// GENERATED CODE: DO NOT MODIFY declare module "raylib" { /** Vector2, 2 components */ export interface Vector2 { /** Vector x component. (float) */ x: number /** Vector y component. (float) */ y: number } /** Vector3, 3 components */ export interface Vector3 { /** Vector x component. (float) */ x: number /** Vector y component. (float) */ y: number /** Vector z component. (float) */ z: number } /** Vector4, 4 components */ export interface Vector4 { /** Vector x component. (float) */ x: number /** Vector y component. (float) */ y: number /** Vector z component. (float) */ z: number /** Vector w component. (float) */ w: number } /** Matrix, 4x4 components, column major, OpenGL style, right-handed */ export interface Matrix { /** Matrix first row (4 components). (float) */ m0: number /** Matrix first row (4 components). (float) */ m4: number /** Matrix first row (4 components). (float) */ m8: number /** Matrix first row (4 components). (float) */ m12: number /** Matrix second row (4 components). (float) */ m1: number /** Matrix second row (4 components). (float) */ m5: number /** Matrix second row (4 components). (float) */ m9: number /** Matrix second row (4 components). (float) */ m13: number /** Matrix third row (4 components). (float) */ m2: number /** Matrix third row (4 components). (float) */ m6: number /** Matrix third row (4 components). (float) */ m10: number /** Matrix third row (4 components). (float) */ m14: number /** Matrix fourth row (4 components). (float) */ m3: number /** Matrix fourth row (4 components). (float) */ m7: number /** Matrix fourth row (4 components). (float) */ m11: number /** Matrix fourth row (4 components). (float) */ m15: number } /** Color, 4 components, R8G8B8A8 (32bit) */ export interface Color { /** Color red value. (unsigned char) */ r: number /** Color green value. (unsigned char) */ g: number /** Color blue value. (unsigned char) */ b: number /** Color alpha value. (unsigned char) */ a: number } /** Rectangle, 4 components */ export interface Rectangle { /** Rectangle top-left corner position x. (float) */ x: number /** Rectangle top-left corner position y. (float) */ y: number /** Rectangle width. (float) */ width: number /** Rectangle height. (float) */ height: number } /** Image, pixel data stored in CPU memory (RAM) */ export interface Image { /** Image raw data. (void *) */ data: number /** Image base width. (int) */ width: number /** Image base height. (int) */ height: number /** Mipmap levels, 1 by default. (int) */ mipmaps: number /** Data format (PixelFormat type). (int) */ format: number } /** Texture, tex data stored in GPU memory (VRAM) */ export interface Texture { /** OpenGL texture id. (unsigned int) */ id: number /** Texture base width. (int) */ width: number /** Texture base height. (int) */ height: number /** Mipmap levels, 1 by default. (int) */ mipmaps: number /** Data format (PixelFormat type). (int) */ format: number } /** RenderTexture, fbo for texture rendering */ export interface RenderTexture { /** OpenGL framebuffer object id. (unsigned int) */ id: number /** Color buffer attachment texture. (Texture) */ texture: Texture /** Depth buffer attachment texture. (Texture) */ depth: Texture } /** NPatchInfo, n-patch layout info */ export interface NPatchInfo { /** Texture source rectangle. (Rectangle) */ source: Rectangle /** Left border offset. (int) */ left: number /** Top border offset. (int) */ top: number /** Right border offset. (int) */ right: number /** Bottom border offset. (int) */ bottom: number /** Layout of the n-patch: 3x3, 1x3 or 3x1. (int) */ layout: number } /** GlyphInfo, font characters glyphs info */ export interface GlyphInfo { /** Character value (Unicode). (int) */ value: number /** Character offset X when drawing. (int) */ offsetX: number /** Character offset Y when drawing. (int) */ offsetY: number /** Character advance position X. (int) */ advanceX: number /** Character image data. (Image) */ image: Image } /** Font, font texture and GlyphInfo array data */ export interface Font { /** Base size (default chars height). (int) */ baseSize: number /** Number of glyph characters. (int) */ glyphCount: number /** Padding around the glyph characters. (int) */ glyphPadding: number /** Texture atlas containing the glyphs. (Texture) */ texture: Texture /** Rectangles in texture for the glyphs. (Rectangle *) */ recs: number /** Glyphs info data. (GlyphInfo *) */ glyphs: number } /** Camera, defines position/orientation in 3d space */ export interface Camera3D { /** Camera position. (Vector3) */ position: Vector3 /** Camera target it looks-at. (Vector3) */ target: Vector3 /** Camera up vector (rotation over its axis). (Vector3) */ up: Vector3 /** Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic. (float) */ fovy: number /** Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC. (int) */ projection: number } /** Camera2D, defines position/orientation in 2d space */ export interface Camera2D { /** Camera offset (displacement from target). (Vector2) */ offset: Vector2 /** Camera target (rotation and zoom origin). (Vector2) */ target: Vector2 /** Camera rotation in degrees. (float) */ rotation: number /** Camera zoom (scaling), should be 1.0f by default. (float) */ zoom: number } /** Mesh, vertex data and vao/vbo */ export interface Mesh { /** Number of vertices stored in arrays. (int) */ vertexCount: number /** Number of triangles stored (indexed or not). (int) */ triangleCount: number /** Vertex position (XYZ - 3 components per vertex) (shader-location = 0). (float *) */ vertices: number /** Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1). (float *) */ texcoords: number /** Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5). (float *) */ texcoords2: number /** Vertex normals (XYZ - 3 components per vertex) (shader-location = 2). (float *) */ normals: number /** Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4). (float *) */ tangents: number /** Vertex colors (RGBA - 4 components per vertex) (shader-location = 3). (unsigned char *) */ colors: Buffer /** Vertex indices (in case vertex data comes indexed). (unsigned short *) */ indices: number /** Animated vertex positions (after bones transformations). (float *) */ animVertices: number /** Animated normals (after bones transformations). (float *) */ animNormals: number /** Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning). (unsigned char *) */ boneIds: Buffer /** Vertex bone weight, up to 4 bones influence by vertex (skinning). (float *) */ boneWeights: number /** OpenGL Vertex Array Object id. (unsigned int) */ vaoId: number /** OpenGL Vertex Buffer Objects id (default vertex data). (unsigned int *) */ vboId: number } /** Shader */ export interface Shader { /** Shader program id. (unsigned int) */ id: number /** Shader locations array (RL_MAX_SHADER_LOCATIONS). (int *) */ locs: number } /** MaterialMap */ export interface MaterialMap { /** Material map texture. (Texture) */ texture: Texture /** Material map color. (Color) */ color: Color /** Material map value. (float) */ value: number } /** Material, includes shader and maps */ export interface Material { /** Material shader. (Shader) */ shader: Shader /** Material maps array (MAX_MATERIAL_MAPS). (MaterialMap *) */ maps: number /** Material generic parameters (if required). (float[4]) */ params: number } /** Transform, vertex transformation data */ export interface Transform { /** Translation. (Vector3) */ translation: Vector3 /** Rotation. (Vector4) */ rotation: Vector4 /** Scale. (Vector3) */ scale: Vector3 } /** Bone, skeletal animation bone */ export interface BoneInfo { /** Bone name. (char) */ name: string /** Bone parent. (char) */ parent: string } /** Model, meshes, materials and animation data */ export interface Model { /** Local transform matrix. (Matrix) */ transform: Matrix /** Number of meshes. (int) */ meshCount: number /** Number of materials. (int) */ materialCount: number /** Meshes array. (Mesh *) */ meshes: number /** Materials array. (Material *) */ materials: number /** Mesh material number. (int *) */ meshMaterial: number /** Number of bones. (int) */ boneCount: number /** Bones information (skeleton). (BoneInfo *) */ bones: number /** Bones base transformation (pose). (Transform *) */ bindPose: number } /** ModelAnimation */ export interface ModelAnimation { /** Number of bones. (int) */ boneCount: number /** Number of animation frames. (int) */ frameCount: number /** Bones information (skeleton). (BoneInfo *) */ bones: number /** Poses array by frame. (Transform **) */ framePoses: number } /** Ray, ray for raycasting */ export interface Ray { /** Ray position (origin). (Vector3) */ position: Vector3 /** Ray direction. (Vector3) */ direction: Vector3 } /** RayCollision, ray hit information */ export interface RayCollision { /** Did the ray hit something?. (bool) */ hit: boolean /** Distance to the nearest hit. (float) */ distance: number /** Point of the nearest hit. (Vector3) */ point: Vector3 /** Surface normal of hit. (Vector3) */ normal: Vector3 } /** BoundingBox */ export interface BoundingBox { /** Minimum vertex box-corner. (Vector3) */ min: Vector3 /** Maximum vertex box-corner. (Vector3) */ max: Vector3 } /** Wave, audio wave data */ export interface Wave { /** Total number of frames (considering channels). (unsigned int) */ frameCount: number /** Frequency (samples per second). (unsigned int) */ sampleRate: number /** Bit depth (bits per sample): 8, 16, 32 (24 not supported). (unsigned int) */ sampleSize: number /** Number of channels (1-mono, 2-stereo, ...). (unsigned int) */ channels: number /** Buffer data pointer. (void *) */ data: number } /** AudioStream, custom audio stream */ export interface AudioStream { /** Pointer to internal data used by the audio system. (rAudioBuffer *) */ buffer: number /** Pointer to internal data processor, useful for audio effects. (rAudioProcessor *) */ processor: number /** Frequency (samples per second). (unsigned int) */ sampleRate: number /** Bit depth (bits per sample): 8, 16, 32 (24 not supported). (unsigned int) */ sampleSize: number /** Number of channels (1-mono, 2-stereo, ...). (unsigned int) */ channels: number } /** Sound */ export interface Sound { /** Audio stream. (AudioStream) */ stream: AudioStream /** Total number of frames (considering channels). (unsigned int) */ frameCount: number } /** Music, audio stream, anything longer than ~10 seconds should be streamed */ export interface Music { /** Audio stream. (AudioStream) */ stream: AudioStream /** Total number of frames (considering channels). (unsigned int) */ frameCount: number /** Music looping enable. (bool) */ looping: boolean /** Type of music context (audio filetype). (int) */ ctxType: number /** Audio context data, depends on type. (void *) */ ctxData: number } /** VrDeviceInfo, Head-Mounted-Display device parameters */ export interface VrDeviceInfo { /** Horizontal resolution in pixels. (int) */ hResolution: number /** Vertical resolution in pixels. (int) */ vResolution: number /** Horizontal size in meters. (float) */ hScreenSize: number /** Vertical size in meters. (float) */ vScreenSize: number /** Screen center in meters. (float) */ vScreenCenter: number /** Distance between eye and display in meters. (float) */ eyeToScreenDistance: number /** Lens separation distance in meters. (float) */ lensSeparationDistance: number /** IPD (distance between pupils) in meters. (float) */ interpupillaryDistance: number /** Lens distortion constant parameters. (float[4]) */ lensDistortionValues: number /** Chromatic aberration correction parameters. (float[4]) */ chromaAbCorrection: number } /** VrStereoConfig, VR stereo rendering configuration for simulator */ export interface VrStereoConfig { /** VR projection matrices (per eye). (Matrix[2]) */ projection: number /** VR view offset matrices (per eye). (Matrix[2]) */ viewOffset: number /** VR left lens center. (float[2]) */ leftLensCenter: number /** VR right lens center. (float[2]) */ rightLensCenter: number /** VR left screen center. (float[2]) */ leftScreenCenter: number /** VR right screen center. (float[2]) */ rightScreenCenter: number /** VR distortion scale. (float[2]) */ scale: number /** VR distortion scale in. (float[2]) */ scaleIn: number } /** File path list */ export interface FilePathList { /** Filepaths max entries. (unsigned int) */ capacity: number /** Filepaths entries count. (unsigned int) */ count: number /** Filepaths entries. (char **) */ paths: number } /** Dynamic vertex buffers (position + texcoords + colors + indices arrays) */ export interface rlVertexBuffer { /** Number of elements in the buffer (QUADS). (int) */ elementCount: number /** Vertex position (XYZ - 3 components per vertex) (shader-location = 0). (float *) */ vertices: number /** Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1). (float *) */ texcoords: number /** Vertex colors (RGBA - 4 components per vertex) (shader-location = 3). (unsigned char *) */ colors: Buffer /** Vertex indices (in case vertex data comes indexed) (6 indices per quad). (unsigned int *) */ indices: number /** OpenGL Vertex Array Object id. (unsigned int) */ vaoId: number /** OpenGL Vertex Buffer Objects id (4 types of vertex data). (unsigned int[4]) */ vboId: number } /** of those state-change happens (this is done in core module) */ export interface rlDrawCall { /** Drawing mode: LINES, TRIANGLES, QUADS. (int) */ mode: number /** Number of vertex of the draw. (int) */ vertexCount: number /** Number of vertex required for index alignment (LINES, TRIANGLES). (int) */ vertexAlignment: number /** Texture id to be used on the draw -> Use to create new draw call if changes. (unsigned int) */ textureId: number } /** rlRenderBatch type */ export interface rlRenderBatch { /** Number of vertex buffers (multi-buffering support). (int) */ bufferCount: number /** Current buffer tracking in case of multi-buffering. (int) */ currentBuffer: number /** Dynamic buffer(s) for vertex data. (rlVertexBuffer *) */ vertexBuffer: number /** Draw calls array, depends on textureId. (rlDrawCall *) */ draws: number /** Draw calls counter. (int) */ drawCounter: number /** Current depth value for next draw. (float) */ currentDepth: number } /** RenderTexture, fbo for texture rendering */ export type RenderTexture2D = RenderTexture /** Texture, tex data stored in GPU memory (VRAM) */ export type Texture2D = Texture /** Texture, tex data stored in GPU memory (VRAM) */ export type TextureCubemap = Texture /** Camera, defines position/orientation in 3d space */ export type Camera = Camera3D | Camera2D /** Quaternion, same as Vector4 */ export type Quaternion = Vector4 /** 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 window has been initialized successfully */ export function IsWindowReady(): boolean /** Check if window is currently fullscreen */ export function IsWindowFullscreen(): boolean /** Check if window is currently hidden (only PLATFORM_DESKTOP) */ export function IsWindowHidden(): boolean /** Check if window is currently minimized (only PLATFORM_DESKTOP) */ export function IsWindowMinimized(): boolean /** Check if window is currently maximized (only PLATFORM_DESKTOP) */ export function IsWindowMaximized(): boolean /** Check if window is currently focused (only PLATFORM_DESKTOP) */ export function IsWindowFocused(): boolean /** Check if window has been resized last frame */ export function IsWindowResized(): boolean /** Check if one specific window flag is enabled */ export function IsWindowState(flag: number): boolean /** Set window configuration state using flags (only PLATFORM_DESKTOP) */ export function SetWindowState(flags: number): void /** Clear window configuration state flags */ export function ClearWindowState(flags: number): void /** Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) */ export function ToggleFullscreen(): void /** Set window state: maximized, if resizable (only PLATFORM_DESKTOP) */ export function MaximizeWindow(): void /** Set window state: minimized, if resizable (only PLATFORM_DESKTOP) */ export function MinimizeWindow(): void /** Set window state: not minimized/maximized (only PLATFORM_DESKTOP) */ export function RestoreWindow(): void /** Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) */ export function SetWindowIcon(image: Image): void /** 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) */ 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) */ export function SetWindowMonitor(monitor: number): void /** Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) */ export function SetWindowMinSize(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 /** Get native window handle */ export function GetWindowHandle(): number /** Get current screen width */ export function GetScreenWidth(): number /** Get current screen height */ export function GetScreenHeight(): number /** Get current render width (it considers HiDPI) */ export function GetRenderWidth(): number /** Get current render height (it considers HiDPI) */ export function GetRenderHeight(): number /** Get number of connected monitors */ export function GetMonitorCount(): number /** Get current connected monitor */ export function GetCurrentMonitor(): number /** Get specified monitor position */ export function GetMonitorPosition(monitor: number): Vector2 /** Get specified monitor width (current video mode used by monitor) */ export function GetMonitorWidth(monitor: number): number /** Get specified monitor height (current video mode used by monitor) */ export function GetMonitorHeight(monitor: number): number /** Get specified monitor physical width in millimetres */ export function GetMonitorPhysicalWidth(monitor: number): number /** Get specified monitor physical height in millimetres */ export function GetMonitorPhysicalHeight(monitor: number): number /** Get specified monitor refresh rate */ export function GetMonitorRefreshRate(monitor: number): number /** Get window position XY on monitor */ export function GetWindowPosition(): Vector2 /** Get window scale DPI factor */ export function GetWindowScaleDPI(): Vector2 /** Get the human-readable, UTF-8 encoded name of the primary monitor */ export function GetMonitorName(monitor: number): string /** Set clipboard text content */ export function SetClipboardText(text: string): void /** Get clipboard text content */ export function GetClipboardText(): string /** Enable waiting for events on EndDrawing(), no automatic event polling */ export function EnableEventWaiting(): void /** 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 /** Hides cursor */ export function HideCursor(): void /** Check if cursor is not visible */ export function IsCursorHidden(): boolean /** Enables cursor (unlock cursor) */ export function EnableCursor(): void /** Disables cursor (lock cursor) */ export function DisableCursor(): void /** Check if cursor is on the screen */ export function IsCursorOnScreen(): boolean /** Set background color (framebuffer clear color) */ export function ClearBackground(color: Color): void /** Setup canvas (framebuffer) to start drawing */ export function BeginDrawing(): void /** End canvas drawing and swap buffers (double buffering) */ export function EndDrawing(): void /** Begin 2D mode with custom camera (2D) */ export function BeginMode2D(camera: Camera2D): void /** Ends 2D mode with custom camera */ export function EndMode2D(): void /** Begin 3D mode with custom camera (3D) */ export function BeginMode3D(camera: Camera3D): void /** Ends 3D mode and returns to default 2D orthographic mode */ export function EndMode3D(): void /** Begin drawing to render texture */ export function BeginTextureMode(target: RenderTexture): void /** Ends drawing to render texture */ export function EndTextureMode(): void /** Begin custom shader drawing */ export function BeginShaderMode(shader: Shader): void /** End custom shader drawing (use default shader) */ export function EndShaderMode(): void /** Begin blending mode (alpha, additive, multiplied, subtract, custom) */ export function BeginBlendMode(mode: number): void /** End blending mode (reset to default: alpha blending) */ export function EndBlendMode(): void /** Begin scissor mode (define screen area for following drawing) */ export function BeginScissorMode(x: number, y: number, width: number, height: number): void /** End scissor mode */ export function EndScissorMode(): void /** End stereo rendering (requires VR simulator) */ export function EndVrStereoMode(): void /** Load shader from files and bind default locations */ export function LoadShader(vsFileName: string, fsFileName: string): Shader /** Load shader from code strings and bind default locations */ export function LoadShaderFromMemory(vsCode: string, fsCode: string): Shader /** Check if a shader is ready */ export function IsShaderReady(shader: Shader): boolean /** Get shader uniform location */ export function GetShaderLocation(shader: Shader, uniformName: string): number /** Get shader attribute location */ export function GetShaderLocationAttrib(shader: Shader, attribName: string): number /** Set shader uniform value (matrix 4x4) */ export function SetShaderValueMatrix(shader: Shader, locIndex: number, mat: Matrix): void /** Set shader uniform value for texture (sampler2d) */ export function SetShaderValueTexture(shader: Shader, locIndex: number, texture: Texture): void /** Unload shader from GPU memory (VRAM) */ export function UnloadShader(shader: Shader): void /** Get a ray trace from mouse position */ export function GetMouseRay(mousePosition: Vector2, camera: Camera3D): Ray /** Get camera transform matrix (view matrix) */ export function GetCameraMatrix(camera: Camera3D): Matrix /** Get camera 2d transform matrix */ export function GetCameraMatrix2D(camera: Camera2D): Matrix /** Get the screen space position for a 3d world space position */ export function GetWorldToScreen(position: Vector3, camera: Camera3D): Vector2 /** Get the world space position for a 2d camera screen space position */ export function GetScreenToWorld2D(position: Vector2, camera: Camera2D): Vector2 /** Get size position for a 3d world space position */ export function GetWorldToScreenEx(position: Vector3, camera: Camera3D, width: number, height: number): Vector2 /** Get the screen space position for a 2d camera world space position */ export function GetWorldToScreen2D(position: Vector2, camera: Camera2D): Vector2 /** 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 /** Set the seed for the random number generator */ export function SetRandomSeed(seed: 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 /** Set the current threshold (minimum) log level */ export function SetTraceLogLevel(logLevel: number): void /** Internal memory allocator */ export function MemAlloc(size: number): number /** Internal memory reallocator */ export function MemRealloc(ptr: number, size: number): number /** 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 /** 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 data to code (.h), returns true on success */ export function ExportDataAsCode(data: Buffer, size: number, fileName: string): boolean /** Load text data from file (read), returns a '\0' terminated string */ export function LoadFileText(fileName: string): string /** Unload file text data allocated by LoadFileText() */ export function UnloadFileText(text: string): void /** Save text data to file (write), string must be '\0' terminated, returns true on success */ export function SaveFileText(fileName: string, text: string): boolean /** Check if file exists */ export function FileExists(fileName: string): boolean /** Check if a directory path exists */ export function DirectoryExists(dirPath: string): boolean /** Check file extension (including point: .png, .wav) */ export function IsFileExtension(fileName: string, ext: string): boolean /** Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) */ export function GetFileLength(fileName: string): number /** Get pointer to extension for a filename string (includes dot: '.png') */ export function GetFileExtension(fileName: string): string /** Get pointer to filename for a path string */ export function GetFileName(filePath: string): string /** Get filename string without extension (uses static string) */ export function GetFileNameWithoutExt(filePath: string): string /** Get full path for a given fileName with path (uses static string) */ export function GetDirectoryPath(filePath: string): string /** Get previous directory path for a given path (uses static string) */ export function GetPrevDirectoryPath(dirPath: string): string /** Get current working directory (uses static string) */ export function GetWorkingDirectory(): string /** Get the directory if the running application (uses static string) */ export function GetApplicationDirectory(): string /** Change working directory, return true on success */ export function ChangeDirectory(dir: string): boolean /** Check if a given path is a file or a directory */ export function IsPathFile(path: string): boolean /** Load directory filepaths */ export function LoadDirectoryFiles(dirPath: string): FilePathList /** Load directory filepaths with extension filtering and recursive directory scan */ export function LoadDirectoryFilesEx(basePath: string, filter: string, scanSubdirs: boolean): FilePathList /** Unload filepaths */ export function UnloadDirectoryFiles(files: FilePathList): void /** Check if a file has been dropped into window */ export function IsFileDropped(): boolean /** Load dropped filepaths */ export function LoadDroppedFiles(): FilePathList /** Unload dropped filepaths */ export function UnloadDroppedFiles(files: FilePathList): void /** Get file modification time (last write time) */ export function GetFileModTime(fileName: string): number /** Compress data (DEFLATE algorithm), memory must be MemFree() */ export function CompressData(data: Buffer, dataSize: number, compDataSize: number): Buffer /** Decompress data (DEFLATE algorithm), memory must be MemFree() */ export function DecompressData(compData: Buffer, compDataSize: number, dataSize: number): Buffer /** Encode data to Base64 string, memory must be MemFree() */ export function EncodeDataBase64(data: Buffer, dataSize: number, outputSize: number): string /** Decode Base64 string data, memory must be MemFree() */ export function DecodeDataBase64(data: Buffer, outputSize: number): Buffer /** Check if a key has been pressed once */ export function IsKeyPressed(key: number): boolean /** Check if a key is being pressed */ export function IsKeyDown(key: number): boolean /** Check if a key has been released once */ export function IsKeyReleased(key: number): boolean /** 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 /** Check if a gamepad is available */ export function IsGamepadAvailable(gamepad: number): boolean /** Get gamepad internal name id */ export function GetGamepadName(gamepad: number): string /** Check if a gamepad button has been pressed once */ export function IsGamepadButtonPressed(gamepad: number, button: number): boolean /** Check if a gamepad button is being pressed */ export function IsGamepadButtonDown(gamepad: number, button: number): boolean /** Check if a gamepad button has been released once */ export function IsGamepadButtonReleased(gamepad: number, button: number): boolean /** Check if a gamepad button is NOT being pressed */ export function IsGamepadButtonUp(gamepad: number, button: number): boolean /** Get the last gamepad button pressed */ export function GetGamepadButtonPressed(): number /** Get gamepad axis count for a gamepad */ export function GetGamepadAxisCount(gamepad: number): number /** Get axis movement value for a gamepad axis */ export function GetGamepadAxisMovement(gamepad: number, axis: number): number /** Set internal gamepad mappings (SDL_GameControllerDB) */ export function SetGamepadMappings(mappings: string): number /** Check if a mouse button has been pressed once */ export function IsMouseButtonPressed(button: number): boolean /** Check if a mouse button is being pressed */ export function IsMouseButtonDown(button: number): boolean /** Check if a mouse button has been released once */ export function IsMouseButtonReleased(button: number): boolean /** Check if a mouse button is NOT being pressed */ export function IsMouseButtonUp(button: number): boolean /** Get mouse position X */ export function GetMouseX(): number /** Get mouse position Y */ export function GetMouseY(): number /** Get mouse position XY */ export function GetMousePosition(): Vector2 /** Get mouse delta between frames */ export function GetMouseDelta(): Vector2 /** Set mouse position XY */ export function SetMousePosition(x: number, y: number): void /** Set mouse offset */ export function SetMouseOffset(offsetX: number, offsetY: number): void /** Set mouse scaling */ export function SetMouseScale(scaleX: number, scaleY: number): void /** Get mouse wheel movement for X or Y, whichever is larger */ export function GetMouseWheelMove(): number /** Get mouse wheel movement for both X and Y */ export function GetMouseWheelMoveV(): Vector2 /** Set mouse cursor */ export function SetMouseCursor(cursor: number): void /** Get touch position X for touch point 0 (relative to screen size) */ export function GetTouchX(): number /** Get touch position Y for touch point 0 (relative to screen size) */ export function GetTouchY(): number /** Get touch position XY for a touch point index (relative to screen size) */ export function GetTouchPosition(index: number): Vector2 /** Get touch point identifier for given index */ export function GetTouchPointId(index: number): number /** Get number of touch points */ export function GetTouchPointCount(): number /** Enable a set of gestures using flags */ export function SetGesturesEnabled(flags: number): void /** Check if a gesture have been detected */ export function IsGestureDetected(gesture: number): boolean /** Get latest detected gesture */ export function GetGestureDetected(): number /** Get gesture hold time in milliseconds */ export function GetGestureHoldDuration(): number /** Get gesture drag vector */ export function GetGestureDragVector(): Vector2 /** Get gesture drag angle */ export function GetGestureDragAngle(): number /** Get gesture pinch delta */ export function GetGesturePinchVector(): Vector2 /** Get gesture pinch angle */ export function GetGesturePinchAngle(): number /** Update camera position for selected mode */ export function UpdateCamera(camera: Camera3D, mode: number): void /** Update camera movement/rotation */ export function UpdateCameraPro(camera: number, movement: Vector3, rotation: Vector3, zoom: number): void /** Set texture and rectangle to be used on shapes drawing */ export function SetShapesTexture(texture: Texture, source: Rectangle): void /** Draw a pixel */ export function DrawPixel(posX: number, posY: number, color: Color): void /** Draw a pixel (Vector version) */ export function DrawPixelV(position: Vector2, color: Color): void /** Draw a line */ export function DrawLine(startPosX: number, startPosY: number, endPosX: number, endPosY: number, color: Color): void /** Draw a line (Vector version) */ export function DrawLineV(startPos: Vector2, endPos: Vector2, color: Color): void /** Draw a line defining thickness */ 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 */ export function DrawLineStrip(points: number, pointCount: number, color: Color): void /** Draw a color-filled circle */ export function DrawCircle(centerX: number, centerY: number, radius: number, color: Color): void /** Draw a piece of a circle */ export function DrawCircleSector(center: Vector2, radius: number, startAngle: number, endAngle: number, segments: number, color: Color): void /** Draw circle sector outline */ export function DrawCircleSectorLines(center: Vector2, radius: number, startAngle: number, endAngle: number, segments: number, color: Color): void /** Draw a gradient-filled circle */ export function DrawCircleGradient(centerX: number, centerY: number, radius: number, color1: Color, color2: Color): void /** Draw a color-filled circle (Vector version) */ export function DrawCircleV(center: Vector2, radius: number, color: Color): void /** Draw circle outline */ export function DrawCircleLines(centerX: number, centerY: number, radius: number, color: Color): void /** Draw ellipse */ export function DrawEllipse(centerX: number, centerY: number, radiusH: number, radiusV: number, color: Color): void /** Draw ellipse outline */ export function DrawEllipseLines(centerX: number, centerY: number, radiusH: number, radiusV: number, color: Color): void /** Draw ring */ export function DrawRing(center: Vector2, innerRadius: number, outerRadius: number, startAngle: number, endAngle: number, segments: number, color: Color): void /** Draw ring outline */ export function DrawRingLines(center: Vector2, innerRadius: number, outerRadius: number, startAngle: number, endAngle: number, segments: number, color: Color): void /** Draw a color-filled rectangle */ export function DrawRectangle(posX: number, posY: number, width: number, height: number, color: Color): void /** Draw a color-filled rectangle (Vector version) */ export function