA_THIRD_PERSON = 4 +function ImageColorBrightness(image, brightness) { + const obj = r.BindImageColorBrightness( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + brightness + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorBrightness = ImageColorBrightness /** - * Perspective projection + * Modify image color: replace color * - * @type {number} - * @constant + * @param {Image} image + * @param {Color} color + * @param {Color} replace + * + * @return {undefined} */ -raylib.CAMERA_PERSPECTIVE = 0 +function ImageColorReplace(image, color, replace) { + const obj = r.BindImageColorReplace( + image.data, + image.width, + image.height, + image.mipmaps, + image.format, + color.r, + color.g, + color.b, + color.a, + replace.r, + replace.g, + replace.b, + replace.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + image[key] = obj[key] + } + } +} +raylib.ImageColorReplace = ImageColorReplace /** - * Orthographic projection + * Clear image background with given color * - * @type {number} - * @constant + * @param {Image} dst + * @param {Color} color + * + * @return {undefined} */ -raylib.CAMERA_ORTHOGRAPHIC = 1 +function ImageClearBackground(dst, color) { + const obj = r.BindImageClearBackground( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageClearBackground = ImageClearBackground /** - * Npatch layout: 3x3 tiles + * Draw pixel within an image * - * @type {number} - * @constant + * @param {Image} dst + * @param {number} posX + * @param {number} posY + * @param {Color} color + * + * @return {undefined} */ -raylib.NPATCH_NINE_PATCH = 0 +function ImageDrawPixel(dst, posX, posY, color) { + const obj = r.BindImageDrawPixel( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + posX, + posY, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawPixel = ImageDrawPixel /** - * Npatch layout: 1x3 tiles + * Draw pixel within an image (Vector version) * - * @type {number} - * @constant + * @param {Image} dst + * @param {Vector2} position + * @param {Color} color + * + * @return {undefined} */ -raylib.NPATCH_THREE_PATCH_VERTICAL = 1 +function ImageDrawPixelV(dst, position, color) { + const obj = r.BindImageDrawPixelV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + position.x, + position.y, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawPixelV = ImageDrawPixelV /** - * Npatch layout: 3x1 tiles + * Draw line within an image * - * @type {number} - * @constant + * @param {Image} dst + * @param {number} startPosX + * @param {number} startPosY + * @param {number} endPosX + * @param {number} endPosY + * @param {Color} color + * + * @return {undefined} */ -raylib.NPATCH_THREE_PATCH_HORIZONTAL = 2 +function ImageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, color) { + const obj = r.BindImageDrawLine( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + startPosX, + startPosY, + endPosX, + endPosY, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawLine = ImageDrawLine /** + * Draw line within an image (Vector version) * - * - * @type {number} - * @constant + * @param {Image} dst + * @param {Vector2} start + * @param {Vector2} end + * @param {Color} color + * + * @return {undefined} */ -raylib.STATE_NORMAL = 0 +function ImageDrawLineV(dst, start, end, color) { + const obj = r.BindImageDrawLineV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + start.x, + start.y, + end.x, + end.y, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawLineV = ImageDrawLineV /** + * Draw a filled circle within an image * + * @param {Image} dst + * @param {number} centerX + * @param {number} centerY + * @param {number} radius + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.STATE_FOCUSED = 1 +function ImageDrawCircle(dst, centerX, centerY, radius, color) { + const obj = r.BindImageDrawCircle( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + centerX, + centerY, + radius, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawCircle = ImageDrawCircle /** + * Draw a filled circle within an image (Vector version) * + * @param {Image} dst + * @param {Vector2} center + * @param {number} radius + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.STATE_PRESSED = 2 +function ImageDrawCircleV(dst, center, radius, color) { + const obj = r.BindImageDrawCircleV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + center.x, + center.y, + radius, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawCircleV = ImageDrawCircleV /** + * Draw rectangle within an image * + * @param {Image} dst + * @param {number} posX + * @param {number} posY + * @param {number} width + * @param {number} height + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.STATE_DISABLED = 3 +function ImageDrawRectangle(dst, posX, posY, width, height, color) { + const obj = r.BindImageDrawRectangle( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + posX, + posY, + width, + height, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangle = ImageDrawRectangle /** + * Draw rectangle within an image (Vector version) * + * @param {Image} dst + * @param {Vector2} position + * @param {Vector2} size + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.TEXT_ALIGN_LEFT = 0 +function ImageDrawRectangleV(dst, position, size, color) { + const obj = r.BindImageDrawRectangleV( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + position.x, + position.y, + size.x, + size.y, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangleV = ImageDrawRectangleV /** + * Draw rectangle within an image * + * @param {Image} dst + * @param {Rectangle} rec + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.TEXT_ALIGN_CENTER = 1 +function ImageDrawRectangleRec(dst, rec, color) { + const obj = r.BindImageDrawRectangleRec( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + rec.x, + rec.y, + rec.width, + rec.height, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangleRec = ImageDrawRectangleRec /** + * Draw rectangle lines within an image * + * @param {Image} dst + * @param {Rectangle} rec + * @param {number} thick + * @param {Color} color * - * @type {number} - * @constant + * @return {undefined} */ -raylib.TEXT_ALIGN_RIGHT = 2 +function ImageDrawRectangleLines(dst, rec, thick, color) { + const obj = r.BindImageDrawRectangleLines( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + rec.x, + rec.y, + rec.width, + rec.height, + thick, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawRectangleLines = ImageDrawRectangleLines /** + * Draw a source image within a destination image (tint applied to source) * + * @param {Image} dst + * @param {Image} src + * @param {Rectangle} srcRec + * @param {Rectangle} dstRec + * @param {Color} tint * - * @type {number} - * @constant + * @return {undefined} */ -raylib.DEFAULT = 0 +function ImageDraw(dst, src, srcRec, dstRec, tint) { + const obj = r.BindImageDraw( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + src.data, + src.width, + src.height, + src.mipmaps, + src.format, + srcRec.x, + srcRec.y, + srcRec.width, + srcRec.height, + dstRec.x, + dstRec.y, + dstRec.width, + dstRec.height, + tint.r, + tint.g, + tint.b, + tint.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDraw = ImageDraw /** - * Used also for: LABELBUTTON + * Draw text (using default font) within an image (destination) * - * @type {number} - * @constant + * @param {Image} dst + * @param {string} text + * @param {number} posX + * @param {number} posY + * @param {number} fontSize + * @param {Color} color + * + * @return {undefined} */ -raylib.LABEL = 1 +function ImageDrawText(dst, text, posX, posY, fontSize, color) { + const obj = r.BindImageDrawText( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + text, + posX, + posY, + fontSize, + color.r, + color.g, + color.b, + color.