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Raylib Cheatsheet v4.0

This document provides a quick reference for the raylib library, which is a simple and easy-to-use library for videogames programming. It includes functions for initializing windows, drawing, textures, shaders, VR support and more. The functions cover areas like initializing graphics, updating windows, cursor handling, drawing, textures and shaders.

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AgustinMartinez
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0% found this document useful (0 votes)
87 views

Raylib Cheatsheet v4.0

This document provides a quick reference for the raylib library, which is a simple and easy-to-use library for videogames programming. It includes functions for initializing windows, drawing, textures, shaders, VR support and more. The functions cover areas like initializing graphics, updating windows, cursor handling, drawing, textures and shaders.

Uploaded by

AgustinMartinez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A simple and easy-to-use library to enjoy videogames programming

[raylib Discord server][github.com/raysan5/raylib]

v4.0 quick reference card [download as PDF]

module: core

// Window-related functions
void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
void CloseWindow(void); // Close window and unload OpenGL context
bool IsWindowReady(void); // Check if window has been initialized successfully
bool IsWindowFullscreen(void); // Check if window is currently fullscreen
bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
bool IsWindowResized(void); // Check if window has been resized last frame
bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
void SetWindowState(unsigned int flags); // Set window configuration state using flags
void ClearWindowState(unsigned int flags); // Clear window configuration state flags
void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowSize(int width, int height); // Set window dimensions
void *GetWindowHandle(void); // Get native window handle
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
int GetMonitorCount(void); // Get number of connected monitors
int GetCurrentMonitor(void); // Get current connected monitor
Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
Vector2 GetWindowPosition(void); // Get window position XY on monitor
Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
void SetClipboardText(const char *text); // Set clipboard text content
const char *GetClipboardText(void); // Get clipboard text content

// Cursor-related functions
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Check if cursor is not visible
void EnableCursor(void); // Enables cursor (unlock cursor)
void DisableCursor(void); // Disables cursor (lock cursor)
bool IsCursorOnScreen(void); // Check if cursor is on the screen

// Drawing-related functions
void ClearBackground(Color color); // Set background color (framebuffer clear color)
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
void EndMode2D(void); // Ends 2D mode with custom camera
void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
void EndTextureMode(void); // Ends drawing to render texture
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
void EndScissorMode(void); // End scissor mode
void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)

// VR stereo config functions for VR simulator


VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config

// Shader management functions


// NOTE: Shader functionality is not available on OpenGL 1.1
Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)

// Screen-space-related functions
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position

// Timing-related functions
void SetTargetFPS(int fps); // Set target FPS (maximum)
int GetFPS(void); // Get current FPS
float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
double GetTime(void); // Get elapsed time in seconds since InitWindow()

// Misc. functions
int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)

void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
void *MemAlloc(int size); // Internal memory allocator
void *MemRealloc(void *ptr, int size); // Internal memory reallocator
void MemFree(void *ptr); // Internal memory free

// Set custom callbacks


// WARNING: Callbacks setup is intended for advance users
void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver

// Files management functions


unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
bool FileExists(const char *fileName); // Check if file exists
bool DirectoryExists(const char *dirPath); // Check if a directory path exists
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
bool ChangeDirectory(const char *dir); // Change working directory, return true on success
bool IsFileDropped(void); // Check if a file has been dropped into window
char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
long GetFileModTime(const char *fileName); // Get file modification time (last write time)
// Compression/Encoding functionality
unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string
unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data

// Persistent storage management


bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success
int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)

// Misc.
void OpenURL(const char *url); // Open URL with default system browser (if available)

// Input-related functions: keyboard


bool IsKeyPressed(int key); // Check if a key has been pressed once
bool IsKeyDown(int key); // Check if a key is being pressed
bool IsKeyReleased(int key); // Check if a key has been released once
bool IsKeyUp(int key); // Check if a key is NOT being pressed
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is emp

// Input-related functions: gamepads


bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
const char *GetGamepadName(int gamepad); // Get gamepad internal name id
bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)

// Input-related functions: mouse


bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
int GetMouseX(void); // Get mouse position X
int GetMouseY(void); // Get mouse position Y
Vector2 GetMousePosition(void); // Get mouse position XY
Vector2 GetMouseDelta(void); // Get mouse delta between frames
void SetMousePosition(int x, int y); // Set mouse position XY
void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
float GetMouseWheelMove(void); // Get mouse wheel movement Y
void SetMouseCursor(int cursor); // Set mouse cursor

// Input-related functions: touch


int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
int GetTouchPointId(int index); // Get touch point identifier for given index
int GetTouchPointCount(void); // Get number of touch points

// Gestures and Touch Handling Functions (Module: rgestures)


void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
float GetGesturePinchAngle(void); // Get gesture pinch angle

// Camera System Functions (Module: rcamera)


void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera position for selected mode

void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)

module: shapes

// Set texture and rectangle to be used on shapes drawing


// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
void SetShapesTexture(Texture2D texture, Rectangle source);

// Basic shapes drawing functions


void DrawPixel(int posX, int posY, Color color); // Draw a pixel
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves wi
void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
void DrawTriangleFan(Vector2 *points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters

// Basic shapes collision detection functions


bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by
bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2]
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision

module: textures

// Image loading functions


// NOTE: This functions do not require GPU access
Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer
Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on suc
// Image generation functions
Image GenImageColor(int width, int height, Color color); // Generate image: plain color
Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells

// Image manipulation functions


Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit)
void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position

// Image drawing functions


// NOTE: Image software-rendering functions (CPU)
void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (

// Texture loading functions


// NOTE: These functions require GPU access
Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
Texture2D LoadTextureFromImage(Image image); // Load texture from image data
TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data

// Texture configuration functions


void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode

// Texture drawing functions


void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by
void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectan
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretch
void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon

// Color/pixel related functions


Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
int ColorToInt(Color color); // Returns hexadecimal value for a Color
Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format

module: text

// Font loading/unloading functions


Font GetFontDefault(void); // Get the default Font
Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters
Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, file
GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars inf
void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)

// Text drawing functions


void DrawFPS(int posX, int posY); // Draw current FPS
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro par
void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)

// Text misc. functions


int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallba
GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?
Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallb

// Text codepoints management functions (unicode characters)


int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by p
void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failu
const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as paramet
char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must

// Text strings management functions (no utf8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style)
const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!)
char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!)
const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
const char *TextToUpper(const char *text); // Get upper case version of provided string
const char *TextToLower(const char *text); // Get lower case version of provided string
const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
int TextToInteger(const char *text); // Get integer value from text (negative values not supported)

module: models

// Basic geometric 3D shapes drawing functions


void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at end
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))

// Model loading/unloading functions


Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)

// Model drawing functions


void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with ex
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a bi

// Mesh management functions


void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals

// Mesh generation functions


Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data

// Material loading/unloading functions


Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_S
void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh

// Model animations loading/unloading functions


ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data
bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match

// Collision detection functions


bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad

module: audio

// Audio device management functions


void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context
bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
void SetMasterVolume(float volume); // Set master volume (listener)

// Wave/Sound loading/unloading functions


Wave LoadWave(const char *fileName); // Load wave data from file
Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer
Sound LoadSound(const char *fileName); // Load sound from file
Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success

// Wave/Sound management functions


void PlaySound(Sound sound); // Play a sound
void StopSound(Sound sound); // Stop playing a sound
void PauseSound(Sound sound); // Pause a sound
void ResumeSound(Sound sound); // Resume a paused sound
void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()

// Music management functions


Music LoadMusicStream(const char *fileName); // Load music stream from file
Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data
void UnloadMusicStream(Music music); // Unload music stream
void PlayMusicStream(Music music); // Start music playing
bool IsMusicStreamPlaying(Music music); // Check if music is playing
void UpdateMusicStream(Music music); // Updates buffers for music streaming
void StopMusicStream(Music music); // Stop music playing
void PauseMusicStream(Music music); // Pause music playing
void ResumeMusicStream(Music music); // Resume playing paused music
void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)

// AudioStream management functions


AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
void PlayAudioStream(AudioStream stream); // Play audio stream
void PauseAudioStream(AudioStream stream); // Pause audio stream
void ResumeAudioStream(AudioStream stream); // Resume audio stream
bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
void StopAudioStream(AudioStream stream); // Stop audio stream
void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams

structs colors

struct Vector2; // Vector2 type // Custom raylib color palette for amazing visuals
struct Vector3; // Vector3 type #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
struct Vector4; // Vector4 type #define GRAY (Color){ 130, 130, 130, 255 } // Gray
struct Quaternion; // Quaternion type #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
struct Matrix; // Matrix type (OpenGL style 4x4) #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
struct Color; // Color type, RGBA (32bit) #define GOLD (Color){ 255, 203, 0, 255 } // Gold
struct Rectangle; // Rectangle type #define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
struct Image; // Image type (multiple pixel formats supported) #define RED (Color){ 230, 41, 55, 255 } // Red
// NOTE: Data stored in CPU memory (RAM) #define MAROON (Color){ 190, 33, 55, 255 } // Maroon
struct Texture; // Texture type (multiple internal formats supported) #define GREEN (Color){ 0, 228, 48, 255 } // Green
// NOTE: Data stored in GPU memory (VRAM) #define LIME (Color){ 0, 158, 47, 255 } // Lime
struct RenderTexture; // RenderTexture type, for texture rendering #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
struct NPatchInfo; // N-Patch layout info #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
struct GlyphInfo; // Font character glyph info #define BLUE (Color){ 0, 121, 241, 255 } // Blue
struct Font; // Font type, includes texture and chars data #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
struct Camera; // Camera type, defines 3d camera position/orientation #define VIOLET (Color){ 135, 60, 190, 255 } // Violet
struct Camera2D; // Camera2D type, defines a 2d camera #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
struct Mesh; // Vertex data definning a mesh #define BEIGE (Color){ 211, 176, 131, 255 } // Beige
struct Shader; // Shader type (generic shader) #define BROWN (Color){ 127, 106, 79, 255 } // Brown
struct MaterialMap; // Material texture map #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
struct Material; // Material type
struct Model; // Basic 3d Model type #define WHITE (Color){ 255, 255, 255, 255 } // White
struct Transform; // Transformation (used for bones) #define BLACK (Color){ 0, 0, 0, 255 } // Black
struct BoneInfo; // Bone information #define BLANK (Color){ 0, 0, 0, 0 } // Transparent
struct ModelAnimation; // Model animation data (bones and frames) #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
struct Ray; // Ray type (useful for raycast) #define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White
struct RayCollision; // Raycast hit information
struct BoundingBox; // Bounding box type for 3d mesh

struct Wave; // Wave type, defines audio wave data


struct Sound; // Basic Sound source and buffer
struct Music; // Music type (file streaming from memory)
struct AudioStream; // Raw audio stream type

struct VrDeviceInfo; // VR device parameters


struct VrStereoConfig; // VR Stereo rendering configuration for simulator

raylib quick reference card - Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)

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