DrawRectangleV(position: Vector2, size: Vector2, color: Color): void /** Draw a color-filled rectangle */ export function DrawRectangleRec(rec: Rectangle, color: Color): void /** Draw a color-filled rectangle with pro parameters */ export function DrawRectanglePro(rec: Rectangle, origin: Vector2, rotation: number, color: Color): void /** Draw a vertical-gradient-filled rectangle */ export function DrawRectangleGradientV(posX: number, posY: number, width: number, height: number, color1: Color, color2: Color): void /** Draw a horizontal-gradient-filled rectangle */ export function DrawRectangleGradientH(posX: number, posY: number, width: number, height: number, color1: Color, color2: Color): void /** Draw a gradient-filled rectangle with custom vertex colors */ export function DrawRectangleGradientEx(rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color): void /** Draw rectangle outline */ export function DrawRectangleLines(posX: number, posY: number, width: number, height: number, color: Color): void /** Draw rectangle outline with extended parameters */ export function DrawRectangleLinesEx(rec: Rectangle, lineThick: number, color: Color): void /** Draw rectangle with rounded edges */ export function DrawRectangleRounded(rec: Rectangle, roundness: number, segments: number, color: Color): void /** Draw rectangle with rounded edges outline */ export function DrawRectangleRoundedLines(rec: Rectangle, roundness: number, segments: number, lineThick: number, color: Color): void /** Draw a color-filled triangle (vertex in counter-clockwise order!) */ export function DrawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color): void /** Draw triangle outline (vertex in counter-clockwise order!) */ export function DrawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color): void /** Draw a triangle fan defined by points (first vertex is the center) */ export function DrawTriangleFan(points: number, pointCount: number, color: Color): void /** Draw a triangle strip defined by points */ export function DrawTriangleStrip(points: number, pointCount: number, color: Color): void /** Draw a regular polygon (Vector version) */ export function DrawPoly(center: Vector2, sides: number, radius: number, rotation: number, color: Color): void /** Draw a polygon outline of n sides */ export function DrawPolyLines(center: Vector2, sides: number, radius: number, rotation: number, color: Color): void /** 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 /** Check collision between two rectangles */ export function CheckCollisionRecs(rec1: Rectangle, rec2: Rectangle): boolean /** Check collision between two circles */ export function CheckCollisionCircles(center1: Vector2, radius1: number, center2: Vector2, radius2: number): boolean /** Check collision between circle and rectangle */ export function CheckCollisionCircleRec(center: Vector2, radius: number, rec: Rectangle): boolean /** Check if point is inside rectangle */ export function CheckCollisionPointRec(point: Vector2, rec: Rectangle): boolean /** Check if point is inside circle */ export function CheckCollisionPointCircle(point: Vector2, center: Vector2, radius: number): boolean /** Check if point is inside a triangle */ export function CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2): boolean /** Check if point is within a polygon described by array of vertices */ export function CheckCollisionPointPoly(point: Vector2, points: number, pointCount: number): boolean /** Check the collision between two lines defined by two points each, returns collision point by reference */ export function CheckCollisionLines(startPos1: Vector2, endPos1: Vector2, startPos2: Vector2, endPos2: Vector2, collisionPoint: number): boolean /** Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] */ export function CheckCollisionPointLine(point: Vector2, p1: Vector2, p2: Vector2, threshold: number): boolean /** Get collision rectangle for two rectangles collision */ export function GetCollisionRec(rec1: Rectangle, rec2: Rectangle): Rectangle /** Load image from file into CPU memory (RAM) */ export function LoadImage(fileName: string): Image /** Load image from RAW file data */ export function LoadImageRaw(fileName: string, width: number, height: number, format: number, headerSize: number): Image /** Load image sequence from file (frames appended to image.data) */ export function LoadImageAnim(fileName: string, frames: number): Image /** Load image from memory buffer, fileType refers to extension: i.e. '.png' */ export function LoadImageFromMemory(fileType: string, fileData: Buffer, dataSize: number): Image /** Load image from GPU texture data */ export function LoadImageFromTexture(texture: Texture): Image /** Load image from screen buffer and (screenshot) */ export function LoadImageFromScreen(): Image /** Check if an image is ready */ export function IsImageReady(image: Image): boolean /** Unload image from CPU memory (RAM) */ export function UnloadImage(image: Image): void /** Export image data to file, returns true on success */ export function ExportImage(image: Image, fileName: string): boolean /** 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: radial gradient */ export function GenImageGradientRadial(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 /** Generate image: white noise */ export function GenImageWhiteNoise(width: number, height: number, factor: number): Image /** Generate image: perlin noise */ export function GenImagePerlinNoise(width: number, height: number, offsetX: number, offsetY: number, scale: number): Image /** Generate image: cellular algorithm, bigger tileSize means bigger cells */ export function GenImageCellular(width: number, height: number, tileSize: number): Image /** Generate image: grayscale image from text data */ export function GenImageText(width: number, height: number, text: string): Image /** Create an image duplicate (useful for transformations) */ export function ImageCopy(image: Image): Image /** Create an image from another image piece */ export function ImageFromImage(image: Image, rec: Rectangle): Image /** Create an image from text (default font) */ export function ImageText(text: string, fontSize: number, color: Color): Image /** Create an image from text (custom sprite font) */ export function ImageTextEx(font: Font, text: string, fontSize: number, spacing: number, tint: Color): Image /** Convert image data to desired format */ export function ImageFormat(image: Image, newFormat: number): void /** Convert image to POT (power-of-two) */ export function ImageToPOT(image: Image, fill: Color): void /** Crop an image to a defined rectangle */ export function ImageCrop(image: Image, crop: Rectangle): void /** Crop image depending on alpha value */ export function ImageAlphaCrop(image: Image, threshold: number): void /** Clear alpha channel to desired color */ export function ImageAlphaClear(image: Image, color: Color, threshold: number): void /** Apply alpha mask to image */ export function ImageAlphaMask(image: Image, alphaMask: Image): void /** Premultiply alpha channel */ export function ImageAlphaPremultiply(image: Image): void /** Apply Gaussian blur using a box blur approximation */ export function ImageBlurGaussian(image: number, blurSize: number): void /** Resize image (Bicubic scaling algorithm) */ export function ImageResize(image: Image, newWidth: number, newHeight: number): void /** Resize image (Nearest-Neighbor scaling algorithm) */ export function ImageResizeNN(image: Image, newWidth: number, newHeight: number): void /** Resize canvas and fill with color */ export function ImageResizeCanvas(image: Image, newWidth: number, newHeight: number, offsetX: number, offsetY: number, fill: Color): void /** Compute all mipmap levels for a provided image */ export function ImageMipmaps(image: Image): void /** Dither image data to 16bpp or lower (Floyd-Steinberg dithering) */ export function ImageDither(image: Image, rBpp: number, gBpp: number, bBpp: number, aBpp: number): void /** Flip image vertically */ export function ImageFlipVertical(image: Image): void /** Flip image horizontally */ export function ImageFlipHorizontal(image: Image): void /** Rotate image clockwise 90deg */ export function ImageRotateCW(image: Image): void /** Rotate image counter-clockwise 90deg */ export function ImageRotateCCW(image: Image): void /** Modify image color: tint */ export function ImageColorTint(image: Image, color: Color): void /** Modify image color: invert */ export function ImageColorInvert(image: Image): void /** Modify image color: grayscale */ export function ImageColorGrayscale(image: Image): void /** Modify image color: contrast (-100 to 100) */ export function ImageColorContrast(image: Image, contrast: number): void /** Modify image color: brightness (-255 to 255) */ export function ImageColorBrightness(image: Image, brightness: number): void /** Modify image color: replace color */ export function ImageColorReplace(image: Image, color: Color, replace: Color): void /** Load color data from image as a Color array (RGBA - 32bit) */ export function LoadImageColors(image: Image): number /** Load colors palette from image as a Color array (RGBA - 32bit) */ export function LoadImagePalette(image: Image, maxPaletteSize: number, colorCount: number): number /** Unload color data loaded with LoadImageColors() */ export function UnloadImageColors(colors: number): void /** Unload colors palette loaded with LoadImagePalette() */ export function UnloadImagePalette(colors: number): void /** Get image alpha border rectangle */ export function GetImageAlphaBorder(image: Image, threshold: number): Rectangle /** Get image pixel color at (x, y) position */ export function GetImageColor(image: Image, x: number, y: number): Color /** Clear image background with given color */ export function ImageClearBackground(dst: Image, color: Color): void /** Draw pixel within an image */ export function ImageDrawPixel(dst: Image, posX: number, posY: number, color: Color): void /** Draw pixel within an image (Vector version) */ export function ImageDrawPixelV(dst: Image, position: Vector2, color: Color): void /** Draw line within an image */ export function ImageDrawLine(dst: Image, startPosX: number, startPosY: number, endPosX: number, endPosY: number, color: Color): void /** Draw line within an image (Vector version) */ export function ImageDrawLineV(dst: Image, start: Vector2, end: Vector2, color: Color): void /** Draw a filled circle within an image */ export function ImageDrawCircle(dst: Image, centerX: number, centerY: number, radius: number, color: Color): void /** Draw a filled circle within an image (Vector version) */ export function ImageDrawCircleV(dst: Image, center: Vector2, radius: number, color: Color): void /** Draw circle outline within an image */ export function ImageDrawCircleLines(dst: number, centerX: number, centerY: number, radius: number, color: Color): void /** Draw circle outline within an image (Vector version) */ export function ImageDrawCircleLinesV(dst: number, center: Vector2, radius: number, color: Color): void /** Draw rectangle within an image */ export function ImageDrawRectangle(dst: Image, posX: number, posY: number, width: number, height: number, color: Color): void /** Draw rectangle within an image (Vector version) */ export function ImageDrawRectangleV(dst: Image, position: Vector2, size: Vector2, color: Color): void /** Draw rectangle within an image */ export function ImageDrawRectangleRec(dst: Image, rec: Rectangle, color: Color): void /** Draw rectangle lines within an image */ export function ImageDrawRectangleLines(dst: Image, rec: Rectangle, thick: number, color: Color): void /** Draw a source image within a destination image (tint applied to source) */ export function ImageDraw(dst: Image, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color): void /** Draw text (using default font) within an image (destination) */ export function ImageDrawText(dst: Image, text: string, posX: number, posY: number, fontSize: number, color: Color): void /** Draw text (custom sprite font) within an image (destination) */ export function ImageDrawTextEx(dst: Image, font: Font, text: string, position: Vector2, fontSize: number, spacing: number, tint: Color): void /** Load texture from file into GPU memory (VRAM) */ export function LoadTexture(fileName: string): Texture2D /** Load texture from image data */ export function LoadTextureFromImage(image: Image): Texture2D /** Load cubemap from image, multiple image cubemap layouts supported */ export function LoadTextureCubemap(image: Image, layout: number): TextureCubemap /** Load texture for rendering (framebuffer) */ export function LoadRenderTexture(width: number, height: number): RenderTexture2D /** Check if a texture is ready */ export function IsTextureReady(texture: Texture): boolean /** Unload texture from GPU memory (VRAM) */ export function UnloadTexture(texture: Texture): void /** Check if a render texture is ready */ export function IsRenderTextureReady(target: RenderTexture): boolean /** Unload render texture from GPU memory (VRAM) */ export function UnloadRenderTexture(target: RenderTexture): void /** Update GPU texture with new data */ export function UpdateTexture(texture: Texture, pixels: number): void /** Update GPU texture rectangle with new data */ export function UpdateTextureRec(texture: Texture, rec: Rectangle, pixels: number): void /** Generate GPU mipmaps for a texture */ export function GenTextureMipmaps(texture: Texture): void /** Set texture scaling filter mode */ export function SetTextureFilter(texture: Texture, filter: number): void /** Set texture wrapping mode */ export function SetTextureWrap(texture: Texture, wrap: number): void /** Draw a Texture2D */ export function DrawTexture(texture: Texture, posX: number, posY: number, tint: Color): void /** Draw a Texture2D with position defined as Vector2 */ export function DrawTextureV(texture: Texture, position: Vector2, tint: Color): void /** Draw a Texture2D with extended parameters */ export function DrawTextureEx(texture: Texture, position: Vector2, rotation: number, scale: number, tint: Color): void /** Draw a part of a texture defined by a rectangle */ export function DrawTextureRec(texture: Texture, source: Rectangle, position: Vector2, tint: Color): void /** Draw a part of a texture defined by a rectangle with 'pro' parameters */ export function DrawTexturePro(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: number, tint: Color): void /** Draws a texture (or part of it) that stretches or shrinks nicely */ export function DrawTextureNPatch(texture: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: number, tint: Color): void /** Get color with alpha applied, alpha goes from 0.0f to 1.0f */ export function Fade(color: Color, alpha: number): Color /** Get hexadecimal value for a Color */ export function ColorToInt(color: Color): number /** Get Color normalized as float [0..1] */ export function ColorNormalize(color: Color): Vector4 /** Get Color from normalized values [0..1] */ export function ColorFromNormalized(normalized: Vector4): Color /** Get HSV values for a Color, hue [0..360], saturation/value [0..1] */ export function ColorToHSV(color: Color): Vector3 /** Get a Color from HSV values, hue [0..360], saturation/value [0..1] */ export function ColorFromHSV(hue: number, saturation: number, value: number): Color /** Get color multiplied with another color */ export function ColorTint(color: Color, tint: Color): Color /** Get color with brightness correction, brightness factor goes from -1.0f to 1.0f */ export function ColorBrightness(color: Color, factor: number): Color /** Get color with contrast correction, contrast values between -1.0f and 1.0f */ export function ColorContrast(color: Color, contrast: number): Color /** Get color with alpha applied, alpha goes from 0.0f to 1.0f */ export function ColorAlpha(color: Color, alpha: number): Color /** Get src alpha-blended into dst color with tint */ export function ColorAlphaBlend(dst: Color, src: Color, tint: Color): Color /** Get Color structure from hexadecimal value */ export function GetColor(hexValue: number): Color /** Get Color from a source pixel pointer of certain format */ export function GetPixelColor(srcPtr: number, format: number): Color /** Set color formatted into destination pixel pointer */ export function SetPixelColor(dstPtr: number, color: Color, format: number): void /** Get pixel data size in bytes for certain format */ export function GetPixelDataSize(width: number, height: number, format: number): number /** Get the