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawText = ImageDrawText /** + * Draw text (custom sprite font) within an image (destination) * + * @param {Image} dst + * @param {Font} font + * @param {string} text + * @param {Vector2} position + * @param {number} fontSize + * @param {number} spacing + * @param {Color} tint * - * @type {number} - * @constant + * @return {undefined} */ -raylib.BUTTON = 2 +function ImageDrawTextEx(dst, font, text, position, fontSize, spacing, tint) { + const obj = r.BindImageDrawTextEx( + dst.data, + dst.width, + dst.height, + dst.mipmaps, + dst.format, + font.baseSize, + font.glyphCount, + font.glyphPadding, + font.texture.id, + font.texture.width, + font.texture.height, + font.texture.mipmaps, + font.texture.format, + font.recs, + font.glyphs, + text, + position.x, + position.y, + fontSize, + spacing, + tint.r, + tint.g, + tint.b, + tint.a + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + dst[key] = obj[key] + } + } +} +raylib.ImageDrawTextEx = ImageDrawTextEx /** - * Used also for: TOGGLEGROUP + * Generate GPU mipmaps for a texture * - * @type {number} - * @constant - */ -raylib.TOGGLE = 3 - -/** - * Used also for: SLIDERBAR + * @param {Texture} texture * - * @type {number} - * @constant + * @return {undefined} */ -raylib.SLIDER = 4 +function GenTextureMipmaps(texture) { + const obj = r.BindGenTextureMipmaps( + texture.id, + texture.width, + texture.height, + texture.mipmaps, + texture.format + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + texture[key] = obj[key] + } + } +} +raylib.GenTextureMipmaps = GenTextureMipmaps /** + * Upload mesh vertex data in GPU and provide VAO/VBO ids * + * @param {Mesh} mesh + * @param {boolean} dynamic * - * @type {number} - * @constant + * @return {undefined} */ -raylib.PROGRESSBAR = 5 +function UploadMesh(mesh, dynamic) { + const obj = r.BindUploadMesh( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId, + dynamic + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + mesh[key] = obj[key] + } + } +} +raylib.UploadMesh = UploadMesh /** + * Compute mesh tangents * + * @param {Mesh} mesh * - * @type {number} - * @constant + * @return {undefined} */ -raylib.CHECKBOX = 6 +function GenMeshTangents(mesh) { + const obj = r.BindGenMeshTangents( + mesh.vertexCount, + mesh.triangleCount, + mesh.vertices, + mesh.texcoords, + mesh.texcoords2, + mesh.normals, + mesh.tangents, + mesh.colors, + mesh.indices, + mesh.animVertices, + mesh.animNormals, + mesh.boneIds, + mesh.boneWeights, + mesh.vaoId, + mesh.vboId + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + mesh[key] = obj[key] + } + } +} +raylib.GenMeshTangents = GenMeshTangents /** + * Set material for a mesh * + * @param {Model} model + * @param {number} meshId + * @param {number} materialId * - * @type {number} - * @constant + * @return {undefined} */ -raylib.COMBOBOX = 7 +function SetModelMeshMaterial(model, meshId, materialId) { + const obj = r.BindSetModelMeshMaterial( + model.transform.m0, + model.transform.m4, + model.transform.m8, + model.transform.m12, + model.transform.m1, + model.transform.m5, + model.transform.m9, + model.transform.m13, + model.transform.m2, + model.transform.m6, + model.transform.m10, + model.transform.m14, + model.transform.m3, + model.transform.m7, + model.transform.m11, + model.transform.m15, + model.meshCount, + model.materialCount, + model.meshes, + model.materials, + model.meshMaterial, + model.boneCount, + model.bones, + model.bindPose, + meshId, + materialId + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + model[key] = obj[key] + } + } +} +raylib.SetModelMeshMaterial = SetModelMeshMaterial /** + * Crop a wave to defined samples range * + * @param {Wave} wave + * @param {number} initSample + * @param {number} finalSample * - * @type {number} - * @constant + * @return {undefined} */ -raylib.DROPDOWNBOX = 8 +function WaveCrop(wave, initSample, finalSample) { + const obj = r.BindWaveCrop( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + initSample, + finalSample + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + wave[key] = obj[key] + } + } +} +raylib.WaveCrop = WaveCrop /** - * Used also for: TEXTBOXMULTI + * Convert wave data to desired format * - * @type {number} - * @constant + * @param {Wave} wave + * @param {number} sampleRate + * @param {number} sampleSize + * @param {number} channels + * + * @return {undefined} */ -raylib.TEXTBOX = 9 +function WaveFormat(wave, sampleRate, sampleSize, channels) { + const obj = r.BindWaveFormat( + wave.frameCount, + wave.sampleRate, + wave.sampleSize, + wave.channels, + wave.data, + sampleRate, + sampleSize, + channels + ) + if (typeof obj !== 'undefined') { + for (const key in obj) { + wave[key] = obj[key] + } + } +} +raylib.WaveFormat = WaveFormat /** + * Color, 4 components, R8G8B8A8 (32bit) * + * @param {number} r - Color red value + * @param {number} g - Color green value + * @param {number} b - Color blue value + * @param {number} a - Color alpha value * - * @type {number} - * @constant + * @return {Color} The new Color. */ -raylib.VALUEBOX = 10 +function Color(r,g,b,a) { + return {r,g,b,a} +} +raylib.Color = Color /** - * Uses: BUTTON, VALUEBOX + * Vector2, 2 components * - * @type {number} - * @constant + * @param {number} x - Vector x component + * @param {number} y - Vector y component + * + * @return {Vector2} The new Vector2. */ -raylib.SPINNER = 11 +function Vector2(x,y) { + return {x,y} +} +raylib.Vector2 = Vector2 /** + * Vector3, 3 components * + * @param {number} x - Vector x component + * @param {number} y - Vector y component + * @param {number} z - Vector z component * - * @type {number} - * @constant + * @return {Vector3} The new Vector3. */ -raylib.LISTVIEW = 12 +function Vector3(x,y,z) { + return {x,y,z} +} +raylib.Vector3 = Vector3 /** + * Vector4, 4 components * + * @param {number} x - Vector x component + * @param {number} y - Vector y component + * @param {number} z - Vector z component + * @param {number} w - Vector w component * - * @type {number} - * @constant + * @return {Vector4} The new Vector4. */ -raylib.COLORPICKER = 13 +function Vector4(x,y,z,w) { + return {x,y,z,w} +} +raylib.Vector4 = Vector4 /** + * Rectangle, 4 components * + * @param {number} x - Rectangle top-left corner position x + * @param {number} y - Rectangle top-left corner position y + * @param {number} width - Rectangle width + * @param {number} height - Rectangle height * - * @type {number} - * @constant + * @return {Rectangle} The new Rectangle. */ -raylib.SCROLLBAR = 14 +function Rectangle(x,y,width,height) { + return {x,y,width,height} +} +raylib.Rectangle = Rectangle /** + * Camera2D, defines position/orientation in 2d space * + * @param {Vector2} offset - Camera offset (displacement from target) + * @param {Vector2} target - Camera target (rotation and zoom origin) + * @param {number} rotation - Camera rotation in degrees + * @param {number} zoom - Camera zoom (scaling), should be 1.0f by default * - * @type {number} - * @constant + * @return {Camera2D} The new Camera2D. */ -raylib.STATUSBAR = 15 +function Camera2D(offset,target,rotation,zoom) { + return {offset,target,rotation,zoom} +} +raylib.Camera2D = Camera2D /** + * Camera, defines position/orientation in 3d space * + * @param {Vector3} position - Camera position + * @param {Vector3} target - Camera target it looks-at + * @param {Vector3} up - Camera up vector (rotation over its axis) + * @param {number} fovy - Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic + * @param {number} projection - Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC * - * @type {number} - * @constant + * @return {Camera3D} The new Camera3D. */ -raylib.BORDER_COLOR_NORMAL = 0 +function Camera3D(position,target,up,fovy,projection) { + return {position,target,up,fovy,projection} +} +raylib.Camera3D = Camera3D +raylib.Camera = raylib.Camera3D + +// WRAPPED TYPED SHADER FUNCTIONS /** - * - * - * @type {number} - * @constant + * Set shader uniform value float + * + * @param {Shader} shader + * @param {number} locIndex + * @param {number} value + * + * @returns {undefined} */ -raylib.BASE_COLOR_NORMAL = 1 +function SetShaderFloat(shader, locIndex, value) { + return r.BindSetShaderFloat( + shader.id, + shader.locs, + locIndex, + value + ) +} +raylib.SetShaderFloat = SetShaderFloat /** - * - * - * @type {number} - * @constant + * Set shader uniform value float + * + * @param {Shader} shader + * @param {number} locIndex + * @param {number} value + * + * @returns {undefined} */ -raylib.TEXT_COLOR_NORMAL = 2 +function SetShaderInt(shader, locIndex, value) { + return r.BindSetShaderInt( + shader.id, + shader.locs, + locIndex, + value + ) +} +raylib.SetShaderInt = SetShaderInt /** - * - * - * @type {number} - * @constant + * Set shader uniform value vector2 + * + * @param {Shader} shader + * @param {number} locIndex + * @param {Vector2} value + * + * @returns {undefined} */ -raylib.BORDER_COLOR_FOCUSED = 3 +function SetShaderVec2(shader, locIndex, value) { + return r.BindSetShaderVec2( + shader.id, + shader.locs, + locIndex, + value.x, + value.y + ) +} +raylib.SetShaderVec2 = SetShaderVec2 /** - * - * - * @type {number} - * @constant + * Set shader uniform value vector3 + * + * @param {Shader} shader + * @param {number} locIndex + * @param {Vector3} value + * + * @returns {undefined} */ -raylib.BASE_COLOR_FOCUSED = 4 +function SetShaderVec3(shader, locIndex, value) { + return r.BindSetShaderVec3( + shader.id, + shader.locs, + locIndex, + value.x, + value.y, + value.z + ) +} +raylib.SetShaderVec3 = SetShaderVec3 /** - * - * - * @type {number} - * @constant + * Set shader uniform value vector4 + * + * @param {Shader} shader + * @param {number} locIndex + * @param {Vector4} value + * + * @returns {undefined} */ -raylib.TEXT_COLOR_FOCUSED = 5 +function SetShaderVec4(shader, locIndex, value) { + return r.BindSetShaderVec4( + shader.id, + shader.locs, + locIndex, + value.x, + value.y, + value.z, + value.w + ) +} +raylib.SetShaderVec4 = SetShaderVec4 /** - * + * Set to try enabling V-Sync on GPU * * @type {number} * @constant */ -raylib.BORDER_COLOR_PRESSED = 6 +raylib.FLAG_VSYNC_HINT = 64 /** - * + * Set to run program in fullscreen * * @type {number} * @constant */ -raylib.BASE_COLOR_PRESSED = 7 +raylib.FLAG_FULLSCREEN_MODE = 2 /** - * + * Set to allow resizable window * * @type {number} * @constant */ -raylib.TEXT_COLOR_PRESSED = 8 +raylib.FLAG_WINDOW_RESIZABLE = 4 /** - * + * Set to disable window decoration (frame and buttons) * * @type {number} * @constant */ -raylib.BORDER_COLOR_DISABLED = 9 +raylib.FLAG_WINDOW_UNDECORATED = 8 /** - * + * Set to hide window * * @type {number} * @constant */ -raylib.BASE_COLOR_DISABLED = 10 +raylib.FLAG_WINDOW_HIDDEN = 128 /** - * + * Set to minimize window (iconify) * * @type {number} * @constant */ -raylib.TEXT_COLOR_DISABLED = 11 +raylib.FLAG_WINDOW_MINIMIZED = 512 /** - * + * Set to maximize window (expanded to monitor) * * @type {number} * @constant */ -raylib.BORDER_WIDTH = 12 +raylib.FLAG_WINDOW_MAXIMIZED = 1024 /** - * + * Set to window non focused * * @type {number} * @constant */ -raylib.TEXT_PADDING = 13 +raylib.FLAG_WINDOW_UNFOCUSED = 2048 /** - * + * Set to window always on top * * @type {number} * @constant */ -raylib.TEXT_ALIGNMENT = 14 +raylib.FLAG_WINDOW_TOPMOST = 4096 /** - * + * Set to allow windows running while minimized * * @type {number} * @constant */ -raylib.RESERVED = 15 +raylib.FLAG_WINDOW_ALWAYS_RUN = 256 /** - * Text size (glyphs max height) + * Set to allow transparent framebuffer * * @type {number} * @constant */ -raylib.TEXT_SIZE = 16 +raylib.FLAG_WINDOW_TRANSPARENT = 16 /** - * Text spacing between glyphs + * Set to support HighDPI * * @type {number} * @constant */ -raylib.TEXT_SPACING = 17 +raylib.FLAG_WINDOW_HIGHDPI = 8192 /** - * Line control color + * Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED * * @type {number} * @constant */ -raylib.LINE_COLOR = 18 +raylib.FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384 /** - * Background color + * Set to run program in borderless windowed mode * * @type {number} * @constant */ -raylib.BACKGROUND_COLOR = 19 +raylib.FLAG_BORDERLESS_WINDOWED_MODE = 32768 /** - * ToggleGroup separation between toggles + * Set to try enabling MSAA 4X * * @type {number} * @constant */ -raylib.GROUP_PADDING = 16 +raylib.FLAG_MSAA_4X_HINT = 32 /** - * Slider size of internal bar + * Set to try enabling interlaced video format (for V3D) * * @type {number} * @constant */ -raylib.SLIDER_WIDTH = 16 +raylib.FLAG_INTERLACED_HINT = 65536 /** - * Slider/SliderBar internal bar padding + * Display all logs * * @type {number} * @constant */ -raylib.SLIDER_PADDING = 17 +raylib.LOG_ALL = 0 /** - * ProgressBar internal padding + * Trace logging, intended for internal use only * * @type {number} * @constant */ -raylib.PROGRESS_PADDING = 16 +raylib.LOG_TRACE = 1 /** - * + * Debug logging, used for internal debugging, it should be disabled on release builds * * @type {number} * @constant */ -raylib.ARROWS_SIZE = 16 +raylib.LOG_DEBUG = 2 /** - * + * Info logging, used for program execution info * * @type {number} * @constant */ -raylib.ARROWS_VISIBLE = 17 +raylib.LOG_INFO = 3 /** - * (SLIDERBAR, SLIDER_PADDING) + * Warning logging, used on recoverable failures * * @type {number} * @constant */ -raylib.SCROLL_SLIDER_PADDING = 18 +raylib.LOG_WARNING = 4 /** - * + * Error logging, used on unrecoverable failures * * @type {number} * @constant */ -raylib.SCROLL_SLIDER_SIZE = 19 +raylib.LOG_ERROR = 5 /** - * + * Fatal logging, used to abort program: exit(EXIT_FAILURE) * * @type {number} * @constant */ -raylib.SCROLL_PADDING = 20 +raylib.LOG_FATAL = 6 /** - * + * Disable logging * * @type {number} * @constant */ -raylib.SCROLL_SPEED = 21 +raylib.LOG_NONE = 7 /** - * CheckBox internal check padding + * Key: NULL, used for no key pressed * * @type {number} * @constant */ -raylib.CHECK_PADDING = 16 +raylib.KEY_NULL = 0 /** - * ComboBox right button width + * Key: ' * * @type {number} * @constant */ -raylib.COMBO_BUTTON_WIDTH = 16 +raylib.KEY_APOSTROPHE = 39 /** - * ComboBox button separation + * Key: , * * @type {number} * @constant */ -raylib.COMBO_BUTTON_SPACING = 17 +raylib.KEY_COMMA = 44 /** - * DropdownBox arrow separation from border and items + * Key: - * * @type {number} * @constant */ -raylib.ARROW_PADDING = 16 +raylib.KEY_MINUS = 45 /** - * DropdownBox items separation + * Key: . * * @type {number} * @constant */ -raylib.DROPDOWN_ITEMS_SPACING = 17 +raylib.KEY_PERIOD = 46 /** - * TextBox/TextBoxMulti/ValueBox/Spinner inner text padding + * Key: / * * @type {number} * @constant */ -raylib.TEXT_INNER_PADDING = 16 +raylib.KEY_SLASH = 47 /** - * TextBoxMulti lines separation + * Key: 0 * * @type {number} * @constant */ -raylib.TEXT_LINES_SPACING = 17 +raylib.KEY_ZERO = 48 /** - * Spinner left/right buttons width + * Key: 1 * * @type {number} * @constant */ -raylib.SPIN_BUTTON_WIDTH = 16 +raylib.KEY_ONE = 49 /** - * Spinner buttons separation + * Key: 2 * * @type {number} * @constant */ -raylib.SPIN_BUTTON_SPACING = 17 +raylib.KEY_TWO = 50 /** - * ListView items height + * Key: 3 * * @type {number} * @constant */ -raylib.LIST_ITEMS_HEIGHT = 16 +raylib.KEY_THREE = 51 /** - * ListView items separation + * Key: 4 * * @type {number} * @constant */ -raylib.LIST_ITEMS_SPACING = 17 +raylib.KEY_FOUR = 52 /** - * ListView scrollbar size (usually width) + * Key: 5 * * @type {number} * @constant */ -raylib.SCROLLBAR_WIDTH = 18 +raylib.KEY_FIVE = 53 /** - * ListView scrollbar side (0-left, 1-right) + * Key: 6 * * @type {number} * @constant */ -raylib.SCROLLBAR_SIDE = 19 +raylib.KEY_SIX = 54 /** - * + * Key: 7 * * @type {number} * @constant */ -raylib.COLOR_SELECTOR_SIZE = 16 +raylib.KEY_SEVEN = 55 /** - * ColorPicker right hue bar width + * Key: 8 * * @type {number} * @constant */ -raylib.HUEBAR_WIDTH = 17 +raylib.KEY_EIGHT = 56 /** - * ColorPicker right hue bar separation from panel + * Key: 9 * * @type {number} * @constant */ -raylib.HUEBAR_PADDING = 18 +raylib.KEY_NINE = 57 /** - * ColorPicker right hue bar selector height + * Key: ; * * @type {number} * @constant */ -raylib.HUEBAR_SELECTOR_HEIGHT = 19 +raylib.KEY_SEMICOLON = 59 /** - * ColorPicker right hue bar selector overflow + * Key: = * * @type {number} * @constant */ -raylib.HUEBAR_SELECTOR_OVERFLOW = 20 +raylib.KEY_EQUAL = 61 /** - * + * Key: A | a * * @type {number} * @constant */ -raylib.ICON_NONE = 0 +raylib.KEY_A = 65 /** - * + * Key: B | b * * @type {number} * @constant */ -raylib.ICON_FOLDER_FILE_OPEN = 1 +raylib.KEY_B = 66 /** - * + * Key: C | c * * @type {number} * @constant */ -raylib.ICON_FILE_SAVE_CLASSIC = 2 +raylib.KEY_C = 67 /** - * + * Key: D | d * * @type {number} * @constant */ -raylib.ICON_FOLDER_OPEN = 3 +raylib.KEY_D = 68 /** - * + * Key: E | e * * @type {number} * @constant */ -raylib.ICON_FOLDER_SAVE = 4 +raylib.KEY_E = 69 /** - * + * Key: F | f * * @type {number} * @constant */ -raylib.ICON_FILE_OPEN = 5 +raylib.KEY_F = 70 /** - * + * Key: G | g * * @type {number} * @constant */ -raylib.ICON_FILE_SAVE = 6 +raylib.KEY_G = 71 /** - * + * Key: H | h * * @type {number} * @constant */ -raylib.ICON_FILE_EXPORT = 7 +raylib.KEY_H = 72 /** - * + * Key: I | i * * @type {number} * @constant */ -raylib.ICON_FILE_ADD = 8 +raylib.KEY_I = 73 /** - * + * Key: J | j * * @type {number} * @constant */ -raylib.ICON_FILE_DELETE = 9 +raylib.KEY_J = 74 /** - * + * Key: K | k * * @type {number} * @constant */ -raylib.ICON_FILETYPE_TEXT = 10 +raylib.KEY_K = 75 /** - * + * Key: L | l * * @type {number} * @constant */ -raylib.ICON_FILETYPE_AUDIO = 11 +raylib.KEY_L = 76 /** - * + * Key: M | m * * @type {number} * @constant */ -raylib.ICON_FILETYPE_IMAGE = 12 +raylib.KEY_M = 77 /** - * + * Key: N | n * * @type {number} * @constant */ -raylib.ICON_FILETYPE_PLAY = 13 +raylib.KEY_N = 78 /** - * + * Key: O | o * * @type {number} * @constant */ -raylib.ICON_FILETYPE_VIDEO = 14 +raylib.KEY_O = 79 /** - * + * Key: P | p * * @type {number} * @constant */ -raylib.ICON_FILETYPE_INFO = 15 +raylib.KEY_P = 80 /** - * + * Key: Q | q * * @type {number} * @constant */ -raylib.ICON_FILE_COPY = 16 +raylib.KEY_Q = 81 /** - * + * Key: R | r * * @type {number} * @constant */ -raylib.ICON_FILE_CUT = 17 +raylib.KEY_R = 82 /** - * + * Key: S | s * * @type {number} * @constant */ -raylib.ICON_FILE_PASTE = 18 +raylib.KEY_S = 83 /** - * + * Key: T | t * * @type {number} * @constant */ -raylib.ICON_CURSOR_HAND = 19 +raylib.KEY_T = 84 /** - * + * Key: U | u * * @type {number} * @constant */ -raylib.ICON_CURSOR_POINTER = 20 +raylib.KEY_U = 85 /** - * + * Key: V | v * * @type {number} * @constant */ -raylib.ICON_CURSOR_CLASSIC = 21 +raylib.KEY_V = 86 /** - * + * Key: W | w * * @type {number} * @constant */ -raylib.ICON_PENCIL = 22 +raylib.KEY_W = 87 /** - * + * Key: X | x * * @type {number} * @constant */ -raylib.ICON_PENCIL_BIG = 23 +raylib.KEY_X = 88 /** - * + * Key: Y | y * * @type {number} * @constant */ -raylib.ICON_BRUSH_CLASSIC = 24 +raylib.KEY_Y = 89 /** - * + * Key: Z | z * * @type {number} * @constant */ -raylib.ICON_BRUSH_PAINTER = 25 +raylib.KEY_Z = 90 /** - * + * Key: [ * * @type {number} * @constant */ -raylib.ICON_WATER_DROP = 26 +raylib.KEY_LEFT_BRACKET = 91 /** - * + * Key: '\' * * @type {number} * @constant */ -raylib.ICON_COLOR_PICKER = 27 +raylib.KEY_BACKSLASH = 92 /** - * + * Key: ] * * @type {number} * @constant */ -raylib.ICON_RUBBER = 28 +raylib.KEY_RIGHT_BRACKET = 93 /** - * + * Key: ` * * @type {number} * @constant */ -raylib.ICON_COLOR_BUCKET = 29 +raylib.KEY_GRAVE = 96 /** - * + * Key: Space * * @type {number} * @constant */ -raylib.ICON_TEXT_T = 30 +raylib.KEY_SPACE = 32 /** - * + * Key: Esc * * @type {number} * @constant */ -raylib.ICON_TEXT_A = 31 +raylib.KEY_ESCAPE = 256 /** - * + * Key: Enter * * @type {number} * @constant */ -raylib.ICON_SCALE = 32 +raylib.KEY_ENTER = 257 /** - * + * Key: Tab * * @type {number} * @constant */ -raylib.ICON_RESIZE = 33 +raylib.KEY_TAB = 258 /** - * + * Key: Backspace * * @type {number} * @constant */ -raylib.ICON_FILTER_POINT = 34 +raylib.KEY_BACKSPACE = 259 /** - * + * Key: Ins * * @type {number} * @constant */ -raylib.ICON_FILTER_BILINEAR = 35 +raylib.KEY_INSERT = 260 /** - * + * Key: Del * * @type {number} * @constant */ -raylib.ICON_CROP = 36 +raylib.KEY_DELETE = 261 /** - * + * Key: Cursor right * * @type {number} * @constant */ -raylib.ICON_CROP_ALPHA = 37 +raylib.KEY_RIGHT = 262 /** - * + * Key: Cursor left * * @type {number} * @constant */ -raylib.ICON_SQUARE_TOGGLE = 38 +raylib.KEY_LEFT = 263 /** - * + * Key: Cursor down * * @type {number} * @constant */ -raylib.ICON_SYMMETRY = 39 +raylib.KEY_DOWN = 264 /** - * + * Key: Cursor up * * @type {number} * @constant */ -raylib.ICON_SYMMETRY_HORIZONTAL = 40 +raylib.KEY_UP = 265 /** - * + * Key: Page up * * @type {number} * @constant */ -raylib.ICON_SYMMETRY_VERTICAL = 41 +raylib.KEY_PAGE_UP = 266 /** - * + * Key: Page down * * @type {number} * @constant */ -raylib.ICON_LENS = 42 +raylib.KEY_PAGE_DOWN = 267 /** - * + * Key: Home * * @type {number} * @constant */ -raylib.ICON_LENS_BIG = 43 +raylib.KEY_HOME = 268 /** - * + * Key: End * * @type {number} * @constant */ -raylib.ICON_EYE_ON = 44 +raylib.KEY_END = 269 /** - * + * Key: Caps lock * * @type {number} * @constant */ -raylib.ICON_EYE_OFF = 45 +raylib.KEY_CAPS_LOCK = 280 /** - * + * Key: Scroll down * * @type {number} * @constant */ -raylib.ICON_FILTER_TOP = 46 +raylib.KEY_SCROLL_LOCK = 281 /** - * + * Key: Num lock * * @type {number} * @constant */ -raylib.ICON_FILTER = 47 +raylib.KEY_NUM_LOCK = 282 /** - * + * Key: Print screen * * @type {number} * @constant */ -raylib.ICON_TARGET_POINT = 48 +raylib.KEY_PRINT_SCREEN = 283 /** - * + * Key: Pause * * @type {number} * @constant */ -raylib.ICON_TARGET_SMALL = 49 +raylib.KEY_PAUSE = 284 /** - * + * Key: F1 * * @type {number} * @constant */ -raylib.ICON_TARGET_BIG = 50 +raylib.KEY_F1 = 290 /** - * + * Key: F2 * * @type {number} * @constant */ -raylib.ICON_TARGET_MOVE = 51 +raylib.KEY_F2 = 291 /** - * + * Key: F3 * * @type {number} * @constant */ -raylib.ICON_CURSOR_MOVE = 52 +raylib.KEY_F3 = 292 /** - * + * Key: F4 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE = 53 +raylib.KEY_F4 = 293 /** - * + * Key: F5 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_RIGHT = 54 +raylib.KEY_F5 = 294 /** - * + * Key: F6 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_LEFT = 55 +raylib.KEY_F6 = 295 /** - * + * Key: F7 * * @type {number} * @constant */ -raylib.ICON_UNDO = 56 +raylib.KEY_F7 = 296 /** - * + * Key: F8 * * @type {number} * @constant */ -raylib.ICON_REDO = 57 +raylib.KEY_F8 = 297 /** - * + * Key: F9 * * @type {number} * @constant */ -raylib.ICON_REREDO = 58 +raylib.KEY_F9 = 298 /** - * + * Key: F10 * * @type {number} * @constant */ -raylib.ICON_MUTATE = 59 +raylib.KEY_F10 = 299 /** - * + * Key: F11 * * @type {number} * @constant */ -raylib.ICON_ROTATE = 60 +raylib.KEY_F11 = 300 /** - * + * Key: F12 * * @type {number} * @constant */ -raylib.ICON_REPEAT = 61 +raylib.KEY_F12 = 301 /** - * + * Key: Shift left * * @type {number} * @constant */ -raylib.ICON_SHUFFLE = 62 +raylib.KEY_LEFT_SHIFT = 340 /** - * + * Key: Control left * * @type {number} * @constant */ -raylib.ICON_EMPTYBOX = 63 +raylib.KEY_LEFT_CONTROL = 341 /** - * + * Key: Alt left * * @type {number} * @constant */ -raylib.ICON_TARGET = 64 +raylib.KEY_LEFT_ALT = 342 /** - * + * Key: Super left * * @type {number} * @constant */ -raylib.ICON_TARGET_SMALL_FILL = 65 +raylib.KEY_LEFT_SUPER = 343 /** - * + * Key: Shift right * * @type {number} * @constant */ -raylib.ICON_TARGET_BIG_FILL = 66 +raylib.KEY_RIGHT_SHIFT = 344 /** - * + * Key: Control right * * @type {number} * @constant */ -raylib.ICON_TARGET_MOVE_FILL = 67 +raylib.KEY_RIGHT_CONTROL = 345 /** - * + * Key: Alt right * * @type {number} * @constant */ -raylib.ICON_CURSOR_MOVE_FILL = 68 +raylib.KEY_RIGHT_ALT = 346 /** - * + * Key: Super right * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_FILL = 69 +raylib.KEY_RIGHT_SUPER = 347 /** - * + * Key: KB menu * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_RIGHT_FILL = 70 +raylib.KEY_KB_MENU = 348 /** - * + * Key: Keypad 0 * * @type {number} * @constant */ -raylib.ICON_CURSOR_SCALE_LEFT_FILL = 71 +raylib.KEY_KP_0 = 320 /** - * + * Key: Keypad 1 * * @type {number} * @constant */ -raylib.ICON_UNDO_FILL = 72 +raylib.KEY_KP_1 = 321 /** - * + * Key: Keypad 2 * * @type {number} * @constant */ -raylib.ICON_REDO_FILL = 73 +raylib.KEY_KP_2 = 322 /** - * + * Key: Keypad 3 * * @type {number} * @constant */ -raylib.ICON_REREDO_FILL = 74 +raylib.KEY_KP_3 = 323 /** - * + * Key: Keypad 4 * * @type {number} * @constant */ -raylib.ICON_MUTATE_FILL = 75 +raylib.KEY_KP_4 = 324 /** - * + * Key: Keypad 5 * * @type {number} * @constant */ -raylib.ICON_ROTATE_FILL = 76 +raylib.KEY_KP_5 = 325 /** - * + * Key: Keypad 6 * * @type {number} * @constant */ -raylib.ICON_REPEAT_FILL = 77 +raylib.KEY_KP_6 = 326 /** - * + * Key: Keypad 7 * * @type {number} * @constant */ -raylib.ICON_SHUFFLE_FILL = 78 +raylib.KEY_KP_7 = 327 /** - * + * Key: Keypad 8 * * @type {number} * @constant */ -raylib.ICON_EMPTYBOX_SMALL = 79 +raylib.KEY_KP_8 = 328 /** - * + * Key: Keypad 9 * * @type {number} * @constant */ -raylib.ICON_BOX = 80 +raylib.KEY_KP_9 = 329 /** - * + * Key: Keypad . * * @type {number} * @constant */ -raylib.ICON_BOX_TOP = 81 +raylib.KEY_KP_DECIMAL = 330 /** - * + * Key: Keypad / * * @type {number} * @constant */ -raylib.ICON_BOX_TOP_RIGHT = 82 +raylib.KEY_KP_DIVIDE = 331 /** - * + * Key: Keypad * * * @type {number} * @constant */ -raylib.ICON_BOX_RIGHT = 83 +raylib.KEY_KP_MULTIPLY = 332 /** - * + * Key: Keypad - * * @type {number} * @constant */ -raylib.ICON_BOX_BOTTOM_RIGHT = 84 +raylib.KEY_KP_SUBTRACT = 333 /** - * + * Key: Keypad + * * @type {number} * @constant */ -raylib.ICON_BOX_BOTTOM = 85 +raylib.KEY_KP_ADD = 334 /** - * + * Key: Keypad Enter * * @type {number} * @constant */ -raylib.ICON_BOX_BOTTOM_LEFT = 86 +raylib.KEY_KP_ENTER = 335 /** - * + * Key: Keypad = * * @type {number} * @constant */ -raylib.ICON_BOX_LEFT = 87 +raylib.KEY_KP_EQUAL = 336 /** - * + * Key: Android back button * * @type {number} * @constant */ -raylib.ICON_BOX_TOP_LEFT = 88 +raylib.KEY_BACK = 4 /** - * + * Key: Android menu button * * @type {number} * @constant */ -raylib.ICON_BOX_CENTER = 89 +raylib.KEY_MENU = 82 /** - * + * Key: Android volume up button * * @type {number} * @constant */ -raylib.ICON_BOX_CIRCLE_MASK = 90 +raylib.KEY_VOLUME_UP = 24 /** - * + * Key: Android volume down button * * @type {number} * @constant */ -raylib.ICON_POT = 91 +raylib.KEY_VOLUME_DOWN = 25 /** - * + * Mouse button left * * @type {number} * @constant */ -raylib.ICON_ALPHA_MULTIPLY = 92 +raylib.MOUSE_BUTTON_LEFT = 0 /** - * + * Mouse button right * * @type {number} * @constant */ -raylib.ICON_ALPHA_CLEAR = 93 +raylib.MOUSE_BUTTON_RIGHT = 1 /** - * + * Mouse button middle (pressed wheel) * * @type {number} * @constant */ -raylib.ICON_DITHERING = 94 +raylib.MOUSE_BUTTON_MIDDLE = 2 /** - * + * Mouse button side (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_MIPMAPS = 95 +raylib.MOUSE_BUTTON_SIDE = 3 /** - * + * Mouse button extra (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_BOX_GRID = 96 +raylib.MOUSE_BUTTON_EXTRA = 4 /** - * + * Mouse button forward (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_GRID = 97 +raylib.MOUSE_BUTTON_FORWARD = 5 /** - * + * Mouse button back (advanced mouse device) * * @type {number} * @constant */ -raylib.ICON_BOX_CORNERS_SMALL = 98 +raylib.MOUSE_BUTTON_BACK = 6 /** - * + * Default pointer shape * * @type {number} * @constant */ -raylib.ICON_BOX_CORNERS_BIG = 99 +raylib.MOUSE_CURSOR_DEFAULT = 0 /** - * + * Arrow shape * * @type {number} * @constant */ -raylib.ICON_FOUR_BOXES = 100 +raylib.MOUSE_CURSOR_ARROW = 1 /** - * + * Text writing cursor shape * * @type {number} * @constant */ -raylib.ICON_GRID_FILL = 101 +raylib.MOUSE_CURSOR_IBEAM = 2 /** - * + * Cross shape * * @type {number} * @constant */ -raylib.ICON_BOX_MULTISIZE = 102 +raylib.MOUSE_CURSOR_CROSSHAIR = 3 /** - * + * Pointing hand cursor * * @type {number} * @constant */ -raylib.ICON_ZOOM_SMALL = 103 +raylib.MOUSE_CURSOR_POINTING_HAND = 4 /** - * + * Horizontal resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_MEDIUM = 104 +raylib.MOUSE_CURSOR_RESIZE_EW = 5 /** - * + * Vertical resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_BIG = 105 +raylib.MOUSE_CURSOR_RESIZE_NS = 6 /** - * + * Top-left to bottom-right diagonal resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_ALL = 106 +raylib.MOUSE_CURSOR_RESIZE_NWSE = 7 /** - * + * The top-right to bottom-left diagonal resize/move arrow shape * * @type {number} * @constant */ -raylib.ICON_ZOOM_CENTER = 107 +raylib.MOUSE_CURSOR_RESIZE_NESW = 8 /** - * + * The omnidirectional resize/move cursor shape * * @type {number} * @constant */ -raylib.ICON_BOX_DOTS_SMALL = 108 +raylib.MOUSE_CURSOR_RESIZE_ALL = 9 /** - * + * The operation-not-allowed shape * * @type {number} * @constant */ -raylib.ICON_BOX_DOTS_BIG = 109 +raylib.MOUSE_CURSOR_NOT_ALLOWED = 10 /** - * + * Unknown button, just for error checking * * @type {number} * @constant */ -raylib.ICON_BOX_CONCENTRIC = 110 +raylib.GAMEPAD_BUTTON_UNKNOWN = 0 /** - * + * Gamepad left DPAD up button * * @type {number} * @constant */ -raylib.ICON_BOX_GRID_BIG = 111 +raylib.GAMEPAD_BUTTON_LEFT_FACE_UP = 1 /** - * + * Gamepad left DPAD right button * * @type {number} * @constant */ -raylib.ICON_OK_TICK = 112 +raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 /** - * + * Gamepad left DPAD down button * * @type {number} * @constant */ -raylib.ICON_CROSS = 113 +raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 /** - * + * Gamepad left DPAD left button * * @type {number} * @constant */ -raylib.ICON_ARROW_LEFT = 114 +raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 /** - * + * Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) * * @type {number} * @constant */ -raylib.ICON_ARROW_RIGHT = 115 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 /** - * + * Gamepad right button right (i.e. PS3: Square, Xbox: X) * * @type {number} * @constant */ -raylib.ICON_ARROW_DOWN = 116 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 /** - * + * Gamepad right button down (i.e. PS3: Cross, Xbox: A) * * @type {number} * @constant */ -raylib.ICON_ARROW_UP = 117 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 /** - * + * Gamepad right button left (i.e. PS3: Circle, Xbox: B) * * @type {number} * @constant */ -raylib.ICON_ARROW_LEFT_FILL = 118 +raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 /** - * + * Gamepad top/back trigger left (first), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_ARROW_RIGHT_FILL = 119 +raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 /** - * + * Gamepad top/back trigger left (second), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_ARROW_DOWN_FILL = 120 +raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 /** - * + * Gamepad top/back trigger right (one), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_ARROW_UP_FILL = 121 +raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 /** - * + * Gamepad top/back trigger right (second), it could be a trailing button * * @type {number} * @constant */ -raylib.ICON_AUDIO = 122 +raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 /** - * + * Gamepad center buttons, left one (i.e. PS3: Select) * * @type {number} * @constant */ -raylib.ICON_FX = 123 +raylib.GAMEPAD_BUTTON_MIDDLE_LEFT = 13 /** - * + * Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) * * @type {number} * @constant */ -raylib.ICON_WAVE = 124 +raylib.GAMEPAD_BUTTON_MIDDLE = 14 /** - * + * Gamepad center buttons, right one (i.e. PS3: Start) * * @type {number} * @constant */ -raylib.ICON_WAVE_SINUS = 125 +raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 /** - * + * Gamepad joystick pressed button left * * @type {number} * @constant */ -raylib.ICON_WAVE_SQUARE = 126 +raylib.GAMEPAD_BUTTON_LEFT_THUMB = 16 /** - * + * Gamepad joystick pressed button right * * @type {number} * @constant */ -raylib.ICON_WAVE_TRIANGULAR = 127 +raylib.GAMEPAD_BUTTON_RIGHT_THUMB = 17 /** - * + * Gamepad left stick X axis * * @type {number} * @constant */ -raylib.ICON_CROSS_SMALL = 128 +raylib.GAMEPAD_AXIS_LEFT_X = 0 /** - * + * Gamepad left stick Y axis * * @type {number} * @constant */ -raylib.ICON_PLAYER_PREVIOUS = 129 +raylib.GAMEPAD_AXIS_LEFT_Y = 1 /** - * + * Gamepad right stick X axis * * @type {number} * @constant */ -raylib.ICON_PLAYER_PLAY_BACK = 130 +raylib.GAMEPAD_AXIS_RIGHT_X = 2 /** - * + * Gamepad right stick Y axis * * @type {number} * @constant */ -raylib.ICON_PLAYER_PLAY = 131 +raylib.GAMEPAD_AXIS_RIGHT_Y = 3 /** - * + * Gamepad back trigger left, pressure level: [1..-1] * * @type {number} * @constant */ -raylib.ICON_PLAYER_PAUSE = 132 +raylib.GAMEPAD_AXIS_LEFT_TRIGGER = 4 /** - * + * Gamepad back trigger right, pressure level: [1..-1] * * @type {number} * @constant */ -raylib.ICON_PLAYER_STOP = 133 +raylib.GAMEPAD_AXIS_RIGHT_TRIGGER = 5 /** - * + * Albedo material (same as: MATERIAL_MAP_DIFFUSE) * * @type {number} * @constant */ -raylib.ICON_PLAYER_NEXT = 134 +raylib.MATERIAL_MAP_ALBEDO = 0 /** - * + * Metalness material (same as: MATERIAL_MAP_SPECULAR) * * @type {number} * @constant */ -raylib.ICON_PLAYER_RECORD = 135 +raylib.MATERIAL_MAP_METALNESS = 1 /** - * + * Normal material * * @type {number} * @constant */ -raylib.ICON_MAGNET = 136 +raylib.MATERIAL_MAP_NORMAL = 2 /** - * + * Roughness material * * @type {number} * @constant */ -raylib.ICON_LOCK_CLOSE = 137 +raylib.MATERIAL_MAP_ROUGHNESS = 3 /** - * + * Ambient occlusion material * * @type {number} * @constant */ -raylib.ICON_LOCK_OPEN = 138 +raylib.MATERIAL_MAP_OCCLUSION = 4 /** - * + * Emission material * * @type {number} * @constant */ -raylib.ICON_CLOCK = 139 +raylib.MATERIAL_MAP_EMISSION = 5 /** - * + * Heightmap material * * @type {number} * @constant */ -raylib.ICON_TOOLS = 140 +raylib.MATERIAL_MAP_HEIGHT = 6 /** - * + * Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) * * @type {number} * @constant */ -raylib.ICON_GEAR = 141 +raylib.MATERIAL_MAP_CUBEMAP = 7 /** - * + * Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) * * @type {number} * @constant */ -raylib.ICON_GEAR_BIG = 142 +raylib.MATERIAL_MAP_IRRADIANCE = 8 /** - * + * Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) * * @type {number} * @constant */ -raylib.ICON_BIN = 143 +raylib.MATERIAL_MAP_PREFILTER = 9 /** - * + * Brdf material * * @type {number} * @constant */ -raylib.ICON_HAND_POINTER = 144 +raylib.MATERIAL_MAP_BRDF = 10 /** - * + * Shader location: vertex attribute: position * * @type {number} * @constant */ -raylib.ICON_LASER = 145 +raylib.SHADER_LOC_VERTEX_POSITION = 0 /** - * + * Shader location: vertex attribute: texcoord01 * * @type {number} * @constant */ -raylib.ICON_COIN = 146 +raylib.SHADER_LOC_VERTEX_TEXCOORD01 = 1 /** - * + * Shader location: vertex attribute: texcoord02 * * @type {number} * @constant */ -raylib.ICON_EXPLOSION = 147 +raylib.SHADER_LOC_VERTEX_TEXCOORD02 = 2 /** - * + * Shader location: vertex attribute: normal * * @type {number} * @constant */ -raylib.ICON_1UP = 148 +raylib.SHADER_LOC_VERTEX_NORMAL = 3 /** - * + * Shader location: vertex attribute: tangent * * @type {number} * @constant */ -raylib.ICON_PLAYER = 149 +raylib.SHADER_LOC_VERTEX_TANGENT = 4 /** - * + * Shader location: vertex attribute: color * * @type {number} * @constant */ -raylib.ICON_PLAYER_JUMP = 150 +raylib.SHADER_LOC_VERTEX_COLOR = 5 /** - * + * Shader location: matrix uniform: model-view-projection * * @type {number} * @constant */ -raylib.ICON_KEY = 151 +raylib.SHADER_LOC_MATRIX_MVP = 6 /** - * + * Shader location: matrix uniform: view (camera transform) * * @type {number} * @constant */ -raylib.ICON_DEMON = 152 +raylib.SHADER_LOC_MATRIX_VIEW = 7 /** - * + * Shader location: matrix uniform: projection * * @type {number} * @constant */ -raylib.ICON_TEXT_POPUP = 153 +raylib.SHADER_LOC_MATRIX_PROJECTION = 8 /** - * + * Shader location: matrix uniform: model (transform) * * @type {number} * @constant */ -raylib.ICON_GEAR_EX = 154 +raylib.SHADER_LOC_MATRIX_MODEL = 9 /** - * + * Shader location: matrix uniform: normal * * @type {number} * @constant */ -raylib.ICON_CRACK = 155 +raylib.SHADER_LOC_MATRIX_NORMAL = 10 /** - * + * Shader location: vector uniform: view * * @type {number} * @constant */ -raylib.ICON_CRACK_POINTS = 156 +raylib.SHADER_LOC_VECTOR_VIEW = 11 /** - * + * Shader location: vector uniform: diffuse color * * @type {number} * @constant */ -raylib.ICON_STAR = 157 +raylib.SHADER_LOC_COLOR_DIFFUSE = 12 /** - * + * Shader location: vector uniform: specular color * * @type {number} * @constant */ -raylib.ICON_DOOR = 158 +raylib.SHADER_LOC_COLOR_SPECULAR = 13 /** - * + * Shader location: vector uniform: ambient color * * @type {number} * @constant */ -raylib.ICON_EXIT = 159 +raylib.SHADER_LOC_COLOR_AMBIENT = 14 /** - * + * Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) * * @type {number} * @constant */ -raylib.ICON_MODE_2D = 160 +raylib.SHADER_LOC_MAP_ALBEDO = 15 /** - * + * Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) * * @type {number} * @constant */ -raylib.ICON_MODE_3D = 161 +raylib.SHADER_LOC_MAP_METALNESS = 16 /** - * + * Shader location: sampler2d texture: normal * * @type {number} * @constant */ -raylib.ICON_CUBE = 162 +raylib.SHADER_LOC_MAP_NORMAL = 17 /** - * + * Shader location: sampler2d texture: roughness * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_TOP = 163 +raylib.SHADER_LOC_MAP_ROUGHNESS = 18 /** - * + * Shader location: sampler2d texture: occlusion * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_LEFT = 164 +raylib.SHADER_LOC_MAP_OCCLUSION = 19 /** - * + * Shader location: sampler2d texture: emission * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_FRONT = 165 +raylib.SHADER_LOC_MAP_EMISSION = 20 /** - * + * Shader location: sampler2d texture: height * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_BOTTOM = 166 +raylib.SHADER_LOC_MAP_HEIGHT = 21 /** - * + * Shader location: samplerCube texture: cubemap * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_RIGHT = 167 +raylib.SHADER_LOC_MAP_CUBEMAP = 22 /** - * + * Shader location: samplerCube texture: irradiance * * @type {number} * @constant */ -raylib.ICON_CUBE_FACE_BACK = 168 +raylib.SHADER_LOC_MAP_IRRADIANCE = 23 /** - * + * Shader location: samplerCube texture: prefilter * * @type {number} * @constant */ -raylib.ICON_CAMERA = 169 +raylib.SHADER_LOC_MAP_PREFILTER = 24 /** - * + * Shader location: sampler2d texture: brdf * * @type {number} * @constant */ -raylib.ICON_SPECIAL = 170 +raylib.SHADER_LOC_MAP_BRDF = 25 /** - * + * Shader uniform type: float * * @type {number} * @constant */ -raylib.ICON_LINK_NET = 171 +raylib.SHADER_UNIFORM_FLOAT = 0 /** - * + * Shader uniform type: vec2 (2 float) * * @type {number} * @constant */ -raylib.ICON_LINK_BOXES = 172 +raylib.SHADER_UNIFORM_VEC2 = 1 /** - * + * Shader uniform type: vec3 (3 float) * * @type {number} * @constant */ -raylib.ICON_LINK_MULTI = 173 +raylib.SHADER_UNIFORM_VEC3 = 2 /** - * + * Shader uniform type: vec4 (4 float) * * @type {number} * @constant */ -raylib.ICON_LINK = 174 +raylib.SHADER_UNIFORM_VEC4 = 3 /** - * + * Shader uniform type: int * * @type {number} * @constant */ -raylib.ICON_LINK_BROKE = 175 +raylib.SHADER_UNIFORM_INT = 4 /** - * + * Shader uniform type: ivec2 (2 int) * * @type {number} * @constant */ -raylib.ICON_TEXT_NOTES = 176 +raylib.SHADER_UNIFORM_IVEC2 = 5 /** - * + * Shader uniform type: ivec3 (3 int) * * @type {number} * @constant */ -raylib.ICON_NOTEBOOK = 177 +raylib.SHADER_UNIFORM_IVEC3 = 6 /** - * + * Shader uniform type: ivec4 (4 int) * * @type {number} * @constant */ -raylib.ICON_SUITCASE = 178 +raylib.SHADER_UNIFORM_IVEC4 = 7 /** - * + * Shader uniform type: sampler2d * * @type {number} * @constant */ -raylib.ICON_SUITCASE_ZIP = 179 +raylib.SHADER_UNIFORM_SAMPLER2D = 8 /** - * + * Shader attribute type: float * * @type {number} * @constant */ -raylib.ICON_MAILBOX = 180 +raylib.SHADER_ATTRIB_FLOAT = 0 /** - * + * Shader attribute type: vec2 (2 float) * * @type {number} * @constant */ -raylib.ICON_MONITOR = 181 +raylib.SHADER_ATTRIB_VEC2 = 1 /** - * + * Shader attribute type: vec3 (3 float) * * @type {number} * @constant */ -raylib.ICON_PRINTER = 182 +raylib.SHADER_ATTRIB_VEC3 = 2 /** - * + * Shader attribute type: vec4 (4 float) * * @type {number} * @constant */ -raylib.ICON_PHOTO_CAMERA = 183 +raylib.SHADER_ATTRIB_VEC4 = 3 /** - * + * 8 bit per pixel (no alpha) * * @type {number} * @constant */ -raylib.ICON_PHOTO_CAMERA_FLASH = 184 +raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 /** - * + * 8*2 bpp (2 channels) * * @type {number} * @constant */ -raylib.ICON_HOUSE = 185 +raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 /** - * + * 16 bpp * * @type {number} * @constant */ -raylib.ICON_HEART = 186 +raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 /** - * + * 24 bpp * * @type {number} * @constant */ -raylib.ICON_CORNER = 187 +raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 /** - * + * 16 bpp (1 bit alpha) * * @type {number} * @constant */ -raylib.ICON_VERTICAL_BARS = 188 +raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 /** - * + * 16 bpp (4 bit alpha) * * @type {number} * @constant */ -raylib.ICON_VERTICAL_BARS_FILL = 189 +raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 /** - * + * 32 bpp * * @type {number} * @constant */ -raylib.ICON_LIFE_BARS = 190 +raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 /** - * + * 32 bpp (1 channel - float) * * @type {number} * @constant */ -raylib.ICON_INFO = 191 +raylib.PIXELFORMAT_UNCOMPRESSED_R32 = 8 /** - * + * 32*3 bpp (3 channels - float) * * @type {number} * @constant */ -raylib.ICON_CROSSLINE = 192 +raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 /** - * + * 32*4 bpp (4 channels - float) * * @type {number} * @constant */ -raylib.ICON_HELP = 193 +raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 /** - * + * 16 bpp (1 channel - half float) * * @type {number} * @constant */ -raylib.ICON_FILETYPE_ALPHA = 194 +raylib.PIXELFORMAT_UNCOMPRESSED_R16 = 11 /** - * + * 16*3 bpp (3 channels - half float) * * @type {number} * @constant */ -raylib.ICON_FILETYPE_HOME = 195 +raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 /** - * + * 16*4 bpp (4 channels - half float) * * @type {number} * @constant */ -raylib.ICON_LAYERS_VISIBLE = 196 +raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 /** - * + * 4 bpp (no alpha) * * @type {number} * @constant */ -raylib.ICON_LAYERS = 197 +raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 /** - * + * 4 bpp (1 bit alpha) * * @type {number} * @constant */ -raylib.ICON_WINDOW = 198 +raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_HIDPI = 199 +raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_FILETYPE_BINARY = 200 +raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_HEX = 201 +raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_SHIELD = 202 +raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_FILE_NEW = 203 +raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_FOLDER_ADD = 204 +raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 /** - * + * 4 bpp * * @type {number} * @constant */ -raylib.ICON_ALARM = 205 +raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 /** - * + * 8 bpp * * @type {number} * @constant */ -raylib.ICON_CPU = 206 +raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 /** - * + * 2 bpp * * @type {number} * @constant */ -raylib.ICON_ROM = 207 +raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 /** - * + * No filter, just pixel approximation * * @type {number} * @constant */ -raylib.ICON_STEP_OVER = 208 +raylib.TEXTURE_FILTER_POINT = 0 /** - * + * Linear filtering * * @type {number} * @constant */ -raylib.ICON_STEP_INTO = 209 +raylib.TEXTURE_FILTER_BILINEAR = 1 /** - * + * Trilinear filtering (linear with mipmaps) * * @type {number} * @constant */ -raylib.ICON_STEP_OUT = 210 +raylib.TEXTURE_FILTER_TRILINEAR = 2 /** - * + * Anisotropic filtering 4x * * @type {number} * @constant */ -raylib.ICON_RESTART = 211 +raylib.TEXTURE_FILTER_ANISOTROPIC_4X = 3 /** - * + * Anisotropic filtering 8x * * @type {number} * @constant */ -raylib.ICON_BREAKPOINT_ON = 212 +raylib.TEXTURE_FILTER_ANISOTROPIC_8X = 4 /** - * + * Anisotropic filtering 16x * * @type {number} * @constant */ -raylib.ICON_BREAKPOINT_OFF = 213 +raylib.TEXTURE_FILTER_ANISOTROPIC_16X = 5 /** - * + * Repeats texture in tiled mode * * @type {number} * @constant */ -raylib.ICON_BURGER_MENU = 214 +raylib.TEXTURE_WRAP_REPEAT = 0 /** - * + * Clamps texture to edge pixel in tiled mode * * @type {number} * @constant */ -raylib.ICON_CASE_SENSITIVE = 215 +raylib.TEXTURE_WRAP_CLAMP = 1 /** - * + * Mirrors and repeats the texture in tiled mode * * @type {number} * @constant */ -raylib.ICON_REG_EXP = 216 +raylib.TEXTURE_WRAP_MIRROR_REPEAT = 2 /** - * + * Mirrors and clamps to border the texture in tiled mode * * @type {number} * @constant */ -raylib.ICON_FOLDER = 217 +raylib.TEXTURE_WRAP_MIRROR_CLAMP = 3 /** - * + * Automatically detect layout type * * @type {number} * @constant */ -raylib.ICON_FILE = 218 +raylib.CUBEMAP_LAYOUT_AUTO_DETECT = 0 /** - * + * Layout is defined by a vertical line with faces * * @type {number} * @constant */ -raylib.ICON_219 = 219 +raylib.CUBEMAP_LAYOUT_LINE_VERTICAL = 1 /** - * + * Layout is defined by a horizontal line with faces * * @type {number} * @constant */ -raylib.ICON_220 = 220 +raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 /** - * + * Layout is defined by a 3x4 cross with cubemap faces * * @type {number} * @constant */ -raylib.ICON_221 = 221 +raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 /** - * + * Layout is defined by a 4x3 cross with cubemap faces * * @type {number} * @constant */ -raylib.ICON_222 = 222 +raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 /** - * + * Layout is defined by a panorama image (equirrectangular map) * * @type {number} * @constant */ -raylib.ICON_223 = 223 +raylib.CUBEMAP_LAYOUT_PANORAMA = 5 /** - * + * Default font generation, anti-aliased * * @type {number} * @constant */ -raylib.ICON_224 = 224 +raylib.FONT_DEFAULT = 0 /** - * + * Bitmap font generation, no anti-aliasing * * @type {number} * @constant */ -raylib.ICON_225 = 225 +raylib.FONT_BITMAP = 1 /** - * + * SDF font generation, requires external shader * * @type {number} * @constant */ -raylib.ICON_226 = 226 +raylib.FONT_SDF = 2 /** - * + * Blend textures considering alpha (default) * * @type {number} * @constant */ -raylib.ICON_227 = 227 +raylib.BLEND_ALPHA = 0 /** - * + * Blend textures adding colors * * @type {number} * @constant */ -raylib.ICON_228 = 228 +raylib.BLEND_ADDITIVE = 1 /** - * + * Blend textures multiplying colors * * @type {number} * @constant */ -raylib.ICON_229 = 229 +raylib.BLEND_MULTIPLIED = 2 /** - * + * Blend textures adding colors (alternative) * * @type {number} * @constant */ -raylib.ICON_230 = 230 +raylib.BLEND_ADD_COLORS = 3 /** - * + * Blend textures subtracting colors (alternative) * * @type {number} * @constant */ -raylib.ICON_231 = 231 +raylib.BLEND_SUBTRACT_COLORS = 4 /** - * + * Blend premultiplied textures considering alpha * * @type {number} * @constant */ -raylib.ICON_232 = 232 +raylib.BLEND_ALPHA_PREMULTIPLY = 5 /** - * + * Blend textures using custom src/dst factors (use rlSetBlendFactors()) * * @type {number} * @constant */ -raylib.ICON_233 = 233 +raylib.BLEND_CUSTOM = 6 /** - * + * Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) * * @type {number} * @constant */ -raylib.ICON_234 = 234 +raylib.BLEND_CUSTOM_SEPARATE = 7 /** - * + * No gesture * * @type {number} * @constant */ -raylib.ICON_235 = 235 +raylib.GESTURE_NONE = 0 /** - * + * Tap gesture * * @type {number} * @constant */ -raylib.ICON_236 = 236 +raylib.GESTURE_TAP = 1 /** - * + * Double tap gesture * * @type {number} * @constant */ -raylib.ICON_237 = 237 +raylib.GESTURE_DOUBLETAP = 2 /** - * + * Hold gesture * * @type {number} * @constant */ -raylib.ICON_238 = 238 +raylib.GESTURE_HOLD = 4 /** - * + * Drag gesture * * @type {number} * @constant */ -raylib.ICON_239 = 239 +raylib.GESTURE_DRAG = 8 /** - * + * Swipe right gesture * * @type {number} * @constant */ -raylib.ICON_240 = 240 +raylib.GESTURE_SWIPE_RIGHT = 16 /** - * + * Swipe left gesture * * @type {number} * @constant */ -raylib.ICON_241 = 241 +raylib.GESTURE_SWIPE_LEFT = 32 /** - * + * Swipe up gesture * * @type {number} * @constant */ -raylib.ICON_242 = 242 +raylib.GESTURE_SWIPE_UP = 64 /** - * + * Swipe down gesture * * @type {number} * @constant */ -raylib.ICON_243 = 243 +raylib.GESTURE_SWIPE_DOWN = 128 /** - * + * Pinch in gesture * * @type {number} * @constant */ -raylib.ICON_244 = 244 +raylib.GESTURE_PINCH_IN = 256 /** - * + * Pinch out gesture * * @type {number} * @constant */ -raylib.ICON_245 = 245 +raylib.GESTURE_PINCH_OUT = 512 /** - * + * Custom camera * * @type {number} * @constant */ -raylib.ICON_246 = 246 +raylib.CAMERA_CUSTOM = 0 /** - * + * Free camera * * @type {number} * @constant */ -raylib.ICON_247 = 247 +raylib.CAMERA_FREE = 1 /** - * + * Orbital camera * * @type {number} * @constant */ -raylib.ICON_248 = 248 +raylib.CAMERA_ORBITAL = 2 /** - * + * First person camera * * @type {number} * @constant */ -raylib.ICON_249 = 249 +raylib.CAMERA_FIRST_PERSON = 3 /** - * + * Third person camera * * @type {number} * @constant */ -raylib.ICON_250 = 250 +raylib.CAMERA_THIRD_PERSON = 4 /** - * + * Perspective projection * * @type {number} * @constant */ -raylib.ICON_251 = 251 +raylib.CAMERA_PERSPECTIVE = 0 /** - * + * Orthographic projection * * @type {number} * @constant */ -raylib.ICON_252 = 252 +raylib.CAMERA_ORTHOGRAPHIC = 1 /** - * + * Npatch layout: 3x3 tiles * * @type {number} * @constant */ -raylib.ICON_253 = 253 +raylib.NPATCH_NINE_PATCH = 0 /** - * + * Npatch layout: 1x3 tiles * * @type {number} * @constant */ -raylib.ICON_254 = 254 +raylib.NPATCH_THREE_PATCH_VERTICAL = 1 /** - * + * Npatch layout: 3x1 tiles * * @type {number} * @constant */ -raylib.ICON_255 = 255 +raylib.NPATCH_THREE_PATCH_HORIZONTAL = 2 /** * OpenGL 1.1 @@ -20230,6 +17366,14 @@ raylib.RL_OPENGL_43 = 4 */ raylib.RL_OPENGL_ES_20 = 5 +/** + * OpenGL ES 3.0 (GLSL 300 es) + * + * @type {number} + * @constant + */ +raylib.RL_OPENGL_ES_30 = 6 + /** * Display all logs * @@ -20374,13 +17518,37 @@ raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 */ raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 +/** + * 16 bpp (1 channel - half float) + * + * @type {number} + * @constant + */ +raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11 + +/** + * 16*3 bpp (3 channels - half float) + * + * @type {number} + * @constant + */ +raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 + +/** + * 16*4 bpp (4 channels - half float) + * + * @type {number} + * @constant + */ +raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 + /** * 4 bpp (no alpha) * * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 /** * 4 bpp (1 bit alpha) @@ -20388,7 +17556,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 /** * 8 bpp @@ -20396,7 +17564,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 /** * 8 bpp @@ -20404,7 +17572,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 +raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 /** * 4 bpp @@ -20412,7 +17580,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 +raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 /** * 4 bpp @@ -20420,7 +17588,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 +raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 /** * 8 bpp @@ -20428,7 +17596,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 +raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 /** * 4 bpp @@ -20436,7 +17604,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 +raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 /** * 4 bpp @@ -20444,7 +17612,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 +raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 /** * 8 bpp @@ -20452,7 +17620,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 +raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 /** * 2 bpp @@ -20460,7 +17628,7 @@ raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 * @type {number} * @constant */ -raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 +raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 /** * No filter, just pixel approximation @@ -21031,7 +18199,7 @@ raylib.RL_ATTACHMENT_TEXTURE2D = 100 raylib.RL_ATTACHMENT_RENDERBUFFER = 200 /** - * + * * * @type {number} * @constant @@ -21039,7 +18207,7 @@ raylib.RL_ATTACHMENT_RENDERBUFFER = 200 raylib.RL_CULL_FACE_FRONT = 0 /** - * + * * * @type {number} * @constant @@ -21047,7 +18215,7 @@ raylib.RL_CULL_FACE_FRONT = 0 raylib.RL_CULL_FACE_BACK = 1 /** - * + * * * @type {number} * @constant diff --git a/test/node-raylib.test.js b/test/node-raylib.test.js index 38298df..23dc306 100644 --- a/test/node-raylib.test.js +++ b/test/node-raylib.test.js @@ -44,7 +44,7 @@ describe('raylib', () => { expect(r.KEY_A).toBe(65) }) it('PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA', () => { - expect(r.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA).toBe(20) + expect(r.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA).toBe(23) }) }) diff --git a/tools/generate.js b/tools/generate.js index a27a691..17d7bb6 100644 --- a/tools/generate.js +++ b/tools/generate.js @@ -196,9 +196,10 @@ function getDefs () { functions.push(...raymath.functions) // Add Raygui - const raygui = raylibApi.raygui - functions.push(...raygui.functions) - enums.push(...raygui.enums) + // TODO: Fix raygui + // const raygui = raylibApi.raygui + // functions.push(...raygui.functions) + // enums.push(...raygui.enums) const rlgl = raylibApi.rlgl functions.push(...rlgl.functions) diff --git a/tools/generate_templates/node-raylib-bindings.js b/tools/generate_templates/node-raylib-bindings.js index 68f90c9..1e92364 100644 --- a/tools/generate_templates/node-raylib-bindings.js +++ b/tools/generate_templates/node-raylib-bindings.js @@ -20,6 +20,9 @@ const SanitizeTypeName = name => { if (name === 'unsigned int[4]') { return '(unsigned int) pointer' } + if (name === 'int[4]') { + return 'pointer' + } if (name === 'Matrix[2]') { return 'pointer' }