default Font */ export function GetFontDefault(): Font /** 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 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 /** 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 /** Generate image font atlas using chars info */ export function GenImageFontAtlas(chars: number, recs: number, glyphCount: number, fontSize: number, padding: number, packMethod: number): Image /** Unload font chars info data (RAM) */ export function UnloadFontData(chars: number, glyphCount: number): void /** Unload font from GPU memory (VRAM) */ export function UnloadFont(font: Font): void /** Export font as code file, returns true on success */ export function ExportFontAsCode(font: Font, fileName: string): boolean /** Draw current FPS */ export function DrawFPS(posX: number, posY: number): void /** Draw text (using default font) */ export function DrawText(text: string, posX: number, posY: number, fontSize: number, color: Color): void /** Draw text using font and additional parameters */ export function DrawTextEx(font: Font, text: string, position: Vector2, fontSize: number, spacing: number, tint: Color): void /** Draw text using Font and pro parameters (rotation) */ export function DrawTextPro(font: Font, text: string, position: Vector2, origin: Vector2, rotation: number, fontSize: number, spacing: number, tint: Color): void /** Draw one character (codepoint) */ 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 /** Measure string width for default font */ export function MeasureText(text: string, fontSize: number): number /** Measure string size for Font */ export function MeasureTextEx(font: Font, text: string, fontSize: number, spacing: number): Vector2 /** Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found */ export function GetGlyphIndex(font: Font, codepoint: number): number /** Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found */ export function GetGlyphInfo(font: Font, codepoint: number): GlyphInfo /** Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found */ export function GetGlyphAtlasRec(font: Font, codepoint: number): Rectangle /** Load UTF-8 text encoded from codepoints array */ export function LoadUTF8(codepoints: number, length: number): string /** Unload UTF-8 text encoded from codepoints array */ export function UnloadUTF8(text: string): void /** Load all codepoints from a UTF-8 text string, codepoints count returned by parameter */ export function LoadCodepoints(text: string, count: number): number /** Unload codepoints data from memory */ export function UnloadCodepoints(codepoints: number): void /** Get total number of codepoints in a UTF-8 encoded string */ export function GetCodepointCount(text: string): number /** Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure */ export function GetCodepoint(text: string, codepointSize: number): number /** Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure */ export function GetCodepointNext(text: string, codepointSize: number): number /** Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure */ export function GetCodepointPrevious(text: string, codepointSize: number): number /** Encode one codepoint into UTF-8 byte array (array length returned as parameter) */ export function CodepointToUTF8(codepoint: number, utf8Size: number): string /** Copy one string to another, returns bytes copied */ export function TextCopy(dst: string, src: string): number /** Check if two text string are equal */ export function TextIsEqual(text1: string, text2: string): boolean /** Get text length, checks for '\0' ending */ export function TextLength(text: string): number /** Get a piece of a text string */ export function TextSubtext(text: string, position: number, length: number): string /** Replace text string (WARNING: memory must be freed!) */ export function TextReplace(text: string, replace: string, by: string): string /** Insert text in a position (WARNING: memory must be freed!) */ export function TextInsert(text: string, insert: string, position: number): string /** Join text strings with delimiter */ export function TextJoin(textList: number, count: number, delimiter: string): string /** Split text into multiple strings */ export function TextSplit(text: string, delimiter: string, count: number): number /** Append text at specific position and move cursor! */ export function TextAppend(text: string, append: string, position: number): void /** Find first text occurrence within a string */ export function TextFindIndex(text: string, find: string): number /** Get upper case version of provided string */ export function TextToUpper(text: string): string /** Get lower case version of provided string */ export function TextToLower(text: string): string /** Get Pascal case notation version of provided string */ export function TextToPascal(text: string): string /** Get integer value from text (negative values not supported) */ export function TextToInteger(text: string): number /** Draw a line in 3D world space */ export function DrawLine3D(startPos: Vector3, endPos: Vector3, color: Color): void /** Draw a point in 3D space, actually a small line */ export function DrawPoint3D(position: Vector3, color: Color): void /** Draw a circle in 3D world space */ export function DrawCircle3D(center: Vector3, radius: number, rotationAxis: Vector3, rotationAngle: number, color: Color): void /** Draw a color-filled triangle (vertex in counter-clockwise order!) */ export function DrawTriangle3D(v1: Vector3, v2: Vector3, v3: Vector3, color: Color): void /** Draw a triangle strip defined by points */ export function DrawTriangleStrip3D(points: number, pointCount: number, color: Color): void /** Draw cube */ export function DrawCube(position: Vector3, width: number, height: number, length: number, color: Color): void /** Draw cube (Vector version) */ export function DrawCubeV(position: Vector3, size: Vector3, color: Color): void /** Draw cube wires */ export function DrawCubeWires(position: Vector3, width: number, height: number, length: number, color: Color): void /** Draw cube wires (Vector version) */ export function DrawCubeWiresV(position: Vector3, size: Vector3, color: Color): void /** Draw sphere */ export function DrawSphere(centerPos: Vector3, radius: number, color: Color): void /** Draw sphere with extended parameters */ export function DrawSphereEx(centerPos: Vector3, radius: number, rings: number, slices: number, color: Color): void /** Draw sphere wires */ export function DrawSphereWires(centerPos: Vector3, radius: number, rings: number, slices: number, color: Color): void /** Draw a cylinder/cone */ export function DrawCylinder(position: Vector3, radiusTop: number, radiusBottom: number, height: number, slices: number, color: Color): void /** Draw a cylinder with base at startPos and top at endPos */ export function DrawCylinderEx(startPos: Vector3, endPos: Vector3, startRadius: number, endRadius: number, sides: number, color: Color): void /** Draw a cylinder/cone wires */ export function DrawCylinderWires(position: Vector3, radiusTop: number, radiusBottom: number, height: number, slices: number, color: Color): void /** Draw a cylinder wires with base at startPos and top at endPos */ export function DrawCylinderWiresEx(startPos: Vector3, endPos: Vector3, startRadius: number, endRadius: number, sides: number, color: Color): void /** Draw a capsule with the center of its sphere caps at startPos and endPos */ export function DrawCapsule(startPos: Vector3, endPos: Vector3, radius: number, slices: number, rings: number, color: Color): void /** Draw capsule wireframe with the center of its sphere caps at startPos and endPos */ export function DrawCapsuleWires(startPos: Vector3, endPos: Vector3, radius: number, slices: number, rings: number, color: Color): void /** Draw a plane XZ */ export function DrawPlane(centerPos: Vector3, size: Vector2, color: Color): void /** Draw a ray line */ export function DrawRay(ray: Ray, color: Color): void /** Draw a grid (centered at (0, 0, 0)) */ export function DrawGrid(slices: number, spacing: number): void /** Load model from files (meshes and materials) */ export function LoadModel(fileName: string): Model /** Load model from generated mesh (default material) */ export function LoadModelFromMesh(mesh: Mesh): Model /** Check if a model is ready */ export function IsModelReady(model: Model): boolean /** Unload model (including meshes) from memory (RAM and/or VRAM) */ export function UnloadModel(model: Model): void /** Compute model bounding box limits (considers all meshes) */ export function GetModelBoundingBox(model: Model): BoundingBox /** Draw a model (with texture if set) */ export function DrawModel(model: Model, position: Vector3, scale: number, tint: Color): void /** Draw a model with extended parameters */ export function DrawModelEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: number, scale: Vector3, tint: Color): void /** Draw a model wires (with texture if set) */ export function DrawModelWires(model: Model, position: Vector3, scale: number, tint: Color): void /** Draw a model wires (with texture if set) with extended parameters */ export function DrawModelWiresEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: number, scale: Vector3, tint: Color): void /** Draw bounding box (wires) */ export function DrawBoundingBox(box: BoundingBox, color: Color): void /** Draw a billboard texture */ export function DrawBillboard(camera: Camera3D, texture: Texture, position: Vector3, size: number, tint: Color): void /** Draw a billboard texture defined by source */ export function DrawBillboardRec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color): void /** Draw a billboard texture defined by source and rotation */ export function DrawBillboardPro(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: number, tint: Color): void /** Upload mesh vertex data in GPU and provide VAO/VBO ids */ export function UploadMesh(mesh: Mesh, dynamic: boolean): void /** Update mesh vertex data in GPU for a specific buffer index */ export function UpdateMeshBuffer(mesh: Mesh, index: number, data: number, dataSize: number, offset: number): void /** Unload mesh data from CPU and GPU */ export function UnloadMesh(mesh: Mesh): void /** Export mesh data to file, returns true on success */ export function ExportMesh(mesh: Mesh, fileName: string): boolean /** Compute mesh bounding box limits */ export function GetMeshBoundingBox(mesh: Mesh): BoundingBox /** Compute mesh tangents */ export function GenMeshTangents(mesh: Mesh): void /** Generate polygonal mesh */ export function GenMeshPoly(sides: number, radius: number): Mesh /** Generate plane mesh (with subdivisions) */ export function GenMeshPlane(width: number, length: number, resX: number, resZ: number): Mesh /** Generate cuboid mesh */ export function GenMeshCube(width: number, height: number, length: number): Mesh /** Generate sphere mesh (standard sphere) */ export function GenMeshSphere(radius: number, rings: number, slices: number): Mesh /** Generate half-sphere mesh (no bottom cap) */ export function GenMeshHemiSphere(radius: number, rings: number, slices: number): Mesh /** Generate cylinder mesh */ export function GenMeshCylinder(radius: number, height: number, slices: number): Mesh /** Generate cone/pyramid mesh */ export function GenMeshCone(radius: number, height: number, slices: number): Mesh /** Generate torus mesh */ export function GenMeshTorus(radius: number, size: number, radSeg: number, sides: number): Mesh /** Generate trefoil knot mesh */ export function GenMeshKnot(radius: number, size: number, radSeg: number, sides: number): Mesh /** Generate heightmap mesh from image data */ export function GenMeshHeightmap(heightmap: Image, size: Vector3): Mesh /** Generate cubes-based map mesh from image data */ export function GenMeshCubicmap(cubicmap: Image, cubeSize: Vector3): Mesh /** Set material for a mesh */ export function SetModelMeshMaterial(model: Model, meshId: number, materialId: number): void /** Load model animations from file */ export function LoadModelAnimations(fileName: string, animCount: number): number /** Update model animation pose */ export function UpdateModelAnimation(model: Model, anim: ModelAnimation, frame: number): void /** Unload animation data */ export function UnloadModelAnimation(anim: ModelAnimation): void /** Unload animation array data */ export function UnloadModelAnimations(animations: number, count: number): void /** Check model animation skeleton match */ export function IsModelAnimationValid(model: Model, anim: ModelAnimation): boolean /** Check collision between two spheres */ export function CheckCollisionSpheres(center1: Vector3, radius1: number, center2: Vector3, radius2: number): boolean /** Check collision between two bounding boxes */ export function CheckCollisionBoxes(box1: BoundingBox, box2: BoundingBox): boolean /** Check collision between box and sphere */ export function CheckCollisionBoxSphere(box: BoundingBox, center: Vector3, radius: number): boolean /** Get collision info between ray and sphere */ export function GetRayCollisionSphere(ray: Ray, center: Vector3, radius: number): RayCollision /** Get collision info between ray and box */ export function GetRayCollisionBox(ray: Ray, box: BoundingBox): RayCollision /** Get collision info between ray and mesh */ export function GetRayCollisionMesh(ray: Ray, mesh: Mesh, transform: Matrix): RayCollision /** Get collision info between ray and triangle */ export function GetRayCollisionTriangle(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3): RayCollision /** Get collision info between ray and quad */ export function GetRayCollisionQuad(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): RayCollision /** Initialize audio device and context */ export function InitAudioDevice(): void /** Close the audio device and context */ export function CloseAudioDevice(): void /** Check if audio device has been initialized successfully */ export function IsAudioDeviceReady(): boolean /** Set master volume (listener) */ export function SetMasterVolume(volume: number): void /** Load wave data from file */ export function LoadWave(fileName: string): Wave /** Load wave from memory buffer, fileType refers to extension: i.e. '.wav' */ export function LoadWaveFromMemory(fileType: string, fileData: Buffer, dataSize: number): Wave /** Checks if wave data is ready */ export function IsWaveReady(wave: Wave): boolean /** Load sound from file */ export function LoadSound(fileName: string): Sound /** Load sound from wave data */ export function LoadSoundFromWave(wave: Wave): Sound /** Checks if a sound is ready */ export function IsSoundReady(sound: Sound): boolean /** Update sound buffer with new data */ export function UpdateSound(sound: Sound, data: number, sampleCount: number): void /** Unload wave data */ export function UnloadWave(wave: Wave): void /** Unload sound */ export function UnloadSound(sound: Sound): void /** Export wave data to file, returns true on success */ export function ExportWave(wave: Wave, fileName: string): boolean /** Export wave sample data to code (.h), returns true on success */ export function ExportWaveAsCode(wave: Wave, fileName: string): boolean /** Play a sound */ export function PlaySound(sound: Sound): void /** Stop playing a sound */ export function StopSound(sound: Sound): void /** Pause a sound */ export function PauseSound(sound: Sound): void /** Resume a paused sound */ export function ResumeSound(sound: Sound): void /** Check if a sound is currently playing */ export function IsSoundPlaying(sound: Sound): boolean /** Set volume for a sound (1.0 is max level) */ export function SetSoundVolume(sound: Sound, volume: number): void /** Set pitch for a sound (1.0 is base level) */ export function SetSoundPitch(sound: Sound, pitch: number): void /** Set pan for a sound (0.5 is center) */ export function SetSoundPan(sound: Sound, pan: number): void /** Copy a wave to a new wave */ export function WaveCopy(wave: Wave): Wave /** Crop a wave to defined samples range */ export function WaveCrop(wave: Wave, initSample: number, finalSample: number): void /** Convert wave data to desired format */ export function WaveFormat(wave: Wave, sampleRate: number, sampleSize: number, channels: number): void /** Load samples data from wave as a 32bit float data array */ export function LoadWaveSamples(wave: Wave): number /** Unload samples data loaded with LoadWaveSamples() */ export function UnloadWaveSamples(samples: number): void /** Load music stream from file */ export function LoadMusicStream(fileName: string): Music /** Load music stream from data */ export function LoadMusicStreamFromMemory(fileType: string, data: Buffer, dataSize: number): Music /** Checks if a music stream is ready */ export function IsMusicReady(music: Music): boolean /** Unload music stream */ export function UnloadMusicStream(music: Music): void /** Start music playing */ export function PlayMusicStream(music: Music): void /** Check if music is playing */ export function IsMusicStreamPlaying(music: Music): boolean /** Updates buffers for music streaming */ export function UpdateMusicStream(music: Music): void /** Stop music playing */ export function StopMusicStream(music: Music): void /** Pause music playing */ export function PauseMusicStream(music: Music): void /** Resume playing paused music */ export function ResumeMusicStream(music: Music): void /** Seek music to a position (in seconds) */ export function SeekMusicStream(music: Music, position: number): void /** Set volume for music (1.0 is max level) */ export function SetMusicVolume(music: Music, volume: number): void /** Set pitch for a music (1.0 is base level) */ export function SetMusicPitch(music: Music, pitch: number): void /** Set pan for a music (0.5 is center) */ export function SetMusicPan(music: Music, pan: number): void /** Get music time length (in seconds) */ export function GetMusicTimeLength(music: Music): number /** Get current music time played (in seconds) */ export function GetMusicTimePlayed(music: Music): number /** Load audio stream (to stream raw audio pcm data) */ export function LoadAudioStream(sampleRate: number, sampleSize: number, channels: number): AudioStream /** Checks if an audio stream is ready */ export function IsAudioStreamReady(stream: AudioStream): boolean /** Unload audio stream and free memory */ export function UnloadAudioStream(stream: AudioStream): void /** Update audio stream buffers with data */ export function UpdateAudioStream(stream: AudioStream, data: number, frameCount: number): void /** Check if any audio stream buffers requires refill */ export function IsAudioStreamProcessed(stream: AudioStream): boolean /** Play audio stream */ export function PlayAudioStream(stream: AudioStream): void /** Pause audio stream */ export function PauseAudioStream(stream: AudioStream): void /** Resume audio stream */ export function ResumeAudioStream(stream: AudioStream): void /** Check if audio stream is playing */ export function IsAudioStreamPlaying(stream: AudioStream): boolean /** Stop audio stream */ export function StopAudioStream(stream: AudioStream): void /** Set volume for audio stream (1.0 is max level) */ export function SetAudioStreamVolume(stream: AudioStream, volume: number): void /** Set pitch for audio stream (1.0 is base level) */ export function SetAudioStreamPitch(stream: AudioStream, pitch: number): void /** Set pan for audio stream (0.5 is centered) */ export function SetAudioStreamPan(stream: AudioStream, pan: number): void /** Default size for new audio streams */ export function SetAudioStreamBufferSizeDefault(size: number): void /** Ease: Linear */ export function EaseLinearNone(t: number, b: number, c: number, d: number): number /** Ease: Linear In */ export function EaseLinearIn(t: number, b: number, c: number, d: number): number /** Ease: Linear Out */ export function EaseLinearOut(t: number, b: number, c: number, d: number): number /** Ease: Linear In Out */ export function EaseLinearInOut(t: number, b: number, c: number, d: number): number /** Ease: Sine In */ export function EaseSineIn(t: number, b: number, c: number, d: number): number /** Ease: Sine Out */ export function EaseSineOut(t: number, b: number, c: number, d: number): number /** Ease: Sine Out */ export function EaseSineInOut(t: number, b: number, c: number, d: number): number /** Ease: Circular In */ export function EaseCircIn(t: number, b: number, c: number, d: number): number /** Ease: Circular Out */ export function EaseCircOut(t: number, b: number, c: number, d: number): number /** Ease: Circular In Out */ export function EaseCircInOut(t: number, b: number, c: number, d: number): number /** Ease: Cubic In */ export function EaseCubicIn(t: number, b: number, c: number, d: number): number /** Ease: Cubic Out */ export function EaseCubicOut(t: number, b: number, c: number, d: number): number /** Ease: Cubic In Out */ export function EaseCubicInOut(t: number, b: number, c: number, d: number): number /** Ease: Quadratic In */ export function EaseQuadIn(t: number, b: number, c: number, d: number): number /** Ease: Quadratic Out */ export function EaseQuadOut(t: number, b: number, c: number, d: number): number /** Ease: Quadratic In Out */ export function EaseQuadInOut(t: number, b: number, c: number, d: number): number /** Ease: Exponential In */ export function EaseExpoIn(t: number, b: number, c: number, d: number): number /** Ease: Exponential Out */ export function EaseExpoOut(t: number, b: number, c: number, d: number): number /** Ease: Exponential In Out */ export function EaseExpoInOut(t: number, b: number, c: number, d: number): number /** Ease: Back In */ export function EaseBackIn(t: number, b: number, c: number, d: number): number /** Ease: Back Out */ export function EaseBackOut(t: number, b: number, c: number, d: number): number /** Ease: Back In Out */ export function EaseBackInOut(t: number, b: number, c: number, d: number): number /** Ease: Bounce Out */ export function EaseBounceOut(t: number, b: number, c: number, d: number): number /** Ease: Bounce In */ export function EaseBounceIn(t: number, b: number, c: number, d: number): number /** Ease: Bounce In Out */ export function EaseBounceInOut(t: number, b: number, c: number, d: number): number /** Ease: Elastic In */ export function EaseElasticIn(t: number, b: number, c: number, d: number): number /** Ease: Elastic Out */ export function EaseElasticOut(t: number, b: number, c: number, d: number): number /** Ease: Elastic In Out */ export function EaseElasticInOut(t: number, b: number, c: number, d: number): number /** */ export function Clamp(value: number, min: number, max: number): number /** */ export function Lerp(start: number, end: number, amount: number): number /** */ export function Normalize(value: number, start: number, end: number): number /** */ export function Remap(value: number, inputStart: number, inputEnd: number, outputStart: number, outputEnd: number): number /** */ export function Wrap(value: number, min: number, max: number): number /** */ export function FloatEquals(x: number, y: number): number /** */ export function Vector2Zero(): Vector2 /** */ export function Vector2One(): Vector2 /** */ export function Vector2Add(v1: Vector2, v2: Vector2): Vector2 /** */ export function Vector2AddValue(v: Vector2, add: number): Vector2 /** */ export function Vector2Subtract(v1: Vector2, v2: Vector2): Vector2 /** */ export function Vector2SubtractValue(v: Vector2, sub: number): Vector2 /** */ export function Vector2Length(v: Vector2): number /** */ export function Vector2LengthSqr(v: Vector2): number /** */ export function Vector2DotProduct(v1: Vector2, v2: Vector2): number /** */ export function Vector2Distance(v1: Vector2, v2: Vector2): number /** */ export function Vector2DistanceSqr(v1: Vector2, v2: Vector2): number /** */ export function Vector2Angle(v1: Vector2, v2: Vector2): number /** */ export function Vector2LineAngle(start: Vector2, end: Vector2): number /** */ export function Vector2Scale(v: Vector2, scale: number): Vector2 /** */ export function Vector2Multiply(v1: Vector2, v2: Vector2): Vector2 /** */ export function Vector2Negate(v: Vector2): Vector2 /** */ export function Vector2Divide(v1: Vector2, v2: Vector2): Vector2 /** */ export function Vector2Normalize(v: Vector2): Vector2 /** */ export function Vector2Transform(v: Vector2, mat: Matrix): Vector2 /** */ export function Vector2Lerp(v1: Vector2, v2: Vector2, amount: number): Vector2 /** */ export function Vector2Reflect(v: Vector2, normal: Vector2): Vector2 /** */ export function Vector2Rotate(v: Vector2, angle: number): Vector2 /** */ export function Vector2MoveTowards(v: Vector2, target: Vector2, maxDistance: number): Vector2 /** */ export function Vector2Invert(v: Vector2): Vector2 /** */ export function Vector2Clamp(v: Vector2, min: Vector2, max: Vector2): Vector2 /** */ export function Vector2ClampValue(v: Vector2, min: number, max: number): Vector2 /** */ export function Vector2Equals(p: Vector2, q: Vector2): number /** */ export function Vector3Zero(): Vector3 /** */ export function Vector3One(): Vector3 /** */ export function Vector3Add(v1: Vector3, v2: Vector3): Vector3 /** */ export function Vector3AddValue(v: Vector3, add: number): Vector3 /** */ export function Vector3Subtract(v1: Vector3, v2: Vector3): Vector3 /** */ export function Vector3SubtractValue(v: Vector3, sub: number): Vector3 /** */ export function Vector3Scale(v: Vector3, scalar: number): Vector3 /** */ export function Vector3Multiply(v1: Vector3, v2: Vector3): Vector3 /** */ export function Vector3CrossProduct(v1: Vector3, v2: Vector3): Vector3 /** */ export function Vector3Perpendicular(v: Vector3): Vector3 /** */ export function Vector3Length(v: Vector3): number /** */ export function Vector3LengthSqr(v: Vector3): number /** */ export function Vector3DotProduct(v1: Vector3, v2: Vector3): number /** */ export function Vector3Distance(v1: Vector3, v2: Vector3): number /** */ export function Vector3DistanceSqr(v1: Vector3, v2: Vector3): number /** */ export function Vector3Angle(v1: Vector3, v2: Vector3): number /** */ export function Vector3Negate(v: Vector3): Vector3 /** */ export function Vector3Divide(v1: Vector3, v2: Vector3): Vector3 /** */ export function Vector3Normalize(v: Vector3): Vector3 /** */ export function Vector3OrthoNormalize(v1: number, v2: number): void /** */ export function Vector3Transform(v: Vector3, mat: Matrix): Vector3 /** */ export function Vector3RotateByQuaternion(v: Vector3, q: Quaternion): Vector3 /** */ export function Vector3RotateByAxisAngle(v: Vector3, axis: Vector3, angle: number): Vector3 /** */ export function Vector3Lerp(v1: Vector3, v2: Vector3, amount: number): Vector3 /** */ export function Vector3Reflect(v: Vector3, normal: Vector3): Vector3 /** */ export function Vector3Min(v1: Vector3, v2: Vector3): Vector3 /** */ export function Vector3Max(v1: Vector3, v2: Vector3): Vector3 /** */ export function Vector3Barycenter(p: Vector3, a: Vector3, b: Vector3, c: Vector3): Vector3 /** */ export function Vector3Unproject(source: Vector3, projection: Matrix, view: Matrix): Vector3 /** */ export function Vector3Invert(v: Vector3): Vector3 /** */ export function Vector3Clamp(v: Vector3, min: Vector3, max: Vector3): Vector3 /** */ export function Vector3ClampValue(v: Vector3, min: number, max: number): Vector3 /** */ export function Vector3Equals(p: Vector3, q: Vector3): number /** */ export function Vector3Refract(v: Vector3, n: Vector3, r: number): Vector3 /** */ export function MatrixDeterminant(mat: Matrix): number /** */ export function MatrixTrace(mat: Matrix): number /** */ export function MatrixTranspose(mat: Matrix): Matrix /** */ export function MatrixInvert(mat: Matrix): Matrix /** */ export function MatrixIdentity(): Matrix /** */ export function MatrixAdd(left: Matrix, right: Matrix): Matrix /** */ export function MatrixSubtract(left: Matrix, right: Matrix): Matrix /** */ export function MatrixMultiply(left: Matrix, right: Matrix): Matrix /** */ export function MatrixTranslate(x: number, y: number, z: number): Matrix /** */ export function MatrixRotate(axis: Vector3, angle: number): Matrix /** */ export function MatrixRotateX(angle: number): Matrix /** */ export function MatrixRotateY(angle: number): Matrix /** */ export function MatrixRotateZ(angle: number): Matrix /** */ export function MatrixRotateXYZ(angle: Vector3): Matrix /** */ export function MatrixRotateZYX(angle: Vector3): Matrix /** */ export function MatrixScale(x: number, y: number, z: number): Matrix /** */ 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 MatrixOrtho(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix /** */ export function MatrixLookAt(eye: Vector3, target: Vector3, up: Vector3): Matrix /** */ export function QuaternionAdd(q1: Quaternion, q2: Quaternion): Quaternion /** */ export function QuaternionAddValue(q: Quaternion, add: number): Quaternion /** */ export function QuaternionSubtract(q1: Quaternion, q2: Quaternion): Quaternion /** */ export function QuaternionSubtractValue(q: Quaternion, sub: number): Quaternion /** */ export function QuaternionIdentity(): Quaternion /** */ export function QuaternionLength(q: Quaternion): number /** */ export function QuaternionNormalize(q: Quaternion): Quaternion /** */ export function QuaternionInvert(q: Quaternion): Quaternion /** */ export function QuaternionMultiply(q1: Quaternion, q2: Quaternion): Quaternion /** */ export function QuaternionScale(q: Quaternion, mul: number): Quaternion /** */ export function QuaternionDivide(q1: Quaternion, q2: Quaternion): Quaternion /** */ export function QuaternionLerp(q1: Quaternion, q2: Quaternion, amount: number): Quaternion /** */ export function QuaternionNlerp(q1: Quaternion, q2: Quaternion, amount: number): Quaternion /** */ export function QuaternionSlerp(q1: Quaternion, q2: Quaternion, amount: number): Quaternion /** */ export function QuaternionFromVector3ToVector3(from: Vector3, to: Vector3): Quaternion /** */ export function QuaternionFromMatrix(mat: Matrix): Quaternion /** */ export function QuaternionToMatrix(q: Quaternion): Matrix /** */ export function QuaternionFromAxisAngle(axis: Vector3, angle: number): Quaternion /** */ export function QuaternionToAxisAngle(q: Quaternion, outAxis: number, outAngle: number): void /** */ export function QuaternionFromEuler(pitch: number, yaw: number, roll: number): Quaternion /** */ export function QuaternionToEuler(q: Quaternion): Vector3 /** */ export function QuaternionTransform(q: Quaternion, mat: Matrix): Quaternion /** */ 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 /** Push the current matrix to stack */ export function rlPushMatrix(): void /** Pop latest inserted matrix from stack */ export function rlPopMatrix(): void /** Reset current matrix to identity matrix */ export function rlLoadIdentity(): void /** Multiply the current matrix by a translation matrix */ export function rlTranslatef(x: number, y: number, z: number): void /** Multiply the current matrix by a rotation matrix */ export function rlRotatef(angle: number, x: number, y: number, z: number): void /** Multiply the current matrix by a scaling matrix */ export function rlScalef(x: number, y: number, z: number): void /** Multiply the current matrix by another matrix */ export function rlMultMatrixf(matf: number): void /** */ export function rlFrustum(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): void /** */ export function rlOrtho(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): void /** Set the viewport area */ export function rlViewport(x: number, y: number, width: number, height: number): void /** Initialize drawing mode (how to organize vertex) */ export function rlBegin(mode: number): void /** Finish vertex providing */ export function rlEnd(): void /** Define one vertex (position) - 2 int */ export function rlVertex2i(x: number, y: number): void /** Define one vertex (position) - 2 float */ export function rlVertex2f(x: number, y: number): void /** Define one vertex (position) - 3 float */ export function rlVertex3f(x: number, y: number, z: number): void /** Define one vertex (texture coordinate) - 2 float */ export function rlTexCoord2f(x: number, y: number): void /** Define one vertex (normal) - 3 float */ export function rlNormal3f(x: number, y: number, z: number): void /** Define one vertex (color) - 4 byte */ export function rlColor4ub(r: number, g: number, b: number, a: number): void /** Define one vertex (color) - 3 float */ export function rlColor3f(x: number, y: number, z: number): void /** Define one vertex (color) - 4 float */ export function rlColor4f(x: number, y: number, z: number, w: number): void /** Enable vertex array (VAO, if supported) */ export function rlEnableVertexArray(vaoId: number): boolean /** Disable vertex array (VAO, if supported) */ export function rlDisableVertexArray(): void /** Enable vertex buffer (VBO) */ export function rlEnableVertexBuffer(id: number): void /** Disable vertex buffer (VBO) */ export function rlDisableVertexBuffer(): void /** Enable vertex buffer element (VBO element) */ export function rlEnableVertexBufferElement(id: number): void /** Disable vertex buffer element (VBO element) */ export function rlDisableVertexBufferElement(): void /** Enable vertex attribute index */ export function rlEnableVertexAttribute(index: number): void /** Disable vertex attribute index */ export function rlDisableVertexAttribute(index: number): void /** Select and active a texture slot */ export function rlActiveTextureSlot(slot: number): void /** Enable texture */ export function rlEnableTexture(id: number): void /** Disable texture */ export function rlDisableTexture(): void /** Enable texture cubemap */ export function rlEnableTextureCubemap(id: number): void /** Disable texture cubemap */ export function rlDisableTextureCubemap(): void /** Set texture parameters (filter, wrap) */ export function rlTextureParameters(id: number, param: number, value: number): void /** Set cubemap parameters (filter, wrap) */ export function rlCubemapParameters(id: number, param: number, value: number): void /** Enable shader program */ export function rlEnableShader(id: number): void /** Disable shader program */ export function rlDisableShader(): void /** Enable render texture (fbo) */ export function rlEnableFramebuffer(id: number): void /** Disable render texture (fbo), return to default framebuffer */ export function rlDisableFramebuffer(): void /** Activate multiple draw color buffers */ export function rlActiveDrawBuffers(count: number): void /** Enable color blending */ export function rlEnableColorBlend(): void /** Disable color blending */ export function rlDisableColorBlend(): void /** Enable depth test */ export function rlEnableDepthTest(): void /** Disable depth test */ export function rlDisableDepthTest(): void /** Enable depth write */ export function rlEnableDepthMask(): void /** Disable depth write */ export function rlDisableDepthMask(): void /** Enable backface culling */ export function rlEnableBackfaceCulling(): void /** Disable backface culling */ export function rlDisableBackfaceCulling(): void /** Set face culling mode */ export function rlSetCullFace(mode: number): void /** Enable scissor test */ export function rlEnableScissorTest(): void /** Disable scissor test */ export function rlDisableScissorTest(): void /** Scissor test */ export function rlScissor(x: number, y: number, width: number, height: number): void /** Enable wire mode */ export function rlEnableWireMode(): void /** Disable wire mode */ export function rlDisableWireMode(): void /** Set the line drawing width */ export function rlSetLineWidth(width: number): void /** Get the line drawing width */ export function rlGetLineWidth(): number /** Enable line aliasing */ export function rlEnableSmoothLines(): void /** Disable line aliasing */ export function rlDisableSmoothLines(): void /** Enable stereo rendering */ export function rlEnableStereoRender(): void /** Disable stereo rendering */ export function rlDisableStereoRender(): void /** Check if stereo render is enabled */ export function rlIsStereoRenderEnabled(): boolean /** Clear color buffer with color */ export function rlClearColor(r: number, g: number, b: number, a: number): void /** Clear used screen buffers (color and depth) */ export function rlClearScreenBuffers(): void /** Check and log OpenGL error codes */ export function rlCheckErrors(): void /** Set blending mode */ export function rlSetBlendMode(mode: number): void /** Set blending mode factor and equation (using OpenGL factors) */ export function rlSetBlendFactors(glSrcFactor: number, glDstFactor: number, glEquation: number): void /** Set blending mode factors and equations separately (using OpenGL factors) */ export function rlSetBlendFactorsSeparate(glSrcRGB: number, glDstRGB: number, glSrcAlpha: number, glDstAlpha: number, glEqRGB: number, glEqAlpha: number): void /** Initialize rlgl (buffers, shaders, textures, states) */ export function rlglInit(width: number, height: number): void /** De-initialize rlgl (buffers, shaders, textures) */ export function rlglClose(): void /** Load OpenGL extensions (loader function required) */ export function rlLoadExtensions(loader: number): void /** Get current OpenGL version */ export function rlGetVersion(): number /** Set current framebuffer width */ export function rlSetFramebufferWidth(width: number): void /** Get default framebuffer width */ export function rlGetFramebufferWidth(): number /** Set current framebuffer height */ export function rlSetFramebufferHeight(height: number): void /** Get default framebuffer height */ export function rlGetFramebufferHeight(): number /** Get default texture id */ export function rlGetTextureIdDefault(): number /** Get default shader id */ export function rlGetShaderIdDefault(): number /** Get default shader locations */ export function rlGetShaderLocsDefault(): number /** Load a render batch system */ export function rlLoadRenderBatch(numBuffers: number, bufferElements: number): rlRenderBatch /** Unload render batch system */ export function rlUnloadRenderBatch(batch: rlRenderBatch): void /** Draw render batch data (Update->Draw->Reset) */ export function rlDrawRenderBatch(batch: number): void /** Set the active render batch for rlgl (NULL for default internal) */ export function rlSetRenderBatchActive(batch: number): void /** Update and draw internal render batch */ export function rlDrawRenderBatchActive(): void /** Check internal buffer overflow for a given number of vertex */ export function rlCheckRenderBatchLimit(vCount: number): boolean /** Set current texture for render batch and check buffers limits */ export function rlSetTexture(id: number): void /** Load vertex array (vao) if supported */ export function rlLoadVertexArray(): number /** Load a vertex buffer attribute */ export function rlLoadVertexBuffer(buffer: number, size: number, dynamic: boolean): number /** Load a new attributes element buffer */ export function rlLoadVertexBufferElement(buffer: number, size: number, dynamic: boolean): number /** Update GPU buffer with new data */ export function rlUpdateVertexBuffer(bufferId: number, data: number, dataSize: number, offset: number): void /** Update vertex buffer elements with new data */ export function rlUpdateVertexBufferElements(id: number, data: number, dataSize: number, offset: number): void /** */ export function rlUnloadVertexArray(vaoId: number): void /** */ export function rlUnloadVertexBuffer(vboId: number): void /** */ export function rlSetVertexAttribute(index: number, compSize: number, type: number, normalized: boolean, stride: number, pointer: number): void /** */ export function rlSetVertexAttributeDivisor(index: number, divisor: number): void /** Set vertex attribute default value */ export function rlSetVertexAttributeDefault(locIndex: number, value: number, attribType: number, count: number): void /** */ export function rlDrawVertexArray(offset: number, count: number): void /** */ export function rlDrawVertexArrayElements(offset: number, count: number, buffer: number): void /** */ export function rlDrawVertexArrayInstanced(offset: number, count: number, instances: number): void /** */ export function rlDrawVertexArrayElementsInstanced(offset: number, count: number, buffer: number, instances: number): void /** Load texture in GPU */ export function rlLoadTexture(data: number, width: number, height: number, format: number, mipmapCount: number): number /** Load depth texture/renderbuffer (to be attached to fbo) */ export function rlLoadTextureDepth(width: number, height: number, useRenderBuffer: boolean): number /** Load texture cubemap */ export function rlLoadTextureCubemap(data: number, size: number, format: number): number /** Update GPU texture with new data */ export function rlUpdateTexture(id: number, offsetX: number, offsetY: number, width: number, height: number, format: number, data: number): void /** Get OpenGL internal formats */ export function rlGetGlTextureFormats(format: number, glInternalFormat: number, glFormat: number, glType: number): void /** Get name string for pixel format */ export function rlGetPixelFormatName(format: number): string /** Unload texture from GPU memory */ export function rlUnloadTexture(id: number): void /** Generate mipmap data for selected texture */ export function rlGenTextureMipmaps(id: number, width: number, height: number, format: number, mipmaps: number): void /** Read texture pixel data */ export function rlReadTexturePixels(id: number, width: number, height: number, format: number): number /** Read screen pixel data (color buffer) */ export function rlReadScreenPixels(width: number, height: number): Buffer /** Load an empty framebuffer */ export function rlLoadFramebuffer(width: number, height: number): number /** Attach texture/renderbuffer to a framebuffer */ export function rlFramebufferAttach(fboId: number, texId: number, attachType: number, texType: number, mipLevel: number): void /** Verify framebuffer is complete */ export function rlFramebufferComplete(id: number): boolean /** Delete framebuffer from GPU */ export function rlUnloadFramebuffer(id: number): void /** Load shader from code strings */ export function rlLoadShaderCode(vsCode: string, fsCode: string): number /** Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) */ export function rlCompileShader(shaderCode: string, type: number): number /** Load custom shader program */ export function rlLoadShaderProgram(vShaderId: number, fShaderId: number): number /** Unload shader program */ export function rlUnloadShaderProgram(id: number): void /** Get shader location uniform */ export function rlGetLocationUniform(shaderId: number, uniformName: string): number /** Get shader location attribute */ export function rlGetLocationAttrib(shaderId: number, attribName: string): number /** Set shader value uniform */ export function rlSetUniform(locIndex: number, value: number, uniformType: number, count: number): void /** Set shader value matrix */ export function rlSetUniformMatrix(locIndex: number, mat: Matrix): void /** Set shader value sampler */ export function rlSetUniformSampler(locIndex: number, textureId: number): void /** Set shader currently active (id and locations) */ export function rlSetShader(id: number, locs: number): void /** Load compute shader program */ export function rlLoadComputeShaderProgram(shaderId: number): number /** Dispatch compute shader (equivalent to *draw* for graphics pipeline) */ export function rlComputeShaderDispatch(groupX: number, groupY: number, groupZ: number): void /** Load shader storage buffer object (SSBO) */ export function rlLoadShaderBuffer(size: number, data: number, usageHint: number): number /** Unload shader storage buffer object (SSBO) */ export function rlUnloadShaderBuffer(ssboId: number): void /** Update SSBO buffer data */ export function rlUpdateShaderBuffer(id: number, data: number, dataSize: number, offset: number): void /** Bind SSBO buffer */ export function rlBindShaderBuffer(id: number, index: number): void /** Read SSBO buffer data (GPU->CPU) */ export function rlReadShaderBuffer(id: number, dest: number, count: number, offset: number): void /** Copy SSBO data between buffers */ export function rlCopyShaderBuffer(destId: number, srcId: number, destOffset: number, srcOffset: number, count: number): void /** Get SSBO buffer size */ export function rlGetShaderBufferSize(id: number): number /** Bind image texture */ export function rlBindImageTexture(id: number, index: number, format: number, readonly: boolean): void /** Get internal modelview matrix */ export function rlGetMatrixModelview(): Matrix /** Get internal projection matrix */ export function rlGetMatrixProjection(): Matrix /** Get internal accumulated transform matrix */ export function rlGetMatrixTransform(): Matrix /** Get internal projection matrix for stereo render (selected eye) */ export function rlGetMatrixProjectionStereo(eye: number): Matrix /** Get internal view offset matrix for stereo render (selected eye) */ export function rlGetMatrixViewOffsetStereo(eye: number): Matrix /** Set a custom projection matrix (replaces internal projection matrix) */ export function rlSetMatrixProjection(proj: Matrix): void /** Set a custom modelview matrix (replaces internal modelview matrix) */ export function rlSetMatrixModelview(view: Matrix): void /** Set eyes projection matrices for stereo rendering */ export function rlSetMatrixProjectionStereo(right: Matrix, left: Matrix): void /** Set eyes view offsets matrices for stereo rendering */ export function rlSetMatrixViewOffsetStereo(right: Matrix, left: Matrix): void /** Load and draw a cube */ export function rlLoadDrawCube(): void /** Load and draw a quad */ export function rlLoadDrawQuad(): void /** Set shader uniform float */ export function SetShaderFloat(shader: Shader, locIndex: number, value: number): void /** Set shader uniform int */ export function SetShaderInt(shader: Shader, locIndex: number, value: number): void /** Set shader uniform Vec2 */ export function SetShaderVec2(shader: Shader, locIndex: number, value: Vector2): void /** Set shader uniform Vec3 */ export function SetShaderVector3(shader: Shader, locIndex: number, value: Vector3): void /** Set shader uniform Vec4 */ export function SetShaderVector4(shader: Shader, locIndex: number, value: Vector4): void /** Set to try enabling V-Sync on GPU */ export const FLAG_VSYNC_HINT = 64 /** Set to run program in fullscreen */ export const FLAG_FULLSCREEN_MODE = 2 /** Set to allow resizable window */ export const FLAG_WINDOW_RESIZABLE = 4 /** Set to disable window decoration (frame and buttons) */ export const FLAG_WINDOW_UNDECORATED = 8 /** Set to hide window */ export const FLAG_WINDOW_HIDDEN = 128 /** Set to minimize window (iconify) */ export const FLAG_WINDOW_MINIMIZED = 512 /** Set to maximize window (expanded to monitor) */ export const FLAG_WINDOW_MAXIMIZED = 1024 /** Set to window non focused */ export const FLAG_WINDOW_UNFOCUSED = 2048 /** Set to window always on top */ export const FLAG_WINDOW_TOPMOST = 4096 /** Set to allow windows running while minimized */ export const FLAG_WINDOW_ALWAYS_RUN = 256 /** Set to allow transparent framebuffer */ export const FLAG_WINDOW_TRANSPARENT = 16 /** Set to support HighDPI */ 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 try enabling MSAA 4X */ export const FLAG_MSAA_4X_HINT = 32 /** Set to try enabling interlaced video format (for V3D) */ export const FLAG_INTERLACED_HINT = 65536 /** Display all logs */ export const LOG_ALL = 0 /** Trace logging, intended for internal use only */ export const LOG_TRACE = 1 /** Debug logging, used for internal debugging, it should be disabled on release builds */ export const LOG_DEBUG = 2 /** Info logging, used for program execution info */ export const LOG_INFO = 3 /** Warning logging, used on recoverable failures */ export const LOG_WARNING = 4 /** Error logging, used on unrecoverable failures */ export const LOG_ERROR = 5 /** Fatal logging, used to abort program: exit(EXIT_FAILURE) */ export const LOG_FATAL = 6 /** Disable logging */ export const LOG_NONE = 7 /** Key: NULL, used for no key pressed */ export const KEY_NULL = 0 /** Key: ' */ export const KEY_APOSTROPHE = 39 /** Key: , */ export const KEY_COMMA = 44 /** Key: - */ export const KEY_MINUS = 45 /** Key: . */ export const KEY_PERIOD = 46 /** Key: / */ export const KEY_SLASH = 47 /** Key: 0 */ export const KEY_ZERO = 48 /** Key: 1 */ export const KEY_ONE = 49 /** Key: 2 */ export const KEY_TWO = 50 /** Key: 3 */ export const KEY_THREE = 51 /** Key: 4 */ export const KEY_FOUR = 52 /** Key: 5 */ export const KEY_FIVE = 53 /** Key: 6 */ export const KEY_SIX = 54 /** Key: 7 */ export const KEY_SEVEN = 55 /** Key: 8 */ export const KEY_EIGHT = 56 /** Key: 9 */ export const KEY_NINE = 57 /** Key: ; */ export const KEY_SEMICOLON = 59 /** Key: = */ export const KEY_EQUAL = 61 /** Key: A | a */ export const KEY_A = 65 /** Key: B | b */ export const KEY_B = 66 /** Key: C | c */ export const KEY_C = 67 /** Key: D | d */ export const KEY_D = 68 /** Key: E | e */ export const KEY_E = 69 /** Key: F | f */ export const KEY_F = 70 /** Key: G | g */ export const KEY_G = 71 /** Key: H | h */ export const KEY_H = 72 /** Key: I | i */ export const KEY_I = 73 /** Key: J | j */ export const KEY_J = 74 /** Key: K | k */ export const KEY_K = 75 /** Key: L | l */ export const KEY_L = 76 /** Key: M | m */ export const KEY_M = 77 /** Key: N | n */ export const KEY_N = 78 /** Key: O | o */ export const KEY_O = 79 /** Key: P | p */ export const KEY_P = 80 /** Key: Q | q */ export const KEY_Q = 81 /** Key: R | r */ export const KEY_R = 82 /** Key: S | s */ export const KEY_S = 83 /** Key: T | t */ export const KEY_T = 84 /** Key: U | u */ export const KEY_U = 85 /** Key: V | v */ export const KEY_V = 86 /** Key: W | w */ export const KEY_W = 87 /** Key: X | x */ export const KEY_X = 88 /** Key: Y | y */ export const KEY_Y = 89 /** Key: Z | z */ export const KEY_Z = 90 /** Key: [ */ export const KEY_LEFT_BRACKET = 91 /** Key: '\' */ export const KEY_BACKSLASH = 92 /** Key: ] */ export const KEY_RIGHT_BRACKET = 93 /** Key: ` */ export const KEY_GRAVE = 96 /** Key: Space */ export const KEY_SPACE = 32 /** Key: Esc */ export const KEY_ESCAPE = 256 /** Key: Enter */ export const KEY_ENTER = 257 /** Key: Tab */ export const KEY_TAB = 258 /** Key: Backspace */ export const KEY_BACKSPACE = 259 /** Key: Ins */ export const KEY_INSERT = 260 /** Key: Del */ export const KEY_DELETE = 261 /** Key: Cursor right */ export const KEY_RIGHT = 262 /** Key: Cursor left */ export const KEY_LEFT = 263 /** Key: Cursor down */ export const KEY_DOWN = 264 /** Key: Cursor up */ export const KEY_UP = 265 /** Key: Page up */ export const KEY_PAGE_UP = 266 /** Key: Page down */ export const KEY_PAGE_DOWN = 267 /** Key: Home */ export const KEY_HOME = 268 /** Key: End */ export const KEY_END = 269 /** Key: Caps lock */ export const KEY_CAPS_LOCK = 280 /** Key: Scroll down */ export const KEY_SCROLL_LOCK = 281 /** Key: Num lock */ export const KEY_NUM_LOCK = 282 /** Key: Print screen */ export const KEY_PRINT_SCREEN = 283 /** Key: Pause */ export const KEY_PAUSE = 284 /** Key: F1 */ export const KEY_F1 = 290 /** Key: F2 */ export const KEY_F2 = 291 /** Key: F3 */ export const KEY_F3 = 292 /** Key: F4 */ export const KEY_F4 = 293 /** Key: F5 */ export const KEY_F5 = 294 /** Key: F6 */ export const KEY_F6 = 295 /** Key: F7 */ export const KEY_F7 = 296 /** Key: F8 */ export const KEY_F8 = 297 /** Key: F9 */ export const KEY_F9 = 298 /** Key: F10 */ export const KEY_F10 = 299 /** Key: F11 */ export const KEY_F11 = 300 /** Key: F12 */ export const KEY_F12 = 301 /** Key: Shift left */ export const KEY_LEFT_SHIFT = 340 /** Key: Control left */ export const KEY_LEFT_CONTROL = 341 /** Key: Alt left */ export const KEY_LEFT_ALT = 342 /** Key: Super left */ export const KEY_LEFT_SUPER = 343 /** Key: Shift right */ export const KEY_RIGHT_SHIFT = 344 /** Key: Control right */ export const KEY_RIGHT_CONTROL = 345 /** Key: Alt right */ export const KEY_RIGHT_ALT = 346 /** Key: Super right */ export const KEY_RIGHT_SUPER = 347 /** Key: KB menu */ export const KEY_KB_MENU = 348 /** Key: Keypad 0 */ export const KEY_KP_0 = 320 /** Key: Keypad 1 */ export const KEY_KP_1 = 321 /** Key: Keypad 2 */ export const KEY_KP_2 = 322 /** Key: Keypad 3 */ export const KEY_KP_3 = 323 /** Key: Keypad 4 */ export const KEY_KP_4 = 324 /** Key: Keypad 5 */ export const KEY_KP_5 = 325 /** Key: Keypad 6 */ export const KEY_KP_6 = 326 /** Key: Keypad 7 */ export const KEY_KP_7 = 327 /** Key: Keypad 8 */ export const KEY_KP_8 = 328 /** Key: Keypad 9 */ export const KEY_KP_9 = 329 /** Key: Keypad . */ export const KEY_KP_DECIMAL = 330 /** Key: Keypad / */ export const KEY_KP_DIVIDE = 331 /** Key: Keypad * */ export const KEY_KP_MULTIPLY = 332 /** Key: Keypad - */ export const KEY_KP_SUBTRACT = 333 /** Key: Keypad + */ export const KEY_KP_ADD = 334 /** Key: Keypad Enter */ export const KEY_KP_ENTER = 335 /** Key: Keypad = */ export const KEY_KP_EQUAL = 336 /** Key: Android back button */ export const KEY_BACK = 4 /** Key: Android menu button */ export const KEY_MENU = 82 /** Key: Android volume up button */ export const KEY_VOLUME_UP = 24 /** Key: Android volume down button */ export const KEY_VOLUME_DOWN = 25 /** Mouse button left */ export const MOUSE_BUTTON_LEFT = 0 /** Mouse button right */ export const MOUSE_BUTTON_RIGHT = 1 /** Mouse button middle (pressed wheel) */ export const MOUSE_BUTTON_MIDDLE = 2 /** Mouse button side (advanced mouse device) */ export const MOUSE_BUTTON_SIDE = 3 /** Mouse button extra (advanced mouse device) */ export const MOUSE_BUTTON_EXTRA = 4 /** Mouse button forward (advanced mouse device) */ export const MOUSE_BUTTON_FORWARD = 5 /** Mouse button back (advanced mouse device) */ export const MOUSE_BUTTON_BACK = 6 /** Default pointer shape */ export const MOUSE_CURSOR_DEFAULT = 0 /** Arrow shape */ export const MOUSE_CURSOR_ARROW = 1 /** Text writing cursor shape */ export const MOUSE_CURSOR_IBEAM = 2 /** Cross shape */ export const MOUSE_CURSOR_CROSSHAIR = 3 /** Pointing hand cursor */ export const MOUSE_CURSOR_POINTING_HAND = 4 /** Horizontal resize/move arrow shape */ export const MOUSE_CURSOR_RESIZE_EW = 5 /** Vertical resize/move arrow shape */ export const MOUSE_CURSOR_RESIZE_NS = 6 /** Top-left to bottom-right diagonal resize/move arrow shape */ export const MOUSE_CURSOR_RESIZE_NWSE = 7 /** The top-right to bottom-left diagonal resize/move arrow shape */ export const MOUSE_CURSOR_RESIZE_NESW = 8 /** The omnidirectional resize/move cursor shape */ export const MOUSE_CURSOR_RESIZE_ALL = 9 /** The operation-not-allowed shape */ export const MOUSE_CURSOR_NOT_ALLOWED = 10 /** Unknown button, just for error checking */ export const GAMEPAD_BUTTON_UNKNOWN = 0 /** Gamepad left DPAD up button */ export const GAMEPAD_BUTTON_LEFT_FACE_UP = 1 /** Gamepad left DPAD right button */ export const GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 /** Gamepad left DPAD down button */ export const GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 /** Gamepad left DPAD left button */ export const GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 /** Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) */ export const GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 /** Gamepad right button right (i.e. PS3: Square, Xbox: X) */ export const GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 /** Gamepad right button down (i.e. PS3: Cross, Xbox: A) */ export const GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 /** Gamepad right button left (i.e. PS3: Circle, Xbox: B) */ export const GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 /** Gamepad top/back trigger left (first), it could be a trailing button */ export const GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 /** Gamepad top/back trigger left (second), it could be a trailing button */ export const GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 /** Gamepad top/back trigger right (one), it could be a trailing button */ export const GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 /** Gamepad top/back trigger right (second), it could be a trailing button */ export const GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 /** Gamepad center buttons, left one (i.e. PS3: Select) */ export const GAMEPAD_BUTTON_MIDDLE_LEFT = 13 /** Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) */ export const GAMEPAD_BUTTON_MIDDLE = 14 /** Gamepad center buttons, right one (i.e. PS3: Start) */ export const GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 /** Gamepad joystick pressed button left */ export const GAMEPAD_BUTTON_LEFT_THUMB = 16 /** Gamepad joystick pressed button right */ export const GAMEPAD_BUTTON_RIGHT_THUMB = 17 /** Gamepad left stick X axis */ export const GAMEPAD_AXIS_LEFT_X = 0 /** Gamepad left stick Y axis */ export const GAMEPAD_AXIS_LEFT_Y = 1 /** Gamepad right stick X axis */ export const GAMEPAD_AXIS_RIGHT_X = 2 /** Gamepad right stick Y axis */ export const GAMEPAD_AXIS_RIGHT_Y = 3 /** Gamepad back trigger left, pressure level: [1..-1] */ export const GAMEPAD_AXIS_LEFT_TRIGGER = 4 /** Gamepad back trigger right, pressure level: [1..-1] */ export const GAMEPAD_AXIS_RIGHT_TRIGGER = 5 /** Albedo material (same as: MATERIAL_MAP_DIFFUSE) */ export const MATERIAL_MAP_ALBEDO = 0 /** Metalness material (same as: MATERIAL_MAP_SPECULAR) */ export const MATERIAL_MAP_METALNESS = 1 /** Normal material */ export const MATERIAL_MAP_NORMAL = 2 /** Roughness material */ export const MATERIAL_MAP_ROUGHNESS = 3 /** Ambient occlusion material */ export const MATERIAL_MAP_OCCLUSION = 4 /** Emission material */ export const MATERIAL_MAP_EMISSION = 5 /** Heightmap material */ export const MATERIAL_MAP_HEIGHT = 6 /** Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) */ export const MATERIAL_MAP_CUBEMAP = 7 /** Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) */ export const MATERIAL_MAP_IRRADIANCE = 8 /** Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) */ export const MATERIAL_MAP_PREFILTER = 9 /** Brdf material */ export const MATERIAL_MAP_BRDF = 10 /** Shader location: vertex attribute: position */ export const SHADER_LOC_VERTEX_POSITION = 0 /** Shader location: vertex attribute: texcoord01 */ export const SHADER_LOC_VERTEX_TEXCOORD01 = 1 /** Shader location: vertex attribute: texcoord02 */ export const SHADER_LOC_VERTEX_TEXCOORD02 = 2 /** Shader location: vertex attribute: normal */ export const SHADER_LOC_VERTEX_NORMAL = 3 /** Shader location: vertex attribute: tangent */ export const SHADER_LOC_VERTEX_TANGENT = 4 /** Shader location: vertex attribute: color */ export const SHADER_LOC_VERTEX_COLOR = 5 /** Shader location: matrix uniform: model-view-projection */ export const SHADER_LOC_MATRIX_MVP = 6 /** Shader location: matrix uniform: view (camera transform) */ export const SHADER_LOC_MATRIX_VIEW = 7 /** Shader location: matrix uniform: projection */ export const SHADER_LOC_MATRIX_PROJECTION = 8 /** Shader location: matrix uniform: model (transform) */ export const SHADER_LOC_MATRIX_MODEL = 9 /** Shader location: matrix uniform: normal */ export const SHADER_LOC_MATRIX_NORMAL = 10 /** Shader location: vector uniform: view */ export const SHADER_LOC_VECTOR_VIEW = 11 /** Shader location: vector uniform: diffuse color */ export const SHADER_LOC_COLOR_DIFFUSE = 12 /** Shader location: vector uniform: specular color */ export const SHADER_LOC_COLOR_SPECULAR = 13 /** Shader location: vector uniform: ambient color */ export const SHADER_LOC_COLOR_AMBIENT = 14 /** Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) */ export const SHADER_LOC_MAP_ALBEDO = 15 /** Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) */ export const SHADER_LOC_MAP_METALNESS = 16 /** Shader location: sampler2d texture: normal */ export const SHADER_LOC_MAP_NORMAL = 17 /** Shader location: sampler2d texture: roughness */ export const SHADER_LOC_MAP_ROUGHNESS = 18 /** Shader location: sampler2d texture: occlusion */ export const SHADER_LOC_MAP_OCCLUSION = 19 /** Shader location: sampler2d texture: emission */ export const SHADER_LOC_MAP_EMISSION = 20 /** Shader location: sampler2d texture: height */ export const SHADER_LOC_MAP_HEIGHT = 21 /** Shader location: samplerCube texture: cubemap */ export const SHADER_LOC_MAP_CUBEMAP = 22 /** Shader location: samplerCube texture: irradiance */ export const SHADER_LOC_MAP_IRRADIANCE = 23 /** Shader location: samplerCube texture: prefilter */ export const SHADER_LOC_MAP_PREFILTER = 24 /** Shader location: sampler2d texture: brdf */ export const SHADER_LOC_MAP_BRDF = 25 /** Shader uniform type: float */ export const SHADER_UNIFORM_FLOAT = 0 /** Shader uniform type: vec2 (2 float) */ export const SHADER_UNIFORM_VEC2 = 1 /** Shader uniform type: vec3 (3 float) */ export const SHADER_UNIFORM_VEC3 = 2 /** Shader uniform type: vec4 (4 float) */ export const SHADER_UNIFORM_VEC4 = 3 /** Shader uniform type: int */ export const SHADER_UNIFORM_INT = 4 /** Shader uniform type: ivec2 (2 int) */ export const SHADER_UNIFORM_IVEC2 = 5 /** Shader uniform type: ivec3 (3 int) */ export const SHADER_UNIFORM_IVEC3 = 6 /** Shader uniform type: ivec4 (4 int) */ export const SHADER_UNIFORM_IVEC4 = 7 /** Shader uniform type: sampler2d */ export const SHADER_UNIFORM_SAMPLER2D = 8 /** Shader attribute type: float */ export const SHADER_ATTRIB_FLOAT = 0 /** Shader attribute type: vec2 (2 float) */ export const SHADER_ATTRIB_VEC2 = 1 /** Shader attribute type: vec3 (3 float) */ export const SHADER_ATTRIB_VEC3 = 2 /** Shader attribute type: vec4 (4 float) */ export const SHADER_ATTRIB_VEC4 = 3 /** 8 bit per pixel (no alpha) */ export const PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 /** 8*2 bpp (2 channels) */ export const PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 /** 16 bpp */ export const PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 /** 24 bpp */ export const PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 /** 16 bpp (1 bit alpha) */ export const PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 /** 16 bpp (4 bit alpha) */ export const PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 /** 32 bpp */ export const PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 /** 32 bpp (1 channel - float) */ export const PIXELFORMAT_UNCOMPRESSED_R32 = 8 /** 32*3 bpp (3 channels - float) */ export const PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 /** 32*4 bpp (4 channels - float) */ export const PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 /** 4 bpp (no alpha) */ export const PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 /** 4 bpp (1 bit alpha) */ export const PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 /** 8 bpp */ export const PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 /** 8 bpp */ export const PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 /** 4 bpp */ export const PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 /** 4 bpp */ export const PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 /** 8 bpp */ export const PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 /** 4 bpp */ export const PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 /** 4 bpp */ export const PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 /** 8 bpp */ export const PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 /** 2 bpp */ export const PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 /** No filter, just pixel approximation */ export const TEXTURE_FILTER_POINT = 0 /** Linear filtering */ export const TEXTURE_FILTER_BILINEAR = 1 /** Trilinear filtering (linear with mipmaps) */ export const TEXTURE_FILTER_TRILINEAR = 2 /** Anisotropic filtering 4x */ export const TEXTURE_FILTER_ANISOTROPIC_4X = 3 /** Anisotropic filtering 8x */ export const TEXTURE_FILTER_ANISOTROPIC_8X = 4 /** Anisotropic filtering 16x */ export const TEXTURE_FILTER_ANISOTROPIC_16X = 5 /** Repeats texture in tiled mode */ export const TEXTURE_WRAP_REPEAT = 0 /** Clamps texture to edge pixel in tiled mode */ export const TEXTURE_WRAP_CLAMP = 1 /** Mirrors and repeats the texture in tiled mode */ export const TEXTURE_WRAP_MIRROR_REPEAT = 2 /** Mirrors and clamps to border the texture in tiled mode */ export const TEXTURE_WRAP_MIRROR_CLAMP = 3 /** Automatically detect layout type */ export const CUBEMAP_LAYOUT_AUTO_DETECT = 0 /** Layout is defined by a vertical line with faces */ export const CUBEMAP_LAYOUT_LINE_VERTICAL = 1 /** Layout is defined by a horizontal line with faces */ export const CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 /** Layout is defined by a 3x4 cross with cubemap faces */ export const CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 /** Layout is defined by a 4x3 cross with cubemap faces */ export const CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 /** Layout is defined by a panorama image (equirrectangular map) */ export const CUBEMAP_LAYOUT_PANORAMA = 5 /** Default font generation, anti-aliased */ export const FONT_DEFAULT = 0 /** Bitmap font generation, no anti-aliasing */ export const FONT_BITMAP = 1 /** SDF font generation, requires external shader */ export const FONT_SDF = 2 /** Blend textures considering alpha (default) */ export const BLEND_ALPHA = 0 /** Blend textures adding colors */ export const BLEND_ADDITIVE = 1 /** Blend textures multiplying colors */ export const BLEND_MULTIPLIED = 2 /** Blend textures adding colors (alternative) */ export const BLEND_ADD_COLORS = 3 /** Blend textures subtracting colors (alternative) */ export const BLEND_SUBTRACT_COLORS = 4 /** Blend premultiplied textures considering alpha */ export const BLEND_ALPHA_PREMULTIPLY = 5 /** Blend textures using custom src/dst factors (use rlSetBlendFactors()) */ export const BLEND_CUSTOM = 6 /** Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) */ export const BLEND_CUSTOM_SEPARATE = 7 /** No gesture */ export const GESTURE_NONE = 0 /** Tap gesture */ export const GESTURE_TAP = 1 /** Double tap gesture */ export const GESTURE_DOUBLETAP = 2 /** Hold gesture */ export const GESTURE_HOLD = 4 /** Drag gesture */ export const GESTURE_DRAG = 8 /** Swipe right gesture */ export const GESTURE_SWIPE_RIGHT = 16 /** Swipe left gesture */ export const GESTURE_SWIPE_LEFT = 32 /** Swipe up gesture */ export const GESTURE_SWIPE_UP = 64 /** Swipe down gesture */ export const GESTURE_SWIPE_DOWN = 128 /** Pinch in gesture */ export const GESTURE_PINCH_IN = 256 /** Pinch out gesture */ export const GESTURE_PINCH_OUT = 512 /** Custom camera */ export const CAMERA_CUSTOM = 0 /** Free camera */ export const CAMERA_FREE = 1 /** Orbital camera */ export const CAMERA_ORBITAL = 2 /** First person camera */ export const CAMERA_FIRST_PERSON = 3 /** Third person camera */ export const CAMERA_THIRD_PERSON = 4 /** Perspective projection */ export const CAMERA_PERSPECTIVE = 0 /** Orthographic projection */ export const CAMERA_ORTHOGRAPHIC = 1 /** Npatch layout: 3x3 tiles */ export const NPATCH_NINE_PATCH = 0 /** Npatch layout: 1x3 tiles */ 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) */ export const RL_OPENGL_21 = 2 /** OpenGL 3.3 (GLSL 330) */ export const RL_OPENGL_33 = 3 /** OpenGL 4.3 (using GLSL 330) */ export const RL_OPENGL_43 = 4 /** OpenGL ES 2.0 (GLSL 100) */ export const RL_OPENGL_ES_20 = 5 /** Display all logs */ export const RL_LOG_ALL = 0 /** Trace logging, intended for internal use only */ export const RL_LOG_TRACE = 1 /** Debug logging, used for internal debugging, it should be disabled on release builds */ export const RL_LOG_DEBUG = 2 /** Info logging, used for program execution info */ export const RL_LOG_INFO = 3 /** Warning logging, used on recoverable failures */ export const RL_LOG_WARNING = 4 /** Error logging, used on unrecoverable failures */ export const RL_LOG_ERROR = 5 /** Fatal logging, used to abort program: exit(EXIT_FAILURE) */ export const RL_LOG_FATAL = 6 /** Disable logging */ export const RL_LOG_NONE = 7 /** 8 bit per pixel (no alpha) */ export const RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 /** 8*2 bpp (2 channels) */ export const RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 /** 16 bpp */ export const RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 /** 24 bpp */ export const RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 /** 16 bpp (1 bit alpha) */ export const RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 /** 16 bpp (4 bit alpha) */ export const RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 /** 32 bpp */ export const RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 /** 32 bpp (1 channel - float) */ export const RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8 /** 32*3 bpp (3 channels - float) */ export const RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 /** 32*4 bpp (4 channels - float) */ export const RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 /** 4 bpp (no alpha) */ export const RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 /** 4 bpp (1 bit alpha) */ export const RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 /** 8 bpp */ export const RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 /** 8 bpp */ export const RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 /** 4 bpp */ export const RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 /** 4 bpp */ export const RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 /** 8 bpp */ export const RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 /** 4 bpp */ export const RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 /** 4 bpp */ export const RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 /** 8 bpp */ export const RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 /** 2 bpp */ export const RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 /** No filter, just pixel approximation */ export const RL_TEXTURE_FILTER_POINT = 0 /** Linear filtering */ export const RL_TEXTURE_FILTER_BILINEAR = 1 /** Trilinear filtering (linear with mipmaps) */ export const RL_TEXTURE_FILTER_TRILINEAR = 2 /** Anisotropic filtering 4x */ export const RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3 /** Anisotropic filtering 8x */ export const RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4 /** Anisotropic filtering 16x */ export const RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 /** Blend textures considering alpha (default) */ export const RL_BLEND_ALPHA = 0 /** Blend textures adding colors */ export const RL_BLEND_ADDITIVE = 1 /** Blend textures multiplying colors */ export const RL_BLEND_MULTIPLIED = 2 /** Blend textures adding colors (alternative) */ export const RL_BLEND_ADD_COLORS = 3 /** Blend textures subtracting colors (alternative) */ export const RL_BLEND_SUBTRACT_COLORS = 4 /** Blend premultiplied textures considering alpha */ export const RL_BLEND_ALPHA_PREMULTIPLY = 5 /** Blend textures using custom src/dst factors (use rlSetBlendFactors()) */ export const RL_BLEND_CUSTOM = 6 /** Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) */ export const RL_BLEND_CUSTOM_SEPARATE = 7 /** Shader location: vertex attribute: position */ export const RL_SHADER_LOC_VERTEX_POSITION = 0 /** Shader location: vertex attribute: texcoord01 */ export const RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1 /** Shader location: vertex attribute: texcoord02 */ export const RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2 /** Shader location: vertex attribute: normal */ export const RL_SHADER_LOC_VERTEX_NORMAL = 3 /** Shader location: vertex attribute: tangent */ export const RL_SHADER_LOC_VERTEX_TANGENT = 4 /** Shader location: vertex attribute: color */ export const RL_SHADER_LOC_VERTEX_COLOR = 5 /** Shader location: matrix uniform: model-view-projection */ export const RL_SHADER_LOC_MATRIX_MVP = 6 /** Shader location: matrix uniform: view (camera transform) */ export const RL_SHADER_LOC_MATRIX_VIEW = 7 /** Shader location: matrix uniform: projection */ export const RL_SHADER_LOC_MATRIX_PROJECTION = 8 /** Shader location: matrix uniform: model (transform) */ export const RL_SHADER_LOC_MATRIX_MODEL = 9 /** Shader location: matrix uniform: normal */ export const RL_SHADER_LOC_MATRIX_NORMAL = 10 /** Shader location: vector uniform: view */ export const RL_SHADER_LOC_VECTOR_VIEW = 11 /** Shader location: vector uniform: diffuse color */ export const RL_SHADER_LOC_COLOR_DIFFUSE = 12 /** Shader location: vector uniform: specular color */ export const RL_SHADER_LOC_COLOR_SPECULAR = 13 /** Shader location: vector uniform: ambient color */ export const RL_SHADER_LOC_COLOR_AMBIENT = 14 /** Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) */ export const RL_SHADER_LOC_MAP_ALBEDO = 15 /** Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) */ export const RL_SHADER_LOC_MAP_METALNESS = 16 /** Shader location: sampler2d texture: normal */ export const RL_SHADER_LOC_MAP_NORMAL = 17 /** Shader location: sampler2d texture: roughness */ export const RL_SHADER_LOC_MAP_ROUGHNESS = 18 /** Shader location: sampler2d texture: occlusion */ export const RL_SHADER_LOC_MAP_OCCLUSION = 19 /** Shader location: sampler2d texture: emission */ export const RL_SHADER_LOC_MAP_EMISSION = 20 /** Shader location: sampler2d texture: height */ export const RL_SHADER_LOC_MAP_HEIGHT = 21 /** Shader location: samplerCube texture: cubemap */ export const RL_SHADER_LOC_MAP_CUBEMAP = 22 /** Shader location: samplerCube texture: irradiance */ export const RL_SHADER_LOC_MAP_IRRADIANCE = 23 /** Shader location: samplerCube texture: prefilter */ export const RL_SHADER_LOC_MAP_PREFILTER = 24 /** Shader location: sampler2d texture: brdf */ export const RL_SHADER_LOC_MAP_BRDF = 25 /** Shader uniform type: float */ export const RL_SHADER_UNIFORM_FLOAT = 0 /** Shader uniform type: vec2 (2 float) */ export const RL_SHADER_UNIFORM_VEC2 = 1 /** Shader uniform type: vec3 (3 float) */ export const RL_SHADER_UNIFORM_VEC3 = 2 /** Shader uniform type: vec4 (4 float) */ export const RL_SHADER_UNIFORM_VEC4 = 3 /** Shader uniform type: int */ export const RL_SHADER_UNIFORM_INT = 4 /** Shader uniform type: ivec2 (2 int) */ export const RL_SHADER_UNIFORM_IVEC2 = 5 /** Shader uniform type: ivec3 (3 int) */ export const RL_SHADER_UNIFORM_IVEC3 = 6 /** Shader uniform type: ivec4 (4 int) */ export const RL_SHADER_UNIFORM_IVEC4 = 7 /** Shader uniform type: sampler2d */ export const RL_SHADER_UNIFORM_SAMPLER2D = 8 /** Shader attribute type: float */ export const RL_SHADER_ATTRIB_FLOAT = 0 /** Shader attribute type: vec2 (2 float) */ export const RL_SHADER_ATTRIB_VEC2 = 1 /** Shader attribute type: vec3 (3 float) */ export const RL_SHADER_ATTRIB_VEC3 = 2 /** Shader attribute type: vec4 (4 float) */ export const RL_SHADER_ATTRIB_VEC4 = 3 /** Framebuffer attachment type: color 0 */ export const RL_ATTACHMENT_COLOR_CHANNEL0 = 0 /** Framebuffer attachment type: color 1 */ export const RL_ATTACHMENT_COLOR_CHANNEL1 = 1 /** Framebuffer attachment type: color 2 */ export const RL_ATTACHMENT_COLOR_CHANNEL2 = 2 /** Framebuffer attachment type: color 3 */ export const RL_ATTACHMENT_COLOR_CHANNEL3 = 3 /** Framebuffer attachment type: color 4 */ export const RL_ATTACHMENT_COLOR_CHANNEL4 = 4 /** Framebuffer attachment type: color 5 */ export const RL_ATTACHMENT_COLOR_CHANNEL5 = 5 /** Framebuffer attachment type: color 6 */ export const RL_ATTACHMENT_COLOR_CHANNEL6 = 6 /** Framebuffer attachment type: color 7 */ export const RL_ATTACHMENT_COLOR_CHANNEL7 = 7 /** Framebuffer attachment type: depth */ export const RL_ATTACHMENT_DEPTH = 100 /** Framebuffer attachment type: stencil */ export const RL_ATTACHMENT_STENCIL = 200 /** Framebuffer texture attachment type: cubemap, +X side */ export const RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0 /** Framebuffer texture attachment type: cubemap, -X side */ export const RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1 /** Framebuffer texture attachment type: cubemap, +Y side */ export const RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2 /** Framebuffer texture attachment type: cubemap, -Y side */ export const RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3 /** Framebuffer texture attachment type: cubemap, +Z side */ export const RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4 /** Framebuffer texture attachment type: cubemap, -Z side */ export const RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5 /** Framebuffer texture attachment type: texture2d */ export const RL_ATTACHMENT_TEXTURE2D = 100 /** Framebuffer texture attachment type: renderbuffer */ export const RL_ATTACHMENT_RENDERBUFFER = 200 /** */ export const RL_CULL_FACE_FRONT = 0 /** */ export const RL_CULL_FACE_BACK = 1 /** */ export const RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192 /** Default number of batch buffers (multi-buffering) */ export const RL_DEFAULT_BATCH_BUFFERS = 1 /** Default number of batch draw calls (by state changes: mode, texture) */ export const RL_DEFAULT_BATCH_DRAWCALLS = 256 /** Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) */ export const RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4 /** Maximum size of Matrix stack */ export const RL_MAX_MATRIX_STACK_SIZE = 32 /** Maximum number of shader locations supported */ export const RL_MAX_SHADER_LOCATIONS = 32 /** GL_TEXTURE_WRAP_S */ export const RL_TEXTURE_WRAP_S = 10242 /** GL_TEXTURE_WRAP_T */ export const RL_TEXTURE_WRAP_T = 10243 /** GL_TEXTURE_MAG_FILTER */ export const RL_TEXTURE_MAG_FILTER = 10240 /** GL_TEXTURE_MIN_FILTER */ export const RL_TEXTURE_MIN_FILTER = 10241 /** GL_NEAREST */ export const RL_TEXTURE_FILTER_NEAREST = 9728 /** GL_LINEAR */ export const RL_TEXTURE_FILTER_LINEAR = 9729 /** GL_NEAREST_MIPMAP_NEAREST */ export const RL_TEXTURE_FILTER_MIP_NEAREST = 9984 /** GL_NEAREST_MIPMAP_LINEAR */ export const RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 9986 /** GL_LINEAR_MIPMAP_NEAREST */ export const RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 9985 /** GL_LINEAR_MIPMAP_LINEAR */ export const RL_TEXTURE_FILTER_MIP_LINEAR = 9987 /** Anisotropic filter (custom identifier) */ export const RL_TEXTURE_FILTER_ANISOTROPIC = 12288 /** Texture mipmap bias, percentage ratio (custom identifier) */ export const RL_TEXTURE_MIPMAP_BIAS_RATIO = 16384 /** GL_REPEAT */ export const RL_TEXTURE_WRAP_REPEAT = 10497 /** GL_CLAMP_TO_EDGE */ export const RL_TEXTURE_WRAP_CLAMP = 33071 /** GL_MIRRORED_REPEAT */ export const RL_TEXTURE_WRAP_MIRROR_REPEAT = 33648 /** GL_MIRROR_CLAMP_EXT */ export const RL_TEXTURE_WRAP_MIRROR_CLAMP = 34626 /** GL_MODELVIEW */ export const RL_MODELVIEW = 5888 /** GL_PROJECTION */ export const RL_PROJECTION = 5889 /** GL_TEXTURE */ export const RL_TEXTURE = 5890 /** GL_LINES */ export const RL_LINES = 1 /** GL_TRIANGLES */ export const RL_TRIANGLES = 4 /** GL_QUADS */ export const RL_QUADS = 7 /** GL_UNSIGNED_BYTE */ export const RL_UNSIGNED_BYTE = 5121 /** GL_FLOAT */ export const RL_FLOAT = 5126 /** GL_STREAM_DRAW */ export const RL_STREAM_DRAW = 35040 /** GL_STREAM_READ */ export const RL_STREAM_READ = 35041 /** GL_STREAM_COPY */ export const RL_STREAM_COPY = 35042 /** GL_STATIC_DRAW */ export const RL_STATIC_DRAW = 35044 /** GL_STATIC_READ */ export const RL_STATIC_READ = 35045 /** GL_STATIC_COPY */ export const RL_STATIC_COPY = 35046 /** GL_DYNAMIC_DRAW */ export const RL_DYNAMIC_DRAW = 35048 /** GL_DYNAMIC_READ */ export const RL_DYNAMIC_READ = 35049 /** GL_DYNAMIC_COPY */ export const RL_DYNAMIC_COPY = 35050 /** GL_FRAGMENT_SHADER */ export const RL_FRAGMENT_SHADER = 35632 /** GL_VERTEX_SHADER */ export const RL_VERTEX_SHADER = 35633 /** GL_COMPUTE_SHADER */ export const RL_COMPUTE_SHADER = 37305 /** GL_ZERO */ export const RL_ZERO = 0 /** GL_ONE */ export const RL_ONE = 1 /** GL_SRC_COLOR */ export const RL_SRC_COLOR = 768 /** GL_ONE_MINUS_SRC_COLOR */ export const RL_ONE_MINUS_SRC_COLOR = 769 /** GL_SRC_ALPHA */ export const RL_SRC_ALPHA = 770 /** GL_ONE_MINUS_SRC_ALPHA */ export const RL_ONE_MINUS_SRC_ALPHA = 771 /** GL_DST_ALPHA */ export const RL_DST_ALPHA = 772 /** GL_ONE_MINUS_DST_ALPHA */ export const RL_ONE_MINUS_DST_ALPHA = 773 /** GL_DST_COLOR */ export const RL_DST_COLOR = 774 /** GL_ONE_MINUS_DST_COLOR */ export const RL_ONE_MINUS_DST_COLOR = 775 /** GL_SRC_ALPHA_SATURATE */ export const RL_SRC_ALPHA_SATURATE = 776 /** GL_CONSTANT_COLOR */ export const RL_CONSTANT_COLOR = 32769 /** GL_ONE_MINUS_CONSTANT_COLOR */ export const RL_ONE_MINUS_CONSTANT_COLOR = 32770 /** GL_CONSTANT_ALPHA */ export const RL_CONSTANT_ALPHA = 32771 /** GL_ONE_MINUS_CONSTANT_ALPHA */ export const RL_ONE_MINUS_CONSTANT_ALPHA = 32772 /** GL_FUNC_ADD */ export const RL_FUNC_ADD = 32774 /** GL_MIN */ export const RL_MIN = 32775 /** GL_MAX */ export const RL_MAX = 32776 /** GL_FUNC_SUBTRACT */ export const RL_FUNC_SUBTRACT = 32778 /** GL_FUNC_REVERSE_SUBTRACT */ export const RL_FUNC_REVERSE_SUBTRACT = 32779 /** GL_BLEND_EQUATION */ export const RL_BLEND_EQUATION = 32777 /** GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) */ export const RL_BLEND_EQUATION_RGB = 32777 /** GL_BLEND_EQUATION_ALPHA */ export const RL_BLEND_EQUATION_ALPHA = 34877 /** GL_BLEND_DST_RGB */ export const RL_BLEND_DST_RGB = 32968 /** GL_BLEND_SRC_RGB */ export const RL_BLEND_SRC_RGB = 32969 /** GL_BLEND_DST_ALPHA */ export const RL_BLEND_DST_ALPHA = 32970 /** GL_BLEND_SRC_ALPHA */ export const RL_BLEND_SRC_ALPHA = 32971 /** GL_BLEND_COLOR */ export const RL_BLEND_COLOR = 32773 export const LIGHTGRAY: { r: 200, g: 200, b: 200, a: 255 } export const GRAY: { r: 130, g: 130, b: 130, a: 255 } export const DARKGRAY: { r: 80, g: 80, b: 80, a: 255 } export const YELLOW: { r: 253, g: 249, b: 0, a: 255 } export const GOLD: { r: 255, g: 203, b: 0, a: 255 } export const ORANGE: { r: 255, g: 161, b: 0, a: 255 } export const PINK: { r: 255, g: 109, b: 194, a: 255 } export const RED: { r: 230, g: 41, b: 55, a: 255 } export const MAROON: { r: 190, g: 33, b: 55, a: 255 } export const GREEN: { r: 0, g: 228, b: 48, a: 255 } export const LIME: { r: 0, g: 158, b: 47, a: 255 } export const DARKGREEN: { r: 0, g: 117, b: 44, a: 255 } export const SKYBLUE: { r: 102, g: 191, b: 255, a: 255 } export const BLUE: { r: 0, g: 121, b: 241, a: 255 } export const DARKBLUE: { r: 0, g: 82, b: 172, a: 255 } export const PURPLE: { r: 200, g: 122, b: 255, a: 255 } export const VIOLET: { r: 135, g: 60, b: 190, a: 255 } export const DARKPURPLE: { r: 112, g: 31, b: 126, a: 255 } export const BEIGE: { r: 211, g: 176, b: 131, a: 255 } export const BROWN: { r: 127, g: 106, b: 79, a: 255 } export const DARKBROWN: { r: 76, g: 63, b: 47, a: 255 } export const WHITE: { r: 255, g: 255, b: 255, a: 255 } export const BLACK: { r: 0, g: 0, b: 0, a: 255 } export const BLANK: { r: 0, g: 0, b: 0, a: 0 } export const MAGENTA: { r: 255, g: 0, b: 255, a: 255 } export const RAYWHITE: { r: 245, g: 245, b: 245, a: 255 } }